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40 Alchemical
Items By Steve Honeywell
S o what good is alchemy?
Seriously. What good is it?
Wizards don’t use the Craft
(Alchemy) skill to brew potions, they
use the Brew Potion feat. Sorcerers
don’t use it to identify potions, because
Spellcraft handles that. So what can
characters do with Craft (Alchemy)? In
short, what good is it?
Well, if your PCs aren’t thrilled with
the idea of making their own sunrods
and tanglefoot bags, perhaps it isn’t
that useful. Low-level characters can
really benefit from the creation of these
moderately pricey (for low-level PCs)
one-use items, but generally don’t have
enough skill to make them consistently.
On the other hand, characters with the
skill ranks necessary to craft these items
are also high enough level that they’d
rather spend their time making scrolls
or potions or other magic items.
Perhaps the solution is not to do away
with the Craft (Alchemy) skill, but to
make it more useful by increasing the
number of items that can be created
with it. After all, alchemy should be
about using rudimentary science and
pseudo-science to replicate magical
effects. And what is a sunrod if not a
long-lasting light spell?
You have before you a compendium of alchemical
items both mundane and marvelous. Several of these
items are included to add a realistic flavor to any game
world while others duplicate spells or create entirely
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new effects. All of them make a certain amount of
sense; alchemists would spend their time devising
potions and concoctions that mimicked spells and
gave a quick shot of power. They would likewise
create items that had more prosaic uses that would be
attractive to the everyday purchaser and elite items
that cater to the whims and desires of the nobility.
Aphrodisiac
Traditionally, aphrodisiacs increase the ingester’s sex
drive. While the alchemical version has similar effects,
they are not precisely the same. Anyone ingesting a
dose of alchemical aphrodisiac becomes much more
open to suggestions from anyone he or she would
normally be attracted to. It does not act as a charming
potion or love philter and will not force attractions
between the victim and anyone or anything he or she
is not attracted to; it merely enhances feelings already
there.
Of course, there is no reason that you need to allow
all, or any, of these items into your game world. Some
players and characters will be interested in them and
find uses for many of these items. Others may look
for NPC Alchemists capable of crafting these elixirs,
giving you another place for them to spend their hard-
earned cash.
Alchemical aphrodisiacs are typically slipped into the
food or drink of an unsuspecting victim. It is available
in both liquid and powdered form. The powder is
easier to conceal in food and drink, and is more
difficult to make than the liquid version.
In fact, getting new alchemical recipes could be as
exciting to players and characters as locating a new
spell in an old spellbook, and ultimately not very
different in effect. After all, a good alchemical recipe
offers the same pathway to power as a good spell.
The imbiber gets a Wisdom check (DC 15 for liquid
aphrodisiac, DC 20 for the powdered form) to notice
the aphrodisiac. If ingested, the victim takes a -2
circumstance penalty to all Will saves involving
anyone he or she would normally find attractive
(similar race with a Charisma modifier of +1 or better
is a good yardstick). The victim’s ability to withstand
non-magical suggestion is left up to the individual
GM, but it can be treated as a Bluff check with a -2
circumstance penalty on the opposed Sense Motive
check. These effects last for one hour. The Fortitude
save to avoid these effects is DC 17.
So enough of this! On with the bizarre and wonderful
concoctions! (...and, by the way, there are actually
42 items. We thought that “40 Alchemical Items”
sounded better.)
Acid Neutralizer
This murky white liquid is a concentrated form of
lye. It will completely neutralize up to one gallon of
strong acid, rendering it harmless. Poured into larger
quantities of acid, it can (at the GM’s discretion),
partially mitigate damage from contact.
There are almost as many different variations of
aphrodisiac formulas as there are alchemists who
create them. There is not standard in terms of
appearance, smell, and taste.
Note that basic substances like acid neutralizer are just
as dangerous to exposed skin as acid. A flask of acid
neutralizer can be thrown as a grenade-link weapon.
It does 1d4 damage for three rounds (due to its sticky
nature) to the victim of a direct hit. Anyone caught in
the splash of a shattered bottle takes a single point of
damage, and only for one round.
Cost: 100gp (liquid)
Cost: 200gp (powder)
To Create: Craft (Alchemy)—DC 25 (liquid)
To Create: Craft (Alchemy)—DC 30 (powder)
Acid neutralizer is white, sticky, and viscous. A victim
of acid neutralizer can counteract it with a vial of acid.
Cost: 25gp
To Create: Craft (Alchemy) DC 25
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Body Dye
Bottled Lethargy
Sometimes, a disguise kit isn’t enough. For important
spying jobs or those of longer duration, a more
extensive form of make up is needed. Body dye
effectively changes the skin color of the user, allowing
a human to better pass for a half-orc, or for an elf
to disguise himself as one of his differently-hued
brethren. Body dye provides a +2 alchemical bonus to
any Disguise attempt that involves altering the user’s
skin color.
A rare item, bottled lethargy is used to sap the energy
from those tricked into drinking it. When ingested,
it causes fatigue in the victim. Already fatigued
victims become exhausted on imbibing, and exhausted
drinkers fall unconscious for 10 minutes and awaken
still exhausted. The Fortitude save to avoid these
effects is DC 20.
Bottled lethargy has a distinctive odor and taste.
Anyone eating or drinking a familiar substance laced
with bottled lethargy may make a DC 10 Wisdom
check to notice anything amiss. Anyone who has been
dosed with bottled lethargy in the past may make the
same check to notice the particular metallic scent and
flavor.
This substance is semi-permanent, although it does
wear off eventually. Depending on the amount
of bathing the user does, it typically washes off
completely in 2-4 weeks. For best results, most users
reapply body dye every week.
Body dye comes in a variety of shades and pigments.
Many older courtiers use it in addition to cosmetics to
hide various signs of aging. Some alchemists make a
decent living from this fact.
Because of this drawback, alchemists have created
an improved version with both the scent and taste
significantly reduced. The DC of the Wisdom check to
notice the improved version is 15.
Cost: 5gp
To Create: Craft (Alchemy)—DC 20
Cost: 100gp (normal)
Cost: 150gp (improved)
To Create: Craft (Alchemy)—DC 20 (normal)
To Create: Craft (Alchemy)—DC 25 (improved)
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Caltrop Salve
Contraceptive
Stepping on a caltrop is excruciatingly painful,
frustrating, and dangerous since it greatly reduces the
ability to run away from a tough battle. Normally, the
effects of a caltrop wound last for a full day or until
the victim gets some form of treatment.
While farming families might want as many kids as
possible to help out with chores, the same isn’t true of
every family. Members of the nobility typically want
their cake and to eat it too; they want nothing more
than to have a good time without the unnecessary
children born out of wedlock. Hence the need for
contraceptive. This way, the youth of the nobility
can sow their wild oats without creating children
problematic to lines of succession or requiring the
splitting up of family fortunes.
Caltrop salve fulfills this requirement for treating a
caltrop wound. While it does not restore any damage
lost from caltrops, it does allow the victim to move at
full speed again. Applying caltrop salve takes at least
one full round, more if the victim is wearing shoes and
needs to remove them first.
Both male and female versions of contraceptive
exist. Once imbibed, the protection lasts for a full
week. Both versions of contraceptive have a bitter,
unpleasant taste, and are commonly mixed with ale or
wine to make them more potable.
Caltrop salve is a thick, green paste that smells
strongly of cloves. A single crock contains enough for
five applications.
Cost: 2gp
To Create: Craft (Alchemy)—DC 15
Cost: 50gp
To Create: Craft (Alchemy)—DC 20
De-icer
Cold Fire
Ice is not always a problem, but when it is, it’s a big
problem. De-icer comes in small packets and looks
like large grains of salt. This substance melts ice on
contact, evaporating it completely. A single packet
melts ice in a 10’ radius up to a thickness of one inch.
More concentrated use can melt a smaller hole through
thicker ice.
Cold fire is a thin, pale blue liquid. Anyone or
anything doused in cold fire becomes wreathed in blue
flames that look dangerous but cause no damage and
give off no heat.
Generally used by anyone who wants to look
impressive, frightening, or threatening, cold fire grants
a +2 alchemical bonus to Intimidate checks. More
importantly, cold fire causes a -2 morale penalty on
all saves, skill checks, and attack rolls to all enemies
who can see the user (Will save DC 15 to avoid these
effects). These Intimidate bonus and morale penalty
stack. An application of cold fire lasts for one minute.
One inventive use of this item is to melt through small
sections of wall of ice spells.
Cost: 1gp
To Create: Craft (Alchemy)—DC 20
Cost: 100gp
To Create: Craft (Alchemy)—DC 25
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Deodorizer
Endurance Booster
Sometimes, it is important to stay on the job for longer
than seems wise or even feasible. In these situations,
endurance booster can be a real help. This is a thick,
yellow-green liquid that tastes vaguely of grass and
smells like a freshly-cut lawn.
Dungeons, caves, and musty libraries smell bad.
Often, this smell is just unpleasant and foul. Other
times, these smells can be dangerous. Deodorizer
eliminates these nasty odors not by masking them, but
by removing them completely from the air.
Deodorizer eliminates foul smells in a 30’ sphere.
Often, this merely makes an unpleasant area more
bearable. It also provides a +5 alchemical bonus to
saves against troglodyte stench, ghasts, stinking cloud
and similar effects that induce sickness. Deodorizer
provides no benefit to counteracting inhaled poisons,
although it can be used to mask toxic fumes.
Anyone who drinks a vial of endurance booster is
granted the Endurance feat for one hour. At the end of
the hour, the drinker is fatigued. If already fatigued,
the drinker becomes exhausted.
There are serious side effects for anyone drinking
more than one vial of endurance booster in a day.
While the solution still works, the user must make
a DC 20 Fortitude save to remain conscious. Each
additional vial raises this DC by 5. Failure renders the
victim unconscious for one minute.
Deodorizer is a dark red liquid that evaporates
instantly upon contact with air. It is most commonly
used by smashing the bottle against the ground.
Cost: 25gp
To Create: Craft (Alchemy)—DC 20
Cost: 50gp
To Create: Craft (Alchemy)—DC 20
Desalinator
Energy Boost
Anyone who travels on the ocean must be sure to
bring enough fresh water for drinking. Desalinator can
help on longer voyages if water levels run low.
Fatigue and exhaustion are dangerous in the middle of
a fight or when there is no place to rest. Energy boost
can mitigate the effects of fatigue and exhaustion
temporarily. This is a thick, orange liquid that tastes
like fruit; most drinkers find it delicious.
One vial of this clear liquid can remove most of the
saline from a gallon of seawater. The resulting water is
perfectly drinkable, although it still retains a brackish
flavor. Because of this, water treated with desalinator
is always a last choice.
Anyone who is either fatigued or exhausted and
drinks a vial of energy boost is immediately cured
of the condition. A non-fatigued drinker gains a +2
alchemical bonus to Strength and Dexterity. The effect
lasts for 10 minutes.
Some alchemists prefer to make desalinator into a fine
powder rather than a liquid. This powder, which looks
like white dust, is more compact and easily transported
than the vials of liquid, but is more expensive (but no
more difficult) to create. The danger with this version
is that it is completely ruined if it gets wet.
When the 10 minutes are up, an immediate price is
paid. A non-fatigued drinker becomes fatigued when
the energy boost wears off. A previously fatigued
drinker becomes exhausted, and an exhausted drinker
falls unconscious for 10 minutes (no save), and wakes
up still exhausted. Multiple potions can be used in
sequence, and the side effects are cumulative.
Many large ships carry a supply of desalinator good
enough for several days of water for the entire crew.
Cost: 5sp (liquid)
Cost: 1gp (powder)
To Create: Craft (Alchemy)—DC 15
Cost: 50gp
To Create: Craft (Alchemy)—DC 25
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