Alchemistry
Alchemistry is the art of combining two or more reagents for an effect. More advanced processes require precise measurements, varing types of catalyst, or uncommon conditions. Alchemical items
Toxicity
Alchemical concoctions are very taxing on the body, as such there is a certain level of toxicity left behind from even the most beneficial alchemcial concoctions. When imbibing mutagenic compounds one slowly becomes poisoned by the run off from the compounds taking effect. Every person has a limit to the amount of toxic compounds they can imbibe called the Toxicity Threshold. Temporary bonuses do not effect your Toxicity Threshold.
The Toxicity Threshold of a creature is 2 + their constitution modifier (minimum 1).
If a imbibed substance would bring them above the toxicity threshold they must make a DC 15 fortitude save to not violently vomit the new substance instantly. If they succeed they make a second save at the end of their next turn (DC 15 + their current toxicity after imbibing), or become sickened. Any toxicity gained while above the threshold requires an additional check at the end of their next turn. Each failed check increase the penalty of sickened by 1. If the penalty equals your Toxicity Threshold you become unconscious until they spend a full day of rest recovering.
If a save vs toxicity is failed by 10 or more the imbiber instantly becomes unconscious until they spend a full day of rest recovering. If their toxicity level above twice their toxicity threshold at the end of 2 consecutive turns, they must make a fort save DC 20 + toxicity level, on failed save they die.
A creatures recovers form toxicity at a rate of con mod toxicity per hour. If your con mod is 0 it take 2 hours to recover 1 toxicity, -1 con mod takes 4 hours, -2 con mod takes 8 hours, -3 con mod takes 16 hours, -4 con mod takes 32 hours, -5 con mod takes 62 hours.
Crafting
Each alchemical item has a predetermined crafting time, and many have unique ingredients that cannot be replaced. Fortunately the more exotic alchemical items are the only ones containing truly unique ingredients. To make an alchemical item you must have all the ingredients on hand along with the correct tools. Most alchemist of the colleges, advise to have a full lab accompaniment, but the savvy alchemist can get by with limited tool.
Teir Name Classification (# of toxicity)
- Craft DC: The DC to craft an un upgraded
- Market Value: 40g
- Base: The starting material used Wax, Oil, Water, Alcohol, Fat
- Reagents:- The unique items required to make it work.
- Catalyst: Something that vastly improves the product.
- Tools: Tools that must be available for creation. -2 to craft check per missing tool.
A general description of the item and its effect.
Feats of Alchemistry
Basic Alchemistry
- Prerequsiste: Craft(Alchemy) 1 ranks
- Benefit: Gain the ability to make basic Alchemistry Items.
- Normal:
Mastercraft Alchemistry
- Prerequsiste: Basic Alchemistry, Craft(Alchemy) 3 ranks
- Benefit: Gain the ability to make Mastercraft Alchemisty Items. Learn 4 + intellegence modifier mastercraft alchemical recipies.
- Special: Y
Legendcraft Alchemistry
- Prerequsiste: Basic Alchemistry, Craft(Alchemy) 10 ranks
- Benefit: Gain the ability to make Legendcraft Alchemistry Items. Learn intellegence modifier(min 1) Legendcraft alchemical recipies.
Godcraft Alchemistry
- Prerequsiste: Basic Alchemistry, Craft(Alchemy) 23 ranks
- Benefit: Gain the ability to make Legendcraft Alchemistry Items. Learn a godcraft alchemical recipies.
Basic
Rudimentary functions that require more than the average persons understanding.
Name | Effect | Value |
---|---|---|
Alluring | Grant increase to charisma. | 40g |
Enduring | Grant increase to constitution. | 40g |
Deftness | Grant increase to dexterity. | 40g |
Feat | Grant temporary benefits of a basic feat. | 60g |
Healing | Instantly restores a small amount of hit points | 50g |
Cunning | Grant increase to intelligence. | 40g |
Mystical Essene | Instantly restores spell slots | 60g |
Thick Skin | Grant or increase natural armor. | 60g |
Insight | Grant increase to wisdom. | 40g |
Might | Grant increase to strength. | 40g |
Recovery | Recover hp gradually over an hour. | 80g |
Skill | Gain a small bonus to a skill | 40g |
Basic Concoctions Descriptions
d8 | Loot |
---|---|
1 | 100gp |
2 | 200gp |
3 | 300gp |
4 | 400gp |
5 | 500gp |
6 | 600gp |
7 | 700gp |
8 | 1000gp |
Alluring Draught (2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents:- common ingredients[10g]
- Catalyst: Pheromone Gland of Creature with racial bonus to charisma.[5g x HD³]
- Tools: Ambeal
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's charisma. The imbiber gains a +1 alchemical bonus to charisma for 1 hour. To a maximum score of 18.
Cunning Draught (2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents: common ingredients[10g]
- Catalyst: Brain of Creature with racial bonus to intellegence. [5g x HD³]
- Tools: -
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's intelligence. The imbiber gains a +1 alchemical bonus to intelligence. To a maximum score of 18. This benefit last 1 hour.
Curative Draught (1 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents: common ingredients(10g)
- Catalyst: Blood of a creature with accelerated healing of any kind. [5g x HD³]
- Tools: -
- Processes: -
By distilling the right herbs into a tea like liquid you can grant near instant healing. After imbibing the potion the imbiber heals 1d4 hp per HD of the imbiber, at the start of their next turn.
Deftness Draught (2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents:- common ingredients(10g)
- Catalyst: Tendons of Creature with racial bonus to dexterity. [5g x HD³]
- Tools: -
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's dexterity. The imbiber gains a +1 alchemical bonus to dexterity. To a maximum score of 18. This benefit last 1 hour.
Enduring Draught (2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents: common ingredients(10g)
- Catalyst: Heart of Creature with racial bonus to constitution. [5g x HD³]
- Tools: -
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's constitution. The imbiber gains a +1 alchemical bonus to constitution. To a maximum score of 18. This benefit last 1 hour.
Insight Draught (2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents: common ingredients(10g)
- Catalyst: Pineal Gland of Creature with racial bonus to wisdom. [5g x HD³]
- Tools: Crucible,
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's wisdom. The imbiber gains +1 wisdom. To a maximum score of 18. This benefit last 1 hour.
Might Draught (2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents:-
- Catalyst: Muscle of Creature with racial bonus to strength. [5g x HD³]
- Tools: - Pestle & Mortar,
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's strength. The imbiber gains +1 strength. To a maximum score of 18. This benefit last 1 hour.
Recovery Sap (3 toxicity)
- Craft DC: 15
- Market Value: 50g
- Base: Alcohol
- Reagents:-
- Catalyst: Blood of a creture with a form of acellerated healing [5g x HD³]
- Tools: Double Broiler, Vial*
- Processes: -
By distilling the right herbs into a sap you can imbibe to grant rapid healing. After imbibing the sap the patient heals hp at the same rate as if they had spent a night of sleep recovering each minute, the imbiber must rest for any benefit while recovering the HP. This benefit last 10 min.
Swiftness Serum(2 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Oil
- Reagents:- Kambor, Quicksilver
- Catalyst: Essence of a supernaturaly quick crature. [5g x HD³]
- Tools: - Injector*, Ab
- Processes: -
By distilling the power from a subject creature you create a potion granting an alchemical bonus to the imbiber's movement speeds. The imbiber gains increases all movement speeds they have by 5t. To a maximum score of 50ft. This benefit last 1 hour.
Mastercraft
Mastercraft cover uncommon abilities of an extraordinary nature.
Name | Effect | Value |
---|---|---|
Demon Spite Tincture | Grant favored enemy of the specific creature. | 100g |
Swift Recovery Sap | Gain fast healing. | 100g |
Mastercraft Concoctions Descriptions
Demon Spite Philter (4 toxicity)
- Craft DC: 14
- Market Value: 40g
- Base: Alcohol
- Reagents:-
- Catalyst: Pheromone Gland of Creature with racial bonus to charisma.
- Tools: -
- Processes: -
By distilling the right herbs into a sap you can imbibe to grant rapid healing. After imbibing the sap the imbiber gains fast healing 1 or increases their own fast healing by 1. To a max of fast healing 5 This benefit last 1 hour. Material: Brain of creature with the Favored.
Swift Recovery Sap (4 toxicity)
- Craft DC: 14
- Market Value: 100g
- Base: Water
- Reagents:-
- Catalyst: Marrow of a creature with fast healing or regeneration [5g x HD³]
- Tools: -
- Processes: -
By distilling the right herbs into a sap you can imbibe to grant rapid healing. After imbibing the sap the imbiber gains fast healing 1 or increases their own fast healing by 1. To a max of fast healing 5 This benefit last 1 hour. Material: 5 oz of blood from a creature with fast healing.
Legendcraft
Dragon Breath: Gain dragon's breath weapon. Regeneration: Gain regeneration.
Legendcraft Concoctions Descriptions
Godcraft
Name | Effect | Value |
---|---|---|
Draconic Vitality | Gain the immortality of a dragon and their gradual growth in power over time. | - |
Godcraft Concoctions Descriptions
Draconic Vitality (80 toxicity)
- Craft DC: 40
- Market Value: -(valued as minor artifact)
- Base: Alcohol
- Reagents: Great Wyrm Heart, Dragon Egg of the Same Great Wyrm's child
- Catalyst:
- Tools: -
- Processes: -
By distilling the power from a great wyrm dragon you create a violet liquid that grants a dragon's immortality. The process includes the heart of a great wyrm dragon no more than a hour after death, an unhatched egg laid by the dragon after they became a great wyrm, the blood of the imbiber, 37 rare herbs that require similar quests to acquire. The mixture must be made in the egg, using the egg contents as the base, adding the pureed other pieces. The potion has a 30 minute shelf life but magic an be used to extend this. The imbiber becomes unable to die of old age instantly. over the course of he next week their physiology changes to be ever replenishing they replace their normal age categories with that of a dragon. They loose all the benefits and penalties of their natural aging and gain the benefits and penalties of a dragon of their age. Their type changes to dragon with the subtype of their original race. For all mechanics that reference true dragons they count as a true dragon. The imbiber may not gain something if they lose nothing, such as the alternate dragon options that replace frightening presence are not available to the imbiber unless they have frightening presence through other means. Material: Great Wyrm Heart, Dragon Egg of the Same Great Wyrm's child
Shop of the Alchemist
Bases
These neutral materials are used as a medium to transport