Alchemist items [Archive] - Wizards Community

Post/Author/DateTimePost
Banning

08-02-05, 08:18 PM
OKay I'm having trouble with a PC trying to do something. Hes trying to combine alchemists fire and alchemist shock into one bottle or something. How should I rule the effect, and what DC check should I have him make for item creation?
DM-Vigilance

08-02-05, 09:56 PM
Do you want the player's efforts to be successful? There is no reason to assume such a feat could ever be accomplished, but if it could be then its your job to decide the details, such as damage, effect, cost, and DC. Bear in mind that Greek Fire was a historically accurate creation, whereas shock grenades are a bit more far-fetched than what the alchemy skill may have been designed for.

I'd say the initial experiment would be quite difficult, taking a few weeks and perhaps a DC 30+ for research. After that, it would become significantly easier or cheaper, and maybe the player's "secret recipe" would make a good plot hook.

But most likely, I'd probably just have the alchemist in question roll a lot of saves vs. fire and shock. I can mix beer and hard liquor (http://www.angryflower.com/stilld.gif) all I like, but I can't make it pleasant.
LordBritish2

08-02-05, 10:06 PM
I would like to know what book the alchemist shock is in? Thanks
celtredleg

08-02-05, 10:27 PM
Historicaly, alchemists took years to develope things. If you arent sure you want to resolve this, you can tell him it will take 2 game years to sort it out.

Or you can go the route of lots of big bangs and fires and things go with alchemical research. A few 6d6 OOPSes might dampen his enthusiasm.

Personaly, if I had a player who was willing to actually stick with either route, I would reward him in the end. As I like dramatic fantasy, I would go route 2, blow him up a few times, and then let him make what he wants, but at a cost of twice what it costs for both of the items he started with.

I am also curios where the shock bombs come from> If its in AEG I am going to kick myself.
WCH

08-02-05, 11:25 PM
Let him make a Craft (alchemy) every day for a week. DC 10 to avoid causing an explosion (4d6 damage, maybe) each day -- barring that, add up all the scores from the week. If the total score at the end of the week is at least 250, he managed to create something new. If not, he didn't really get anywhere, but can try again next week.

Don't tell him these mechanics, of course... just say that it'll probably take about a week to make something new, and to roll 7 craft (alchemy) checks to see how well he did.