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View Full Version : D&D 3.5, Alchemy Specialist?



Jergmo
2015-07-21, 09:34 PM
Hello, all. I'm working on a character for an E6 game that specializes in the use of alchemy items. While I realize Pathfinder would be perfect for this, 3.5 is what I've got to work with. So far I've found the feats Grenadier (http://www.realmshelps.net/charbuild/feat/Grenadier), Mad Alchemist (http://www.realmshelps.net/charbuild/feat/Mad_Alchemist), and Pyro (http://www.realmshelps.net/charbuild/feat/Pyro), but I'm otherwise at a loss for material to enhance the use of alchemical items. Does anyone know where more can be found outside of Dragon magazine? :smallconfused:

prufock
2015-07-22, 07:13 AM
Classes
Alchemist Savant (Magic of Eberron) - Full spellcasting and alchemy class abilities.
Combat Trapsmith (Complete Scoundrel) - Traps are alchemy-flavoured and require alchemy ranks, no casting though.
Master Alchemist (Magic of Faerun) - Faster potion brewing and make potions up to 8th level (!). It's 3.0 material but never updated as far as I know.

Feats
Brew Potion (PHB)
Exceptional Artisan (Eberron Campaign Setting)
Extraordinary Artisan (Eberron Campaign Setting)
Legendary Artisan (Eberron Campaign Setting)
Magical Artisan (Player's Guide to Faerun)
Grell Alchemy (Lords of Madness)
Augmented Alchemy (Complete Adventurer) - Epic feat.

Skills
Anything to make your Craft Alchemy check higher, since you can lower the time to create by adding 10 to the DC, and you can add 20 to the DC to create augmented substances which deal double damage or last twice as long (also cost 5 times as much). These can be stacked, so +40 DC gets you x3 damage, and so on.

Item Familiar, Skill Focus, increased intelligence score, having a bunch of people aid you, alchemist's lab, Favored in Guild + Primary Contact feats, and so on. Mercantile Background is a Dragon Mag feat granting +2 (assume Dragon is not an ok source?). Get a marshal buddy with Motivate Intelligence to stand next to you (maybe a cohort?). See if you can get a custom ring of +10 craft (as the Ring of Jumping). Be a gnome. Spells: Master's Touch, Fox's Cunning, Guidance of the Avatar. Assuming you can get 20 Int, you can still get your total check up to about +60 or +70.

EDIT: I seem to have skimmed over the E6 part. In that case, Alchemist Savant is probably the only one of those classes you'll want, and obviously the epic feat is out. Otherwise the same stuff applies.