(White Dwarf #20)
Tony Chamberlain expands on the alchemist outlined in the DMG.
What’s it about?
This article provides rules for generating alchemists (levels 1-6, most at level 3), predominantly human, not as a playable class but as NPCs to flesh out your hired help. Alchemists can cast a limited selection of spells (e.g., slow poison and legend lore), with costs comparable to those in the DMG.
Expanding on the DMG, where alchemists assist with potion creation, this article allows them to help craft all magic items. It details laboratory equipment, costs, and rules for reducing item creation time by up to 50%. However, time reduction feels unnecessary—potions are already quick, and enchanting items takes around 10 days if DM requirements are met. Notably, alchemists can oversee work for 1-4 days, letting supervising magic-users or clerics step away temporarily.
Where the article stumbles is in its handling of risk. Each month, an alchemist must save vs. spells or trigger a lab explosion, with effects ranging from costly lab repairs to death. A level 3 alchemist has a 15% chance of dying monthly, while a level 1 has a 25% chance—making the profession absurdly perilous. You are going to want to hire a level 5 or 6 alchemist as they can be expected to survive the still regular lab explosions. The article doesn't vary the cost of hiring an alchemist by their level but you should do this as the DM.
Anything insightful?
- Alchemists as limited spellcasting for hire offer an alternative to temples or town wizards.
- Breaking alchemists down by skill level is a useful addition.
- Allowing brief supervision absences is a practical touch for gameplay.
Is this a keeper?
I want to like it. It needs more work. Explosions, while fun in theory, happen too often, making an alchemist's life ridiculously deadly.
No comments:
Post a Comment