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Umarth
2007-04-09, 05:24 PM
Have the basic rules and flavor down for an expanded Craft Alchemy.

Note that the two elixirs are intentionally left blank. Also I think sun rods are silly so I've left them out.

I'd appreciate any feedback and if anyone has alchemical item suggestions please let me know.
Item List:
{table=head]Item| Craft Type|Cost
Shoddy| - |
Masterwork| -|
Acid (Flask) |Simple |10 gp
Alchemist’s Fire (Flask)| Martial| 20 gp
Antitoxin (vial) |Exotic |50 gp
Boars Tenacity (vial)| Exotic| 75 gp
Cosmetics |Varies| Varies
Cement (weak) |Simple| 3sp per gallon
Cement (strong)| Martial |6sp per gallon
Drypowder |Martial | 5 gp
Elixir of Youth (vial) |?| 50,000 gp
Elixir of Life (vial)| ?| 100,000 gp
Flask of Light| Exotic| 8 gp
Fleeting Life (vial) |Complex |250 gp
Focus Pill |Exotic | 50 gp
Pitch |Simple| 3 sp per gallon
Purfume |Varies | Varies
Rage (vial) |Complex |175 gp
Rejuvenative Draught (vial) |Complex |125 gp
Salamat (Akmae - Estoladian)| Complex | 150 gp
Smelling Salts| Simple |20 gp
Smokestick| Martial |25 gp
Tanglefoot Bag |Exotic |50 gp
Tjehnet (Faience)| Simple| 5 cp per gallon
Vermin Repelent (application)| Simple |2 gp per
[/table]

Crafting Alchemical Items:
{table=head]Quality |Type |Standard DC |Materials Cost / Final price modifier**
Shoddy |Simple| 10| |2/3 standard value, -50% final price
Shoddy |Martial| 15| 2/3 standard value, -50% final price
Shoddy |Exotic| 20| 2/3 standard value, -50% final price
Shoddy |Complex| 25| 2/3 standard value, -50% final price
Normal |Simple |15| ½ standard value, normal final price
Normal |Martial |20| ½ standard value, normal final price
Normal |Exotic |25| ½ standard value, normal final price
Normal |Complex |30| ½ standard value, normal final price
Masterwork| Simple |25| 1/3 standard value, +25 % final price
Masterwork| Martial |30| 1/3 standard value, +25 % final price
Masterwork| Exotic |35| 1/3 standard value, +25 % final price
Masterwork| Complex |40| 1/3 standard value, +25 % final price
[/table]

Item: Name of the item.
Description: Summary of the items effect.
Effect: Full description of the items effect.
Quality Effect: Effect of shoddy and masterwork versions of the item.


Item: Acid (Flask)
Description: A flask of Acid
Effect: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Quality Effect: Shoddy the acid deals only 1d4 damage. Masterwork the acid deals 2d6 damage.

Item: Alchemist’s Fire (Flask)
Description: A flask of very flammable tar.
Effect: Per the PHB.
Quality Effect:

Item: Antitoxin (vial)
Description: A flask of anti-poison.
Effect: Per the PHB.
Quality Effect:

Item: Boars Tenacity (vial)
Description: Your mind can more easily push aside pain and you gain a sense of immortality.
Effect: The imbiber gains Diehard for 15 minutes.
Quality Effect: Shoddy you fall unconscious at -5 hps. Masterwork you automatically stabilize and don’t lose hps for taking actions when disabled.

Item: Cosmetics
Description: Powders and greases to enhance your appearance.
Effect:
Quality Effect:

Item: Cement
Description: A binder used in construction.
Effect: Component of mortar.
Quality Effect:

Item: Drypowder
Description: Drypowder is a powerful desiccant.
Effect: One half-pound of this powder absorbs 1 gallon (a little more than 8 lb.) of water, forming a slurry that will not evaporate. You cannot get the water back out of the slurry unless you treat it with the appropriate alchemical procedure (DC 12, costing 1 sp of materials per gallon of water). Drypowder is an ingested-type poison to other creatures, with a Fortitude save DC 15, and initial and secondary damage 1d3 Constitution. It cannot be successfully hidden in normal food or drink.
Quality Effect: Shoddy the powder absorbs only ½ gallon. Masterwork the powder forms a brick rather than a slurry.

Item: Elixir of Youth (vial)
Description: The imbiber grows younger and healthier.
Effect: ?
Quality Effect: ?

Item: Elixir of Life (vial)
Description: The dead are restored to life.
Effect: ?
Quality Effect: ?

Item: Flask of Light
Description: Produces a very bright light when opened.
Effect: When you break the top off this flask or shatter it the material clearly illuminates a 60-foot radius and provides shadowy illumination in a 120-foot radius.
Quality Effect: Shoddy the light lasts 1d4 rounds. Masterwork the light lasts 4d4 rounds.

Item: Fleeting Life
Description: You strike true as your life force burns hotter.
Effect: Fleeting life lasts for 2d4 rounds. Each attack you may add 1d6 to your attack roll and lose that number of hit points. If you do not apply the bonus to any attacks in a round you lose 2d6 hit points. For every additional vial of Fleeting Life you drink add 2d4 to the duration, +1d6 to your attack/hit points lost, and +2d6 to hit points lost if you do not attack. Any number of doses stack.
Quality Effect: Shoddy you lose 2d6 on each attack or 3d6 if you fail to attack. Masterwork roll 1d4+2 rather than 1d6 to determine attack gained and life lost; also you only lose 1d6 hit points if you do not attack.

Item: Focus Pill
Description: This pill narrows in your mental focus.
Effect: You gain a +2 to any one skill for 24 hours and a -4 to all other skill checks. If for every additional dose you take you gain +1 to the selected skill, -4 to all other skills and a -2 to your wisdom score. Additionally you must make a will save or fall unconscious until the skill bonuses wear off.
Quality Effect: Shoddy you gain a +1 rather than +2 skill bonus. Masterwork you gain a +4 on the Will save to avoid falling unconscious when taking multiple doses.

Item: Pitch
Description: Caulk for ships.
Effect: Used to make ships water proof for 6 months.
Quality Effect: Shoddy the ship begins leaking after 6-1d4 months. Masterwork the ship starts leaking after 6+1d4 months.

Item: Perfume
Description: Oils and other aromatics that deliver scents.
Effect: See expanded perfume section.
Quality Effect:

Item: Rage (vial)
Description: The imbiber rages like a barbarian and then collapses.
Effect: You gain +8 str and +8 con for a number of rounds equal to your new constitution modifier. After this period you suffer a -10 penalty to your str and con scores until you rest for 4 hours. Up to 4 doses of this potion stack.
Quality Effect: Shoddy you gain +4 str and con instead of +8. Masterwork you suffer a -5 penalty instead of -10.

Item: Rejuvenative Draught
Description: The imbiber falls into a coma for most of the day but heals very quickly.
Effect: You fall into a coma for 8 hours but and heal as much as you would over 24 hours.
Quality Effect: Shoddy the coma lasts 12 hours. The coma lasts 6 hours.

Item: Salamat or Akmae (Estoladian)
Description: A cure all medicine.
Effect: You gain +6 to your fortitude save vs. diseases for 24 hours and suffer a -2 con penalty.
Quality Effect: Shoddy you only gain a +4 bonus. Masterwork you gain a +4 bonus but take no con penalty.

Item: Smelling Salts
Description: These salts wake up anyone asleep and may rouse people from unconsciousness.
Effect: Sleeping characters can be awakened with a standard action using these salts. Unconscious characters may make a fortitude save vs DC 15 to regain consciousness upon smelling these salts.
Quality Effect: Shoddy the fort DC is 20. Masterwork the fort DC is 10.

Item: Smokestick
Description: An alchemically treated stick that burns quickly and produces lots of smoke.
Effect: Per the PHB.
Quality Effect:

Item: Tanglefoot Bag
Description: A bag of glue.
Effect: Per the PHB.
Quality Effect:

Item: Tjehnet (Faience)
Description: A Glaze for earthenware.
Effect: Glazes pottery and earthenware.
Quality Effect:

Item: Vermin Repellant
Description: This oil repels vermin.
Effect: You gain a +4 on fortitude saves to resist the effects of vermin born diseases.
Quality Effect: Shoddy you gain a +2 bonus. Masterwork you gain a +6 bonus.