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<blockquote data-quote="Mal Malenkirk" data-source="post: 4635049" data-attributes="member: 834"><p>You see stacks and stacks of various ritual components, of course. Of more immediate interest are the vials since they can be immediately useful but there are hundreds and most are harmless so just picking random vials will do little good. They are labelled by arcane and esoteric signs.</p><p></p><p>Obviously enough, the most useful find would be holy water and healing potions. </p><p></p><p>a Minor check with the appropriate skill allows you to identify them, but you have to be inside.</p><p></p><p>Arcana/thievery DC 18 allows you to recognize Alchemical fire, acid and frost.</p><p></p><p>Heal DC 18 allows you to recognize healing potions</p><p></p><p>Religion DC 18 allows you to recognize holy water.</p><p></p><p>If you have perception of +5 or better, you get a +2 to your knowledge check.</p><p></p><p>This check can be tried over and over again if necessary, there is no consequence for failure.</p><p></p><p>A success allows you to grab as many vials as you can carry which realistically isn't that many. Assuming your belts are setup for potions (which they should be, many of you were using potions in the first place) one can expect 6 slots. More than that and they have to be packed (which does little good) or carried in your hands.</p><p></p><p>You need to move to the row 3 (any square will do) and then a minor action will allow you to sheath one potion while a move action will allow you to pack 3 potions + dex modifier. </p><p></p><p>A thievery check DC 18 can downgrade the move action into a minor action (must be trained to try it). No consequence for failure.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4635049, member: 834"] You see stacks and stacks of various ritual components, of course. Of more immediate interest are the vials since they can be immediately useful but there are hundreds and most are harmless so just picking random vials will do little good. They are labelled by arcane and esoteric signs. Obviously enough, the most useful find would be holy water and healing potions. a Minor check with the appropriate skill allows you to identify them, but you have to be inside. Arcana/thievery DC 18 allows you to recognize Alchemical fire, acid and frost. Heal DC 18 allows you to recognize healing potions Religion DC 18 allows you to recognize holy water. If you have perception of +5 or better, you get a +2 to your knowledge check. This check can be tried over and over again if necessary, there is no consequence for failure. A success allows you to grab as many vials as you can carry which realistically isn't that many. Assuming your belts are setup for potions (which they should be, many of you were using potions in the first place) one can expect 6 slots. More than that and they have to be packed (which does little good) or carried in your hands. You need to move to the row 3 (any square will do) and then a minor action will allow you to sheath one potion while a move action will allow you to pack 3 potions + dex modifier. A thievery check DC 18 can downgrade the move action into a minor action (must be trained to try it). No consequence for failure. [/QUOTE]
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