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7 years ago ::
Nov 06, 2006 - 11:40AM
#1
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Date Joined:
Aug 10, 2009
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As I was perusing through my 60+ WotC D&D sourcebooks the other day, I started to notice that a significant number of the books had Alchemical Items/Devices buried in the Gear-&-Equipment sections. In fact, I saw dozens of them. All of the type that are rarely ever used in my neck of the woods or ever seen talked about on the WotC or EnWorld forums. Typically, these items get used more often than not in the early stages of an adventurers career due to their decent bang-for-the-buck and lack of access to higher level magics. Such examples are the PHB's Alchemist Fire, Tanglefoot Bag, & Acid Flasks, & Antitoxins. Once adventurers get into the middle levels, you see less interest in alchemical items as superior and more cost-effective magic spells and gear begin to eclipse their utility. Still, I tend to think that savvy optimizers can still make these items perform with decent play value into the higher levels. And that's what this thread will be hopefully be showcasing. :D For those of you who'd like to contribute to this thread, here are some good guidelines:
- Name your favorite alchemical items ... also list creative tactical uses for them in addition to the levels of play that they stay useful.
- Spotlight a hidden-away and interesting alchemical item in an obscure WotC D&D sourcebook that people may have never heard or seen before.
- Describe strong strategies for the Craft: Alchemy skill in conjunction with their magic enhancements (Minor/Major Creation, Fabricate, etc).
.... Finally, once we get a good bit of information, I'll update Post #1 or #2 with a compiled listing of all the submissions. Thanks!
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7 years ago ::
Nov 06, 2006 - 11:40AM
#2
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Date Joined:
Aug 10, 2009
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{ Reserved for more compiled material per Post #1}
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7 years ago ::
Nov 06, 2006 - 1:39PM
#3
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Date Joined:
Jun 17, 2003
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Hm. I need to start running through my books to find these items. I know exactly what you are talking about. Seems like every sourcebook has some of these items surreptitiously buried under "Other Equipment" or "Adventuring Gear".
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7 years ago ::
Nov 06, 2006 - 1:48PM
#4
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Date Joined:
May 11, 2004
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got a list will post it tomorrow
:D
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7 years ago ::
Nov 06, 2006 - 1:58PM
#5
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Date Joined:
Jul 12, 2004
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OKay, to start with the most basic, Acid flasks and Alchemist's Fire from PHB work via touch attack. They work out to 10gp per 1d6 of damage, with the more expensive Alch. Fire dealing it over two rounds (or wasting an opponent action to put out).
10gp per shot is easily in the range for 2nd level characters, and good backup for casters who don't have the BAB and attack bonus to hit normally. At that leel, the damage is also reasonable vs. the threat.
I'll be searching more books soon, I loe the idea of this thread. Just wanted to kick it off.
Cheers, =Blue(23)
EDIT: Fixed a typo.
"...you might be eaten by a Grue."
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7 years ago ::
Nov 06, 2006 - 2:23PM
#6
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Date Joined:
Aug 10, 2009
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Thanks for the enthusiasm, guys.  I'm familiar with all 3 of you and your posting to the WotC boards. I totally dig all your past contributions and creativity. ..... Regarding Blue23's notes on Alch Fire & Acid Flasks - yes, those items are indeed saving graces for many low level adventurers. I'm trying to find the book that has the "cold" version of these flasks. I would not be surprised if there are tossable flasks of similar elemental damage-causers as well. Anyone? Snow Savant used to push the TWF/Rapid Shot/Quick Draw flask-throwing sneak attack rogue quite a number of years back. She also suggested that the build worked well even into higher levels. It got more cost-effective if the party wizard took Craft: Alchemy skill and easily "fabricated" the acid once she had access to those spells.
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7 years ago ::
Nov 06, 2006 - 2:26PM
#7
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Date Joined:
Aug 10, 2009
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Alchemy Blades are nifty (from Magic of Eberron).  Basically they're short swords that you can prime by inserting a flask of alchemist's fire or frost. ...and when you make a successful melee attack, the target struck (and only the target struck) is effected by the contents of the flask (as well as the normal melee hit). Not uber-powerful or anything... but kinda cool in my book. A Flaming Alchemy Blade would be sort of neat... when primed with a flask of Alchemist's Fire, on that first hit, you could do +2d6 fire damage that would do another 1d6 fire damage on the following round (regardless if you hit again or not).  I could see someone sitting down with their DM to make modified versions of this weapon as well... possibly allowing for the weapon itself to be something other than a short sword (making an Alchemy Bastard Sword or Alchemy Longsword, etc) or allowing for other alchemy flasks to be inserted without damaging the weapon.  Sidenote: Been looking for a specific alchemy weapon but thus far haven't seen anything (might have to make one on my own - homebrew). Basically I'm looking for a sort of wrist-loaded delivery system for alchemy weapons (alchemist's fire, alchemist's frost, etc)... such that you can punch a target and trigger the firing of the mechanism. ...kinda goofy, but I'm working on it (if I can't find something similar in a published source :P). --- Note (in relation to your above post): I don't know if they're published anywhere else... but the Eberron Campaign Setting has the details for Alchemist's Frost, Acidic Fire, and Alchemist's Spark. (none of which work exactly like Alchemist's Fire, just to note  )
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7 years ago ::
Nov 06, 2006 - 2:36PM
#8
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Date Joined:
Aug 10, 2009
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I have a character who is working this whole angle right now. He is a 7th level wizard.
First, take the spell 3rd level Water to Acid (Stormwrack) - this spell turns 1 cubic foot of water into acid per level. This is grossly broken, since a flask of acid is worth 10 GP and there are something like 32 flask in a cubic foot. This means that each casting of this spell creates 320 gp worth of acid PER LEVEL, just broken.
Anyway, another great low-level spell is the 2nd level Unseen Crafter (Magic of Eberron). This spell lets you turn all second level slots into 1 day free labor/level. In addition, you can extend the duration, doubling the material made per spell slot.
The upshod of this is that you can earn thousands of extra GP per level if you want to break the DM's economy. If you don't like to see your DM cry, then you can still produce mass quantities of alchemical materials for relatively cheaply.
Here is what you do with it:
1) Make mass quantities of Alchemical fire, frost and spark (acid is covered by the acid to water spell.
2) Hire a glassblower to make 2-3' diamiter glass orbs (figure about 1-2 gp each)
3) Use Prestadigitation to make a hole in the glass.
4) Fill it with alchemical substance, and prestadigitate it closed.
5) Cast shrink item on the thing.
OK, so now you have a small orb full of alchemical liquid. Use launch item or just hurl it at a foe, it returns to normal size on impact, dousing the enemy in chemicals.
So how much damage does two gallons of alchemist fire do?
Well, I asked Skip Williams this a few years back. He said that for each doubling of the volume, increase the weapon size by one. So 400 gp of alchemist fire (133 gp to make) does about 4d6, with a 1d6 splash. It still burns over two rounds as normal. the same amount of spark or frost does 5d6, with a 2d6 splash.
Loads of fun right there.
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7 years ago ::
Nov 06, 2006 - 3:37PM
#9
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Date Joined:
Apr 24, 2004
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This is one of the areas where a DM has to be careful. It is not uncommon for a DM to throw an environmental obstacle at the party such as a pool of acid. In this kind of situation, the trap itself is a type of treasure.
At higher levels, I like Dither bombs (RoD) for casters. They make barely acceptable replacements to harm people in anti-magic shells. Of course, depending on the DM a shrink item on a barrel of acid can be just as good or better. Dither bombs, however, are even better for setting up deadfalls and cave-ins underground. A spellcaster can elminate the bad guy without a single spell if he brings the roof down on the bad guy. Just remember to take some profession (mining) and/or knowledge (architecture/engineering)
Never forget that acid can be used out of combat as well. Acid can make a good, albeit expensive, alternative to quietly picking a hard lock, etching marks indicating direction in walls, or cleaning a bone. Acid makes a good trap against low intelligent slithering things that cannot jump. Leave a pool of acid behind you and hope your enemy decides it doesn't want a bath in the acid. (actually any smelly liquid can be almost as good)
Another fun one is auran mask combined with and anti-magic aura when you are facing a spellcaster that needs magic to breathe. The reverse of this trick is for a DM to face the party with a BBEG spellcaster that dispels all water breathing spells/effects and puts the cloth to his face. Suddenly the combat can turn into a game of grab the flag.
Tanglefoot Bag is one of those items that remains potent throughout the game regardless of level. The ability to slow an opponent despite their saving throw can be tremendous help against weaklings and provide a minor tactical advantage for the party even against a big opponent.
Smokesticks are excellent hide in plain sight items for a stealthy party that needs to disappear in a flash. This is especially powerful when used by a party that specializes in stealth and hiding. More importantly, a readied action with a smokesticks can obscure line of sight from a spellcaster to a target. With line of sight suddenly obscured by a readied action, the enemies spell fizzles. It is remarkable how often this can be useful to a character that otherwise has little to do (rogue facing spellcasting lich for example).
Mage Slayer spellcasters should look into the mad alchemist feat and thunder stones. A properly designed character can ready his action to prety much guarantee disruption of an enemy spellcasters spell.
Mage hand+sunrod or everburning torch is often enough to provoke a readies action ambush from around a corner.
Look into blasting pellets. The intent seems to be that a single container can be spread over a 5x5 area. However, if each pellet is used one at a time, this can effectively act an alarm spell, spook animals, and draw attention away from the party without the need for spells and without using the entire bag of pellets.
Finaly, I know it is not alchemical, but soap can be prety useful. Not only is it reasonable to grant circumstance bonuses to some escape artist checks, checks versus disease, or move silently, but a pool of slippery water will frequently make for hindering terrain (depending on balance checks). In addition, if the soap is scented, tossing some soap at a bad guy can make it easier to track him with scent.
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7 years ago ::
Nov 06, 2006 - 4:32PM
#10
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Date Joined:
Aug 10, 2009
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Tanglefoot Bag is one of those items that remains potent throughout the game regardless of level. The ability to slow an opponent despite their saving throw can be tremendous help against weaklings and provide a minor tactical advantage for the party even against a big opponent.
Yes.
If you hit the target, they get -2 to attack rolls and -4 dex.
Then they have to make a Ref save of 15 (with a 2- penalty since they've lost dex, heh).
If they make the save they have 1/2 movement, if they fail they can't move.
That's really handy.
It should be noted, that people who don't like these things have to realize the following:
"A Tanglefoot Bag is a FOUR POUND bag of glue."
With four pounds of glue, you're bound to cause some problems in your target.
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