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<blockquote data-quote="Tsyr" data-source="post: 250054" data-attributes="member: 354"><p>Alchemy is actualy two sections in one.</p><p></p><p>The first part of alchemy primarily is for NPCs... it introduced a class called the Arcane Healer, which is, more or less as you would guess, a healer class. It's mostly targeted at NPCs, though (Doesn't have much ooomph).</p><p></p><p>The second part of the chapter concerns the Master Alchemist prestige class... These are the guys from stories, trying to find the divine forumla behind things, if you will. They are able to make alchemic concoctions with fairly nifty, if suble, effects... most of them, early on, are things like alchemical steel... by using it in place of normal steel when making a magic weapon, it allows the crafter of the magic weapon to forgo a bit of the experience cost. At the pclasses last level, you can make Alchemical Gold, or Philosopher's Gold... Basicly, a longevity potion. Might be really cool if your playing a human wizard concerned with his mortality, or something.</p><p></p><p>Herbalism is tied very closely with the book of plants in the last part of the book... in said book of plants, they have lists of things that can be made out of the plants... Herbalists create those potions. Two new prestige classes (The Master Herbalist and the Wylderwitch) are the new classes introduced in this chapter. </p><p></p><p>The Master Herbalist is the more methodical of the two. It's a 10 level prestige class, and they get numerous bonuses to crafting herbalist potions and similar, as well as continuing their spell progression. The Master Herbalist will, in the long run, create better potions than the Wylderwitch can.</p><p></p><p>The Wylderwitch, on the other hand, is much more haphazard... They get abilities such as Inexpensive Potion and Improvided Potion, as well as a bit more of a magical plantbinding focus (I'll get to that in a minute). This one is probably a bit more suited for your average adventurer, while the Master Herbalist is is more suited for your stationary druids or wizards. The Wylderwitch also is a bit easier to qualify for than the Master Herbalist.</p><p></p><p>Herbalism also has rules (which you could easily ignore) for "plantbinding"... which is essentialy enchanting a plant with a spell, sorta like a spell scroll or potion.</p></blockquote><p></p>
[QUOTE="Tsyr, post: 250054, member: 354"] Alchemy is actualy two sections in one. The first part of alchemy primarily is for NPCs... it introduced a class called the Arcane Healer, which is, more or less as you would guess, a healer class. It's mostly targeted at NPCs, though (Doesn't have much ooomph). The second part of the chapter concerns the Master Alchemist prestige class... These are the guys from stories, trying to find the divine forumla behind things, if you will. They are able to make alchemic concoctions with fairly nifty, if suble, effects... most of them, early on, are things like alchemical steel... by using it in place of normal steel when making a magic weapon, it allows the crafter of the magic weapon to forgo a bit of the experience cost. At the pclasses last level, you can make Alchemical Gold, or Philosopher's Gold... Basicly, a longevity potion. Might be really cool if your playing a human wizard concerned with his mortality, or something. Herbalism is tied very closely with the book of plants in the last part of the book... in said book of plants, they have lists of things that can be made out of the plants... Herbalists create those potions. Two new prestige classes (The Master Herbalist and the Wylderwitch) are the new classes introduced in this chapter. The Master Herbalist is the more methodical of the two. It's a 10 level prestige class, and they get numerous bonuses to crafting herbalist potions and similar, as well as continuing their spell progression. The Master Herbalist will, in the long run, create better potions than the Wylderwitch can. The Wylderwitch, on the other hand, is much more haphazard... They get abilities such as Inexpensive Potion and Improvided Potion, as well as a bit more of a magical plantbinding focus (I'll get to that in a minute). This one is probably a bit more suited for your average adventurer, while the Master Herbalist is is more suited for your stationary druids or wizards. The Wylderwitch also is a bit easier to qualify for than the Master Herbalist. Herbalism also has rules (which you could easily ignore) for "plantbinding"... which is essentialy enchanting a plant with a spell, sorta like a spell scroll or potion. [/QUOTE]
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