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| seolfur08-31-07, 05:04 PM | I'm trying to make a prestige class based on alchemy, and narcotics, and I had this idea for PC's learning recipes for alchemicals like a wizard learning spells. Really, please evaluate and critique honestly! Concoctions: Every time a Narcomaster gains a new level in Concoctions, he knows two more recipes in that level. All other recipes must be learned or read, as with a wizard’s spells. Lvl. 0 Concoctions are automatically known. A Narcomaster cannot craft or learn a concoction above his levels available to him. Crafting concoctions still require a Craft (Alchemy) check. Level Special 1st Lvl. 1 Brews 2nd 3rd 4th Lvl. 2 Brews 5th 6th Lvl. 3 Brews 7th 8th Lvl. 4 Brews 9th 10th Lvl. 5 Brews CONCOCTIONS LVL 0 Wrælxus – liquid that causes plants to grow 16 times as fast when fed to them in soil. For example, a plant that usually takes a season (3 months) to grow, now only takes a week. On sentient and magical plants, this potion causes one size category increase, and the appropriate HD increase. Wrælxus is made of 5 parts compost, 2 parts water, and 1 part of a specific blue mold gathered from the stones of some wells. Healing Alchemical – made of common healing herbs, this quart of gooey substance heals 8hp per dose, plus 4 per two creator levels when applied directly to a wound Ogmi or “Heartheat” – a smoked red herb that is the most addictive of all drugs, and causes Drug Dependency, but provides +2 to all abilities for 1 hour after use. Ogmi is very illegal, and possion can be punished with a year of prison. On the contrary, it is smuggled and grow in anyway. As a very adaptive sprout, it will grow almost anywhere with the right care, even in soft wood. Matured Ogmi flowers are useless for the purpose of narcotics, but can be harvested for Ogmi seeds. LVL 1 Orkuus – liquid that is injected to instantly produce the equivalent of a barbarian rage. It is almost completely diluted blood, with a tiny amount of the Orkuus plant component mixed in. Orkuus is a pale fern found in burned open groves of temperate forests. Moon Sugar – ground, rough powder that melts on the tongue and enters one’s bloodstream through the cheeks. Moon sugar, or skooma, enhances physical strength for a short time (+8 str bonus for 1 hour) with the downside of being highly addictive, and slowing thought and reflexes (-2 penalty to int, wis, dex and cha until the user rests.) The effects of skooma are instant. Moon sugar is extracted from the otherwise useless skooma tree, by setting it aflame under a thin screen, forcing the smoke past, and causing the vaporous raw material to condense, and harden on the screen, where it then can be scraped off, and ground to a powder. Jhonmer – A fern that is smoked in paper to release tension, Jhonmer is addictive, but also has it’s uses. A PC under the influence of Jhonmer for 5 minutes can take a 10 on all checks, even in high stress situations, for two hours. This does not apply to attack rolls. Jhonmer does have the downside of a –2 str, dex, and con penalty for as long as the bonus lasts. Psilocybus Mushrooms and Sunrise Root – Hallucinogenic plants that provide a character higher, less mortally biased vision, thus giving them access to divination spells from the sorcerer/wizard spell list of level equal or less than to half his HD, rounded up. This works statistically as thus: The PC uses the drug, and a minute later falls into a trance. Inside a psilocybus trance, a PC is immobilized, unconscious, vulnerable and unwaking until the drug wears off, in five minutes. The narcomaster can then “cast” one spell, with no casting time, no components required, and a spell duration as long as the trance. As the narcomaster wakes, he is now owner of the information gathered while entranced. “True Strike” is useless and not available to a narcomaster. Psilocybe or Sylau-Kaib Mushrooms are found or grown in thin (1 in.) soil covering rock. Naturally they are often found on mountain tops, thus cults and organizations based on their use are based on mountains. They are ingested to produce effect. Sunrise Root is the root of a legal and common fruit-giving plant, but by common Sourthan law the roots must be burnt en masse after each harvest. When ground, and made into tea, sunrise root produces a hallucinogenic effect. Eausberry Tea – known to produce positive mental effects when consumed. Eausberries are red, hard and inedible, but are crushed and dried to become tea. They are completely legal in Sourthe to have, harvest, and consume. A user of eausberry tea gains a +2 bonus to int and wis 30 minutes after drinking, for 30 minutes. Ubrore – Ingested liquid that heals all hp damage and ability damage of a creature instantly with downside of passing out into 12 hours of unwakable sleep. Made of a rare magical plant, Avicenna, Ubrore is expensive, but relatively easy to make. Avicenna is always found in the place of a Unicorn. LVL 2 Paranoium – Highly toxic crystal that is melted and injected to induce hypersensitivity, providing +4 bonuses to spot, listen, and search for 10 minutes. During this time also, though, Paranoium makes a person easily frightened, and every minute, a character must make a will save (DC 20) or become frightened, as if under the fear spell. Paranoium is mined, and can be illegally bought in most city undergrounds. To be usable, it must be cleaned with a chemical, alcohol suffices, and mixed with hone Rekaffius Pills – Allows a person a night of sleep no fatigue penalties, with the downside of a bodies quickly build defense. Every time after the first time, a character must take one more pill for the desired effect. Overdosing by even one pill on Rekaffius brings 2d10 minutes of +8 str and dex bonuses, and then a forced fortitude save (DC 25) failure results in immediate death due to heart failure. Rekaffius is created of several herbs: Jhavvi Nuts found in the tropics, and generally ground and used to strain water into a popular beverage; Peopi seeds, small black seed found in the temperate Pink Pywai flower; and Uusmelee herb, stems of the bush with the same name, all ground with a mortar and pestle and rolled into a tiny wax pill. Palrio – A gas held in airtight bags, and inhumed to gain it’s magical properties. Palrio gives it’s user 5 rounds of +10 feet land movement, and one hour of an extra round of action, so three rounds of action a turn instead of two. After, though, the user is slowed, as if with Single Actions Only (see zombie, p.266 Monster Manual.) Higher doses of Palrio produce no larger effect. Palrio is gathered meticulously from specific natural gas vents that only open to the Underdark, or on land in deep canyons. LVL 3 Lycan Alchemical – Causes a character to have a lycanthropic attack as if afflicted with lycanthropy, without protracting the disease. A character makes a fortitude check (DC 15) to keep control of the power, if he/she fails, the character changes into an animal specified at the creation of the potion and is controlled by the DM for the length of the effect; if he/she succeeds, the character transforms into an animal or hybrid specified as above and retains control. The character receives temporary ability bonuses written on p.178 of the Monster Manual, low-light vision, scent, +2 natural armor, and damage reduction 5/silver. Lycan Alchemical must be taken on the rising of a full moon to have effect, and lasts until the same full moon sets. All armor or clothing worn as/if the character moves up a size category is destroyed, with the exception magical armor, that takes a DC 15 fortitude save to survive. Lycan Alchemical is created with human blood, animal blood, and a subtle recipe of forest herbs. LVL 4 Nuthin yet .. .. .. .. .. .. .. . .. . Yeah. I like my concoctions, but I'm not sure about the levels, and I definitely need more of them. It's the vancian idea I'm wierded about. Maybe someone has another idea for alchemy-classing? |
| bkdubs12308-31-07, 05:21 PM | The Chemist in my sig! (its definitely not the type of thing you're working on at all, and it is by no means finished, but I like the start. maybe you could help out!) |
| Angel Black08-31-07, 10:10 PM | Artificer (Eberron) is another good one, you learn some magic spells and get Craft points per level that you can spend crafting many things. |