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Elixirs of healing
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<blockquote data-quote="Matthias" data-source="post: 6014851" data-attributes="member: 3625"><p>I agree that in a general sense we should try to use the existing tools in the box rather than attempt to reinvent the wheel everytime we want to build something new. I like that you deducted a level from the die total and used that as an ad hoc 'spell level' and it worked out pretty well.</p><p></p><p>The issue with these elixirs is redundancy/competition with traditional cure-wounds potions. Ideally, we want to find a niche for everything, so that there is always potential for innovation.</p><p></p><p>The non-potion elixirs have the advantage of expansion beyond the normal limits of potions. Brew Potion, though equal in minimum caster level in prerequisite to Craft Wondrous Item is somewhat more specialized in terms of the variety of magic items that can be produced (potions with a one-time spell effect vs. the entire range of wondrous items). The elixirs of healing should not make the cure potions obsolete, so the elixirs need to be less cost effective. If we used your method of market price calculation but applied a ratio of 1:1 for dice:spell level, we get an alternative healing item that heals less for the same amount of money as a potion, but without the spell level cap. This is where the elixirs should best fit into the existing arrangement. And at any rate, the prices I had generated for the upper tier of healing elixirs seemed a little cheap to me.</p><p></p><p>Applying the formula NumberOfDice * CasterLevel * 50 gp, we get:</p><p></p><p>Elixir of healing 1d6: CL 1 * 1 die * 50 gp = 50 gp</p><p>Elixir of healing 2d6: CL 3 * 2 dice * 50 gp = 300 gp</p><p>Elixir of healing 3d6: CL 5 * 3 dice * 50 gp = 750 gp</p><p>Elixir of healing 4d6: CL 7 * 4 dice * 50 gp = 1,400 gp</p><p>Elixir of healing 5d6: CL 9 * 5 dice * 50 gp = 2,250 gp</p><p>Elixir of healing 6d6: CL 11 * 6 dice * 50 gp = 3,300 gp</p><p>Elixir of healing 7d6: CL 13 * 7 dice * 50 gp = 4,550 gp</p><p>Elixir of healing 8d6: CL 15 * 8 dice * 50 gp = 6,000 gp</p><p>Elixir of healing 9d6: CL 17 * 9 dice * 50 gp = 7,650 gp</p><p>Elixir of healing 10d6: CL 19 * 10 dice * 50 gp = 9,500 gp.</p><p></p><p>It is certainly possible no cleric would ever want to make a low-tier elixir when he could save his channel energy uses and make a potion instead...but whatever method is used to calculate the healing elixir market price, it must be applied consistently for the entire range.</p><p></p><p>To apply a little in-game logic: evil clerics and neutral negative-channeling clerics cannot make elixirs of healing (but could make 'cursed' elixirs that store negative energy instead, I suppose) so they will be limited to using potions of cure wounds. This means that even if elixirs were entirely superior to cure potions, the world's population of potions vs. elixirs would still be tipped toward potions.</p><p></p><p>Adventuring parties and good-aligned clerics would certainly be aware of this (or they should), and they are only too happy to liberate these extra cure potions from their former owners. Thus there would be expected to be a glut of cure potions compared to healing elixirs, even if elixirs can be made that help you a lot more than the best cure potion ever could.</p><p></p><p>To offset this imbalance in supply, perhaps an Elixir of Healing could also be deployable as a grenadelike weapon against undead or as a "ranged heal" against living allies...</p><p></p><p>When thrown at a creature or on the ground, the destination square (and any creature in it) takes the normal amount of positive energy contained in the flask (as though it were imbibed rather than splashed).</p><p></p><p>Nearby squares are also flooded with positive energy equal to the number of d6's taken by the destination square, minus 1d6 for each square of distance from it, out to a maximum radius of 30 ft away (the normal range for a Channel Energy effect). For example, a creature 15 feet away from a thrown 10d6 flask would take (10d6 - 3d6) = 7d6 positive energy. Creatures damaged by positive energy are allowed a Will save to take half damage (DC equal to 10 + half the elixir's caster level). Creatures occupying multiple squares in the area of effect take positive energy only from the square they occupy that is nearest to the destination square.</p><p></p><p>It's darkly humorous to imagine an army of badguys engaged in mass production of elixirs of channel negative energy. Their evil plan: throw these necromancy bombs at formations of low-level soldiers, or perhaps attached them to the tips of arrows or javelins to be wielded by badguy snipers, or even incorporate them into subterranean traps... hmmmmm</p></blockquote><p></p>
[QUOTE="Matthias, post: 6014851, member: 3625"] I agree that in a general sense we should try to use the existing tools in the box rather than attempt to reinvent the wheel everytime we want to build something new. I like that you deducted a level from the die total and used that as an ad hoc 'spell level' and it worked out pretty well. The issue with these elixirs is redundancy/competition with traditional cure-wounds potions. Ideally, we want to find a niche for everything, so that there is always potential for innovation. The non-potion elixirs have the advantage of expansion beyond the normal limits of potions. Brew Potion, though equal in minimum caster level in prerequisite to Craft Wondrous Item is somewhat more specialized in terms of the variety of magic items that can be produced (potions with a one-time spell effect vs. the entire range of wondrous items). The elixirs of healing should not make the cure potions obsolete, so the elixirs need to be less cost effective. If we used your method of market price calculation but applied a ratio of 1:1 for dice:spell level, we get an alternative healing item that heals less for the same amount of money as a potion, but without the spell level cap. This is where the elixirs should best fit into the existing arrangement. And at any rate, the prices I had generated for the upper tier of healing elixirs seemed a little cheap to me. Applying the formula NumberOfDice * CasterLevel * 50 gp, we get: Elixir of healing 1d6: CL 1 * 1 die * 50 gp = 50 gp Elixir of healing 2d6: CL 3 * 2 dice * 50 gp = 300 gp Elixir of healing 3d6: CL 5 * 3 dice * 50 gp = 750 gp Elixir of healing 4d6: CL 7 * 4 dice * 50 gp = 1,400 gp Elixir of healing 5d6: CL 9 * 5 dice * 50 gp = 2,250 gp Elixir of healing 6d6: CL 11 * 6 dice * 50 gp = 3,300 gp Elixir of healing 7d6: CL 13 * 7 dice * 50 gp = 4,550 gp Elixir of healing 8d6: CL 15 * 8 dice * 50 gp = 6,000 gp Elixir of healing 9d6: CL 17 * 9 dice * 50 gp = 7,650 gp Elixir of healing 10d6: CL 19 * 10 dice * 50 gp = 9,500 gp. It is certainly possible no cleric would ever want to make a low-tier elixir when he could save his channel energy uses and make a potion instead...but whatever method is used to calculate the healing elixir market price, it must be applied consistently for the entire range. To apply a little in-game logic: evil clerics and neutral negative-channeling clerics cannot make elixirs of healing (but could make 'cursed' elixirs that store negative energy instead, I suppose) so they will be limited to using potions of cure wounds. This means that even if elixirs were entirely superior to cure potions, the world's population of potions vs. elixirs would still be tipped toward potions. Adventuring parties and good-aligned clerics would certainly be aware of this (or they should), and they are only too happy to liberate these extra cure potions from their former owners. Thus there would be expected to be a glut of cure potions compared to healing elixirs, even if elixirs can be made that help you a lot more than the best cure potion ever could. To offset this imbalance in supply, perhaps an Elixir of Healing could also be deployable as a grenadelike weapon against undead or as a "ranged heal" against living allies... When thrown at a creature or on the ground, the destination square (and any creature in it) takes the normal amount of positive energy contained in the flask (as though it were imbibed rather than splashed). Nearby squares are also flooded with positive energy equal to the number of d6's taken by the destination square, minus 1d6 for each square of distance from it, out to a maximum radius of 30 ft away (the normal range for a Channel Energy effect). For example, a creature 15 feet away from a thrown 10d6 flask would take (10d6 - 3d6) = 7d6 positive energy. Creatures damaged by positive energy are allowed a Will save to take half damage (DC equal to 10 + half the elixir's caster level). Creatures occupying multiple squares in the area of effect take positive energy only from the square they occupy that is nearest to the destination square. It's darkly humorous to imagine an army of badguys engaged in mass production of elixirs of channel negative energy. Their evil plan: throw these necromancy bombs at formations of low-level soldiers, or perhaps attached them to the tips of arrows or javelins to be wielded by badguy snipers, or even incorporate them into subterranean traps... hmmmmm [/QUOTE]
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