Editing Alchemy

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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 50 gp, due to the notes she has taken during the process.  This increase in value only applies the first time the alchemist identifies the substance.
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*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.
*Identifying potions and other materials successfully grants the alchemist 25 XP.
 
  
 
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.
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Alchemical labs also require the use of expendable ingredients, such as quicksilver, sulfur, amber, silkwater, etc.  It is assumed that one can purchase a standard array of alchemical ingredients in a large enough market class.  Such materials are cost 150 gp to purchase and include a general assortment of materials.  Note that it may be possible to find unique materials that add modifiers to specific tasks.  Costs of such materials will be provided by the DM.
 
Alchemical labs also require the use of expendable ingredients, such as quicksilver, sulfur, amber, silkwater, etc.  It is assumed that one can purchase a standard array of alchemical ingredients in a large enough market class.  Such materials are cost 150 gp to purchase and include a general assortment of materials.  Note that it may be possible to find unique materials that add modifiers to specific tasks.  Costs of such materials will be provided by the DM.
 
=Alchemical Substances=
 
*'''Bloodroot'''.  Bloodroot may be harvested and chemically treated, creating a mildly toxic substance that, if ingested, will slow down the victim's heart-rate to the point that it is nearly imperceptible.  The imbiber must make a Save v. Poison.  If failed -- and note that the Save can be failed on purpose -- the victim falls into a deep, deep sleep that appears like death to the casual observer.  This sleep lasts for 1d4+4 hours, and only a ''Cure Poison'' or similar spell will wake the sleeper.
 
*'''Zelenek''' A [https://forum.rpg.net/showthread.php?765089-IC-ACKS-The-Wilderlands-of-Absalom&p=19776904#post19776904 greenish sand] used in casting metal objects, or quenching forged steel.  In addition to being ideal for various kinds of metalrafting, ''zelenek'' is said to be toxic to dragons and dragon kind.  After each use it is rendered inert, and a quantity of 5 stones is required to treat a weapon, or 10 stone to act as a casting mold.  Using ''zelenek'' adds a +1 to the applicable magical research throw *or* can be used in such a manner as to impart a special quality to the item (masterwork or magical).  In this case, ''zelenek'' will aid in the creation of weapons or items to be used against dragonkind.
 
*'''Praum'''. It is called godshit because it seems to be spontaneously produced in places where powerful beings, quasi-gods or eidolons are trapped, sleeping or otherwise confined.  The presence of such beings, over centuries or millennia, creates veins of the waxy, slightly glowing substance that alchemists call [I]praum[/I].
 
**It has a value approaching one hundred gold per pound when refined.
 
**Raw praum can be difficult to refine, and one pound of raw godshit produces one half pound of refined praum.
 
**Requires a base throw of 17+, instead of 14+.  Without the book it would have a throw of 20+ to refine.
 
**The real value of praum is to magic-users, those, especially those who specialize in the creation of life or unlife.  It can be used as follows:
 
***For every twenty pounds of godshit used in necromancy it allows the mage to add 1 HD to the maximum level of undead created, to a maximum of double the caster's level.  Using a minimum of one pound of praum in the ritual also adds +1 to the caster's magical research throw.
 
***When creating crossbreeds every twenty-five points of godshit allows the caster to add one special ability beyond which would normally be allowed.  She also gains a +1 bonus to the magic research throw as long as at least one pound is used. 
 
***A mage using praum to create a construct gain a +1 bonus to the magic research throw for every 5000 gp worth of praum they use.
 
**Because it is created from the boiling off of excess divine power (much as salt is refined from boiling sea water) praum can also be used as a source of divine power.  Every pound of godshit produces 1000 gp of divine power.
 
**Refined praum can also be used in alchemical labs.  One pound of praum counts as 500 gold worth of alchemical reagents
 

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