Inventing new items + Create Wondrous Creature help.


Homebrew and House Rules


I'm currently trying to design some items my alchemist could create in our airship heavy campaign. With all of my guy's inventions and ideas I was thinking of creating an alchemist's shop, trying to make it big , get buyers, etc.

But beforethat I was thinking of small weapons, single use, that would make use of alchemist's fire, ice, acid and the rest. In short it would be a small bolt/arrow with a small glass vial that would shatter on impact, releasing a small dose of said fire, acid, etc. I would assume it would do the same damage + the arrow damage without the flasks's AOE since it would be a smaller dose.

For the game itself, my character has the leadership feat, which is used to explain his second in command at the alchemist shop, along with all the alchemist workers he's hired. All of them are hired on the basis that they can work on their experiment, and will get funds to help them, and in return they need to use 25-50% of their time to work on the business projects, or to make simple materials to sell for funds. Next level I'l be taking create wondrous creature, so my dragon obsessed alchemist (who even has dragon wings) will be able to make plenty of hybrids and have a gazillion minions and workers (he's also a preservationist).

The problem however is that the create wondrous creature rules are very small, and I can't find rules to invent/modify normal items.


The rules for Fleshcrafting poisons might be of interest to you.
It even requires a focus in alchemy to take the feat.
The act of brewing DnD retroviruses that cause chickens to grow lips is the proper mix of evil and silly to keep people from throwing you out as a madman. This would allow hybrids, though the rules for crafting constructs might be something to look for if you want to make creatures from whole cloth instead of adding bat wings to penguins and other such stuff.
I wish you luck in your mad science endeavors.

weird science

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