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	<title>Ogre&#039;s RPG Stuff</title>
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		<title>Warjacks and Trolls</title>
		<link>http://pathfinder.ogrehut.com/2010/07/warjacks-and-trolls/</link>
		<comments>http://pathfinder.ogrehut.com/2010/07/warjacks-and-trolls/#comments</comments>
		<pubDate>Sun, 25 Jul 2010 20:57:59 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Miniatures]]></category>
		<category><![CDATA[My Creations]]></category>
		<category><![CDATA[painting]]></category>
		<category><![CDATA[Trollbloods]]></category>
		<category><![CDATA[trolls]]></category>
		<category><![CDATA[warjack]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=438</guid>
		<description><![CDATA[A collection of my latest mini projects.  A couple warjacks and a troll.  The trollup is just there for scale.  The blue warjack is my wife&#8217;s eidolon for her summoner character.  I imagine Warmachine purists will cringe seeing how I used non-standard colors&#8230;  I have my own ideas of colors though.]]></description>
			<content:encoded><![CDATA[<p>A collection of my latest mini projects.  A couple warjacks and a troll.  The trollup is just there for scale.  The blue warjack is my wife&#8217;s eidolon for her summoner character.  I imagine Warmachine purists will cringe seeing how I used non-standard colors&#8230;  I have my own ideas of colors though.<span id="more-438"></span></p>

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		<title>Alchemists Guide: Mr. Hyde</title>
		<link>http://pathfinder.ogrehut.com/2010/07/alchemists-guide-mr-hyde/</link>
		<comments>http://pathfinder.ogrehut.com/2010/07/alchemists-guide-mr-hyde/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 08:37:42 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=427</guid>
		<description><![CDATA[Note: These guides are still under construction. Mr Hyde Mr. Hyde is the dark destructive lunatic in the back of all our minds, these alchemists use their science to try and become powerfully destructive creatures.  Though they lack the overall damaging potential of a fighter or barbarian they are devastating when they have their mutagens [...]]]></description>
			<content:encoded><![CDATA[<h1><span style="color: #333399;">Note:  These guides are still under construction.</span></h1>
<h3><strong>Mr Hyde</strong></h3>
<p>Mr. Hyde is the dark destructive lunatic in the back of all our minds, these alchemists use their science to try and become powerfully destructive creatures.  Though they lack the overall damaging potential of a fighter or barbarian they are devastating when they have their mutagens in effect and have a round or two to self buff.<br />
<span id="more-427"></span></p>
<h3>Mutagen</h3>
<p>Mutagens are a cornerstone of your power.  Start out with the strength mutagen to maximize your power.  Ss soon as you can get it greater mutagen take it and if it will help your armor class take dexterity otherwise grab the constitution bonus.  Take grand mutagen as soon as it&#8217;s available as well.  The beauty of these is they stack with all other ability enhancements in the game.</p>
<h3>Races</h3>
<div class="framed right">
<p><strong>Color guide</strong></p>
<p><span style="color: #0066aa;">Ideal</span> &#8211; These are the best extracts.</p>
<p><span style="color: #009900;">Good</span> &#8211; Frequently used extracts.</p>
<p><span style="color: #997700;">Situational</span> &#8211; Good in the right situation.</p>
<p><span style="color: #800000;">Rarely Useful</span> &#8211; Rarely useful or worse than alternatives.</p>
</div>
<p><span style="color: #0066aa;">Human</span> &#8211; Extra feat, flexible stat boost, a good base.</p>
<p><span style="color: #0066aa;">Half Orc</span> &#8211; Ferocity gives you a nice buffer to take that healing potion before you drop.  The Falchion is a great weapon for Mr. Hyde in melee when he&#8217;s not under the effects of his mutagen or to bypass DR.  Darkvision means you can scout.</p>
<p><span style="color: #009900;">Dwarf</span> &#8211; Mr. Hyde likes the wisdom and constitution are stat to boosts, consider taking medium armor proficiency so you can keep a low dexterity.  The bonus versus spells, and spell-like abilities helps alot since alchemists have low will saves.</p>
<p><span style="color: #009900;">Elf</span> &#8211; Take toughness and use your favored class bonus to boost hit points.  Longbow and longsword proficiency are a very nice addition for Mr. Hyde.  The save versus enchantment spells and effects is also good against a lot of will based effects.  A bonus to perception is always well received.</p>
<p><span style="color: #009900;">Half Elf</span> &#8211; You inherit the save bonus and perception bonus from your elves but lack their frailty which is quite nice.  Skill focus (UMD) is a nice little bonus to make up for your low charisma.</p>
<p><span style="color: #800000;">Halfling, Gnome </span>- It&#8217;s really difficult to make a melee thug with a strength penalty and small weapons.</p>
<h3>Abilities</h3>
<p><span style="color: #0066aa;">Strength</span> &#8211; As important as intelligence for Mr Hyde.</p>
<p><span style="color: #009900;">Dexterity</span> &#8211; You are still going to use bombs and dexterity is important for</p>
<p><span style="color: #009900;">Constitution</span> &#8211; You have decent hit dice, no reason to be in melee, and a good fort save.  Use your favored class bonus to bump HP.</p>
<p><span style="color: #0066aa;">Intelligence</span> &#8211; Bombs effectiveness, extracts and plenty of other class abilities rely on this.</p>
<p><span style="color: #997700;">Wisdom</span> &#8211; Important to boost your bad will save and helpful for some important skills.</p>
<p><span style="color: #800000;">Charisma</span> &#8211; You aren&#8217;t the party face and you don&#8217;t have any charisma based skills so feel free to dump charisma.</p>
<p>As you can see Mr Hyde is a lot more attribute dependent than the Bomber.  Fortunately the magic of alchemy helps considerably.</p>
<h4>Sample 15 point buy (before racial modifiers)</h4>
<p><strong>Human/ Elf/ Half Orc/ Half Elf</strong> STR: 14  DEX: 12  CON: 14  INT: 13  WIS: 12  CHA: 8  (bump INT to 15)</p>
<p><strong>Dwarf</strong> STR: 14  DEX: 12  CON: 13  INT: 15  WIS: 10  CHA: 8 (if</p>
<h3>Discoveries</h3>
<div class="framed right">
<h3>Build Guide for Hyde</h3>
<p><strong>2nd</strong>: Feral Mutagen</p>
<p><strong>4th</strong>: Choose&gt; acid bomb, concussive bomb, force bomb, infusion, smoke bomb</p>
<p><strong>6th</strong>: Stink bomb or something from the 4th level list</p>
<p><strong>8th</strong>: Fast bombs</p>
<p><strong>10th</strong>: Combine extracts, sticky bomb, or same as 6th level</p>
<p><strong>12th</strong>: Greater mutagen</p>
<p><strong>14th</strong>: Poison bomb or same as 10th level</p>
<p><strong>16th</strong>: Elixer of life, grand mutagen, or eternal potion.  (If you don&#8217;t have extend already wait until you can get both at 20th level).</p>
<p><strong>18th</strong>: Same as 16th level</p>
<p><strong>20th</strong>: Pick up whichever you missed at 16th-18th plus one other.</p>
<p><strong>Grand Discovery</strong> &#8211; Philosopher&#8217;s stone and intelligence increase are again the best choices.  True mutagen seems a bit underwhelming after grand mutagen.</p>
<h3>Poisoner</h3>
<p>A sort of subset of Mr. Hyde, the poisoner uses poisons to cut his enemies low.  Use the same discoveries as above but at 4th level take concentrate poison and at 6th level take sticky poison.</p>
</div>
<p>For the bomb related ones read more details above, I&#8217;ve just listed the bits about why these are good or bad for Mr. Hyde.</p>
<p><span style="color: #0066aa;">Combine extracts</span> &#8211; Take two extracts in a round.  This is like quicken for extracts but at lower levels.  Enlarge person plus shield; cure moderate wounds plus bear&#8217;s endurance.  Lots of great combos.</p>
<p><span style="color: #009900;">Concentrate poison</span> &#8211; If you take sticky poison you should seriously consider this, adding 2 to the DC for double the cost is a bargain.</p>
<p><span style="color: #997700;">Dilution</span> &#8211; Slightly better for My Hyde, in particular if you like crafting.  Consider this for things like <em>good hope</em> and <em>greater magic fang</em>.</p>
<p><span style="color: #0066aa;">Elixer of life</span> &#8211; Yes,  when you are 16 level you almost certainly will use this.</p>
<p><span style="color: #0066aa;">Eternal potion</span> &#8211; This is even better for Mr Hyde, you will need to plan ahead because the high level discoveries are great.  Good hope and haste are good choices for eternal potions.</p>
<p><span style="color: #997700;">Explosive bomb</span> &#8211; Downgraded because you won&#8217;t be doing near as many bombs and your damage will be lower.</p>
<p><span style="color: #997700;">Extend potion</span> &#8211; Sadly required to qualify for eternal potion.  This is a delayed gratification discovery.</p>
<p><span style="color: #0066aa;">Feral mutagen</span> &#8211; 3 attacks per round at full BAB while under the mutagen?  Heck yes, this will make the two weapon fighter and monk in your party cry at low levels.  At mid to higher levels strength boosts, power attack, and better mutagens helps keep this relevant.  Use an amulet of mighty fists to extend the usefulness of this.  You will need a backup weapon or two to help with damage resistance.</p>
<p><span style="color: #997700;">Force bomb</span> &#8211; A good options against incorporeal creatures.</p>
<p><span style="color: #0066aa;">Grand mutagen</span> &#8211; You had me at &#8220;Grand&#8221;.  If dexterity will bump your AC significantly then take this at 16th level, otherwise take Elixer of Life first.</p>
<p><span style="color: #0066aa;">Greater mutagen</span> &#8211; Absolutely yes.  Your best bet is to boost strength and constitution.</p>
<p><span style="color: #997700;">Infuse mutagen</span> &#8211; Keep a dexterity mutagen if you need to go on the defensive.</p>
<p><span style="color: #009900;">Infusion</span> &#8211; Some of your self only buffs are great for sharing around the party.  Shield is an early option also, you are the only one who can share polymorph spells until higher level.</p>
<p><span style="color: #0066aa;">Poison bomb</span> &#8211; You can walk in this cloud which damages almost everyone but you.  Seriously consider this and stink bomb.</p>
<p><span style="color: #009900;">Precise bomb</span> &#8211; Not as critical as for bombers but still useful,</p>
<p><span style="color: #997700;">Smoke bomb</span> &#8211; Nice gateway discovery and a decent effect</p>
<p><span style="color: #009900;">Sticky poison</span> &#8211; Poisoners are kind of a sub-build of Mr. Hyde.  After 10th level you can poison your claws and even teeth without worrying about the effects on yourself.</p>
<p><span style="color: #009900;">Stink bomb</span> &#8211; Nauseated is one of the best status effects to inflict on someone. Bomb the enemy to nauseate then move in, lots of uses here.</p>
<h3>Feats</h3>
<p>Recommended feats for Mr Hyde are generally the same as they are for any melee character.  Power attack, vital strike, etc.</p>
<p><span style="color: #0066aa;">Extra traits</span> &#8211; If your GM doesn&#8217;t let you take traits beg him to allow you to use this feat to get accelerated drinker.</p>
<p><span style="color: #0066aa;">Iron will</span> &#8211; Your weak will save and powerful attacks makes you a prime target for domination, confusion, and will based spells.  Iron will is almost a requirement past 6th level or so.</p>
<p><span style="color: #0066aa;">Improved iron will</span> &#8211; You have good fortitude and reflex saves and amazing constitution and dexterity at higher levels, shore up your will save to match.</p>
<p><span style="color: #0066aa;">Lunge</span> &#8211; Highly underrated feat.  Full attack someone 5&#8242; away then 5&#8242; step so they have to spend a move action to attack you.  Repeat.</p>
<p><span style="color: #0066aa;">Nimble moves</span> &#8211; Five foot step when others can&#8217;t.</p>
<p><span style="color: #0066aa;"><strong>Power attack</strong></span> &#8211;  Natural weapons take full advantage of power attack so all three attacks get -1/+2 while using feral mutagen.</p>
<p><span style="color: #009900;">Improved initiative</span> &#8211; Not as great for you as the bomber but still good.</p>
<p><span style="color: #009900;">Quick draw</span> &#8211; Get that backup weapon out or use this for non-bomb thrown weapons.</p>
<p><span style="color: #009900;">Far shot</span> &#8211; Keep hitting reliably even at your 3rd or 4th range increment.  Requires point blank or it would be blue.</p>
<p><span style="color: #009900;">Improvised weapon mastery</span> &#8211; Beer mugs are deadly weapons in my hand.  Can you get a +1 frost beer mug?  Since you have throw anything this is a great feat for follow up.  Seriously a fun and kind cool feat.</p>
<p><span style="color: #009900;">Vital strike and improved vital strike</span> &#8211; Improved damage on your standard action attack.</p>
<p><span style="color: #009900;">Weapon focus (claws)</span> &#8211; +1 to your most common attack.</p>
<p><span style="color: #997700;">Magical aptitude or skill focus (use magic device)</span> &#8211; If you are the skills guy.</p>
<p><span style="color: #997700;">Point blank shot</span> &#8211; Required for precise shot.</p>
<p><span style="color: #997700;">Precise shot</span> &#8211; You are most likely bombing before melee so not as useful.</p>
<p><span style="color: #997700;">Toughness</span> &#8211; You need hit points to stay in the fight.  Particularly good for elves.</p>
<h3>Non core/ APG feats and Traits (Limited to PfRPG sources)</h3>
<p><span style="color: #0066aa;">Accelerated drinker trait (Cheliax Companion)</span> &#8211; Mr Hyde loves the potions and extracts.</p>
<p><span style="color: #009900;">Reactionary (Trait Suppliment)</span> &#8211; Stacks with improved initiative, a nice goto trait.</p>
<p><span style="color: #009900;">Indomitable Faith (Trait Suppliment), Animal Friend (Gnomes), Carefully Hidden (Taldor:EoG), Legacy of Sand (Legacy of Fire), Perseverance (Dwarves)</span> &#8211; Traits that bump your will save are very helpful and stack with Iron Will.</p>
<p><span style="color: #009900;">Splash weapon mastery</span> &#8211; Not quite as useful as it is for the bombers but doesn&#8217;t require point blank like far shot does.</p>
<h3>Gear</h3>
<p><span style="color: #0066aa;">Amulet of Mighty Fists</span> &#8211; A must if Mr. Hyde is relying on feral mutagen.  Treantmonk also has some great advice in his Guide for Monks &#8221;One thing to note regarding this item is that unlike weapons, it does not need a minimum +1 enchantment to gain other weapon properties.  Holy is the obvious go-to enchantment to get, as DR /good is common with evil outsiders.  Damage enhancers (remember our question) of any kind are going to be good though.  Besides, the imagery of shocking or flaming fists is pretty cool too.  If you are unable to get Greater Magic Fang or Greater Magic Weapon cast on you regularly, then the enhancement bonus is needed for the + to hit as well as damage.  Go with Holy + whatever enhancement bonus you can afford.&#8221;</p>
<p><span style="color: #0066aa;">Belt of giant strength or Belt of strength + constitution</span> &#8211; Stacks with alchemical bonus so this is an excellent choice.  Boost your strength and constitution first then get the dexterity belt when you can afford all three.</p>
<p><span style="color: #0066aa;">Headband of vast intellect</span> &#8211; Extracts and bombs are still important, consider picking up one of these as soon as possible.</p>
<p><span style="color: #009900;">Goggles of Night</span> &#8211; If you don&#8217;t have darkvision naturally, then these are a good investment.</p>
<p><span style="color: #009900;">Boots of Speed</span> &#8211; You will likely have haste as an extract or from other spellcasters but these get you haste when you need it, hugely important.</p>
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		<title>Dr. Strangelob</title>
		<link>http://pathfinder.ogrehut.com/2010/07/dr-strangelob/</link>
		<comments>http://pathfinder.ogrehut.com/2010/07/dr-strangelob/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 08:22:58 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Build Guides]]></category>
		<category><![CDATA[My Creations]]></category>
		<category><![CDATA[alchemist]]></category>
		<category><![CDATA[build guide]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=420</guid>
		<description><![CDATA[Dr. Strangelob How I learned to lob the bomb The Dr. Strangelob&#8217;s primary focus is ranged bombing.  You are capable of doing more elemental damage in a game session than any other character. There is no save and no SR to block the primary damage you do and your secondary damage is respectable. Mutagen Color [...]]]></description>
			<content:encoded><![CDATA[<h2>Dr. Strangelob</h2>
<h3>How I learned to lob the bomb</h3>
<p>The Dr. Strangelob&#8217;s primary focus is ranged bombing.  You are capable of doing more elemental damage in a game session than any other character.  There is no save and no SR to block the primary damage you do and your secondary damage is respectable.<br />
<span id="more-420"></span></p>
<h3>Mutagen</h3>
<div class="framed right">
<p><strong>Color guide</strong></p>
<p><span style="color: #0066aa;">Ideal choices</span> &#8211; If you are most interested in building a powerful character you will probably want to select these whenever possible.</p>
<p><span style="color: #009900;">Good choices</span> &#8211; Maybe not the best choice but they are solid options.</p>
<p><span style="color: #997700;">Situational choices</span> &#8211; These choices are good for certain characters but not universally useful</p>
<p><span style="color: #800000;">Challenging choices</span> &#8211; These choices are bit tougher but can be quite fun as role playing options.</p>
</div>
<p>Tossing bombs into combat your mutagen of choice is probably going to be dexterity at low levels.  When you get higher level and touch ACs become easy to hit you might consider switching to boosting constitution for the extra hit points, in particular since dexterity puts a wisdom penalty hitting your already weak will save.  If you do take greater mutagen you will want to boost constitution and dexterity.</p>
<h3>Races</h3>
<p><span style="color: #0066aa;">Elf</span> &#8211; Ability boosts are a perfect fit.  The constitution penalty hurts but alchemists have a good fortitude save and toughness helps with lower hit points.  The bonus versus enchantment is good since the alchemist&#8217;s will save is low.  A bonus to perception is always well received.</p>
<p><span style="color: #0066aa;">Human</span> &#8211; A bonus feat is always welcome.  Point blank and Precise shot at first level work work well.  Add the precise bomb discovery at second level and you can bomb into melee with impunity.</p>
<p><span style="color: #009900;">Halfling</span> &#8211; Dexterity bonus and small size are a perfect fit for Dr. Strangelob.  The save bonuses are particularly welcome and good perception is nice.</p>
<p><span style="color: #009900;">Half Orc</span> &#8211; Ferocity gives you a nice buffer to slip that potion of cure light wounds before you drop.</p>
<p><span style="color: #009900;">Half Elf</span> &#8211; You inherit the save bonus and perception bonus from elves but lack their frailty.</p>
<p><span style="color: #997700;">Dwarf</span> &#8211; Dwarves are a solid base.  The bonus versus spells, and spell-like abilities helps alot since alchemists have low will saves.</p>
<p><span style="color: #ff9900;">Gnome</span> &#8211; The extra constitution, craft bonus, and the size bonuses are all nice but otherwise gnomes are a very challenging choice.</p>
<h3>Abilities</h3>
<p><span style="color: #800000;">Strength</span> &#8211; Not very useful to Strangelob since his primary attack is not affected by strength.  Be careful not to dump this too low though because alchemists need a lot of gear.</p>
<p><span style="color: #0066aa;">Dexterity</span> &#8211; Particularly important at lower levels when you have a bit more trouble hitting.</p>
<p><span style="color: #009900;">Constitution</span> &#8211; You have decent hit dice, no reason to be in melee, and a good fort save.  Use your favored class bonus and possibly toughness to bump HP.</p>
<p><span style="color: #0066aa;">Intelligence</span> &#8211; Number of bombs per day, damage modifier, and extracts are all based on intelligence.  Strangelob&#8217;s prime attribute.</p>
<p><span style="color: #009900;">Wisdom</span> &#8211; Important to boost your bad will save.  Keep a positive bonus in Wisdom.</p>
<p><span style="color: #800000;">Charisma</span> &#8211; Strangelob&#8217;s only possible dump stat.</p>
<h6>Sample 15 point buy (before racial modifiers)</h6>
<p>If you want to dump charisma below 8 consider putting the points into an extra point of dexterity or bumping your constitution by 2.</p>
<p><strong>Human/ Half Orc/ Half Elf</strong> STR: 10  DEX: 14  CON: 10  INT: 16  WIS: 12  CHA: 8  (bump INT to 18)</p>
<p><strong>Elf</strong> STR: 10  DEX: 12  CON: 12  INT: 16  WIS: 12  CHA: 8</p>
<p><strong>Dwarf</strong> STR: 10  DEX: 14  CON: 8  INT: 17  WIS: 10  CHA: 9</p>
<p><strong>Gnome/ Halfling</strong> STR: 12  DEX: 12  CON: 10  INT: 17  WIS: 12  CHA: 7</p>
<p>Put your stat boosts into intelligence, most likely your dexterity will boosted enough by your mutagen and less important over time.</p>
<h3>Discoveries</h3>
<div class="framed right">
<h3>Just Blow Stuff Up</h3>
<p>If you are mainly interested in damage.</p>
<p><strong>2nd</strong>: Precise bomb</p>
<p><strong>4th</strong>: Acid bomb, force bomb, concussive bomb</p>
<p><strong>6th</strong>: Explosive bomb, infusion, or potent bomb</p>
<p><strong>8th</strong>: Fast bombs</p>
<p><strong>10th</strong>: Sticky bombs</p>
<p><strong>12th</strong>: Same choices as 4th or cold bomb.</p>
<p><strong>14th</strong>: Any from 4th-6th level.</p>
<p><strong>16th</strong>: Elixer of life</p>
<p><strong>18th</strong>: Greater mutagen or same as 14th level</p>
<p><strong>20th</strong>: Pick two from 14th level.<br />
<strong>Grand Discovery</strong>: If your campaign has intermittent downtime the philosophers stone is the best choice, for faster paced games with little downtime go with awakened intellect.  Eternal youth is awesome but for most games is a flavor only option.</p>
<h3>Smoker option</h3>
<p>IMO a slightly better concept, you have some nice light battlefield control options and can inflict some nasty conditions on enemies.</p>
<p><strong>2nd</strong>: Smoke bomb</p>
<p><strong>4th</strong>: Stink bomb</p>
<p><strong>6th</strong>: Precise bomb</p>
<p><strong>8th</strong>: Fast bombs</p>
<p><strong>10th</strong>: acid bomb, concussive bomb, force bomb, infusion, or sticky bomb</p>
<p><strong>12th</strong>: Poison bomb</p>
<p><strong>14th</strong>: Same as 10th level plus explosive bomb</p>
<p><strong>16th &#8211; 20th</strong>: Same as above</p>
</div>
<p><span style="color: #009900;">Acid bomb</span> &#8211; Acid resistance is pretty unusual and the delayed damage bump can force an extra concentration check for casters.</p>
<p><span style="color: #997700;">Combine extracts</span> &#8211; This is good but you will probably want to spend most of your discoveries on your bombs.</p>
<p><span style="color: #009900;">Concussive bomb</span> &#8211; The low damage is partly offset by the fact that almost nothing is resistant to sonic damage.  More important spellcasters have a 20% chance of spell failure while deaf which is a nice debuff for enemy casters.  In particular arcane casters with weak fortitude saves.</p>
<p><span style="color: #997700;">Delayed bomb</span> &#8211; For most groups this is underwhelming but I&#8217;ve seen some creative applications.  For example making a trap or using sleight of hands to plant a bomb in a pocket as a subtle method of initiating combat.</p>
<p><span style="color: #800000;">Dilution</span> &#8211; This is essentially discounted potion crafting.  Not great for a bomber who won&#8217;t be relying on potions much.</p>
<p><span style="color: #0066aa;">Elixer of life</span> &#8211; Contingent resurrection on death, or true resurrection.  It&#8217;s expensive life insurance or equivalent to a 9th level cleric spell.</p>
<p><span style="color: #800000;">Enhance potion</span> &#8211; You don&#8217;t rely on buffs much and can most likely just use an extract regardless.</p>
<p><span style="color: #997700;">Eternal potion</span> &#8211; This is quite good but requires a mediocre extract.  Probably not worth losing 2 discoveries over since 16th level discoveries are quite excellent.  Good hope and haste are good choices for eternal potions.</p>
<p><span style="color: #0066aa;">Explosive bomb</span> &#8211; Double the splash radius is nice if there are a lot of low level enemies.  Lighting spellcasters on fire forces concentration checks or makes them lose a full round or more.</p>
<p><span style="color: #997700;">Extend potion</span> &#8211; Mostly harmless, use this to qualify for eternal potion.</p>
<p><span style="color: #800000;">Feral mutagen</span> &#8211; Great for the Melee Build below, pretty much useless for a Strangelob.</p>
<p><span style="color: #009900;">Force bomb</span> &#8211; Reduced damage hurts but no one is immune to force damage and its the only attack you have that does full damage to incorporeal creatures.  Alternately it&#8217;s useful for knocking prone a target that has a low reflex save.</p>
<p><span style="color: #997700;">Frost bomb</span> &#8211; If you are fighting something vulnerable to cold this is good but otherwise there are better choices.</p>
<p><span style="color: #800000;">Grand mutagen</span> &#8211; Leave this for your melee slugging brethren.</p>
<p><span style="color: #997700;">Greater mutagen</span> &#8211; If you are having trouble hitting consider taking this so you can boost dexterity and constitution.</p>
<p><span style="color: #800000;">Infuse mutagen</span> &#8211; Leave this for your melee slugging brethren.</p>
<p><span style="color: #997700;">Inferno bomb</span> &#8211; By the time you can get this it&#8217;s not very useful.  Only useful if you&#8217;ve taken smoke bomb already to get access to stink bomb.</p>
<p><span style="color: #0000ff;">Infusion</span> &#8211; Many (most) extracts are buffing spells which Strangelob will only be able to get limited value of.  Use this discovery to share those with people who will get vastly larger benefit from them.  Extracts that come from self only spells are usually particularly good and no other casters can grant the effect.  Finally, you don&#8217;t cast infusions in combat EVER, people using your buffs or healing are using their own actions to do it.  This means the rogue sneak into a place, use true strike to sneak attack someone, make himself gaseous and get away.</p>
<p><span style="color: #800000;">Madness bomb</span> &#8211; This seems a bit underwhelming, the diminishing returns nature of this means you are probably not going to blast a cleric into not being able to cast.  Non wisdom based casters get a hit to their will saves but not a huge one.</p>
<p><span style="color: #009900;">Poison bomb</span> &#8211; This is arguably much better than inferno bomb.  All creatures in the area take 1-4 points of CON damage, even if they save 1-2 points of CON damage per round means no one is going to want to camp there so it&#8217;s great for battle field control.  Even better you are immune to poison so you can hang on in the fumes without harm.   Requires smoke bomb so I bumped it to blue.</p>
<p><span style="color: #009900;">Potent bomb</span> &#8211; The extra 1d6 doesn&#8217;t sound too exciting but it adds up and stacks well with fast bomb.</p>
<p><span style="color: #0066aa;">Precise bomb</span> &#8211; Keep bombing while your teammates melee, invaluable for most alchemists.  Alternately get energy resistance for your allies or only fight with people who have high reflex saves (and evasion).</p>
<p><span style="color: #800000;">Shock Bomb</span> &#8211; Lightning plus dazzled just not very exciting.</p>
<p><span style="color: #009900;">Smoke bomb</span> &#8211; Nice gateway discovery and a decent effect</p>
<p><span style="color: #009900;">Sticky bomb</span> &#8211; A bit of extra damage is particularly good for forcing concentration checks against ongoing damage.  The wording implies it can be combined with other bombs.</p>
<p><span style="color: #800000;">Sticky poison</span> &#8211; Bombers are not going to be attacking with weapons often enough to make this useful.</p>
<p><span style="color: #0066aa;">Stink bomb</span> &#8211; Nauseated is one of the best status effects to inflict on someone.  The fact that the DC scales makes this bomb a great tool.  The fact that the cloud only lasts for 1 round makes this more a debuff than battlefield control but it&#8217;s potentially a good one.  Hit the enemy spellcaster with this every round to keep them out of the picture.</p>
<h3>Feats</h3>
<p><span style="color: #009900;">Defensive combat training</span> &#8211; Help defend against grappling.</p>
<p><span style="color: #997700;">Extra bombs</span> &#8211; Mostly useful at low levels when you might run out of bombs (<span style="color: #666699;">I&#8217;m just guessing this will be an option</span>)</p>
<p><span style="color: #339966;">Extra traits</span> &#8211; If your GM doesn&#8217;t let you take traits your GM might allow you to use this to get accelerated drinker</p>
<p><span style="color: #009900;">Far shot</span> &#8211; 20&#8242; range increment really hurts.  This won&#8217;t extend your total range but will help with the range penalty.  Take this if Splash Weapon Mastery isn&#8217;t available.</p>
<p><span style="color: #0066aa;">Iron will</span> &#8211; Your weak will save and powerful attacks makes you a prime target for domination, confusion, and will based spells.  Iron will is almost a requirement past 6th level or so.</p>
<p><span style="color: #009900;">Improved iron will</span> &#8211; For all the reasons outlined on Iron Will</p>
<p><span style="color: #009900;">Improved initiative</span> &#8211; Area effect spells are often best dropped before everyone scrambles and gets into melee.  For the cloud bombers this is even more important so you can use them for battle field control.</p>
<p><span style="color: #0066aa;">Improved precise shot</span> &#8211; Ignore blur, clouds, and displacement when targeting.  Very nice but steep requirements.</p>
<p><span style="color: #997700;">Magical aptitude</span> &#8211; Makes UMD much more useful for you and spellcraft is a useful class skill.</p>
<p><span style="color: #997700;">Point blank shot</span> &#8211; Required for precise shot.</p>
<p><span style="color: #009900;">Precise shot</span> &#8211; Combined with precise bombs you can bomb into melee at will.</p>
<p><span style="color: #997700;">Skill focus (use magic device)<strong> </strong></span>- Makes UMD much more useful for you.</p>
<h3>Non core/ APG feats and Traits (Limited to PfRPG sources)</h3>
<p><span style="color: #0066aa;">Accelerated drinker trait (Cheliax Companion)</span> &#8211; This trait is better than most feats for an alchemist, it&#8217;s in the Pathfinder Cheliax Companion, take this if it&#8217;s an option.</p>
<p><span style="color: #009900;">Reactionary (Trait Suppliment)</span> &#8211; Stacks with improved initiative, a nice goto trait</p>
<p><span style="color: #009900;">Indomitable faith (Trait Suppliment), animal friend (Gnomes), carefully hidden (Taldor:EoG), legacy of sand (Legacy of Fire), perseverance (Dwarves)</span>- Traits that bump your will save are very helpful and stack with Iron Will.</p>
<p><span style="color: #0066aa;">Splash weapon mastery (Adventurers Armory)</span> &#8211; Far shot for bombs and splash weapons and steers misses away from allies.  If it&#8217;s available take this at 1st level.</p>
<h3>Gear</h3>
<p><span style="color: #0000ff;">Headband of vast intellect</span> &#8211; Intelligence is your bread and butter, these are almost mandatory, in particular if you are tossing saving throw based effects.</p>
<p><span style="color: #0000ff;">Handy haversack</span> &#8211; Strangelob is a gear hungry guy, this is where all your extracts and mutagens go.</p>
<p><span style="color: #0000ff;">Portable hole</span> &#8211; For most folks this is a bit pricey but Strangelob uses it as a portable lab.</p>
<p><span style="color: #339966;">Belt of incredible dexterity or Belt of CON + DEX </span>- Even though touch attacks become easier at high levels these are still useful.  Probably a better idea to get a CON + DEX belt when you can afford it rather than spend the money on higher cost Dexterity only belts.</p>
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		<title>Alchemist Guide: Extracts</title>
		<link>http://pathfinder.ogrehut.com/2010/07/alchemist-guide-extracts/</link>
		<comments>http://pathfinder.ogrehut.com/2010/07/alchemist-guide-extracts/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 07:51:32 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Build Guides]]></category>
		<category><![CDATA[My Creations]]></category>
		<category><![CDATA[alchemist]]></category>
		<category><![CDATA[build guide]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=415</guid>
		<description><![CDATA[Extracts To keep things simple I&#8217;ve put all the extracts into one section.  If the rating is different for the two builds I put a second rating for Dr. Strangelob in parens after since Strangelob is likely much less reliant on extracts. 1st-Level Alchemist Formulae Color guide Ideal &#8211; These are the best extracts. Good [...]]]></description>
			<content:encoded><![CDATA[<h2>Extracts</h2>
<p>To keep things simple I&#8217;ve put all the extracts into one section.  If the rating is different for the two builds I put a second rating for Dr. Strangelob in parens after since Strangelob is likely much less reliant on extracts.<br />
<span id="more-415"></span></p>
<h4>1st-Level Alchemist Formulae</h4>
<div class="framed right">
<p><strong>Color guide</strong></p>
<p><span style="color: #0066aa;">Ideal</span> &#8211; These are the best extracts.</p>
<p><span style="color: #009900;">Good</span> &#8211; Frequently used extracts.</p>
<p><span style="color: #997700;">Situational</span> &#8211; Good in the right situation.</p>
<p><span style="color: #800000;">Rarely Useful</span> &#8211; Rarely useful or worse than alternatives.</p>
</div>
<p><span style="color: #800000;">Comprehend Languages</span> &#8211; </p>
<p><span style="color: #008000;">Cure Light Wounds</span> &#8211; Good low level healing and gets the alchemist access to the wand of cure light wounds.</p>
<p><span style="color: #800000;">Detect Secret Doors</span> &#8211; Short duration means this only helps if the alchemist already knows a secret door is nearby.</p>
<p><span style="color: #800000;">Detect Undead</span> &#8211; Short range, short duration.</p>
<p><span style="color: #008000;">Disguise Self</span> &#8211; Lots of uses for this outside of combat.  This is why you don&#8217;t prep all your slots in the morning.</p>
<p><span style="color: #993300;">Endure Elements</span> &#8211; For those campaigns where extreme weather is a routine issue.</p>
<p><span style="color: #0000ff;">Enlarge Person</span> (<span style="color: #008000;">DS</span>) - A great buff for any melee character.  If you are Mr. Hyde that&#8217;s you, if you are Dr. Strangelob you need the infusion discovery for this to be useful.</p>
<p><span style="color: #993300;">Expeditious Retreat</span> &#8211; Short duration means this is usually only good for a single encounter you know is coming.</p>
<p><span style="color: #009900;">Identify</span> -This is your lowest level detect magic spell spell and helps you identify items.  It&#8217;s a must have spell but you won&#8217;t prepare it most of the time.</p>
<p><span style="color: #800000;">Jump</span> &#8211; Vastly situational.  If the duration were longer it might be interesting.</p>
<p><span style="color: #993300;">Reduce Person</span> &#8211; Pretty situational all around.  Strangelob&#8217;s damage isn&#8217;t size dependent which makes it a touch better for him.</p>
<p><span style="color: #0066aa;">Shield</span> (<span style="color: #008000;">DS</span>) &#8211; Duration is short but it&#8217;s a good spell if Mr. Hyde is going to tank.  Strangelob is probably using other defenses.</p>
<p><span style="color: #0066aa;">True Strike</span> (<span style="color: #993300;">DS</span>) &#8211; This is ideal for poisoner builds to ensure delivery.  Decent for Dr. Hyde but Strangelob is all about touch attacks so he won&#8217;t need this.</p>
<h4>2nd-Level Alchemist Formulae</h4>
<p><span style="color: #993300;">Aid</span> &#8211; Short term buff to get hit points and a small attack bonus.</p>
<p><span style="color: #009900;">Alter Self</span> (<span style="color: #993300;">DS</span>) &#8211; A decent short term strength buff that stacks.  More important you can use it to get  scent, darkvision, or swim (including water breathing)</p>
<p><span style="color: #009900;">Barkskin</span> (<span style="color: #993300;">DS</span>) &#8211; A nice duration AC buff that stacks with Mutagens.</p>
<p><span style="color: #993300;">Bear’s Endurance</span> &#8211; A short term hit point buff until you get an item that boosts  constitution.</p>
<p><span style="color: #009900;">Blur</span> (<span style="color: #993300;">DS</span>) &#8211; A miss chance turns every attack into double jeopardy.</p>
<p><span style="color: #993300;">Bull’s Strength</span> (<span style="color: #800000;">DS</span>) &#8211; This is a good low level strength buff but it&#8217;s only useful for a few levels until strength boosting items are common.</p>
<p><span style="color: #993300;">Cat’s Grace</span> &#8211; Doesn&#8217;t stack with magic item bonuses.  Somewhat useful before you get a dexterity belt.</p>
<p><span style="color: #993300;">Cure Moderate Wounds</span> &#8211; Situationally effective for in combat healing.</p>
<p><span style="color: #993300;">Darkvision</span> &#8211; The hours/ level duration makes this a good spell if you are the party scout.</p>
<p><span style="color: #009900;">Delay Poison</span> &#8211; Immunity for poison for hours/ level, stop an active poison for a similar amount of time.  Very good as an Infusion.</p>
<p><span style="color: #993300;">Detect Thoughts</span> &#8211; You can detect thoughts of creatures you can&#8217;t see or even through walls so this can be extremely useful for scouting or possibly interrogation.</p>
<p><span style="color: #800000;">Eagle’s Splendor</span> &#8211; A short term buff to a stat you don&#8217;t use.</p>
<p><span style="color: #009900;">False Life</span> (<span style="color: #993300;">DS</span>) &#8211; Pre-healing,  all the benefits of in-combat healing but cast in advance to avoid lost actions.  Longer duration makes this better than Aid.</p>
<p><span style="color: #800000;">Fox’s Cunning</span> &#8211; +2 damage on bombs and higher DCs for 1 min/ level.  The downside is it doesn&#8217;t stack with magic items</p>
<p><span style="color: #0000ff;">Invisibility</span> &#8211; The ultimate scouting spell.  Not quite as useful for Dr. Strangelove but as an infusion it&#8217;s better than the spell by the same name.</p>
<p><span style="color: #993300;">Levitate</span> (<span style="color: #008000;">DS</span>) &#8211; A great defensive spell for Strangelob, levitate up and nuke them from orbit.</p>
<p><span style="color: #993300;">Owl’s Wisdom</span> &#8211; Sine you are likely not getting a wisdom boosting item for a while this could be useful for a bit longer.  Quaff it when you are fighting a spellcaster to get a +2 on Will Saves.</p>
<p><span style="color: #993300;">Protection from Arrows</span> &#8211; Protection from non-magical ranged attacks.  The value of this tapers off but it&#8217;s still useful against giants stones and maticore spikes.</p>
<p><span style="color: #009900;">Resist Energy</span> &#8211; Excellent protection from energy damage.</p>
<p><span style="color: #009900;">Restoration, Lesser</span> &#8211; Ability damage is common enough this is a goto spell.  The wand is the ability score equivalent of CLW.</p>
<p><span style="color: #009900;">See Invisibility</span> &#8211; An alchemist&#8217;s defense against invisible foes.  In campaigns where invisibility is uncommon consider crafting a few potions instead.</p>
<p><span style="color: #800000;">Spider Climb</span> &#8211; See levitation above for a better option.</p>
<p><span style="color: #800000;">Undetectable Alignment</span> &#8211; This is essentially an NPC spell.  If you stumble across it put in your formula book but chances are you will never need it.</p>
<h3>3rd-Level Alchemist Formulae</h3>
<p><span style="color: #800000;">Arcane Sight</span> &#8211; Not a lot of oomph here for a third level divination.</p>
<p><span style="color: #800000;">Beast Shape I</span> &#8211; Lose access extracts and bombs in exchange for a benefit comparable to enlarge person or alter self.  No.</p>
<p><span style="color: #993300;">Cure Serious Wounds</span> &#8211; In combat healing.</p>
<p><span style="color: #009900;">Displacement</span> (<span style="color: #800000;">DS</span>) &#8211; Nice defensive spell for tanking but duration is limiting.</p>
<p><span style="color: #0000ff;">Fly</span> &#8211; Utility, defense, offense, just a great spell.</p>
<p>Gaseous Form -</p>
<p><span style="color: #009900;">Haste</span> (<span style="color: #993300;">DS</span>) &#8211; Self only makes this a bit less appealing but it&#8217;s still great.</p>
<p><span style="color: #008000;">Heroism</span> (<span style="color: #800000;">DS</span>) &#8211; Long duration buff to attacks and saves.  Stacks with most other effects you have to this point.</p>
<p><span style="color: #800000;">Nondetection</span> &#8211; Duration is good but the benefit is questionable.</p>
<p><span style="color: #800000;">Protection from Energy</span> &#8211; Questionably better than Resist energy, definitely not worth a higher level slot.</p>
<p><span style="color: #800000;">Rage</span> &#8211; Heroism is a vastly better buff.</p>
<p><span style="color: #993300;">Remove Blindness/Deafness</span> &#8211; Consider crafting a potion of this and labeling the stopper in braille.</p>
<p><span style="color: #993300;">Remove Curse</span> &#8211; Fairly uncommon condition.  Consider crafting a potion of this.</p>
<p><span style="color: #993300;">Remove Disease</span> &#8211; Slow onset and fairly uncommon condition.  Put this in the formula book and forget about it until you need it.</p>
<p><span style="color: #993300;">Tongues</span> &#8211; Possible potion.</p>
<p><span style="color: #ff6600;">Water Breathing</span> &#8211; If you need it you know.</p>
<p><strong>Good 3rd level Combined Extracts</strong></p>
<p><span style="color: #0000ff;">Shield and enlarge person</span> (<span style="color: #800000;">DS</span>) &#8211; A good combination of defense and offense.  For those unexpected encounters.</p>
<p><span style="color: #008000;">Enlarge person and true strike</span> (<span style="color: #800000;">DS</span>) &#8211;  Maybe not worth a third level slot but a good way to start an encounter with a bang.</p>
<p><span style="color: #800000;">Shield and reduce person</span> (<span style="color: #009900;">DS</span>) &#8211; A good combination of defense and offense buffs (+6 AC, +2 on attack rolls) for Strangelob.  For those unexpected encounters.</p>
<h4>4th-Level Alchemist Formulae</h4>
<p>Air Walk</p>
<p>Arcane Eye</p>
<p>Beast Shape II</p>
<p>Cure Critical Wounds</p>
<p>Death Ward</p>
<p>Discern Lies</p>
<p>Elemental Body I</p>
<p>Fire Shield</p>
<p>Freedom of Movement</p>
<p>Invisibility, Greater</p>
<p>Neutralize Poison</p>
<p>Restoration</p>
<p>Spell Immunity</p>
<p>Stoneskin</p>
<p>5th-Level Alchemist Formulae</p>
<p>Beast Shape III</p>
<p>Contact Other Plane</p>
<p>Dream</p>
<p>Elemental Body II</p>
<p>Magic Jar</p>
<p>Nightmare</p>
<p>Overland Flight</p>
<p>Plant Shape I</p>
<p>Polymorph</p>
<p>Sending</p>
<p>Spell Resistance</p>
<p>6th-Level Alchemist Formulae<br />
Analyze Dweomer</p>
<p>Beast Shape IV</p>
<p>Elemental Body III</p>
<p>Eyebite</p>
<p>Form of the Dragon I</p>
<p>Giant Form I</p>
<p>Heal</p>
<p>Mislead</p>
<p>Plant Shape II</p>
<p>Shadow Walk</p>
<p>Statue</p>
<p>Transformation</p>
<p>True Seeing</p>
<p>Wind Walk</p>
]]></content:encoded>
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		<title>Alchemist&#8217;s Guide:</title>
		<link>http://pathfinder.ogrehut.com/2010/07/alchemist-build-guide/</link>
		<comments>http://pathfinder.ogrehut.com/2010/07/alchemist-build-guide/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 21:02:56 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Build Guides]]></category>
		<category><![CDATA[My Creations]]></category>
		<category><![CDATA[alchemist]]></category>
		<category><![CDATA[build guide]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=368</guid>
		<description><![CDATA[The alchemist is a strange creature, choice of discoveries and which mutagen you use can greatly alter what role you take in the party.  The obvious niche alchemists fit into is the proverbial glass canon, primarily just blasting with damage but with lots of interesting debuffing options.  A little less obviously the alchemist can also [...]]]></description>
			<content:encoded><![CDATA[<p>The alchemist is a strange creature, choice of discoveries and which mutagen you use can greatly alter what role you take in the party.  The obvious niche alchemists fit into is the proverbial glass canon, primarily just blasting with damage but with lots of interesting debuffing options.  A little less obviously the alchemist can also serve as a backup melee slugger for the party by using mutagens and extracts to self buff himself into true Jekyll and Hyde a monster.  This guide separates the two into two separate &#8216;builds&#8217; and gives recommendations for feats and discoveries for each.</p>
<p><span id="more-368"></span></p>
<p>This guide is styled similarly to Treantmonk&#8217;s guides (though I am less humorous).  It&#8217;s a bit lengthy and much of it should be treated as a reference work rather than an article you read all the way through.  Items that are omitted are not recommended.</p>
<h1><strong>General Advice</strong></h1>
<h4>General tips:</h4>
<ul>
<li>Only prep a few extracts at the beginning of the day.  At low levels a cure light wounds extract or two might be enough.  Unlike casters most of your extracts are not used in the spur of the moment so only prep what you expect to use in the next combat.</li>
<li>Favored class bonus &#8211; almost always going to be hit points.</li>
<li>You get to add your INT bonus to all splash weapon damage so alchemists fire, acid flasks, and holy water are particularly potent in your hands.</li>
</ul>
<div class="framed right">
<p><strong>Color guide</strong></p>
<p><span style="color: #0066aa;">Ideal choices</span> &#8211; If you are most interested in building a powerful character you will probably want to select these whenever possible.</p>
<p><span style="color: #009900;">Good choices</span> &#8211; Maybe not the best choice but they are solid options.</p>
<p><span style="color: #997700;">Situational choices</span> &#8211; These choices are good for certain characters but not universally useful</p>
<p><span style="color: #800000;">Challenging choices</span> &#8211; These choices are bit tougher but can be quite fun as role playing options.</p>
</div>
<h3>Skills</h3>
<p>Outside combat the Alchemist is a skill monkey, with his high INT alchemists likely have as many skill points as a rogue.  Given the class skills list the alchemist can make a decent stand in for a rogue or works well as a knowledge skills person too.</p>
<p><span style="color: #009900;">Acrobatics</span> &#8211; This is a dex friendly class, particularly at high levels if you have greater mutagen.  Unfortunately it&#8217;s cross class.</p>
<p><span style="color: #009900;">Craft(alchemy)</span> &#8211; Almost required.  You get some good bonuses in this skill and can use it for crafting a variety of items which are useful for the game.  All alchemists should take at least a few ranks in this, particularly at low levels but it&#8217;s not important to keep it maxed out throughout the game unless you are doing a lot of crafting items and poisons.</p>
<p><span style="color: #009900;">Disable device</span> &#8211; A good skill to have all around, particularly if there is no rogue in the party.</p>
<p><span style="color: #997700;">Knowledge (*)</span> &#8211; Work with your group to cover the knowledge skills.</p>
<p><span style="color: #0066aa;">Perception</span> &#8211; Very important skill and you have it as a class skill and the skill points to cover it.</p>
<p><span style="color: #009900;">Spellcraft</span> &#8211; Needed to learn new extracts, also useful for spotting spell effects so you can target <span style="color: #800080;">dispelling bombs</span>.</p>
<p><span style="color: #997700;">Stealth</span> &#8211; Alchemist is a Dexterity friendly class, and the alchemist can make a decent scout.</p>
<p><span style="color: #997700;">Survival</span> &#8211; Useful for wilderness campaign, in particular if you party lacks a ranger or druid.</p>
<p><span style="color: #009900;">Use magic device</span> &#8211; All around a good skill, unfortunately as an alchemist your charisma is likely low.  Still, worth taking since it&#8217;s a class skill.  You will likely need to take skill focus to be good a good device monkey before 10th level.</p>
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		<title>Welcome to Magnimar</title>
		<link>http://pathfinder.ogrehut.com/2010/07/welcome-to-magnimar/</link>
		<comments>http://pathfinder.ogrehut.com/2010/07/welcome-to-magnimar/#comments</comments>
		<pubDate>Mon, 05 Jul 2010 05:56:36 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Ogre's Game]]></category>
		<category><![CDATA[Lyrie]]></category>
		<category><![CDATA[Magnimar]]></category>
		<category><![CDATA[Orik]]></category>
		<category><![CDATA[Skinsaw Man]]></category>
		<category><![CDATA[tsuto]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=346</guid>
		<description><![CDATA[Scarab was pensive. The flavor of the undead ghouls still lingered in his mouth and his nostrils still burned from the acrid stench of the burning manor house. The thrill of the chase and the pleasures of a fresh kill just aren&#8217;t the same when the victims don&#8217;t run and you don&#8217;t get to feel [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://pathfinder.ogrehut.com/wp-content/uploads/2010/07/SkinsawMan.jpg"><img src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/07/SkinsawMan-205x300.jpg" alt="" title="SkinsawMan" width="205" height="300" class="alignright size-medium wp-image-350" /></a>Scarab was pensive.  The flavor of the undead ghouls still lingered in his mouth and his nostrils still burned from the acrid stench of the burning manor house.  The thrill of the chase and the pleasures of a fresh kill just aren&#8217;t the same when the victims don&#8217;t run and you don&#8217;t get to feel the hot gushing blood pumping from a gaping wound.</p>
<p>Hopefully this latest journey his lifebonded human was going on would be more fruitful.   </p>
<p>&#8212;</p>
<p>Scarab could smell the blood all over the sawmill.  It&#8217;s been days since he&#8217;s gotten a fresh kill and when the door was pushed open he was the first through the breach.  In no time Scarab was tossing the cultist around like a ragdoll in his mouth.  <em>More, I want more blood</em>!  Looking around he saw Zeke thrashing a cultist and Nephira had summoned another blasted cat who was stealing his kill.  In moments it was over&#8230; yet the bloodlust was still thick in Scarab&#8217;s veins and when more cultists burst through the door he lept at them with glee.</p>
<p>The slaughter of more cultists was quick and brief chase leads to the upper floor of the sawmill.  <em>Ahh,  this is why I agreed to this life bond with the human.</em><br />
<span id="more-346"></span><br />
&#8212;</p>
<p>Meg strained to see around the tall human&#8230; whoever these idiots were with the masks they are completely incompetent.  What kind of story would this make.  &#8220;Then the adventurers kicked open the door and slaughtered a room full of bumbling idiots.&#8221;  Obviously some embellishment would be required.</p>
<p>Puppers the Battlemut&#8230;  <em>gotta work on that name</em>, on the other hand was amazing.  He just zips around and has no trouble with stairs.  Well there was that time Meg nearly fell off, <em>That wasn&#8217;t his fault</em>!  Together Meg and Puppers shredded a couple cultists.</p>
<p>The Skinsaw man was a nasty one, now here is a good story.  This disturbed freak really managed to scramble Scarab and Nephira&#8217;s alien brains.  In the end the cat Nephira summoned tripped him up and Talon and Zeke turned him into a pulp in a spectacular fashion. </p>
<p>&#8212;</p>
<p><em>This woman has no fashion sense, how can she be the mastermind of this thing?</em></p>
<p>Zeke poised waiting for the signal to pounce on the woman who was apparently the source of all this mayhem.  A low growl in the back of his throat threatened to give away his presence <em>I&#8217;m going to strangle that bitch slowly for what she did to Katrine</em>.  Suddenly Meg&#8217;s disguise fell apart and the woman sprang into action only to reveal another one of the faceless stalkers.  All three of them are these disgusting creatures, we didn&#8217;t fool them after all.</p>
<p>Cringing as 2 of them surrounded poor Meg Zeke springs into action.  &#8220;What out, they can reach clear across the room with those crazy arms!&#8221;.  </p>
<p>&#8212;</p>
<p><em>This is crazy!</em>. Talon&#8217;s arms ached a bit as his hammer struck true on the golems side.  This beast is made of iron not flesh.  We&#8217;ll never kill it.</p>
<p>Just then the scarecrow&#8217;s giant scythe snicked out and nearly severed Zeke&#8217;s head leaving a 18&#8243; gash just below his throat.  Zeke ducked back, as fast as Meg was healing him the creature was tearing him up faster.  From behind Scarab&#8217;s charged in to help with the fight, but his claws were mostly worthless against the beast.  </p>
<p><a href="http://picasaweb.google.com/mtbogre/Minis?feat=embedwebsite"><img alt="" src="http://lh4.ggpht.com/_qovsNnbC_Rg/TDUdDY9pQEI/AAAAAAAADQs/olIa02Nvies/s288/IMG_0009.JPG" class="alignleft" width="271" height="288" /></a>Talon lets out a surge of healing and moves in to flank foul construct as Nephira uses her magic to enlarge him.  The surge of strength and power was tremendous and Talon asked Torag for strength.  His hammer struck true and while he was proud Talon felt a bit of fear creep into his heart.  The thing was mad now.</p>
<p>** BAMM ** stars reeled across his vision&#8230; Talon could barely make out Zeke moving in to flank the creature.  Only from pulling from his bestial heritage was Talon able to stay standing.  Meg slid in behind and gave him a little strength but he wasn&#8217;t able to connect.  That scythe was reaching out towards Talon again.</p>
<p>****** DARKNESS ******</p>
<p>&#8212;</p>
<p>&#8220;What did she mean by only mostly dead?  I dreamt of Torag again.  It was a beautiful place.&#8221;</p>
<p>Meg looks up at Talon &#8220;Just don&#8217;t start babbling about a holocaust cloak&#8221;.</p>
<p>Talon&#8217;s reply is interrupted when the party sees an old &#8216;friend&#8217; waiting for them with his arms crossed in the street&#8230;.</p>
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		<title>Month end minis</title>
		<link>http://pathfinder.ogrehut.com/2010/06/bunch-a-mini/</link>
		<comments>http://pathfinder.ogrehut.com/2010/06/bunch-a-mini/#comments</comments>
		<pubDate>Sun, 27 Jun 2010 04:15:31 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Miniatures]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=330</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p><a href="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/IMG_0002.jpg"><br />
<img class="aligncenter size-medium wp-image-342" title="IMG_0002" src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/IMG_0002-300x225.jpg" alt="" width="300" height="225" /></a><br />
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<a href='http://pathfinder.ogrehut.com/2010/06/bunch-a-mini/img_0016-4/' title='IMG_0016'><img width="150" height="112" src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/IMG_0016-150x112.jpg" class="attachment-thumbnail" alt="IMG_0016" title="IMG_0016" /></a>
</p>
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		<item>
		<title>OUCH!</title>
		<link>http://pathfinder.ogrehut.com/2010/06/ouch/</link>
		<comments>http://pathfinder.ogrehut.com/2010/06/ouch/#comments</comments>
		<pubDate>Tue, 22 Jun 2010 21:30:41 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/2010/06/ouch/</guid>
		<description><![CDATA[This hurt far more than I anticipated.]]></description>
			<content:encoded><![CDATA[<p>This hurt far more than I anticipated.</p>
<hr />
<a href="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/tat.jpg"><img src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/tat-300x296.jpg" alt="" title="tat" width="300" height="296" class="alignleft size-medium wp-image-318" /></a><a href="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/Dennis-the-Ogre-WBG.jpg"><img src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/Dennis-the-Ogre-WBG-227x300.jpg" alt="" title="Dennis the Ogre WBG" width="227" height="300" class="alignright size-medium wp-image-315" /></a></p>
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		<title>Soon to be burned into my skin</title>
		<link>http://pathfinder.ogrehut.com/2010/06/soon-to-be-burned-into-my-skin/</link>
		<comments>http://pathfinder.ogrehut.com/2010/06/soon-to-be-burned-into-my-skin/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 05:29:29 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=316</guid>
		<description><![CDATA[Hugo did this based on a picture of me.]]></description>
			<content:encoded><![CDATA[<p>Hugo did this based on a picture of me.<br />
<img src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/Dennis-the-Ogre-WBG-775x1024.jpg" alt="" title="Dennis the Ogre WBG" width="775" height="1024" class="aligncenter size-large wp-image-315" /></p>
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		<title>They even ate the dogs</title>
		<link>http://pathfinder.ogrehut.com/2010/06/they-even-ate-the-dogs/</link>
		<comments>http://pathfinder.ogrehut.com/2010/06/they-even-ate-the-dogs/#comments</comments>
		<pubDate>Sat, 12 Jun 2010 01:13:31 +0000</pubDate>
		<dc:creator>Ogre</dc:creator>
				<category><![CDATA[Ogre's Game]]></category>
		<category><![CDATA[Aldern Foxglove]]></category>
		<category><![CDATA[Ghouls]]></category>
		<category><![CDATA[Skinsaw Man]]></category>

		<guid isPermaLink="false">http://pathfinder.ogrehut.com/?p=310</guid>
		<description><![CDATA[&#8220;Feather Fall? You know I nearly died in the bottom of that pit!&#8221; Trinity blushed, &#8220;In the excitement&#8230; I kind of well forgot about it.&#8221; Meg&#8217;s glare didn&#8217;t lessen a bit. &#8220;How can I write an poem about the death of Foxglove when I was 4&#8242; under water when all the excitement came down!?&#8221; &#8220;It&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/aldernghoul.jpg"><img src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/aldernghoul-220x300.jpg" alt="" title="aldernghoul" width="220" height="300" class="alignleft size-medium wp-image-311" /></a>&#8220;Feather Fall?  You know I nearly died in the bottom of that pit!&#8221;</p>
<p>Trinity blushed, &#8220;In the excitement&#8230;  I kind of well forgot about it.&#8221;</p>
<p>Meg&#8217;s glare didn&#8217;t lessen a bit.  &#8220;How can I write an poem about the death of Foxglove when I was 4&#8242; under water when all the excitement came down!?&#8221;</p>
<p>&#8220;It&#8217;s cute when you stomp your little foot like that.&#8221;</p>
<p>Meg&#8217;s glare could cut steel.  &#8220;That. isn&#8217;t.  funny.  Zeke.&#8221;</p>
<p>&#8220;Just go for the &#8216;crazy revenant chick gets her revenge angle, that always works&#8217;&#8221; </p>
<p>Now, it&#8217;s Zeke&#8217;s turn to glare &#8220;Hey, I finished him off while you were down swimming with the bard.&#8221;</p>
<p>&#8212;-<br />
Just a quick wrap up, sorry to be so far behind on these.</p>
<p>Fighting the ghouls in the farms and getting to Foxglove Manor netted 2500 exp *I&#8217;d previously posted 1600 so if you already recorded the 1600 just bump it by 900 exp</p>
<p>Last weeks session at Foxglove Manor was a monster 10 hour session and we got a ton done.  We got a whopping 4800 experience.<br />
&#8212;-<br />
After the party killed off most of the ghouls in the farmlands the farmers moved back in, slaughtering the remaining ghouls and burying their dead.  </p>
<p>Foxglove manor burned for 3 days with an eerie greenish glow.  Travelers along the coast road reported seeing strange shapes in the smoke and one person claims to have brave soul ventured out to the point and seen a massive hole in the ground with a sickly greenish glow pulsing like a heartbeat.  He didn&#8217;t investigate further because he claims he was attacked by a swarm of odd fungal squirrels.</p>
<p>Letter from Foxglove manor and details on exp below.<br />
<span id="more-310"></span><br />
<img src="http://pathfinder.ogrehut.com/wp-content/uploads/2010/06/handout.jpg" alt="" title="handout" width="953" height="405" class="aligncenter size-full wp-image-313" /></p>
<table border="1">
<caption>Sheet1</caption>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Burning Maticore</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Worried Wife (Talon tries to save Lorey)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1200</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Diseased Rat</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">135</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Frightened Child</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Phantom Phage (Talon&#8217;s faux illness)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Collapsing Floor</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">400</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Misogenistic Rage</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">The stricken family (Fungus explosion)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Plummeting inferno (flaming Gnome)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1200</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Iesha Foxglove</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1200</td>
<td colspan="4"  valign="bottom"  align="left"  style=" font-size:10pt;">(Half exp since she was retasked)</td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Fungus Rat Swarms</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1600</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Origins of Lichdom (Workshop)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Ghoulish Uprising (This is for you)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Yellow Mold (Magic Pick Axe)</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1200</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">2 Ghouls</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">800</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">2 Polymelic Ghouls</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1200</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Goblin Ghouls</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">1600</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">The Toilet Bowl</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">2400</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Aldern Foxglove</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">2400</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  style=""></td>
<td  style=""></td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Carion storm</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">2000</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  style=""></td>
<td  style=""></td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Total</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">22935</td>
<td  style=""></td>
<td  style=""></td>
</tr>
<tr>
<td  valign="bottom"  align="left"  style=" font-size:10pt;">Each</td>
<td  valign="bottom"  align="right"  style=" font-size:10pt;">5733.75</td>
<td  style=""></td>
<td  style=""></td>
</tr>
</table>
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