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alchemical_preparations

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Alchemical preparations

Availability: Any Given alchemist has 1d20-1 of each simple thing in stock, 1d8-1 of each improved, 1d4-1 of each advanced, 1/4 to have one of each Exceptional and 1/20 to have one of each legendary and none of greater legendary.

A legendary alchemist: Move all things to be one more step common.

Re-roll once/6 months.

All below take a month to make. The alchemist makes: 10 for a basic laboratory(Backpack). 20 for a good laboratory(Typical alchemy shop). 40 for a great laboratory(Typical for a legendary alchemist) in that time.

Making a preparation is DC 10+Mod alchemy roll. Failure wastes 1/4 of materials and you can re-try in one week. A NAT 1 wastes all materials. A NAT 20 gives double the normal doses.

FIXME rest of effects below

Roll Mod material PP work PP total pp Effect
Simple preparations
1 1 Alchemist’s acid 0.2 0.1 0.3 When shattered, this glass vial releases a spray of acid. 1d cor damage.
2 1 Alchemist’s fire 0.2 0.1 0.3 When shattered, this flask fills an area with alchemical flame. 1d heat
3 1 Alchemist’s frost 0.2 0.1 0.3 This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. 1d fatigue. HT-1save or lose 1 second.
4 1 Antivenom 0.2 0.1 0.3 This thick tonic can help counter the effects of most poisons. Gain a +2 bonus to saving throws against poisons for 5 minutes
5 1 Clearsense powder 0.2 0.1 0.3 This fine, silvery powder can restore lost senses. Can make a saving throw against a blinded or deafened or similar condition that a save can end.
6 1 Clearwater solution 0.2 0.1 0.3 This small glob of white jelly purifies even the most toxic liquids, from poisons to dwarven spirits. Apply clearwater solution to a volume of liquid filling upto 5 feet by 5 feet by 5 feet/935 gallons). The solution removes any poison or disease present in the liquid after 1 minute. cannot remove poison or disease from water already in a creature’s system, and it has no adverse effect on creatures with the aquatic or water keyword.
7 2 Alchemist’s acid (ammunition) 0.25 0.15 0.4 Arrow/bolt with Tip containing the thing
8 2 Alchemist’s fire (ammunition) 0.25 0.15 0.4 Arrow/bolt with Tip containing the thing
9 2 Alchemist’s frost (ammunition) 0.25 0.15 0.4 Arrow/bolt with Tip containing the thing
10 2 Tanglefoot bag 0.25 0.15 0.4 This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 13 to escape, each takes 1 second.
11 3 Blinding bomb 0.3 0.2 0.5 When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT roll or be blinded 1 second/fail by.
12 3 Bloodstinger poison 0.3 0.2 0.5 This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save(HT) or take 1 point of damage/second(save each, save ends).
13 3 Dragonfire tar 0.3 0.2 0.5 This sticky substance sears the target with ongoing flames. Om hit ignites all of the victim’s clothes see B434
14 3 Ghoststrike oil 0.3 0.2 0.5 A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or 10 pieces of ammunition. Gives +2 to Target incorporeals. Lasts 5 minutes.
15 3 Herbal poultice 0.3 0.2 0.5 This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 1 extra HP on successfull daily roll to heal.
16 3 Slow-step oil 0.3 0.2 0.5 A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT roll or have basic speed and movement halved for 1 second/fail by.
17 4 Beastbane 1.6 0.3 1.9 This rod of fast-burning incense creates a haze of smoke that holds beasts at bay Lasts 1 minute. Any nonintelligent(IQ 6 or less) creature must make a will roll to approach within 2 yards of it.
18 4 Blastpatch(Handfull) 0.4 0.3 0.7 These granular crystals explode when they are stepped upon. A handfull of them is used a caldrop. When stepped on target takes 1d fire damage.
19 4 Tracking dust 0.4 0.3 0.7 The fine grains of this silvery powder can reveal the subtlest tracks. Covers 5 squares lasta 1 hour. Anyone walking though them is +3 to track.
20 5 Alchemical silver 0.5 0.5 1 This shimmering liquid clings to a weapon, giving it the appearance of brightly polished silver. Your weapon or one group of ammunition (20 arrows/crossbow bolts/sling bullets) attacks as a silver coated weapon for 5 minutes
21 5 Thunderstone 0.5 0.5 1 On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Target square and all adjacent squares get 1d double knockback only(no damage) attack and must roll HT roll or be deaf for 1 second/fail by
Improved preparations
22 6 Alchemist’s acid 0.75 0.7 1.45 When shattered, this glass vial releases a spray of acid. 2d cor damage.
23 6 Alchemist’s fire 0.75 0.7 1.45 When shattered, this flask fills an area with alchemical flame. 2d heat
24 6 Alchemist’s frost 0.75 0.7 1.45 This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. 2d fatigue. HT save or lose 2 seconds.
25 6 Clearsense powder 0.75 0.7 1.45 This fine, silvery powder can restore lost senses. Can make a saving throw at +2 against a blinded or deafened or similar condition that a save can end.
26 6 Goodnight tincture 1.5 0.7 2.2 This sweet elixir can incapacitate a foe without ever harming it. Apply to food or drink. A creature that consumes that food or drink is subject to an attack after 1 minute: Roll HT -1 or creature becomes unconscious for 1 hour or until it is subject to an attack or violent motion.
27 6 Smokestick 1.5 0.7 2.2 This rod of alchemical clay ignites to release a haze of obscuring smoke. Target Square and adjacent squares are obscured for 15 seconds. Roll 1d for vision and attack penalty.
28 7 Alchemist’s acid (ammunition) 1 1 2 Arrow/bolt with Tip containing the thing
29 7 Alchemist’s fire (ammunition) 1 1 2 Arrow/bolt with Tip containing the thing
30 7 Alchemist’s frost (ammunition) 1 1 2 Arrow/bolt with Tip containing the thing
31 7 Tanglefoot bag 1 1 2 This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 15 to escape, each takes 1 second.
32 8 Blinding bomb 1.25 1.5 2.75 When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-3 roll or be blinded 1 second/fail by.
33 8 Bloodstinger poison 1.25 1.5 2.75 This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-3(HT-3) or take 1 point of damage/second(save each, save ends).
34 8 Dragonfire tar 1.25 1.5 2.75 This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -3 to the DX roll to put it out.
35 8 Ghoststrike oil 1.25 1.5 2.75 A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +4 to Target incorporeals. Lasts 5 minutes.
36 8 Herbal poultice 1.25 1.5 2.75 This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 2 extra HP on successfull daily roll to heal.
37 8 Salve of slipperiness 1.25 1.5 2.75
38 8 Slow-step oil 1.25 1.5 2.75 A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT-3 roll or have basic speed and movement halved for 1 second/fail by.
39 8 Sovereign glue 1.25 1.5 2.75
40 9 Beastbane 3.2 2 5.2
41 9 Blastpatch 1.6 2 3.6
42 9 Lockbust chalk 1.6 2 3.6
43 9 Tracking dust 1.6 2 3.6
44 10 Jolt flask 2 3 5
45 10 Thunderstone 2 3 5
46 10 Universal solvent 2 3 5
Advanced preparations
47 11 Alchemist’s acid 3.5 5 8.5
48 11 Alchemist’s fire 3.5 5 8.5
49 11 Alchemist’s frost 3.5 5 8.5
50 11 Antivenom 3.5 5 8.5
51 11 Clearsense powder 3.5 5 8.5
52 11 Goodnight tincture 7 5 12
53 12 Alchemist’s acid (ammunition) 5 7 12 Arrow/bolt with Tip containing the thing
54 12 Alchemist’s fire (ammunition) 5 7 12 Arrow/bolt with Tip containing the thing
55 12 Alchemist’s frost (ammunition) 5 7 12 Arrow/bolt with Tip containing the thing
56 12 Tanglefoot bag 5 7 12 This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 18 to escape, each takes 1 second.
57 13 Blinding bomb 6.5 10 16.5 When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-6 roll or be blinded 1 second/fail by.
58 13 Bloodstinger poison 6.5 10 16.5 This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-6(HT-6) or take 1 point of damage/second(save each, save ends).
59 13 Dragonfire tar 6.5 10 16.5 This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -6 to the DX roll to put it out.
60 13 Ghoststrike oil 6.5 10 16.5 A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +6 to Target incorporeals. Lasts 5 minutes.
61 13 Herbal poultice 6.5 10 16.5 This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 3 extra HP on successfull daily roll to heal.
62 13 Salve of slipperiness 6.5 10 16.5
63 13 Slow-step oil 6.5 10 16.5
64 14 Beastbane 16 15 31
65 14 Blastpatch 8 15 23
66 14 Lockbust chalk 8 15 23
67 14 Tracking dust 8 15 23
68 15 Alchemical silver 10 20 30
69 15 Jolt flask 10 20 30
70 15 Thunderstone 10 20 30
Exceptional preparations
71 16 Alchemist’s acid 18 30 48
72 16 Alchemist’s fire 18 30 48
73 16 Alchemist’s frost 18 30 48
74 16 Clearsense powder 18 30 48
75 16 Goodnight tincture 36 30 66
76 17 Alchemist’s acid (ammunition) 26 50 76 Arrow/bolt with Tip containing the thing
77 17 Alchemist’s fire (ammunition) 26 50 76 Arrow/bolt with Tip containing the thing
78 17 Alchemist’s frost (ammunition) 26 50 76 Arrow/bolt with Tip containing the thing
79 17 Tanglefoot bag 26 50 76 This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 20 to escape, each takes 1 second.
80 18 Blinding bomb 34 70 104 When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-9 roll or be blinded 1 second/fail by.
81 18 Bloodstinger poison 34 70 104 This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-9(HT-9) or take 1 point of damage/second(save each, save ends).
82 18 Dragonfire tar 34 70 104 This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -9 to the DX roll to put it out.
83 18 Ghoststrike oil 34 70 104 A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +8 to Target incorporeals. Lasts 5 minutes.
84 18 Herbal poultice 34 70 104 This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 4 extra HP on successfull daily roll to heal.
85 18 Salve of slipperiness 34 70 104
86 18 Slow-step oil 34 70 104 A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT-6 roll or have basic speed and movement halved for 1 second/fail by.
87 18 Sovereign glue 34 70 104
88 19 Beastbane 94 100 194
89 19 Blastpatch 42 100 142
90 19 Lockbust chalk 42 100 142
91 19 Tracking dust 42 100 142
92 20 Jolt flask 50 150 200
93 20 Thunderstone 50 150 200
legendary preparations
94 21 Alchemist’s acid 90 200 290
95 21 Alchemist’s fire 90 200 290
96 21 Alchemist’s frost 90 200 290
97 21 Antivenom 90 200 290
98 21 Clearsense powder 90 200 290
99 21 Goodnight tincture 180 200 380
100 22 Alchemist’s acid (ammunition) 130 300 430 Arrow/bolt with Tip containing the thing
101 22 Alchemist’s fire (ammunition) 130 300 430 Arrow/bolt with Tip containing the thing
102 22 Alchemist’s frost (ammunition) 130 300 430 Arrow/bolt with Tip containing the thing
103 22 Tanglefoot bag 130 300 430 This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 23 to escape, each takes 1 second.
104 23 Blinding bomb 170 500 670 When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-12 roll or be blinded 1 second/fail by.
105 23 Bloodstinger poison 170 500 670 This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-12(HT-12) or take 1 point of damage/second(save each, save ends).
106 23 Dragonfire tar 170 500 670 This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -12 to the DX roll to put it out.
107 23 Ghoststrike oil 170 500 670 A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +10 to Target incorporeals(=net +0). Lasts 5 minutes.
108 23 Herbal poultice 170 500 670 This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 5 extra HP on successfull daily roll to heal.
109 23 Salve of slipperiness 170 500 670
110 23 Slow-step oil 170 500 670 A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT-9 roll or have basic speed and movement halved for 1 second/fail by.
111 24 Beastbane 420 700 1120
112 24 Blastpatch 210 700 910
113 24 Lockbust chalk 210 700 910
114 24 Tracking dust 210 700 910
115 25 Alchemical silver 250 1000 1250
116 25 Jolt flask 250 1000 1250
117 25 Thunderstone 250 1000 1250
greater legendary preparations
118 26 Alchemist’s acid 450 1500 1950
119 26 Alchemist’s fire 450 1500 1950
120 26 Alchemist’s frost 450 1500 1950
121 26 Clearsense powder 450 1500 1950
122 26 Goodnight tincture 900 1500 2400
123 27 Alchemist’s acid (ammunition) 650 2000 2650 Arrow/bolt with Tip containing the thing
124 27 Alchemist’s fire (ammunition) 650 2000 2650 Arrow/bolt with Tip containing the thing
125 27 Alchemist’s frost (ammunition) 650 2000 2650 Arrow/bolt with Tip containing the thing
126 27 Tanglefoot bag 650 2000 2650 This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 25 to escape, each takes 1 second.
127 28 Blinding bomb 850 3000 3850 When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-15 roll or be blinded 1 second/fail by.
alchemical_preparations.1713716027.txt.gz · Last modified: 2024/04/21 16:13 by weby