The fuel for the network comes from strange places. The next spell you cast that targets a single creature fills your vitality nexus with hit points equal to the damage dealt to that target.
Double the dose! If you succeed on an attack where you cause a target to ingest or are injected with a consumable, you can make a second attack roll without applying the multiple attack penalty. If the second attack hit, the target is affected by a second injected or consumable alchemical item.
Fuel for the network grows from the strike of the foe. Make one to tree strikes following the rules for multiple attack penalty as normal. Your vitality network regains 5 hit points per strike you made.
instead of a second opinion, how about a second target!
Spreading Contagion Feat 6
Alchemist Frequency: three times per day
It get’s worse! If a target of one of your alchemical elixirs fails a flat check to end the effect, you can cause a target within 10 feet of the original effect to make a Fortitude saving throw against your class DC. If it fails, the second target gains the same effect as your elixir and the same end condition. If the target succeeds on the saving throw, you still lose one of the uses of this feat
MysticVitality Trigger An enemy targets you a Strike or spell and the roll succeeds or you roll a failure on a save against a foe’s harmful spell.
Pain for gain. Your vitality network absorbs the lose of your life. Your vitality network regains 1 hit point for every three points of damage you sustain, rounded down.
Barbarian Fighter Flourish Ranger Prerequisite: You made at least one other strike this turn and will not make another strike after this one
Just a sucker punch. As an action, your weapon gains the agile trait for the next strike, but if you succeed on the hit, you deal minimum damage for the attack.
Basics– Let’s buy a boat! Hellknights are raiding, so the Pathfinders need boats to fight back! Let’s go get some from a quick-talking halfling. What could go wrong?
Mechanics or Crunch– This is an interesting adventure, but it has a lot of skills and skill scenes. That’s not bad, but those can lose people and some unlucky rolls can just tank a day. Not bad, but it can lead to less fun. There are fights, so the combat people will have fun. If you keep in mind the skill check scenes and give enough ways to mitigate it, it will be a fun day. 4.5/5
Theme or Fluff– This is an interesting adventure, but one where the players don’t drive as much. The basic flow is look at boats, an attack, a skill check to find the bad guy, fight, skill check end. It’s not bad, but it’s very reactionary, and a bad skill check scene can tank a story. Those hurt flow in some cases, but it works if you can tangle enough threads to make the story happen. 4.5/5
Execution– This is a good adventure, but I need a bit more to work. As above, the combat works and the boat buying works, but the skill obstacle checks need more fluff built in to make the adventure flow. Give the GM things to say that the characters do to help. The rest is good, with adventure set up with pictures and maps for the combat people and to set up the major characters. It’s good, but I need more story to help GMs who can’t work on the fly. 4.5/5
Summary– I like this one, but obstacle scenes are not my favorite. I like them, but they need help when Paizo writes them. Also, that’s the bulk of this adventure. That’s not bad, but it’s something that must be built out. The combats are fun and the players will affect the world at the end. This is a fun adventure, but make sure you know what you are getting into. 90%
You’re amazing at what you do! Three times per day you can add an additional 1d4 persistent poison damage to any one elixir you create and use that day. When your class CD becomes master, you can increase the damage to 2d4 persistent damage and when you’re legendary, you can increase the persistent damage to 3d4.
Life returns to you. For every four hit points you use to heal any ally from your vitality pool, after all your actions end, you regain 1 hit point to your vitality pool.
Usage held in 1 hand; Bulk L Activate [one-action] (manipulate)
Hemophilia is a persistent bleeding and this focus on your joints. It hurts to move and you constantly bleed out from your joints hampering their movement.
Bottled Hemophilia (Minor)Item 1
Price 3 gp Bulk L When this is consumed you gain 1d4 persistent bleed damage and clumsy 1 . The flat check ends both conditions.
Bottled Hemophilia (Lesser)Item 5
Price 30 gp Bulk L When this is consumed you gain 2d4 persistent bleed damage and clumsy 1. The flat check ends both conditions.
Bottled Hemophilia (Moderate)Item 9
Price 150 gp Bulk L When this is consumed you gain 2d4 persistent bleed damage and clumsy 1 \. The flat check ends both conditions, but the flat check is DC 17.
Bottled Hemophilia (Greater)Item 13
Price 600 gp Bulk L When this is consumed you gain 3d4 persistent bleed damage and clumsy 1. The flat check ends both conditions.
Bottled Hemophilia (Major)Item 15
Price 1,300 gp Bulk L When this is consumed you gain 3d4 persistent bleed damage and clumsy 1. The flat check ends both conditions, but the flat check is DC 17.
Bottled Hemophilia (True)Item 19
Price 8,000 gp Bulk L When this is consumed you gain 4d4 persistent bleed damage and clumsy 1. The flat check ends both conditions.