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Alchemical items and other consumables.

Posted by The DogFor group archive 0
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:14
  • msg #1

Alchemical items and other consumables

Below is a summary of any alchemical formulae encountered (and their status for Meri), the alchemical items that can be produced, and any similar consumably items that have been encountered (or can be crafted).
This message was last edited by the player at 08:28, Mon 27 Feb 2017.
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:14
  • msg #2

Alchemical Formulae and Items

Alchemist's fire (formula: level 1, 70gp value, time 30 minutes, skill arcana or thievery (no check)

Level 1 fire 20gp (level 2, 25gp if applied to weapon, use weapon range)
Power (consumeable, fire)
Standard action: make an attack; area burst 1 within 10; +4 vs Reflex; on a hit, deal 1d6 fire damage, on a miss deal half damage

Alchemist's Frost (formula: level 1, 70gp value, time 30 minutes, skill arcana or thievery (no check)

Level 1 frost 20gp (level 2, 25gp if applied to weapon, use weapon range)
Power (cold), consumable (Standard action)
Make an attack: ranged 5/10, +4 vs reflex
Damage: The target takes 1d10 cold damage and is slowed until the end of your next turn.
(On a miss, the target takes half damage and is not slowed).

Woundpatch (formula: level 3, 120gp value, time 1 hour, heal of nature (no check)

Level 3, heroic tier patch 30gp
Power (consumable, healing)
Minor action: Place the woundpatch on yourself or another living creature. Until the end of the encounter, the next time the creature spends a healing surge, it regains 5 extra hit points

-----------------------------------------------------------------------------------

Dragonfire Tar (formula: level 3, 120gp value, 30 minutes, skill nature or thievery (no check)

Level 3 tar 30gp
Power (consumable, fire)
Standard action: Make an attack; ranged 5/10; +6 vs reflex; on a hit, target takes ongoing 5 fire damage (save ends)

Acidic Fire (formula: level 5, 200gp value, 30 minutes, skill arcana or thievery (no check)

Level 5 acid, 50gp
Power (acid, fire), consumable (standard action)
Make an attack: Area burst 1 within 10; +8 vs Reflex
Damage: 1d6 fire damage, and ongoing 2 acid damage (save ends)
This message was last edited by the player at 08:31, Mon 27 Feb 2017.
The Dog
ex-Familiar, 9 posts
Dragonheart
*roar*
Sat 4 Feb 2017
at 23:14
  • msg #3

Other Consumables

Unless otherwise stated, these would be craftable with alchemical reageants.

Oil of Lasting Flame (Common, level 2, 25gp)
Consumable
Using this oil to start a fire or light a torch, it burns for 8 hours using its existing fuel. The fire can be put out by normal means.

Stonemeal Biscuit (Common, level 3, 30gp)
Course Dwarven bread. Weights 1/10th lb, is worth a full day's worth of food.
Power (Healing), consumable (standard action)
When eaten, you gain a +1 power bonus on Endurance checks for 12 hours. You regain 1 extra hit point the next time you spend a healing surge that day.


Talent Shard (Common, level 3, 30gp)
Power, consumable (minor action)
Choose one skill. You gain a +1 bonus to checks with that skill until the end of the encounter.

Four sided Caltrop (Common, Level 3, 30gp)
Utility power, consumable, minor action
Effect: Area burst 1 within 5 squares. Creates a zone that lasts until the end of the encounter. When a creature enters the zone or starts its turn there, the creature is slowed (Save ends).

Nail of Sealing (common, level 4, 40gp)
Power, consumable (standard action)
When pushed in to a door, chest, or other closable object, it magically inks in to the material and seals it shut. You can open it normally, but those without permission find it locked. You can choose to allow certain individuals (up to 10), types of creatures, certain properties (height, equipment carried), or set a password that, if uttered 5 squares for the lock, allows that speaker to pass for the next minute. There is a DC25 to the Thievery or Strength check to open the object. Effect remains until dismissed, object is destroyed, or ward is defeated by opposed skill check / ritual. You will instantly know the lock has been defeated. (All as per the Arcane Lock ritual with a check results of 25).


Unreadable Ink (Common, level 5, 50gp)
Consumable
When used, is invisible to everyone but the intended recipient (who does not need to be able to read the inscription or be literate, the magic will allow that person to understand the message as soon as the item it is inscribed upon is touched).

Trackless Ashes (Common, level 6, 75gp)
Utility power, consumable (standard action)
Effect: When poured in to a dying campfire, its remains and all tracks within 20 squares will vanish after 5 minutes.

Horse's Breath (common, level 6, 75gp
Utility power, consumable (minor action)
Effect: A mount or vehicle you are riding gains an extra move action this turn.

Augmenting Whetstone (level 6 version, 75gp)
Power, consumable (minor action)
Touchto a melee/ranged weapon you hold. The weapon gains a +2 enhancement bonus on attack and damage rolls until the end of the encounter. This has no effect on extra dice, etc on a crit.
This message was last edited by the player at 08:32, Mon 27 Feb 2017.
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