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D&D sabotage/demolitions expert?
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<blockquote data-quote="Snapdragyn" data-source="post: 2507506" data-attributes="member: 12432"><p>I have this idea for a fantasy sabotage/demolitions expert, but I'm having a hard time making it look like an effective character build. So far I have 2 'exploration of concept' versions statted out: one a 6th level rogue, the other a 6th level scout. Both have maxed ranks in Craft: Alchemy (for mixing up fun splash weapons) & Craft: Trapmaking (for setting booby traps). I went halfling for the +1 size mod to attacks & +1 on throwing (since I'm picturing this guy as a 'grenade' specialist).</p><p></p><p>I envision this character as using items as his main offense, & therein lies the trouble: expendable items in D&D are a) too expensive to be cost effective, & b) don't offer sufficient damage scaling to work as a central char concept component. 20gp for a vial of alchemist's fire is prohibitively expensive at 1st level, & by 6th level would be falling behind on damage (even with sneak or skirmish tacked on) as other characters begin to get damage-enhancing enchantments on their weapons & more powerful damage-dealing spells.</p><p></p><p>I've considered the artificer class from ECS, but it doesn't quite fit what I'm trying to do. Does anyone have suggestions on ways to spice up alchemy beyond convincing my DM to invent a bunch of house ruled items? I've checked a couple of PDFs, but nothing so far seems to quite fit the bill.</p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 2507506, member: 12432"] I have this idea for a fantasy sabotage/demolitions expert, but I'm having a hard time making it look like an effective character build. So far I have 2 'exploration of concept' versions statted out: one a 6th level rogue, the other a 6th level scout. Both have maxed ranks in Craft: Alchemy (for mixing up fun splash weapons) & Craft: Trapmaking (for setting booby traps). I went halfling for the +1 size mod to attacks & +1 on throwing (since I'm picturing this guy as a 'grenade' specialist). I envision this character as using items as his main offense, & therein lies the trouble: expendable items in D&D are a) too expensive to be cost effective, & b) don't offer sufficient damage scaling to work as a central char concept component. 20gp for a vial of alchemist's fire is prohibitively expensive at 1st level, & by 6th level would be falling behind on damage (even with sneak or skirmish tacked on) as other characters begin to get damage-enhancing enchantments on their weapons & more powerful damage-dealing spells. I've considered the artificer class from ECS, but it doesn't quite fit what I'm trying to do. Does anyone have suggestions on ways to spice up alchemy beyond convincing my DM to invent a bunch of house ruled items? I've checked a couple of PDFs, but nothing so far seems to quite fit the bill. [/QUOTE]
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D&D sabotage/demolitions expert?
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