Cheap and mysterious items [Archive] - Wizards Community

Post/Author/DateTimePost
Ninjajucer

10-28-05, 11:42 AM
After browsing thru the list of items available that are considered "special" (i.e. sunrod, tanglefoot bag, etc.) I found the list to be rather short. I wanted to get a feel for what other players feel should also be included on those types of lists for both my own and others use.

These should be items for the adventurer in mind (obviously), provide some sort of description, a price (affordable to 1st level) and what kind of item it is. I'm not really looking for the magical type items as those are listed in the DMG. More, I would want to see what others have come up with (or thought up) that are considered alchemical, natural or other.

Feel free to rant.
tarkin

10-28-05, 11:49 AM
I like the 1d8 non-magical healing salve from forgotten realms.
Jaid

10-28-05, 12:05 PM
phosphorescent paint.
maybe something to generate UV light (you'd probably have to spell out the effects of that though).
various hardening chemical treatments (for wood, ceramic, glass, or whatever... each would be a separate thing, i would presume, and not all subjects could be hardened that way).

can't think of anything else offhand...

something to produce oxygen, and possibly other types of gas, including lighter-than-air gas.
superglue. not sovereign glue quality of course, just some good quality glue.
maybe concrete/cement? or something similar...
insect repellent.
i dunno... fertilizer or something like that... i'm sure i could come up with a use for it if i thought long enough about it =P
Rhomphaia

10-28-05, 12:32 PM
I have a couple of them here.

Healing Wraps
This small roll of bandage and a compress has been achemically and magically treated to stop blood loss from the wound it is used on and helps to magically heal the person it is applied to, if only a tiny bit. Using this bandage takes the normal amount of time that is required for a standard Heal check. Once the bandage is applied, it heals damage as if the treated character had rested for a full day and provides a +5 alchemical bonus to the next saving throw against the secondary effects of a poison, as long as that save takes place within the next hour. Once used, the Healing Wrap is expended.
Cost: 50 gp.
Craft DC: 30.
Weight: 1/2 pound.

Sparky Ball
This small ball of flint chips and steel shavings is held together by a resin and designed to either be thrown or shot from a sling. When it hits a hard surface, it sparks violently and will set fire to any easily flamable substance (such as oil) in the space that it hits. The sparking lasts for one round and is so violent that it lights up whatever five foot space it lands in, as well as makes one hell of a crackling noise, useful for distractions. A sparky ball can be used 1d4+1 times.
Cost: 20 gp
Craft DC: 25
Weight: 1/10 pound.

Flash Chip
This small chip of mixed metal and burning power is lit by a fuse then usually thrown. Once the fuse burns (one round) it then lights off with a series of blindingly bright white flashes for two rounds. Anyone within 20 feet must make a Reflex save (DC 13) or be temporarily disoriented and partially blinded while the device is flashing and for one round afterward. The penalty for being disoriented and partially blinded is -1 to attack rolls, AC, and Reflex saves.
Cost: 20 gp
Craft DC: 30
Weight: N/A
Jaid

10-28-05, 01:19 PM
i think your healing wrap needs to change a little. specifically, as written, it heals ability damage as if you rested for 1 day, provides a portion of the benefits of antitoxin, and can heal someone rather well, IMO.

i would say you should make it heal HP as if they had rested 1 day, and nothing more, and keep it at 50 GP. keeping in mind it is doing 24 hours of healing in 1 heal check's time.

i also think the sparky ball should have 1 use (and be cheaper, to compensate).
The Master Weaver Is Warped

10-28-05, 01:21 PM
Camp cook stove: burns alcohol. Hot food with out the risk of a fire.
Mole skin: flannel patches with a pitch coating. Sticks to skin and reduces friction of boots and straps.
Insect repelant: Herbal liquid, stinky but effective.
Hammock: Light cotton rope bed that can be hung between two trees.
bondious

10-28-05, 01:24 PM
I like the 1d8 non-magical healing salve from forgotten realms.

Healing Salve
This non-magical, thick cream comes in a small jar and has a strong medicinal odor. As a standard action the salve can be rubbed onto your wounds, healing d4+1 damage. These are made generally by clerics dedicated to health and protection as a cheaper alternative to magical healing.
Cost: 30gp
Craft DC: 15
Weight: negligible

Not to steal your thunder, Tarkin, but I was thinking that, given the toned-down nature of most mundane alchemical items, that d4 would be more appropriate than d8 and, for the most part, 2 of these Healing Salves would be about the same as one Cure Light Wounds potion.

:D
Rhomphaia

10-28-05, 01:29 PM
Well, the Sparky Ball was intended to have an unpredictable number of uses, but maybe downgrading the number to 1d3 or something would suffice.

As for the Healing Wraps, the intention was to have it heal a certain portion of a character's hit points and act as a bit of a one shot poison neutralizer, due to the chemicals and whatnot in the compress and bandages. Unless I am mistaken, the effect of an antitoxin is a lot stronger than that from the Wraps. I did not think of the ability score thing though. That was not intended in the uses of the item.
Talcoram Cyndar

10-28-05, 05:07 PM
There are currently 100+ Alchemical Items that have appeared in various WotC books like the Complete Series and the Arms and Equipment Guide, not to mention Dragon Magazine. They are all official.

If you want a failry good selection of Alchemical Items and more mundare Adnerturing gear, I stringly suggest picking up a copy of the Arms and Equipment Guide. It is written for 3.0, but most of hte material is still good for 3.5

I am currently playing a Sorcerer who is specializing in Alchemy to supplement his spellcasting abilities. One of the items I am wirking on is an Alchemical version of.....Duct Tape!

Just think of the possibilities
Calendinedhel

10-31-05, 01:55 AM
This is one i've revived from the complete ranger's handbook (good old 2nd ed). I just ran it on the assumption that +5% is the same as +1. It's also in the arms and equipment guide, though it seems broken given the number of uses you can get for just 1 gp.

Weaponblack: Weaponblack. When rangers or thieves apply this oily paste to their weapons or armor, it makes the metallic surfaces non-reflective and nearly invisible. Modify their base chance to hide +1. This does not affect their chances to hide in plain sight. A coat of weaponblack lasts until the character engages in melee combat, at which time enough of the substance flakes away to negate any camouflaging advantage. The substance is flammable; if lighted, a sword coated with the paste will become the equivalent of a flametongue for 2-5 rounds, and will also inflict 1d4 points of heat damage upon the wielder unless he is magically protected. It is also poisonous (according to arms &equipment guide) dealing 1d10 dmg if swallowed. A vial of weaponblack contains 1 application.

Price: 2gp (according to TCRH), 1gp (arms & equip). Not sure about the price though, as the similar alchemical substances in complete adventurer cost 20-50gp.
Calendinedhel

10-31-05, 01:59 AM
oh yeah, i took flametongue to mean flamin, rather than the actual specific weapon. There are other items such as wilderness harness, survival kit (both of which i use) and terrain suits in The Complete Ranger's Handbook if you guys are interested, it's a pretty small download. By the way the flash chip seems almost the same as the flash pellet in CA.
Lyric

10-31-05, 02:35 AM
duct tape? :bow: praise to the alchemist who has made our world safer for men... do you have a tool belt also?? (maybe some pants that ride low? ;) )
Tyler Do'Urden

10-31-05, 03:26 AM
There's some new alchemical items in Eberron like alchemist's frost.