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Starting up a rare-magic-item campaign
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3862470" data-attributes="member: 39593"><p>Question: I see you're reducing magic items, and increasing the importance of alchemy. But is your overall design goal to keep the power level the same while doing these things? I ask to get a better idea so that I might assist.</p><p></p><p>One possibility: The major difficulty you run into with low magic item campaigns that try to keep a standard power curve is keeping up with defenses since they are non-scaling by RAW, and lacking the ability to bypass damage reduction. Since you've got masterwork rules to substitute for standard magic items I would suggest allowing masterwork items to bypass <em>/magic</em> DR. On the Defensive side I would suggest reverse engineering Vow of Poverty for mechanical benefits that can be added to characters inherently to avoid the glass-jaw defenses problem.</p><p></p><p>New Class: You mentioned the importance and general buffing up of alchemy. PC alchemist class definitely has potential, or lacking that as a DM only NPC class for both the potion sellers and the "dishonorable ones" who ignore the ban on use of alchemical weapons. Let me throw in something I pulled off another board about a year ago that might give you a place to start or at least an idea.</p><p></p><p>Here it is</p><p>[sblock]True Alchemist </p><p></p><p>Hit die: d4 </p><p>saves: as per wizard </p><p></p><p></p><p>lvl..........benefit </p><p>01..........improved brewing, brew potion, infuse brew </p><p>02..........alchemy +1 </p><p>03..........potion mastery (+1) </p><p>04..........multieffect potion </p><p>05..........alchemy +1 </p><p>06..........potion mastery (+2) </p><p>07..........infusion transference </p><p>08..........alchemy +1 </p><p>09..........potion mastery (+3) </p><p>10..........mass brewing (10) </p><p>11..........alchemy +1 </p><p>12..........potion mastery (+4) </p><p>13..........infusion shift </p><p>14..........alchemy +1 </p><p>15..........potion mastery (+5) </p><p>16..........mass brewing (100) </p><p>17..........hidden infusion </p><p>18..........alchemy +1, potion mastery (+6) </p><p>19..........antimagic infusion </p><p>20..........mass brewing (1000), infusion mastery </p><p></p><p>Maximum infusions per day per level </p><p></p><p>level/infusions: </p><p>1st... 4 2 </p><p>2nd.. 5 2 </p><p>3rd.. 5 3 </p><p>4th.. 6 3 1 </p><p>5th.. 6 4 2 </p><p>6th.. 7 4 2 1 </p><p>7th.. 7 5 3 2 </p><p>8th.. 8 5 3 2 1 </p><p>9th.. 8 5 4 3 2 </p><p>10th 9 5 4 3 2 1 </p><p>11th 9 5 5 4 3 2 </p><p>12th 9 5 5 4 3 2 1 </p><p>13th 9 5 5 4 4 3 2 </p><p>14th 9 5 5 4 4 3 2 1 </p><p>15th 9 5 5 4 4 4 3 2 </p><p>16th 9 5 5 4 4 4 3 2 1 </p><p>17th 9 5 5 4 4 4 3 3 2 </p><p>18th 9 5 5 4 4 4 3 3 2 1 </p><p>19th 9 5 5 4 4 4 3 3 3 2 </p><p>20th 9 5 5 4 4 4 3 3 3 3 </p><p></p><p></p><p>Brew potion: the true alchemist gains the brew potion feat as a bonus feat at 1st level. </p><p></p><p>Improved brewing: when brewing an actual potion-as opposed to infusing a brew-the true alchemist may select to pay the potion's full cost instead of paying half cost plus an XP cost. In addition, the true alchemist may brew potions of any level he has infusions (see below) and brewing a potion takes one hour plus one hour per spell level of the potion's effect. The true alchemist always brews potions at his own caster level and DC but pays for them the lowest possible price for potions of their type. He may choose to lower his CL or DC if he so chooses (but this has no effect on the cost) </p><p></p><p>Infuse Brew: The greatest art of the True Alchemist is that the True Alchemist, as opposed to other spellcasters, does not learn spells first then learns the "trick" of making potions on the spells he knows. The True Alchemist learns magical formulae of potion-making like a wizard learns spells from scrolls. He can learn the formulae-or make new formulae-by studying the scroll of any existing spell, arcane or divine. He can then brew true potions based on those formulae. Furthermore, the True Alchemist can rapidly infuse any common beverage to act as a potion of a certain level. This takes 1 minute plus 1 minute per spell level and has only the material or xp costs of the original spell. However, the True Alchemist may only do a certain number of infusions per day as indicated above and cannot regain a used infusion "slot" as long as the infused brew is still unused (though when resting the True Alchemist may select to abandon an infused brew, ruining it but regaining the infusion slot) . A potion that has a target must be drunk or splashed on the intended target. A potion that has an area of effect must be thrown at the intended spot which is the centre of the unleashed effect's area. A spell that has an effect but not an area or target cannot be made into a potion. Most true alchemists spend a good deal of their time to have infused brews ready to use at any time. The true alchemist gains bonus infusions per day and a higher DC for his infusions from a high intelligence. </p><p></p><p>Alchemy bonus: At that level the true alchemist gains the indicated bonus to his alchemy skill. The bonuses are cumulative. </p><p></p><p>Potion mastery: Potions and infusions made by the true alchemist gain the indicated bonus to all caster level checks. Nonmagical alchemical substances made by the true alchemist gain the indicated bonus to their saving throw DCs. The bonus is not cumulative. </p><p></p><p>Multieffect potion: The true alchemist may make a potion or infusion that has the effects of more than one spell. The potion's or infusion's effective level is the combined level of all the effects. For example, a true alchemist could make a potion containing magic missile and inflict light wounds. The potion would be 2nd level and its cost and brewing time would be judged accordingly. If separate effects require saving throws then the imbiber (or target) must save separately for each of them. </p><p></p><p>Infusion Transference: If the true alchemist is within 2 potions, oils or other edible or imbibed spell trigger items, he may attemt to exchange their effects as a standard action. He must make a caster level check that succeeds against both potions' dispell DC (potion CL+11) to do so. For example, if a sleep potion and a cure light wounds potion are both within 30 ft of the true alchemist and he succeds in his caster level check, now the former sleep potion is a cure light wounds potion and the former cure potion is a sleep potion. The containers, location, color, odor or texture of the potions are unaffected-only their magical effect changes. </p><p></p><p>Mass Brewing: The true alchemist has learned to mass-produce potions so as to meet higher supply demands. The brewing time remains unchanged but he may brew many potions of the same time at once (up to the number indicated in the parentheses). Effectively, the true alchemist is experienced enough to handle much larger quantities accurately and can brew using a larger cauldron (or other device) without danger of miscalculation (and potion misshap). The mass brewing does not change the material cost-10 mass brewed potions cost as much as 10 individually brewed potions. </p><p></p><p>Infusion Shift: This ability works similarly to infusion transference only instead of exchanging the magical effect of 2 potions the true alchemist may exchange the effect of a single potion with any other effect of the same level that he knows. The caster level and DC of the potion remains the same. </p><p></p><p>Hidden infusion: The true alchemist may change the color, texture and smell of any of his potions-his potions could look/smell/taste exactly like wine, water or a cure light wounds potion or any other potion or brew. Furthermore, any divination spell, effect or ability used to reveal info on his potions reveals info as if they were the brew of his choice unless they succeed at an opposed CL check. The true alchemist gains his bonus of potion mastery for this check as normal. </p><p></p><p>Antimagic infusion: The true alchemist may combine the effect of his potions or infusions with the effect of antimagic field-but only for the potion itself and the effect of the potion is unaffected. This ability increases the potion's effective level by 6 meaning that he can normally use it on up to 3rd level potions or nonmagical brews. The antimagic infusion makes the potion ignore any magical protection or effect the target may have that could be affected by antimagic fields. Furthermore, the effect of the potion cannot be affected by anything that would not work in an antimagic field and the target's magical bonuses to ability scores do not help against the potion. For example an antimagic idiocy potion would normally affect a target protected by sheltered vitality, it would not be subject to being dispelled and restoration would not be able to remove its effects. </p><p></p><p></p><p>Infusion mastery: The 20th level true alchemist has acheived true power over potions and infusions. He may use higher level infusion slots to power lower level infusions of equal spell level total (e.g. a 9th level slot to power nine 1st level infusions, three 3rd level infusions or a 5th and a 4th level infusion) and any metamagic feats he posesses increase the effective spell level by 1 lvl less (to a minumum of 1) so a maximised cure light wounds would require a 3rd level infusion slot (if infusion) or cost as a 3rd level potion (if an actual potion).[/sblock]</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3862470, member: 39593"] Question: I see you're reducing magic items, and increasing the importance of alchemy. But is your overall design goal to keep the power level the same while doing these things? I ask to get a better idea so that I might assist. One possibility: The major difficulty you run into with low magic item campaigns that try to keep a standard power curve is keeping up with defenses since they are non-scaling by RAW, and lacking the ability to bypass damage reduction. Since you've got masterwork rules to substitute for standard magic items I would suggest allowing masterwork items to bypass [I]/magic[/I] DR. On the Defensive side I would suggest reverse engineering Vow of Poverty for mechanical benefits that can be added to characters inherently to avoid the glass-jaw defenses problem. New Class: You mentioned the importance and general buffing up of alchemy. PC alchemist class definitely has potential, or lacking that as a DM only NPC class for both the potion sellers and the "dishonorable ones" who ignore the ban on use of alchemical weapons. Let me throw in something I pulled off another board about a year ago that might give you a place to start or at least an idea. Here it is [sblock]True Alchemist Hit die: d4 saves: as per wizard lvl..........benefit 01..........improved brewing, brew potion, infuse brew 02..........alchemy +1 03..........potion mastery (+1) 04..........multieffect potion 05..........alchemy +1 06..........potion mastery (+2) 07..........infusion transference 08..........alchemy +1 09..........potion mastery (+3) 10..........mass brewing (10) 11..........alchemy +1 12..........potion mastery (+4) 13..........infusion shift 14..........alchemy +1 15..........potion mastery (+5) 16..........mass brewing (100) 17..........hidden infusion 18..........alchemy +1, potion mastery (+6) 19..........antimagic infusion 20..........mass brewing (1000), infusion mastery Maximum infusions per day per level level/infusions: 1st... 4 2 2nd.. 5 2 3rd.. 5 3 4th.. 6 3 1 5th.. 6 4 2 6th.. 7 4 2 1 7th.. 7 5 3 2 8th.. 8 5 3 2 1 9th.. 8 5 4 3 2 10th 9 5 4 3 2 1 11th 9 5 5 4 3 2 12th 9 5 5 4 3 2 1 13th 9 5 5 4 4 3 2 14th 9 5 5 4 4 3 2 1 15th 9 5 5 4 4 4 3 2 16th 9 5 5 4 4 4 3 2 1 17th 9 5 5 4 4 4 3 3 2 18th 9 5 5 4 4 4 3 3 2 1 19th 9 5 5 4 4 4 3 3 3 2 20th 9 5 5 4 4 4 3 3 3 3 Brew potion: the true alchemist gains the brew potion feat as a bonus feat at 1st level. Improved brewing: when brewing an actual potion-as opposed to infusing a brew-the true alchemist may select to pay the potion's full cost instead of paying half cost plus an XP cost. In addition, the true alchemist may brew potions of any level he has infusions (see below) and brewing a potion takes one hour plus one hour per spell level of the potion's effect. The true alchemist always brews potions at his own caster level and DC but pays for them the lowest possible price for potions of their type. He may choose to lower his CL or DC if he so chooses (but this has no effect on the cost) Infuse Brew: The greatest art of the True Alchemist is that the True Alchemist, as opposed to other spellcasters, does not learn spells first then learns the "trick" of making potions on the spells he knows. The True Alchemist learns magical formulae of potion-making like a wizard learns spells from scrolls. He can learn the formulae-or make new formulae-by studying the scroll of any existing spell, arcane or divine. He can then brew true potions based on those formulae. Furthermore, the True Alchemist can rapidly infuse any common beverage to act as a potion of a certain level. This takes 1 minute plus 1 minute per spell level and has only the material or xp costs of the original spell. However, the True Alchemist may only do a certain number of infusions per day as indicated above and cannot regain a used infusion "slot" as long as the infused brew is still unused (though when resting the True Alchemist may select to abandon an infused brew, ruining it but regaining the infusion slot) . A potion that has a target must be drunk or splashed on the intended target. A potion that has an area of effect must be thrown at the intended spot which is the centre of the unleashed effect's area. A spell that has an effect but not an area or target cannot be made into a potion. Most true alchemists spend a good deal of their time to have infused brews ready to use at any time. The true alchemist gains bonus infusions per day and a higher DC for his infusions from a high intelligence. Alchemy bonus: At that level the true alchemist gains the indicated bonus to his alchemy skill. The bonuses are cumulative. Potion mastery: Potions and infusions made by the true alchemist gain the indicated bonus to all caster level checks. Nonmagical alchemical substances made by the true alchemist gain the indicated bonus to their saving throw DCs. The bonus is not cumulative. Multieffect potion: The true alchemist may make a potion or infusion that has the effects of more than one spell. The potion's or infusion's effective level is the combined level of all the effects. For example, a true alchemist could make a potion containing magic missile and inflict light wounds. The potion would be 2nd level and its cost and brewing time would be judged accordingly. If separate effects require saving throws then the imbiber (or target) must save separately for each of them. Infusion Transference: If the true alchemist is within 2 potions, oils or other edible or imbibed spell trigger items, he may attemt to exchange their effects as a standard action. He must make a caster level check that succeeds against both potions' dispell DC (potion CL+11) to do so. For example, if a sleep potion and a cure light wounds potion are both within 30 ft of the true alchemist and he succeds in his caster level check, now the former sleep potion is a cure light wounds potion and the former cure potion is a sleep potion. The containers, location, color, odor or texture of the potions are unaffected-only their magical effect changes. Mass Brewing: The true alchemist has learned to mass-produce potions so as to meet higher supply demands. The brewing time remains unchanged but he may brew many potions of the same time at once (up to the number indicated in the parentheses). Effectively, the true alchemist is experienced enough to handle much larger quantities accurately and can brew using a larger cauldron (or other device) without danger of miscalculation (and potion misshap). The mass brewing does not change the material cost-10 mass brewed potions cost as much as 10 individually brewed potions. Infusion Shift: This ability works similarly to infusion transference only instead of exchanging the magical effect of 2 potions the true alchemist may exchange the effect of a single potion with any other effect of the same level that he knows. The caster level and DC of the potion remains the same. Hidden infusion: The true alchemist may change the color, texture and smell of any of his potions-his potions could look/smell/taste exactly like wine, water or a cure light wounds potion or any other potion or brew. Furthermore, any divination spell, effect or ability used to reveal info on his potions reveals info as if they were the brew of his choice unless they succeed at an opposed CL check. The true alchemist gains his bonus of potion mastery for this check as normal. Antimagic infusion: The true alchemist may combine the effect of his potions or infusions with the effect of antimagic field-but only for the potion itself and the effect of the potion is unaffected. This ability increases the potion's effective level by 6 meaning that he can normally use it on up to 3rd level potions or nonmagical brews. The antimagic infusion makes the potion ignore any magical protection or effect the target may have that could be affected by antimagic fields. Furthermore, the effect of the potion cannot be affected by anything that would not work in an antimagic field and the target's magical bonuses to ability scores do not help against the potion. For example an antimagic idiocy potion would normally affect a target protected by sheltered vitality, it would not be subject to being dispelled and restoration would not be able to remove its effects. Infusion mastery: The 20th level true alchemist has acheived true power over potions and infusions. He may use higher level infusion slots to power lower level infusions of equal spell level total (e.g. a 9th level slot to power nine 1st level infusions, three 3rd level infusions or a 5th and a 4th level infusion) and any metamagic feats he posesses increase the effective spell level by 1 lvl less (to a minumum of 1) so a maximised cure light wounds would require a 3rd level infusion slot (if infusion) or cost as a 3rd level potion (if an actual potion).[/sblock] [/QUOTE]
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