| ohako |
So, right, here's an idea for an alchemical item stolen from the video game Odin Sphere. Many of the alchemy mixes can be duped by existing extracts, bombs, mutagen, or the sunrod for Mix S. A few make no sense in D&D. Mix Y deserves a homebrew item, I think.
Alchemical Yogurt - cost: 10gp
This cool, sealed pot of yogurt stays good to eat indefinitely. The yogurt can serve as all the food a Medium creature needs for one day. Additionally, if mixed with a standard trail ration, the ration/yogurt mixture can feed three Medium creatures for a day, instead of only two.
What do you think?
(I actually made the Shrimp Salad recipe, you know, Shrimp + Onionne, and it's actually really good! Oh, here's the link)
| ohako |
I do not like it
I know everyone going to disagree with me, but there needs to be a limit on how far alchemical items go.
In this case it is a food item.
I do not want to see an Alchemist make this.
I do want to see a Brewer, Cook, or Herbalist make this.
Huh. That's an interesting take. The way I've always seen it, Craft (alchemy) is the 'Wondrous Items' counterpart to, say, Craft (weapons). While my idea is a food additive, I don't think it's that far off for someone who can also craft ingest-triggered poisons.
So, you're saying that Craft (beer), Craft (food), and Craft (potpourri bags) are different skills, each of which can be used to craft interesting items? I always figured those three, while focused on making things, were really a better fit for the 'Profession' category, because they tended to produce trade goods or perishables rather than long-lasting items. Unless there were a category of 'alchemy-like' foods (or beers) that could grant interesting effects that didn't rise to the level of magic items (see Elves of Golarion for some examples there). Perhaps a special tea that adds a caster level to one divination spell cast?
Profession (herbalist) is an odd one, because it's hard to use in the traditional scenario (ie, Aragorn curing Eowyn with kingsfoil). Normally, I'd go Heal to diagnose the illness, Knowledge (nature) to identify the plant required, Survival to go find some, and then another Heal check to use it correctly. Profession (herbalist) is sort of stuck in a job drying herbs from the rafters.