Farland Alchemical Items

Farland Alchemical Items

These need to be converted too. Feel free to pitch in.

Here's a start:

Moon Blossom (Heshtail's Blessing)
Level: 3
Category: Curative
Time: 15 minutes
Component Cost: See below
Market Price: 90 gp
Key Skill: Nature (no check)
A pale white or blue blossom that grows in cooler regions, this rare plant has extremely remarkable properties. Priests and paladins before the Dark Times prized it. They swore that it buttressed the spirit and protected against the walking dead.

Moon Blossom (Heshtail's Blessing) Level 3+
The distilled juice of this flower allows one to recover healing surges lost to necrotic attacks.

Lvl 3 30 gp Lvl 18 3,400 gp
Lvl 8 125 gp Lvl 23 17,000 gp
Lvl 13 650 gp Lvl 28 85,000 gp

Alchemical Item
Power (Consumable ✦ Healing): Standard Action. Use before you or an ally takes a short rest. The target of the Moon Blossom regains a healing surge lost to an attack with the necrotic key word. The healing surge must have been lost within the last hour. At levels 8 through 28, multiple targets can drink the juice, and the healing surges regained are split among them, up to the maximum amount of surges regained.

Level 8: Regain 2 healing surges.
Level 13: Regain 3 healing surges.
Level 18: Regain 4 healing surges.
Level 23: Regain 5 healing surges.
Level 28: Regain 6 healing surges.

Any comments? Is it balanced?

Please give comments. Is this too strong?


Level: 2
Category: Curative
Time: 15 minutes
Component Cost: See below
Market Price: 100 gp
Key Skill: Heal or Nature (no check)
This reddish grog is specially mixed using the blood or bone of some fearless creature, usually a troll or ogre. Although the mixing process does not enable the finished product to retain many of the properties of the creature's blood, its bravery is preserved.

Battlegrog Level 2+
This noxious grog gives the user courage.
Lvl 2 25 gp Lvl 22 13,000 gp
Lvl 12 500 gp
Alchemical Item
Power (Consumable): Minor Action. Gain a +2 bonus to Will defense against fear effects from a source of 10th level or lower. This effect lasts until the end of the encounter or for the next 5 minutes.
Level 12: +2 bonus to Will defense against fear effects of 20th level or lower.
Level 22: +2 bonus to Will defense against fear effects of 30th level or lower.

Seems too powerful for something not requiring a surge or daily item power. How about a +2 on the next saving throw against a fear effect before the end of the encounter?

That was my initial idea actually. I was just looking for some precedent in the book relating to that for the wording, but I found this instead. Thanks for the feedback.

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