Wednesday, November 28, 2012

Fantasy Core RPG: Sample Alchemist Wares

FANTASY CORE RPG
(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.   

Personal Concoctions not for sale (DC 10): Alchemists should have specialties that they are very good at.  These are only for personal use or for trusted patrons.  The Alchemist may be protective of the formula to the point that they will not allow anyone else to take possession of them, and will insist on activating them themselves.  

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