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Author Topic: Keeper as Explosives Expert  (Read 449 times)
urfingface
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« on: February 03, 2012, 12:44:25 AM »

Hey, I'm just starting out on FC, but does anyone have any tips for race, skills feats etc. that would serve to make a keeper using crafting (chemistry) to create an explosives expert of sorts?
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Desertpuma
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« Reply #1 on: February 03, 2012, 01:52:28 AM »

Just make sure to keep Crafting as the PhD at 2nd level (lvl +8 ranks), Crafting B/M/S feat chain, the basic skill mastery for Crafting... look for any species/talent or specialty that boosts Crafting like Industrious...
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« Reply #2 on: February 03, 2012, 04:44:50 AM »

Think about re-skinning
For example:

If your world has the Sorcery campaign quality consider taking Alchemy feats. At low level you could easily describe Shattering Vial and elixirs with the Gas upgrade as kinds of explosives and/or smoke bombs. As you gain Alchemy feats there are numerous spells that could make great explosive elixirs.

Similarly poisons with gas that are blinding deafening agonising or necrotic would make pretty good anti-personel explosives especially if Fast-acting.
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Sletchman
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« Reply #3 on: February 03, 2012, 05:21:13 AM »

Plus, early explosives experts were basically alchemists anyway - so it's fitting both mechanically and thematically.
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urfingface
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« Reply #4 on: February 03, 2012, 10:38:52 AM »

Sweet, would a black powder proficiancy be of any use for this, and would the crafting also apply to say rockets and flares?
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Gentry
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« Reply #5 on: February 03, 2012, 12:31:56 PM »

Brewing explosives without packing heat of your own seems like an incomplete plan, though ultimately it depends on you and your GM agreeing on things like your campaign's tech level. Ditto for Rockets/Flares--much of this is a function of conversation between you and your GM. In terms of rules guidance, you might look close at the Fire Lance for a rocket-style armament (in case your GM's not a fan of gun-totin' fantasy).
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« Reply #6 on: February 03, 2012, 12:42:04 PM »

As an addition to what Gentry said (and to build on what Catodon said): There's plenty of options for that too.  A magic item of fireball is a pretty convincing rocket.  As is a vial of Flare a pretty good flare.  There's heaps of spells that become good stand in's for other items (just filter out the mechanics and see if it will do what you want it to do).  See what your GM will allow - I personally would be totally cool with you using a crossbow + some custom bolts (with vial holders, a reskinned Poisonous quality) as a flaregun / rocket launcher (depending on bolt loaded).  Others wouldn't.
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urfingface
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« Reply #7 on: February 03, 2012, 10:05:46 PM »

Alright, well thanks for the suggestions, I'll keep buildin and see what I can do.
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