Alchemical Binds

Alchemical binds are consumable items that use a living creatures natural healing processes to bind specific wounds or maladies. An Alchemical bind is a poison, although it’s benefits usually outweigh the drawbacks, and will have a saving throw to negate the effect. A creature immune to poison cannot be affected by an alchemical bind. Alchemical binds are non-magical, and if they heal hit point damage, will usually specify whether it heals lethal or non-lethal, and will only rarely heal both kinds of damage. Alchemical binds can be created by the craft rules with a successful Craft (alchemy) or Heal check.

Emergency Woundbind
A creature that takes this bind heals 1d6 lethal damage, but becomes exhausted until they have eaten a full day’s worth of food. A creature who has gone at least 1 day without eating or is at least fatigued also starts starving.

Cost: 1gp; Craft DC: DC 15; Save to negate: Fortitude DC 12

Go-Go Juice
A creature that takes this ignores the penalties of fatigue or exhaustion for 1 minute. The creature is still fatigued or exhausted for abilities that check for this. A fatigued creature that takes this becomes exhausted afterwards, and an exhausted creature takes 1 Constitution damage which is immediately healed if the exhaustion is healed.

Cost: 5gp; Craft DC: 15; Save to negate: Fortitude DC 13

Ironwort Juice
A creature that takes this bitter compound can ignore mind-affecting effects for 5 minutes. However, the strength of this compound makes the creature see spots, making all of their attacks have a 20% miss chance for 1 hour. If a creature is already under the effect of this when they take this, they are instead blinded for 1 hour.

Cost: 20gp; Craft DC: 18; Save to negate: Fortitude DC 16

Bruisemark
This bind quickly closes wounds, but does not remove the pain of the wounds. This bind converts 2d4 lethal damage to non-lethal damage. If the creature does not have any lethal damage, it instead heals 1 hit point of non-lethal damage.

Cost: 15gp; Craft DC: 12; Save to negate: Fortitude DC 12

Painless
This dangerous compound makes a creature feel much less pain. For 15 minutes after taking this bind, a creature can act below 0 hp, up to 1d12 + 1 hit points below 0, and the creature’s death threshold is also increased by the same amount. At the end of this, if the creature is below 0 hp, he falls unconscious and takes a -5 penalty to all stabilization checks. If his hit points are below his death threshold, he automatically dies.

This roll should be made in secret, although a creature that succeeds on a DC 15 Autohypnosis or a DC 20 Heal check can find out the result of the roll.

Cost: 150gp (Typically illegal, market price for crafting purposes is 25gp); Craft DC: 20; Save to negate: Fortitude DC 15

This hopefully adds some fun things for the non-magical alchemist to make, which while not as reliable as clerical healing, is much less expensive.

Leave a comment