User:Sergejsvk/sandbox6

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Inspiration: A lot of stuff on the net about alchemy, Fizban's idea

  • Add Special effects with your alchemy
  • Use feats, of class? - feats for all!! -> Alter already existing stuff!

Craft Alchemical item (Feat, UA)

xxx All stay the same

You can, as a move action, create a Special Compound™ on the spot and apply it to an alchemical item. The hasty mixing and aplication of the compound requires a craft alchemy skill check, you cannot take 10 on this check. You have to use the item within one round of applying the compound, after which the effect dissipates. You must buy an Admixture pouch, which costs 20 gp and holds all assumed ingredients for creating compounds.

set a dc goal, if overshoot by 10 add one aditional round to use the augmented item, if fail nothing happens

Boosting Compound™: Increases initial damage dice and DC by one, if has no dice then AOE (1dx or 5 ft, +1 DC) - craft DC 5 + 5 per increase

Potent Compound™: Duration and Potency by one, if no potency then DC (+1 duration, +1 Bonus or +1 DC) - craft DC 5 + 5 per increase

Volatile Compound™: By adding this compound to the mix you can increase or add an area effect to alchemical items. Volatile compound adds a 5 ft area burst, of the main effect of the item, for each 10 increase added to the mixing DC. If you fail the craft alchemy skill check the concoction explodes applying the augmented item's effect on you (damage, entanglement, aso.). Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5. Creatures in the affected area, other than the direct target, can make a DC 13 + 2 per each area increase reflex save to take half damage.