| Post/Author/DateTime | Post |
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| #1zombiegleemaxNov 06, 2006 13:40:10 | As I was perusing through my 60+ WotC D&D sourcebooks the other day, I started to notice that a significant number of the books had Alchemical Items/Devices buried in the Gear-&-Equipment sections. In fact, I saw dozens of them. All of the type that are rarely ever used in my neck of the woods or ever seen talked about on the WotC or EnWorld forums. Typically, these items get used more often than not in the early stages of an adventurers career due to their decent bang-for-the-buck and lack of access to higher level magics. Such examples are the PHB's Alchemist Fire, Tanglefoot Bag, & Acid Flasks, & Antitoxins. Once adventurers get into the middle levels, you see less interest in alchemical items as superior and more cost-effective magic spells and gear begin to eclipse their utility. Still, I tend to think that savvy optimizers can still make these items perform with decent play value into the higher levels. And that's what this thread will be hopefully be showcasing. :D For those of you who'd like to contribute to this thread, here are some good guidelines:
.... Finally, once we get a good bit of information, I'll update Post #1 or #2 with a compiled listing of all the submissions. Thanks! |
| #2zombiegleemaxNov 06, 2006 13:40:42 | { Reserved for more compiled material per Post #1} |
| #3helicopter_dupNov 06, 2006 15:39:37 | Hm. I need to start running through my books to find these items. I know exactly what you are talking about. Seems like every sourcebook has some of these items surreptitiously buried under "Other Equipment" or "Adventuring Gear". |
| #4carnivoreNov 06, 2006 15:48:59 | got a list will post it tomorrow :D |
| #5blue23Nov 06, 2006 15:58:54 | OKay, to start with the most basic, Acid flasks and Alchemist's Fire from PHB work via touch attack. They work out to 10gp per 1d6 of damage, with the more expensive Alch. Fire dealing it over two rounds (or wasting an opponent action to put out). 10gp per shot is easily in the range for 2nd level characters, and good backup for casters who don't have the BAB and attack bonus to hit normally. At that leel, the damage is also reasonable vs. the threat. I'll be searching more books soon, I loe the idea of this thread. Just wanted to kick it off. Cheers, =Blue(23) EDIT: Fixed a typo. |
| #6zombiegleemaxNov 06, 2006 16:23:57 | Thanks for the enthusiasm, guys. I'm familiar with all 3 of you and your posting to the WotC boards. I totally dig all your past contributions and creativity...... Regarding Blue23's notes on Alch Fire & Acid Flasks - yes, those items are indeed saving graces for many low level adventurers. I'm trying to find the book that has the "cold" version of these flasks. I would not be surprised if there are tossable flasks of similar elemental damage-causers as well. Anyone? Snow Savant used to push the TWF/Rapid Shot/Quick Draw flask-throwing sneak attack rogue quite a number of years back. She also suggested that the build worked well even into higher levels. It got more cost-effective if the party wizard took Craft: Alchemy skill and easily "fabricated" the acid once she had access to those spells. |
| #7zombiegleemaxNov 06, 2006 16:26:57 | Alchemy Blades are nifty (from Magic of Eberron). ![]() Basically they're short swords that you can prime by inserting a flask of alchemist's fire or frost. ...and when you make a successful melee attack, the target struck (and only the target struck) is effected by the contents of the flask (as well as the normal melee hit). Not uber-powerful or anything... but kinda cool in my book. A Flaming Alchemy Blade would be sort of neat... when primed with a flask of Alchemist's Fire, on that first hit, you could do +2d6 fire damage that would do another 1d6 fire damage on the following round (regardless if you hit again or not). ![]() I could see someone sitting down with their DM to make modified versions of this weapon as well... possibly allowing for the weapon itself to be something other than a short sword (making an Alchemy Bastard Sword or Alchemy Longsword, etc) or allowing for other alchemy flasks to be inserted without damaging the weapon. ![]() Sidenote: Been looking for a specific alchemy weapon but thus far haven't seen anything (might have to make one on my own - homebrew). Basically I'm looking for a sort of wrist-loaded delivery system for alchemy weapons (alchemist's fire, alchemist's frost, etc)... such that you can punch a target and trigger the firing of the mechanism. ...kinda goofy, but I'm working on it (if I can't find something similar in a published source :P). --- Note (in relation to your above post): I don't know if they're published anywhere else... but the Eberron Campaign Setting has the details for Alchemist's Frost, Acidic Fire, and Alchemist's Spark. (none of which work exactly like Alchemist's Fire, just to note ;)) |
| #8zombiegleemaxNov 06, 2006 16:36:38 | I have a character who is working this whole angle right now. He is a 7th level wizard. First, take the spell 3rd level Water to Acid (Stormwrack) - this spell turns 1 cubic foot of water into acid per level. This is grossly broken, since a flask of acid is worth 10 GP and there are something like 32 flask in a cubic foot. This means that each casting of this spell creates 320 gp worth of acid PER LEVEL, just broken. Anyway, another great low-level spell is the 2nd level Unseen Crafter (Magic of Eberron). This spell lets you turn all second level slots into 1 day free labor/level. In addition, you can extend the duration, doubling the material made per spell slot. The upshod of this is that you can earn thousands of extra GP per level if you want to break the DM's economy. If you don't like to see your DM cry, then you can still produce mass quantities of alchemical materials for relatively cheaply. Here is what you do with it: 1) Make mass quantities of Alchemical fire, frost and spark (acid is covered by the acid to water spell. 2) Hire a glassblower to make 2-3' diamiter glass orbs (figure about 1-2 gp each) 3) Use Prestadigitation to make a hole in the glass. 4) Fill it with alchemical substance, and prestadigitate it closed. 5) Cast shrink item on the thing. OK, so now you have a small orb full of alchemical liquid. Use launch item or just hurl it at a foe, it returns to normal size on impact, dousing the enemy in chemicals. So how much damage does two gallons of alchemist fire do? Well, I asked Skip Williams this a few years back. He said that for each doubling of the volume, increase the weapon size by one. So 400 gp of alchemist fire (133 gp to make) does about 4d6, with a 1d6 splash. It still burns over two rounds as normal. the same amount of spark or frost does 5d6, with a 2d6 splash. Loads of fun right there. |
| #9scrulooseNov 06, 2006 17:37:53 | This is one of the areas where a DM has to be careful. It is not uncommon for a DM to throw an environmental obstacle at the party such as a pool of acid. In this kind of situation, the trap itself is a type of treasure. At higher levels, I like Dither bombs (RoD) for casters. They make barely acceptable replacements to harm people in anti-magic shells. Of course, depending on the DM a shrink item on a barrel of acid can be just as good or better. Dither bombs, however, are even better for setting up deadfalls and cave-ins underground. A spellcaster can elminate the bad guy without a single spell if he brings the roof down on the bad guy. Just remember to take some profession (mining) and/or knowledge (architecture/engineering) Never forget that acid can be used out of combat as well. Acid can make a good, albeit expensive, alternative to quietly picking a hard lock, etching marks indicating direction in walls, or cleaning a bone. Acid makes a good trap against low intelligent slithering things that cannot jump. Leave a pool of acid behind you and hope your enemy decides it doesn't want a bath in the acid. (actually any smelly liquid can be almost as good) Another fun one is auran mask combined with and anti-magic aura when you are facing a spellcaster that needs magic to breathe. The reverse of this trick is for a DM to face the party with a BBEG spellcaster that dispels all water breathing spells/effects and puts the cloth to his face. Suddenly the combat can turn into a game of grab the flag. Tanglefoot Bag is one of those items that remains potent throughout the game regardless of level. The ability to slow an opponent despite their saving throw can be tremendous help against weaklings and provide a minor tactical advantage for the party even against a big opponent. Smokesticks are excellent hide in plain sight items for a stealthy party that needs to disappear in a flash. This is especially powerful when used by a party that specializes in stealth and hiding. More importantly, a readied action with a smokesticks can obscure line of sight from a spellcaster to a target. With line of sight suddenly obscured by a readied action, the enemies spell fizzles. It is remarkable how often this can be useful to a character that otherwise has little to do (rogue facing spellcasting lich for example). Mage Slayer spellcasters should look into the mad alchemist feat and thunder stones. A properly designed character can ready his action to prety much guarantee disruption of an enemy spellcasters spell. Mage hand+sunrod or everburning torch is often enough to provoke a readies action ambush from around a corner. Look into blasting pellets. The intent seems to be that a single container can be spread over a 5x5 area. However, if each pellet is used one at a time, this can effectively act an alarm spell, spook animals, and draw attention away from the party without the need for spells and without using the entire bag of pellets. Finaly, I know it is not alchemical, but soap can be prety useful. Not only is it reasonable to grant circumstance bonuses to some escape artist checks, checks versus disease, or move silently, but a pool of slippery water will frequently make for hindering terrain (depending on balance checks). In addition, if the soap is scented, tossing some soap at a bad guy can make it easier to track him with scent. |
| #10zombiegleemaxNov 06, 2006 18:32:52 | Tanglefoot Bag is one of those items that remains potent throughout the game regardless of level. The ability to slow an opponent despite their saving throw can be tremendous help against weaklings and provide a minor tactical advantage for the party even against a big opponent. Yes. If you hit the target, they get -2 to attack rolls and -4 dex. [b]Then[/b] they have to make a Ref save of 15 (with a 2- penalty since they've lost dex, heh). If they make the save they have 1/2 movement, if they fail they can't move. That's really handy. It should be noted, that people who don't like these things have to realize the following: "A Tanglefoot Bag is a FOUR POUND bag of glue." With four pounds of glue, you're bound to cause some problems in your target. |
| #11caelicNov 06, 2006 18:56:49 | Alchemical capsules (from CAdv) are nice. Ghost Touch as an (Ex) ability for 100 gp? Yes please. |
| #12zombiegleemaxNov 06, 2006 21:14:48 | Okay - we're getting lots of good submissions in! Nice. By tomorrow night, I should have a nice "Handbook" style compilation put together in Posts #1 and/or #2. I'll be sure to give poster-name credit to the compiled entries. Please continue to submit stuff though. Thanks! |
| #13zombiegleemaxNov 07, 2006 13:28:48 | Well, here is an oldie but a goodie: Cast a Silent spell on your tanglefoot bag - keep it in your Heward's Handy Haversack for later use. Throw the thing at a spellcaster- Now they are entangled, AND silenced, and must make a reflex save or be immobile to boot. |
| #14zombiegleemaxNov 07, 2006 15:24:12 | A trick that I've suggested pretty much every time alchemical tricks are mentioned is Shrink Item + Alchemist's Fire (or whatever variant of it you want to use), which should allow you to fit 4,096 vial's worth inside one vial and do insane damage when the thing hits. Combine that with a Holy Water Sprinkler (found in Libris Mortis) and you can deal a bonus 4,096 fire damage on seven hits before dumping the thing on the last for 4,096d6-7 damage. Combine that with the Alchemist Savant's ability to mix poisons with alchemical items and you're looking at 4,096 doses of your favorite poison in tandem with the crazy damage above. I suggest Black Lotus, obtained through one of the Djinn tricks. In that regard, the Alchemist Savant (from Magic of Eberron) and the Master Alchemist (from Magic of Faerun) should open up a few nice opportunites for abuse. |
| #15vikjunkNov 07, 2006 16:11:00 | A trick that I've suggested pretty much every time alchemical tricks are mentioned is Shrink Item + Alchemist's Fire (or whatever variant of it you want to use), which should allow you to fit 4,096 vial's worth inside one vial and do insane damage when the thing hits. Don't forget about being a Halfling with Shape Splash feat from Races of Eberron. It allows you to make a second direct hit damage attack to an adjacent creature if you hit with the first attack. Remember with alchemical mixtures only effect creatures that were directly hit with the spellvial that is in the mix. So with Shape Splash it is possible to affect two creatures with the spellvial that is in the alchemical mixtures if you have Shape Splash. |
| #16zombiegleemaxNov 07, 2006 16:28:09 | Don't forget about being a Halfling with Shape Splash feat from Races of Eberron. It allows you to make a second direct hit damage attack to an adjacent creature if you hit with the first attack. Remember with alchemical mixtures only effect creatures that were directly hit with the spellvial that is in the mix. So with Shape Splash it is possible to affect two creatures with the spellvial that is in the alchemical mixtures if you have Shape Splash. I specifically didn't mention Spellvials in the Shrink Item combo because, as magic items, they can't be affected by Shrink Item in the first place. If you're just talking about Spellvials in general, Shape Splash is a nice way to get twice as much mileage out of one. |
| #17zombiegleemaxNov 07, 2006 16:40:33 | A trick that I've suggested pretty much every time alchemical tricks are mentioned is Shrink Item + Alchemist's Fire (or whatever variant of it you want to use), which should allow you to fit 4,096 vial's worth inside one vial and do insane damage when the thing hits. Some practical limitations here: 1) Money. Nuf said - although there are ways around this. 2) Full emersion in acid does 10d6. Full emersion in lava does 20d6. This presents any reasonably-minded DM with a damage cap to this trick. Personally, I find that 4-6d6 is a reasonable limit to the damage of this weapon, simply because you are NOT getting full emersion out of the thing, and at 300-400 gp per shot, you are actually much better off using magic to do the same job, simply because it is cheaper. Consider a single charge of a wand of Acid Orb does 7d6, and costs 420 gp. You can craft the wand yourself and drop that cost to 210 gp and 16.8 xp. Here are some cost tables, based on the assumption that we use Skip's suggestion of increasing the weapon damage size by each doubling of volume: Alchemist's Fire: Price---->Dmg/splash 20------>1d6/1 40------>1d8/1d2 80------>2d6/1d3 160----->3d6/1d4 320----->4d6/1d6 640----->5d6/1d8 1280---->6d6/2d6 NOTE: The primary damage from alchemist's fire burns for two rounds - effectively doubling the damage output! Acid: Price---->Dmg/splash 10------>1d6/1 20------>1d8/1d2 40------>2d6/1d3 80------>3d6/1d4 160----->4d6/1d6 320----->5d6/1d8 640----->6d6/2d6 Alchemist Frost/Spark Price---->Dmg/splash 25------>1d8/1d2 50------>2d6/1d3 100----->3d6/1d4 200----->4d6/1d6 400----->5d6/1d8 800----->6d6/2d6 1600---->7d6/3d6 The prices given assume you are purchasing this much alchemist's fire on the open market. If you make it yourself, you only pay 1/3 the above prices. The best weapon of this type is clearly Acid. This is for three reasons: 1) It damages items as well as creatures, allowing for cool colateral damage effects. 2) Relatively few creatures have acid resistance. 3) If you have access to the water to acid spell it's free!!! The second best item on the list is alchemist's fire. This is because the second round of burning effectively doubles the damage of the item, and it is relatively inexpensive to boot. |
| #18zombiegleemaxNov 07, 2006 16:47:12 | Another cool trick with all this is that if you can turn the liquid itself into a cloth-like item using the shrink item spell (check with your DM), you can put it into a small metal container. Say the magic word, returning it to a full size liquid form, and the preasure in the container will propell it out of the mouth of the thing. Instant flame thrower! This one requires quite a bit of adjucation on the part of your DM, but a 4 gallon dose of the stuff would probably do about 3d6 in a 15' cone (DC 15 reflex save for half). This seems like a pretty reasonable weapon, and the price would be: Acid - 160 gp Fire - 320 gp Frost/Spark - 200 gp |
| #19ChristopherGrovesNov 07, 2006 20:29:44 | Noxious Smokesticks (Eberron) make you nauseated. I've seen plenty of folks (including one module NPC) who light them up and carry them, making their opponentes nauseated. Works really well for things like Warforged which aren't affected. |
| #20ChristopherGrovesNov 07, 2006 20:31:57 | And am I the only one who conjures up images of the Mad Bomber What Bombs At Midnight? |
| #21skyrocketNov 07, 2006 23:14:01 | Here, here on tanglefoot bags. I made life hard for my DM Saturday when I broke two of those out and used them against some mindflayer vampires. Anyway, don't forget the eggshell grenades in Oriental Adventures. Blind anyone, no save, for 1d4 rounds for only 10gp a pop? Sold! Anyone within 5 ft must make a DC10 Fortitude save or be blinded for one round? Thank you, sir, may I have another! |
| #22helicopter_dupNov 08, 2006 0:22:15 | Bad news. Dirty Dan will be gone for a bit. Via our talk this morning, he got pulled away on an emergency flight overseas last night. So it doesn't look like he will be compiling all the submissions in this thread anytime soon. He did say to feel free to continue submitting ideas and tricks. ![]() |
| #23craig_c._dupNov 08, 2006 15:31:39 | Psifon - I'm using your cool ideas for my new wizzie build this weekend. very crafty! |
| #24carnivoreNov 08, 2006 15:52:04 | just a few items: Positoxins from Libris Mortis:to Damage Undead...with poision(sort of) Grave Dust .....Contact...DC10...1 Dex/ 1d4 Dex .....................100gp/Craft(DC 20) BoneShard .....Contact...DC13....1 Str/1d4 Str ..........................750gp/ DC26 Sunlight oil .....Contact ...DC 16...1d3 Str/1d3 Dex +1d3 Str..........1300gp/DC 32 Bloodwine ......Injury DC 11/Injested DC 9..1d4 Cha/2d4 Cha..........250gp/DC22 etc.....will get more later Underdark Book: Hizagkuur.....metal....used to make Armor,...gives Cold Resistance 2...+2000gp BoED: Aurorum....self repairing metal....+4000gp Frystalline....metal ......weapons treated as Good aligned vs DR MoonBlood....Warpaint...+2 Sacred AC 24 hour duration.....1500gp...any evil creature that touches you takes 1d6 damage :D |
| #25jandor1Nov 08, 2006 15:55:41 | I've been toying with a build for some time. I dub him the Mad Scientist. (or the Engineer, depending on how you go with him). Build: Wizard 5/Master Alchemist 5/Renegade Mastermaker 10 this build is viable at all levels and has access to 9th level spells (CL 18 by level 20), and it's hilarious to play in any campaign in which you're fighting, say, armies of humanoids (or any other creature without a freaking huge fortitude save or immunity to poison). feats needed: brew potion, least mark of making, craft magic arms and armor, craft wondrous item. I have a build at level 6 right now that has these feats (with two flaws, vulnerable and non-combatant): brew potion, skill focus (alchemy), craft construct, craft wondrous item, least mark of making, grenadier, mad alchemist, scribe scroll. the general purpose of this guy is to be the group engineer. He gets access to all of the creation/fabricate feats, has huge craft checks by virtue of his intelligence, least mark of making feat, and his levels in renegade mastermaker (+1/level to all craft checks? awesome). He can make in a day what other lesser alchemists can make in a week, and can check by the HOUR. this means that he can reasonably make 2+ alchemical items of any nature per day, for a third of the price, which should fit any DM's downtime schedule. and the ability at level 10 to combine poison with alchemists fire/spark/acid/frost is nifty, especially with the extra damage effects being talked about here. and the thunderstone ability (mentioned above) is gravy with a +17 craft: alchemy check at level 6 (pretty easy, even in 25 point buy). and he can help out the party by making weapon capsules, alchemical boost items out of complete adventurer, tanglefoot bags aplenty, and practically anything else you might want. Not to mention he can enchant all of that for you at a fraction (well, 1/2 anyway) of the cost; and IIRC as a crafter you can have someone else pay the XP cost as long as they are there for the crafting, so no worries about being way behind the group! looking forward to trying this out in real-game, but the theory is sweet. and give him some ranks in profession: siege engineer for fun. Edit: books used: Magic of Eberron (renegade mastermaker and Master Alchemist) Player's Handbook 2 (master alchemist feat and grenadier feat) Player's Handbook (duh) |
| #26craig_c._dupNov 08, 2006 16:05:06 | Some of the posts above got me thinking -- What are the crucial cut-off points for skill checks needed with the Craft: Alchemy skill? Is there a ceiling where you really don't feasibly need any more ranks or bonus points to Craft: Alchemy? How many minimum scores for accomplishing certain tasks? |
| #27zombiegleemaxNov 08, 2006 17:39:14 | Psifon - I'm using your cool ideas for my new wizzie build this weekend. very crafty! You are too kind! :embarrass Some of the posts above got me thinking -- Well, you want at least a +25 total bonus. This is because anything with a craft DC of 15 can be made quickly with a +25, and, of course, many items also have a DC of 25. Beyond that, it is mostly a matter of how fast you want to make stuff. The fact that you can add +10 to the DC to fast-craft items means there is not practical limit to how fast you can make stuff. Of course, masterwork equipment that is also enchanted to grant a craft bonus is idea here, so you can really crank stuff out if you want to drop some cash. The problem with this approach is that one cannot reasonably work on more than one or two projects using a single alchemical lab. This means that if you are using the unseen crafter spell (HIGHLY recommended) then you can't get much use out of special equipment, since the whole point of this spell is that you can have litterally hundreds of tasks going at a time. A savvy DM will require that you set up a large work area to house all these alchemical operations that you are performing - making 20 alchemical fire flasks in at once would require some significant floor space! |
| #28zombiegleemaxNov 09, 2006 10:24:46 | I'm sorry, my bad. The total bonus you want is at least a +15. That way when you take 10 you can get a 25 total score. A +25 is really over the top actually. Remember, however that the Unseen crafter uses ONLY your skill bonus and your primary casting stat bonus (even if it's not INT). This means that non-wizards can do this trick as well as wizards, because your high WIS or CHA will work just as well, but it also means that masterwork tools (such as an alchemy lab) and other circumstance bonuses do not apply. As such, you really want about 10 ranks in craft, and (by 8th level) a +5 in your casting stat. This will give you a +15 bonus that applies to your Unseen Crafter spells. Another (wizard) trick with crafting items is to do the following: Start with a good +5 INT bonus (cast fox's cunning if needed) Cast Magecraft (a 1st level Eberron spell) granting a +5 Competence Bonus Cast Fabricate Taking 10 on the roll, you can now craft a masterwork ANYTHING in one minute. The best use of this trick is in manufacturing weapons and armor with special materials. The craft rules as written state that an adamantium sword will take YEARS to make. Many DM's only charge the masterwork time cost for making an adamantium weapon, but this will still take several months. Now you can pop one out in an afternoon. |
| #29carnivoreNov 09, 2006 11:25:37 | more items: Forgotten Realms Campaign Setting: Scentbreaker 5gp......gives penalties to tracking by Scent Alchemical Sleep Gas 30gp....grenade weapon...10' range increment,Fort DC 15 or sleep 1 min....no effect on creatures immune to poison, but WILL affect those immune to Sleep spells! Potion Belt...1gp Masterwork Potion Belt 60gp....carry 6 potions, use potion as a free action BOED Serren wood......+2000gp, weapons made from it have Ghost-touch property, or impart it to ammunition in the case of bows material component: Couatl Feather 10gp.....+35% to increase Caster lvl +2 Ambrosia 200gp....auto +2 Caster lvl for Good spells Celestial Blood 20 gp....30% to do extra 2d6 damage to Evil target A&EG Acid Bullet....10gp...do acid damage at greater range Flame Bullet 20gp..as above, but fire Holy Water Bullet...as above, but holy water Restful Candle 100gp..... Dwarf Blind 50 gp Fleetfoot 50gp Ghost oil 50 gp Gravebane oil 50gp Instant Rope 25gp Sparkstone 50gp Stonebreaker Acid 20gp....very good Vermine Bane oil 20gp Skin Paint 5000gp..3 applications...+5 armor AC 24 hours Crystal Caltrops..150gp...Fort DC 12 or sleep 1 minute Flash Grenade 60 gp...Fort DC 10 or Blind 1 minute Underdark Spelunker Kit 80gp.....+2 Circumstance to Balance,Climb,Escape artist,Survival....and help navigate tough to access areas Camoflauge Paint 300gp....+2 Circumstance to Hide.....must get for appropriate terrain(aquatic,desert,forest,hills,marsh,mountain,plains,underground) Magic of Faerun Star Ruby....5000gp..when added to wand with illusion spells....+2 effective Caster lvl of effect Ruby.....5000gp...when added to wand with Evocation spell...+2 save DC, if no save...+2 caster level..... BoVD Feather Powder 70gp....Fort DC 15 or -1 Circumstance for...ATTacks,Damage,Saves,Skill checks,Ability checks....vs those with feathers---...-2 penalty :D |
| #30zombiegleemaxNov 09, 2006 11:49:02 | Alchemical arrows ar enice, they were first in the old sword and fist book, but i think that they were re-printed elsewhere. Also in RoW there are dragons breath arrows which ignite when fired and deal an extra 1 fire damage on inpact catching things on fire. DOnt have the specs in front of me. KAMIKAZE! ![]() |
| #31ronyonNov 09, 2006 12:22:53 | I had this crazy plan to use lamp oil with a holy water sprinkler. Either use a flaming weapon, or a alchemical capsule. Now, Spellstoring is good with this but requires that you do damage to your target, and it aint cheap. Better might be the PhpII feat Imbue Weapon(?right name?). For a plus 1 adjustment, you can charge a weapon with a Touch spell, but goes off simply when you hit the target.No limit on the level of the spell.Holy water spinklers use a touch attack. This could be even better with flask delivered alchemical weapons,granting range and a touch attack. You could even heal at range by tossing a vial of regular water, charged with a CLW, at your teammate. On a different note, keep in mind that Minor Creation can make any thing that is from made from a plant. Sure it doesnt last very long, but it while it does, it can get the job done. There is a healing concoction made from a special plant in the Serpent Kingdom book. There is also the infamouse Black Lotus Extract.... My secound 3.5 character used lots of lamp oil, but not buy himself. Instead, his undead minions threw the oil, and I ignighted it with a flaming bolt, a torch, or an Alchimist Fire. Wish i could find 0 level cleric spell that does fire damage(at range)! Has any one used a Gnome Calculus(sling for flasks)? Its 3.0 ( and exotic!)but... Oh yeah, the Launch Item spell was reprinted in Spell Compendium, and is very pertinant to this discusion. |
| #32yorath_thewolfNov 09, 2006 12:35:33 | from Forgotten Realms and Lords of Darkness: Healing Salve Glowpowder... which if I'm reading this right can act sorta as Glitterdust Witchweed stick light up yer ciggeret and every caster in the insueing cloud has to make concentration checks. anyway those seemed to be the usefull ones of the alchemical substances listed in the book, and HEY Healing Salve at least lets the Wiz in the group help out some in the healing department. |
| #33carnivoreNov 09, 2006 15:07:57 | more items: Lords of Darkness: performance enhancing Alchemical items(D**gs and St**iods) Redflower Leaves..300gp...gives +4 competence to Attacks vs single creature for 10 min. Sakrash....500gp...user cannot be detected by:effects that read or Alter thoughts or emotions for 1d4 hours Ziran...100gp...+2 Alchemical bonus to Dex for 1d3 hours, 2 points temp Con damage Katakuda...100gp...+3 natural armor for 30 min, and 1d4+1 temp Dex damage Panaelo...250gp..+2 DC of all Arcane spells 1d4 hours, and 1d6 temp Cha damage Haunspeir...50gp...+1d4+1 Enhancement to Int for 1d10+15 min, and user takes +1 additional damage from Slashing/piercing Jhuild...6gp...+2 Alchemical Str for 1d3 hours,and 1 point temp Wis damage Kammarth...80gp...gain Expeditious Retreat for 1d4+1 min,and +2 alchemical Dex..........can only take it 1 every 8 hours or Paralysis and damage BoVD: Mushroom powder...100gp...+2 Alchemical to Int and Cha for 1 hour,and -1 Str...later +2 Alchemical Wis 2d4 hours and -2 Str and Con for 2d4 hours Terran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage Sandstorm: Armor Bright...50gp..+2 fort save vs heat dangers,+1 level of protection vs heat Blackeye...1gp...protection from Glare for 4 hours Deep Draught...10gp...+5 heal check vs Dehydration Ironhorn Extract....25gp...+1 Armor bonus for 1 week.....stacks with regular armor Keepcool Salv..50gp...+1lvl protection vs heat,and +1 circumstance Fort sav vs damage from heat Liquid Salt.....200gp...Splash weapon,2d6 dessication damage,2d8 vs Water creatures Oleum...30gp...like Alchemist fire Slumber Sand....50gp...grenade weapon,save DC 15 or sleep,5HD or less Sunshade lotion...20gp....protection vs Sun Exposure 4 Hours :D |
| #34carnivoreNov 09, 2006 15:18:35 | also ...never forget that you can buy Augmented Alchemical items.....by EPIC craftsmen....notice:Craft (Alchemy) Augmented Alchemist Fire cost= 50gp...2d6 damage..splash 2 squares in all directions Augmented Acid cost = 100gp...2d6 damage...splash 2 squares in all directions from the SRD: SPECIAL SUBSTANCES AND ITEMS Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill. Acid:...10gp.... You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Alchemist’s Fire:....20gp... You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. Antitoxin:.....50gp... If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Everburning Torch:....110gp... This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius. Holy Water:....25gp.... Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit). Smokestick:....20gp... This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally. Sunrod:...2gp.... This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. Tanglefoot Bag:.....50gp..... When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately. Thunderstone:.....30gp... 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 deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. 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. Tindertwig:...1gp..... The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action. |
| #35helicopter_dupNov 09, 2006 20:45:20 | Nice job, Carnivore. Awesome, awesome stuff. A wizard with high Craft: Alchemy rolls along with M. Creation and Fabricate spells should be cranking all this stuff out like its going out of style. I never knew there were so many higher quality alchemical substances out there. |
| #36gahreadNov 09, 2006 21:57:21 | Not to mention he can enchant all of that for you at a fraction (well, 1/2 anyway) of the cost; and IIRC as a crafter you can have someone else pay the XP cost as long as they are there for the crafting, so no worries about being way behind the group! Even better, there's something in the DMG (forget the page offhand) when it talks about creating magical items. You can attune it via skill for 10% off, class or alignment for 30% off. It doesn't mention how much of the skill would be required, so that could be a problem with a creative DM. However, feel free to stack class AND alignment to net yourself a cumulative 51% off the stock price. Make your item for one specific character in the group, get it for 24.5% of the DMG price without needing extra feats? I'd say it's a good deal! |
| #37xpochianNov 09, 2006 23:56:30 | "A Tanglefoot Bag is a FOUR POUND bag of glue." This somehow reminds me of that old Seinfeld bit where they have the huge ball of oil. But seriously, my players love healing salves. Off the top of my head, I don't recall the exact price, but I know they are about the same stats as a potion of healing, except that you don't need to have that spell, meaning arcane casters can have low level healing after battle. Also, there is no limit, so in theory, this goop could cure over 50 hp, given enough of it. Personally, I'd knock the healing down to 1d6 and limit it's application to once every 12 hours, as I feel it's stepping on the toes of magic a little too much. |
| #38wire_dupNov 10, 2006 1:22:29 | This somehow reminds me of that old Seinfeld bit where they have the huge ball of oil. So it looks like the M. Creation spell and the appropriate skill check makes said spell into a party-wide Heal spell. What skill would be used? Craft~Alchemy and/ord Profession: Herbalist? |
| #39ronyonNov 10, 2006 4:54:15 | About that Oleum... This stuff creates a Smoke Stick style cloud,right? It also burns for hours(?) in a lamp or lantern. This amounts to 20% to 50% Concealment, for some chump change and a Standard action. Problems: 1.unless you have some good Blind sight, the Concealment affects you as well 2. breathing heavy Smoke forces a DC 15 fort save or waste 2 rounds choking and coughing. Solutions: 1.get Blind Sight, a magic item/spell that allows your/its attacks to avoid Concealment, or cast none targeted spells. 2.Hold your breath, ace the save, be immune(undead!),and or use it against your foes! This brings us to the other use. Deliver a flaming batch of this stuff to a target, and they might be on fire, half blind, and at a loss of two actions! The MIGHT be... That uncertainty , along with my own bias, leads me back to the undead. ![]() Arm a small humeoid undead with a smoking lantern,and a Hide Sheild and send him (under full cover from the sheild, and concealment from the smoke) to attack the target. Have him attack the targets square with a splash weapon(more Oleum!), or just have attack directly. Just being nearby with the smoking lantern will screw up some targets(can spellcaster hold their breath and still cast?), and the adverse conditions can even the playing feild for your pathetic, diposable minion. The minion master (you)uses a concelment countering weapon, a none targeted spell, or somthin'(what?) else. Rember that this is not good if you are dominating the feild and dont want anyone to get away, but it is great in an iffy situation, and for to cover your own escape, since Concelment allows a you to make a Hide check... Now another thing about undead;) ... They have no Con... but they can use alchemical substances(see The Libris Mortis)... so any alchemical "drug" that forces penaltiesto Con, is a potential winner for them! One more thing, that is mundane substance and undead related. I dont rember the book (Races of the Wild?) but Mud Armor is free, lasts a little while, and offer some protection. Sure you have to apply it to naked flesh, but the dead dont mind. Add a Hide Sheild, and your minion is has 4 AC that is either disposable( mud) or easily transfered(sheild) when they are destroyed. |
| #40carnivoreNov 10, 2006 8:16:50 |
thanks.....will get some other things later :D |
| #41carnivoreNov 10, 2006 15:19:50 | here another fun idea: Ring of Telekinesis: Telekinesis: This ring allows the caster to use the spell telekinesis on command. also notice: Telekinesis use Fabricate.....either spell or power....to make a whole lot of flasks(ceramic, from the dirt(clay)) then fill them by using the Spell or Power....Minor Creation....with Alchemist Fire,Acid,Poison throw them with telekinesis(9 attacks per round) until you run out of flasks....lots of fun for types of poison...try these: Black lotus extract Contact DC 20 primary damage:3d6 Con Secondary damage:3d6 Con Dragon bile Contact DC 26 Primary damage :3d6 Str 0 or just use Fabricate to make a single Barrel from Wood(door,furniture,anything lying around).....fill it completly with Black Lotus extract by means of Minor Creation......with Telekinesis ,dump the entire contents on someone.......complete soaking with this CONTACT poison should do the trick :D :D |
| #42helicopter_dupNov 10, 2006 18:15:55 | Yet more fuel for the fire that Fabrication Mages are amongst the elite-of-the-elite of mage archetypes. And you need to invest so little to pull off such shenanigans. Not even 1 feat! |
| #43zombiegleemaxNov 10, 2006 18:41:01 | Ok so how much damage would a barrel of alchemist fire do. A Flask is 1d6, X flasks=1 barrel of alchemist fire? What is X |
| #44zombiegleemaxNov 10, 2006 22:30:25 | Figuring that there are 8 flask in a gallon, a gallon does 3d6 damage with a 1d4 splash. It costs 160 gp. A barrel could be any size, but, just for fun, let's figure a 32 gallon barrel: Price: 5120 gp Damage: 7d6 Spalsh: 4d6 A 64 Gallon Barrel does: Price: 10240 gp Damage: 8d6 Spalsh: 5d6 You can see how you quickly hit the law of diminishing returns: The cost of a SINGLE SHOT of alchemist fire that does 8d6 to a single target is only 1010 gp less than a whole 5th level wand of fireball with 50 charges. |
| #45ChristopherGrovesNov 10, 2006 23:19:07 | Thing is, you don't have to be a mage to pull off some of this ... this is skill-handy. Imagine a hiding rogue hurling flasks w/ TK and adding SA dice. Wonder what stat a rogue using a ring of TK would use ... For some reason I really want to do this with a changeling rogue/cabinent trickster/mindspy just for fun. |
| #46carnivoreNov 11, 2006 10:51:35 | more items: Complete Mage: Auran mask...60gp...Craft(alch)25...gives +5 circumstance to Fort sav vs Inhaled Poison(1 hour), also can give Water breathing(10 min) Crackle Powder...30gp...DC 20......1 packet covers 5'rad as full round action, active 1 hour,....gives -10 to move Silently in Area Fast Torch...5gp...DC 20....ignite as swift action,,,,Brilliant white light 30' rad, shadowy illumination additional 30'...10min duration(even in high wind or underwater) Screaming Flash...40gp..DC25...pull ripcord on flask, releases Sonic attack,15' cone,1d8 sonic and Deafened 1 min if dont make Fort Save DC 15 Weeping Flask...50gp...DC 15....produces 8oz pure water/per Hour....full after 8 hours, can be poured out and reused,again,and again Alternate Material components: costs represent 1 dose, # doses = Spell lvl x Single cost(exa....if used with a 5th lvl spell...must use 5 doses to get effect), also cant combine with any other Metamagic Effect(Metamagic Rods,etc...) Angel Down....100gp Double Duration of Abjuration Spells Devils eye......150gp Divination spells Heightened +1 lvl Dragon Tear....200gp Fire or Mind affecting spells Heightened +1 lvl Fairy Button.....20gp Double Area for Illusion Spells Fairy Dust.....100gp Double Duration for Transmutation Spells Golden Desert Honey....300gp Rapid Spell for Summoning Spells Possibility Dust....100gp Double Duration for Creation Spells Primal Essence...150gp can be substituted for any Material component 100gp or less....multiple doses stack....(exa: 3 doses can be substituted for 250gp Diamond dust for a stone skin spell) Serpents tongue...120gp Double Duration of Enchantment spells Singing Shell...200gp Double Area/or Range for Sonic spells :D |
| #47bookNov 12, 2006 14:52:16 | this is turning into a great compilation of stuff! (off to copy-&-paste all this must-have information) :evillaugh |
| #48gryftirNov 12, 2006 20:01:48 | I feel it's important to measure the Launch Item cantrip. It lets you attack with a fine sized item with no range penalty. |
| #49carnivoreNov 22, 2006 17:10:15 | ![]() :D |
| #50daffydd_ap_hywellNov 22, 2006 17:59:52 | Oh, this is SOOO going into my next wizard build. |
| #51xpochianNov 22, 2006 19:23:17 | more items: i could've sworn it only allowed you to retrieve the potion as a free action, and it was still a standard action to gulp it back. although, if you are right and i am wrong, i will probably poop myself out of happyness. imagine: healing 3d8 per round, as a free action. |
| #52craig_c._dupNov 23, 2006 0:02:19 | This is one of the most fantastic compilation threads in the CO library. I love all this stuff in here for my wizard. Carnivore and Psifon have some exceptionally strong contributions. definitely worth a read for those of you interested in alchemical craziness. :P |
| #53jandor1Dec 01, 2006 19:45:32 | rules question more than a nifty new item, but hear me out: Thunderstone: 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 deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. 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. Now. I was playing in a game recently and was on the run from a cult of fire-worshiping cult types. I bolted out of a room, locked the door behind me. they start hacking at the door. next turn, i ran upstairs and held an action; when they burst through the door, i hit them with a thunderstone. it affected the two in the front, which gave them a -4 to init. so this means that the thunderstone could be a heck of a useful item in a chase, because if you allow a new init roll (or even just toss them back 4 points), they will probably block the door before they can move in the turn. does that seem like a reasonable rule interpretation? otherwise, the -4 to init doesn't really help unless it's an ambush (but would still be mad useful then). Other than that, blessed bandages out of Heroes of Battle are super duper awsome. not alchemical, but they are only 10 gp each and they automatically stabalize any character they are used on. really nice for when the party cleric goes down, or if your buddy is at -9 and needs a heal roll now. |
| #54soltaresFeb 05, 2007 20:47:42 | Places to check for Alchemy stuff; PHB 3.5 (p 70-71, 128-129) Acid Alchemist's Fire Antitoxin Smokestick Sunrod Tanglefoot Bag Thunderstone Tindertwig Book of Vile Darkness (p 41-44 Feather Powder Festering Bomb Weeping Stone Agony (Liquid Pain) Baccaran Devilweed Luhix Mordayne Vapore (Dreammist) Mushroom Powder Redflower Leaves Sannish Terran Brandy Vodare Libris Mortis (p 73-74) Brittlebone Embalming Fire Ghostoil Liquid Night Races of the Dragon (p 122-123) *No Craft DCs listed* Bitterleaf Oil Ditherbomb (strong, weak or wyrm) Fire Beetle Lamp Sundark Goggles Races of the Wild (p 168) Leafweave Armor (also requires Craft (armorsmithing)) Races of Stone (p 159-161) Blasting Pellets Blister Oil Hearthfire Spiderlily Essence Complete Mage (p 134-135) Auran Mask Crackle Powder Fast Torch Screaming Flask Weeping Flask Complete Adventurer (p 118-122) Blend Cream Focusing Candle Catstink Fareye Oil Flash Pellet Freeglide Hawk's Ointment Healer's Balm Keenear Powder Lockslip Grease Nature's Draught Softfoot Suregrip Antitoxin Capsule Ironman Capsule Leap Capsule Stability Capsule Strongarm Capsule Swiftstride Capsule Ghostblight Quickflame Quickfrost Quickspark Quicksilver Complete Scoundrel (p 110-111) Clearwater Tablets Daystrider Capsule Ferrous Aqua Forger's Paper Endurance Elixir Liquid Light Nerv Powdered Silver Rust Cube Trail Bar Toxic Tooth Draconomicon (p 116-117) *requires Dragoncrafter feat* Blood Elixir Lords of Madness (p 114-115) *requires Grell Alchemy feat* Grell Crystal Lightning Lance (magic item, requires Alchemy) Greater Lightning Lance (magic item, requires Alchemy) Silver Spear (magic item, requires Alchemy) Heroes of Battle (p 134-137) Acid Stone Alchemist's Stone Holy/Unholy Stone? (should require a priest, not an alchemist) Tanglefoot Shot Stormwrack (p 108) Stinkpot Frostburn (p 78-79) Armor Insultation Freeze Powder Frostbite Salve Ice Chalk Melt Powder Polar Skin Razor Ice Powder Whale Grease Sandstorm (p 101-103) Armorbright Blackeye Deep Draught Ironthorn Extract Keepcool Salve Shapesand Slumber Sand Sunshade Lotion Special: Oleum (no Alchemy Craft DC, but it seems like it should be craftable) Arms & Equipment Guide (p 32-35) *some repeated in Cadv* Bladefire Acid Bullet Flame Bullet Focusing Candle Restful Candle Clearbreath Darkvision Powder Defoliator Dehydrated Food Dwarfblind Farflame Oil Fleetfoot Ghostoil Gravebane Hawk’s Ointment Instant Rope Longbreath Motelight Nature’s Draught Polar Skin Signal Torch Sparkstone Stonebreaker Acid Verminbane Vicious Bleeder Savage Species (p 46-48) Breathing Mask Flashtube Frostfire Sculpter’s Slime Eberron Campaign Setting (p 120-121) Acidic Fire Alchemist’s Frost Alchemist’s Spark Noxious Smokestick Magic of Eberron (p 139-140) *no Alchemy Craft DCs* Bloodspike (defiling) Bloodspike (glowbug) Bloodspike (spatter) Bloodspike (tempo) Bloodspike (thickener) Faiths of Eberron (p 153-154) *no Alchemy Craft DCs* Breath of the Devourer Euphoric Sacrament Flayskin Mordrei’in Silverburn Oriental Adventures (p 78) Eggshell Grenades (dust, flashpowder, pepper, poison smoke) Flash Paper (moeragara) Jade Powder Liquid Smoke (ekitai kemuri) Sleeping Fire (hinemuri) Forgotten Realms Campaign Setting (p 96-97) Alchemical Sleep Gas Disappearing Ink Scentbreaker Dragon magazine 280, article Better Living Through Alchemy, has some great stuff. Issue 301 also has a large article on Alchemy, but I don't recall it specifically. Of 3rd party stuff, the best one I’ve seen for a meaty and balanced selection is; Kingdoms of Kalamar Players Guide (p 113-116) |
| #55zombiegleemaxFeb 14, 2007 23:48:20 | Good stuff!!! Thanks for compiling a list of them all! |
| #56soltaresFeb 15, 2007 19:54:36 | Terran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage An Anima Mage who has Naberius bound (or anyone else who can scoff at Con damage, like, say, a Necropolitan...) is gonna love that stuff. |
| #57zombiegleemaxFeb 15, 2007 20:05:01 | here another fun idea: Nice going on the Telekinesis thingy. For gnomes, there's the gnome calculus in the A&EG, a sling for alchemical substances. You guys keep increasing alchemist's fire, but what about liquid embers from the Planar Handbook ? - flask that deals 3d6 and 1d6 on everything within 5 feet. - the direct hit deals another 3d6 on the following round. I'm sure you guys can boost it around 10d6/4d6 and then use telekinesis... and you get the alchemical version of meteor storm :D . |
| #58zombiegleemaxFeb 16, 2007 11:01:54 | it affected the two in the front, which gave them a -4 to init. The problem with this is that little thing where rules that apply to players also applies to NPCs - you can move through a square occupied by an ally if the ally allows you to do so. There are situations where an ally cannot choose to allow you to do so, but simply being on a lower init count isn't one of them. So they don't 'block' the doorway, their allies can move past them. |
| #59zombiegleemaxFeb 19, 2007 20:15:36 | shameful bump |
| #60soltaresFeb 22, 2007 14:20:42 | New stuff, and gosh, I hate the Dungeonscape format. A half-page to describe Acid Neutralizer? Whatta wasted load of page-sucking filler! *Four pages* for seven items? In four pages, the Arms & Equipment Guide managed to fit *twenty-five* items... Dungeonscape (p 34-37) Acid Neutralizer Bottled Air Firmament Stone Ghostwall Shellac Lava Stones Lockslip Trollbane |
| #61craig_c._dupMar 25, 2007 15:19:03 | What a great thread. Are there any new additions to this listing in light of the new Magic Item Compendium coming out this month? |
| #62tyrrellMar 25, 2007 16:20:16 | I agree that this is an excellent thread. The best use that I've seen Alchemist's fire put to in play was the defeat of a golem far in excess of our character's CR. The party had a good amount of alchemist's fire on hand (thanks to a role playing quirk of our wizard). When we encountered the golem the majority of our party fled. The wizard cast fly and emptied out his collection of alchemist's fire on the golem. Golems have damage reduction and immunity to magic but they don't have energy resistance |
| #63whitishknightMar 25, 2007 23:22:01 | i seem to remember there being some rules on alchemical items in the old Dark Sun campaign too. or maybe it was the new 3.0/3.5 project. anyways, there was something like small glass orbs filled with alchemical liquids that could be shot with arrows and slings and stuff... and also applying inhalation poison to smoke sticks for poison smoke stuff. |
| #64zombiegleemaxMar 27, 2007 11:40:42 | Market Value on any item not listed is double the making price Blade Fire. (flask) Apply along the legth of a wepon to apply buring damage. Lasts 1d6 rounds. Sheds light like a torch. Deals 1 in fired damage with each hit of the weapon. 20 DC to creat cost 10gp Bullet.... Acid- Hollow glass sling bullets are filled with acid. Appon Striking a target they shatter and deal 1d4 of acid damage in addition to dmage done by sling bullets DC 15 cost 5gp Flame- Holds Alchimist Fire dealing 1d4 fire damage and chance of catching on fire. DC 20 cost 10 gp RestFull Candle Thick full blue candle burns slowly filling the air with sweet scent for 8 hours. Characters spending a night withen 20ft of a lit candle heal at twice the rate they nomrally would . AFter a day of light activty Chracter who rest under the influcne of the Candle also 2 points of ablity damage. Those who spend a day of complete rest and also sleep under the influce of it regain 3 times the rate of there normal healing. The candle stack with those benifts reviced from other sources. DC 25 GP 50 FarFlame Oil. This thin light blue oil bruns with blue flame Illumintg wide area. When used in a latenr it lights in a 40ft area in a bullseye later it lights up a cone for 80ft long and 25 ft wide. A pint of this oil burns for 3 hours. DC 15 Cost 1gp Signal Flame. Oil that can be thrown into a fire to change its color lasting until the flame will burn out Avalaidble in green blue and yellow. DC 15Cost 5 silver SparkStone: Resembles Fist sized lumps of Hard Gray Clay. You can throw a sparkstone as a grenad like weapon. When a spark stone hits a tarket it relases a arc of electricyt a direct hit by a sparkstone deals 1d6 if another creature is withen 5ft another arc will shoot out delaing half the damage that the first arc did. If no other creature is around the second spark is not activatied.DC 25 Cost 25 GP Stonebreaker Acid: Special acid only affecting stone. Doing full effect to Stone instead of the usual half damage to its hardness. 3d10 damage after which in secondary effect in next round dealing 2d10 in hardness damage. DC 20 Cost 10 gp Vicious Bleeder Thick blue gel coated onto a Weapon cuases the wound to bleed for an extra 2 rounds dealing 1 additnol point of damge per round bleeding damage. Applaying it to a weapon is a full round provoking AOO. It lasts 1 minutre before evaproating away.. DC 25 Cost 25gp Gnome Calculs Sling that is made to fire flasks and other objects . Commond things include acid alchimists fire and other alchemical items. Making all items shot from it a 50ft range instead of what is listed. Cost 50 gp. Bitter Leaf Oil. This shiny polishing liquad makes skin and scales seem healthy and oiled. Applying this before one heads to sleep for a full rest recoveres 5hp In addition to normal healing or other means that deal with full nights rest. DC 15 Cost 12 GP Dither Bomb -Varies Spherical Explosive device first made by koblods to make mining quicker to make tunnels and reach spots of value. They have recently been adapted to military purposes. Activating a Ditherbomb is a move action that involves shaking the devaice then activates 1d3 rounds later. Weak- 1d6 Acid Blast radius 5ft reflex to half DC 10 Cost 50 gp DC 15 Strong- 1d4x1d6 Acid Damage 10ft burst Reflex DC 12 to half Cost 150 gp DC 20 Wyrm- 1d6x1d8 Acid Damage 15ft Raidus burst 15 Reflex save half Cost 500 gp DC 35 Flash Pellet. You can throw this small alchemical bead as a grenade like weapon. When it strikes a hard surface r is struck. it ignites in a bright flash Creatures withen 10ft radiues must succeed at a relfex save DC 15 or be dazzled. Dazzzled creatures suffer -1 on attack rules. The creature recoveres in one minute. Sightless Cretures are not effected. DC 20 Cost 25 gp Healing Salve. Rubbing a stinky green paste onto a wound promotes rapied healing . Applying this slave is a full round action one dose cures 1d8 of damage to a living creature. DC 25. 5 or more ranks Profession Herblist grants +2 on check to craft it. Cost 25 GP Stone making Values.... Dwarven Eye. This Gem has been specially carveed into a shape of an eye. When this gem is placed over one users eyes the view of the very small objects like rings gemstones or small text. When used to make apprasials of jewlery or gemstones the dwarven eyes provadies a =2 alchemical bonus to apraise skill checks. DC 20 Cost 200 sp plus one small gem teh size of an eye valued at 15 gp. Market value 60 gp Devils Heart.. a red acorn like shell the size of a small melon that can fit into the palm of your hand that feels very hot and if held for longer then 3 rounds causes 1 damge pure round of being burned. When thrown or hit by a hard surface the shell explodes bursting with molten lavea in a 10 ft raidus. the lava deals 1d6 points of fire dmage to all in the raidus of impact for two rounds. Each round there is a 50 percent chance the flammble items like parchemt and clothing will catch on fire. DC 20 115 sp of a red gem set in a open fire for a full 5 rounds until it hardens and transforms Market Value 35 gp Fairy Tears Fairy stone is used over a high heated area until the point of which it the rock actully bleeds a clear liqued the size creaqting of a rain drop into a mixture if actully ingensted gives the usefr the true seeing spell ablity for 5 stright turns. DC 25 667 sp plus fairty stone of 75 gp value Market Value 200 gp Cinninom stone. redish brown stogne that when placed in water makes it taste and smell like cinnamon flavor. This infusion by gthe stone acts like a purfy natrully contaminated water as if purify food and drink had been cast.the stone can purify up to one water skin. DC 10 33sp plus one brown-red gem valued at 15 sp Market value 10gp Heating Stone Deep red gem that makes cold water hot. The water becomes hot enough to make teas and other things of needing such hotness. One heating sotne is capable of heating a small bot of water to boling in two miniutes. DC 10 33 sp and 15 sp deep red gem Market value 10 gp Bloodstone Bright red hermite rock crushed up and bolided making a liquad that is sgtored in a vial then set out until it drys out. When attempting to heal a person you may pour the powered over the bleeding wound clotting up the blood adding a +2 alchimical bouns to heal checks. One vial of Bloodstone holds up to 10 uses. DC 15 117 sp and red hemaitte 5 gp worht Market Value 35 gp Nightglow A small purple gem taht glows the light equal to that of a candle when withen 60ft of undead. The gem deos not dicern between 1 to 1000 of undead or begtween a lowely skeloton to a might lich it merly glows period. DC 25 500sp moonstone valued at 50gp Market Value 150gp Acid Flask. Range of 10ft this throwable flask of Acid deos 1d6 on a direct hit and 1 acid damage for any splash effect withen 5ft. DC 15 Cost 5gp Alchemist Fire Flask range of 10ft doing 1d6 of damage and 1 fire damage for any creatue in a 5ft spash radius. On the round after the hit. The target takes another 1d6 of damage. cost 10gp DC 15 Antitoxin If you drink this you gain a +5 alchimical bonus on fortitude saving throws aginst osion for 1 hour. DC 20 Cost 25gp Thunderstone throw stone at 20ft strikes hard surface. It creats a deafning bang that is treated as a sonic attack. Everything withen a 10ft radius makes a DC 15 fortitude check or be deafed for 1 hours. A deafed creature in addition to the obvious effects takes -4 penalty on initiative and 2- chance to miscast and lost any spell with verbal compaonet that it tries to cast. As you do not have to hit a specfic target aiming for a square is only a AC of 5 Fareye Oil When applied to the eyes the clear oil sharpens the users vision for one hour +1 alchemical bonus on spot checks. 17gp DC 20 Lockslip grease. Thick redish oil that losens the mechanical workins of nonmagical locks. Those attempting to pick a lock with this effect gain a +1 alchimical bonus on open lock checks for one miniue. DC20 Cost 25gp Soft foot. this grey powder if applyed to the bottom of a foot or boot muffles the sound of the creature for one hour providing a +1 on alchiemical bonus on move silently checks. DC 20 Cost 25gp Bottled air blue tinted liqued in a glass vial giving off a strong acid smell. When opend the bottle creats a small area of clean freash air clearing out any fog smoke or gases in the area for 2d4 rounds in a 5ft square DC 25 Cost 17 Market Value 50 gp Steriod Plants Redflower Leaves Gives +4 competece to attacks vs single creature for 10 mins 300gp Sakrash user connot be degeted by ffects that read or alter thoughts or emotions for 1d4 hours 500gp Ziran +2 alchemical bonus to dex 1d3 hours 2 points temp ocn damage 100 gp Katakuda +3 natrual armor for 30 min and 1d4+1 temp dex damage 100 gp Penaelo +2dc of all arcane spells 1d4 hours and 1d6 temp cha damage 250 gp Haunspeir 1d4+1 enhancement to Int for 1d10+15 min and user takes +1 additional damage from slashing/piercing 50 gp Jhuld +2 alchemical str for 1d3 hours and 1 point temp wis damage 6gp Kammarth gain expeidtous retreat for 1d4+1 min and 2+ alchemical dex can only take 1 every 8 hours or paralisys for 5 hours 80gp Mushroom powder +2 alchemical to int and char for 1 hour and -1 str and later +2 wis 2d4 hours and -2 str and con for 2d4 hours 100 gp Terran Brandy +2 alchemical to caster level for 1d20 +20 mins and 2 points con damage 500 gp Armor bright +2 fort save vs heat danger +1 level protection vs heat 50gp Dc 20 Black eye protection from glare for 4 hours 1gp Deep draught +5 heal check vs dehydration 10gp DC 15 Ironhorn extract +1 alchmical bonus to armor for 1 week 25gp DC 10 Liquad Salt Splash Weapon 2d6 deydration damage 2d8 vs Water creature 200 gp DC 20 Slumber Sand grenade wepon save dc 15 or sleep 5hd or less 50 gp DC 20 Crackle powder 1 packet covers 5 ft radius as full round action for one hour gives -10 on move silnetly in the area DC 20 30gp Fast trouch ignties as swift action brillat white light 30 ft raidus shadowy illumiton 30 ft 10 min duration even in high wind or underwater DC 20 Cost 5 go Screaming Flash pull ripcord on flask relase sonic attack 15 ft cone 1d8 sonic damage and deafen 1 min if dont make fort save of 15 DC 25 Cost 40 gp |
| #65carnivoreMar 27, 2007 13:39:29 | nice compilation ![]() ![]() :D |
| #66ninja1Mar 27, 2007 13:53:53 | Golems have damage reduction and immunity to magic but they don't have energy resistance It is also worth mentioning that Alchemist's Fire continues to burn for an additional round unless the golem uses a full-round action and makes a DC 15 reflex save to put out the fire.... ....and a Golem's reflex saves typically suck! ;) (off topic, Tyrrell, I would ask your wizard friend if he has the Shrink Item spell... I like using several shrunk bonfires in between shots of Alchemist's Fire.) |
| #67zombiegleemaxApr 02, 2007 18:41:17 | I sadly have to report that there are no alchemy items in magic item compedium book |
| #68dragondanApr 02, 2007 19:11:03 | Well, here is an oldie but a goodie: How does this work? Isn't the duration for Silence min/lvl? So you could only use it within a very short time period. What am I missing? |
| #69zombiegleemaxApr 02, 2007 20:57:42 | items stored in the handy sack are considered in statis as if no time passes nothing can age. |
| #70craig_c._dupApr 02, 2007 21:00:06 | items stored in the handy sack are considered in statis as if no time passes nothing can age. Is that supported in the RAW? |
| #71zombiegleemaxApr 02, 2007 21:33:00 | in all truth I relly dont know but in item description it says that, |
| #72Dictum_MortuumApr 02, 2007 21:48:28 | so if you pick leadership and take as many gnome wizards with skill focus (alchemy), average casting stat (14-15) and masterwork tools for alchemy, which is the best device you can make (maximum cost for minimum DC check)? They can have:
= 13 + 1d20, so safe to assume 15 |
| #73warsawatworkApr 03, 2007 3:15:11 | items stored in the handy sack are considered in statis as if no time passes nothing can age. in all truth I relly dont know but in item description it says that, Huh? It doesn't say that anywhere. The Glove of Storing holds things in stasis, but it clearly states that spell durations continue on. I don't know how his idea is supposed to work. Warsaw |
| #74bensanApr 03, 2007 3:24:05 | You could wrap that Silenced tanglefoot bag in Quintessence, but that's straying a bit far from simple alchemy optimization. |
| #75zombiegleemaxApr 03, 2007 5:29:40 | ok, so i'm building a character for a campaign that's going to be more character based, but he's starting as a lvl 6 gnome cleric focusing on alchemy. our DM doesn't like handing out money, we're going to start with about 1k gold, and will probably not see more then a couple hundred gold for the entire party every day we play. one thing i haven't heard mentioned...is a bag of holding crafted into a glove so that you can simply reach into your hand for any pots you need (think either inuyasha, or Ultra Violet) then throw them, or alchemist blade, or that neat fling weapon. |
| #76deathmondApr 04, 2007 16:05:55 | First: I love this thread, I was making a level 3 character and was having trouble thinking of things I could buy with his starting cash after the normal armor/weapon/10ft pole etc. Then I saw this thread and went on a shopping spree for alchemic items. Second: Which book is healing salve from? I don't think I saw it mentioned but I may have just overlooked it. |
| #77zombiegleemaxApr 04, 2007 16:57:47 | I honestly dont rember oh and new items comming out soon as Am going throu My dragon magzines :D:D |
| #78sgussApr 04, 2007 18:08:38 | 2 for Necromancers out there: Brittlebone (Liber Mortis): Apply to Skeleton before animating them. When they die, there bones explode. Weaker version of one of the Corpsecrafting feats. Even after a successful relfex save still does 1 pt. of damage. I think the max was 1D6 with reflex save for half (1 pt. min.). Embalming Fire (Liber Mortis): Apply to Zombie before animating them. When ever they are hit by just a single point of damage they erupt in blue flame that does not harm them, but does 1D6 fire damage to everyone within a 5' radius of them. |
| #79zombiegleemaxApr 04, 2007 18:29:13 | Achmeical Silence- flask When thrown at a target cant speak louder then a whisper for two rounds causing 20 percent failure chance for spells. If applied to amor and boots +2 alchemical bounus for move silently checks. Cost 350 gp Catstink - If poured on a creature sceant trail a creatu tracking with scent must make a survival check DC 15 to regian scent Cost 250 gp slumberweed- If inhaled or ingested the traget enters a death like sleep for 8 hours. Fortsave vs DC12 Spy Buttons (james bond theam) Alchmeical desinged to look like large buttons Flash- when thrown agisnt a hard surface all creatres withen 5ft of the pont of impact are dazzed for 1d3 rounds. Fort DC 15 Cost 50gp Smoke- When thrown agisnt a hard surfce prodses 10 ft cube of grey smoke that dissipates in 2 rounds Cost 30 gp thundering - when thrown agisnt a hard surface all acreatures withen 10ft of the point of ipact are defaen for one hour fortDC 15 following the rules fo a deafen creature. Cost 40 gp Toungeloose Ingested substance for 1d3 hours making them venruable to suggestions granting a +4 circumstance bonus on bluff diplomacy and intimitatde checks aginst them. Cost 150gp Garlic Charm soaking garlic in holy water you can creat a touchable liquad attack that repulses creatres that are weak to garlic. the creatre takes 1d6 hp damage and is shaken for 1d4 rounds Will DC 14 Cost 5gp DC 15 Ice Chalk Chalk Formulated to work on Ice DC 15 Cost 20gp Oil of Nausea Greanade like weapon with 10ft range. 1d4 rounds nasuea Fort DC 15 on a direct hit all creatures withen 5ft radius of the hit locaton are nausated for 1 round fort DC 10 Cost 60 gp Dc 15 Portable Pyre 15 pound roll of oil soaked logs and tindertiwgs . unroll rpaildy into a flat empty 5ft squre the tindertwigs ingnite instnatly filling the 5ft square with fire for 10mins any creature tht enters the square with the prye takes 1d6 fire damge each round Cost 10gp DC 15 BrittleBone Flask of ungunt If a flask is applied to bones before they are animated the resluting skelton has the following changes. -2 ac and when destoyed the skelton expodes into bone shards dealing 1 hp per hd of piercing damage refelx half DC 15 Cost 30gp DC 20 Anyone who drinks a shot grants a +4 alchimecal bonus on Fort saves vs nonlethal damge delt by cold. Cost 2gp DC 20 Goodale Anyone who drinks a pint has all penitles asscoited with nomral fatigue removed and recives a +2 Alchemical bonus on constitution check made to avoid nonlethal damage from a forced march. Cost 10gp Dc 20 Hearthfire twelve 2 inch cubes of blue green gel When water is oured on a cube it burns with blue green flame that gives of no heat but 20ft radius of light (another 20 ft of shadowy area) for 24 hours The burnign can be ended early by drying of the cube and relighting it later. Cost 10 gp Dc 20 Miners Milk (shot of syrupy whisky) IF drinker makes a forst save dc 14 he gains +2 Alchimeical bonus on saves vs posoin for 1 hour. If the drinker fails save he becomes unconcoius for 1d6 hours. Cost 5gp DC 20 Wet Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). Submersion in water does not automatically put out Wet Fire, but does grant a +2 bonus on the Reflex save. Cost 25 gp Dc 20 Alchmist Spark Grenade-like weapon with a 10’ range increment. Alchemist’s Spark does 1d8 Electrical damage on a direct hit and 1 hp on a splash. Cost 25 gp DC 22 Acidic Fire Grenade-like weapon with a 10’ range increment. Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit. On a direct hit, the target takes an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). On a splash, the target takes 1hp Fire damage & 1hp Acid damage. Cost 30 gp DC 25 Noxious SmokeStick Chemically treated stick. When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. Anyone in the smoke is Nauseated for 1 round (FortNeg DC15).The smoke dissipates normally. Cost 80 gp Dc 25 |
| #80ScottbertApr 05, 2007 0:54:45 | (Lots and lots of alchemical items) What books are these from? |
| #81bradywanApr 05, 2007 1:44:38 | The Healing Salve is from Lords of Darkness, pg 191. |
| #82deathmondApr 05, 2007 2:12:52 | Thank You! |
| #83zombiegleemaxApr 05, 2007 8:51:12 | see thats the bad thing is that i dont honeslty rember I didnt log any of that this second list is a mix mostly of Dragon magzine and a lil bit of ebarron. |
| #84zombiegleemaxApr 08, 2007 12:43:55 | A few of my favorite items: Aboleth oil *not alchemical* (pg 46 Savage Species) 20gp, Fort DC19 or target cannot breathe air for 3 hours Atramen Oil (pg75 Planar Handbook) 50 gp, direct hit= -4 on Fort saves 1 minute duration, splash "damage" -1 on Fort saves (Great for Spellcasters... and Assassins with alchemical blades) Slumber Sand (pg 103 Sandstorm) 50gp DC12, augments sleep spells +1 DC +2 Hit Die affected. more later... |
| #85zombiegleemaxApr 08, 2007 12:51:23 | Forgot one: Bloodflower Salve (Serpent Kingdoms pg.149) Craft DC20 10gp, Cures 1HP/5gp Apply as paste then a cure minor wounds affect is activated when anyone within 25ft speakes the command word. Multiple coatings linked to same command word can provied quick healing or stabalize an unconcious character in combat. Virtually negates the effects of wounding attacks at a very low cost. more later... |
| #86JanusJonesApr 08, 2007 22:41:58 | My big favorite: Tempo Bloodspike (Magic of Eberron) For the low-low price of 150 gold, you can inject this medieval hypodermic full of alchemical PcP into your system. Once within the next hour, on your turn, you may take an extra move action. The possibilities are endless. Personally I like using them on Glaivelocks - Eldritch Glaive-focused Warlocks - to allow them to use Eldritch Glaive and move in the same round. So sexy! |
| #87zombiegleemaxApr 30, 2007 2:33:48 | 'been working on a quasi-historical assassin build that relies heavily on alchmical items (including drugs and poisons, all of which can be made with the Craft(Alchemy) skill at a -4 penalty according to a rule revision on pg 45 pf the BoVD) to get the job done. Good news is that that worthless save versus poison that assassins get applies to addiciton saving throws- so shoot up 'til your hearts content (or burst). Some top-notch items: Atramen Oil: already metioned, I know, but combined with an Oil Chamber mod from Complete Adeventurer it gives targets a -4 on Fortitude saves for one minute, no save to resist. At 50 gp a hell of a deal for any assassin, only problem is the oil chamber sprays on you too... so its a -4 for you as well. A fair deal for hit and run style tacics. Rhul (185 Lords of Darkness): a drug that grants Barbarian Rage (w/o the Will bonus) for 1 minute, and then exhaustion. Good for those times when you, uh....have to fight something. 50gp Redflower Leaves (185 Lords of Darkness): grants the ability to use a move action to "focus on a target" for +4 bonus on attack rolls. An Assassins dream, lasts ten minutes with no side effect. An affordable 300gp. What follows is a pretty whacky idea that only tangentally involves alchemical items, but... you'll see: Planar Motes (120 Complete Scoundrel) might be sustained indefinitly if mixed with Anti-trait Greases (74 Planar Handbook)of their respective types. Basically, you mix the motes with lawful/chaotic and good/evil greases that corresponed to the ailngment of the plane they were taken from, thus creating an environment in which the motes can survive. The result: alignment in a bottle. Lawful Good (Celestia)-Lawful Evil (Baator)-Chaotic Good (Arborea)-Chaotic Evil (Abyss) 400gp each (350 self-crafted) in coded metal flasks. |
| #88gavinfoxxMay 31, 2007 18:45:25 | I found long burning alchemist's fire in dragon 334... brown mold oil (which does nonlethal cold damage) in dragon 322. Anti disease tonic in dragon 331 is a useful alchemical item. Wet fire in dragon 334 is interesting. Plate thinner is interesting versus dragons from dragon 344. Alchemist's fire bullet is from dragon 334. (was this mentioned earlier?). The sugar bomb from dragon 344 is kinda interesting, but very specialized. its for fighting a dragon's blindsense. Personally, I would take the feat that lets you sneak past blindsense... Alchemical silence from dragon 348 is really useful, causing people to not be able to speak above a whisper for a while. Blasting pellets from dragon 291 do sonic damage, which is kind of interesting. Personally, I would like to see a crazy epic alchemist/grenadier wizard do something with long burning, augmented alchemist's fire. |
| #89dragon_of_frostApr 17, 2008 20:50:56 | Dunno if it has been found by anyone else yet, but there is Frostfire in the Special substances section of Savage species, it is just Alchemist fire that does cold damage. |
| #90carnivoreSep 25, 2008 16:25:14 | ![]() :D |
| #91gorfnad_the_shiznitSep 26, 2008 0:44:25 | Planar Handbook: Anarchic Water Antitrait Grease Atramen Oil Axiomatic Water Bahamut's Breath Chaos Flask Elemental Loadstone Ocanthus Knife Pure Element Red Tidewater |
| #92nirennJul 16, 2009 17:43:58 | This stuff is awesome! I always wanted a mad scientist type character and magic doesnt quite cut it. |
| #93frostwolfJul 17, 2009 17:25:50 | I made a post a long time ago that listed a bunch of alchemical stuff. I'll see if I can find it for you. Here we go: http://forums.gleemax.com/showthread.php?t=934911 |
| #94nirennJul 17, 2009 19:33:25 | Thats a pretty awesome list, FrostWolf |
| #95frostwolfJul 17, 2009 21:58:14 | THanks. I know it is far from complete, but I just haven't had time to work on it. |
| #96nerdnumber1Jun 16, 2010 15:17:19 | I know this forum is long dead, but I compiled a list of Alchemical items. The summaries are brief (sometimes dangerously so and especially for complex items) and items that I didn't have as much interest in have little to no summary, but I figured it was better than nothing, especially considering how much info is included. Show Player's Handbook:
Dungeonscape: Acid Neutralizer-DC20- neutralize acid Ghostwall Shellac-DC30- causes a surface to effect incorporeal creatures for 4d6 hours Lockslick-DC25- +2 open lock/disable device
Magic of Eberron (p 139-140) *no Alchemy Craft DCs*
Savage Species: Breathing Mask-DC20- 4hr immunity to noxious fumes, inhaled toxins, or airless environments (underwater)
Faiths of Eberron (p 153-154) *no Alchemy Craft DCs* >dust-DC20- blindness d4rnds (no save), splash blindness 1rnd (yes save) >flashpowder-DC25- 10ft radius blindness >pepper-DC20- 1rnd stun >poison smoke-DC25- nauseating smoke when thrown into fire
Book of Vile Darkness: (p 41-44) Drugs: negative side effects, addiction risk, overdose dangers, consult with alchemist before use, only positive effects given in summary, many require rare ingredients
Races of the Dragon (p 122-123) Bitterleaf Oil-DC15- heal more damage when resting, meant for kobold scales
Races of Stone (p 159-161)
Draconomicon (p 116-117) *requires Dragoncrafter feat*
Lords of Darkness: Glowpowder-DC20- partially reveals invisible enemies using glowing dust Healing Salve-DC25- 1d8healing, 1 full round action to apply Phantom ink-DC20- ink is only visible in a certain type of light chosen when crafted (magic light, sun, etc.) Witchweed Stick-DC20- thin smoke forces concentration for arcane casters only
Sharn: City of Towers: Aelia’s Tonic-DC25- -2 fort vs. poisons (-4 vs. darkeye) Darkeye-DC25- +1cl when casting necromancy, poisonous, +5cl for speak with dead Heartflow-DC20- Aphrodisiac, -3 vs. mind altering effects inspiring love/trust and sense motive |
| #97EndarireJun 16, 2010 17:24:02 | See also Shax's Indespensible Haversack (Equipment Handbook). It has prettier formatting. |