Talk:Mad Gokar

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Reminders

  • craft Meditation Tea, (have Edi make holy water for splash weapons and ambrosia(see below)).
  • Create alternate grappled condition in FG with Pugilist bonuses (pseuducode): Dex:-2;ATK:-1;CMB/D:-1(all except grapple)
  • redo actions tab

Weapon/Alchemical Creations to consider

Twitch tonic

  • Source': UE pg101
  • Weight -
  • Category Balms, Medicines and Tonics Alchemical Remedies
  • Construction dc 25
  • Price 45gp;
  • Description: This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.

Soul stimulant

  • Source': Ultimate Equipment pg. 101
  • Weight -
  • Category Balms, Medicines and Tonics Alchemical Remedies
  • Construction dc 30
  • Price 300gp;
  • Description: This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level’s penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level’s effects.

Troll oil

  • Source': Ultimate Equipment pg. 101
  • Weight 1 lbs.
  • Category Balms, Medicines and Tonics
  • Construction dc 30
  • Price 50gp;
  • Description: This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.

Ambrosia

  • Source': PRG:ARG
  • Price 100 gp;
  • Weight 2 lbs.
  • Category Misc Substances
  • Construction dc 25
  • Description: Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.

Carrion bait

  • Source Undead Slayer's Handbook pg. 11
  • Price 25 gp;
  • Weight 2 lbs.
  • Category Alchemical Tools
  • Construction Craft (Alchemy) DC 19
  • Description: This large glass jar is vacuum-sealed with an airtight wax plug. Inside, festering chunks of monkey meat are covered in fungal mycelium and seeded with fly eggs, though the mixture’s potency is not evident until it’s exposed to air. Once the jar is opened (a standard action), the stench quickly becomes overpowering as the jar’s contents swell and rot at an accelerated rate. Any living creature within 15 feet of the jar when it is opened must succeed at a DC 12 Fortitude save or be sickened for 1d4 rounds. Vermin and undead have a hard time distinguishing carrion bait from rotten human flesh, but intelligent undead that succeed at a DC 15 Perception check realize the difference. Regardless, any creature that spends more than 1 round eating the carrion bait quickly realizes its error, since the bait continues to swell and grow even as it’s digested. One round after eating carrion bait, an affected undead or vermin becomes staggered for 1d4 rounds as its belly bulges to incredible proportions (other creature types cannot stomach carrion bait and instead are nauseated for 2d4 rounds). If the affected creature is already staggered, its movement speed instead decreases by 10 feet for the duration of the carrion bait’s effect.

Spiritbane spike

  • Source Undead Slayer's Handbook
  • Price 300 gp;
  • Weight 1 lb.
  • Category Alchemical Tools
  • Construction Craft (Alchemy) DC 25
  • Description: When you slash this alchemically treated iron spike against your flesh—a move action that deals 1d6 points of damage— the spike extends and becomes a short sword with the ghost touch weapon special ability. The spike reverts to its old form after 10 minutes, corroded and useless. Should a spiritbane spike rematerialize within a corporeal body, it is shunted to the nearest empty space without effect.

Stingchuck

  • Price Not listed
  • Dmg (S)-1d3 (M)-1d4 Critical x2
  • Range 10 ft.
  • Weight 9lbs
  • Cost ?
  • Construction Craft Weapon dc ?
  • Description: A stingchuck is a foul bag made of a humanoid’s head with the brain removed and the skull heavily scored so that it bursts open when thrown. Normally filled with biting vermin, a stingchuck acts as a splash weapon. When it hits, the vermin bite and sting the target, dealing 1d6 points of damage and forcing a DC 11 Fortitude save to avoid being nauseated for 1d3 rounds. Each round a creature remains nauseated by a stingchuck, it takes 1 additional point of damage from the biting vermin. All creatures within the splash effect take 1 point of damage from the vermin but do not risk being nauseated.

Desiccating lubricant

  • Source Alchemy Manual pg. 23
  • Price 30 gp;
  • Weight — 0
  • Category Alchemical Weapons
  • Construction: Craft(Alchemy) 20, (Recipe (25 cold iron + 10 salt + 10 urea)/congelation), Time 10 minutes; Tools alchemist's lab;
  • Description: This oily solution draws water out of living creatures (especially amorphous creatures), simultaneously dehydrating them and drenching their surfaces with a slick, sickly cold sweat. Desiccating lubricant can be thrown as a splash weapon with a range increment of 10 feet. A living creature struck by a direct hit from desiccating lubricant takes 1d4 points of nonlethal damage; a –2 penalty on combat maneuver checks to grapple, bull rush, or disarm; and a –2 penalty to CMD against grapple, bull rush, and disarm checks. These penalties last 1 minute. Against ooze creatures and creatures with the water subtype, desiccating lubricant deals 2d4 points of lethal damage and the penalties increase to –4.

Slime grenade

  • Source Alchemy Manual pg. 23
  • Price 100 gp;
  • Weight 3 lbs.
  • Category Alchemical Weapons
  • Construction:Craft(Alchemy) 25, Recipe (50 phosphorus + 75 quicksilver + 50 urea)/congelation; Time 10 minutes; Tools alchemist's lab;
  • Description:The alchemists of Nex have found several uses for the toxic residue left over from their massive ooze cultivating experiments, including a variety of items known collectively as slime grenades. These ceramic ovoids are filled with caustic sludge and capped with a stone plug. You can throw a slime grenade as a splash weapon with a range increment of 5 feet. A successful ranged touch attack coats the target with green slime, dealing 2d6 points of acid damage to the creature. If the target is wearing wooden or metal armor or wielding a wooden or metal shield, a slime grenade eats through the material on a hit, dealing 3d6 points of acid damage to the equipment and ignoring the items’ hardness. Creatures in the splash radius of a slime grenade take no damage, but any wooden or metal armor or shields they are wearing take 1d6 points of acid damage (ignoring hardness). Affected creatures can attempt DC 15 Reflex saves to halve the damage dealt to their equipment.

Brewed reek

  • Price 40
  • Construction Craft alchemy dc 25
  • Description: Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.

Elemental breath

  • Price 80
  • Weight 1/2 pound
  • Construction Craft alchemy dc?
  • Description: This vial at first seems to be empty, but when it's opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.

Meditation Tea

  • Price 30
  • Weight 0
  • Construction Craft alchemy dc20
  • Description: Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.

Shopping List/Wishlist

Etc

I love the little DF-like memories page. absalom (talk) 12:34, 20 December 2015 (EST)

Another quick note: This is something we can turn into with alter self (once you actually get level 2 extracts in a level). Note the movement speed, and note that your barbarian move bonus still applies, and you're keeping up with horses. -slitherrr (talk)

A nice thing about Gokar is I can always RP-justify brash and foolhardy battle tactics as barbarian antics. -Bartley (talk) 02:10, 24 May 2016 (EDT)

Did you see this? http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/c-d/demon-talon I love the idea of that item, not as a thing you can just buy at a market, but as like a quest objective where we go and slay demons for it. -slitherrr (talk)