A pair of Alchemist feats

law

First Post
How do these two feats look.

Great Alchemist [General]
You have a knack for alchemy.
Benefit: You get a +2 bonus on Craft (Alchemy) and Profession (herbalist) checks.

Master Alchemist [General]
You have mastered your ability to craft alchemy items.
Prerequisites: 8 ranks in Craft (Alchemy), Great Alchemist, Skill Focus (Craft (Alchemy))
Benefit: Double the amount of silver pieces every time you make a craft (alchemy) check to determine how far along are you in crafting alchemy items.
 

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Master Alchemist seems weak to me. I think it should give a higher multiplier.

I'd like to find a new name for Great Alchemist as well, but nothing immediately comes to mind.
 

Well double means you can work twice as fast for the item (doing 1,000 sp instead of 500 sp in one week lets say). It is stronger then it looks in any case.

The name I to had a problem figering out one that would work.
 


How about Journeyman Alchemist?

Apothecary also sounds okay; but IMC apothecary is a separate Craft skill with poltices, herbal teas, ungeunts, salves, rubs, ointments, acids, powders, and even a few poisons he can make. There is a little overlap; but not as much as you would think.

Ciao
Dave
 


I can't see many characters taking either of those feats except as prerequisites for a PrC. The first gives +2 to 2 skills. However the skills are not that great. Very few PCs take those type of feats even if the skills are very useful, like listen and spot or hide and move silently. The second can only be taken after 5th level. By that time, alchemical items are relativly cheap for PCs. This means that unless your PCs are very poor or alchemical items cannot be bought it will not be used. The little downtime that PCs use for crafting will only be used for magic items.
 

The prereqs are a little harsh. Unless Alchemy is AWESOME in your campaign, I don't think many players will bother. I'd bump it up quite a bit.
 

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