(→In-combat consumables) |
(→Potions) |
||
Line 131: | Line 131: | ||
=== Potions === | === Potions === | ||
+ | |||
+ | Using a potion in combat requires a Minor action. | ||
<table> | <table> |
Revision as of 10:46, 15 June 2019
Alchemists study the myriad illnesses and ailments of the mortal body as well as the treatments for each. They know which herbs can soothe a fever and which oils can help prevent the pox. Not all medicine is good for the body, though: they also know which toxins can stop the heart or drive a man to madness. Alchemists know how to manufacture and refine all of these things. They also have some primitive transmutation abilities; by augmenting an item, they can increase its quality.
Contents
Alchemical Reagents
Alchemists use special reagents to create potions and poisons. You will need an Alchemy Kit (costs 50 gold), and the required reagents to craft anything with the Alchemy profession. Most reagents can be purchased in town or harvested in the wild.
Alchemy Reagents | Material Quality | Suggested gold price per reagent |
---|---|---|
Fjelrin, Pinkwort, Queen’s Hair, Pick-me-nots, Summerleaf | Common | 5 gold |
Ascerbic and Aggerivic mushrooms, Dreamleaf, Ragwort, select snake venoms, red roseheart | Rare | 50 gold |
Faerie blood, Thassil Root, spider and scorpion venom, Black Lotus | Epic | 150 gold |
Harvesting Reagents
It takes approximately ten minutes to carefully collect and store poisonous plant matter or venom.
Harvesting poisonous plants or mushrooms requires a DC 10 Dexterity check. Harvesting venom from a dead creature requires a DC 15 Knowledge check and a DC 10 Dexterity check. Harvesting venom from a live creature requires a series of checks up to DM discretion. If the character fails all of their rolls, they become poisoned for d4 hours, rolling with Disadvantage on all skill checks while the poison persists.
Crafting Time
Alchemists must have an alchemy kit and work, undisturbed, for 2 hours to create one consumable.
Craftable Items
In-combat consumables
Attacking and Defending with Poisons
These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects a creature to its effect. The resulting cloud dissipates immediately afterward. Holding one’s breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
Roll an attack roll with a +5 bonus to subject one target to a poison as a Major action. The target rolls a D20 + their stamina modifier to defend against the poison's effects. Those trained in Resist Poison get an additional +5 bonus to their defensive roll. If the target wins the contested roll, they are not affected by the poison.
Using a poison in combat requires a Major Action unless specified otherwise.
Item | Reagents | Effect |
---|---|---|
Ascerbic Spores | 6 Common alchemy reagents | A creature subjected to this poison takes 1d6 poison damage and becomes poisoned for 3 turns. Until this poison ends, healing effects deal 2d4 reduced healing to the target. After the effect ends the creature can heal normally. |
Basic Poison (1 vial) | 1 Common alchemy reagent | You can use the poison in this vial to coat one weapon or up to three pieces of ammunition. Applying the poison takes a Minor action. A creature hit by the poisoned weapon or ammunition takes an additional 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. |
Burnt Aggerivic Fumes | 6 Common alchemy reagents | A creature subjected to this poison takes 5 poison damage and becomes paralyzed for one turn. |
Dreamleaf Essence | 6 Common alchemy reagents | A creature subjected to this poison falls unconscious for 1 turn. The creature wakes up if it takes damage or if another creature takes an action to shake it awake. |
Alchemist’s Fire (flask) | 1 Common alchemy reagent | This sticky, adhesive fluid ignites when exposed to air. Throw this flask, shattering it on impact against one target. The target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using a Minor action to make a DC 10 Dexterity check to extinguish the flames. |
Out-of-combat poisons
Poison Name | Reagents | Effect |
---|---|---|
Swarming Spiderbite | 1 Epic alchemy reagent | The effect of this poison is like the biting mouths of venomous spiders, starting from the extremities and advancing throughout the body. Used for torture purposes. One application deals 10% of the victim’s health in damage over 2d12 + 10 minutes. Must be injected by needle or blowdart. |
Ground Thassil Root | 1 Epic alchemy reagent | This poison is a flavorless blue powder. It can only be delivered by way of food or drink, and takes effect 2d6 minutes after its victim consumes it to slowly knock them unconscious. They remain unconscious for 1 + d6 hours. |
Stormclaw Scorpion Venom | 1 Epic alchemy reagent | The purple-black venom of Stormclaw Scorpions attack the nerves. It must be injected by needle or blowdart, and slowly paralyzes the victim over 2d6 minutes. The paralysis lasts 1 + d6 hours. |
Black Lotus | 1 Epic alchemy reagent | When prepared as a poison, black lotus is ground into a fine, black powder that causes terrifying hallucinations. It takes effect 2d12 minutes after consumption. |
Carrion Ichor | 1 Epic alchemy reagent | Smearing this poison on bare skin causes it to irritate the skin. Used for torture purposes. One application deals 10% of the victim’s health in damage over 10+d12 minutes. In large quantities, it causes a slow painful death by rot and disease. |
Midnight Tears | 1 Epic alchemy reagent | A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 20 Stamina check, taking 10d6 poison damage on a failed save, or half as much damage on a successful one. |
Truth Serum | 1 Epic alchemy reagent | This poison is a flavorless clear liquid. On consumption, a creature subjected to this poison can't knowingly speak a lie for d4 minutes. |
Potions
Using a potion in combat requires a Minor action.
Potion Name | Reagents | Effect |
---|---|---|
Healing Potion | 4 Common alchemy reagents | A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. |
Greater Healing Potion | 8 Common alchemy reagents | A character who drinks the magical red fluid in this vial regains 4d4 + 4 hit points. |
Superior Healing Potion | 16 Common alchemy reagents | A character who drinks the magical red fluid in this vial regains 3d6 + 6 hit points. |
Stamina Potion | 2 Common, 1 Rare alchemy reagent | A character who drinks the magical green fluid in this vial regains one usage of a Tier 3 ability. |
Greater Stamina Potion | 4 Common, 2 Rare alchemy reagents | A character who drinks the magical green fluid in this vial regains one usage of a Tier 2 ability. |
Superior Stamina Potion | 2 Common, 2 Rare, 2 Epic alchemy reagents | A character who drinks the magical green fluid in this vial regains two usages of a Tier 2 ability, or 3 usages of a Tier 3 ability. |
Transmutation
Alchemists are capable of transmuting different energies from their “raw” state into a higher, more refined state. The common saying that Alchemists turn lead into gold rings true in Ilisara, with a little bit of magic. Alchemists with at least 2 Arcana can transmute raw materials and increase their quality.
Alchemists can transmute:
- 10 Common materials into one Rare material
- 3 Rare materials into one Epic material
- 1 Epic material into 3 Rare materials
- 1 Rare material into 10 Common materials
Transmuting is near-instantaneous, but requires so much focus and concentration that it must be done out of combat.