D&D 3E/3.5 Mystical Strains (3.5/PF): Price Advice

Marx420

First Post
I smoke weed. I have a prescription.

Recently, I thought about what I'd do if I lived in a medieval setting with a very low life expectancy due to the ferocious beasts residing just beyond the walls of my lifelong town.

I'd smoke alot more weed.

So, to that effect I have statted up a great many strains of marijuana for my campaign that function as reskinned alchemical items, along with a new condition due to my disagreement with the book of vile darkness and other sources insinuating that all drugs are bad/addictive.

What I'd like from you guys is your honest opinions solely on the power of these items irregardless of the perhaps inflammatory form they take, are the prices fair, the mechanics solid, and most importantly are the drawback rational? Here we go...

Mystical Strains
Cannabis has been cultivated for thousands of years for recreational and medicinal purposes by all civilized (even slightly) humanoid cultures, and selective breeding has increased the potency of this herb exponentially (and that is without mystical interference in its growth processes). The following list is a but a small selection of the dankest and most well loved chronic in the land, all of which bestow mostly beneficial properties upon those who partake due to unique racial or magical/psionic growing methods.

Note that those who partake of marijuana will be afflicted with a new condition for a set amount of time. To partake one must have upon his person and within reach an imbibing device (pipe, chillum, bubbler, joint, and any other reasonable conveyance) as well as a source of flame (a tindertwig works, as does a torch in a pinch). It takes a full round action that provokes attacks of opportunity (and should one of these attacks hits the bowl/joint itself is lost upon the floor nearby as a grenade like weapon and requires a DC 15+ Search/Perception roll to locate). Adventurers are power tokers, they never pass bowls unless the weed is of less than magical quality as the effects would be diluted to the point of non-functionality.

New Condition: Blazed
+1 Concentration Checks (Casters enjoy weed more than others due to the artificially limited focus and reduced reaction to pain it provides).
-2 to Perception checks (Pathfinder) or Spot and Listen (3.5)
-2 to Initiative rolls (though weed users may feel increased paranoia, their reactions to stimuli are certifiably slower)



Halfling Goodgrubbin’ Humble: Ever a practical race, the Halfling shamans of long ago set out to eliminate one of the most negative drawbacks of weed usage, the munchies. Combining through powerful magics the spells create food and water as well the variant Goodnug spell the Halflings have crafted a delicious and obscenely thick smoking strain that nourishes the body as well as the mind. Upon smoking but a single bowl small wounds heal themselves (cure 1 point of damage) and further juicy weed is magically propagated directly into the user’s stomach. He is treated as having eaten and drank sufficiently for that day.
Condition: Blazed for 8 hours.
Price: 35 gp per nug, with each nug containing 1d3 bowls (the Halflings are shrewd dealers).

Gnomish Prismatic Purple Kush: As undisputed masters of illusion and alchemical processes, as well as colorful things, the Gnomes have devoted themselves since time immemorial to the creation of the most aesthetically pleasing smokes. To this effect gnomish growers infuse their weed with prismatic power by casting color spray upon it thrice daily during the vegetative grow period, creating gorgeous, resplendent, shimmering rainbow buds that induce a random effect for every smoke session. For every toke a magically colored rainbow cloud is produced, which eventually solidifies into one color indicating the produced effect (roll 1d6 for color).
#1: Green
Physical effects: Eyes are incredibly reddened with green irises, as well as you nose extending to hilariously gnomish proportions (unless you are a gnome) and you gain the Scent special ability for 1d4 hours.
Condition: Blazed 36 hours.
#2: Red
Physical effects: Eyes turn completely red, you gain a spicy scent, and your temperament becomes much more volatile (1 free rage as a barbarian of your level that can be used anytime during the next 12 hours, optionally if already a barbarian gain 1 free frenzy as the Frenzied Beserker prestige class [Complete Warrior]).
Condition: Blazed 12 hours.
#3: Blue
Physical effects: Your tongue turns an unhealthy looking shade of blue and you sprout small slit gills on the sides of your neck, you can breathe underwater for 1d6 hours.
Condition: Blazed 8 hours.
#4: Yellow
Physical effects: Your hair turns to feathers of a golden hue, gravities effect lessens upon you (1/2 weight reduction, treat as low gravity from the Manual of the Planes), and you gain 1 feather fall that may be used any time within 16 hours that ends all effects (except the blazed condition)
Condition: Blazed 16 hours.
#5: Orange
Physical effects: Your skin thickens and turns an orangey color, as well as emanating a dim orange light that may be treated as a torch. You may gain resistance 15 to an element of your choice for 1 round as an immediate action that ends the all beneficial effects once in the next 18 hours.
Condition: Blazed 18 hours.
#6: Purple
Physical effects: Though no superficial changes occur, your blood turns into a royal purple color and your footprints emanate a purple glow in low light as well for a minute or so. You gain fast healing 1 for 2d8 hours.
Condition: Blazed 1 week.
Price: 333 gp per bowl.

Psionic Sensamilla: Psionically infused in the far east and greatly valued as a trade commodity, this exceptionally potent strain (100% THC and cannabinoids, sizzles when smoked) aids greatly in crux situation where one roll means the difference between victory and defeat. The buds act as skill shards (see Magic Item Compendium) keyed to a particular field of learning (a selected skill) granting a onetime bonus to that skill that varies with the potency of the bud. This strange subspecies may only be grown above the great Undermind of the east, as the plants absorb the lore psionically emanated throughout the region (though a psion with over 5 ranks in a skill may determine its sub-strain during cultivation.
Condition: Blazed 36 hours.
Price: 25% discount off of base skill shard prices.

Dwarven Deepdank: Though it might halt less inventive races the utter lack of sunlight in their underground warrens does not stop the common dwarven pursuit of getting their crunk on. Grown in the radiance of subterranean power shards (otherwise useless to the arcane magic lacking dwarves) this strain is a vivid light green that glows in the dark and has an earthy aroma (only the best orc fertilizer is used). Deepdank is greatly important in dwarven religious festivities and culture, allowing for more easy interpretation of the earth dream. Upon smoking this strain grants the user a +2 bonus on all rolls related to divination, and his body gains the ability to absorb a great amount of force. This entails a +4 bonus to opposed rolls to defend against bull rush/overrun (stacks with dwarf bonus), all falls are treated as 20 ft. shorter, and finally grants damage reduction 2/ everything but bludgeoning and force spells. The effects last 2d4 hours. There is no faster way to invite dwarven wrath than raiding their Deepdank patches.
Condition: Blazed 16 hours.
Price: 420 gp per bowl.

Elven Creeping Chronic: The weed of the elves is legendary, and with good reason. Aided in their guerilla grows by pixies and other fey creatures the elves have bred many incredible strains during their long lives, among which the strain known as “creep” stands tall as one of the dankest in the world. Grown atop a special moss that grows only in the highest boughs of the tallest trees, the only known breeders with the finesse to cultivate are the elves. Upon partaking of but a single bowl the users skin and hair turn green and leafy, granting a +6 bonus to Stealth/Hide checks in woodland environments, the benefits of the spider climb spell when climbing trees, and +2 bonus to natural armor class when outside during the day (the sunlight also sustains food requirements). The effects last 1d10 hours.
Condition: Blazed 24 hours.
Price: 500 gp per bowl.

And there it is, my erstwhile illegal homebrew, tear it apart.
 

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