Can I use a potion in an Alchemical Capsule? [Archive] - Wizards Community

Post/Author/DateTimePost
celestialkin

07-16-07, 04:35 AM
I was just reading through my new copy of Complete Adventurer, and I started to wonder if I could have a cure moderate wounds potion placed in an Alchemical Capsule.

Would it be possible? If so, how much would it add to the price of each potion? And would this be worth the 100gp price of the retainer?

Also, if a Tibbit uses this set up would he keep the capsule in his mouth when he transforms into a cat, or would this also merge into his body along with his weapons, armor, shield and robe?


Thanks in advance for any help.
groveborn

07-16-07, 04:49 AM
Potions are quaffed (drunk), so a pill wouldn't work pe se. You *COULD* make a one shot use activated wondrous item though. It'd cost the same, but require a different crafting feat.

Ask your DM if he/she'd allow it, there's no real game breaking going on there.

As for changing shape, you only meld with things you would otherwise be unable to hold onto, so your pill, being as how both shapes have mouths, would remain in good condition (if wet).
Leilond

07-16-07, 04:54 AM
Until for the same price you'll obtain the same effect you're not going to unbalance nothing
Thus, a potion of cure light wounds require 50gp to buy, a move action to retrive, a standard action to drink, a free hand to use.
If an item with the same effect (1d8+1 HP cure) will require less than a move action to retrive, less of a standard action to drink or no hands to use, it must cost more than 50gp
celestialkin

07-16-07, 05:00 AM
Potions are quaffed (drunk), so a pill wouldn't work pe se. You *COULD* make a one shot use activated wondrous item though. It'd cost the same, but require a different crafting feat.

Ask your DM if he/she'd allow it, there's no real game breaking going on there.

As for changing shape, you only meld with things you would otherwise be unable to hold onto, so your pill, being as how both shapes have mouths, would remain in good condition (if wet).

It seemed to me the capsules were containers with alchemical substances in them (you need to bite/break them to activate them, and they seem metallic..ouch!).

Until for the same price you'll obtain the same effect you're not going to unbalance nothing
Thus, a potion of cure light wounds require 50gp to buy, a move action to retrive, a standard action to drink, a free hand to use.
If an item with the same effect (1d8+1 HP cure) will require less than a move action to retrive, less of a standard action to drink or no hands to use, it must cost more than 50gp

I am sorry, but I don't completely follow what you said. It only takes a swift action to activate them, though, but it costs me 100gp for the retainer to keep them in my mouth.
Leilond

07-16-07, 05:48 AM
I am sorry, but I don't completely follow what you said. It only takes a swift action to activate them, though, but it costs me 100gp for the retainer to keep them in my mouth.

It is exactly what I said, pheraps I wasn't clear
If it require less of a standard action it must cost more than 50gp
In your games it require a swift action and thus cost 100gp
I think it's fair like that
Gemstone

07-16-07, 06:22 AM
It is exactly what I said, pheraps I wasn't clear
If it require less of a standard action it must cost more than 50gp
In your games it require a swift action and thus cost 100gp
I think it's fair like that
For a Swift action, I would probably charge something along 250 gp. 100 gp for 1d8+1 hp healing each round (if you can have severeal) and a full attack is just too cheap. If you are limited to one though, it's probably good
Leilond

07-16-07, 06:28 AM
For a Swift action, I would probably charge something along 250 gp. 100 gp for 1d8+1 hp healing each round (if you can have severeal) and a full attack is just too cheap. If you are limited to one though, it's probably good

Sure you've to limit the "capsule number". I will rule that if you've more than one capsule in your mouth you've to roll % dice and you have "25% x capsule number" chance to bite/break one more capsule than the one you want to use. Thus, if you've 2 capsule in your mouth you've 50% to bite/break both instead of only the one you want to use
Gemstone

07-16-07, 07:19 AM
Sure you've to limit the "capsule number". I will rule that if you've more than one capsule in your mouth you've to roll % dice and you have "25% x capsule number" chance to bite/break one more capsule than the one you want to use. Thus, if you've 2 capsule in your mouth you've 50% to bite/break both instead of only the one you want to use
THat's still a bit cheap IMO. If you then fill your mouth with say, only capsules of healing, you'll get a VERY good thing...
Leilond

07-16-07, 07:27 AM
THat's still a bit cheap IMO. If you then fill your mouth with say, only capsules of healing, you'll get a VERY good thing...
Well... your mouth has a limit... you can rule that you can use no more than three of them
It is obviously not acceptable that a character stay with 242 capsule in is mouth :D
Potato Weasel

07-16-07, 08:08 AM
Taking the extremely minor benefits of alchemical capsules, I think they purposefully did not include the ability to add potions.

Using potions as a swift action in combat quickly goes to all sorts of cheese.

Just put in enlarge potion capsules, or prot from evil capsules etc, and theres no reason to get potions.

The benefits of the capsules are very minor and have drawbacks, thats why they're ok for a game.
tarkin

07-16-07, 11:13 AM
I agree with above.

However, I see no reason not to make the following:

Alchemical Healing Capsule.

This capsule can be used as a Swift Action. It need simply be broken over exposed skin, so can affect helpless companions.

It heals the affected person by 1 pt and stabilizes them.

Cost: 100 gp.

--------------
Yes it costs more than a potion and does less. You have to pay for the fact that it is a swift action.
penchant

07-16-07, 01:16 PM
I agree in a game balance sense on the cost, but it still chafes my sensibilities. The alchemical capsule is an entirely nonmagical device that simply keeps a small amount of a substance where you can easily get to it. Its not even a fantasy device since it has been used to carry poisons (cyanide capsules in case of capture) and messages. The idea that an ingenious device carrys a specified cost simply because it works better is contrary to the point of making such devices. The 1 point healing is because it holds much less of the potion than a person would normally keep in a vial. But the retainer itself while having a 100gp price tag, is reusable and can be refilled.

I would say that an alchemy check would have to be made in order to reduce the volume of a potion to fit into such a capule. The DC should be something like DC 20 + caster level of the potion, with a failure ruining the potion. Alchemical items are expended equal to the original cost of the potion as additives and preservative are mixed with it until it becomes a thick gel that can be put into the capsule or tooth. However, if successful you get the full effectiveness of the potion.

You can play with the numbers a bit, but this seems more reasonable to me.