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. | + | *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. |
*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. | ||
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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. | ||
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