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<blockquote data-quote="Ilja" data-source="post: 5029008" data-attributes="member: 84300"><p>Poisonmaking is an interesting part of the alchemist, although it's somewhat connected to being the bad guy. Poisons can be quite strong, but they are usually very expensive, and as such a an alchemist can be very useful in a group for making powerful poisons. Book of Vile Darkness has rules on poisonmaking - probably the least useless part of that book, except for the Vermin Lord which i kinda like. Anyways, it's basically just Craft (Poisonmaking), so it's not exactly alchemy, but I'd consider allowing alchemy to be used instead, either with the requirement of a few ranks in Knowledge (Nature) or Profession (Herbalist), or with a small penalty to the roll.</p><p></p><p></p><p>You could even allow a +10 to the DC of creation to increase either DC by +2 or the dice size by one.</p><p></p><p>Take for example Huge Scorpion Venom. It forces a DC 26 check to avoid 1d8 strength damage as INITIAL damage - that should make most BBEG's a bit nervous. The drawback is that a single dose costs 1200 gold pieces, but for an alchemist with the raw materials, the cost is 1/6th - so 200gp. However, you'd have to get yourself a dead huge scorpion, which could be a problem. It has a DC 25 check to create - so a focused alchemist should be able to safely make them by level 5, assuming a natural 5, masterwork tools and two assistants.</p><p></p><p>When you kill that rampaging collossal scorpion, you can make yourself some poison too... Which force a DC 54 checks or 2d8 initial strength damage. That's a poison a red dragon great wyrm can only save from on a natural 20.</p><p></p><p>Arms and Equipment Guide also has some additional alchemical items.</p></blockquote><p></p>
[QUOTE="Ilja, post: 5029008, member: 84300"] Poisonmaking is an interesting part of the alchemist, although it's somewhat connected to being the bad guy. Poisons can be quite strong, but they are usually very expensive, and as such a an alchemist can be very useful in a group for making powerful poisons. Book of Vile Darkness has rules on poisonmaking - probably the least useless part of that book, except for the Vermin Lord which i kinda like. Anyways, it's basically just Craft (Poisonmaking), so it's not exactly alchemy, but I'd consider allowing alchemy to be used instead, either with the requirement of a few ranks in Knowledge (Nature) or Profession (Herbalist), or with a small penalty to the roll. You could even allow a +10 to the DC of creation to increase either DC by +2 or the dice size by one. Take for example Huge Scorpion Venom. It forces a DC 26 check to avoid 1d8 strength damage as INITIAL damage - that should make most BBEG's a bit nervous. The drawback is that a single dose costs 1200 gold pieces, but for an alchemist with the raw materials, the cost is 1/6th - so 200gp. However, you'd have to get yourself a dead huge scorpion, which could be a problem. It has a DC 25 check to create - so a focused alchemist should be able to safely make them by level 5, assuming a natural 5, masterwork tools and two assistants. When you kill that rampaging collossal scorpion, you can make yourself some poison too... Which force a DC 54 checks or 2d8 initial strength damage. That's a poison a red dragon great wyrm can only save from on a natural 20. Arms and Equipment Guide also has some additional alchemical items. [/QUOTE]
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