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D&D 3E
alchemy 
25th-Jul-2009 07:51 am
MC Frontalot - Nerdcore Rising
I'm starting a new game soon and for the first time one of my players is planning to put a lot of ranks into Craft: Alchemy. The things you can make with Alchemy listed in the core books aren't terribly thrilling and I'd like to give the guy some interesting options. I'm flipping through the supplements I've got to see what I can find. If anyone can suggest fun things to make with Alchemy, or maybe a consolidated list of Alchemy stuff somewhere, that would be great.
Comments 
25th-Jul-2009 01:30 pm (UTC)
alchemy is tough, because it sucks, but I want so bad for it to be cool.

I would honestly just let them McGuyver stuff on the fly in battle and have them roll on a chart to see what they made with their full round action. Sort of like Rikku's overdrive in FFX. As they put more ranks into it more alchemy items become available.

Out of battle items should be varied, but you have to be careful that it doesn't take the place of magic, or becomes more powerful then magic. I would just allow them to make whatever they wanted within those bounds, and just set a DC and gold piece start-up value on the fly.

The above two options give them the insane flexibility they should have, without the need to really create an extensive system.
28th-Jul-2009 12:36 am (UTC)
I think that such options (MacGyver stuff) are available in Complete Scoundrel...or something along those lines, anyway.
25th-Jul-2009 02:19 pm (UTC)
I use alchemy quite a bit in my adventures because I use a relatively low magic campaign world.

Here are some of the things my alchemists sell in addition to what's in the basic equipment list.

Item Price
Herbal Remedy (potion) 10 gp 1 dose (Heal 1d6+1)
Essence of Garlic (oil) 5 gp 5 doses (Ward Undead DC18 1 day)
Silver Nitrate (oil) 10 gp 1 weapon or 25 arrows (Silver weapon 1 day)
Flame oil (oil) 75 gp 1 weapon/25 arrows (add 1d6 flame 1 day)
Keen edge (oil) 75 gp 1 weapon/25 arrows (Critical chance doubled)
Flash Powder (flask) 10 gp 10 throw (Blind 1 round save DC15)
Black Egg (flask) 10 gp 1 throw (Blind 3-12 rounds save DC18)
Smelling Salts (vial) 2 gp 10 doses (+5 Recovery Roll)
Cell Salts (vial) 50 gp 10 doses (+5 save vs. Diseases 3 days)
Poison Control (vial) 50 gp 10 doses (+5 save vs. Poison 3 days)
Burn Salve (oil) 50 gp 10 doses (+5 save vs. heat/flame 3 hr)
Frost Salve (oil) 50 gp 10 doses (+5 save vs. cold/frost 3 hr)
Blasting Powder 100 gp 1 stick (1d6+4 dmg 5' area effect)
Dye Red/Blue 5 gp 1 lb.
Dye Yellow/White 2 gp 1 lb.
Fools Gold 1 gp 1 lb.
Incense (20) 1 gp —
Clay Figurine 5 gp 1 lb.
25th-Jul-2009 03:10 pm (UTC)
Yeah, you might allow (with a sufficiently high check) them to make alchemical versions of standard potions. Basically treat them as being able to fake having the Brew Potion feat with a decent check, but otherwise work the same way (maybe be cheaper).

What kinds of stuff is he looking to get out of the skill?

Also, didn't Complete Adventurer/Scoundrel have alchemical items?
25th-Jul-2009 03:30 pm (UTC)
he needs the skill for the annointed knight prestige class from the book of exhalted deeds. i don't know if he's really looking to get anything else out of it. but the campaign has some steampunkish type elements. there's a new craft skill called craft:clockwork and i'm working on things for them to be able to use that skill for, and i wanted to give the alchemist some options too.
28th-Jul-2009 04:05 pm (UTC)
This may only moderately help, but I put together the Heretical Scholar class, made for a no-magic campaign that I was going to run and never go around to. He is a master of using and improving upon alchemical items.

See the class
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