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Paxon

Paxon

Equipment

 

 

Primary Equipment

+8 Masterwork Flask Thrower | enhancements+5 Enhancement Bonus [5]
Distance quality (x2 range, 40') [1]
Seeking (ignore concealment miss chance) [1]
Arcing (ignore cover) [1]
 

+8 Chronometer Bracer (implement) | enhancementsTime sphere implement
+5 enhancement bonus [5]
+1 extra sphere: Illusion [1]
+1 extra sphere: Destruction [1]
+1 extra sphere: War [1]

 

Equipment List

ITEM COST QTY Weight
Masterwork Flask Thrower 325   4
MW Light Crossbow 350   4
Alchemists Lab 200   40
Alchemy Crafting Kit 25   5
Masterwork Artisans Tools 55   5
Healer's Kit x10 (50 each) 500 10 10
Masterwork Instrument 100   3
Surgeon's Tools     1
Advanced Study Guide 40000   1
Pocket of Holding 200    
Bandolier of Grenades 900   1
Bottomless Flask 1000   1
Lesser Wizard's Cube of Gaming 500   1
Scholar's Silver Amulet 1500   0.5
Explosive Chemicals Kit 3000   2
Spider Sack 30   1
Pre-Expenses 330    
TOTAL 49015   79.5

 

Cash: 985gp

 

 

Storage

BackpackAlchemist's Lab
Lute
Artisan's Tools

On PersonMost Alchemical Items

Pocket Space5x Healer's Kits
Wizard's Cube of Gaming
Advanced Study Guide

Pocket of HoldingAdditional Alchemical Items

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

L1 Panacea+Salve = 40gp = DC40 (full effect) + 5 increments (salve) = 1 hr = End status effect + heal 1d8+40 hp

LevelsTimes reduced by half (Craftsman)
1 = 20gp = 1 hour (1d8)
2 = 40gp = 1 hr (1d8)
3 = 60gp = 1 hr (2d8)
4 = 80gp = 1hr (2d8)
5 = 100gp = 1 hr (3d8)
6 = 120gp = 1 hr (3d8)
7 = 140gp = 1 hr (4d8)
8 = 160gp = 1hr (4d8)
9 = 180gp = 1 hr (5d8)
10 = 200gp = 1 hr (5d8)
11 = 220gp = 1 hr (6d8)
12 = 240gp = 1 hr (6d8)
13 = 260gp = 4 hrs (7d8)
14 = 280gp = 4 hrs (7d8)
15 = 300gp = 4 hrs (8d8)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

  • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
  • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
  • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
  • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
  • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
  • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
  • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
  • Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire

ALTERNATE CRAFTING

Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

Memories

22 Available Mental Archive Memories

 

Current Memories:

  1. Maps of Oculus
  2. Book on Beholders
  3. Book on Beholders 2
  4. Book on Cyclops
  5. Book that includes cyclops and other minions

 

Paxon

Paxon

Equipment

 

 

Primary Equipment

+8 Masterwork Flask Thrower | enhancements+5 Enhancement Bonus [5]
Distance quality (x2 range, 40') [1]
Seeking (ignore concealment miss chance) [1]
Arcing (ignore cover) [1]
 

+8 Chronometer Bracer (implement) | enhancementsTime sphere implement
+5 enhancement bonus [5]
+1 extra sphere: Illusion [1]
+1 extra sphere: Destruction [1]
+1 extra sphere: War [1]

 

Equipment List

ITEM COST QTY Weight
Masterwork Flask Thrower 325   4
MW Light Crossbow 350   4
Alchemists Lab 200   40
Alchemy Crafting Kit 25   5
Masterwork Artisans Tools 55   5
Healer's Kit x10 (50 each) 500 10 10
Masterwork Instrument 100   3
Surgeon's Tools     1
Advanced Study Guide 40000   1
Pocket of Holding 200    
Bandolier of Grenades 900   1
Bottomless Flask 1000   1
Lesser Wizard's Cube of Gaming 500   1
Scholar's Silver Amulet 1500   0.5
Explosive Chemicals Kit 3000   2
Spider Sack 30   1
Pre-Expenses 330    
TOTAL 49015   79.5

 

Cash: 985gp

 

 

Storage

BackpackAlchemist's Lab
Lute
Artisan's Tools

On PersonMost Alchemical Items

Pocket Space5x Healer's Kits
Wizard's Cube of Gaming
Advanced Study Guide

Pocket of HoldingAdditional Alchemical Items

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

L1 Panacea+Salve = 40gp = DC40 (full effect) + 5 increments (salve) = 1 hr = End status effect + heal 1d8+40 hp

LevelsTimes reduced by half (Craftsman)
1 = 20gp = 1 hour (1d8)
2 = 40gp = 1 hr (1d8)
3 = 60gp = 1 hr (2d8)
4 = 80gp = 1hr (2d8)
5 = 100gp = 1 hr (3d8)
6 = 120gp = 1 hr (3d8)
7 = 140gp = 1 hr (4d8)
8 = 160gp = 1hr (4d8)
9 = 180gp = 1 hr (5d8)
10 = 200gp = 1 hr (5d8)
11 = 220gp = 1 hr (6d8)
12 = 240gp = 1 hr (6d8)
13 = 260gp = 4 hrs (7d8)
14 = 280gp = 4 hrs (7d8)
15 = 300gp = 4 hrs (8d8)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

  • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
  • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
  • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
  • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
  • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
  • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
  • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
  • Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire

ALTERNATE CRAFTING

Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

 

Paxon

Paxon

Equipment

 

 

Primary Equipment

Masterwork Flask Thrower 

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

L1 Panacea+Salve = 40gp = DC40 (full effect) + 5 increments (salve) = 1 hr = End status effect + heal 1d8+40 hp

LevelsTimes reduced by half (Craftsman)
1 = 20gp = 1 hour (1d8)
2 = 40gp = 1 hr (1d8)
3 = 60gp = 1 hr (2d8)
4 = 80gp = 1hr (2d8)
5 = 100gp = 1 hr (3d8)
6 = 120gp = 1 hr (3d8)
7 = 140gp = 1 hr (4d8)
8 = 160gp = 1hr (4d8)
9 = 180gp = 1 hr (5d8)
10 = 200gp = 1 hr (5d8)
11 = 220gp = 1 hr (6d8)
12 = 240gp = 1 hr (6d8)
13 = 260gp = 4 hrs (7d8)
14 = 280gp = 4 hrs (7d8)
15 = 300gp = 4 hrs (8d8)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

  • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
  • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
  • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
  • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
  • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
  • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
  • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
  • Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire

ALTERNATE CRAFTING

Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

 

Paxon

Paxon

Equipment

 

 

Primary Equipment

Masterwork Flask Thrower 

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 1=20, 2=40, 3=60, etc. 7=140, 12=240

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

  • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
  • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
  • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
  • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
  • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
  • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
  • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage
  • Tangleburn Bag: Craft DC30, 150gp, 30 min | Tanglefoot + 1d6 fire, ref DC35 or catch fire

ALTERNATE CRAFTING

Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

 

Paxon

Paxon

Equipment

 

 

Primary Equipment

Masterwork Flask Thrower 

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 1=20, 2=40, 3=60, etc. 7=140, 12=240

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress (x10 progress)

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP (x5 progress)

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

  • Alchemists' Fire: Craft DC20, 20gp, 15 min | 1d6 fire (+1d6 each turn after), ref DC30 to put out fire
  • Acid Flask: Craft DC 15, 10gp, 15 min | 1d6 acid, 5' take 1 acid damage
  • Itching Powder: Craft DC25, 60gp, 15 min | DC27 fort save (DC24 5' away) or -2 attack/saves/skills/ability rolls
  • Tanglefoot Bag: Craft DC25, 50gp, 30 min | -2 attack, -4 dex, Ref DC30 or glued to floor
  • Pepper Smoke Pellet: Craft DC25, 60gp. 30min | 5' smoke, Fort DC 27 or sickened 1 round
  • Liquid Ice: Craft DC25, 40gp, 30 min | 1d6 cold damage, adjacent take 1
  • Impact Foam: Craft DC25, 25gp, 30 min | lessens falling damage

ALTERNATE CRAFTING

Take 10 check = 70 (doubled to 140 with skill unlock). That is DC25 alchemy item base progress x23 = 184gp progress. 

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

 

Paxon

Paxon

Equipment

 

 

Primary Equipment

Masterwork Flask Thrower 

 

Alchemy

CRAFTING ALCHEMY SPHERE FORMULAE

15 minutes to craft, can craft 4 at a time. Max 14. Craftsman halves time (7.5).

30 minutes to craft all formulae (up to 16).

Usual Lineup:

  • [1] Universal Alcohol: 15x Wakeful Whisky+Revitalizing Rum+Calming Cider+Vitalizing Vodka+Painkilling Perry (DC50) effectsCalming Cider: Creatures that drink this alcohol feel an incredible sense of calm, gaining a +2 circumstance bonus against emotion related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Painkilling Perry: Creatures that drink this alcohol are numbed to pain, gaining a +2 circumstance bonus against all pain-related effects for 1 hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Revitalizing Rum: Creatures that drink this alcohol gain a +1 resistance bonus to the next saving throw they attempt within an hour. This bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    Vitalizing Vodka: Creatures that drink this alcohol gain 1d4 temporary hit points for one hour. The amount of temporary hit points granted increases by 1d4 per 3 ranks in Craft (alchemy) that you possess.

    Wakeful Whisky: Creatures that drink this alcohol can remain awake for eight hours without feeling sleepy, granting them a +2 circumstance bonus against sleep effects. A creature can drink this drink to avoid needing to rest, but any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must drink another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest. The bonus increases by 1 per 5 ranks in Craft (alchemy) that you possess.

    A creature can only benefit from one drink at a time, although a single drink may have multiple alcohol types mixed together by raising the Craft DC. You can increase the Craft DC of this formulae when creating a set of drinks in increments of 10 to apply the effects of an additional alcohol type for each increment to the set of drinks, allowing a creature to benefit from multiple alcohol types at the same time from those drinks.
  • [1] Cherry Bombs: 15x, 6d4. Increase DC to 65, +5DC to avoid splash damage
  • [4] Panacea: DC40, remove all listed conditions. ConditionsDC 20: Deafened, fatigued, shaken, sickened.
    DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
    DC 40: Frightened, blinded, paralyzed, stunned.
  • [2] Salves: DC65 to increase healing by 25 (7d8+40)
  • [2] Improved Alchemist's Fire: DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Acid Flasks:  DC65 for +20' burst (full damage within 20', half 25', 1 30')
  • [2] Improved Itching Powder: DC65 for +20', +8 DC (within 20' of impact, 25' reduced effect, Fort DC40)

Brew Stable Formulae:

A formulae’s cost of creation is 20 gp x the creator’s ranks in Craft (alchemy) x the complexity. At 15, that is 300gp. 1=20, 2=40, 3=60, etc. 7=140, 12=240

If base cost is <250, only takes 2 hours, otherwise 8 (per 1000). 12 x 20 = 240 = 6d8 item fire, etc. DC=10+Craft level. 

L7 Improved Itching Powder = 140gp = DC25+4 increments (DC65) =  1 hour = a DC36 item with 20' range

L6 Salve = 120gp = DC16+5 increments (DC66) = 1 hour = 3d8+40 healing

L3 Cherry Bombs = 60gp = DC15 +5 increments = 1hour = 2d4 damage, 15x

L15 Fire = 300gp = DC25 + 4 increments = 4 hours = 8d8 damage (as normal)

 

 

CRAFTING TRADITIONAL ALCHEMY

Master Alchemist: Use GP value as SP value when calculating mundane alchemy progress

Brew Stable Formulae: Formulae = 20gp x CraftAlchemy ranks x complexity

Skill Unlock: 5 - double craft check before multiplying results; 10 don't ruin materials; Result is how much complete each day in SP

Craftsman: Craft mundane item in half normal time

Rapid Alchemy: Craft any alchemical item <150gp in half hour. If know improved formulae, reduce to 15 min. Add INT modifier to DC of these crafted items.

 

 

MUNDANE ALCHEMICAL ITEMS

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

 

Paxon

Paxon

Equipment

 

 

Primary Equipment

Flask Thrower

 

Mundane Alchemical Items

The following are mundane alchemical items worth less than 25gp. Master list.

Alchemist's Fire oil 20gp, 1lb'

Stink oil 15pg, 1lb

Buoyant Balloon 10gp, 1lb

Sunrod 2gp, 1lb

Water Purification Sponge 25gp, 1lb

Bloodblock 25gp, - (+5 heal)

Bodybalm 25gp, - (+5 heal long term)

Clear Ear 25gp, - 

Mellowroot 25gp, -

Smelling Salts 25gp

Soothe Syrup 25gp

--

Acid 10gp

Alchemical cement 5gp

Alchemical glue 20gp

Alchemical solvent 20gp

Alchemist's kindness 1gp

Alkali flask 15gp

Dimmer dust 25gp

Elemental flux 20gp

Impact foam 25gp

Hobgoblin war draught 10gp

Noxious aromatic 15gp

Foaming powder 10gp

Scent Cloak 20gp

Shadowcloy 25gp

Smoke Pellet 25gp -

 

 

Paxon

Paxon

Equipment

Equipment list and breakdown to go here

Paxon

Paxon

Completely unreserved! But don't post in this spot, I might need it

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