[Recruitment] The Heroes of Fannen-Dar

Alchemist's Fire is 70gp? :confused:

An Adventurer's kit is probably fine, but I'll probably buy it piecemeal as I have no real reason to carry around a bedroll & a week and a half worth of rations.
 
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"Alchemist's Fire
Level: 1
Category: Volatile
Time: 30 minutes
Component Cost: See below
Market Price: 70 gp
Key Skill: Arcana or Thievery (no check)"

The market price is what you pay to buy it. The component cost (which is 20 gp for level 1, which might be what you were looking at) is what you pay when you create it, which you can't do without the Alchemist feat. So, buying it is the market price, 70 gp.
 

Actually, if I recall right, the Market Cost is similar for alchemy as it is for Rituals. That is, it refers to the cost of the alchemical formula. So a character could spend 70gp to gain the formula, then make Alchemist's fire forever for nothing more than the component cost of each one.
 

Ah, yes, the whole ritual thing was a little confusing, and alchemy just made it more jumbled. Yes, the market price is for the formula, basically, and then you need to buy either 20 arcana components (alchemical reagents) or 20 thievery components (no known name, as far as I know), and then you can make it.

Also, I forgot about warforged not being able to eat. I guess it's okay if you don't buy the adventurer's kit. In which case, you have 31 gp left. I'm going to say no for the alchemist's fire right now, it's not something you'd easily come by. If you wanted it in case you needed a ranged attack, a simple (or military) ranged weapon would be just as good.
 

That explains the confusion. It's listed in both the PHB and the Character Builder as 20gp.

If you'd rather me not take it, I'll pick up some javelins or warhammers or some such instead. I just grabbed the Alchemist Fire as a way to have a single-use area attack (which isn't easily replicable by fighters)
 

Yes, I think weapons that are usuable multiple times (especially heavy thrown to benefit from your Strength) would be good.

This reminds me of a house rule I use that I don't know if it is in the rules at all, but when using a projectile weapon (bow, sling) the projectile is expended when you use it (arrows break, stones are lost). However, heavy and light thrown weapons fall in the space of the target and can be picked up as a minor action.

Also, I'm relatively new to this site, so I have a few questions about it.
1. How do you use the Show/Hide option?
2. Is there a way, when we start the game, to roll dice with a number generator online so others can see the result? If not, we're using the honor system.

I think that's it for the questions. PHB2 is only a week and a half away, and I hear there's something about player's backgrounds giving static bonuses. When I get the book, I'll have more info on this and allow everyone to get those bonuses (I'll even make regional benefits if you want to get those from where you come from).
 

1. How do you use the Show/Hide option?

-- Type <sblock> and </sblock> around the text to be hidden, only use square brackets [] instead of triangular ones.

2. Is there a way, when we start the game, to roll dice with a number generator online so others can see the result? If not, we're using the honor system.

-- Most Enworlders use InvisibleCastle to roll dice. The results are shown as a link that can be easily pasted into a reply.

---
Character stuff!

Below is the work in progress sheet. Basically done except for inventory. The story, summarized, is that the cosmology of her home nation is a sort of Taoist-Buddhist hodgepodge similar to the folklore religion of old China. You have the Celestial realm presided over by a mighty Emperor who goes into periods of meditation to build and maintain his power. The various gods and immortals of his court keep the universe working by fulfilling their respective duties. There are rules they must abide by though, and internal wheeling and dealing and politics. Sometimes things get ugly, especially when the Emperor is on sabbatical.

[sblock=Background stuff]One of the big no-nos for gods is not to get 'involved' with mortals. However a relatively minor goddess of good fortune did fall in love with a mortal man, and for that crime was evicted from Heaven; her divine status revoked and she made mortal. This was actually fine with her, as it meant she could have a normal life with her husband. What they didn't know was that the circumstances that led up to her expulsion from the Celestial City were all part of a complicated scheme to change the balance of power in the Court of Jade. This scheme was balked by two things. The first was their daughter, and the second was the return of the Emperor. Those gods who opposed the plot pointed out that the young girl had inherited at least some of the divine potential of her mother, even though her mother had been mortal when she was borne. They suggested that if the girl were to achieve divinity, then the seat in the Court would rightfully be hers as well. To fill it prematurely would be to deny a rightful claim. The Emperor, on deliberation, decided that it was unlikely a mortal girl in the mortal world would realize divinity...but that the chance had to be recognized. He forbade either side from aiding or hurting her...it had to be allowed to run its course. And for twenty-five years, Mei-Ying grew in peace. Those gods who wished to see her grow to power very subtly (and technically illegally) arranged for her to meet a tutor, who taught her the basics of harnessing the power inside her to command the elements and work small miracles.

The Emperor moved to meditate again...and the factions saw their chance, and acted. The gods who had worked so hard to clear that seat of Heaven so as to appoint one aligned with their own goals moved with savage finality...intending to kill the young wizard and end her claim to the coveted spot once and for all. Their demonic forces set upon the town she lived in and burned and slew those they came across. Then they were met in battle by shining spirits, sent by those gods who wished Mei-Ying to live. As the fight raged, Mei herself was rushed to a ship. There was no safe place for her in these lands. Her enemies in the Court had made allies and outmaneuvered those that opposed them. The only way to escape was go in disguise to the heathen lands over the sea, where pagan gods clouded the sight of the Court and strange customs, traditions, and tongues made their ways impossible to understand. The danger was real...she would be as hidden to her friends as her foes, and if anything happened, she would be on her own. That was how it had to be.

So she left. Still struggling to understand what was happening and why, and facing a life among strangers, with her loved ones far behind and in danger, she left. Carefully using magic at first to help her understand the local language, she managed to pick up the basics of it within a month. Another several months had her speaking it well enough not to rely on rituals anymore. At that point though the supply of trade items she'd been provided with was starting to empty out despite her modest living.

In game terms, Mei Ying has a cleric multiclass feat primarily so she can enter the Divine Oracle Paragon Path. Eventually my eye is on Demigod Epic Destiny, which would culminate in ascension to immortal status and moving on to claim her place in the Jade Court.

I am open to alternatives though, if all this seems like a bit too much. :) What are your thoughts?[/sblock]

[sblock=Sheet]Name: Mei Ying
Class: Wizard 1
Alignment: Unaligned
Race: Human
Deity: ?
Size: Medium
Age: 26
Gender: Female
Height: 5' 7"
Weight: 132 lbs
Eyes: Onyx
Hair: Black Ponytail
Exp: 0

Abilities
Str: 8 [-1], Dex: 10 [+0], Wis: 16 [+3]
Con: 12 [+1], Int: 18 [+4], Cha: 12 [+1]

Hit Points: 22 Bloodied: 11
Healing Surges: 7/day Healing Surge hp gained :5 HP per level: 4
Action Points: 1
Speed: 6 squares

Armour Class: 14
Fortitude Defence: 12
Reflex Defence: 15
Will Defence: 16
Initiative: +4

Skills:
Arcana +9
Dungeoneering +8
Insight +8
History +9
Nature +8
Religion +9

Languages: Common

Feats:
1 Improved Initiative
1 Initiate of the Faith

Race Traits:
+2 Intelligence
Bonus At Will
Bonus Feat
Bonus Trained Skill
Human Defense Bonus

Class Abilities:
Implement Mastery: Orb of Imposition
Cantrips: Ghost Sound, Light, Mage Hand, Prestidigitation
Ritual Casting
Spellbook
- Daily Spells: Flaming Sphere, Sleep
- Utility Spells: None
- Rituals: Comprehend Languages, Make Whole, Tenser's Floating Disc, Endure Elements

At-Will
Scorching Burst
Magic Missile
Thunderwave

Encounter
Icy Terrain
Healing Word

Daily
Flaming Sphere

Gear
2 belt pouches, 2gp, 1lb
Ritual Dagger, 1gp, 1lb

Ritual Components:

Rituals Purchased:

Money: 97gp

Normal load 50lbs/140lbs[/sblock]
 
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[sblock] test [/sblock]

As to the dice, Invisible Castle seems slightly confusing. Of course you can use it, but since I roll my own dice in secret anyway, I'm using real dice, and any players who want to use their own dice can as well (but if you get three crits in a row, I'll seriously start suspecting you of foul play!).
 


I don't keep a set of dice in my office, so I'll probably just use Invisible Castle (which really isn't that bad once you use it a couple times; it even outputs the result in the same BBCode ENWorld uses)

Example:
Attack Roll: 1d20+6=13
 

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