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*Dungeons & Dragons
[Updated 2019] Fralex's Expanded Alchemy: Ingredient-foraging rules, extra items, and more
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<blockquote data-quote="Fralex" data-source="post: 7134746" data-attributes="member: 6785902"><p>I really should. I think I'll have to stop just hoping for the perfect opportunity to playtest this in an actual adventure and just do my best attempts at simulating different parts of one by myself. It's really hard to playtest RPG things if I'm always waiting for players to try them.</p><p></p><p>I've been doing a lot of work on this in my spare time, though! I was working on tweaking the crafting mechanics so it's something that a player can more-easily weave into an adventuring day without relying exclusively on downtime. Once I've got my bearings back on where I was here, I'll update it. In the meantime, here's one small but fun alchemical item to play withm and a variant rock gnome rule that replaces tinkering with alchem...izing.</p><p></p><p><span style="color: #000000"><span style="font-family: 'Cambria'"><em>Alchemist’s Guile.</em></span></span><span style="color: #000000"><span style="font-family: 'Cambria'"> 5 gp. A tiny vial of colorful fluid that novice alchemists use for practice. To use it, you must be proficient with alchemist’s supplies or make a successful DC 11 Intelligence check (failure wastes the item). When you pull out the stopper and release the contents, you create one of the following alchemical effects within 5 feet:</span></span></p><p></p><ul> <li data-xf-list-type="ul">You create an instantaneous, harmless sensory effect, such as a shower of sparks, a faint itch, a soft bubbling, or an odd odor.<br /> </li> <li data-xf-list-type="ul">You instantaneously light or snuff out a candle, a torch, or a small campfire.<br /> </li> <li data-xf-list-type="ul">You cause flames to change color for 1 hour.<br /> </li> <li data-xf-list-type="ul">You make up to a pint of liquid change color, bubble harmlessly, or both. The change lasts for 1 hour.<br /> </li> <li data-xf-list-type="ul">You instantaneously clean or soil an object no larger than 1 cubic foot.<br /> </li> <li data-xf-list-type="ul">You chill, warm, flavor, and/or color up to 1 cubic foot of nonliving material for up to 1 hour.<br /> </li> <li data-xf-list-type="ul">You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.<br /> </li> <li data-xf-list-type="ul">You create a nonmagical object that fits in your hand. It appears to be made of the same material as whatever solid surface the vial was emptied onto, but physical interaction with the object reveals it to have the physical traits of slightly brittle, hardened clay.</li> </ul><p><span style="color: #000000"><span style="font-family: 'Cambria'">A traditional first assignment master savants give to alchemists in training is to have their apprentice brew several vials of this, then find at least 7 different uses for it and show the written results of the experiments to their teacher. </span></span></p><p>Alchemist's Guile is essentially an alchemical prestidigitation. Unlike the other items I listed, this one does not take any Essence to craft; just half its price in raw materials like standard crafting rules.</p><p></p><p>And the rock gnome variant:</p><p></p><p><span style="color: #000000"><span style="font-family: 'Cambria'">If you are playing as a rock gnome, you may forgo the Tinker trait and replace it with the following trait:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Cambria'"><em>Concoct.</em></span></span><span style="color: #000000"><span style="font-family: 'Cambria'"> You have proficiency with artisan’s tools (alchemist’s supplies). Using those tools, you may spend 1 hour and 25 sp worth of alchemical reagents to brew up to 4 vials of alchemist’s guile (each vial after the first costs an additional 25 sp but doesn’t take any extra time). These concoctions are unstable, and become inert after 24 hours.</span></span></p></blockquote><p></p>
[QUOTE="Fralex, post: 7134746, member: 6785902"] I really should. I think I'll have to stop just hoping for the perfect opportunity to playtest this in an actual adventure and just do my best attempts at simulating different parts of one by myself. It's really hard to playtest RPG things if I'm always waiting for players to try them. I've been doing a lot of work on this in my spare time, though! I was working on tweaking the crafting mechanics so it's something that a player can more-easily weave into an adventuring day without relying exclusively on downtime. Once I've got my bearings back on where I was here, I'll update it. In the meantime, here's one small but fun alchemical item to play withm and a variant rock gnome rule that replaces tinkering with alchem...izing. [COLOR=#000000][FONT=Cambria][I]Alchemist’s Guile.[/I][/FONT][/COLOR][COLOR=#000000][FONT=Cambria] 5 gp. A tiny vial of colorful fluid that novice alchemists use for practice. To use it, you must be proficient with alchemist’s supplies or make a successful DC 11 Intelligence check (failure wastes the item). When you pull out the stopper and release the contents, you create one of the following alchemical effects within 5 feet:[/FONT][/COLOR] [LIST] [*]You create an instantaneous, harmless sensory effect, such as a shower of sparks, a faint itch, a soft bubbling, or an odd odor. [*]You instantaneously light or snuff out a candle, a torch, or a small campfire. [*]You cause flames to change color for 1 hour. [*]You make up to a pint of liquid change color, bubble harmlessly, or both. The change lasts for 1 hour. [*]You instantaneously clean or soil an object no larger than 1 cubic foot. [*]You chill, warm, flavor, and/or color up to 1 cubic foot of nonliving material for up to 1 hour. [*]You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. [*]You create a nonmagical object that fits in your hand. It appears to be made of the same material as whatever solid surface the vial was emptied onto, but physical interaction with the object reveals it to have the physical traits of slightly brittle, hardened clay. [/LIST] [COLOR=#000000][FONT=Cambria]A traditional first assignment master savants give to alchemists in training is to have their apprentice brew several vials of this, then find at least 7 different uses for it and show the written results of the experiments to their teacher. [/FONT][/COLOR] Alchemist's Guile is essentially an alchemical prestidigitation. Unlike the other items I listed, this one does not take any Essence to craft; just half its price in raw materials like standard crafting rules. And the rock gnome variant: [COLOR=#000000][FONT=Cambria]If you are playing as a rock gnome, you may forgo the Tinker trait and replace it with the following trait:[/FONT][/COLOR] [COLOR=#000000][FONT=Cambria][I]Concoct.[/I][/FONT][/COLOR][COLOR=#000000][FONT=Cambria] You have proficiency with artisan’s tools (alchemist’s supplies). Using those tools, you may spend 1 hour and 25 sp worth of alchemical reagents to brew up to 4 vials of alchemist’s guile (each vial after the first costs an additional 25 sp but doesn’t take any extra time). These concoctions are unstable, and become inert after 24 hours.[/FONT][/COLOR] [/QUOTE]
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[Updated 2019] Fralex's Expanded Alchemy: Ingredient-foraging rules, extra items, and more
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