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alchemy [2019/12/17 19:49] davealchemy [2020/02/19 22:05] andrew
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-=====ALCHEMY=====+====== Alchemy ====== 
  
 The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world.  If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage.  If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 0.4 times the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage.  The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges.  The Alchemy skill can be used (with successful check) to identify potions, poisons and alchemical products discovered in the world.  If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage.  If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the alchemical products listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 0.4 times the list price in components, and a successful alchemy check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage.  The alchemical laboratory can also be used to create new alchemical products,the details of which must be worked out with the Campaign Judges. 
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 Unlike most other skills, one must have proficiency in the Alchemy Skill in order to attempt to make Alchemical products. Unlike most other skills, one must have proficiency in the Alchemy Skill in order to attempt to make Alchemical products.
  
-====Alchemical Products====+===== Alchemical Products =====
 Here are a list of common useful devices and substances produced by alchemists.  They are largely single-use devices, and at best (like third eye stone and Ether Lens) of limited reuse capacity. Here are a list of common useful devices and substances produced by alchemists.  They are largely single-use devices, and at best (like third eye stone and Ether Lens) of limited reuse capacity.
  
 ^Type^ Price^ [[Supply]]^ Load^Notes^ ^Type^ Price^ [[Supply]]^ Load^Notes^
 |Greek Fire| 100gp| 7| 1|Kept in a clay vessel, thrown against target, the vessel breaks and a sticky substance ignites, clinging to target. It does 1d6 damage each round until totally smothered by cloth or liquid. If the attack roll is a 1, an ally or the thrower is hit.| |Greek Fire| 100gp| 7| 1|Kept in a clay vessel, thrown against target, the vessel breaks and a sticky substance ignites, clinging to target. It does 1d6 damage each round until totally smothered by cloth or liquid. If the attack roll is a 1, an ally or the thrower is hit.|
 +|Grounding Girdle|75gp| 1| 0.2|Wearing this copper-lined belt that includes a series of dangling beaded tassels gives the wearer resistance to lightning damage but imposes disadvantage on any Athletics or Stealth checks.|
 |Stogies of Stench Warding|1gp| 1| 0.2|Secret cigar recipe of Turkish alchemists, gives a +2 save vs. offensive odor attacks (skunks etc), but double chance of wandering monster with sense of smell. Each stogy lasts 6 turns.| |Stogies of Stench Warding|1gp| 1| 0.2|Secret cigar recipe of Turkish alchemists, gives a +2 save vs. offensive odor attacks (skunks etc), but double chance of wandering monster with sense of smell. Each stogy lasts 6 turns.|
 |Shimmering Sand| 25gp| 2| 0.2|Increases the number of targets of a sleep spell by 25%.| |Shimmering Sand| 25gp| 2| 0.2|Increases the number of targets of a sleep spell by 25%.|
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 |Tanglefoot Bag| 25gp| 2| 1|A wax-lined bag filled with chemicals, if thrown (to hit needed) at a target, save vs. paralysis or be unable to move for 1d6 rounds (may still attack and cast spells).| |Tanglefoot Bag| 25gp| 2| 1|A wax-lined bag filled with chemicals, if thrown (to hit needed) at a target, save vs. paralysis or be unable to move for 1d6 rounds (may still attack and cast spells).|
  
-====ACIDS=====+===== Acids =====
  
 Alchemists can distill acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom.    Alchemists can distill acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom.   
alchemy.txt · Last modified: 2020/02/20 14:27 by andrew