Any Cool New Alchemical Items for Higher Levels?

If there are bombs are available in a campaign setting, then they should fall under Craft: Alchemy. These should also be a 5% chance of something going wrong like poison IMHO.

For Alchemist fire, it costs 20gp for 1d6 fire damage repeating the next round with a chance of setting on fire from the “heat dangers” section of the DMG.

In the DMG it cost 150GP for a bomb that deals 2d6 [fire] in a 5’ radius DC 15 reflex for half damage. A move action to light and a 10 range increment.

The necklace of explosive decapitation has varied costs and a nasty drawback

necklaceofdecapnp2.gif


The pricing for alchemic wheaons should be fairly close to one shot magic items;

A one shot use of a 4d6 short range Scorching Ray costs 300 GP

A one shot use of a 5d6 long range DC14 fireball costs 750 GP.

The d20 modern SRD has rules for dynamite and worse.


In the past I’ve charged 500gp for a bomb that did 5d6 [half blunt / half fire] relex DC 15 for half in the space it landed in and lessened as the explosion went out, 1d6 lost per 5’. There was a 5% chance the bomb would go off when lit...

bombasticwt7.gif


Now since that does not fit well into the 3.5 radius standards, here is one a bit closer to those rules. I'd charge more for this one though...

bombastic2me5.gif
 
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In my campaign, I had NPCs use modified rifles that could also shoot tanglefoot bag shells. They were difficult to reload, but effective in slowing down melee heavy hitters. The nice thing about tanglefoot bags is that even on a save, the effected creature can still only move at half speed (something that is useful even at the mid-levels).

Also, this character optimization thread over at the WotC site deals with getting the most out of the alchemy items.
 

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