Welcome Guest
[Log In]
[Register]
| Beyond the plane of shadow | |
|---|---|
| Tweet Topic Started: Apr 7 2010, 03:14 PM (170 Views) | |
| Zerka Badu | Apr 7 2010, 03:14 PM Post #1 |
![]()
Death Sladd
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Following this adventure, there is going to be a in-game break of about 2-3 years. The purpose of this break to facilitate some realms history that is about to happen, and allow your PCs to do what they would during these times. For instance there is going to be a war, and Truesilver is going to be obligated to fight in it. During this time you will of course consider the Shields, but also Ches Isle, creating or seeking out magic items, or what ever character goals you may have. As far as the shields, you have several leads to research. I am going to allow anyone who has relevant knowledge(s) to make a perfect check (i.e. +20) at the start of the "break". This information will guide you when the party in reunited. |
![]() |
|
| cptahubb | Apr 11 2010, 03:41 PM Post #2 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Tangleflame: Ranged touch attack, 10 foot increment. This tar-like, black viscous sludge bursts into flame upon contact with air, sticking and burning tenaciously. Because of the glue-like nature of the substance, there is no splash damage. 2d6 fire, 1d3+2 rounds. DC 25 reflex save to scrape the goo off. Attempting to scrape the goo off causes 1d6 fire damage. The flames cannot be put out by smothering or rolling and even continue to burn one round after being submerged in water. A DC 25 Concentration check is required to cast spells while afflicted. 300 GP. Also, developing this new thing will have a cost, dm's discretion. I thought about maybe not allowing a save, but that seemed too good. Everything could be adjusted. longer/shorter duration, more/less damage higher/lower DC higher/lower price. |
![]() |
|
| Zerka Badu | Apr 12 2010, 03:45 PM Post #3 |
![]()
Death Sladd
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Craft DC? As it is now I imagine it would be pretty high. We may want to discuss this in a separate thread... |
![]() |
|
| cptahubb | Apr 14 2010, 11:23 AM Post #4 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
separate thread is a good idea. I will probably have other alchemy related ideas. |
![]() |
|
| cptahubb | Apr 14 2010, 11:25 AM Post #5 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
DC for Tanglefoot is 25. Alchemists Fire is DC 20. 27? 30 seems way too high. |
![]() |
|
| cptahubb | Apr 14 2010, 12:11 PM Post #6 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
I also have an idea for a screecher. Like a Picolo Pete, but more so. I'm thinking a DC 20 Alchemy check to make the fuel, and a DC 20 Architecture and Engineering check to make the whistle or funnel or whatever that makes the noise. I'm thinking the hot air of the burning fuel is forced through the whistle. DC 25 or more Concentration check to cast, DC 25 Fort save or be deafened for 2d6 rounds, spells with verbal components require caster level check DC 20. 100 foot radius. 1000 GP? This would, of course, hit everyone, including our spellcasters (myself as well). This screecher will be either a last ditch effort to foil enemy spellcasters, or, if we can prepare with earplugs, an effective ambush weapon. The thunderstone is worthless. If we had telepathy, the earplugs wouldn't be so bad. I'm also thinking about an alchemical equivalent of shatter specially designed for blades, some rapid combination of alchemical frost and then alchemical fire that would weaken the metal. Maybe after being deployed, the affected weapon will break, or have a chance of breaking on every hit thenceforth. It would do only like a d4 damage to anything else, half cold half fire. Armor-busters: acid that eats holes into armor, then the alchemical frost that freezes in the crevices and breaks the armor from the inside, like ice breaking open concrete, but faster. Only metal armor of course. Alchemists fire, Tangleflame arrowheads. |
![]() |
|
| cptahubb | Apr 14 2010, 02:51 PM Post #7 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
The problem with some alchemy and engineering is that it can take on too modern a flavor, or step on the toes of magic. While I love gnomish gadgets, I am firmly against the blunderbuss, or anything resembling canons or firearms. Just not the setting for that stuff. So please let me know if the feel of something I'm suggesting doesn't fit. For example I've been pondering a device that would spray alchemists fire or acid out in a cone. Probably similar to the spell burning hands. But I've set this idea aside because it would be bulky and difficult to wield, as well as being a bit too advanced mechanically. I want to stick with the innovation being in the alchemical mixture as much as possible. Hand-held, thrown stuff is standard, as well as arrow mounted stuff. |
![]() |
|
| Zerka Badu | Apr 15 2010, 12:03 PM Post #8 |
![]()
Death Sladd
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
right, like why would you have alchemist fire, but not a blunderbuss. Seems like thew technology is on par. Still, Im a big fan of alchemy, and Ill try to remember to bring some stuff tonight for you. |
![]() |
|
| cptahubb | Apr 16 2010, 04:23 PM Post #9 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Acid, fire, cold, glue and lubricant. These are the domains of alchemy. I am also very interested, especially with Lindrom and Alice in the party, in developing special arrowheads. For example, barbed arrowheads coupled with tanglefoot glue. These would do one step down on damage dice, so a d6 for the longbow. Then 1 damage per round until removed. The removal would then be impeded by the glue. Perhaps a slightly lower check to remove than the tangelfoot bag, and another d6 on the way out. Concentration checks for casting while impaled. Had this idea from the howler and its quills. Another path might be developing arrow or grenade-like delivery of alchemical putrescence. Perhaps an effect similar to stinking cloud. |
![]() |
|
| cptahubb | Apr 17 2010, 03:09 PM Post #10 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Yet another arrowhead idea is a small acid ampoule at the base of the arrowhead that is triggered on contact. the acid eats through the shaft leaving the arrowhead stuck on the inside with no easy way to remove. Not sure what game mechanic effect should arise as a result of the embedded arrowhead. the wounding, one damage a round sounds good, but maybe too good? Any action beyond one standard action per round causes damage? d4? This would account for exertion causing the arrowhead to move around inside, cutting shit up. Full round action, DC 20 Heal check to remove? My general goal for alchemy is to exert a bit of battlefield control. So slowing enemies down, making them burn actions, denying access to certain spaces, and disrupting spellcasting are all good. dealing damage is secondary. another idea: caltrops and tanglefoot glue arrow-delivered caltrops. On second thought, a sling might be a better delivery system. This would be a grapefruit sized lump consisting of caltrops packed around a thunderstone core. The grenade hits, thunderstone goes off, caltrops scattered around in ten foot radius? twenty foot radius? the range of caltrops always seemed very limiting to me. I'd like to develop a smokestick that isn't totaly worthless. something that will fill a forty foot radius for enough rounds to be usefull. |
![]() |
|
| cptahubb | Apr 18 2010, 02:55 PM Post #11 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
So I had a totally fucking brilliant idea. I was thinking about which standard alchemical items could work well together. Smokestick and tanglefoot bag. The delivery could be arrow, javelin, or grenade. The projectile hits the target, sticks, and smokes. All delivery systems would have standard tanglefoot mechanics. Arrow: standard smokestick mechanics, ten foot cube, one round. heavier projectile = half range of normal arrow. Javelin: 15 foot cube, two rounds. Or I could stay with the 10 foo cube and go three rounds. That might be better. Grenade: 20 foot cube, 5 rounds. The numbers are flexible, but the idea remains sound. This is especially desgned for enemy spellcasters. So many spells require line of sight. And Lindrom is going to get blindsight!!!! hahahahaha!!! Tanglesmoke, I call it. That, Tangleflame, Tangledart, Tangleblade, and Glowburst are the items I have in mind. Tangledart: arrow, 1d4 damage (small arrowhead). tanglefoot glue sticks the arrow on. Acid ampoule just behind the tanglefoot glue inside the shaft breaks and eats through the shaft, leaving a wounding (1 hp/ round) arrowhead glued into the mark. DC 15 heal check to remove (after hacking through the tanglefoot, or waiting 2d4 rounds for it to become brittle.) deals d4 or d6 coming out. I'm thinking the arrow is awkwardly balanced, and will give unsteady flight, resulting in -2 to hit. Tangleblade: An ablative substance applied to metal or sturdy armor (no light, or chain.) half inch thick layer is smooth and hard until broken by a weapon. Then the goo is released and sticks to the weapon, resulting in some sort of check or the attacker is disarmed. weapon remains stuck to armor, unuseable. I'm thinking three to five activations before the substance loses its effect. Glowburst: Thunderstone and sunrod. The phosphorescent substance in the sunrod is poured in a container with a thunderstone in the middle. Device is thrown, thunderstone breaks, liquid is both activated and scattered by blast in a 20 or thirty foot radius. Acts like a torch. Instant torch, can stick to ceilings and walls. dms discretion can coat invisible creatures. Inspired by Truesilver's time on the Plane of Shadow. Thought about a device called the Vomitron, but came to my senses. |
![]() |
|
| Zerka Badu | Apr 18 2010, 04:30 PM Post #12 |
![]()
Death Sladd
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Ok adam - make an Alchemy thread and consolidate your ideas. Each item needs a craft DC, a cost, time to prepare, and perhaps special ingredients depending on what your doing. |
![]() |
|
| cptahubb | Apr 19 2010, 12:30 PM Post #13 |
![]()
Beholder
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
Ok. how do i move posts around? |
![]() |
|
| Zerka Badu | Apr 19 2010, 05:35 PM Post #14 |
![]()
Death Sladd
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
|
So my suggestion is create a new thread - then copy and paste what you want. Once you have the thread - you can edit your existing post to update or revise. I like the idea of a master list in your initial post - with bold font titles - like ive done in my NPC thread. Then we can discuss stuff below the initial list - but you can always update it - so the first thing you look at in the thread is the relevant rule/descriptions. FYI - I found my Math Alchemy stuff - and you should look at it probably before you get to much work into it. I have a dragon for 3E that is a great starting point. I also have a web compilation from a few d20 source books. Alot of it is workable IMO. Math - a concept PC Ive had for years, has had many manifestations - but never in 3rd. So many of my alchemy ideas have never been tested. Obviously TS is not all alchemy - but Im completely supportive of anything you want to experiment with. |
![]() |
|
![]() Join the millions that use us for their forum communities. Create your own forum today. Learn More · Sign-up for Free |
|
| « Previous Topic · Nicks Game · Next Topic » |
| Theme: Zeta Original | Track Topic · E-mail Topic |
7:44 AM Jul 11
|






![]](http://z2.ifrm.com/static/1/pip_r.png)





7:44 AM Jul 11