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    Default Even Newer Alchemy Talents (Spheres of Power) PEACH

    Optional Rule: Bound Formulae - Within the basic ruleset of the alchemy sphere, long duration effects can last so long that spending 15 or 30 minutes to regain the formulae is a no-brainer when you aren't on a tight clock. This can become degenerate, if allowed to. A solution to it is to say that you can only have so many active and prepared formulae at once, rather merely limiting prepared formulae. Making War Paint an exception to this rule would ease the burden of needing to buff it to make it useful with this condition.

    Formulae Talents

    Blade Guard, Improved: Craft DC 10
    This smooth resin coats your equipment in a protective sheen. A single preparation of Improved Blade Guard can make up to 2 pieces of equipment (per Craft(Alchemy) rank) immune to corrosion, decay, or melting for 24 hours. Improved Blade Guard can be applied as a move action.

    You can increase the Craft DC by 10 to apply a (toxin) talent to any creature, like a Rust Monster, Ooze, or Mold, that attempts to corrode, decay, or melt the protected equipment. Increasing the Craft DC by a further 10 will also sicken said creature for 1d6 rounds. You can increase the Craft DC by 10 to make the protected equipment unpalatable. Any creature that swallows or holds the equipment in its mouth must make a fortitude save each round or be forced to vomit up the equipment (and most anything else it had recently). Simply making bite attacks is not sufficient for this effect, although it is very unpleasant.
    Note: Recommended as an exception to Bound Formulae.


    Flame Fountain Firework, Improved : Craft DC 15
    This hand-held firework spews forth brilliant, searing embers from its mouth, emitting light as a torch out to 60 feet while lit. While you have this formulae prepared, you may light this as a move action and use it as a one-handed melee weapon you are proficient in. Attacks with this are made against touch AC, and don't add Strength to damage. You may smother this weapon as a free action, wherein you must wait at least a minute before you can ignite it again.
    The Improved Flame Fountain Firework deals 1d4 fire damage + 1d4 per two Craft (Alchemy) ranks. Anyone hit by this weapon must make a Reflex save or catch fire, taking 1d6 fire damage on each subsequent turn. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.

    You can increase the Craft DC by 10 to treat the formulae as a light weapon, but you only deal 1d4 fire damage + 1d4 per four Craft (Alchemy) ranks. Increasing the craft DC by 5 enables you to use a free action to have it detonate on the next hit, acting as an Improved Alchemist Fire, except it has a 5 ft range increment - this destroys the formulae on detonation.


    Liquid Arrow: Craft DC 20
    By careful application of chemical processes, you can create ammunition out of temporarily solid fluids. As a move action, you can expend this formulae to generate 20 pieces of ammunition for a hand-held ranged weapon, such as arrows or bullets, but not catapults or cannons. This ammunition lasts for 10 minutes or until used. Reloading with a Liquid Arrow is one step faster (standard > move > swift > free).
    When first created, you may apply a (toxin) talent to a number of your ammunition equal to you Craft Alchemy ranks.
    Once the Liquid Arrow hits, it quickly liquifies, removing all but the most trace evidence of its existence. Anyone inspecting the area must make a perception check of DC equal to your Craft check to figure out that Liquid Arrows were used. A heal check at the same DC (-10 if they can detect poison, if you used one) can tell that a Liquid Arrow, rather than standard ammunition, was the cause.

    You can increase the Craft DC by 10 to reduce the penalty on hide checks for sniping by 10 while using its ammunition. You may increase the Craft DC in increments of 10; each time you do so, reloading with a Liquid Arrow is one step faster.


    Pocket Formula: Craft DC 15
    By throwing a distracting chemical in the opponent's face, you can throw them off their guard. As a move action (or your feint action, whichever is faster), you may force an opponent within 20 ft to make a Reflex save or be affected as though you had successfully feinted them. By expending martial focus, you can do this one step faster.
    Any increases to your feint checks can instead increase the save DC.

    You can increase the Craft DC by increments of 5, each time adding an additional use per preparation of Pocket Formula. You can increase the Craft DC by 10, increasing the duration they are flat footed by 1 round.


    Stick Skin Suit: Craft DC 20
    You create a series of small stick pads that make it exceptionally easy to find a grip on others. You can apply the Stick Skin Suit as a move action. For the next 10 minutes, your CMB for grapple checks gain a bonus equal to 2+1/2 Craft (Alchemy) ranks. Your CMD against disarm checks increases by the same amount. You also gain twice the bonus to ride checks to stay in the saddle or otherwise mounted, as well as to climb checks. Your DM may rule additional checks get this bonus, although despite the name, it's not encompassing enough for enemies to make use of it against you. Being submerged in water ruins the suit.

    You can increase the Craft DC by 10, each time adding 10 more minutes totthe duration.


    Stone Skin Solution: Craft DC 25
    You create a vial of liquid that quickly crystalizes and binds to skin on contact. You may apply this liquid as a standard action touch attack .
    For the next 10 minutes per Craft (Alchemy) rank, the affected target gains DR 3 + 1/2 Craft (Alchemy) ranks. During this time, however, they also suffer a -2 (-1/2 Craft (Alchemy) ranks) to AC, Reflex, and all Dexterity-based checks, as the crystalline layers impede their movement. This DR is penetrated by Bludgeoning damage, and persists until it blocks 10 damage per rank.

    You can increase the Craft DC by increments of 5, either increasing the maximum damage blocked by 3 per rank, or increasing or reducing the penalty to AC, Reflex, etc. by 1 each time. You may increase the Craft DC by 10 to make the DR instead penetrated by adamantine. You may increase the Craft DC by 15 to have the DR apply to all damage (including fire, acid, etc).


    Twitch Tonic, Improved: Craft DC 15
    This brew ignites the fires in all of your nerves. This may either be applied as a move action to a willing touched creature, or it may be consumed as a potion or alcoholic beverage (consumer's choice). Its effects last for up to 1 hour.
    While under the effects of Improved Twitch Tonic, the recipient cannot fall asleep by mundane means (though can be knocked unconscious), and gains a bonus of 2 + 1/2 Craft (Alchemy) ranks vs anything that would cause sleep, stun, paralysis, or staggered conditions. If the recipient would still fail any such effect, they may end the effects of Twitch Tonic to instead make the save. A recipient may not benefit from more than one Twitch Tonic in a given 24 hour period.

    You can increase the Craft DC by increments of 10, adding 1 hour to the duration each time, and doubles the duration of Drunk status if consumed as an alcoholic beverage.
    Last edited by SangoProduction; 2022-03-25 at 10:59 AM.

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