| Matt Stich |
I was very excited to see the Alchemist class when it came out, as I always looked for one in 3.5 but to no avail. To this day, the Alchemist and Inquisitor are my two favorite, flavorful classes. One thing I was kind of shocked to see is that there are no rules for alchemical item creation. So I took a crack at it a while ago, and been slowly tweaking it. I'd like to share that and get feedback. It's seen a little bit of experience in my group, and so far it's worked pretty well. I'm also wondering what you guys can come up with in items.
I'd love to see a little developer feedback from James or anyone if they have the time, but I'm not really expecting any. They are busy making this awesome game, after all.
| Matt Stich |
Do the published items conform to this?
Also, the tanglefoot bag only requires one save. If you hit the target, they are entangled. The only save is to see if they're glued to the ground or not. Unless you're counting the strength check? Which isn't a save.
To be honest, they're not really supposed to. I didn't want to reverse engineer the but rather make one that works for home games. Sorry for the late reply, I didn't actively check it after a couple days. I'll double check that, and fix it.
Thomas LeBlanc
RPG Superstar 2012 Top 32
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Does "Per 10 foot range increment" refer to thrown range increment?
I don't like the "Emulates a spell". Spells should be unique and not easily copied. Buy a potion. I can see items having an effect close to a spell, but not a direct copy.
"Effect radius (non-splash weapons only) per 10 feet" seems much too cheap.
If the frog's tongue falls apart after one use, why is it strong enough to trip, disarm, or steal? Maybe let it grab a single unattended object that weighs 5 lbs. or less.
Cheapy made a good point. Prices and Craft DCs need to be brought in line with published items. I think you made a good start, but needs more clarity and balance.
| Matt Stich |
Does "Per 10 foot range increment" refer to thrown range increment?
I don't like the "Emulates a spell". Spells should be unique and not easily copied. Buy a potion. I can see items having an effect close to a spell, but not a direct copy.
"Effect radius (non-splash weapons only) per 10 feet" seems much too cheap.
If the frog's tongue falls apart after one use, why is it strong enough to trip, disarm, or steal? Maybe let it grab a single unattended object that weighs 5 lbs. or less.
Cheapy made a good point. Prices and Craft DCs need to be brought in line with published items. I think you made a good start, but needs more clarity and balance.
Thanks for the feedback!
Yes, "per 10 foot range increment" refers to thrown range increment. I will clarify that.
I used the emulate a spell because of the the smokestick. It emulates fog cloud for 1 minute, though it's easier to dissipate, I believe. Maybe "attempt to emulate a spell, though it must have a disadvantage," and then an example? Ooh wait, maybe it can only emulate spells up to level 2?
I'll work around with the effect radius price and see what works.
I'll change the fluff of the frog's tongue.
I'll experiment and see how well they fit up with the originals, I think if I can get the prices within 5gp, I got it good.
| Matt Stich |
So as far as I can tell, this is how it breaks down. I've changed a few things, combined a couple rows because it's the same price, changed some price, etc. I haven't examined the prices of the items below to see if they have changed, I'll do that after some chores and report back.
Acid (flask) 10 gp, match
Alchemist’s fire 20 gp, my rules: 25gp
Antitoxin/plague (vial) 50 gp, No way to price it using my rules, I think.
Smokestick 20 gp, my rules: 30gp
Sunrod 2 gp, my rules: 5gp
Tanglefoot bag 50 gp, my rules 45gp
Thunderstone 30 gp, my rules 35gp
Tindertwig 1 gp, my rules, 5gp. Tbh, I don't count these as alchemical in my games, even though they are