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View Full Version : The Alchemist's Lab--Alchemy worth the cost



Djinn_in_Tonic
2008-03-24, 11:15 PM
Having tried to make an Alchemist earlier today, I realized just how badly Alchemy scales in D&D. In an effort to remedy this problem, I whipped up a few variants, and it sort of grew from there.

If you have anything to add, or any comments to make, please do so. After all...we all need better alchemy. :smallbiggrin:


Alchemist’s Acid: You can throw a flask of alchemist’s acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of acid damage plus an additional number of points of acid damage equal to your ranks in Craft (alchemy). Every creature within 5ft of the point where the flask hits takes a number of points of acid damage equal to half your ranks in Craft (alchemy) rounded down.
Every creature who takes damage in this manner must succeed on a Reflex save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or take half the initial damage in the next round.
Cost: 20gp, Craft DC: 20, Prerequisites: 1 rank in Craft (alchemy)

Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage plus an additional number of points of fire damage equal to your ranks in Craft (alchemy). Every creature within 5ft of the point where the flask hits takes a number of points of fire damage equal to half your ranks in Craft (alchemy) rounded down.
Every creature who takes damage in this manner must succeed on a Reflex save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or catch on fire. Once on fire, the target takes an additional 1d6 points of damage per round. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Cost: 20gp, Craft DC: 20, Prerequisites: 1 rank in Craft (alchemy)

Alchemist’s Frost: You can throw a flask of alchemist’s frost as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of cold damage plus an additional number of points of cold damage equal to your ranks in Craft (alchemy). Every creature within 5ft of the point where the flask hits takes a number of points of cold damage equal to half your ranks in Craft (alchemy) rounded down.
Every creature who takes damage in this manner must succeed on a Reflex save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or suffer a 50% reduction to their speed for 1 round.
Cost: 20gp, Craft DC: 20, Prerequisites: 1 rank in Craft (alchemy)

Alchemist’s Spark: You can throw a flask of alchemist’s spark as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of electricity damage plus an additional number of points of electricity damage equal to your ranks in Craft (alchemy). Every creature within 5ft of the point where the flask hits takes a number of points of electricity damage equal to half your ranks in Craft (alchemy) rounded down.
Every creature who takes damage in this manner must succeed on a Reflex save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or be blinded for 1 round.
Cost: 20gp, Craft DC: 20, Prerequisites: 1 rank in Craft (alchemy)

Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Cost: 20gp, Craft DC: 20, Prerequisites: 1 rank in Craft (alchemy)

Noxious Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). A creature within the smoke must succeed on a Fortitude save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or be nauseated for 1 round. The stick is consumed after 1 round, and the smoke dissipates naturally.
Cost: 40gp, Craft DC: 20, Prerequisites: 1 rank in Craft (alchemy)

Greater Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a solid fog spell, except that a moderate wind dissipates the smoke in 2 rounds and a severe wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Cost: 80gp, Craft DC: 25, Prerequisites: 10 ranks in Craft (alchemy)

Acerbic Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as an acid fog spell, except that a moderate wind dissipates the smoke in 2 rounds and a severe wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Cost: 160gp, Craft DC: 25, Prerequisites: 15 ranks in Craft (alchemy)

Incendiary Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as an incendiary cloud spell, except that it remains immobile and a moderate wind dissipates the smoke in 2 rounds and a severe wind dissipates the smoke in 1 round). The Reflex save is (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier). The stick is consumed after 1 round, and the smoke dissipates naturally.
Cost: 320gp, Craft DC: 30, Prerequisites: 20 ranks in Craft (alchemy)

Coin Bomb: This ordinary looking coin is actually nothing more than a copper shell around a potent mix of chemicals. Rotating the edge of the coin causes the chemicals to mix, and after that a hard impact, such as striking a target, is all that is needed to set of the explosion. A coin bomb takes a swift action to arm, requires a ranged touch attack to hit, and deals 3d6 points of damage upon impact, plus an additional amount of damage equal to your ranks in Craft (alchemy).
A coin bomb is almost impossible to tell apart from a real coin. It requires an Appraise check (DC 10 + your ranks in Craft [alchemy]) to distinguish it from a normal coin.
Cost: 30gp, Craft DC: 20, Prerequisites: 8 ranks in Craft (alchemy)

Shock Clip: This small metal device contains a powerful electrical force and a strong adhesive. It can be adhered to a metal surface as a standard action, and, once placed, turns the entire surface into a lethal trap. Any creature touching the exposed metal takes 2d6 points of electricity damage per round of contact and must make a Fortitude save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or be stunned and unable to relinquish its grip for 1 round. Additionally, the current passes through each creature, so that any creature in contact with the exposed surface is considered to be part of the electrified metal.
A newly created shock clip contains a number of charges equal to your rank in Craft (alchemy). Each round it deals damage to a creature it loses 1 charge. When all the charges have expired, the shock clip burns out, becoming a worthless hunk of chemicals.
Cost: 40gp, Craft DC: 25, Prerequisites: 8 ranks in Craft (alchemy)

Stonebreaker Acid: This potent acid affects only stone and metal. You can throw stonebreaker acid as a grenade-like weapon. When it strikes, it deals 4d10 points of acid damage plus an additional amount of acid damage equal to twice your points in Craft (alchemy). The following round it deals an additional amount of acid damage equal to ½ the initial damage dealt. This damage overcomes the hardness of the material.
Cost: 25gp, Craft DC: 20, Prerequisites: 5 ranks in Craft (alchemy)

Flash-bang: You can throw this weapon as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a dazzling flash of light. Each creature within a 10-foot-radius spread must succeed on a Reflex save (DC 10 + ½ [your ranks in (Craft [alchemy] -3)] + your Intelligence modifier) or be blinded for 1d4 rounds and then dazzled for 1 minute. A successful save leaves the target dazzled for 1d4 rounds.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
For an additional price of 5gp, a Flash-bang can be concealed in a button, granting a +10 bonus to Sleight of Hand checks to conceal it.
Cost: 30gp (35gp for button), Craft DC: 25, Prerequisites: 1 rank in Craft (alchemy)

Sstoopidtallkid
2008-03-25, 02:07 AM
Don't forget to scale up the price based on the ranks the person who created it had. I'd also like to see completely different items that only become available at high levels.

Djinn_in_Tonic
2008-03-25, 11:28 AM
New items added...as well as a few higher level ones.

dyslexicfaser
2008-03-25, 01:41 PM
I don't think it's overpowered. Is 1d6+7 or so (with max ranks in alchemy) per throw at level 10 overpowered?

Maybe you could do something with the Alchemist Savant in Magic of Eberron. It lets you bottle high-level spells and throw them at people.

Human Paragon 3
2008-03-25, 02:25 PM
These all seem really solid to me- nice work!

Stycotl
2008-03-25, 11:51 PM
good job. these are very nice.

Djinn_in_Tonic
2008-03-26, 03:11 PM
Thank you all very much.

On another note, the Flashbang, Coin Bomb, and Shock Clip have been added.

DracoDei
2008-03-26, 03:30 PM
Actually, except at level 10+ half this stuff is just needless complications compared to the old rules if one allows one simple, rational, change from the way things are portrayed in the PHB...

Just allow PCs to buy grenade-like liquids, including Holy Water by the 32 oz wine bottle AS WELL as by the 8 oz. flask.... quadrupal the cost, quadrupal the damage, and no reason why it shouldn't work...
Come to that, at the higher levels the wizards should be TKing small barrels of Holy Water into the chests of Vampires and the Fighters should lead off fights by breaking the same over the heads of same...

It is only when the amounts become totally unweildy that you MUST have improved versions of the basic damaging grenadelikes to keep them viable... and I believe the Epic rules cover that...

Djinn_in_Tonic
2008-03-26, 03:59 PM
I must disagree with you there. The idea of an level 15 alchemist walking around with 20 32oz. bottles of fire just to deal 4d4 damage 20 times is rather pointless.

With this method it remains a viable combat option over 20 levels, without becoming terribly unwieldy.

DracoDei
2008-03-26, 05:19 PM
You may have a point... but...
... 8d4 you mean... 8d4 = (2d4 * (32/8))... and are you remembering about the Bag of Holding or whatever?

Fizban
2008-03-26, 08:56 PM
Okay, I'm a little confused. Are the damages and saves set at creation, or determined by the user? If set at creation, than there needs to be either a cost increase for a better maker, or a stipulation that you can only buy the stuff at minimum power. If it increases with the user, than how do things like the coin bomb work, where an increased ability is inherent in the making?

Also, your flash bang has no bang. What's up with that?

Djinn_in_Tonic
2008-03-26, 09:05 PM
...oh. Right.

I'll fix the prices when I get some time.

The flashbang, however, has no bang. Why, I'm not sure, but that's what I wrote up, and that's what I'm sticking with. The name, however, might change.