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| nastynate08-15-06, 04:52 AM | Other than those published by WotC, anybody knw of any interesting or useful alchemical items, substances, and so forth that have been homebrewed on these forums? Links would be greatly appreciated. I'm looking for some inspiration for new alchemical items to introduce to my game, so any interesting ideas you may have cooked up (even if you haven't come up with stats for them yet) would also be great. Thanks a bunch -NastyNate- |
| nastynate08-15-06, 07:58 AM | Hmm...nothing huh? Well this is what I found or made so far. (I can't be the only one that digs this kind of stuff.) :) Alchemical Draughts (aka potions) Boiling Blood: This crimson red potion bubbles and quickly evaporates when exposed to the air. When consumed it grants the imbiber great strength, but it also causes excruciating pain, as it causes a burning sensation in the recipient’s veins, flushing their skin and scorching them from the inside. Once consumed, the imbiber gains a +8 alchemical bonus to his Strength score, but he also suffers 4 points of fire damage each round. The effects of the Boiling Blood last for 1 round per hit die of the imbiber, and cannot be cancelled by the consumption of any other potion except the counteracting potion known as the Chilling Blood, which immediately negates the effects of this potion. If any other potion is consumed while the effects of Boiling Blood persist, it is the second potion that has no effect instead, instead of the first (as described above). Craft (Alchemy) check DC 25 to create. Market Price: 100 gp. Weight: 1 oz. per flask. Brittlemaker: Brittlemaker is a viscous brown oily alchemical substance. When rubbed on any material, it reduces its hardness by 10 points (to a minimum of 0) and reduces its break DC by 2 points. After 1 hour, the substance becomes inert and evaporates, restoring the material to its normal hardness and break DC.Brittlemaker does not affect creatures of any kind. One dose of it covers 1 square foot and affects a thickness of up to 8 inches of wood or bone, 4 inches of stone, or 2 inches of metal. Craft (Alchemy) check DC 20 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Chilling Blood: This electric blue potion quickly frosts and freezes over when exposed to the air. When consumed it cools the imbibers blood, causing them to shiver nearly uncontrollably, penalizing his movement, strength, and mobility. Once consumed, the imbiber suffers a -8 alchemical penalty to his Strength score, cutting his speed in half, and hampering his movement to such a degree that he suffers a -4 penalty to Armor Class for the duration of the effect. The effects of the Chilling Blood last for 1 round per hit die of the imbiber, and cannot be cancelled by the consumption of any other potion except the counteracting potion known as the Boiling Blood, which immediately negates the effects of this potion. If any other potion is consumed while the effects of Chilling Blood persist, it is the second potion that has no effect instead, instead of the first (as described above). Craft (Alchemy) check DC 25 to create. Market Price: 100 gp. Weight: 1 oz. per flask. Duramaker: Duramaker is a viscous silver-colored alchemical substance. When rubbed on any material, it increases its hardness by 10 points (to a maximum of double its original harness) and increases its break DC by 2 points. After 1 hour, the substance becomes inert and evaporates, restoring the material to its original hardness and break DC. Duramaker does not affect creatures of any kind. One dose of it covers 1 square foot and affects a thickness of up to 8 inches of wood or bone, 4 inches of stone, or 2 inches of metal. Craft (Alchemy) check DC 20 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Elixir of Life: This transparent liquid seems to have flecks of some silvery-white metallic substance floating in it that a quite clearly sparkles, when held up to the light. Drinking the elixir accelerates the metabolic functions of the body, regenerating injuries and ability damage almost instantaneously. Once consumed, the imbiber of the Elixir immediately heals 4 points of damage per hit die, and the imbiber also recovers a single point of ability damage. If the imbiber has suffered ability damage to multiple ability scores, he chooses which ability score is affected. This potion has no effect on fire or acid damage. Craft (Alchemy) or Profession (Apothecary) check DC 25 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Energy Resistance Draught: This potion varies in tone and intensity based upon the energy type it protects against, and the potency of effect. The color is typically green (acid resistance), blue (cold resistance), orange (fire resistance), white (electricity resistance), or yellow (sonic resistance). The intensity of the color is often tied directly to the potency of effect; feint color (ER 10), bright color (ER 20), and brilliant color (ER 30). When imbibed, the recipient gains the benefit of energy resistance of 10, 20, or 30, against the type specified for 1 minute per hit die. Craft (Alchemy) check DC 15, 20, or 25 to create (ER 10, ER 20, and ER 30 respectively). Market Price: 25 gp, 50 gp, and 100 gp respectively. Weight: 1 oz. per flask. Hearing Restoration Draught: This mustard colored, grainy fluid smells faintly of salt water and sulfur, and is popular among the gunners of ships and battlefields. When imbibed, the potion completely negates the effects of natural or magical deafness. Craft (Alchemy) or Profession (Apothecary) check DC 25 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Liquid Iron: This dark grey metallic oil can be applied to any melee weapon. The weapon is treated as though it were forged of cold iron for the next 20 attacks or 1 hour, whichever comes first. Craft (Alchemy) check DC 20 to create. Market Price: 25 gp. Weight: 1 oz. per flask. Neutralizing Agent: This brackish brown fluid smells of burnt cedar, pine pitch, and bay leaves. When imbibed, it completely neutralizes any poison within the character’s system, and restores any ability point damage inflicted by the poison. Craft (Alchemy) or Profession (Herbalist), Profession (Apothecary) check DC 25 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Oil of Impact: When a melee bludgeoning weapon is anointed with this cloudy charcoal colored oil, it inflicts +5 points of damage per strike for a total of 20 attacks or 1 hour, whichever comes first. This bonus is considered an alchemical bonus. Craft (Alchemy) check DC 20 to create. Market Price: 25 gp. Weight: 1 oz. per flask. Quicksilver: This metallic liquid grants the imbiber supernatural quickness, reflexes, and reaction time. Quicksilver is incredibly toxic however, and when the effects subside the consumer suffers painful and debilitating ability damage. Once consumed the imbiber gains a +30 alchemical bonus to speed and a +2 alchemical bonus to attack rolls, initiative, and reflex saves for 1 round per hit die. When the effects subside, the imbiber suffers 1d4 points of Dexterity damage. Craft (Alchemy) check DC 25 to create. Market Price: 100 gp. Weight: 1 oz. per flask. Poisonflesh Draught: This bizarre and bitter-tasting alchemical solution allows a character to render his own flesh poisonous to creatures that bite him. When this draught is created, it is mixed with an Injury or Ingested type of poison; it does not work with any other type of poison. A character that drinks this draught becomes poisonous. For 8 hours after consumption, he is immune to the poison with which the draught was created. In addition, his flesh contains that poison so anything that bites him or otherwise consumes his flesh or blood is exposed to and affected by that poison (if it fails its Fortitude saves). For example, if a fighter drinks a poisonflesh draught of blue whinnis poison, he becomes immune to blue whinnis for 8 hours. If during that time, he is bitten by a dire weasel, the weasel has effectively ingested a dose of blue whinnis poison and must make Fortitude saves to resist its effects. The character cannot use his own bodily materials, such as blood, to envenom his own weapons, as the poison in his system degrades within a few minutes of leaving his body. The character cannot poison another creature by biting it. Craft (Alchemy) check DC 25 to create. Market Price: 2 x the market price of the poison with which the draught is made. Weight: 1 oz. per flask. Rejuvenative Draught: Imbibing a vial of this cool green solution immediately causes the character to fall into a coma-like state for 8 hours, during which he cannot be wakened. After this he wakes healed of all damage and conditions as if he were subject to the heal spell. This rejuvenative coma uses up a lot of metabolic resources and after waking, the character is considered to have missed one full day’s worth of meals. He must consume 1 full day’s worth of food or may eventually begin to suffer from the effects of starvation (see the Dungeon Master’s Guide). Craft (Alchemy) or Profession (Herbalist) or Profession (Apothecary) check DC 25 to create. Market Price: 300 gp. Weight: 1 oz. per flask. Serenity Draught: When a character drinks this soothing liquid, it gives him or her a +5 competence bonus to resist fear effects and confusion effects for 1 hour. If the character is already under the effects of fear or confusion, drinking this liquid gives him or her a second saving throw chance to come out of it for the duration of the draught’s effects (1 hour), unless the effect does not allow for a saving throw. Craft (Alchemy) or Profession (Herbalist) or Profession (Apothecary) check DC 20 to create. Market Price: 25 gp. Weight: 1 oz. per flask. Sight Restoration Draught: This milky translucent fluid looks much like frosted glass, until held up to a source of illumination, when it breaks up the light like a prism, casting a tiny rainbow. When imbibed, the potion completely negates the effects of natural or magical blindness. Craft (Alchemy) or Profession (Apothecary) check DC 25 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Silversheen: This glistening silver oil can be applied to any melee weapon. The weapon is treated as though it were forged of alchemical silver for the next 20 attacks or 1 hour, whichever comes first. Craft (Alchemy) check DC 20 to create. Market Price: 25 gp. Weight: 1 oz. per flask. Sensory Amplificatier: This thick, viscous, black fluid smells like licorice and tar, and choking it down is an exercise of digestive fortitude, but the effects are remarkable and completely counter to those expected. The imbiber gains preternatural senses, a keen sense of smell, acute vision, and phenomenal hearing. Once consumed the imbiber gains a +4 alchemical bonus to Listen and Spot checks, the scent ability, blindsight with a 30 foot range, and low-light vision for 1 round per hit die. Craft (Alchemy) check DC 25 to create. Market Price: 100 gp. Weight: 1 oz. per flask. Somnolence Draught: This pleasantly-scented liquid is quaffed by a character immediately before going to sleep. It allows her to get eight hours worth of sleep in a time span of only four hours of otherwise normal sleep. Somnolence draught has no effect on elves, that enter a “trance” for four hours in place of sleep. A dose of somnolence draught affects only creatures that normally sleep for 8 hours a night. Craft (Alchemy) Profession (Herbalist) or Profession (Apothecary) check DC 15 to create. Market Price: 25 gp. Weight: 1 oz. per flask. Vaccination Draught: This pale silvery purple liquid spells of sage, violets, and pewter.When imbibed, the potion completely negates the effects of any diseases, parasites, or infections the imbiber may be afflicted with, be they mundane or magical in nature. Craft (Alchemy) check DC 20 to create. Market Price: 50 gp. Weight: 1 oz. per flask. Vitality Draught: One dose of this sweet refreshing solution relieves fatigue effects (as described in the Player’s Handbook) from any source except ones resulting from non-instantaneous magical or supernatural effects. The draught does not affect a character’s need for sleep. Craft (Alchemy), Profession (Herbalist) or Profession (Apothecary) check DC 15 to create. Market Price: 25 gp. Weight: 1 oz. per flask. Alchemical Salves and Unguents Alchemical salves are stored in powder form in glass medicine bottles, and mixed with water to form a paste. Each bottle contains enough powder to make 10 applications of the paste, which is usually brushed or smeared onto the area upon which you wish it to have effect (like a burn, cut, sore, and so on). Preparing and applying a salve requires 1 minute An alchemical unguent is stored in a cream from and usually kept in a container sufficient to hold 5 applications. Unguents are rubbed into the skin until they disappear. Applying an unguent to the skin requires 1 minute of vigorous massaging. Alkaline Salve: When this bitter-scented salve is pasted over a character’s body, it affords him Energy Resistance of 10 versus acid until it wears off. This damage reduction is not cumulative with any other form of damage reduction versus acid. Normally, the salve lasts for 1 hour before wearing off but it can be deliberately washed off. It also automatically washes off if the character is immersed in a liquid such as water. If immersed in acid, the salve gives its damage reduction for only 1 round. Craft (Alchemy) check DC 15 to create. Market Price: 100 gp. Weight: 2 oz. per bottle. Anti-Paralytic Unguent: When you apply this chalky white cream to the skin, it provides a character with a new saving throw against any paralyzing condition, with a +5 alchemical bonus to the saving throw. Even if the original effect did not permit a saving throw, the recipient still gets a Fortitude saving throw (though this saving throw has no alchemical bonus to the roll) to recover from the condition. Craft (Alchemy), or Profession (Herbalist), or Profession (Apothecary) check DC 20 to create. Market Price: 100 gp. Weight: 1 lb. per jar. Apothecary’s Salve: This pasty substance is a viscous gray-white mixture of liquefied herbs and dissolvedminerals. Pasted over any wound, one application accelerates natural healing by converting 4 hit points of damage per hit die into nonlethal damage, which is recovered at a rate of one hit point per character level per hour. Craft (Alchemy), or Profession (Herbalist) or Profession (Apothecary) check DC 20 to create. Market Price: 200 gp. Weight: 2 oz. per bottle. Beastbane Salve: This sour, musky-scented cream is used by spreading it over one’s body. Its scent makes animals and magical beasts feel ill. The scent stays with you until the salve wears off, in 4 hours, or until it is washed off. Complete immersion will wash the salve off immediately. Animals and magical beasts must make a Fortitude save DC 15 to come within 5 feet of the wearer. If an animal or magical beast is attacked by the wearer, it can make another save to ignore the beastbane and attack back. Once a save is made, the creature is immune to the effects of beastbane for 24 hours. Any creature with the Scent (Ex) ability finds the scent of Beastbane terrible but has no game effect on them if they are not animals or magical beasts. Other creatures with lesser olfactory senses, such as humans, merely find the smell unpleasant. Beastbane salve uses the same scent as beastbane incense. Craft (Alchemy) or Profession (Herbalist) check DC 15 to create. Market Price: 50 gp. Weight: 1 lb. per jar. Burn Salve: When applied to a fire or acid burn, this salve heals the recipient of 4 points of fire or acid damage per hit die, but it has no effect on any other form of damage the character has suffered. Craft (Alchemy), or Craft (Apothecary) check DC 15 to create. Market Price: 100 gp. Weight: 2 oz. per bottle. Flamebane Salve: When this almond-scented salve is pasted over a character’s body, it affords him Energy Resistance of 10 versus heat and fire until it wears off. This damage reduction is not cumulative with any other form of damage reduction versus heat or fire. Normally, it lasts for 1 hour but can be deliberately washed off. It also automatically washes off if the character is immersed in a liquid such as water. If immersed in hot liquid, such as boiling water or lava, the salve gives its damage reduction only for 1 round. Craft (Alchemy) check DC 15 to create. Market Price: 100 gp. Weight: 2 oz. per bottle. Poisonbane Unguent: This bluish-green coloured cream is made from various distilled and concentrated herbs known for their ability to counteract poisons. If it is smeared on poisoned wound, the character gets 2 saving throws vs. the poison’s secondary damage, instead of the usual one, and may choose the better result. Craft (Alchemy) or Profession (Herbalist) or Profession (Apothecary) check DC 20 to create. Market Price: 50 gp. Weight: 1 lb. per jar. Restorative Unguent: When you apply this creamy apricot scented cream to the skin, it replicates the effects of the restoration spell in the PHB. Craft (Alchemy) or Profession (Apothecary) check DC 25 to create. Market Price: 500 gp. Weight: 1 lb. per jar. Salve of Timelessness: When applied to the face, this salve gives you a +20 bonus to disguise checks made to look as though you were one age category younger for 24 hours, or until it is washed off. Craft (Alchemy), or Craft (Apothecary) check DC 15 to create. Market Price: 10 gp. Weight: 2 oz. per bottle. Scentmuter Unguent: By pasting this pale odorless cream over your body, it removes all scent from you until it wears off in 24 hours. It does not wash off. The unguent renders you undetectable by creatures relying upon their sense of smell. Craft (Alchemy) or Profession (Herbalist) check DC 20 to create. Market Price: 10 gp. Weight: 1 lb. per jar. Verminbane Salve: This minty cream is used by spreading it over one’s body. Its scent makes vermin feel ill. The scent stays with you until the salve wears off, in 4 hours, or until it is washed off. Complete immersion will wash the salve off immediately. Vermin must make a Fortitude save DC 15 to come within 5 feet of the wearer. If vermin are attacked by the wearer, they can make another save to ignore the verminbane and attack back. Once a save is made, the vermin is immune to the effects of verminbane for 24 hours. Verminbane salve uses the same scent as verminbane incense. Craft (Alchemy) or Profession (Herbalist) check DC 16 to create. Market Price: 100 gp. Weight: 2 oz. per bottle. Miscellaneous Alchemical Items Acidpoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of concentrated acid has been attached near the head. When the arrow or bolt hits, the vial breaks, spilling the acid, and causes +1d6 hit points of acid damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the spilled acid consumes the arrow. An acidpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt. Craft (Alchemy) check DC 15 to create. Market Price: 15 gp each (150 gp for 10 arrows, 75 gp for 10 crossbow bolts).Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts. Alchemist’s Frost: A flask of alchemist’s frost is actually a double-chambered bottle of normally inertalchemical substances. The vial is thrown as a grenade-like weapon. When it hits a target, the double-vial isbroken and the two substances mix in an alchemical reaction that produces intense cold, causing 2d4 hit points of cold damage to the target. Splashes cause 1 hit point of cold damage to creatures within 5 feet of the target. A thrown flask has a range increment of 10 feet. Craft (Alchemy) check DC 20 to create. Market Price: 20 gp each. Weight: 1 lb. per flask. Beastbane Incense: Used to repel animals and magical beasts of all kinds, beastbane incense burns for 1 hour, making a light cloud of a 15-foot diameter. The cloud is too light to provide cover in combat. Its scent makes animals and magical beasts feel ill. An animal or magical beast must make a Fortitude save DC 15 to enter the cloud. If an animal or magical beast is attacked from within the cloud, it can make another save to ignore the scent in order to attack back. Once a save is made, the creature is immune to the effects of beastbane for 24 hours. Beastbane incense uses the same scent as beastbane salve. Any creature with the Scent (Ex) ability finds the scent of beastbane terrible but it has no game effect on them if they are not animals or magical beasts. Other creatures with lesser olfactory senses, such as humans, merely find the smell unpleasant. Craft (Alchemy) or Profession (Herbalist) check DC 15 to create. Market Price: 5 gp per stick. Weight: 2 oz. per stick. Beastgrace Herb: Beastgrace herb is actually a kind of sweet-scented potpourri. When a sealed packet of it is torn open then carried in a pocket or worn about the neck, it makes the wearer’s scent pleasant and benign to animals and magical beasts of all kinds. This gives the wearer a +4 competence bonus to Charisma-based checks involving animals, beasts, and magical beasts that can smell him (generally within 30 feet). Each packet, once opened, lasts for 6 hours. Profession (Herbalist) check DC 15 to create. Market Price: 10 gp. Weight: 1 oz. per packet. Blast Grenade: You can throw this clay grenade as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it explodes in a blast that is treated as a piercing attack. Any creature directly hit by the blast grenade suffers 5d6 points of damage with no saving throw. Those standing 5 feet away suffer 4d6 points of damage, those standing 10 feet away suffer 3d6 points of damage, those standing 15 feet away suffer 2d6 points of damage, and those standing 20 feet away suffer 1d6 points of damage. Creatures that are not struck directly, get a DC 15 Reflex save for half damage. A successfully confirmed critical hit with a blast grenade doubles the damage taken by any creature directly hit, but it has no effect on the damage suffered by those in the surrounding area. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. In this case a creature standing in the square where the grenade lands still suffers 5d6 damage, but he is entitled to a Reflex save (DC 15) for half damage; he is not considered to have suffered a direct hit. Craft (Alchemy) check DC 20 to create. Market Price: 100 gp each. Weight: 1 lb. Breath Bottle: This oversized bottle contains a spongy alchemical substance in which a quantity of concentrated breathable air has been dissolved. One needs only to open the bottle, and clean fresh air begins to exhale from it. Useable underwater (if the depth is less than 30 feet) or in any other environment that lacks breathable air, a character can un-stopper this bottle and suck air out, enabling her to breathe directly and continuously from the bottle for up to 10 rounds, after which the bottle’s supply is exhausted. The bottle can be re-stoppered to save unused air –it need not be used all at once. It can be recharged at by an alchemist for a price of 10 gp (requiring 5 gp worth of materials); this requires an Alchemy check of DC 13 and takes 4 hours, during which the alchemist may perform other tasks as long as he may attend to it from time to time. Craft (Alchemy) check DC 15 to create. Market Price: 20 gp. Weight: 2 lb. per bottle. Chameleon Fabric: Complex alchemical processes applied to a specially made fabric give it the remarkable, albeit somewhat limited, ability to slowly change its color and shading to match the predominant background in any environment. If a character is wearing an outfit, cloak, or robe made of chameleon fabric and is trying to hide, after 1 full round of motionlessness, the material changes its coloration to closely match its nearby surroundings, granting the wearer a +4 circumstance bonus to his Hide check. This circumstance bonus does not stack with bonuses due to invisibility or due to some other form of color concealment such as that granted by a cloak of elvenkind. Craft (Alchemy) check DC 25 to create. Market Price: 400 gp. Weight: as per cloak, robe, or outfit. Drypowder: Drypowder is a powerful desiccant. One half-pound of this powder absorbs 1 gallon (a little more than 8 lb.) of water, forming a dry 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). One pound of drypowder can be used to cause 1d4 Constitution damage to oozes and to water elementals with a ranged touch attack, or 2d4 Constitution damage if they can be made to consume it (no saving throw in either case). Drypowder also 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. Craft (Alchemy) check DC 15 to create. Market Price: 30 gp. Weight: ½ lb. per dose. Firepoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of concentrated alchemist’s fire has been attached near the head. When the arrow or bolt hits, the vial breaks, spilling the alchemists fire, which immediately bursts into flame and causes +1d6 hit points of fire damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the resulting fire consumes the arrow. A firepoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt. Craft (Alchemy) check DC 20 to create. Market Price: 15 gp each (150 gp for 10 arrows, 75 gp for 10 crossbow bolts). Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts. Firesnuff: This ashen powder, when cast upon a small fire such as a lit torch or a small campfire automatically puts it out. It also puts out alchemists fire with one application. A character that is on fire can have his flames immediately extinguished if he or a companion casts a dose of firesnuff upon him. In addition, firesnuff can injure fire elementals, causing them 1d8 damage if hit with a ranged touch attack. Firesnuff has no effect on lava or magma based creatures, or ones that are merely hot rather than flaming. Craft (Alchemy) check DC 15 to create. Market Price: 10 gp. Weight: ½ lb. per dose. Flash Grenade: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a blinding flash. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be blinded for 1 hour. A blinded character takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Craft (Alchemy) check DC 25 to create. Market Price: 50 gp each. Weight: 1 lb. Frostpoint Arrow or Bolt: This is an arrow or crossbow bolt to which two very small aerodynamic vials ofnormally inert alchemical substances have been attached near the head. When the arrow or bolt hits, the vials break and the substances mix in an alchemical reaction which produces intense cold, causing +1d6 hit points of cold damage to the target. If the arrow or bolt misses, it is always destroyed since the vials break anyway, and the resulting sudden temperature drop breaks the arrow. A frostpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt. Craft (Alchemy) check DC 22 to create. Market Price: 15 gp each (150 gp for 10 arrows, 75 gp for 10 crossbow bolts). Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts. Glow Chalk: This alchemical chalk makes it easy to read writings and markings in the dark. Markings made with glow chalk will glow indefinitely. It is especially useful to miners and adventurers to leave messages for each other or leave direction markings on dungeon walls, but this also makes it easy for monsters to follow you. Glow chalk provides no useful amount of illumination. Craft (Alchemy) check DC 15 to create. Market Price: 25 gp per stick. Weight: 2 oz. per stick. Homing Rods: These foot-long metal rods come in pairs. Each rod gently tugs toward its mated rod, regardless of intervening material, within a range of 1 mile. The strength of the pull varies somewhat within this range, becoming slightly weaker with distance. A Wisdom check (DC 12) allows a character to guess the distance between rods when he is holding only one, with an accuracy of within 10% of the intervening distance. A knowledgeable character can also use triangulation to calculate the distance. Craft (Alchemy) check DC 20 to create. Market Price: 25 gp per pair. Weight: 2 lbs. for one pair (1 lb. each). Plant Venom: Plant venom is a blanket term for a poison specifically designed to work on plants and fungi (any creature with the “plant” type). Such a poison does not affect any other type of creature. Most such poisons are of the Ingested or Injury type. Typical plant venom is both Ingested and Injury type, has a Fortitude save of DC 15, with initial and secondary damage 1d6 Constitution. Profession (Herbalist) check DC 20 to create. Market Price: 100 gp. Weight: 1 oz. per dose. Purifier Drops: One dose of this transparent liquid clears 1 gallon of water of all normal (nonmagical and nonsupernatural) diseases and poisons. It is, in itself, tasteless but it ruins the flavour of other drinks such as beer, wine, milk, or juice. A character may sneak this into his own drink at a formal occasion with a DC 10 Sleight of Hand check. When doing this under close observation, this check is opposed by the observer’s Spot check. Craft (Alchemy) check DC 25 to create. Market Price: 50 gp. Weight: ½ oz. per vial. Scentmuter Snuff: A character who inhales this mixture deadens her sense of smell for 1 hour. She becomes immune to scent-based effects such as skunk spray or a kuo-toa’s stench. The mixture is too fine to be used as a grenade-like weapon. Craft (Alchemy) or Profession (Herbalist) check DC 20 to create. Market Price: 5 gp. Weight: ½ oz. per dose. Slowfall Cloak: A slowfall cloak is an item useful to all adventurers. This billowing cloak is made of exceptionally light streamlined material and acts as a crude airfoil. If a falling character makes a Dexterity or Tumble check (DC 12), it reduces her falling damage as if she had fallen 10 feet less than the actual distance. If the character deliberately jumps, she can safely descend 20 feet without harm if she makes a Tumble check of DC 10. Craft (Alchemy) check DC 25 to create. Market Price: 100 gp. Weight: ½ lb. Snappowder: One dose of this semi-colourless powder covers a 5 ft x 5 ft area. Any creature weighing more than 20 lbs. that walks (slithers, whatever) on it sets off these tiny harmless explosives with a snapping sound and a tiny flash of light. This effect lets you hear creatures sneaking up on you and see where a creature is moving even if it is invisible or concealed by normal darkness. Creatures standing perfectly still can’t be detected, but creatures in melee combat usually can. You can automatically locate the square where a moving creature is, and the sparking trail it leaves allows you an additional reroll of the miss % due to concealment. The strewn powder can be detected with a DC 18 Spot or Search check. It can be swept up without setting it off. Craft (Alchemy) check DC 20 to create. Market Price: 5 gp. Weight: 2 oz. per dose. Sonicpoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of a volatilealchemical substance has been attached near the head. When the arrow or bolt hits, the vial breaks, exposing the substance to air, to which it reacts explosively. This causes +1d6 hit points of sonic damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the resulting sound burst shatters the arrow. A sonicpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt. Craft (Alchemy) check DC 25 to create . Market Price: 15 gp each (150 gp for 10 arrows, 75 gp for 10 crossbow bolts. Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts. Verminbane Incense: Used to repel vermin of all kinds, verminbane incense burns for 1 hour, making a light cloud of a 15-foot diameter. The cloud is too light to provide cover in combat. Its scent makes vermin feel ill. Vermin must make a Fortitude save DC 15 to enter the cloud. If vermin are attacked from within the cloud, they can make another save to ignore the scent in order to attack back. Once a save is made, the vermin is immune to the effects of verminbane for 24 hours. Verminbane incense uses the same scent as verminbane salve. Creatures that are vermin-like in nature, but not of the vermin creature type find the scent irritatingly pungent, but it has no game effect upon them. Craft (Alchemy) or Profession (Herbalist) check DC 15 to create. Market Price: 5 gp per stick. Weight: 2 oz. per stick. Warmsuit: This cold weather outfit that keeps you warm in almost any environmental circumstances. It is made of special heat-retaining materials so that even if you get immersed in icy water it keeps you as warm as if you were dry. It does not retain water and completely dries itself out within one hour, even during the coldest winter nights. In addition, weighs only half as much as furs. Craft (Alchemy) check DC 20 to create. Market Price: 20 gp. Weight: 7½ lb. Weatherstone: A stone treated with a special alchemical substance, its changes in color can be used to predict natural weather within 24 hours, with 90% accuracy. When a character views the weatherstone, the Dungeon Master secretly rolls percentile dice. If the number comes up 90 or less, then the character correctly knows what the weather will be like; if the number comes up 91or more, the Dungeon Master may give the character a false reading or simply decide that the result is “indeterminate”. Craft (Alchemy) check DC 15 to create. Market Price: 5 gp. Weight: ½ lb. Soo...any thoughts, suggestions, comments, contributions? -Peace- |
| AdventChild08-31-06, 09:54 PM | this is very impresive, some effects need a duration but other than that it is great, this merits an alchemist core class for dnd, any takers on this matter? |
| Seraphine_Harmonium08-31-06, 10:30 PM | this is very impresive, some effects need a duration but other than that it is great, this merits an alchemist core class for dnd, any takers on this matter? It's been done. In my thread I have the Alchemist class provided by Tordek from some D20 supplement I think. I also have a link to another Alchemist class thread by Kaligrad. This is a great collection of alchemical goodness though. nastynate, mind if I use some of this in my CS? I would, of course give you credit. You should stop by Avayevnon. Just follow the link in my sig. |
| dengarbountyhunter09-02-06, 10:07 AM | Nice work Nate, though some of your items are overpowered compared to stuff published by Wizards. For example, the Silversheen: bypass DR x/silver for 20 attacks or 1 hour, 25 gp. Compare it to Complete Adventurer's Quicksilver: bypass DR x/silver for 3 rounds, 50 gp. |