Showing posts with label Crafting. Show all posts
Showing posts with label Crafting. Show all posts

Friday, August 29, 2014

Craft Trap and Craft Alchemy expansions

All recipes require a mold (5 gold * skill required in cost, one mold per item listed below), an alchemical crafting station, and a pestle used on the station that has the mold (the only ingredient).

Craft Alchemy skill gives a +1 damage per 5 ranks and +1 DC per 10 ranks.  There is a 1% chance per rank of Craft Alchemy above the required skill to craft a second, free item with each crafting attempt. Example, a 30 skill character crafting a Lesser Acid Flask has a 26% chance to craft 2 flasks for the price of 1.

Lesser Acid Flask, 1d4 Acid, 4 Skill
Acid Flask, 1d8 Acid, 8 Skill
Improved Acid Flask, 2d6 Acid, 12 Skill
Greater Acid Flask, 3d6 Acid, 16 Skill
Master Acid Flask, 4d6 Acid, 20 Skill
Perfected Acid Flask, 5d6 Acid, 24 Skill
Epic Acid Flask, 6d6 Acid, 28 Skill

**

Lesser Incendary Flask, 1d6 Fire, 4 Skill
Incendary Flask, 2d6 Fire, 8 Skill
Improved Incendary Flask, 3d6 Fire, 12 Skill
Greater Incendary Flask, 4d6 Fire, 16 Skill
Master Incendary Flask, 5d6 Fire, 20 Skill
Perfected Incendary Flask, 6d6 Fire, 24 Skill
Epic Incendary Flask, 7d6 Fire, 28 Skill

**

Lesser Bottled Hellrime, 1d6 Cold, 4 Skill
Bottled Hellrime, 2d6 Cold, 8 Skill
Improved Bottled Hellrime, 3d6 Cold, 12 Skill
Greater Bottled Hellrime, 4d6 Cold, 16 Skill
Master Bottled Hellrime, 5d6 Cold, 20 Skill
Perfected Bottled Hellrime, 6d6 Cold, 24 Skill
Epic Bottled Hellrime, 7d6 Cold, 28 Skill

**

Lesser Bottled Lightning, 1d6 Electrical, 4 Skill
Bottled Lightning, 2d6 Electrical, 8 Skill
Improved Bottled Lightning, 3d6 Electrical, 12 Skill
Greater Bottled Lightning, 4d6 Electrical, 16 Skill
Master Bottled Lightning, 5d6 Electrical, 20 Skill
Perfected Bottled Lightning, 6d6 Electrical, 24 Skill
Epic Bottled Lightning, 7d6 Electrical, 28 Skill

**

Lesser Thunderstone, 1d4 Sonic plus DC 15 Deafen (5 rds) , 4 Skill
Thunderstone, 1d6 Sonic plus DC 18 Deafen (5 rds) , 8 Skill
Improved Thunderstone, 2d4 Sonic plus DC 21 Deafen (5 rds) , 12 Skill
Greater Thunderstone, 2d6 Sonic plus DC 24 Deafen (5 rds) , 16 Skill
Master Thunderstone, 3d4 Sonic plus DC 27 Deafen (5 rds) , 20 Skill
Perfected Thunderstone, 3d6 Sonic plus DC 30 Deafen (5 rds) , 24 Skill
Epic Thunderstone, 4d6 Sonic plus DC 33 Deafen (5 rds) , 28 Skill

**

Lesser Tanglefoot Bag, DC 15 Entangle (5 rds) , 4 Skill
Tanglefoot Bag, DC 20 Entangle (5 rds) , 8 Skill
Improved Tanglefoot Bag, DC 25 Entangle (5 rds) , 12 Skill
Greater Tanglefoot Bag, DC 30 Entangle (5 rds) , 16 Skill
Master Tanglefoot Bag, DC 35 Entangle (5 rds) , 20 Skill
Perfected Tanglefoot Bag, DC 40 Entangle (5 rds) , 24 Skill
Epic Tanglefoot Bag, DC 45 Entangle (5 rds) , 28 Skill

**

Lesser Choking Powder, DC 15 Sicken (5 rds) , 4 Skill
Choking Powder, DC 20 Sicken (5 rds) , 8 Skill
Improved Choking Powder, DC 25 Sicken  (5 rds) , 12 Skill
Greater Choking Powder, DC 30 Sicken  (5 rds) , 16 Skill
Master Choking Powder, DC 35 Sicken  (5 rds) , 20 Skill
Perfected Choking Powder, DC 40 Sicken  (5 rds) , 24 Skill
Epic Choking Powder, DC 45 Sicken  (5 rds) , 28 Skill

Sickened. The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

**

Lesser Holy Water Vial, 1d6 Holy vs Undead, 4 Skill
Holy Water Vial, 2d6 Holy vs Undead, 8 Skill
Improved Holy Water Vial, 3d6 Holy vs Undead, 12 Skill
Greater Holy Water Vial, 4d6 Holy vs Undead, 16 Skill
Master Holy Water Vial, 5d6 Holy vs Undead, 20 Skill
Perfected Holy Water Vial, 6d6 Holy vs Undead, 24 Skill
Epic Holy Water Vial, 7d6 Holy vs Undead, 28 Skill

**

Lesser Flash Powder, Invisibility (3 rds) , 4 Skill
Flash Powder,  Invisibility (3 rds) , 8 Skill
Improved Flash Powder,  Invisibility (3 rds) , 12 Skill
Greater Flash Powder,  Invisibility (3 rds) , 16 Skill
Master Flash Powder,  Invisibility (3 rds) , 20 Skill
Perfected Flash Powder,  Invisibility (3 rds) , 24 Skill
Epic Flash Powder,  Invisibility (3 rds) , 28 Skill
Cost is 20x normal for these molds.

The flash powders add a sanctuary effect with a DC equal to the craft amount.
**

Cinderfire, +1 fire damage on a weapon (lasts 3 minutes), 4 Skill
Gains +1 rd per rank of alchemy up to a maximum of +40 rounds.

**

Healing Kit +1, 3 Skill
Healing Kit +3, 9 Skill
Healing Kit +6, 15 Skill
Healing Kit +9, 21 Skill
Healing Kit +12, 27 Skill
Cost is 50% of the store cost for a similar kit.

***

Any other alchemy style items you would like to see?

***

Craft Alchemy skill gives a +1 damage per 5 ranks and +1 DC per 10 ranks. There is a 1% chance per rank of Craft Alchemy above the required skill to craft a second, free item with each crafting attempt. Example, a 30 skill character crafting a Lesser Acid Flask has a 26% chance to craft 2 flasks for the price of 1.

Lesser Acid Flask, 1d4 Acid, 4 Skill
Epic Acid Flask, 6d6 Acid, 28 Skill

A character with a 30 skill would create a lesser acid flask that does 1d4 +6 damage.
A character with a 100 skill would create a lesser acid flask that does 1d4 +20 damage.
A character with a 30 skill would create a Epic acid flask that does 6d6 +6 damage.
A character with a 100 skill would create a Epic acid flask that does 6d6 +20 damage.

To be honest I never thought about the DC for the grenades so they should probably have a reflex DC save equal to the crafter's skill. I was probably thinking that they wouldn't have a DC at all (no save).

Lesser Flash Powder, Invisibility (3 rds) , 4 Skill
Epic Flash Powder, Invisibility (3 rds) , 28 Skill
The flash powders add a sanctuary effect with a DC equal to the craft amount.

A character with a 30 skill would create a Lesser Flash Powder that has a 7 DC.
A character with a 100 skill would create a Lesser Flash Powder that has a 14 DC.
A character with a 30 skill would create a Epic Flash Powder that has a 31 DC.
A character with a 100 skill would create a Epic Flash Powder that has a 38 DC.

***

Craft Trap is going to be:


Contact Poison 1
Tier 1: DC 4 to make, Poison (DC 18, d2 Con)
Tier 2: DC 14 to make, Poison (DC 22, d4 Con)
Tier 3: DC 24 to make, Poison (DC 26, d6 Con)

Contact Poison 2
Tier 1: DC 4 to make, Poison (DC 18, d2 Str)
Tier 2: DC 14 to make, Poison (DC 22, d4 Str)
Tier 3: DC 24 to make, Poison (DC 26, d6 Str)

Contact Poison 3
Tier 1: DC 4 to make, Poison (DC 18, d2 Dex)
Tier 2: DC 14 to make, Poison (DC 22, d4 Dex)
Tier 3: DC 24 to make, Poison (DC 26, d6 Dex)

Contact Poison 4
Tier 1: DC 4 to make, Poison (DC 18, d2 Cha)
Tier 2: DC 14 to make, Poison (DC 22, d4 Cha)
Tier 3: DC 24 to make, Poison (DC 26, d6 Cha)

Contact Poison 5
Tier 1: DC 4 to make, Poison (DC 18, d2 Wis)
Tier 2: DC 14 to make, Poison (DC 22, d4 Wis)
Tier 3: DC 24 to make, Poison (DC 26, d6 Wis)

Contact Poison 6
Tier 1: DC 4 to make, Poison (DC 18, d2 Int)
Tier 2: DC 14 to make, Poison (DC 22, d4 Int)
Tier 3: DC 24 to make, Poison (DC 26, d6 Int)

Traps will be 5/10/15/20/25 skill to craft these:
Acid Splash Trap
Acid Blob Trap
Electrical Trap
Fire Trap
Frost Trap
Gas Trap
Holy Trap
Negative Energy Trap
Sonic Trap
Spike Trap
Slicing Trap
Crushing Trap

15/20/25/30/35 DC on the trap
5d6/10d6/15d6/20d6/25d6 damage. One trap per person can be active

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Alcohol Crafting

For the tasteful alcoholic:

Beer - 6 pieces

Malted Barley
Brewer's Yeast
Hops
Distilled Water
Barrel*
+
Ale Process or
Mead Process or
Wheat Process or
Stout Process or
Porter Process or
Pale Ale Process or
Cider Process or


Wine - 6 pieces
White Grapes or
Red Grapes
+
Brewer's Yeast
Distilled Water
Still*
Barrel*
+
Mead Process (White) or
Cabernet Process (Red) or
Sauvignon Process (Red) or
Merlot Process (Red) or
Pinot Grigio Process (White) or
Pinot Noir Process (Red) or

* = reusable item, not lost when crafting.

Brandy - 2 pieces
Mead
Brandy Process

Whisky - 6 pieces
Still*
Barrel*
Brewer's Yeast
Malt
Sugar
Whisky Process or
Scotch Process

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.

Possible Craft Spell system

6 scrolls - 6 spells - 1 script
Touch - Hostile
Touch - Ally
Range S
Range M
Range L
Self (all shapes become burst)

5 gems for shape:
Blast (single target)
Burst (AE)
Chain
Bolt
Cone

6 gems for element
Fire
Acid
Elec
Cold
Sonic
Positive (Heal if Touched Ally or Self scroll) -> will be a random element if no bard or divine levels are found. Will

9 gems for save
Fort
Ref
Will
Fort or Ref (highest)
Fort or Will (highest)
Ref or Will (highest)
Fort or Ref (lowest)
Fort or Will (lowest)
Ref or Will (lowest)

Possible Future Gem - This will not be in the initial cut.
4 gems for status
None
Daze (if Self or Touched Ally - +1 save throw per 3 levels of the spell, +3 max as a level 9 spell, 1 rd per spell level)
Debuff - AC (-1 per 3 levels of the spell, -3 max as a level 9 spell) (Buff if Self or Touched Ally, 1 rd per spell level)
Debuff - AB (-1 per 3 levels of the spell, -3 max as a level 9 spell) (Buff if Self or Touched Ally, 1 rd per spell level)
DoT (or damage shield if ally)
End Possible Future Gem

9 gems for spellpower
L1
L2
L3
L4
L5
L6
L7
L8
L9

1 Craft Bag that checks for one of each of the above listed gem sets and creates 1 of 6 scrolls.

Each scroll has all the localvars set for which gem was used. When the scroll is used, it reads those localvars to determine the spells properties. Thus a player will have to experiment to unlock what everything is. The only thing they will know for sure is the spell power gems. The rest will come from research. Scrolls will not have a name other than 'Researched spell' and it can't be learned by a wizard. It will always pass a UMD check. The highest level of a base class with casting is what is used for the scroll. A bard 9/wiz 1/EK 10 (wiz)/ASoC 10(wiz) is going to be treated as a bard for the feat (no realistic way around that problem). Might put in a 5% chance for any gem to actually provide a different effect (chaos crafting ftw).

The feat will have a number of uses per day to limit how often these can be created (to avoid abuse).

Damage spells deal d6 per caster level up to a cap of (3 + (3 * spell level)). So a level 9 spell will scale to 30d6 while a level 3 spell will scale to 12d6.

It's essentially 24 spells (6 target types X 4 shapes) that use the item activator to read all of their effects (element, effect, etc).

My custom content ideas are covered under http://creativecommons.org/licenses/by-nc-nd/4.0/ and requires my permission to be altered. Please note the No Derivatives marking.