Playing Kuqi - TIps and Hints in The World of Cartyrion | World Anvil

Playing Kuqi - TIps and Hints

Your Weapons

You have two available melee weapons:
  • Unarmed Fist - a Bludgeoning weapon. Traits: Agile, Finesse, Nonlethal, Unarmed
  • Dagger - a Piercing weapon. Traits: Agile, Finesse, Versatile S
You have several available ranged weapons:
  • Dagger - a Piercing Weapon with a 10' range increment. Traits: Agile, Finesse, Thrown. Note that when thrown, the dagger does not have the Versatile S trait.
  • Alchemical Bombs - special weapons with damage type that depends on formula and a 20' range increment. Traits: Alchemical, Bomb, Consumable, Splash plus one designating damage type. Lots more detail below.
Range increment indicates the range at which the weapon is most effective. Making an Attack on an opponent within this range incurs no range penalty. For each range increment beyond the first, a -2 penalty is incurred. (Thus, throwing a dagger at an opponent 15' away incurs a -2 penalty on the attack roll. Firing an arrow at a target 225' away incurs a -4 penatly; etc. Note that the Volley trait can incur penalties of its own.

Weapon Trait Definitions

Agile - If you take multiple Strike actions in the same combat round, the penalties for your second and third strikes are -4 and -8 instead of the default -5 and -10. (If you use the #2 and #3 buttons on your character sheet, these adjustments are already incorporated into the Roll20 dice rolls.)
Finesse - You are permitted to use your Dexterity bonus instead of your Strength bonus to adjust your Attack roll. (Your Roll20 character sheet is already configured to use your DEX bonus as that is superior to your STR.)
Nonlethal - Weapons with this trait will, by default, not kill an opponent. If the opponent is dropped to zero hit points, it is unconscious, but does not gaing the Dying condition. You can use this weapon to make a Lethal attack, but you must declare this before attacking, and you take a -2 penalty to the Attack roll.
Versatile - The weapon can be used to inflict a different type of damage other than its default. The additional type is listed with the trait: (S)lashing, (P)iercing, or (B)ludgeoning. If you do not specify explicitly during an attack, the default damage type is assumed. Different damage types may matter as some creatures have Resistances or Weaknesses to specific attack types.
Alchemical - The item was created by alchemy. Alchemical items are not magical; spells that locate and identify magical items do not work on them.
Bomb - The item is used by throwing it at an opponent using a Ranged Attack.
Consumable - The item is consumed when thrown - whether it hits its target or not.
Splash - When the item is thrown and shatters/explodes, a specified amount of damage is done to any creature within a 5' range of the target. This damage is inflicted whether or not the ranged attack was successful.

A Few Important Definitions Regarding Alchemy

As an Alchemist, you understand the complex interactions of natural and unnatural substances and can concoct alchemical items to meet your needs. There are two distinct methods for creating these items that are available to you: using Infused Reagents, or Crafting.

Reagents are the raw materials that you combine to create your alchemical items, regardless of method. As long as you have access to Alchemist's Tools, you are presumed to have all of the basic reagents you require.

Each day, when you perform your Daily Preparations, you can Infuse some of your reagents with your own alchemical essence. These Infused Reagents can be used to create alchemical items at not cost, and with no need for a Crafting skill check. You gain five batches of infused reagents each morning. These can be used for either Advanced Alchemy or Quick Alchemy (which are described below), As soon as you make your next daily preparations, or when 24 hours passes, any unused infused reagents from the previous day’s preparations are instantly destroyed, as are any alchemical items created from those reagents that have not yet been used up.

Special Class Abilities, Actions, and Feats

You have the Advanced Alchemy Class Ability.
During your daily preparations, after producing new Infused Reagents, you can spend batches of those infused reagents to create infused alchemical items. You don’t need to attempt a Crafting check to do this, and you ignore both the number of days typically required to create the items and any alchemical reagent requirements. For each batch of infused reagents you spend, choose an alchemical item from your formula book, and make a batch of two of that item. These items have the Infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

You have the Quick Alchemy Class Ability.
If you need a specific alchemical item on the fly, and you have not used up all of your batches of Infused Reagents, you can, as a single Action, create a single alchemical item from your formula book from a single batch of Infused Reagents. You do not need Crafting Check, nor do you need to spend the monetary costs. The item gains the Infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

You have the Junk Tinker Goblin Ancestry Feat.
You can make useful tools out of even twisted or rusted scraps. When using the Crafting skill to Craft, you can make level 0 items, including weapons but not armor, out of junk. This reduces the Price to one-quarter the usual amount but always results in a shoddy item. Shoddy items normally give a penalty, but you don’t take this penalty when using shoddy items you made.

You can also incorporate junk to save money while you Craft any item. This grants you a discount on the item as if you had spent 1 additional day working to reduce the cost, but the item is obviously made of junk. At the GM’s discretion, this might affect the item’s resale value depending on the buyer’s tastes.

You have the Specialty Crafting Skill Feat.
This feat allowed you to select a specialty area, which in your case was Alchemy. It grants bonuses to your Crafting checks if you decide to take the time and expense to create permanent (not Infused) Alchemical items.

You have the Alchemical Crafting Skill Feat.
This feat grants you the ability to craft Alchemical Items, and allowed 4 formulas to be added to your formula book.

You have the Quick Bomber Alchemist Class Feat.
You've learned to keep your prepared bombs in easy-to-reach pouches which allow you to draw and throw them quickly and without thinking. As a single action, you can both Interact with the bomb to ready it and then Strike with it. (Without this feat, this would require two actions.)

Your Alchemical Formulas

You have an Alchemical Formula Book This book lists all of the specific alchemy items that you can create - using either your daily Infused Reagents and the Advanced Alchemy or Quick Alchemy processes, or by expending the money and time specified for each item and succeeding on a Crafting Check. Your formula book (available as a handout in Roll20) contains the following:
  • Acid Flask, Lesser - an alchemical bomb
  • Alchemical Fire, Lesser - an alchemical bomb
  • Frost Vial, Lesser - an alchemical bomb
  • Elixir of Life, Lesser - an elixir that heals damage
  • Antidote, Lesser - an elixir that helps against poisons
  • Tindertwigs - matches!

A Word of Advice

You are essentially the party's healer. With no cleric, druid, or bard to cast Heal or Soothe spells, your Elixirs of Life are the only means of instant hit point restoration available to the party - other than buying a few such elixirs from Maydillbass at the Inn. You can create up to 10 items per day using your Infused Reagents - I would strongly recommend you allocate a bunch of those to Elixirs of Life each day. But... the decision is up to you!


Cover image: The Inn from the Bridge over Daphinia's Stream by RPGDinosaurBob (with Flowscape)

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