[PrC] The Alchemist

Post/Author/DateTimePost
#1

bengeldorn

Jan 15, 2006 6:44:01
THE ALCHEMIST
A special mixture for a special friend at a special price.
— Serreg, half-elven alchemist from Nibenay.

In a world, where magic is forbidden, one of the most important professions on Athas is the alchemist. An alchemist understands to combine herbs and essences with each other, in a way that develops an almost magical effect without knowing or using the forbidden art of the magic. Although the alchemist's products still are forbidden, these mixtures are harder to detect.

BECOMING AN ALCHEMIST
Those, who have studied to mix herbs and essences without the use of magic, are most likely to become an alchemist. Any class qualifies for alchemist prestige class, as the only requirements are, to have ranks in Craft [alchemy] and Profession (herbalist), and to spend a feat for Skill Focus [Craft (alchemy)]. Bards are most likely to become alchemist, because the ability to create special substances without being able to use magic is almost the first step. Spellcasting classes, such as wizard, cleric, templar or druid also qualify for this prestige class, but being able to brew potions by just taking one feat, the alchemist prestige class would be a poor choice, unless they want to brew potions, that have no magic aura, which can be quite useful in areas where magic is forbidden.

ENTRY REQUIREMENTS
Skills: Craft (alchemy) 10 ranks, Profession (herbalist or apothecary) 10 ranks
Feats: Skill Focus [Craft (alchemy)]

The Alchemist<br /> Hit Die: D6<br /> Base<br /> Attack Fort Ref Will Recipes Known<br /> Level Bonus Save Save Save Special 0 1 2 3<br /> 1st +0 +2 +0 +2 Brew mixtures, 2 1 &#8212; &#8212;<br /> identify potions and mixtures<br /> 2nd +1 +3 +0 +3 3 2 &#8212; &#8212;<br /> 3rd +1 +3 +1 +3 3 2 1 &#8212;<br /> 4th +2 +4 +1 +4 4 3 2 &#8212;<br /> 5th +2 +4 +1 +4 Improved brew mixtures 4 3 2 1<br /> 6th +3 +5 +2 +5 4 4 3 1<br /> 7th +3 +5 +2 +5 5 4 3 2<br /> 8th +4 +6 +2 +6 5 4 4 2<br /> 9th +4 +6 +3 +6 5 5 4 3<br /> 10th +5 +7 +3 +7 Brew mixtures mastery 5 5 5 4
#2

ruhl-than_sage

Jan 15, 2006 10:23:11
:D Nice class! I love everything except for some of the spells on the mixture list. But, thats just a matter of taste I quess. I would be nice to have a more list of what could be crafted in terms of non-spell mimicing mixtures. And a alchemical component list would make a great companion for this PrC. Something that goes through an deals with the various plants, minerals, and animal parts that are commonly used.

Also, I think that it might be appropriate to include mixtures that are based off of psionic powers:
Conceal Thoughts
Detect Psionics
Disable (with the target being the drinker)
Distract (with the target being the drinker)
The various precogs and precisciences
Synesthete
Vigor
Biofeedback
Detect Hostile Intent
ID insinuation (with the targget being the drinker)
Inflict Pain (with the target being the drinker)
Sustance
Thought Shield
etc.
#3

methvezem

Jan 15, 2006 10:44:36
Great addition Bengeldorn! :D

I have two comments for now:

Isn't 6 skill ranks per level a little much? I think 4+Int mod would have been more balanced as most item crafting and caster PrC gives rarely more than 4. Only bard-like and skill-oriented PrCs ever gives 6 or more.

Second thing is when the alchemist ''loses'' a mixture in favor for another one, does he forget the old one, I hope not but I wasn't sure after reading the entry.

As Ruhl-Than Sage pointed out, mixtures that mimics psionic powers could also be used, when appropriate, either as defensive, or offensive (with the target being the drinker ;) ).
#4

bengeldorn

Jan 15, 2006 11:07:53
:D Nice class! I love everything except for some of the spells on the mixture list. But, thats just a matter of taste I quess.

Hey....these are recipes not spells :P
Which recipes don't you like and why? I'm just curious.

I would be nice to have a more list of what could be crafted in terms of non-spell mimicing mixtures. And a alchemical component list would make a great companion for this PrC. Something that goes through an deals with the various plants, minerals, and animal parts that are commonly used.

Sounds like a project, if you have some ideas, then open a thread, I'll try my best to contribute there. For this class I'd rather keep it more generaly.

Also, I think that it might be appropriate to include mixtures that are based off of psionic powers:
Conceal Thoughts
Detect Psionics
Disable (with the target being the drinker)
Distract (with the target being the drinker)
The various precogs and precisciences
Synesthete
Vigor
Biofeedback
Detect Hostile Intent
ID insinuation (with the targget being the drinker)
Inflict Pain (with the target being the drinker)
Sustance
Thought Shield
etc.

Don't know, why this didn't came into my mind, but I think that these could be possible. Although, it seems difficult to integrate augmentations. Do you have any ideas how to handle that?
#5

ruhl-than_sage

Jan 15, 2006 11:41:53
Just treat an augmented mixture as a higher level one for purposes of cost. For every two points of augmentation (round up) it would count as one level higher. So if you made an augmented mixture of Biofeedback that would give 3/- DR (3 point augmentation) it would count as two levels higher. If you made a mixture of vigor that granted 15 temporary hit points (2 point augmentation) it would cost as though it was one level higher, ect.
#6

bengeldorn

Jan 15, 2006 12:43:25
Great addition Bengeldorn! :D

Thanks.

Isn't 6 skill ranks per level a little much? I think 4+Int mod would have been more balanced as most item crafting and caster PrC gives rarely more than 4. Only bard-like and skill-oriented PrCs ever gives 6 or more.

Well the other item creation classes are able to cast spells whenever they need it, that's why I thought this class should be beefed up somewhere else and gave it more skill points per level.

Second thing is when the alchemist ''loses'' a mixture in favor for another one, does he forget the old one, I hope not but I wasn't sure after reading the entry.

Well that's basically the idea. I thought, as the numbers of recipes known are limited, the alchemist should be able to "trade" recipes so he wouldn't have multiple recipes with similar effects (basically I thought it was usefull becuase of the cure recipes).

As Ruhl-Than Sage pointed out, mixtures that mimics psionic powers could also be used, when appropriate, either as defensive, or offensive (with the target being the drinker ;) ).

Hehe, I guess I answered that, I've must have been tiping while you've posted it. In addition, it was never my itention to make this a fixed list, I was looking in the PHB and thought these could be nice mixtures. An alchemist shouldn't be limited by this list, he could also create new mixtures that doesn't appear on this list. Btw. I allways felt ther are too few 0-Level Recipes. Does anyone know additional 0-Level Spell/Recipes that could be used?

Just treat an augmented mixture as a higher level one for purposes of cost. For every two points of augmentation (round up) it would count as one level higher. So if you made an augmented mixture of Biofeedback that would give 3/- DR (3 point augmentation) it would count as two levels higher. If you made a mixture of vigor that granted 15 temporary hit points (2 point augmentation) it would cost as though it was one level higher, ect.

I'll add something like a sidebar for addapting psionc powers as recipes and augmentation, based on your idea.
#7

ruhl-than_sage

Jan 15, 2006 12:57:11
Hehe, I guess I answered that, I've must have been tiping while you've posted it. In addition, it was never my itention to make this a fixed list, I was looking in the PHB and thought these could be nice mixtures. An alchemist shouldn't be limited by this list, he could also create new mixtures that doesn't appear on this list. Btw. I allways felt ther are too few 0-Level Recipes. Does anyone know additional 0-Level Spell/Recipes that could be used?

Quick Sober: removes the effect of alchohol on reciepient. (from scared lands, but self explainitory)
Light (you could have it make the drinker's skin glow for the duration)
Lullaby (targets drinker) (could be used as a sleep aid as well as for slipping in someones drink)
Touch of Fatigue (targets drinker)
#8

bengeldorn

Jan 15, 2006 14:18:55
Quick Sober: removes the effect of alchohol on reciepient. (from scared lands, but self explainitory)
Light (you could have it make the drinker's skin glow for the duration)
Lullaby (targets drinker) (could be used as a sleep aid as well as for slipping in someones drink)
Touch of Fatigue (targets drinker)

I added Touch of Fatigue to the list. Light and Lullaby are either no target spells or don't target one or more creature, which are a spell's requirement to be usable for brew potion (IRRC). I will surley use Quick Sober as well in my campaign, but for the description of the prestige classe I'd prefer spells and powers of the PHB and XPsiHB.
#9

greyorm

Jan 15, 2006 14:50:29
Great class!

One of the traits of the alchemist class I developed for my campaign was a level-based time limit on how long the items they created would last. Frex, potions brewed by a low-level alchemist would only keep for a day or two, while those brewed by a higher level alchemist would keep for much longer.

I also had some feats they could take based on dosages and potency. Plus, alchemists could also create oils, powders, vapors, ointments, glues, pigments and other substances, rather than just potions/liquids. Some spells could be emulated by some substances but not others.

Frex, a Glittering Dust spell could be emulated with a particular recipie for a dust, but it could not be an ointment. Similarly, an alchemist could come up with a recipie for a luminescent paint, but would be hard-pressed to create the same as a potion.
#10

bengeldorn

Jan 15, 2006 19:19:30
Great class!

One of the traits of the alchemist class I developed for my campaign was a level-based time limit on how long the items they created would last. Frex, potions brewed by a low-level alchemist would only keep for a day or two, while those brewed by a higher level alchemist would keep for much longer.

I've never thought about how long a mixture or potion should be durable, but I think one or two days, is a very short time, espacially when you can create only one mixture/potion a day. This class only benefits of its abilities, when the created products last long enough, so it can have a reserve of it. After thinking of it, I'm against perishable mixture/potions.
Maybe you could post your class. I realy would like to take a look at it.

I also had some feats they could take based on dosages and potency. Plus, alchemists could also create oils, powders, vapors, ointments, glues, pigments and other substances, rather than just potions/liquids. Some spells could be emulated by some substances but not others.

Well, mixture doesn't necessarily mean the it has to be liquid.
A mixture is a chemical material of variable composition that contains two or more substances.

I'd like to see those feats have.

Frex, a Glittering Dust spell could be emulated with a particular recipie for a dust, but it could not be an ointment. Similarly, an alchemist could come up with a recipie for a luminescent paint, but would be hard-pressed to create the same as a potion.

Well, such a dust (I'd call it powder) would be a wondrous item (IMO). I'm not sure if it would be good idea to allow a class to create potion equivalences and wondrous item equivalences. I'll have to think about it, because it's not necessarily that both could be created, but to discribe it with a good mechanic/rule.
#11

bengeldorn

Jan 15, 2006 22:09:49
By thinking about what greyorm posted and Ruhl-Than Sage has in his (wish-)list I came up with this.

Mixtures
Mixtures can either be applied mixtures or splash mixtures. The recipes of either these types of mixtures can be based on any 3rd-level or lower spells or powers that has a casting or manifesting time of less than 1 minute and has no duration with concentration. Spell or Power Resistance doesn’t apply on mixtures, even if the base spell or power of the recipe would allow it. Mixtures are neither magical nor psionic, they are alchemical.

Applied Mixtures
Applied Mixtures are either liquids or oils or ointments that target a single object or creature.
Any 3rd-level or lower spell or power that targets one or more creatures can be a used as a recipe for applied mixtures. Applied mixtures can only be used on willing or helpless creatures or objects.

Splash Mixtures
Splash mixtures are either liquids or powders that target a single creature or point on the surface (square or intersection). Any 3rd-level or lower power that targets an area, is neither a divination spell nor clairsentience power, and has no air, chaotic, cold, darkness, death, earth, electricity, evil, force, good, language-dependent, lawful, sonic or water descriptor can be used as recipe for splash mixtures. Splash Mixtures follow the rules of Splash Weapons. If the recipe is based on a spell or power that has half or partial effects on a successful save, the splash damage is equal to the damage of a successful save. Creatures or objects target of the splash damage, still are allowed to save to lower the damage furthermore. Splash Mixtures have a range increment of 10 feet.


In addition, I was wondering if the class isn't to weak for it's requirements, or basically I was thinking of adding the ability to produce more than one mixture per day. What do you think?
#12

kalthandrix

Jan 16, 2006 8:32:44
Very cool B :D

My question has to do with the idea that most 'potions' in DS come in the form of a fruit- so should they not have the bitanical(?sp) enchantment spell as a requirement?

IMC- I have actually expanded upon the traditional potion-fruits and have ben using tiles, bones, ect. as items that could be infused with an effect simular to a potion. So here is my next question I wouls like to throw out- could this PrC use his oils and liquids to infuse items like a clay tile to work like a potion. For example- soaking said tile in a special mixture would infues the clay with the glitterdust effect- then to activate it the user crushes the tile, causing the shards to burst forth in a glittering cloud from the user's hand to mimic the glitterdust spell. Thoughts?
#13

kalthandrix

Jan 16, 2006 8:43:52
In addition, I was wondering if the class isn't to weak for it's requirements, or basically I was thinking of adding the ability to produce more than one mixture per day. What do you think?

Sure- you could do it so the creation time for this class is reduced - kind of like the efficient item creation or something epic feat.

Also- taking an idea from Eberron- why not give them an XP pool that they can draw off of to fuel their creation costs? IMO it should be a small, self renewing pool of XP, maybe like Int mod * Alchemist level per week or month that can only be used to create their mixtures and potions- this will make the everyday potions easier for them to make, but the rare one would require more time and effort and therefore draw more XP from the creator then the Alchemist has in their pool.
#14

kalthandrix

Jan 16, 2006 11:10:03
Here is another thought-

Are these items magical. The reason that I ask is that this could be just a highly advanced form of alchemy that is non-magical, non-psionic. This would make them legal in the city-states and also pretty popular for things like the arena or for assassins.

I was thinking that if they were not magical, maybe it would be cool to have something like an onset time- for example, a galdiator puts a strip of leather in his mouth that has been treated with a mixture of bull's strength, and after a minute or so, during which time he has been testing his opponent, the effect takes hold a is now coursing through his body, allowing him to add additional force to his blows and taking his opponent by surprise.

Just an idea.
#15

bengeldorn

Jan 16, 2006 12:15:45
Very cool B :D

My question has to do with the idea that most 'potions' in DS come in the form of a fruit- so should they not have the bitanical(?sp) enchantment spell as a requirement?

My idea was, that although creating a mixutre follows the rules of brew potion, it doesn't neccesserily have to be a potion liquid. Depending of the effect there can be several forms. Liquids are just the most common and easiest to adapt form for mixtures. I don't think that the alchemist's mixtures should be like athasian potions in fruits, this just sounds strange to me.

IMC- I have actually expanded upon the traditional potion-fruits and have ben using tiles, bones, ect. as items that could be infused with an effect simular to a potion. So here is my next question I wouls like to throw out- could this PrC use his oils and liquids to infuse items like a clay tile to work like a potion. For example- soaking said tile in a special mixture would infues the clay with the glitterdust effect- then to activate it the user crushes the tile, causing the shards to burst forth in a glittering cloud from the user's hand to mimic the glitterdust spell. Thoughts?

I'm very sorry, but I don't understand what you are talking about or qhat your question is. What is a tile? If I'm trying to translate it in my native language, than it just doesn't seem to make any sense.

Sure- you could do it so the creation time for this class is reduced - kind of like the efficient item creation or something epic feat.

I toyed with the thought to add the ability to create 2 mixutres/day at 6th level and 3 mixtures/day at 9th level. Would this be ok, or should are change something, like decrising skill-points or whatever?


Also- taking an idea from Eberron- why not give them an XP pool that they can draw off of to fuel their creation costs? IMO it should be a small, self renewing pool of XP, maybe like Int mod * Alchemist level per week or month that can only be used to create their mixtures and potions- this will make the everyday potions easier for them to make, but the rare one would require more time and effort and therefore draw more XP from the creator then the Alchemist has in their pool.

Well I don't think that this is needed. You have to be at least 8th level to have one level in the alchemist presitge class. You can create potions with a maximum recipe level of 1st. At 1st level the XPs you have to spend for one 1st level potion is 2 XPs. At 2nd level it is 4 XPs. The maximum ammount of XPs you have to spend is 9th level for 3rd level mixture, that would be 43 XPs (at 10th level the maximum cost for any mixture is 30 XPs). To be a 9th level alchemist you have to be at least 16th level character. 43 XPs for a 16th level character or so few, that you almost doesn't need to count them.

Are these items magical. The reason that I ask is that this could be just a highly advanced form of alchemy that is non-magical, non-psionic. This would make them legal in the city-states and also pretty popular for things like the arena or for assassins.

No they are not magical. But they are still illigeal, because the materials you need are illigal.

I was thinking that if they were not magical, maybe it would be cool to have something like an onset time- for example, a galdiator puts a strip of leather in his mouth that has been treated with a mixture of bull's strength, and after a minute or so, during which time he has been testing his opponent, the effect takes hold a is now coursing through his body, allowing him to add additional force to his blows and taking his opponent by surprise.

These mixture have the same effects as spells or powers (but not being magical or psionical). What you discribed would be nice for "regular" special substances that are created with Craft (alchemy) IMO. I use a system for special substances in my campaign with special substances having onset times, side effects and overdoses, but I only have it in german and it has to revised. I tried once to translate so I could post it, but this is realy hard, so I gave up on this idea.
#16

kalthandrix

Jan 16, 2006 12:35:32
A tile is a (usually) small, square piece of fired or glazed clay.

IMC- I have actually expanded upon the traditional potion-fruits and have been using tiles, bones, ect. as items that could be infused with an effect simular to a potion. So here is my next question I wouls like to throw out- could this PrC use his oils and liquids to infuse items like a clay tile to work like a potion. For example- soaking said tile in a special mixture would infues the clay with the glitterdust effect- then to activate it the user crushes the tile, causing the shards to burst forth in a glittering cloud from the user's hand to mimic the glitterdust spell. Thoughts?

This was just a flavor idea and really had nothing to do with the PrC. I was just wondering if he could use other things then liquids and you have already answered this.
I toyed with the thought to add the ability to create 2 mixutres/day at 6th level and 3 mixtures/day at 9th level. Would this be ok, or should are change something, like decrising skill-points or whatever?

Maybe make the number of mixtures per day dependant upon the nuber of ranks the character has like ranks/5= # of mixtures per day.
Well I don't think that this is needed. You have to be at least 8th level to have one level in the alchemist presitge class. You can create potions with a maximum recipe level of 1st. At 1st level the XPs you have to spend for one 1st level potion is 2 XPs. At 2nd level it is 4 XPs. The maximum ammount of XPs you have to spend is 9th level for 3rd level mixture, that would be 43 XPs (at 10th level the maximum cost for any mixture is 30 XPs). To be a 9th level alchemist you have to be at least 16th level character. 43 XPs for a 16th level character or so few, that you almost doesn't need to count them.

I know that the cost is somewhat small, but if done over a long enough period then the cost does add up.
#17

bengeldorn

Jan 16, 2006 13:45:03
A tile is a (usually) small, square piece of fired or glazed clay.

I see. If I'd make a glitterdust mixture, I'd use a small bag filled with powder that has to be thrown. When the bag inpacts, the glittering powder would flow into the air and than fall down on the creatures within the area.

Maybe make the number of mixtures per day dependant upon the nuber of ranks the character has like ranks/5= # of mixtures per day.

Well ,I generally don't like class features that are based on ranks. This just isn't a class feature anymore, as you increase the benefits without taking the class. I'd like to stay at a 2/day or 3/day ability at fixed class levels.

I know that the cost is somewhat small, but if done over a long enough period then the cost does add up.

I don't think that the XP cost matter at this character level. But if you want something like that you could use this, but I don't think I'm going to use it for this class. The alchemist should have many mixtures with him, but he shouldn't create too much for free, besides he can create special substances, which btw. don't cost any XPs at all.

Here a possible example (without multiple brewings/day and 1 week = 10 days)
max. XP/week is calculated by max recipe level known
#18

ruhl-than_sage

Jan 16, 2006 14:29:00
I was thinking that if they were not magical, maybe it would be cool to have something like an onset time- for example, a galdiator puts a strip of leather in his mouth that has been treated with a mixture of bull's strength, and after a minute or so, during which time he has been testing his opponent, the effect takes hold a is now coursing through his body, allowing him to add additional force to his blows and taking his opponent by surprise.

Just an idea.

Sounds cool to me. That could even be made into a regular alchemical item. It could be made from adrenal glands and just essentially be adrenaline producing results more similar to rage then bullstrength including the fatigue afterwards.
#19

xlorepdarkhelm_dup

Jan 16, 2006 14:45:38
Interesting take on things. PErsonally, I use the Alchemists & Herbalists splatbook, and then make it all restricted to the Bard class levels, rather than spellcaster levels -- leaving higher forms of Alchemy and Herbalism to the purvue of Bards -- masters of ancient, forgotten lores.
#20

greyorm

Jan 17, 2006 0:55:12
I've never thought about how long a mixture or potion should be durable, but I think one or two days, is a very short time, espacially when you can create only one mixture/potion a day.

Ahhh...oops. I didn't realize that. I did not see that constraint in the class text above, but I may have missed it.

Maybe you could post your class. I realy would like to take a look at it.

I can do that, though I'll have to dig it out from wherever I put the last copy of it on my hard drive. However, I have to warn you that I didn't finish the class since none of my players displayed any desire to playtest it. I did create a mostly finished Apothecary class (think "a healer, with potions and such") as well.

I'd like to see those feats have.

I'll post them with the class.

Well, such a dust (I'd call it powder) would be a wondrous item (IMO). I'm not sure if it would be good idea to allow a class to create potion equivalences and wondrous item equivalences. I'll have to think about it, because it's not necessarily that both could be created, but to discribe it with a good mechanic/rule.

I didn't have any problems just using the same old rules I used for potions. I, at least, saw things like Sunrods and Tanglefoot Bags as mini-Wondrous Items anyways -- plus my Alchemist class was restricted to creating substances, not items, so only certain Wondrous Items were available on their "Can Create This" list.
#21

bengeldorn

Feb 01, 2006 21:31:19
I'm thinking of redesigning this PrC and I could use some help.

Here is my plan for this class:
- Instead of a limited number of recipes known, I'd like to change the mechanic to the use of a recipe book, because I think this is more appropriate than just limiting the amount of known recipes
- In addition to the recipe book, I want to add a mechanik that an alchemist could memorize a number of recipes, so he create some mixtures without a recipe book
- Instead of using the usual spell format, I'd like to have a recipe format, that would be close to the spell format but still unique (for this part I realy could use some help)
- Ideas for special substances or mixtures based on spells, powers or something you created or you have seen (this is also something I could use some help)
- Every special substance or mixture can be created with the craft (alchemy) skill (but without xp-cost). In addition the alchemist can create with increasing class levels one or more special substances or mixtures in one day (but with xp-costs).
- Special substances or mixtures should be classified in levels (maybe based on the craft DC?)
- I want to add an ability that allows the alchemist to create special substances or mixtures "on the fly", but I don't know how the mechanic should look like yet (maybe a limited number of times plus a craft check?)


Well these are the basic ideas I have, and before I start to develop the class and give ideas for special substances or mixtures, I'd like to have the recipe format set.
My basic idea for the format was something like this:
Recipe Name
Adopted school/discipline (subschool) [descriptor] (I think this is needed, because some creatures are immune to certain school, disciplines, subschools and/or descriptors)
Type: The effect of mixtures is based on how it is used. Some mixtures react by contact; some must be consumed while others react when exposed to the air. The type of a mixture helps to indicate how it as to be applied is being used. Some mixtures can have more than type.
Reaction (source): Sometimes a mixture just needs another source to develop its effects.
Consumption (type) : Mixtures of this type have to be consumed, either by eating, drinking, inhaling or being injected by it. The creature that consumes the mixture is always target of the effect. Objects have no ability to consume any substances, that’s why they can never be the target of this kind of mixtures.
Range: There are three different ranges. 0 ft., Personal and ranges above 0 ft. 0 ft. means that the special substace or mixture is usualy applied on the target. Personal means that the special substance or mixture affects only the target if it consumes it (note injecting a creature with something has still a range of personal). Ranges above 0 ft. (for example 10 ft.) is the range increment to throw the special substance or mixture (a ranged touch attack is usually needed to hit the target or area, use the rules for splash weapons to determine where a missed attack hits).
Target/Area: Special substances' or mixtures' effects usually affect a target or an area.
Duration: This indicates how long the effect lasts for a creature or object, or within an area.
Saving Throw & DC: This shows if and what saving throw is allowed and what DC has to be beaten.
Craft DC : This is the DC for the Craft (alchemy check).
Market Price: This indicates the market price for the special substance or mixture (the time to create and the cost for the raw materials can be derived from this)
Level: This indicates the level of the special substance (this is used for the alchemist's ability to limit his ability to create special substances or mixtures in one day)

Here are two examples how special substances could look like with this format:
Smokestick
Universal
Type: Reaction (fire)
Range: 0 ft.
Area: 10 ft. cube
Duration: 1 round
Saving Throw and DC: None
Craft DC: 20
Market Price: 20 cp
Level: 1

This alchemically treated stick instntly creates thick, opaque smoke when igneted. The affected area is treated as under the effect by a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round.



Tanglefoot Bag
Universal
Type: Reaction (air)
Range: 10 ft.
Target: One creature
Duration: 2d4 rounds
Saving Throw and DC: Reflex DC 15 partial; see below
Craft DC: 25
Market Price: 50 cp
Level: 2

This round leather bag full of alchemical goo. When you throw the tanglefoot bag at a creature, the bag comes apart and the goo bursts out, entangling the target and then becomung tough and resillient upon exoisure to air. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


So what do you think?
#22

ruhl-than_sage

Feb 02, 2006 7:00:43
Nice! What a great idea.

I really think this will help to make alchemy a more interesting craft. Personally I think it would be great to see something like this for other types of craft as well....

Perhaps you could put notes in at the end of some of these creations for "augmentations" basically an increase in save DC, or duration, or some other factor that has a comeasurate increase in cost and craft DC.

For instance:
Smokestick
Universal
Type: Reaction (fire)
Range: 0 ft.
Area: 10 ft. cube
Duration: 1 round
Saving Throw and DC: None
Craft DC: 20
Market Price: 20 cp
Level: 1

This alchemically treated stick instntly creates thick, opaque smoke when igneted. The affected area is treated as under the effect by a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round.
Augmentation:
Stinking Smoke Stick (+5 DC +30gp Level 2): The smoke stick also lets off a foul oder that forces all within it to make a fortitude save DC 15 or become sickened for as long as they remain within the smoke +2d4 rounds thereafter.
Stinging Smoke Stick (+10 DC +50gp Level 3): The smoke stick also contains irriatants that sting the eyes of all with. Anyone exposed to the smoke must make a DC 17 fort save or be blinded for 1d4+1 rounds.

Anyway the above example is just to give you an idea of what I'm talking about.
#23

bengeldorn

Feb 06, 2006 20:05:40
THE ALCHEMIST
A special mixture for a special friend at a special price.
— Serreg, half-elven alchemist from Nibenay.

In a world, where magic is forbidden, one of the most important professions on Athas is the alchemist. An alchemist understands to combine herbs and essences with each other, in a way that develops an almost magical effect without knowing or using the forbidden art of the magic. Although the alchemist's products still are forbidden, these mixtures are harder to detect.

BECOMING AN ALCHEMIST
Those, who have studied to mix herbs and essences without the use of magic, are most likely to become an alchemist. Any class qualifies for alchemist prestige class, as the only requirements are, to have ranks in Craft (alchemy) and Profession (herbalist or apothecary), and to spend a feat for Skill Focus [Craft (alchemy)]. Bards are most likely to become alchemist, because the ability to create special substances without being able to use magic is almost the first step. The alchemist must be able to read and write at least one language, as he has to note the recipes in a book. Spellcasting classes, such as wizard, cleric, templar or druid also qualify for this prestige class, but being able to brew potions by just taking one feat, the alchemist prestige class would be a poor choice, unless they want to create items, that have no magic aura, which can be quite useful in areas where magic is forbidden.

ENTRY REQUIREMENTS
Skills: Craft (alchemy) 10 ranks, Profession (herbalist or apothecary) 10 ranks, Literacy 1 rank
Feats: Skill Focus [Craft (alchemy)]

The Alchemist<br /> Hit Die: d6<br /> Base<br /> Attack Fort Ref Will<br /> Level Bonus Save Save Save Special <br /> 1st +0 +2 +0 +2 Craft special substance, fast crafting (8 hours)<br /> 2nd +1 +3 +0 +3 Memorize<br /> 3rd +1 +3 +1 +3 No-lab crafting (1st)<br /> 4th +2 +4 +1 +4 Fast crafting (4 hours)<br /> 5th +2 +4 +1 +4 No-lab crafting (2nd)<br /> 6th +3 +5 +2 +5 <br /> 7th +3 +5 +2 +5 Fast crafting (2 hours), No-lab crafting (3rd)<br /> 8th +4 +6 +2 +6 <br /> 9th +4 +6 +3 +6 No-lab crafting (4th)<br /> 10th +5 +7 +3 +7 Fast crafting (1 hour)
#24

ruhl-than_sage

Feb 06, 2006 22:40:23
Nice I like the new design a lot :D I'll be sure to send some recipes your way. Maybe you can convince the list master to make up a list of already existant alchemical substances ;)
#25

bengeldorn

Feb 07, 2006 7:19:28
I changed the xp-cost for the Fast Crafting and the No-Lab Crafting abilites. In addition I changed the time to create for the No-Lab Crafting ability.

Nice I like the new design a lot :D I'll be sure to send some recipes your way. Maybe you can convince the list master to make up a list of already existant alchemical substances ;)

Thanks. Do you mean me with "the list master" or who do you mean? I'll be buise during the next days, that's why I said the the first recipes will be up somewhere during this month. I don't have a list yet, with recipes categorized in recipe levels, but I think a general guidline could be, for every 5 points above Craft DC 20, the level increases by one with Craft DC 20 being a 1st level recipe.

Another thing I was wondering about: Should the alchemist get his level (or half his level) as a bonus to Craft (alchemy) checks?
#26

Kamelion

Feb 07, 2006 7:57:14
Thanks. Do you mean me with "the list master" or who do you mean?

It's list monkey, thankyou :D
I have no immediate plans for a list of alchemical items, but as a starting point I would suggest looking at the Arms & Equipment Guide, Complete Adventurer and the Eberron Campaign Setting for some items additional to those in the PHB and the DS3 Core Rules. And, if you have access to them, there are also alchemical items in Dragon magazine - issues 280, 291, 298, 300, 303, 322, 331, 334 and 337.
There ya go - that's a little list to be getting along with ;)...
#27

ruhl-than_sage

Feb 07, 2006 9:56:18
It's list monkey, thankyou :D
I have no immediate plans for a list of alchemical items, but as a starting point I would suggest looking at the Arms & Equipment Guide, Complete Adventurer and the Eberron Campaign Setting for some items additional to those in the PHB and the DS3 Core Rules. And, if you have access to them, there are also alchemical items in Dragon magazine - issues 280, 291, 298, 300, 303, 322, 331, 334 and 337.
There ya go - that's a little list to be getting along with ;)...

Thanks Kam! And sorry, List Monkey.

Here enjoy:

IMAGE(http://banana.xar.us/Budha_Banana.jpg)
#28

Kamelion

Feb 07, 2006 10:07:24
Wonderful .

And that, my liege, is how we know the Earth to be banana shaped...
#29

bengeldorn

Feb 15, 2006 9:12:02
Here are my first attempts to use the new Recipe-Format:

Recipe Name
Adopted school/discipline (subschool) [descriptor] (I think this is needed, because some creatures are immune to certain school, disciplines, subschools and/or descriptors)
Type: The effect of mixtures is based on how it is used. Some mixtures react by contact; some must be consumed while others react when exposed to the air. The type of a mixture helps to indicate how it as to be applied is being used. Some mixtures can have more than type.
Reaction (source): Sometimes a mixture just needs another source to develop its effects.
Consumption (type) : Mixtures of this type have to be consumed, either by eating, drinking, inhaling or being injected by it. The creature that consumes the mixture is always target of the effect. Objects have no ability to consume any substances, that’s why they can never be the target of this kind of mixtures.
Range: There are three different ranges. 0 ft., Personal and ranges above 0 ft. 0 ft. means that the special substace or mixture is usualy applied on the target. Personal means that the special substance or mixture affects only the target if it consumes it (note injecting a creature with something has still a range of personal). Ranges above 0 ft. (for example 10 ft.) is the range increment to throw the special substance or mixture (a ranged touch attack is usually needed to hit the target or area, use the rules for splash weapons to determine where a missed attack hits).
Activation Time: Usually activating or using a special substance requires an action, but some special substances must be applied and need more time than an action. If this entry is missing, the activation time is 1 action. 1 action means that you can either requires a standard action or you could used more than an one special substance as a part of a full attack action. To activate or use more than one special substance as a part of a full attack action, you must have the Quick Draw feat.
Target/Area: Special substances' or mixtures' effects usually affect a target or an area.
Splash Weapon : A special Substance with Splash Weapon as Target or Area can either a single creature or square. Use the rules for Splash Weapons (page 158 of the PHB) to determine the special substance’s Target or Area.
Duration: This indicates how long the effect lasts for a creature or object, or within an area.
Saving Throw & DC: This shows if and what saving throw is allowed and what DC has to be beaten.
Craft DC : This is the DC for the Craft (alchemy check).
Market Price: This indicates the market price for the special substance or mixture (the time to create and the cost for the raw materials can be derived from this)
Weight: This indicates the special substance’s weight “—“ indicates that the special substance has no weight, or no weight worth noting.
Level: This indicates the level of the special substance (this is used for the alchemist's ability to limit his ability to create special substances or mixtures in one day). The Level is equal to Market Price / Craft DC (rounded to the nearest integer -> .0 - .49 rounded down, and .5 - .99 rounded up).


Acid
Universal [Acid]
Type: Reaction (any)
Range: 10 ft.
Target/Area: Splash Weapon
Duration: Instantaneous
Saving Throw and DC: None
Craft DC: 15
Market Price: 10 cp
Weight: 1 lb.
Level: 1

A direct hit with acid deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Augment: The concentration of the acid can be increased. You can increase the damage by a direct hit by one or more additional 1d6 points of acid damage (max. 5d6). For every additional 1d6 points of acid damage by a direct hit, the splash damage increases by 1 points of acid damage, the Craft DC increases by 5, the Recipe-Level increases by 1, and the new Market Price is equal to 10 cp plus the new Craft DC
#30

ruhl-than_sage

Feb 15, 2006 23:09:20
Nice , I think you should change the splash damage from the acid however. I would recommend only increasing it by 1 per extra die (basically the minimum damage result for a direct hit). The way it's listed right now it's possible to take a great amount of garunteed splash damage, than damage from a direct hit.