Handbook of the Broken.

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Murvoth
Murvoth's picture

I feel a certain alchemist is being tamedone compared to say...me. If you want to inspire something that handbook of the broken worthy..witness a sadistic alchemist go terrorist with expanded understanding rending with an acid trapping ( corrosive or burn). HAve fun with the minions tossing nerve agents ;)

swampfoxib
swampfoxib's picture

You and your GM are wrong about the PP allocation for Alchemists. PP regains at the normal rate, but is locked in until you finish making the potion.  If you regain PP at 1/he and it takes you three hours to make the potion, then after those three hours you start to regain your PP.  just as with any other spell caster. Look to Shaintar Legends Arose Pages 97-98 for more details on Alchemists.  And here is a quote that exemplifies what I just said from those pages:

"

  1. For example, if an alchemist were to create a Potion of Flying, he could put 3 Essence into this potion, thus giving the user her Pace in ight. ese 3 Essence are unavailable for anything else until the potion is completed and the alchemist has had a chance to recover them.

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Chris Parks

Previous Culture Warden

In Game:
Lt. Felosia Naiilo - High Druidess: Phoenix Moth Grove; Sog
Lt. Magpie Stormsinger - Trollkeep

Matrix4b

swampfoxib wrote:

You and your GM are wrong about the PP allocation for Alchemists. PP regains at the normal rate, but is locked in until you finish making the potion.  If you regain PP at 1/he and it takes you three hours to make the potion, then after those three hours you start to regain your PP.  just as with any other spell caster. Look to Shaintar Legends Arose Pages 97-98 for more details on Alchemists.  And here is a quote that exemplifies what I just said from those pages:

"

  1. For example, if an alchemist were to create a Potion of Flying, he could put 3 Essence into this potion, thus giving the user her Pace in ight. ese 3 Essence are unavailable for anything else until the potion is completed and the alchemist has had a chance to recover them.

So to clarify:

Your Alchemist has 10 Essence.  Makes a potion requiring 3 Essence.  This takes 3 hours to make.

Once finished with creating the Potion: He has 7 Essence and a Potion.  He makes another potion right away that takes 2 Essence.  This takes 2 hours.  He has 5 Essence Left (time creating the potion does not count as time regaining the essence).  He has the normal 1 Essence regained per hour rate (no edges to speed it up).  He waits 5 hours and is at 10 Essence again.  He still has the 2 potions he created and can give them out or use them at any time.  The Potions are made.  He can create more potions at any time.

The potion does not need to be used to create more potions.  BUT the rolls for resource used must be made after each potion.  So he could run out of materials for the month.

Next example:

Your Alchemist creates a Potion requiring 7 Essence and has a pool of 10 Essence.  It takes 7 hours to create, he then has 3 Essence left.  The Alchemist cannot create a potion requiring 5 Essence until he rests for 2 hours.  After 2 hours the Alchemist learns that he is going to be in battle soon, in less than an hour.  So, having the Elixerium Edge he decides to create an impromtu Potion.  He has 5 Essence at this point.  So any potion he can create must be under that maximum.  He still has the 7 point Essence potion availible and is able to whip up a potion in the 1/2 hr it takes per essence point (per Elixerium) to go into battle with.

So, now think about this.  An Alchemist given time to prepare is scary and the amount of time he has for potions (and materials) is limited.  During Downtime (or out of game/between sessions) it is recomended to use the Day In The Life rules for potions.  This is due to having other responsiblities during said down time and having day to day life.  Not to mention it makes it easier to put a limit on the number of potions a character can have.  Time and Materials is the limiting factor (not to mention what spells/formula the Alchemist has) for the character.  YES, it can get to be a large number of potions availible IF the GM of the game lets it.  As a GM, I would and have accepted the Day In The Life rate of potion creation and not gone overboard.  To that effect, I wouldn't give Minions more than 1 potion per Essence the Alchemist has availible, so long as the Alchemist Wild Card Enemy is on the field.  If the Alchemist is not on the field, I would say a limit of 5 potions.  Any more than this would be simply obnoxious and you are destined to get a Killer GM rep.  Even then, it is a bit sketchy. 

Something else to keep in mind.  An Alchemist can be tainted by Darkness or Flame as their style of Alchemy.  If you use a Potion made by an Alchemist that is Darkness or Flame tainted you are risking that taint.  It would be a willful choice to risk it.  So, Potions that Minions have shouldn't really be counted as Loot.  They will more than likely be destroyed by the good guys.  Remember YOU are the good guys.

Roleplaying-wise it affects it alot but by the mechanics the Alchemist can apear a bit broken.

faradhii
faradhii's picture

Just a friendly reminder.  This thread is called "Handbook of the Broken" for a reason.  thus any "builds" in here are inherently (IMHO) regarded as broken.  Thus multi caster builds are, again IMHO to be regarded as broken.  Right now, as written, without GM fiat, Ash could take Vainar give him a noogie, dunk his head in a toilet, and there is not a god damned thing Vainar could do about it except cry to his mommy about "bullying".

Dúnedhel Vala!

Murvoth
Murvoth's picture

faradhii wrote:

Just a friendly reminder.  This thread is called "Handbook of the Broken" for a reason.  thus any "builds" in here are inherently (IMHO) regarded as broken.  Thus multi caster builds are, again IMHO to be regarded as broken.  Right now, as written, without GM fiat, Ash could take Vainar give him a noogie, dunk his head in a toilet, and there is not a god damned thing Vainar could do about it except cry to his mommy about "bullying".

On the contrary based on gaming with you and thoroughly reading books like Legends Unleashed, you still lose even without fiat. Assume he has Dark lord edge which is Archmagexactly for Necromancers. Unlike multicasters he is the Supreme grandmaster of his field meaning all the darkness powers at high magic effects. He an offspring + he would be decked out in artifacts. Ash would be a threat,  but man soloing him is unlikely.  Trust the guy who gmed and played along side you enough.

Need the A team of all légendaires together to maybe best him...big maybe. 

Anywho as always a fascinating thread to test out the limits.

faradhii
faradhii's picture

Ogre First strike machine at seasoned! (credit to Ruben for originally pointing ou the Fencing Master!)

Requirements: 1) 1/2 blood Ogre

2) Seasoned

3) Fencer: requires d6 agility & novice.  Must use light weapon (I recommend Elvish rapier when you can for better damage.

4) Counterattack: requires Seasoned, fighting d8

5) Lunge: requires seasoned, fencer.  adds +1 reach to fencing weapons.

6) d12 fighting (get at character creation)

7) First Strike: requires novice, agility d8

8) Improved first strike: requires first strike, heroic

9) Fencing master: requires legendary, counterattack, fencer, lunge, fighting d12+.  The key here is Use lunge with first strike and improved first strike.

So: at character creation take Ogre (+1 reach), d12 fighting, 1/2 blood, d8 agility, d12+2 strength (use the 2 minor and 1 major hindrance for 1/2 blood and +1 strength).  At Novice: Fencer, first strike, 1/2 blood epic destiny Improved first strike, +1 Strength, Powerful (+1 st raises cap by 1).  Strength is now d12+4 with a d12+5 cap.  At Seasoned: Counterattack, Lunge, 1/2 blood Epic Destiny Fencing masster. (then add in powerful and +1 strength).

So: You now have a reach 2 first striking machine of doom.  10 enemies approach Cpt cuisinart:  they hit reach 2 area The cptn hits each one, if hit they take 1d12+6 +1d6 (possibly + raise).  They close to reach 1: repeat.  they come adjacent: repeat and now if any still live and attack and MISS him the cptn hits them with a -2 penalty (take improved counterattack at veteran).

The argument could be made that the Ogres natural reach 1 wouldn't count, but lunge simply states that the weapon gains +1 reach and cannot be use with first/improved first strike.  First/improved first strike states that they can only be used against a foe that moves ADJACENT to him.  Fencing master simply lifts the restriction against using lunge with first/improved thus I fel the Ogres natural reach should be allowed as lunge would be usable at reach 2 by an ogre fencer.

Dúnedhel Vala!

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