(c) Jerry Harris, 2012
Published here as Open Game Content.
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Alchemist Wares
Alchemists
are the Medieval scientist. Unlike
Wizards, the Alchemist's powers may theoretically be duplicable by anyone,
which is why they jealously guard their secrets and discoveries. Lacking a really firm grasp of physics
however, their inventions and concoctions success tend to be a bit iffy. The most reliable of their kind work for
kings and rulers. The rest tend to be quacks
and con men. These people do not
adventure, but may sell goods to those who do or contract out others to gather
materials.
They
may be up to 5th level. Alchemists who
continue in the profession too long tend to end up either getting lynched for failed
products or blowing themselves up. The
best are usually in the employ of royalty or the wealthy.
An
Alchemist's inventions will work at a rate of Int bonus + 1/2 level, DC 12 for
minor concoctions, DC 18 for more potent ones.
Roll for success when the concoction is actually used. Failed inventions may work initially only to
suddenly go out or have ill effects shortly thereafter.
Acid 10 gp (DC 12): You can throw a
flask of acid as a splash weapon. A direct hit deals 1d6 points of acid damage
and lose -1 to non-dex/magical armor. Every creature within 5 feet of the point
where the acid hits takes 1 point of acid damage from the splash. Will also
burn through locks and other metal objects if poured on them.
Alchemist's (Greek) Fire 20 gp (DC 18): You can throw a
flask of Alchemist's Fire as a splash weapon. Treat this attack as a ranged
attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5
feet of the point where the flask hits takes 1 point of fire damage from the
splash. On the round following a direct hit, the target takes an additional 1d6
points of damage. If desired, the target can use a full-round action to attempt
to extinguish the flames before taking this additional damage. Leaping into a
lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin 50 gp (DC 12): If you drink
antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against
poison for 1 hour.
Everburning Torch 110 gp (DC 12): This otherwise
normal torch has a continual flame spell cast upon it. An everburning torch
clearly illuminates a 20-foot radius and provides shadowy illumination out to a
40-foot radius. It will go out within a
day of being lit.
"Holy" Water 25 gp (DC 12): Holy water (not
actually holy, a chemical concoction) damages undead creatures and evil
outsiders almost as if it were acid. A flask of holy water can be thrown as a
splash weapon. A direct hit by a flask of holy water deals 2d4 points of damage
+ Stun 1 rd to an undead creature or an evil outsider. Each such creature
within 5 feet of the point where the flask hits takes 1 point of damage from
the splash.
Smokestick 20 gp (DC 12): This alchemically
treated wooden stick instantly creates thick, opaque smoke when ignited. The
smoke fills a 10- foot cube. The stick
is consumed after 1 round, and the smoke dissipates naturally.
Sunrod 2 gp (DC 12): This 1-foot-long,
gold-tipped, iron rod glows brightly when struck. It clearly illuminates a
30-foot radius and provides shadowy illumination in a 60-foot radius. It glows
for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag 50 gp (DC 18): When you throw a
Tanglefoot Bag at a creature, the bag comes apart and the goo bursts out,
entangling the target and then becoming tough and resilient upon exposure to
air. An entangled creature is glued to the floor (or unable to fly) can break
free by making a DC 12 Strength check or Escape Artist check. A creature trying
to scrape goo off itself can do so within 4 rds, or 2 if another creature is
assisting. An application of universal
solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone 30 gp (DC 18): When this stone
strikes a hard surface (or is struck hard), it creates a deafening bang within
a 20 ft radius that is treated as a sonic attack. A deafened creature, in
addition to the obvious effects, will act last in any combat rd and lose any
spell casting ability. Lasts 4 rds.
Tindertwig 1 gp (DC 12): The alchemical
substance on the end of this small, wooden stick ignites when struck against a
rough surface. Creating a flame with a Tindertwig is much faster than creating
a flame with flint and steel (or a magnifying glass) and tinder. Lighting a
torch with a Tindertwig is a standard action (rather than a full-round action),
and lighting any other fire with one is at least a standard action.
Universal Solvent 25 gp (DC 12): Will dissolve
anything in a turn or less (except it's ceramic container jar). Works too slow to function as a weapon.
Panacea 50 gp (DC 12): Cures all hp damage
and any disease conditions. Failure is a
sickening poison (incapacitated 1 turn).
Alchemical Gold 5 gp/gold bar (DC 18): This fakery
will last one day if successful, only an hour otherwise.
PED's 20 gp (DC 12): Yes, Performance
Enhancing Drugs. If successful, it will
boost one ability stat to +4 for 1 turn/encounter. On failure, the imbiber is rendered sickened
for 1 turn. No way to tell without
swallowing it. Taking more than one per
day is guaranteed failure.
Sleeping Potion 50 gp (DC 12): On a failed Fort Sv
(DC 18), the imbiber is knocked out cold for a day. If the potion fails, the victim doesn't wake
up or wakes up in 1 turn, whichever would be worse.
Gunpowder Bomb 200 gp (DC 12): Bowling ball
sized, a bomb will normally destroy anything it's put against. Using it against anything other than a
stationary target is simply begging for a comedic result. With a three-rd fuse and running away to
shelter, you can escape damage, otherwise the wielder will be within the blast
radius. (Note: Attempting to use
gunpowder to create a makeshift cannon is going to end in disaster, unless
you're character is Captain Kirk.)
Grenade 75 gp (DC 12): Typically causes
4d6 damage to a 10’ area, 1/2 damage with successful Ref Sv. These have a 1 rd fuse, and the thrower will
need to have cover or they will take damage as well. Failure means it's a dud, but roll
again. A second failure means a late
fuse, and it goes off in 2 rds.
Alchemist's Lab 500 gp: Feeling lucky? Wanna try your hand at mixing your own
chemicals? Failed attempts are 50%
likely to explode (1d10 to everyone within 10’) or produce noxious gasses (DC 12
Fort Sv or rendered unconscious).
Special Concoctions 100 gp (DC 18): Sure Alchemists
take requests. This would probably be
something along the lines of a special bane against a monster or maybe a mass
effect drug. Anything that involves
on-site mixing a couple of chemicals to produce a gas would fall into this
category.
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