Alchemical Lore

Posted on : 02-09-2005 | By : Brian | In : House Rules

0

Alchemy [Lore] Through intense study and experimentation, you have learned to create compounds and potions with extraordinary properties.
Base Mastery: 1
Benefit: You gain access to the alchemy token pool. This pool represents your ability to collect ingredients for your compounds in your spare time, as well as your ability to mix them. If you spend one hour and make a Survival check (DC 10 in natural surroundings, DC 15 in urban surroundings), you gain one alchemy token, as your knack for collecting useful items allows you to harvest reagents for your potions. In addition, you may make a Gather Information check (DC 20 in anything smaller than a city, DC 15 in a city or larger) in order to locate potential ingredients for sale, which you may then purchase at a rate of 1 token for 10 gold. This check takes four hours.
You may spend one hour and a variable number of tokens in order to create any of the following compounds. Once created, a compound is viable for a number of days equal to your Intelligence modifier. You may increase this duration of viability by spending additional tokens; you lengthen viability by one day for every additional token you spend to create the compound.
Explosive: You may spend 2 tokens to create an explosive compound that detonates upon impact. When thrown as a grenade-like weapon, an explosive does 2d6 points of fire damage to the square that it lands in, and 1 point of splash damage to each square adjacent to it. The target of the explosive is entitled to a Reflex save (DC 15) for half damage. You may spend additional tokens to widen the blast area of the explosive; spending 3 additional alchemy tokens causes anyone within a 10-foot area to suffer the primary damage, while any square adjacent to that area suffers 1 point of splash damage, as normal.
Acid: You may spend 2 tokens to create a vitriolic acid that burns upon contact, and continues to burn for a short time. When thrown as a grenade-like weapon, a flask of acid deals 1d6 points of acid damage upon contact, plus an additional 1d6 points of damage on the next round. A target may negate the effects of the acid by submerging himself in water. You may spend additional tokens to increase the duration of the acid; spending 2 additional tokens causes it to burn for an additional round.
Flash Powder: You may spend 1 token to create a volitile powder that creates a bright flash of light upon impact. When thrown as a grenade-like weapon, flash powder blinds its intended target for one round, as well as anyone adjacent to the target. The target of the flash powder is entitled to a Reflex save (DC 15) to negate the effect; adjacent targets are also entitled to a save, but the DC is 10. You may spend additional tokens in order to increase the DC of the save; every additional token spent in this manner increases the DC by 1.
Poultice: You may spend 2 tokens to concoct a curative poultice to bind wounds. It takes one full round to apply a poutlice to someone. Once the poultice is applied, the subject’s natural healing rate doubles for the next 24 hours. You may spend additional tokens to increase the longevity of your poultice; spending 2 additional alchemy tokens increases the effect’s duration to 48 hours.
You can have a total number of alchmey tokens equal to your character level + 10; any tokens beyond this limit are wasted.
Expanded Mastery: 2. You have learned to create the elixer of stimulation, a potion that increases the mind’s natural abilities. The elixer, when imbibed as a standard action, grants the user a +2 bonus to all Intelligence-, Wisdom-, and Charisma-based skill and ability checks for the next hour. It takes 4 hours to brew an elixer of stimulation, and requires the expenditure of 4 alchemy tokens. The elixer remains viable as described in the base mastery of this feat.
Expanded Mastery: 2. You have learned to create the elixer of invigoration, a concoction that accelerates the body’s metabolism. This elixer, when imbibed as a standard action, grants the user a +2 bonus to all Strength-, Dexterity-, and Constitution-based skill and ability checks for the next hour. It takes 4 hours to brew an elixer of invigoration, and requires the expenditure fo 4 alchemy tokens. The elixer remains viable as described in the base mastery of this feat.
Expanded Mastery: 2. You have learned to create fast-acting antidotes to various deadly poisons. You gain access to the venom token pool, though you cannot actually create poisons. Instead, you gain the ability to mix antidutes to these poisons by using the toxins, themselves. If you spend four hours a day seeking out poisonous substances and analyzing them, you gain 1 venom token. In addition, when you slay a creature that has a poison special attack, you gain 1 venom token after you you make a successful Heal check (DC 15) to extract the poison from it. You can gain only 1 venom token from a creature in this manner, and you must collect it within an hour of the creature’s death.
You may spend 1 minute mixing poisonous substances with various curative substances in order to create an antidote; creating an antidote costs 1 alchemy token and 1 venom token. When imbibed as a standard action, an antidote renders the user completely immune to poisons for 10 minutes, even neutralizing any poisons already in his system. An antidote, once created, remains viable for only 1 hour; however, additional tokens (either venom or alchemy) may be spent to increase the antidote’s viability by 1 hour per token spent.
You can have a total number of venom tokens equal to your character level + 10; any tokens beyond this limit are wasted.
Expanded Mastery: 2. You may mix various ingredients in order to create a phosphorescent paste. This paste, when spread upon a substance, illuminates an area as a torch would, except that it lasts for six hours and generates no heat. To create a phosphorescent paste, you must spend a full round action and 1 alchemy token. Once created, the paste immediately begins producing illumination for the next six hours. You may spend additional alchemy tokens to increase the paste’s lifespan by 2 hours per token spent.
Expanded Mastery: 3. You can create a substance called woad, which induces a potent battle frenzy. In order to use a dose of woad, you must spread it on your face or other exposed skin as a full-round action. Once done, you gain a +4 bonus to Strength and Constitution for a number of rounds equal to your (newly improved) Constitution modifier + 5. However, during this frenzied state, you pay little attention to defense, and therefore suffer a -2 penalty to defense. In addition, you cannot use any skills or abilities that require focused concentration or coherent thought; you instinctively favor direct action while under the drug’s influence. Finally, when the drug wears off, you immediately take 1d6 points of nonlethal damage.
In order to create a dose of woad, you must mix ingredients for 1 hour and spend 4 alchemy tokens. You may spend additional tokens in order to increase the potency of the woad, and thus its duration. Each additional token spent increases the woad’s duration by 1 round; however, each additional round also inflicts 1 additional point of nonlethal damage when the drug wears off. Woad remains viable as described in the base mastery of this feat.
Expanded Mastery: 3. You are able to mix a concoction called houndsbane, which is so foul-smelling that it foils any attempts to use extraordinary olfactory senses. You can throw a vial of houndsbane as a grenade-like weapon; if it hits its target, that target cannot use its scent ability for two hours. In addition, the target suffers a -4 penalty to Hide checks and any attempts made to track the afflicted creature by scent receive a +4 bonus during those two hours, as the pungeant musk clings to it tenaciously. In order to create houndsbane, you must spend 1 hour mixing ingredients and 2 alchemy tokens. Houndsbane remains viable as described in the base mastery of this feat.
Expanded Mastery: 3. You have learned how to create a vaguely luminescent substance called sparkle powder. When thrown as a grenade-like weapon, sparkle powder negates the effects of concealment on its target, even if that creature is gaining concealment from invisibility; the creature may make a Reflex save (DC 18) as a standard action each round in order to end this effect. In addition, while the effect lasts, the target suffers a -8 penalty to Hide checks. You can create sparkle powder by working for 1 hour and spending 3 alchemy tokens. Sparkle powder remains viable as described in the base mastery of this feat.
Expanded Mastery: 4. You can create a substance called nocturne, which increases visual acuity in poor illumination when spread under the eyes. When applied as a standard action, nocturne grants the user low-light vision for one hour. If the user already possesses low-light vision, nocturne doubles its range. If the user has darkvision, nocturne increases its range by 150%. You can create a dose of nocturne by spending one hour working and spending 4 alchemy tokens. Nocturne remains viable as described in the base mastery of this feat.
Expanded Mastery: 4. You are able to create vigor, a potent healing draught. When imbibed as a standard action, vigor replenishes both hit points and reserve points as if the user had rested for eight hours. However, vigor is notoriously foul-tasting, and is difficult to keep down. Upon ingesting the mixture, the user must make a Fortitude save (DC 15) or immediately spend a full round retching it back up; in this case, the user does not gain vigor’s benefits. Even if the user manages to choke the concoction down, he is still nauseated for 1d4 rounds after consuming it.
In order to create a flask of vigor, you must spend 2 hours brewing the potion, and spend 6 alchemy tokens. You may spend additional tokens to improve the potion’s taste; each token spent in this manner reduces the Fortitude save’s DC by 1, to a minimum of 8. Vigor remains viable as described in the base mastery of this feat.
Expanded Mastery: 5. You have learned the secret of fool’s silver, a substance that gives weapons similar properties to silver. When spread upon a weapon as a full-round action, fool’s silver allows the user to treat that weapon as a silver weapon for the purposes of overcoming damage reduction for 1 hour. In order to create fool’s silver, you must work for 2 hours and spend 4 alchemy tokens. Fool’s silver remains viable as described in the base mastery of this feat.
Expanded Mastery: 5. You can create a substance called feybane, a liquid containing particles of iron that causes severe damage to fey creatures. Whe spread upon a weapon as a full-round action, feybane allows the user to treat that weapon as a cold iron weapon for the purposes of overcoming damage reduction for 1 hour. In order to create feybane, you must work for 2 hours and spend 4 alchmey tokens. Feybane remains viable as described in the base mastery of this feat.