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Post by mysteryashslayr on Aug 30, 2014 19:34:45 GMT
Lesser Alchemical Healing Potion
- Market Price: 75gp
- Crafting Skill: Craft Alchemy
- Crafting DC: 15
- Effect: heal 1d4+1 hp
Alchemical Healing Potion
- Market Price: 125gp
- Crafting Skill: Craft Alchemy
- Crafting DC: 25
- Effect: heal 2d4+1 hp
Greater Alchemical Healing Potion
- Market Price: 200gp
- Crafting Skill: Craft Alchemy
- Crafting DC: 35
- Effect: heal 3d4+1 hp
Using Alchemy to create healing potions.
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Post by Tel Vinrae on Aug 30, 2014 19:51:16 GMT
A clever proposal, however... That would defeat the purpose of healers being a commodity within the setting, and for adventurers being concerned about adventuring without a healer of any kind.
I could see something like this being a salve instead? That would auto-stabilise/stop bleeding from wound damage.
A 'smelling salts' that would rouse someone from Unconsciousness not caused by lethal HP DMG.
Herbal mixes maybe could be made to go into teas to help with Stat Damage, making it so they heal an extra +2 Point / Day - effect is not immediate, but would take effect after 8 hrs rest, as healing stat DMG usually would, giving them back +3 Points / Day instead of the standard +1.
Perhaps another that can be applied 1 / Day that can increase rate of healing.
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LucasP
Member
Co-HDM
Posts: 274
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Post by LucasP on Aug 30, 2014 20:09:09 GMT
Indeed, I too like the concept but I'm not comfortable with instant-healing potions from Alchemy. These potions as posted though could fill the criteria for the 1/day Healing Rate Increase (1d4+1 extra HP at end of day, or 2d4, or 3d4) - Something to speed up the natural healing process, not something that a fighter could take into a battle and expect to save his bacon.
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Post by mysteryashslayr on Aug 30, 2014 21:11:26 GMT
A clever proposal, however... That would defeat the purpose of healers being a commodity within the setting, and for adventurers being concerned about adventuring without a healer of any kind. I could see something like this being a salve instead? That would auto-stabilise/stop bleeding from wound damage. A 'smelling salts' that would rouse someone from Unconsciousness not caused by lethal HP DMG. Herbal mixes maybe could be made to go into teas to help with Stat Damage, making it so they heal an extra +2 Point / Day - effect is not immediate, but would take effect after 8 hrs rest, as healing stat DMG usually would, giving them back +3 Points / Day instead of the standard +1. Perhaps another that can be applied 1 / Day that can increase rate of healing. You do have a point, I didn't about I was thinking along lines, that Alchemy needed to be a spellcaster to use unless there a class that states otherwise. And that it normally takes for making potions with magic being 1 potion a day and an Alchemist Point would take weeks to craft. Smelling Salts
- Market Price: 10 GP
- Craft Skill: Craft Alchemy
- Crafting DC: 12
- Effect: Instant wake at up if knocked out from nonlethal
- Uses: 3 Times
Bitter Bread
- Market Price: 5 GP
- Craft Skills: Craft Cooking, Craft Alchemy
- Craft DC: Cooking DC 20, Alchemy DC 15
- Effect: Must be eaten for 3 days to take effect: +2 Fort Saves vs Injested Poisons
- Uses: 1 Serving for 3 days, one person
Like these? Indeed, I too like the concept but I'm not comfortable with instant-healing potions from Alchemy. These potions as posted though could fill the criteria for the 1/day Healing Rate Increase (1d4+1 extra HP at end of day, or 2d4, or 3d4) - Something to speed up the natural healing process, not something that a fighter could take into a battle and expect to save his bacon. Power Bar
- Market Price: 50gp
- Craft Skills: Craft Alchemy
- Craft DC: 25
- Effect: The effect is instant and short live, you gain a +2 to strength for 2 rounds. When the effect end it becomes a -2 str and -2 con as your body forced itself to gain the addrialine. This effect does not work with Rage or Frenzy abilities or any ability like rage or frenzy
- Uses: once
Are these in a step in the right direction?
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Post by dreamingdark on Aug 30, 2014 22:36:59 GMT
Ravenloft had Alchemical Healing potions in Van Richten's Arsenal 1. In order to make them you had to take certain alchemy feats and the potions had an expiration date attached to them. The expiration date would make them less useful than standard potions or having a healer with you. Make more than you can use and your just wasting gold. Perhaps it would be worth while to take a look at those for other ideas? The book has somewhere around 12 alchemy based feats and a PrC the Alchemical Philosopher that revolves around them.
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Post by Tel Vinrae on Aug 30, 2014 22:37:58 GMT
No, this isn't what we are talking about at all. What we mean is, we don't want to have healing potions made through alchemical means. It takes away the importance/commodity of a cleric/druid. The Power Bar concept again defeats the usefulness of Druid/Clerical Buff
However, I then suggested examples of something we would consider, such as:
"A salve that would auto-stabilise/stop bleeding from wound damage.
A 'smelling salt' that would rouse someone from Unconsciousness not caused by lethal HP DMG.
Herbal mixes maybe could be made to go into teas to help with Stat Damage, making it so they heal an extra +2 Point / Day - effect is not immediate, but would take effect after 8 hrs rest, as healing stat DMG usually would, giving them back +3 Points / Day instead of the standard +1.
Another that can be applied 1 / Day that can increase rate of healing."
---- These would be great to have alongside a healing kit, making a character heal a little faster, but not impeded the purpose of a Cleric or Druid. We want to promote players to make a cleric/druid - because clerics/druids are a lot more useful, even if you have such alchemical things.
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