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Students of the material world, alchemists are skilled chemists and masters of the interactions between the four elements. A character with the Alchemy Proficiency can do the following: | Students of the material world, alchemists are skilled chemists and masters of the interactions between the four elements. A character with the Alchemy Proficiency can do the following: | ||
− | + | 1. Identify common alchemical substances, potions and poisons with a proficiency throw of 11+ | |
− | + | 2. Work with and isolate alchemical substances. | |
− | + | 3. Work with and preserve herbal substances. | |
− | + | 4. Brew potions and poisons. | |
− | + | ==1. Identifying common alchemical substances, potions and poisons.== | |
The typical alchemist can identify the above through careful examination, taking at least one turn, without any gear or equipment. Most substances and poisons can be identified via visual examination. Potions require that they be tasted in order to be identified. Characters without the Alchemy proficiency may identify potions with a throw of 18+. In either case, characters suffer the deleterious affects of certain potions (such as delusion, or poison) immediately upon taking the slightest sip. Tasting other potions typically imparts a feeling or impression; for instance, sipping a potion of flight might make the alchemist feel as light as a feather. | The typical alchemist can identify the above through careful examination, taking at least one turn, without any gear or equipment. Most substances and poisons can be identified via visual examination. Potions require that they be tasted in order to be identified. Characters without the Alchemy proficiency may identify potions with a throw of 18+. In either case, characters suffer the deleterious affects of certain potions (such as delusion, or poison) immediately upon taking the slightest sip. Tasting other potions typically imparts a feeling or impression; for instance, sipping a potion of flight might make the alchemist feel as light as a feather. | ||
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Alchemists may also make use of their laboratory in order to identify substances, potions and poisons. Doing so takes one day, 25 gold in materials and a throw of 7+. Identification of these substances may be done using a traveling lab. She may increase her chance of success in the following ways: | Alchemists may also make use of their laboratory in order to identify substances, potions and poisons. Doing so takes one day, 25 gold in materials and a throw of 7+. Identification of these substances may be done using a traveling lab. She may increase her chance of success in the following ways: | ||
*For every additional 2000 gp in value of the lab she gains a +1 bonus to the throw. | *For every additional 2000 gp in value of the lab she gains a +1 bonus to the throw. | ||
− | *Possessing a library worth 2000 gp adds a +1 bonus to the throw. A successful throw indicates the value of the library is increased by | + | *Possessing a library worth 2000 gp adds a +1 bonus to the throw. A successful throw indicates the value of the library is increased by 250 gp, due to the notes she has taken during the process. |
*For every additional 1000 gp of worth of the library add +1 to the throw. | *For every additional 1000 gp of worth of the library add +1 to the throw. | ||
*For every additional two days spent add +1 to the throw. | *For every additional two days spent add +1 to the throw. | ||
*Note that uncommon or rare items will likely have a higher throw. | *Note that uncommon or rare items will likely have a higher throw. | ||
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A throw of 1 will always fail and has a 50% chance of destroying the substance in question. | A throw of 1 will always fail and has a 50% chance of destroying the substance in question. | ||
− | + | ==2. Work with and isolate alchemical materials.== | |
Only full-fledged alchemists can isolate alchemical compounds, and only then with the aid of an alchemical lab. Doing so requires a period of one week, the consumption of 100 gp worth of reagents and catalysts and a throw of 14+ in order to be successful. The amount of material that can be refined within this time period depends on the material in question. The alchemist's lab must be worth a minimum of 1000 gold in order to attempt this (it is not possible to do so in a traveling lab). | Only full-fledged alchemists can isolate alchemical compounds, and only then with the aid of an alchemical lab. Doing so requires a period of one week, the consumption of 100 gp worth of reagents and catalysts and a throw of 14+ in order to be successful. The amount of material that can be refined within this time period depends on the material in question. The alchemist's lab must be worth a minimum of 1000 gold in order to attempt this (it is not possible to do so in a traveling lab). | ||
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A throw of 1 will always fail and has a 50% chance of destroying the substance in question. | A throw of 1 will always fail and has a 50% chance of destroying the substance in question. | ||
− | + | ==3. Working with and preserving herbal substances.== | |
Alchemists are instrumental in the preservation, treatment and distillation of various herbs, monster parts, etc., making them ready for further use, whether as a direct application (such as comfrey) or as an ingredient for something (monster parts for magical items, for instance). Doing so requires a base throw of 18+ and a day of time for a given quantity. Modifiers may be applied as follows: | Alchemists are instrumental in the preservation, treatment and distillation of various herbs, monster parts, etc., making them ready for further use, whether as a direct application (such as comfrey) or as an ingredient for something (monster parts for magical items, for instance). Doing so requires a base throw of 18+ and a day of time for a given quantity. Modifiers may be applied as follows: | ||
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− | + | ==4.Brew potions and poisons.== | |
The alchemist may attempt to concoct poisons and potions. Poisons are created as per p. 249 of Core. In attempting to brew a poison the following modifiers apply: | The alchemist may attempt to concoct poisons and potions. Poisons are created as per p. 249 of Core. In attempting to brew a poison the following modifiers apply: | ||
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Brewing potions ---> still working on this. | Brewing potions ---> still working on this. | ||
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