| Post/Author/DateTime | Post |
|---|---|
| Rierevin10-17-05, 08:47 PM | Im starting a new campain which will be completely non-magical. I want to allow my players to buy alchemical items to boost their combat abilities but I have found them to be severly lacking in most WoTC books. Anyone have any obscure or homebrew alchemical items/ poisons that they would be willing to share? |
| tarkin10-17-05, 08:59 PM | Forgotten Realms has several of them. Including a non-magical healing salve (1d10 I believe), and a frost vial that is basically alchemical cold instead of fire. |
| spectralphoenix10-17-05, 09:12 PM | You might want to use some of the first-level potions and claim they're alchemical. Obviously magical effects would be out, but some might be ok. |
| Rierevin10-17-05, 09:43 PM | I was thinking of making one that gave you +1 to attack for awhile (it would steady your hand or something) but after it wears off you get -1. the problem is i dont know how to create craft DCs or how to price them. I wanted to make some drug like substances that have negative effects after they wear off (i dont like the ones in UA, they're just lame). |
| AutumnRoo10-17-05, 10:06 PM | Here is something I came up with for a homebrew campaign... basically a cheap, non-magical cure light wounds potion with a drawback. Graegil Life-Juice Several communities of graegil produce this liquid, and then trade it with nearby merchants for magical trinkets. The juice is created by boiling several different herbs and sweetmoss together. One vial of life-juice acts as a cure light wounds potion, healing 1d8+1 points of damage to the drinker. However, it is also mildly poisonous. The ingested poison has a Fortitude save DC of 10 +1 per graegil life-juice consumed in the past 24 hours, with initial and secondary damage of 1d2 Strength. The cost is usually around 25 gp/vial, and can be crafted with a Craft Alchemy DC of 25. Graegil life-juice is different from other alchemical items, though, in that a Knowledge (nature) check can be made instead of the Craft Alchemy check (normal Craft rules apply, you just use your Know(nature) mod instead of the Craft (alchemy) modifier). |