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Haedrian
2007-03-17, 03:31 AM
Well, I was going to have a ranger player, who didn't like Magic much; so I redesigned Alchemy to mean playing around with herbs to create (nonmagical and weaker) potions

The text (for players):

Alchemy (Int): Alchemy has been rewritten from scratch, now reflecting a
druid/ranger's ability to make non magical potions from plants.
Brew Potion: DC varies. The alchemist will brew a potion, provided that he has
the items and ingredients required to make the potion. Working in the
wilderness (or other poor conditions) gives a -4 penalty to the attempts, while
working in a professional laboratory (available in larger cities for example)
gives a +2 bonus to the attempt. If the attempt fails by 5 or more, the potion
uses up twice the normal materials.
Brewing a potion takes 1 hour to complete, 30 minutes of which require full
concentration. A high roll may result in the yielding of multiple potions.

Experimentation: A %die is tossed. The chances of discovering something
useful = 1/2(Skill amount), the above modifiers apply.
Example: Merlion is experimenting in a house. His skill in alchemy is 5, and his
intelligence modifier is 2. His modifier is .: 7/2 = 3.5 rounded to 3. The Dm
rolls a %dice. If the number is an 98, 99 or 00 ; Merlion learns how to make a
new potion.
A near miss (Dm's discretion) will convey some details about a particular
ingredient used. A failure will result in a number of weird effects happening to
the alchemist. For a new recipe to be discovered:
->The above roll must yield correctly
->There must be a potion possible within the DC range
->One of the ingredients has to be present.

You may only experiment once per day. Experimenting takes an hour of work.
Experimenting also requires 1d4 of different ingredients.
Alchemy Recipes: These can be obtained either by experimentation (as above),
or may be obtained from people who already know it. Note that in order to use
a recipe, it is required that the alchemist know which flower/plant each name
refers to.
Items required for Alchemy: Fire*, Water*, Crucible, Mortar and Pestle,
Stirring Rod*, vials.
* Denotes presence in laboratory.
Survival: Is modified to be used also to find plants
Knowledge: Nature - 5 ranks or more gives a +2 bonus to alchemy. Can be
used to identify unknown flowers/herbs.

Now Each player would have two sheets, one with the hidden connotation, and the other with the names of the flowers.

For example, if you find an unknown flower, you tell him/her "You found flower Z"; where flower Z always points to a particular flower. Once he finds out what its name is, he can tie all flowers Z to that particular name.

The DM's sheet:

Yastorian->Mushroom->Minor Poison-?Barks of dying forest trees->Rare->pink with green spots->p
Gabtoe->Flower->Speed->Pools of water inside forests->Common->White flower, similar to an iris->o

Those two are examples of plants which actually do something

Name -> Type -> Effect -> Location -> Rarity -> Looks -> Connotation

Then you have amounts of potions made by combining them.

You also have a lot of 'dummy' plants which do nothing..

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If anyone wants to see all of it, tell me and I'll send them the .xls file... because i can't paste it here :(

or tell me where i can upload it. please.

Thantos
2007-03-17, 03:45 AM
That is cool. I have all ways wanted a non-magical alchemist or chemist and this seem good to me. Although, I am not to good at balancing things out.

Orzel
2007-03-17, 03:49 AM
cool idea
I have a ranger alt class feature for spells that is similar. (http://www.giantitp.com/forums/showthread.php?t=37085)

Haedrian
2007-03-17, 03:52 AM
That is cool. I have all ways wanted a non-magical alchemist or chemist and this seem good to me. Although, I am not to good at balancing things out.

If you think stuff gets out of balance, just make an important plant fail to be found for as long as you want, to balance it out....

Remember, if the DM controls whats found, the DM controlls how much he can make at max..

*realises he can convert the table to htm code and post it*