
Bardarok |

Honestly just wing it. You can search through the rules for some sort of RAW justified answer but it's not worth it. Just make it up. I'd go with DC 20 acrobatics to avoid a bad chemical reaction when falling and maybe 2d6 points of acid or fire damage as a penalty for failure, remember they are probably taking fall damage as well and you (probably) don't actually want to kill the PC. Just make sure it is level appropriate.

Zwordsman |
I'd probably roll acrobatics, then apply that ability to a pecentile dice. the better the roll the smaller the window of badness. That is often how my group has done "luck of the dice" stuff.
You won't find any RAW ideas on that. simply because its very not in with the class. but if your players all agreed to it have fun with it~ I sorta hope you gifted something in return though, maybe infusion and something else, free in exchange.
Its pretty rough that a level 1 sonic attack could remove everything bout the class until resupplied.

Bob Bob Bob |
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So, alchemist bomb-making ingredients breaking open is fine (assuming tiny, fragile glass bottles), doing damage makes no sense. Bombs don't do damage until they're "infused with the alchemist's magical reserves" and go inert the round after the chemicals are mixed. This means the "volatile" chemicals in the mix aren't dangerous but instead just short-lived. Acetone is a volatile solvent... because it evaporates super fast.
And, again, this requires tiny, fragile bottles to store the chemicals and not the various metal, stone, or other options for making vials. Even in the CRB: "A vial is made out of glass or steel and holds 1 ounce of liquid." So unless you regularly trip and snap your flatware, I don't see the vials breaking.

technarken |
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Roll 1d100. On a roll of 1 nothing happens. On a roll of 2-100 the completely inert chemicals he needs to mix precisely and specifically to create temporary explosives undergo nuclear fission. Target everything within 40d6 feet with a mundane effect identical CL 20 Disintegrate Heightened to 9th level (ground included in 1 inch increments). Everything within 1d10 miles, including blast survivors, must make a DC 23 fortitude save or contract Blightburn Sickness, and take 15d6 Fire/Bludgeoning/Piercing Damage (Reflex half, DC 23). The Alchemist automatically fails all these saves.
If you just want arbitrary mishaps, go big or go home. Fail the save on a Lightning Bolt? You sir just got paralyzed for a few rounds. Fighter get tripped? Roll to avoid Coup De Gracing yourself on your weapon. Wizard fail a defensive cast on a Fireball? Better save vs self-immolation.

zainale |
Roll 1d100. On a roll of 1 nothing happens. On a roll of 2-100 the completely inert chemicals he needs to mix precisely and specifically to create temporary explosives undergo nuclear fission. Target everything within 40d6 feet with a mundane effect identical CL 20 Disintegrate Heightened to 9th level (ground included in 1 inch increments). Everything within 1d10 miles, including blast survivors, must make a DC 23 fortitude save or contract Blightburn Sickness, and take 15d6 Fire/Bludgeoning/Piercing Damage (Reflex half, DC 23). The Alchemist automatically fails all these saves.
If you just want arbitrary mishaps, go big or go home. Fail the save on a Lightning Bolt? You sir just got paralyzed for a few rounds. Fighter get tripped? Roll to avoid Coup De Gracing yourself on your weapon. Wizard fail a defensive cast on a Fireball? Better save vs self-immolation.
dude........