Dungeon Realm: Classes
Alchemist
Races: Human, Dwarf, Elf, Gnome, and Gremlin
Type: Caster, Item Management ATT: M DEF: L HP: d6 MP: d10 EP: d4
(W) L (A) L (M) High – Air, Artifice, Calling, Concoction, Conjuring, Dimension, Divination, Earth, Fire, Geometry, Healing, Illusion, Metamagic, Protection, Transmutation, Water
Skills: Low: Smarts, Magic, some Sleuth
Special: Spells, Potions, Grenades, Magic Items
Basic Info: The Alchemist is a caster class that qualifies as a ‘Heavy Wizard;’ that is, they get a wide selection of spells and can fill multiple utilitarian roles in a party. Unlike many arcane casters, the Alchemist can learn Healing spells, which is a big bonus. More than anything, the Alchemist specializes in creating magic items for the rest of the party, including buff potions and deadly grenades. An Alchemist can fill in as a weak elementalist, learning a little bit of every useful magical school. They also are keen gadgeteers, with the ability to repair gear or outright create objects from nothing. The best thing about Alchemists is that they can distill and stockpile their magical effects for a massive onslaught against a major encounter, and perform magical effects neglected by many more specialized schools (even standing in for a ‘medic’). The worst thing about Alchemists is that in order to truly unlock their full potential, you need to either spend a lot of money, or have access to a major town (and thus a stocked laboratory). Either way, if you’re only going to have one arcane caster in your party, an Alchemist makes a great multi-ability individual who can cover many bases. If you have any aspirations as to Crafting magical treasures, he’s a must.
Character Building: Give the Alchemist a high IQ, and in close second come WL and DX (for making and throwing things). Remember, to use many alchemical grenades effectively, a high Rank in Thrown (or high DX in general) won’t hurt. The Smarts skills you choose will determine which Paths are available, and what sort of abilities (aside from Spells) you’ll gain the most from. Alchemists specialize in acid, gasses, and poison. Finally, with the absence of a rogue in the party, an Alchemist can devote his engineering knowledge toward trapfinding and removal, and mechanical puzzle solving, but that will detract from the more useful arcane Skills (themselves opening up possibilities for making your own items or craziness in combat).
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June 13th, 2010 on 5:16 pm
I’m going to assume you tossed random insults in every few pages to see if we were really reading the entire thing. I kinda skipped around, on account of the hugeness. Heretics were not what I expected.
June 14th, 2010 on 9:34 am
I read them too. Go Unus!
June 14th, 2010 on 11:34 pm
tldr’d
June 18th, 2010 on 9:40 pm
The table of contents used to link to individual pages, now it doesn’t. wtf?