General Discussion

As an FYI, I am working late in order to get a project done on time for next week. I have been only going home to sleep, so I apologize for the delay in posting. I have not forgotten to update, it's just suddenly a lot harder :(
 

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As an FYI, I am working late in order to get a project done on time for next week. I have been only going home to sleep, so I apologize for the delay in posting. I have not forgotten to update, it's just suddenly a lot harder :(

Thanks for the heads up, JS; I look forward to getting on with things when you get the chance.
 

Hi All --

I am playing an Alchemist (and enjoying it) and noticed the Swift Alchemy feat coming up. I wholeheartedly approve of the ruling that Alchemists must pay full price for their alchemical stuff, just like everybody else, but the ruling does make the ability as it stands pretty useless. Unless I have misunderstood the crafting rules, even if a character maxes out their Craft (Alchemy) skill and rolls well, it is going to take at least a day to craft an item (1/2 time for Swift Alchemy, max 1/3 time for rolling well =1/6th of a week).

The ability would have some value if the crafting time were dramatically reduced, and I thought I would sound people out on an idea before making a proposal. If alchemists had the ability to make Alchemical items in a matter of hours rather than days, there would be times when it would come in handy. A lot of alchemical gear -- alchemists fire, tanglefoot bags, the various weapon blanches -- is situationally useful. If the party has some information and prep time, the Alchemist could cook up some useful gear.

The Swift Alchemy ability would go something like this: The alchemist buys a "Reagent Pool," which is bought like standard equipment in a town. It has a gold piece value and some affiliated weight per gold piece amount (perhaps 1 lb/15 gp). The reagent pool is consumed to create an alchemical item, maintaining a consistent gp account. Using this feat, the base time to create an alchemical item is, say, 3 hours, and the Alchemist rolls against the DC for the item in question.

There can be rules surrounding this, such as an incremental DC increase to make multiple copies of the same item (DC for 1 is 15, for 2 is, say, 17, etc.), a time increment (cut time in half for beating the DC by 5 or more), and failure criteria (fail by 5 or more and the Alchemist does not have a necessary component and cannot make the item until they return to a village). I would also be inclined to make the system even more forgiving, and let the alchemist see the outcome of the roll before deciding how to break it up (get 1 item quickly, or spend the full time and get multiple copies).

This is something that is unlikely to be useful very often, but does make play more interesting. If the party receives a warning from a cryptic old man that the ridge is populated by harpies with poisoned arrows, that suggests antivenom and tanglefoot bags might be a good idea. And when the wizard deduces that the malfunctioning golem can only be harmed by adamantium it may be time for an appropriate weapon blanch. The ability gets less useful as characters level and alchemical gear gets outclassed, but it is an interesting quirk in the 3-8 level range.

It does recover a bit of the flavor of the alchemist. Under the current system, alchemists have no reason to carry a lot of alchemical gear, as they pay the same price for it as everyone else. This allows them to get the *use* of alchemical gear in special circumstances without having to shell out for and lug around every geegaw and gimmick.

Please share your thoughts. If it seems like there might be consensus for a system like this, I'll draft a proposal and post it as a separate thread.
 

Was going to post in the adventure thread, but thought this probably gets a bit more traffic, so what the heck:

Distant Relations has officially wrapped up, so I'm looking for some judge approval on final awards / DMC. I attached the Mowgli-designed spreadsheet for the three configurations of PCs, which will hopefully speed up review.

Thanks in advance. :)
 

[MENTION=23867]mfloyd3[/MENTION] Swift Alchemy definitely deserves its own discussion thread. I'd go ahead and write up your proposal and then we can see what happens.
 



JK: don't forget Genevieve :p

(I had to)

I honestly debated it, but when the entry was basically just that she's a server with a sharp tongue, I decided that probably didn't rate a full wiki page. Employees of The Dunn Wright I understand, since everyone goes through there, and having a handful of NPCs you can reference is a good way to keep each PC from winding up with a different server. I'm not sure there's as much call for normalization with the feasthall in a town which may or may not even see a second adventure. I may add her name to the location entry on the Martna page, though, just so it's recorded somewhere.
 


Hrm. So, See Invisibility is on the Inquisitor spell list, but it looks like Inquisitor is the only divine spellcasting class with access to it (the entry doesn't list any cleric domains that have it, at least).

The Scroll entry was put together before the Inquisitor class came out, so I'm not entirely sure how to price a divine (Inquisitor) scroll of See Invisibility. Which class should I use as a pricing guideline? My best guess would be that it should be priced as for a Bard, since that seems to be the closest analogue (spontaneous caster with 6 spell levels), but I could be thinking about this incorrectly.

Thoughts?
 

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