Alchemical Glue: Difference between revisions

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| Description| This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC {{Skill-DC|Challenging|6}} Might check for tacky glue or DC {{Skill-DC|Hard|6}} for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC {{Skill-DC|Challenging|3}} Might check for tacky glue or DC {{Skill-DC|Hard|3}} for cured glue.
| Description| Alchemical Glue is a small, sturdy flask of syrupy liquid, which can be found in a wide variety of colors and various interesting smells.  
 
Alchemical Glue cannot be used as a weapon, being far too slow-acting to inflict damage during a combat. Alchemical Glue may only be used on unattended objects. No, you may not glue the Orc's weapons to a table or similar shenanigans....unless the GM allows it.
 
When carefully applied and allowed to cure, the glue forms a strong bond, with more expensive versions being very, very strong indeed.  
 
One flask of Alchemical Glue is sufficient to coat 1 square foot of surface (enough to glue shut a typical door or chest), or (because of waste, spills, and inaccurate application) up to 20 smaller applications of approximately 3 or 4 square inches each (enough to glue shut a scroll case, small cabinet, or book).  
 
As a guideline, the glue becomes tacky after 1 minute and fully cured after 1 hour, and may only be used out of combat. It may be of use in a Skill Challenge, depending upon the GM's discretion.
 
Pulling apart a large, fully cured, glued surface (at least 1 square foot) requires a [[Might]] check against a DC found in the chart below, with a penalty on the roll of -5(!). For tacky glue there is a circumstance bonus to this check of +5. Pulling apart a small glued surface (anything less than 1 square foot) requires the same Might check with a +2 Circumstance bonus to the roll, which will stack with the bonus for tacky (not fully cured) glue.
 
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Latest revision as of 20:02, 18 February 2023

  • Cost: 20 gp
  • Weight: 0.5 lbs.
Alchemical Glue is a small, sturdy flask of syrupy liquid, which can be found in a wide variety of colors and various interesting smells.

Alchemical Glue cannot be used as a weapon, being far too slow-acting to inflict damage during a combat. Alchemical Glue may only be used on unattended objects. No, you may not glue the Orc's weapons to a table or similar shenanigans....unless the GM allows it.

When carefully applied and allowed to cure, the glue forms a strong bond, with more expensive versions being very, very strong indeed.

One flask of Alchemical Glue is sufficient to coat 1 square foot of surface (enough to glue shut a typical door or chest), or (because of waste, spills, and inaccurate application) up to 20 smaller applications of approximately 3 or 4 square inches each (enough to glue shut a scroll case, small cabinet, or book).

As a guideline, the glue becomes tacky after 1 minute and fully cured after 1 hour, and may only be used out of combat. It may be of use in a Skill Challenge, depending upon the GM's discretion.

Pulling apart a large, fully cured, glued surface (at least 1 square foot) requires a Might check against a DC found in the chart below, with a penalty on the roll of -5(!). For tacky glue there is a circumstance bonus to this check of +5. Pulling apart a small glued surface (anything less than 1 square foot) requires the same Might check with a +2 Circumstance bonus to the roll, which will stack with the bonus for tacky (not fully cured) glue.

You can purchase this item at a higher creator level than the minimum required to cast the spell. Doing so increases the potency of the item as described above, but also increases the cost, as follows:

Creator Level Cost Save DC Damage Dealt Man Off Man Def
1 50 gp  - - - 15
2 113 gp  - - - 16
3 188 gp  - - - 17
4 275 gp  - - - 19
5 375 gp  - - - 20
6 500 gp  - - - 22
7 625 gp  - - - 23
8 800 gp  - - - 25
9 1,000 gp  - - - 26
10 1,250 gp  - - - 28
11 1,550 gp  - - - 30
12 1,875 gp  - - - 31
13 2,275 gp  - - - 33
14 2,800 gp  - - - 35
15 3,550 gp  - - - 37
16 4,825 gp  - - - 39
17 6,500 gp  - - - 40
18 9,000 gp  - - - 42
19 12,000 gp  - - - 43
20 16,000 gp  - - - 45
Creator Level Cost Save DC Damage Dealt Man Off Man Def
21 21,250 gp  - - - 47
22 28,500 gp  - - - 48
23 37,750 gp  - - - 50
24 50,000 gp  - - - 52
25 65,000 gp  - - - 54
26 87,500 gp  - - - 56
27 115,000 gp  - - - 57
28 155,000 gp  - - - 59
29 205,000 gp  - - - 61
30 272,500 gp  - - - 63
31 360,000 gp  - - - 65
32 472,500 gp  - - - 66
33 625,000 gp  - - - 68
34 827,500 gp  - - - 70
35 1,102,500 gp  - - - 72