You can throw a flask of alchemist’s fire as a splash weapon. Alchemist’s FireĪlchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. A direct hit deals 1d6 points of acid damage. Treat this attack as a ranged touch attack with a range increment of 10 feet. You can throw a flask of acid as a splash weapon. (Simple)ĭust Knuckle vials (4 diamond dust vials) Each of these substances can be made with the Craft (alchemy) skill. 'alchemical caltrops,' a flask of freezing liquid that you splash into a square and it forms into steel-hard icicles that point upwards, acting as caltrops for X number of rounds until they melt away.Alchemical weapons are designed to harm others or are substances applied to other weapons, though they may have additional uses. nonlethal damage from cold, +4 to Fort checks to avoid same),Ī salve that protects against the effects of environmental heat (same deal, but reversed),Ī special oil that you can soak a cloth in, and then place over your mouth, allowing you to hold your breath for 4x Con rounds underwater, as it alchemically filters oxygen out of water to sustain you, popular with pearl divers and shipwreck salvagers,Ī metallic-colored dye that you can soak normal clothing in, to give it the consistency of fine wire, giving it the same stats as Cloth Armor (and requiring a proficiency to avoid Armor Check Penalties applying to attack rolls, just as if it was now Light Armor), but retaining it's normal appearance as Traveler's Clothes or a Royal Outfit or whatever, Some sort of stinkpot that causes sickness to normal targets and can cause nausea to those with Scent if they blow a save (as well as blinding their ability to track via scent for X amount of time),Ī glowing liquid that splashes onto a target and 'paints' it like faerie fire for X number of rounds,Īn oil that temporarily hardens wood, allowing for the crafting of darkwood armor and weapons,Īn oil that permanantly hardens bone, allowing a culture that lacks metal (or won't use it for religious reasons) to craft armor and weapons from bone,Ī salve that protects against the effects of environmental cold (cold resist 5, but only vs. 'alkahest' or 'alchemical acid' that does continuing damage like alchemical fire, Some sort of grease slick / instant ice-slick effect (5 ft. Some sort of itching powder (-2 to certain checks for 1 minute?), Le sigh.Īlchemical versions of cold and electricity damage, as mentioned above, While it pains me to speak ill of it, since I like the writer's other works, Bastion Presses Alchemy & Herbalists is darn near worthless for this sort of thing. Of 3rd party stuff, the best one I’ve seen for a meaty and balanced selection is the Kingdoms of Kalamar Players Guide (p 113-116). Heroes of Battle (p 134-137) alchemical siege shotĪrms & Equipment Guide (p 32-35) quite a few, some repeated in CA Lords of Madness (p 114-115) requires Grell Alchemy feat (only 3 items) Quite a few (perhaps even all of them) seem to be reprinted in the Dragon Compendium.Ĭomplete Adventurer (p 118-122) quite a lot of ‘emĭraconomicon (p 116-117) requires Dragoncrafter feat (only 1 item) Issue 301 also has a large article on Alchemy, but I don't recall it specifically. Magic of Eberron (p 139-140) *no Alchemy Craft DCs*įaiths of Eberron (p 153-154) *no Alchemy Craft DCs*Įggshell Grenades (dust, flashpowder, pepper, poison smoke)įorgotten Realms Campaign Setting (p 96-97)ĭragon magazine 280, article Better Living Through Alchemy, has some great stuff. Special: Oleum (no Alchemy Craft DC, but it seems like it should be craftable)Īrms & Equipment Guide (p 32-35) *some repeated in Cadv* Holy/Unholy Stone? (should require a priest, not an alchemist) Silver Spear (magic item, requires Alchemy) Greater Lightning Lance (magic item, requires Alchemy) Lightning Lance (magic item, requires Alchemy) Lords of Madness (p 114-115) *requires Grell Alchemy feat* Leafweave Armor (also requires Craft (armorsmithing))ĭraconomicon (p 116-117) *requires Dragoncrafter feat* Races of the Dragon (p 122-123) *No Craft DCs listed*
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