Rei_Jin
2008-09-21, 11:13 PM
Alchemy and Poison for the modern adventurer
Looking at the existing rules for alchemy and poisons, there seems to be no pattern, no method of price adjudication or item creation, as well as very little versatility. What I seek to do with this system is to streamline it all, as well as rewarding players for developing their skills and interests outside of combat.
Item Creation DCs
Elemental Flask:
Base DC 10 (Craft: Alchemy)
Add +5 per 1d6 of damage for Fire, Ice, Lightning, or Acid (starts at 0d6 damage)
Add +10 per 1d6 of damage for Sonic (starts at 0d6 damage)
Add +2 per round of duration
Add +10 per increase in radius (starts at one 5ft square)
Add +2 per +1 to the required Reflex Save against the area effect damage (starts at DC10)
NB. The duration is important with the elemental flasks, as that defines how long the effect will stay in the targeted square/squares. If you don't put duration on it, the duration will be instantaneous. You pay for each round of duration if it is anything other than an instantaneous effect.
Effect Flask:
Base DC 10 (Craft: Alchemy)
Add +5 for any one of the following effects: Entangling, Deafening, Blinding
Add +10 for either of the following effects: Sleeping, Paralysing
Add +2 per round of duration
Add +10 per increase in radius (starts at one 5ft square)
Add +2 per +1 to the required save (starts at DC10)
NB. The duration is important with the effect flasks, as that defines how long the effect lasts. If you don't put duration on it, it won't work. You pay for each round of duration.
Poison Flask:
Base DC 10 (Craft: Poison)
Add +5 per 1d6 of initial ability damage one of the following stats: STR, DEX, INT, WIS, CHA
Add +10 per 1d6 of initial ability damage to CON
Add +5 per 1d6 of secondary ability damage one of the following stats: STR, DEX, INT, WIS, CHA
Add +10 per 1d6 of secondary ability damage to CON
If the secondary damage is to a different stat than the initial, reduce the DC by 5
Add +2 if the Poison is activated by ingestion
Add +5 if the Poison is activated by injury
Add +10 if the Poison is activated by inhalation or contact
Add +2 per +1 to the required save (Starts at DC10)
Note: All flasks may only have one effect or element for the initial creation.
Combining effects:
If you wish to have more than one type of effect on a Flask, then design the different elements as individual flasks, then add the DCs together. If you are mixing elemental damage with poison damage for example, you would need to be able to hit the higher DC with BOTH Craft: Alchemy and Craft: Poison. Also, note that if you are combining a poison with an alternate effect, the alternate effect is administered in the same method as the poison. Poisons do not become area effects.
Usage
Elemental Flasks:
To use an Elemental Flask you throw it as a Standard Action, or as part of a Full Round Attack Action, that provokes Attacks of Opportunity, either against an individual or against a square. The range increment is 10ft with a maximum range of 5 range increments. You must make a successful ranged touch attack against your chosen target (DC10 if aiming for a square). If you miss your target, roll scatter dice (1d8 for direction, 1d6 for number of squares. The Elemental Flask then activates, dealing its damage to the initial target (no save) and splash damage to those within the area of effect (Reflex Save for half damage)
Effect Flasks:
To use an Effect Flask you throw it as a Standard Action, or as part of a Full Round Attack Action, that provokes Attacks of Opportunity, either against an individual or against a square. The range increment is 10ft with a maximum range of 5 range increments. You must make a successful ranged touch attack against your chosen target (DC10 if aiming for a square). If you miss your target, roll scatter dice (1d8 for direction, 1d6 for number of squares. The Effect Flask then activates, dealing its effect to the initial target (No Save for Entangling, Fortitude Save for Deafening, Blinding, and Paralysing, Will Save for Sleeping) and splash damage to those within the area of effect (Reflex Save for Entangling, Fortitude Save for Deafening, Blinding, and Paralysing, Will Save for Sleeping)
Poison Flask:
To use a Poison Flask depends on the method of delivery. Ingested Poisons must be swallowed by the target; they take effect 5 minutes after ingestion. Injury poisons are only effectively administered when the target takes damage from a piercing or bladed weapon (1hp minimum) and take effect immediately. Contact poisons need only touch the target, thus a successful touch attack with the poison will succeed, and it will take effect immediately. Inhaled poisons are breathed in and take effect immediately. Inhaled poisons are generally delivered via a cloth or other direct delivery method.
Method of Creation and Market Value
The cost of creation is half the items market value, plus the relevant time it takes to make the check. The required DC to successfully make the item is listed by the previous formula, you MUST meet that DC to make progress. You then multiply your Craft result by the required DC, and the total is the amount of silver pieces worth of progress made per week. You can voluntarily increase the required DC to speed up the creation process, but you must declare that you are doing this to the DM before you make your check. You can also choose to do your checks daily, but the result is calculated in copper pieces, not silver pieces.
The Market Value is built into the DCs. Meaning that the higher the DC, the higher the cost.
There is a formula for the market value of the different items.
Elemental Flask:
The cost is DC/2 (Round up), then squared, divided by 2 and then converted into gp.
As an example, if you take a Fire Flask (2d6 Fire damage, DC20 to make), the cost will be 20/2 = 10, 10x10 = 100, 100/2 = 50, 50gp. If you were instead to make a Fire Burst Flask (2d6 damage in a 15ft diameter, originating from the target, DC 10 save against area damage, DC30 to make), the market value will be 30/2 = 15, 15x15 = 225, 225/2 = 112.5, 112gp 5sp. Of course, this also means that you can make monstrous effects. If I wanted to mimic a fireball for example... Fireball Flask (6d6 Fire Damage in a 45ft Diameter, DC 15 against area damage, DC90 to make), the market value would be 90/2 = 45, 45x45 = 2025, 2025/2 = 1012.5, 1012gp 5sp.
Effect Flask:
The cost is DC/2 (Round up), then squared, and then converted into gp.
As an example, if you take an Entangling Flask (Entangling effect on one target, one round duration, DC 17 to make), the market value would be 17/2 = 9, 9x9 = 81, 81gp. If you were to create a Sleep Area Flask (Sleep effect in a 15ft Diameter, DC 15 Will Save, effect lasts for 5 rounds, DC 50 to make), the market value would be 50/2 = 25, 25x25 = 625, 625gp.
Poison Flask:
The cost is DC/2 (Round up) then squared, multiplied by 2 and then converted into gp . As an example, if you take a Dexterity Poison Flask (1d6 Dex/1d6 Dex, Injury poison, DC 15 Negates, DC 35 to make), the market value would be 35/2 = 18, 18x18 = 324, 324x2 = 648, 648gp per dose.
Combined Items:
When combining items, the cost is based on the highest tier of creation. For example, if I was making a flask that did both elemental and effect, I would base the pricing off the effect. If I was basing it off elemental and poison, it would be based off the poison. Thus, once you have added the two DCs together to create your item, you then use the correct formula.
Unusual Items
It IS possible to make unusual alchemical items and poisons using this system. For example, if I wanted to make a poison that did paralysis for 10 rounds as the initial damage, and 1d6 Dex damage as the secondary, I would use the following formula for creation.
10 (Base for Poison Flask)
+0 (No initial damage)
+5 (1d6 Dex Damage as secondary)
+10 (Inhalation poison)
+10 (DC 15 Fortitude Save)
10 (Base for Effect Flask)
+10 (Paralysis effect)
+20 (10 round duration)
+10 (DC 15 Fortitude Save)
DC 35 + DC 60 = DC 95
The market value would be 95/2 = 48, 48x48 = 2304, 2304x2 = 4608, 4608gp.
You now have a very unusual poison, but one that will allow you to taunt your victim whilst they lie there unable to move, is administered merely by breathing it in, and even if they do survive the 10 rounds of paralysis will leave them partially crippled and unable to move freely.
This was a topic that came up in the other D20 thread, so I thought I should split it over here for evaluation. Any modifications necessary, or anything that people would like to see put in?
Looking at the existing rules for alchemy and poisons, there seems to be no pattern, no method of price adjudication or item creation, as well as very little versatility. What I seek to do with this system is to streamline it all, as well as rewarding players for developing their skills and interests outside of combat.
Item Creation DCs
Elemental Flask:
Base DC 10 (Craft: Alchemy)
Add +5 per 1d6 of damage for Fire, Ice, Lightning, or Acid (starts at 0d6 damage)
Add +10 per 1d6 of damage for Sonic (starts at 0d6 damage)
Add +2 per round of duration
Add +10 per increase in radius (starts at one 5ft square)
Add +2 per +1 to the required Reflex Save against the area effect damage (starts at DC10)
NB. The duration is important with the elemental flasks, as that defines how long the effect will stay in the targeted square/squares. If you don't put duration on it, the duration will be instantaneous. You pay for each round of duration if it is anything other than an instantaneous effect.
Effect Flask:
Base DC 10 (Craft: Alchemy)
Add +5 for any one of the following effects: Entangling, Deafening, Blinding
Add +10 for either of the following effects: Sleeping, Paralysing
Add +2 per round of duration
Add +10 per increase in radius (starts at one 5ft square)
Add +2 per +1 to the required save (starts at DC10)
NB. The duration is important with the effect flasks, as that defines how long the effect lasts. If you don't put duration on it, it won't work. You pay for each round of duration.
Poison Flask:
Base DC 10 (Craft: Poison)
Add +5 per 1d6 of initial ability damage one of the following stats: STR, DEX, INT, WIS, CHA
Add +10 per 1d6 of initial ability damage to CON
Add +5 per 1d6 of secondary ability damage one of the following stats: STR, DEX, INT, WIS, CHA
Add +10 per 1d6 of secondary ability damage to CON
If the secondary damage is to a different stat than the initial, reduce the DC by 5
Add +2 if the Poison is activated by ingestion
Add +5 if the Poison is activated by injury
Add +10 if the Poison is activated by inhalation or contact
Add +2 per +1 to the required save (Starts at DC10)
Note: All flasks may only have one effect or element for the initial creation.
Combining effects:
If you wish to have more than one type of effect on a Flask, then design the different elements as individual flasks, then add the DCs together. If you are mixing elemental damage with poison damage for example, you would need to be able to hit the higher DC with BOTH Craft: Alchemy and Craft: Poison. Also, note that if you are combining a poison with an alternate effect, the alternate effect is administered in the same method as the poison. Poisons do not become area effects.
Usage
Elemental Flasks:
To use an Elemental Flask you throw it as a Standard Action, or as part of a Full Round Attack Action, that provokes Attacks of Opportunity, either against an individual or against a square. The range increment is 10ft with a maximum range of 5 range increments. You must make a successful ranged touch attack against your chosen target (DC10 if aiming for a square). If you miss your target, roll scatter dice (1d8 for direction, 1d6 for number of squares. The Elemental Flask then activates, dealing its damage to the initial target (no save) and splash damage to those within the area of effect (Reflex Save for half damage)
Effect Flasks:
To use an Effect Flask you throw it as a Standard Action, or as part of a Full Round Attack Action, that provokes Attacks of Opportunity, either against an individual or against a square. The range increment is 10ft with a maximum range of 5 range increments. You must make a successful ranged touch attack against your chosen target (DC10 if aiming for a square). If you miss your target, roll scatter dice (1d8 for direction, 1d6 for number of squares. The Effect Flask then activates, dealing its effect to the initial target (No Save for Entangling, Fortitude Save for Deafening, Blinding, and Paralysing, Will Save for Sleeping) and splash damage to those within the area of effect (Reflex Save for Entangling, Fortitude Save for Deafening, Blinding, and Paralysing, Will Save for Sleeping)
Poison Flask:
To use a Poison Flask depends on the method of delivery. Ingested Poisons must be swallowed by the target; they take effect 5 minutes after ingestion. Injury poisons are only effectively administered when the target takes damage from a piercing or bladed weapon (1hp minimum) and take effect immediately. Contact poisons need only touch the target, thus a successful touch attack with the poison will succeed, and it will take effect immediately. Inhaled poisons are breathed in and take effect immediately. Inhaled poisons are generally delivered via a cloth or other direct delivery method.
Method of Creation and Market Value
The cost of creation is half the items market value, plus the relevant time it takes to make the check. The required DC to successfully make the item is listed by the previous formula, you MUST meet that DC to make progress. You then multiply your Craft result by the required DC, and the total is the amount of silver pieces worth of progress made per week. You can voluntarily increase the required DC to speed up the creation process, but you must declare that you are doing this to the DM before you make your check. You can also choose to do your checks daily, but the result is calculated in copper pieces, not silver pieces.
The Market Value is built into the DCs. Meaning that the higher the DC, the higher the cost.
There is a formula for the market value of the different items.
Elemental Flask:
The cost is DC/2 (Round up), then squared, divided by 2 and then converted into gp.
As an example, if you take a Fire Flask (2d6 Fire damage, DC20 to make), the cost will be 20/2 = 10, 10x10 = 100, 100/2 = 50, 50gp. If you were instead to make a Fire Burst Flask (2d6 damage in a 15ft diameter, originating from the target, DC 10 save against area damage, DC30 to make), the market value will be 30/2 = 15, 15x15 = 225, 225/2 = 112.5, 112gp 5sp. Of course, this also means that you can make monstrous effects. If I wanted to mimic a fireball for example... Fireball Flask (6d6 Fire Damage in a 45ft Diameter, DC 15 against area damage, DC90 to make), the market value would be 90/2 = 45, 45x45 = 2025, 2025/2 = 1012.5, 1012gp 5sp.
Effect Flask:
The cost is DC/2 (Round up), then squared, and then converted into gp.
As an example, if you take an Entangling Flask (Entangling effect on one target, one round duration, DC 17 to make), the market value would be 17/2 = 9, 9x9 = 81, 81gp. If you were to create a Sleep Area Flask (Sleep effect in a 15ft Diameter, DC 15 Will Save, effect lasts for 5 rounds, DC 50 to make), the market value would be 50/2 = 25, 25x25 = 625, 625gp.
Poison Flask:
The cost is DC/2 (Round up) then squared, multiplied by 2 and then converted into gp . As an example, if you take a Dexterity Poison Flask (1d6 Dex/1d6 Dex, Injury poison, DC 15 Negates, DC 35 to make), the market value would be 35/2 = 18, 18x18 = 324, 324x2 = 648, 648gp per dose.
Combined Items:
When combining items, the cost is based on the highest tier of creation. For example, if I was making a flask that did both elemental and effect, I would base the pricing off the effect. If I was basing it off elemental and poison, it would be based off the poison. Thus, once you have added the two DCs together to create your item, you then use the correct formula.
Unusual Items
It IS possible to make unusual alchemical items and poisons using this system. For example, if I wanted to make a poison that did paralysis for 10 rounds as the initial damage, and 1d6 Dex damage as the secondary, I would use the following formula for creation.
10 (Base for Poison Flask)
+0 (No initial damage)
+5 (1d6 Dex Damage as secondary)
+10 (Inhalation poison)
+10 (DC 15 Fortitude Save)
10 (Base for Effect Flask)
+10 (Paralysis effect)
+20 (10 round duration)
+10 (DC 15 Fortitude Save)
DC 35 + DC 60 = DC 95
The market value would be 95/2 = 48, 48x48 = 2304, 2304x2 = 4608, 4608gp.
You now have a very unusual poison, but one that will allow you to taunt your victim whilst they lie there unable to move, is administered merely by breathing it in, and even if they do survive the 10 rounds of paralysis will leave them partially crippled and unable to move freely.
This was a topic that came up in the other D20 thread, so I thought I should split it over here for evaluation. Any modifications necessary, or anything that people would like to see put in?