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The Vorpal Tribble
2007-03-03, 11:36 AM
Is there any type of alchemical way of treating a magical disease? Even just a one use? Got a man in my game I need to treat but though I can heal him of wounds, don't have any disease treatments.

He does however have an alchemist's lab and full ranks in alchemy.

JellyPooga
2007-03-03, 11:41 AM
Look up price of a potion of Cure Disease...double it (arbitary)...there's your cost.

Set an arbitary DC...fairly high, 'cos...well, just 'cos.

roberts you dads brother...one alchemical potion of cure disease (given that you can make it in time...)

Thomas
2007-03-03, 12:05 PM
Alchemy isn't for treating diseases. If you want to use a skill to treat diseases, you use Heal.


Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.

Shhalahr Windrider
2007-03-03, 12:21 PM
I can see creating an alchemical substance similar to antitoxin (http://www.systemreferencedocuments.org/35/sovelior_sage/goodsAndServices.html#antitoxin). Grants a +5 bonus to the next Fort save vs. a disease. It would also apply to any heal checks made to treat the disease. Probably cost about the same as antitoxin, too: 50 gp. Maybe make it 60-70 gp since it also applies to the Heal checks.

daggaz
2007-03-03, 12:30 PM
would agree with windrider, but I would make it a little more expensive than that. least 100gp. Its out of the ordinary.

The Vorpal Tribble
2007-03-03, 12:56 PM
Alchemy isn't for treating diseases. If you want to use a skill to treat diseases, you use Heal.
However, some diseases you don't just heal from. I can keep this one at bay, possibly, for a time, but thats it.

And I don't see why alchemy couldn't. It does a good many other things, including poisons, which brings me to...



I can see creating an alchemical substance similar to antitoxin (http://www.systemreferencedocuments.org/35/sovelior_sage/goodsAndServices.html#antitoxin). Grants a +5 bonus to the next Fort save vs. a disease. It would also apply to any heal checks made to treat the disease. Probably cost about the same as antitoxin, too: 50 gp. Maybe make it 60-70 gp since it also applies to the Heal checks.
Aye, this is basically what the DM has decided. Was just making sure osmething like this doesn't already exist and I've missed it.

LotharBot
2007-03-03, 03:01 PM
Search http://www.systemreferencedocuments.org/35/sovelior_sage/magicItemsWI.html for "ointment" (here it's called "restorative ointment" but in my DMG it's keou-somebody's ointment.) Costs 4000 gp for 5 applications, or 800 gp for one. Magical, and requires you to be able to cast remove disease etc. to make.

If you're going to create an alchemical item with a similar function, keep this in mind for determining pricing.

Thomas
2007-03-03, 04:58 PM
However, some diseases you don't just heal from. I can keep this one at bay, possibly, for a time, but thats it.

There's no rules for diseases like that, so you can just make up anything and it'll be equally "right."

Shhalahr Windrider
2007-03-03, 05:42 PM
There's no rules for diseases like that, so you can just make up anything and it'll be equally "right."
What about mummy rot (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#mummy-rot)? You can't heal that without magical aid.

Thomas
2007-03-03, 06:33 PM
What about mummy rot (http://www.systemreferencedocuments.org/35/sovelior_sage/abilitiesAndConditions.html#mummy-rot)? You can't heal that without magical aid.

You can heal it, you don't just "keep it at bay."

cupkeyk
2007-03-03, 06:40 PM
Or Survival, since apothecary skills would fall under survival.

I can name one magical disease with a non-magical treatment: lycanthropy.

Shhalahr Windrider
2007-03-03, 06:44 PM
You can heal it...
If you have access to a spellcaster or the proper magic item, sure.

(I'm referring to actually curing the disease not just healing the ability damage.)


you don't just "keep it at bay."
You do so by rolling successful saving throughs and/or heal checks, thus preventing any damage.