Alchemical Creations: Difference between revisions

From Epic Path
Jump to navigation Jump to search
Line 328: Line 328:
** '''Check DC:''' 30
** '''Check DC:''' 30


This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the [[Disable Device]] skill, you gain a +5 circumstance bonus to open the lock or disable the trap.  After the skill check is resolved, the mechanism is destroyed and cannot be used afterward. A destroyed lock remains in whatever position it was in (locked or unlocked) when it was destroyed, and cannot be altered without a Sunder check.  A destroyed trap will always trigger if it has not been disarmed by the skill check, and the trap's components cannot be reset or salvaged for future use.
This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock as part of using the [[Disable Device]] skill, you gain a +5 circumstance bonus to open the lock.  After the skill check is resolved, the mechanism is destroyed and cannot be used afterward. A destroyed lock remains in whatever position it was in (locked or unlocked) when it was destroyed, and cannot be altered without breaking it (likely via a Sunder maneuver).


Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder easily affects iron and steel, but does not affect non-ferrous metals, such as mithril, gold or adamantine.
Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder easily affects iron and steel, but does not affect non-ferrous metals, such as mithril, gold or adamantine.

Revision as of 19:20, 19 February 2022