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| #1knishiuchiJul 13, 2009 23:25:29 | I really didn't like the alchemy in the Eberron Player's Guide. It was too gamist and focused on combat. And boring. Alchemy should be exciting, dangerous, and useful. In simplifying it into concrete game terms with a very narrow function, I feel like it lost a lot of its appeal. To that end, I reworked a few of the more flavorful alchemy items into what I hope is more realistic and useful. I used a few tables, so here's a link to google docs rather than a post of them all. http://docs.google.com/View?id=dfd7zxz_27ff3dsrgh And, an example from one that I didn't use a table for. HEARTFLOW Level : 3 Category: Poison Time : 15 minutes Component Cost : See below Market Price : 90 gp Key Skill : Nature or Thievery (no check) Heartflow weakens an individual's self-control. The concoction is a red powder that is usually mixed with food or drink. Once exposed to open air, heartflow retains its potency for five minutes. To administer the poison without anyone noticing, make a thievery check vs the perception of any bystanders. Food containing Heartflow makes the following attack once consumed: Item Level+3 vs Fortitude; target takes a -5 penalty to insight and a -2 penalty to will for the duration of the encounter. Increase these penalties by one for every five points the initial attack exceeds the target's fortitude. |