Suggestion: Alchemic Goods Store

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NeonAvenger
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Suggestion: Alchemic Goods Store

Unread post by NeonAvenger »

There are a range of odds and ends that I think would add some flavour, and hopefully options for the characters that don't have the UMD for wands (You know... both of them); Since most of these would be alchemic products a store associated with the Dippledop Research Initiative would seem to be a good location.

I did try making the store myself but it turns out it takes much longer than I expected, I have no idea how to do debugging in the Tool Set, and even the things I did achieve were done awfully so would have to be redone if any of them were going to be used, so I'm just going to throw my suggestions here.
Since I haven't been keeping up with the recent additions it's entirely possible that some of these have already been introduced in some form somewhere.

SUGGESTED STORE INVENTORY:

Fire Gel / Acid Gel:
  • These would be more or less identical to the original alchemist's fire and acid flasks, with their much lower damage and smaller area of effect.
  • The idea would be to give the poor tenth level characters that turn up to a guild event filled with epic tier characters something to do when the fighting starts.
Smoke Bombs:
  • Flasks containing a small ampoule of alchemist's fire and a mixture of smoke powder, sugar, and a few secret alchemic additives.
    When thrown the ampoule breaks igniting the mixture rapidly releasing a thick, black, smoke.
  • Throwable darkness. 'nuff said.
Flash Bombs:
  • Finely ground smoke powder mixed with metal shavings produces a bright flash of light as it burns quickly.
  • Throwable that causes 1 round of blindness on failed REF save for those in area of effect. (Assuming everyone failed their save would that allow a rogue to enter stealth?)
Caltrops:
  • A small pouch stuffed with pairs of nails brazed together so that when they fall there is always one point upwards. While far from lethal having one in your foot discourages fast movement.
  • Well... caltrops... From what I can see most of the scripts and 2da references necessary for them are already in the game. In my attempt with the toolset I made them from a modified Spike Growth spell with reduced damage, radius, and duration.
  • These wouldn't actually make sense in an alchemic goods store, I just like the idea; Perch would be a good choice to sell them though.
Industrial Lubricant:
  • Developed to reduce wear on the complex machines of the Techsmiths it has also found favour among siege engineers and crossbow specialists on the mainland.
  • If applied to a crossbow adds +1 to hit for a few hours. Can be thrown to produce a small radius grease effect.
Oil of Fire / Acid / Frost Resistance:
  • Intended to protect machinery operating in hostile environments. Dippledop Research Initiative is not liable for illness or injury resulting from misuse of this product.
  • More or less the old school "Oil of ... Resistance" granting 50% resistance to the specified element, possibly with side-effects (increased vulnerability to another element, temporary stat reduction) for an hour of game time.
  • Probably the most expensive item the store would stock and would hopefully act as something of a gold sink.
A selection of Thunder Stones, Choking Powder, Tanglefoot Bags, and Acid Flasks
  • As far as I'm aware there's no way in game to produce these items (well... one strength of acid is possible, but it's a pain to make) and nowhere to purchase them, I think it would be nice to have them available even if no-one uses them.
I also tried to come up with a few other items to round out the inventory but I honestly didn't give them much thought...

Spring Bow:
  • A short tube with a powerful spring that can be released with a trigger.
  • A crossbow with number of attacks restricted to one per round and a slightly higher damage. Gets a large bonus to concealment attempts when appropriate (i.e. DM events).
Scattershot:
  • Thirty spring bows attached to a crossbow stock and linked to a single trigger unfortunately it takes a very long time to reload.
  • Once per day 5d6 piercing damage to a large cone shaped area of effect.
Clockwork Flail:
  • A mechanically enhanced flail. Strikes with greater force and unexpected speed. Caution: The detensioning lever should only be used prior to long term storage while taking appropriate safety precautions.
  • Flail, EB +2, Whirlwind Attack 3 x per day
The Irongnome
  • The pinnacle of gnomish mechano-magical engineering.
  • Full plate AC:15, sets strength to 20, sets dex to 4, sets spell failure to 100%, Searing Light unlimited uses. Only usable by size small.
  • This one is obviously a joke but this is the internet so I have to make it abundantly clear.
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Blackman D
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Re: Suggestion: Alchemic Goods Store

Unread post by Blackman D »

NeonAvenger wrote:(Assuming everyone failed their save would that allow a rogue to enter stealth?)
a sneak can only enter stealth if they attempt to enter stealth...

tho what im sure you meant is will it enable sneak attack and yes blindness enables sneak attacks along with hard stun (not daze)

being stealth wouldnt matter because blind people cant attack anything
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Mallore
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Re: Suggestion: Alchemic Goods Store

Unread post by Mallore »

You cant sneak attack a dazed character?




I like some of the shop.. except smoke powder. it shouldnt exist yet. While i get gond smiths have access to it.. just remember this is pre ToT gond.. he might not like people sharing it =P thats his job later on to do with gnomes.
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Blackman D
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Re: Suggestion: Alchemic Goods Store

Unread post by Blackman D »

a dazed character cannot act (attack) but remains fully aware of their surroundings and can also move, use items and even hips

daze is a lesser stun, with full stun the character cant act, move and is completely oblivious to whats going and is fully subject to sneak attacks for the duration of the stun

stun is basically like being paralyzed
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Diamore
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Re: Suggestion: Alchemic Goods Store

Unread post by Diamore »

Add a skill check of Craft Alchemy to their use.

Higher roll equates to more uses of the item or perhaps a more powerful variant of the item.

My suggestion would be for them to be essentially "kits" that made the usable item. Although I am uncertain as to the added difficulty of this, it would mean the Alchemy skill could be used for something that has an impact outside of class requirements.
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NeonAvenger
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Re: Suggestion: Alchemic Goods Store

Unread post by NeonAvenger »

Blackman D wrote:...tho what im sure you meant is will it enable sneak attack and yes blindness enables sneak attacks along with hard stun (not daze)...
What I actually meant was: "If a sneaker did not have HiPS would everyone around them being blind mean they could enter stealth?".
I realise that it is about as likely for a sneaker not to have HiPS as it is for a Red Wizard to sport a magnificent mullet I was just curious what the mechanics were.
Mallore wrote:I like some of the shop.. except smoke powder. it shouldnt exist yet...
Eh, it's just part of the flavour text. It could easily be replaced by any number of things.
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metaquad4
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Re: Suggestion: Alchemic Goods Store

Unread post by metaquad4 »

We have a caltrops spell, that could be used for caltrops (the item) as it does exactly what it sounds like: it summons caltrops.

For the gels, I would suggest not making it a lower damage item. Instead, make it a "grease-like" effect that creates a persistent AoE (a small one) of the effect. For example, they could slow and do some damage depending on their element. Make it a smaller impact AoE too, so that allies cannot easily be hit. The reason for this (instead of downgraded flasks), is to make is useful all the way through instead of an item that people stop using at a certain level. Plus, it is more befitting of a "gel".
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Blackman D
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Re: Suggestion: Alchemic Goods Store

Unread post by Blackman D »

NeonAvenger wrote:What I actually meant was: "If a sneaker did not have HiPS would everyone around them being blind mean they could enter stealth?".
I realise that it is about as likely for a sneaker not to have HiPS as it is for a Red Wizard to sport a magnificent mullet I was just curious what the mechanics were.
ah right, entering stealth requires line of sight to be broken in some way shape or form

so yes if you were to render someone blind and then hide they would mechanically not be able to see you (the same as if you used invisibility to enter stealth against someone who doesnt have see invis)

a blind person can still hear, however you cant attack what you can hear, you have to be able to see it, so blindness/deafness is the better option if you can cast it but you only need to not be seen
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