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Alchemy; Better Adventuring through Chemistry
Topic Started: Apr 21 2010, 03:14 PM (169 Views)
cptahubb
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Here are the basics to give us a benchmark for discussion of new formulas.

Goods Cost Weight

Acid (flask) 10 gp 1 lb.
Alchemist’s fire (flask) 20 gp 1 lb.
Antitoxin (vial) 50 gp —
Everburning torch 110 gp 1 lb.
Holy water (flask) 25 gp 1 lb.
Smokestick 20 gp ˝ lb.
Sunrod 2 gp 1 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.
Tindertwig 1 gp —

Craft DC

Acid DC 15
Alchemist’s fire, smokestick, or tindertwig DC 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone DC 25
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cptahubb
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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.

Tanglesmoke

The delivery could be arrow, javelin, or grenade. The projectile hits the target, sticks, and smokes.

All delivery systems would have standard tanglefoot mechanics, except would not stick the target to the ground or impede their movement. The stickiness is only to prevent the smoking substance from being removed easily.

Arrow: standard smokestick mechanics, ten foot cube, one round. heavier projectile = half range of normal arrow. 100 GP per arrow.

Javelin: 10 foot cube, two rounds. 200 GP

Grenade: 20 foot cube, 3 rounds. 250 GP

Craft DC 27



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, half range.

100 GP. Craft DC 27 Alchemy, DC 20 Bowyer/Fletcher

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 a disarm check with no chance of defender being disarmed, and defender getting +4. weapon remains stuck to armor, unuseable until the goo becomes brittle in 2d4 rounds. 1d4+1 activations before substance is used up.

Craft DC 27. ??? GP Toast or Nick, suggestions on price?

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 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.

DC 27 100 GP
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Zerka Badu
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So I posted a ridiculous list in this thread: ALCHEMY

I didnt want to cloud this thread. Its an overwhelming list, dont forget about the search function! (press ctrl+f). Some of this stuff may not fit, but a ton of ideas.

Im also bringing that dragon article this week.
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cptahubb
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Thanks
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Phil the Soul Eater
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I know of a few Dragon articles about alchemy. You guy's might want to check:

Better Living Through Alchemy from #280
From Field to Cauldron: Alchemy Begins in the Forest from #301
Alchemical Charms: Devils, Demons, and Vampires Beware from #331
Psionic Alchemy from #358
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