As most Witchers are proficient with Alchemy, it’s important to remember the alchemical items at your disposal. You can find more information on Alchemical Weapons on the PFRD.
Alchemical House Rules
- Enhance Alchemical Item
- Enhancing an Alchemical Item can be done multiple times (it’s stackable)
- Each time it’s done, add +5 to the DC to Craft and increase the market value by 25%
- Failing a Craft check ruins half the raw materials if you fail by less than 5 or all of them if you fail by 5 or more
- An enhanced item deals double damage (additively)
- For example, enhancing an item that deals 1d6 twice would deal 3d6 damage
- This also applies for secondary damage effects (such as splash damage)
- An enhanced item adds +2 to the DC to resist
- An enhanced item doubles the duration (additively)
- For example, an item that burns a subject for 2 rounds would burn for 6 if enhanced twice
- Upgrading Alchemical Items
- Use the DC of the new item and the market value of (the new item – the old item) to upgrade an item
Example Enhancement – Tangleburn Bag
Tangleburn Bags are a DC 30, 150gp alchemical item. For this example, let’s enhance it four times. First, this brings the Crafting DC up to 50 (30 + [4×5]) and the cost up to 450 (150 + [75×4]). So this would require 150gp in crafting components to make from scratch or 100gp in crafting components to upgrade a standard bag.
The modified bag would deal 5d6 fire damage (1d6 + [4×1d6]) on a direct hit. The DC of a direct hit to not catch on fire would be 36 (20 + [4×4]) to resist. If caught on fire, the target would burn for 10 rounds (2 + [2×4]) and extinguishing the flames would require a DC 41 Reflex check (25 + [4×4]). Further, the fire (standard 1d6 damage) would actually deal 5d6 damage (1d6 + [4×1d6]) each round. After the initial 10 rounds, it could then be extinguished as normal.