Discoveries Archive

  • Everyman Minis: Arcane Discoveries This Everyman Mini clocks in at 6 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, and on the introductory page, there is the usual text and a brief recap of how arcane discoveries work. The content itself fits on one page.   The arcane discoveries included are as follows:   -Arcane Implement: Sacrifice a prepared spell as a standard action, gaining a temporary masterwork version of a simple tool, as one you could get via traveler’s any-tool. Can’t be cheesed due to being short-lived, but long-lived enough for longer tasks. Solid.   -Bottled Skill: You can spend one hour to bottle skill, of which you can only have one in effect at […]

    Everyman Minis: Arcane Discoveries

    Everyman Minis: Arcane Discoveries This Everyman Mini clocks in at 6 pages, 1 page front cover, 1 page editorial, 2 pages of SRD, and on the introductory page, there is the usual text and a brief recap of how arcane discoveries work. The content itself fits on one page.   The arcane discoveries included are as follows:   -Arcane Implement: Sacrifice a prepared spell as a standard action, gaining a temporary masterwork version of a simple tool, as one you could get via traveler’s any-tool. Can’t be cheesed due to being short-lived, but long-lived enough for longer tasks. Solid.   -Bottled Skill: You can spend one hour to bottle skill, of which you can only have one in effect at […]

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  • Everyman Minis: Gloom Discoveries This installment of the Everyman Minis-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!   All righty, after a brief introduction, we receive the gloom chymist archetype: These fellows replace bombs with glooms, which inflict 1d6 cold damage + Int-mod, +1d6 for every 2 alchemist levels beyond first – this otherwise is treated as bombs, but does NOT qualify as bombs for the purpose of prerequisites. Instead of poison resistance, poison use and swift poisoning, the archetype gains umbral gloom at 2nd level, which allows the gloom chymist to increase or decrease the […]

    Everyman Minis: Gloom Discoveries

    Everyman Minis: Gloom Discoveries This installment of the Everyman Minis-series clocks in at 10 pages, 1 page front cover, 1 page editorial, 1 page advertisement, 4.5 pages of SRD, leaving us with 2.5 pages of content, so let’s take a look!   All righty, after a brief introduction, we receive the gloom chymist archetype: These fellows replace bombs with glooms, which inflict 1d6 cold damage + Int-mod, +1d6 for every 2 alchemist levels beyond first – this otherwise is treated as bombs, but does NOT qualify as bombs for the purpose of prerequisites. Instead of poison resistance, poison use and swift poisoning, the archetype gains umbral gloom at 2nd level, which allows the gloom chymist to increase or decrease the […]

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  • Bullet Points: 9 Alchemical Bomb Discoveries All right, you know the drill -3 pages, 1 page of front cover, 1 page SRD, leaving 1 page of content, so let’s take a look at new bomb discoveries!   -Bombard: Charge ammunitions held by an adjacent ally as a standard action, dealing the bomb damage in addition to the regular damage. The charge is maintained for 1 round per level. AWESOME, but VERY powerful discovery.   -Dye Bomb: All creatures hit by a dye bomb take a -10 penalty to stealth and are easier to track. The dye can’t be properly washed off for 72 hours. OUCH!   -Elemental Bomb: Alternatively deal acid, cold or electricity (not shock, as it’s called here) […]

    Bullet Points: 9 Alchemical Bomb Discoveries

    Bullet Points: 9 Alchemical Bomb Discoveries All right, you know the drill -3 pages, 1 page of front cover, 1 page SRD, leaving 1 page of content, so let’s take a look at new bomb discoveries!   -Bombard: Charge ammunitions held by an adjacent ally as a standard action, dealing the bomb damage in addition to the regular damage. The charge is maintained for 1 round per level. AWESOME, but VERY powerful discovery.   -Dye Bomb: All creatures hit by a dye bomb take a -10 penalty to stealth and are easier to track. The dye can’t be properly washed off for 72 hours. OUCH!   -Elemental Bomb: Alternatively deal acid, cold or electricity (not shock, as it’s called here) […]

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