Alchemical items - Spicing things up a little


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I recently sat down and read every post the blog "Read As Unwritten" has ever made (excellent source, might I add). While it's 4th edition, a lot of the theory and ideas can be put to use in pathfinder. I recently decided to add a couple of their alchemical item suggestions into pathfinder, converting them. Link: http://rulesasunwritten.wordpress.com/tag/alchemy/

See-Through Oil (Rub on a 5-foot square and see up to 5 foot through it for 5 minutes) - 300gp

Substantiating Cloud (Make incorporeal foes corporeal temporarily - 20 ft. cloud/1 round duration - 160gp

Unstable Stone - 1d20 damage - Roll a 1d8 for the type of damage: Fire/Cold/Acid/Lightning/Negative/Positive/Sonic/Force - 30 gp

These are pretty fancy items I feel have a lot of use.

Do you guys have any other cool homebrew alchemical items you've come up with?

How about some improved acid flasks or alchemical fires that don't merely tickle mid/higher-level foes?


dotting for interest


love this idea going to post a few of mine as I find the so here goes

- electrode baton- touch a text that causes 1d4 electricity damage and a 15 Fortitude save or dazed. Requires recharge after each use. The can use bottled lighting as a full round action to recharge.

- Crank generator- this box with a hand crank and two metal posts create an electrical current as long as the handle it being crank. This current can be used to create bottled lighting for at half the cost as well as powering other type of electrical devices such as electrode Baton.

Melt powder (from Frostburg, could be useful with the new AP)
melts up to 1 cubic foot of ice or inch deep 10ft share area. hazardous to cold subtype creatures causing 2d6 acid damage if ingested dc 15 fort save for half bitter tastings to every one else.


this one might be a better elixir but it came up in my game with an alchemist I think as is it works as an ok alchemical item it works ok I think it might need to go a little further and give a bonus to ac as well. Any way the idea is the an alchemist is able to extract
the luck

Bottled luck
+1 luck bonus to saves and skill checks for an hour.


Right on! I like the baton. The powder reminds me of all of those old 3.x alchemical items.

This item should prove useful, even at later levels:

Tar Bomb - 75g - Ranged, thrown. 10 ft. square is treated as difficult terrain. Enemies that pass through this area receive an extra 1 fire damage from all sources and cannot use reflex saves to stop burning for 1d4 rounds.


Potion of Minor Cure Light Wounds
Heals 1 hp. 5 cp.
Doesn't unbalance low-magic campaigns, can be put it in any minor magical shop, and saves a dying PC's life. Assuming they were smart enough to buy it. :) Although, I do believe it was already published in an adventure module I was assisting some other people with.

Unstable Stone - that's a lot of damage to pack into the equivalent of a 3.0 Thunderstone and the cost isn't equitable. In addition, I think a GM would be tempted to add a very serious negative, such as if your equipment takes a hit, it may well go off in your backpack.


SkaldiBard wrote:

Potion of Minor Cure Light Wounds

Heals 1 hp. 5 cp.
Doesn't unbalance low-magic campaigns, can be put it in any minor magical shop, and saves a dying PC's life. Assuming they were smart enough to buy it. :) Although, I do believe it was already published in an adventure module I was assisting some other people with.

Unstable Stone - that's a lot of damage to pack into the equivalent of a 3.0 Thunderstone and the cost isn't equitable. In addition, I think a GM would be tempted to add a very serious negative, such as if your equipment takes a hit, it may well go off in your backpack.

It's a pretty silly item. I mean, it has a 1/8 chance of just healing everyone in the area. I guess it would only really be balanced if it was only available for sale later in a campaign or in limited quanitites.


Isn't this the wrong forum for this? it doesn't seem to have anything to do with mithyc


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He's right. What have I done?
I was wondering why I was getting such little feedback...


These aren't strictly new items, but I ruled that alchemical items could be enchanted like ammunition. This resulted in undead bane holy water (2d6+2 extra damage against undead) and flaming burst alchemist fire (+1d6 fire damage to main and splash zone, +1d10 fire damage on primary target with critical hit).

Holy and Unholy are pretty versatile enhancements that up the damage nicely for higher level play.


Spastic Puma wrote:

I recently sat down and read every post the blog "Read As Unwritten" has ever made (excellent source, might I add). While it's 4th edition, a lot of the theory and ideas can be put to use in pathfinder. I recently decided to add a couple of their alchemical item suggestions into pathfinder, converting them. Link: http://rulesasunwritten.wordpress.com/tag/alchemy/

See-Through Oil (Rub on a 5-foot square and see up to 5 foot through it for 5 minutes) - 300gp

Substantiating Cloud (Make incorporeal foes corporeal temporarily - 20 ft. cloud/1 round duration - 160gp

Unstable Stone - 1d20 damage - Roll a 1d8 for the type of damage: Fire/Cold/Acid/Lightning/Negative/Positive/Sonic/Force - 30 gp

These are pretty fancy items I feel have a lot of use.

Do you guys have any other cool homebrew alchemical items you've come up with?

How about some improved acid flasks or alchemical fires that don't merely tickle mid/higher-level foes?

There was no part of this post I didn't like. One of my favorite parts of these games is making a Batmaneque utility belt, and if there are more items like those on the blog I'll dig through every post as well.

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