I also want someone who can make traps. It might now be Zaia, but I really want someone who can give us an advantage when we have to prepare for a fight.
P6 will have difficult fights. We need to get every advantage we can get. I don't know if we can hammer craft making skills into Zaia, but it would be nice to do so.
Artemis makes a good point about poison use also being good at avoiding being poisoned, but now that you mention it, just because we haven't effectively used poison yet doesn't mean we can't or won't. The right kind of poison at the right time can make some fights much easier. Traps can, too, of course, but Zaia isn't going to have the spare skill points leftover to invest in another Crafting skill. There's always the Create Trap spell I linked recently, and maybe we'll get a genuine Rogue at some point in the future and not Rogues like Antonio or Zaia who mostly used the classes to become skill monkeys of one sort or another.
Artemis makes a good point about poison use also being good at avoiding being poisoned, but now that you mention it, just because we haven't effectively used poison yet doesn't mean we can't or won't. The right kind of poison at the right time can make some fights much easier. Traps can, too, of course, but Zaia isn't going to have the spare skill points leftover to invest in another Crafting skill. There's always the Create Trap spell I linked recently, and maybe we'll get a genuine Rogue at some point in the future and not Rogues like Antonio or Zaia who mostly used the classes to become skill monkeys of one sort or another.
Hell, I would settle for someone who can find the traps at this point, even if we had to resort to throwing stuff at the triggers or poking them with a stick to set them off.
BTW, talk of crafting reminded me that I forgot to include Crafter's Fortune in Zaia's 1st level Formulae. Had to remove Polypurpose Panacea to make room for it, unfortunately, but another +5 bonus to Zaia and Inge's Craft (Alchemy) checks was too good to pass up. I still want him to learn Polypurpose Panacea eventually, though. It's one of my favorite spells, and right up there with Prestidigitation and Endure Elements for essential quality of life spells.
With Crafter's Fortune added into the mix, the +5 bonus from the new cauldron, and the +2 bonus from the other Masterwork Alchemy tools, Zaia will have an Alchemy check bonus of +27 and Inge's will be +25. That means they'll both be able to reliably and quickly produce pretty much any Alchemical item whose recipe they know, plus they should be able to devise new recipes quite well, too. Working together using Aid Another, they can even knock out the more difficult DC 30 Alchemical items, like Fungal Stun Bombs and Soul Stimulant, with almost no chance of a failure.
I mean, yes, we can stockpile them, even in fairly large quantities, but not that large. A 1st level potion still costs 25 gold to brew and needs 2 hours of crafting time for what amounts to 1 ounce of liquid.
Working separately for 8 hours (you can't craft magic items for longer than that in a 24 hour period), Inge and Zaia could each produce 4 CLW potions, or 8 in total. That's one cup of CLW potions for 200 gold. In 5 days, we could have 40 CLW potions but be down 1,000 gold in reagents. I absolutely think we should make that kind of investment (we also need to get DP to confirm how many we have left, since quite a few have been used recently), but we can't go overboard and bankrupt ourselves doing it.
What we can do, however, once we get ourselves comfortably stocked with the essentials (potions and Alchemical items), is to begin producing stuff for resale. A 1st level potion costs 25 gold to produce but regularly sells for 50, and Alchemical stuff typically costs 1/3 of the resell value, so there is a lot of profit to be made there. This could be a method for Zaia and Inge to earn money that isn't tied purely to trading or adventuring, with Antonio serving as the middleman selling them. Zaia needs the money, too, since he spends his gold quite liberally on various scholarly pursuits.
I mean, yes, we can stockpile them, even in fairly large quantities, but not that large. A 1st level potion still costs 25 gold to brew and needs 2 hours of crafting time for what amounts to 1 ounce of liquid.
So, it's enough to keep us healed up through a fight or two without Inge or Zaia being there, but not through, say, a number of attacks on a position over the course of a night?
Even assuming that the CLW potions are used so that none of the healing effect is wasted, that's not enough to heal all of our armsmen once each, even excluding the actual PCs.
So, it's enough to keep us healed up through a fight or two without Inge or Zaia being there, but not through, say, a number of attacks on a position over the course of a night?
Even assuming that the CLW potions are used so that none of the healing effect is wasted, that's not enough to heal all of our armsmen once each, even excluding the actual PCs.
If we had 40 hypothetical CLW potions (which would be my preferred comfortable buffer if we can manage it), that would be enough for quite a lot of fighting. You've got to remember that the potions are not the first resort for healing damage. The first bit of healing most should receive, if she's available, is Inge's Healing Hex, which she can currently use 27 times per day (and that will go up significantly as she levels), but only once per person per 24 hours. She can also cast several CLW spells per day, and Zaia will almost always have at least one CLW extract prepared. When they're not available due to time or distance or other factors, then a potion might be used, but not everyone is going to take damage, and of those who do, not everyone will take catastrophic damage needing multiple potions.
And even if all 40 potions were used up over a day of intense fighting, Inge and Zaia could replace them all in 5 days of work, if necessary. That's very fast, and there is often a lot of downtime between serious combat encounters.
While it is definitely in 'Roland looks disappointed' territory, selling poisons in the black market could bring some good money. Esha learning Scribe Scroll and selling spare scrolls will also help in getting more money.
Was thinking how Esha might level up, noticed that now in her charsheet she has 6/4 different L0/L1 spells prepared. According to Arcanist, at level 3 she should have 5/3, and one extra can't come from her +3 INT because of
Unlike the number of spells she can cast per day, the number of spells an arcanist can prepare each day is not affected by her Intelligence score.
and as far as I can see, she doesn't have any feats giving extra spells. Was it just decided to give her an extra spell of each level per day because she has to have one necromancy spell prepared for each level?
Was thinking how Esha might level up, noticed that now in her charsheet she has 6/4 different L0/L1 spells prepared. According to Arcanist, at level 3 she should have 5/3, and one extra can't come from her +3 INT because of
and as far as I can see, she doesn't have any feats giving extra spells. Was it just decided to give her an extra spell of each level per day because she has to have one necromancy spell prepared for each level?
I believe that's just a mistake DP or I made that hasn't been noticed up until now.
I'm updating character sheets at the moment, so I'll fix it so DP can post the correct version tomorrow. Thanks for the heads up.
EDIT: @myrix, looking at it now, I think DP added Mage Armor in when Esha discovered it a few days back without removing a spell to make room, since she used that one during the fight in the cave.
EDIT: @myrix, looking at it now, I think DP added Mage Armor in when Esha discovered it a few days back without removing a spell to make room, since she used that one during the fight in the cave.
I think I remember there was Chill Touch in that place, and it still was 6/4 spells prepared; at least there are 6 level 0 prepared now. Yeah, Chill Touch was there because of the need for necromancy, and when DP updated he replaced it mistakenly, breaking the restriction, so it was still 6/4 before the update.
Also, if updating charsheets, I should mention just in case that you also noted that Inge should have +3 (DEX) for her dagger attack bonus. And if possible, can you add notes to her Cauldron hex mentioning need for saltwater and Ikomi blessed cauldron, maybe like this:
Hexes:
Cauldron (needs seawater* and Ikomi-blessed cauldron*)
I think I remember there was Chill Touch in that place, and it still was 6/4 spells prepared; at least there are 6 level 0 prepared now. Yeah, Chill Touch was there because of the need for necromancy, and when DP updated he replaced it mistakenly, breaking the restriction, so it was still 6/4 before the update.
Also, if updating charsheets, I should mention just in case that you also noted that Inge should have +3 (DEX) for her dagger attack bonus. And if possible, can you add notes to her Cauldron hex mentioning need for saltwater and Ikomi blessed cauldron, maybe like this:
Hexes:
Cauldron (needs seawater* and Ikomi-blessed cauldron*)
@DragonParadox, here's everyone's character sheets updated for the new goodies they're getting (assuming my plan wins). I'm not sure if more stuff will need to be added or changed if anyone gets additional rewards for the arc's conclusion. If so, I'll update this again tomorrow before you post it, but I'm gonna go ahead and post it now so I don't lose all my edits.
I'm looking forward to seeing the new and improved Alchemist Zaia in action. His bombs are going to be awesome.
Tanglefoot Fire Bomb: +2 (BaB) + 1 (DEX) + 1 (TA) = +4 vs Touch AC [2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius], Range Increment: 20 feet
Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 15 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
Special:
+2 Resistance bonus vs Mind-Affecting Effects
+2 Morale Bonus vs Fear. On a successful save, you gain +2 Morale bonus to attacks and CMB against the originator of the Fear effect for 1 round.
Intercept: An Honor Guard learns to better disrupt the attacks of his enemies. When an adjacent ally is attacked, he may use an Attack of Opportunity to attempt the Aid Another action to improve his ally's AC.
Aid Allies: Whenever an Order of the Dragon cavalier uses the Aid Another action to assist one of his allies, the ally receives a +3 bonus to his Attack Roll, Saving Throw, or skill check, and +4 bonus to his Armor Class.
Mounted Combat: 1/round when your mount is hit in combat, you may attempt a Ride check as an Immediate Action to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Expert Trainer: The Cavalier receives a +2 bonus (1/2 Cavalier level) whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Challenge: 2/day, a Cavalier can Challenge a foe to combat. As a Swift Action, the Cavalier chooses one target within sight to challenge.
The Challenge remains in effect until the target is dead or unconscious or until the combat ends.
The Cavalier's melee attacks deal +4 extra damage (equal to Cavalier level) whenever the attacks are made against the target of his Challenge.
Challenging a foe requires much of the Cavalier's concentration. The Cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his Challenge.
Whenever an Order of the Dragon Cavalier issues a Challenge, his allies receive a +2 Circumstance bonus on melee Attack Rolls against the target of his Challenge whenever he is threatening the target.
Whenever an Honor Guard issues a Challenge, he can select one ally as his ward for the duration of the Challenge. Whenever the Honor Guard is adjacent to his ward, he takes a -1 penalty to Armor Class, and the ward receives a +1 Dodge bonus to AC.
Equipment of Note: Cold Iron Short Sword, Durendal (+1 Keen Bronze Longsword), Steel Longsword
Medallion of Mind Sentinel
Appearance: A ring wrought of flowing yellow gold in the shape of a dragon or a serpent swallowing its tail. Eyes green as grass sparkle by moonlight and by sunlight.
Ability: The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately allows the wearer to roll a second saving throw to resist the effect as a free action. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of jewelry.
Spell-Break Shield
Appearance: Of shining bronze unmarred is the face of this shield, as a mirror to the light of sun and moon and of the hidden realms beyond. What meaning the runes set about its rim might have you cannot say, yet when the power of some spell or enchantment it upon the bearer they burn white as forge's fire.
Abilities:
+1 AC (Constant)
When affected by a spell of levels 1-3 the bearer may choose as a free action to roll 3d6 for Spell Resistance. If the resulting SR is defeated by more than a margin of 10, the shield gains the Broken condition. If this is repeated with the shield already broken it is destroyed. (3/Day)
Talismans:
Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Talisman of the Deep Roots: These talismans are wrought not of gold or silver, even of copper, but the pits of mango taken from sacred trees grown in lands where none may turn axe upon the living wood upon them is inscribed the name of the tree from which they are taken, that the bearer might be guarded from sudden falls, as the tree is warded against the storm. The bearer may re-roll any failed roll against being bull rushed by magical or mundane means if this second roll succeeds they are may attempt a grapple against the enemy as a free action.
DEFENSE: AC 22, touch 14, flat-footed 17 (+5 Dex, -1 size, +4 natural, +4 chain shirt) HP 61 (6d8+30) Fort +10, Ref +10 (+2 vs Falling), Will +5 (+2 vs Fear, +4 on subsequent rounds if allowed)
OFFENSE: Speed 50 ft. Melee bite +8 (1d4+5), 2 hooves +8 (1d6+5) Space 10 ft.; Reach 5 ft.
Shared Vigilance (Ex): You and your designated companion gain Alertness as a bonus feat whenever you are adjacent.
Evasion (Ex): If you are subjected to an attack that normally allows a Reflex saving throw for half damage, you take no damage if you make a successful saving throw.
Tenacious Guardian (Ex): You can always act in a surprise round (though you remain flat-footed until you act). As long as your ward is adjacent, you remain conscious (though you become staggered) when your hit points fall below 0. While below 0 hit points, you lose 1 hit point per round but gain a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to your Constitution score plus your total hit dice.
Special: +2 bonus when using the Bull Rush, Dirty Trick, Disarm, Drag, Feint, Overrun, Reposition, Steal, Sunder, or Trip Combat Maneuvers, and does not provoke an Attack of Opportunity.
Armor Training (Ex): Whenever you are wearing armor, you reduce the Armor Check Penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1.
Tactician (Ex): 1/Day a a Standard Action, you can grant the Coordinated Maneuvers feat to all allies within 30 feet who can see and hear you. Allies retain the use of this bonus feat for 4 rounds (3 + 1 round per 2 levels of Fighter).
Tanglefoot Fire Bomb: +2 (BaB) + 1 (DEX) + 1 (TA) = +4 vs Touch AC [2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius], Range Increment: 20 feet
Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 15 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
Rather than targeting an individual, you can instead target a given space, which inflicts splash damage and effects as normal, but does not have a main target. Targeted spaces have an effective AC of 5.
Poison Use (Ex): You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.
Swift Alchemy (Ex): You create Alchemical items in half the normal amount of time and you can apply poison to a weapon as a Move Action.
Mutagen (Su): You can create a Mutagen in one hour of brewing. Once brewed, the Mutagen persists until used or you brew a new one. You can drink this Mutagen as a Standard Action in order to gain a +2 Natural Armor bonus and a +4 Alchemical bonus to one of your physical attributes at the expense of a -2 penalty to a mental attribute. Increasing Strength decreases Intelligence, Dexterity decreases Wisdom, and Constitution decreases Charisma. The Mutagen's effects last for 30 minutes (10 minutes per Alchemist level). You cannot benefit from more than one Mutagen effect at a time, and the effects of a new one immediately replace those of the previous Mutagen. If a non-Alchemist consumes the Mutagen, they are Nauseated for 1 hour unless they succeed on a DC 15 Fortitude saving throw (10 + 1/2 Alchemist level + INT modifier).
Bombs (Su): You can create and throw an Alchemical bomb up to 7/Day (Alchemist level + INT modifier) as a Standard Action that provokes an Attack of Opportunity. The bomb inflicts 2d6 Fire damage (+1 bonus point per damage die), plus bonus damage equal to your INT modifier, and splash damage in a 5 foot radius equal to the bomb's minimum damage. A DC 15 Reflex saving throw (10 + 1/2 Alchemist level + INT modifier) halves splash damage.
Fire Bombadier: You only add your INT modifier as a damage bonus to bombs and other Alchemical substances if they deal Fire damage.
Talismans:
Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Sea Creature Empathy: You can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using Wild Empathy. You use your Witch level as your Druid level for this ability.
Guiding Spirit: Once per day as a Swift Action, you can look to your Guiding Spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a Natural 20, you can use this ability again that same day.
Conduit Surge: You are adept at channeling energy from ley lines to enhance your spells. 5/Day as a Swift Action, you can increase your effective caster level for the next spell you casts in that round by 1d4-1 levels. After performing a conduit surge, you must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become Staggered for a number of minutes equal to the level of the spell cast.
Equipment of Note: Ikomi-blessed Cauldron of Brewing (+5 Competence bonus to Craft (Alchemy) skill checks and self-heating), Masterwork Wyrwood Dagger
Description: Honey gold crystal bursting forth from roots of silver, this crystal seems more akin to some fruit of the earth than anything mined by the hand of man. Having once been forged for a respected and much beloved midwife and healer of the Boar Folk of Lirman this stone seeks to preserve its bearer against all the ills of the Border Woods, from poison to dark enchantment.
Ability: The Stone of Safekeeping grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the stone heals the wearer for 2d8+3 points of damage and then crumbles to dust.
Talismans:
Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
*Bonus applies to the Hunch task when dealing with anyone in some way related to your Profession (Sailor) skill.
**When dealing with people associated with the marketplaces in which you have invested.
Special Abilities:
Charmer: Re-roll Diplomacy 1/day.
Coax Information (Ex): You can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly.
Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.
Doubt: Whenever you fail a skill or ability check, you take a -4 penalty on that type of skill or ability check for the next hour.
Drunkard's Recovery: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.
Honeyed Words (Ex): 1/day, you can roll two dice while making a Bluff check, and take the better result. You must choose to use this ability before making the Bluff check.
Convincing Attitude: If you attempt a Diplomacy check and fail to influence a creature's attitude by 5 or more, the creature's attitude remains unchanged instead of decreasing by one step.
Combat Advisor (Ex): Whenever you miss with a melee attack against an opponent, you can designate an ally within 30 feet of the target to receive a +1 Insight bonus on their next attack roll against that opponent before your next turn.
Boots ofCat's Luck
Description: At first sight these boots looks like nothing more than sturdy travel wear, albeit with an ostentatious fastening, but to the mage's eye there is a glint of good fortune forged into the silver, such that one should only ever fall like the cat upon its feet.
Ability: The boot's wearer always takes the minimum possible damage from falls (as the result were 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
Talismans:
Nikure's Grace: This silver talisman in the form of two delicate intertwined spirals glows blue whenever an evil creature targets the wearer with magic jar, possession, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds.
Arcanist Exploits: Each use of an Arcanist Exploit uses one or more points from your Arcane Reservoir.
Arcane Barrier: Provides 5 Temporary Hit Points (Arcanist level + CHA modifier) and inflicts an equal amount of Negative Energy damage on whoever breaks the barrier.
Light Sensitivity: You are Dazzled in areas of bright sunlight or within the radius of a Daylight spell.
Necromantic Focus (Ex): You must prepare at least one Necromancy spell of each spell level you can cast.
Arcane Reservoir (Su): You start each day with 4 points in your Arcane Reservoir (3 + 1/2 Arcanist level), and it can hold up to 6 points (3 + Arcanist level).
Unhallowed Birth: You take a -1 penalty to your caster level whenever you are in an area affected by Consecrate, Hallow, or a similar spell that makes an area Holy.
Twilight Barrier (Su): Whenever an attack removes the last Temporary Hit Point from your Arcane Barrier, the barrier lashes back at the attacker, dealing an amount of Negative Energy damage equal to the barrier's maximum Temp HP capacity.
Consume Life (Su): By wresting a soul from life to death, you gain a slightly deeper understanding of mortality, fueling your curiosity and eldritch power. As a Full-Round Action, you can consume the life energy of a helpless living creature, killing it. This creature must have 2 or more Hit Dice and be below 0 hit points. You add 2 points to your Arcane Reservoir if the creature's Hit Dice equaled or exceeded your character level, or 1 point if the creature's Hit Dice equaled at least 1/2 your character level. This ability is a Death Effect.
Haven't paid attention to discussion in a while, where did the limit on uses of a hex per day come from? Additionally, as a pre-planning measure for Zaia, I want to make sure that for second level extracts alchemical allocation is at least discussed. Granted it's less amazing in a world where caster levels do not get very high, but it still turns renewable resources (spell slots) into consumable resources (potions).
So I just realized something about healing hex that would break the setting. It has no limit on how many creatures may benefit from it per day. Now that does not mean much to you guys, but if you had say an army with 500 wounded a single apprentice witch could fix them all right up (this is P6 so a CLW would put most people on their feet). That is obviously not going to fly, so I was thinking of imposing a use limit per day. Something like 25 uses per level for any hex that is unlimited in the base game. Does that sound fair.
That's cool with me. It would annoy me in a regular setting, but it makes sense in P6 play.
To be honest, even 25 times per level per day might be too much, though I wouldn't complain if that's where you set the limit. What about something like (INT bonus x Level) x 3? So at 2nd level Inge can use it 18 times per day, then 27 times per day at 3rd level, and so on. Eventually, someone with a +5 INT bonus at 6th level would be able to use it 90 times per day, which is really nice, but not exactly enough to heal an army.
Tanglefoot Fire Bomb: +2 (BaB) + 1 (DEX) + 1 (TA) = +4 vs Touch AC [2d6+6 Fire damage, plus 8 points of splash damage in a 5 foot radius], Range Increment: 20 feet
Special: The target and everyone in the splash zone are Entangled, and the target is glued in place as if affected by a Tanglefoot Bag. A successful DC 15 Reflex saving throw allows targets to avoid these effects and halves the splash damage inflicted.
It definitely was, but it was more of a stopgap measure. Now we have Inge who can use her Healing Hex and cast CLW as needed, plus Zaia who will be able to pour CLW Extracts down someone's throat, and they'll both be able to use Brew Potions, which they can produce at cost.
All other changes seems like a logical development of character (loss knowledge due to other world, no longer Helpless), but this seems as very sharp turn. Maybe save Improvisional Healer for now and swap it at the next level up?
Although if DragonParadox does not object, I a fortiori do not have a right to do so.
So big amount of formulae seems almost like too good to be true!
EDIT: @myrix, looking at it now, I think DP added Mage Armor in when Esha discovered it a few days back without removing a spell to make room, since she used that one during the fight in the cave.
All other changes seems like a logical development of character (loss knowledge due to other world, no longer Helpless), but this seems as very sharp turn. Maybe save Improvisional Healer for now and swap it at the next level up?
Although if DragonParadox does not object, I a fortiori do not have a right to do so.
So big amount of formulae seems almost like too good to be true!
I save front page from time to time, but now I am on holiday and away from my home PC.
Impro Healer was not something Zaia brought with him, it was something he learned here in this world, to combine healing magic (in potions) better with his own skills.
Now he has his own abilities to heal, and doesn't need this crutch anymore
[X] Equal Shares, Goldfish Edition -[X] Sword of the Severing Flame (Roland's Sword gains magic and the Keen Special Ability) -[X] Staff of Warding Flame (Esha gains Staff of Minor Arcana) -[X] Stelle of Alchemical Formulae (Zaia may retrain as an alchemist gains 1d2+1 bonus level 1 and 2 Formulae) -[X] Cauldron of Living Bronze (Zaia and Inge Gain Cauldron of Brewing) -[X] An Introduction to the Court of Gears (Tinker Fey and makers of extraordinary inventions present throughout the known world)
[x] plan buyers and sellers -[X] Sword of the Severing Flame (Roland's Sword gains magic and the Keen Special Ability) -[X] Cauldron of Living Bronze (Zaia and Inge Gain Cauldron of Brewing) -[X] Stelle of Alchemical Formulae (Zaia may retrain as an alchemist gains 1d2+1 bonus level 1 and 2 Formulae) -[X] Map of the Deep Veins (Learn the location of a vein of Siccanite in the White Lands, providing vast wealth if you can get to it and mine it) -[X] An Introduction to the Court of Gears (Tinker Fey and makers of extraordinary inventions present throughout the known world)
[X] More Equal Shares -[X] Sword of the Severing Flame (Roland's Sword gains magic and the Keen Special Ability) -[X] Staff of Warding Flame (Esha gains Staff of Minor Arcana) -[X] Stelle of Alchemical Formulae (Zaia may retrain as an alchemist gains 1d2+1 bonus level 1 and 2 Formulae) -[X] Cauldron of Living Bronze (Zaia and Inge Gain Cauldron of Brewing) -[X] Eyes of the Eagle (Antonio Gains Eyes of the Eagle + Set bonus)
[X] Equal Shares with gems -[X] Sword of the Severing Flame (Roland's Sword gains magic and the Keen Special Ability) -[X] Staff of Warding Flame (Esha gains Staff of Minor Arcana) -[X] Stelle of Alchemical Formulae (Zaia may retrain as an alchemist gains 1d2+1 bonus level 1 and 2 Formulae) -[X] Cauldron of Living Bronze (Zaia and Inge Gain Cauldron of Brewing) -[X] Map of the Deep Veins (Learn the location of a vein of Siccanite in the White Lands, providing vast wealth if you can get to it and mine it)