Velderan |
I had a player in one of my games (who plays a ranger) request that he wanted to play a support character using bombs and other nonmagical items. He hadn't played before, so I told him alchemist's fire and tanglefoot bags were a good choice for his first few levels, but that, after that, it's going to be pretty hard to make a character like that worthwhile.
My question is, how much call has there been in other games for alchemist equipment that stays somewhat relevant? And, could or should a system system for this be adapted into the pathfinder rpg? I mean, it wouldn't be too hard to raise the craft DC and cost on a tanglefoot bag to keep it relevant, or to do the same for the damage on alchemist's fire.
Set |
You could adapt the Epid Alchemy feat to be non-Epic. The skill DCs required already make it harder to create advanced version of Alchemist's Fire, Acid, etc.
The Ranger would very quickly want to commision the crafting of a magical item that acts similar to a Beaker of Plentiful Potions, but allows the Ranger to produce X number of this or that alchemical substance per day, rather than expend gold with every single attack.
The Grenadier Feat from the Player's Handbook II looks like a good option. The Shaped Splash Feat from Races of Eberron (which is halfling limited, in that setting, but that's a flavor thing, not a balance thing) is also a fun option for a 'grenadier' character.
I had a character like this for Xendrik Expeditions, but that took advantage of the Organized Play rules (Consumables cost 5x as much, but recharge at the end of each session. Buy a flask of Alchemist's Fire at 5x cost, and have that flask in *every* session.) and combined the Halfling bonus with thrown weapons, the Ranger (archery track) feats, a good Dex and those feats to have a pretty awesome little hurler of death with something like a +10 ranged touch attack at level four.
Granted, his entire focus was 'throwing money at people,' so yeah, he'd better be pretty darn effective with it, and Grenadier and Shaped Splash are pretty much necessary to make such a build viable, IMO.
Lord Aerthos Pendragon |
One resource you might like is www.crystalkeep.com - check out the Equipment PDF.
It's got all kinds of alchemical equipment that you can make use of in any 3.x campaign.
As far as keeping alchemist's fire and acid relevant, what about scaling the Craft DC (and price) for stronger versions?
Set |
As far as keeping alchemist's fire and acid relevant, what about scaling the Craft DC (and price) for stronger versions?
Given the skill DCs involved, I'd suggest dropping the Epic feat requirement entirely, and even, maybe, dropping the DC adjustment to +10 or +15 or something, if you want to make an alchemical 'grenadier' a viable character option.
Alternately, and for utter whacky fun, count single shots of alchemical Acid or Alchemist's Fire (or Frost, or Spark, from Eberron) to count as 'ammunition' for enchantment costs, allowing the mid-level Ranger to be flinging flasks of +1 Flaming Alchemist's Fire.
The Quick Draw feat will be pretty much a requirement, 'though.