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| paths:alchemy_path [2026/08/17 22:06] – [The Bomber] vondor | paths:alchemy_path [2026/08/18 20:09] (current) – [The Poisoner] vondor | ||
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| * **Requirements: | * **Requirements: | ||
| - | You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three dice of damage. The maximum dice that can be added is equal to your [[priority: | + | You may create powerful flasks out of unstable reagents to throw at your enemies. To use a flask, you must expend 1 TP or MP at minimum and for each point of MP or TP spent it adds three dice of damage, d8s. The maximum dice that can be added is equal to your [[priority: |
| - | Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher. | + | Thrown flasks are ranged attacks that target Magic Defense, with a range of 30 ft. They use the Weapon Skill (Alchemic). You add either your Primary Casting Ability to damage or Secondary Ability to damage, whichever is higher. In addition whenever you attack with mundane alchemic weapons or mundane thrown explosives you may add your Primary Casting Ability or Secondary Ability to that weapons damage as well. |
| Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person. | Flasks may be used by others. As a Swift Action you may choose any flask not on your person to become inert, It is a free action if on your person. | ||
| + | |||
| + | Attacking with a flask provokes attacks of opportunity | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
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| You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks in[[priority: | You may place a flask so that it explodes a number of rounds after you cease contact with the bomb. This delay can be any number of rounds chosen by you, up to your ranks in[[priority: | ||
| </ | </ | ||
| + | |||
| + | <WRAP center round info 60%> | ||
| + | **Admixtures** can be added to any Flask before it is used. Flasks can support two admixtures as a base. They are prepared just as Flasks are and reserve TP/MP in the same way | ||
| + | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Demolition Charge | + | ==== Destructive Admixtures |
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, | ||
| + | |||
| + | * **Demolition Mix**: Adds Armor Piercing equal to your Prowess or CL. Doubles against inanimate objects. | ||
| + | |||
| + | * **Rotting Mix**: Adds Savage equal to your Prowess or CL. Doubles against non-creature life, plants/ | ||
| + | |||
| + | * **Lethal Mix**: Adds Felling equal to your Prowess or CL. Doubles against helpless creatures | ||
| - | When you make a Bomb, you may choose to have it work against objects rather than creatures. Bombs of this type ignore hardness equal to your CL or [[priority: | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Bomb-Omb (Sp) ==== | + | ==== Hindering Admixtures (Su) ==== |
| + | * **Requirements: | ||
| + | |||
| + | You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, | ||
| + | |||
| + | * **Tanglefoot**: | ||
| + | |||
| + | * **Flashbang**: | ||
| + | |||
| + | * **Stinkbomb**: | ||
| + | |||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Utility Admixtures (Su) ==== | ||
| + | * **Requirements: | ||
| + | |||
| + | You gain the ability to make the following admixtures. Spending 1 TP/MP makes 2 doses of **admixture**, | ||
| + | |||
| + | * **Nonlethal**: | ||
| + | |||
| + | * **Sealing**: | ||
| + | |||
| + | * **Marking**: | ||
| + | |||
| + | </ | ||
| + | <WRAP round box> | ||
| + | |||
| + | ==== Bomb-Omb (Su) ==== | ||
| * **Requirements: | * **Requirements: | ||
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| <WRAP round box> | <WRAP round box> | ||
| - | ==== Explosive | + | ==== |
| - | * **Requirements: | + | * **Requirements: |
| - | Your Bombs may now possess | + | Instead of making |
| - | </ | + | |
| - | <WRAP round box> | + | |
| - | ==== Fast Bombs ==== | + | |
| - | * **Requirements: | + | |
| - | You may quickly create enough Bombs to throw more than one in a single round. You may prepare and throw a Bomb as a Swift Action by spending 4 additional TP/MP. You may create and throw up to three bombs in a turn using this Talent, and this Talent likewise allows you to breach the limit of one spell per turn when using multiple | + | All abilities that apply to Flasks apply to Bombs, |
| </ | </ | ||
| - | <WRAP round box> | ||
| - | ==== Explosive Missile ==== | ||
| - | * **Requirements: | ||
| - | As a Half Action, you may infuse a single arrow, crossbow bolt, or firearm bullet with the reagents of your Bomb (spending TP/MP as normal), load the ammunition, and fire. You must be proficient with the weapon used, and the shot targets the enemy' | + | <WRAP round box> |
| - | </ | + | ==== Elemental Arsenal |
| + | * **Requirements: | ||
| - | <WRAP round box> | + | You may now make flasks with the Cold, Electric or Sonic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. |
| - | ==== Elemental Bomb (Sp) ==== | + | |
| - | * **Requirements: | + | |
| - | Select one elemental damage type (cold, acid, electricity, | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Force Bomb (Sp) ==== | + | ==== Conventional Arsenal |
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | You may now make flasks with the Slashing, Piercing or Bludgeoning elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. | ||
| - | Your bombs may now deal Force damage by expending 1 extra TP/MP per Bomb. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Rotting Bomb (Sp) ==== | + | ==== Aligned Arsenal |
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | You may now make flasks with the Holy, Unholy, Axiomatic or Anarchic elements as well instead of just Fire or Acid. You may also make an admixture of the elements for 1 TP/MP for 2 doses. When added to a flask it changed the Element. If these effects are added to a Flask or Bomb that has a save, it is now a Will Save rather than a Reflex save. | ||
| - | Choose Strength or Dexterity - creatures that take damage from your bombs must make a Fortitude save (DC 10 + 1/2 your [[priority: | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Mind Bomb (Sp) ==== | + | ==== Novel Hybrids |
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | When adding an admixture that would change the damage type, instead it adds to it. Flasks can only have two damage types at once | ||
| - | Choose a mental [[priority: | ||
| </ | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Selective Bombing | + | ==== Flask Launcher |
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | When selecting this talent you may expend 15 TU in Mundane parts to make a Flask Launcher ranged weapon. This weapon requires two hands to use and has a range of 100ft. You use the Weapon Skill (Alchemic) to fire it. You may load in Flasks and fire them as a standard attack that targets Magic Defense. If using a Alchemic Bomb increase the Bomb's range to 250 ft. | ||
| + | |||
| + | This weapon can not be enchanted with any elemental damage changes. | ||
| + | |||
| + | This weapon provokes attacks of opportunity when fired just as well ranged weapons do. | ||
| - | You may now exclude a number of creatures within the area of your Explosive Bombs equal to your Secondary Attribute modifier. | ||
| </ | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Spell Delivery | + | ==== Flask Splash |
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | Instead of attacking with a flask normally, you may instead use it as a melee attack targeting Magic defense. This does not provoke attacks of opportunity. | ||
| - | As a Full Action, you may infuse a single Spell which you know into a Bomb, and throw it. The Spell takes effect at the target location, or onto the target creature if it is a ranged touch attack spell. You must fulfill any normal requirements for the spell to take effect. The " | ||
| </ | </ | ||
| + | |||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Poison Resistance (Ex) ==== | ==== Poison Resistance (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain resist poison equal to your [[priority: | You gain resist poison equal to your [[priority: | ||
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| <WRAP round box> | <WRAP round box> | ||
| ==== Poison Use (Ex) ==== | ==== Poison Use (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You never accidentally poison yourself when applying poison to a weapon, and may do so as a [[chargen: | + | You never accidentally poison yourself when applying poison to a weapon.In addition you may now apply any admixture or poison |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Sticky Poison (Ex) ==== | ==== Sticky Poison (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Poison remains on your weapons for a number of uses equal to your Secondary | + | Poison |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| - | ==== Swift Poisoner | + | ==== Poison Maker (Ex) ==== |
| - | * **Requirements: | + | * **Requirements: |
| + | You may now make your own poison by either spending 2 TP/MP or 2 Alchemic Parts. The TP/MP is reserved until the poison used. The poison is an Injury poison and must be applied to weapons through poison use to be effective. Primary Effect does not get a save, but secondary does. Fort Save DC 15. You select one Primary effect and one secondary effect. The secondary effect is applied on the targets next turn if the save is failed. | ||
| - | You may apply poison as a Swift Action. | + | **Primary Effects** |
| - | </ | + | |
| - | <WRAP round box> | + | * **Ability Damage**: Target takes 1 Ability damage of preselected Ability |
| - | ==== Master Poisoner (Ex) ==== | + | |
| - | * **Requirements:** Swift Poisoner, | + | * **Sicken**: The Target is Sickened for 1 minute |
| + | |||
| + | * **Knockout**: Target falls Prone | ||
| + | |||
| + | **Secondary Effects** | ||
| + | |||
| + | * **Ability Damage**: Target take 2 Ability damage of preselected Ability | ||
| + | |||
| + | * **Sicken**: The Target is Sickened for 1 hour | ||
| + | |||
| + | * **Alseep**: If target is Prone or Hindered then they fall asleep for 1 minute. They can be awakened as per the Sleep Spell. If target is not prone they are Hindered for 1 minute | ||
| - | You may apply poison to a weapon as an Immediate Action. Adding poison to weapons on your turn is a Free Action. | + | |
| </ | </ | ||
