Power Classes X - Alchemist

John Cooper

Explorer
Power Classes X - Alchemist
By August Hahn
Mongoose Publishing product number MGP 1110
16 half-sized pages, $2.95

Alchemist is the 10th in the "Power Classes" line of new 20-level character classes, expanding the possibilities for d20 play. The alchemist is an interesting class and there is some good material in here, but also a bit that seems poorly thought out.

The cover features a drawing of an alchemist by Nathan Webb and a background by Scott Clark. The alchemist has more than a little Scotsman look about him, with the plaid kilt and high boots. (Of course, a true Scotsman wouldn't have an over-the-shoulder bag; he'd have one of those little bags hanging directly in front of his belt buckle over his kilt.) The alchemist's hair is sticking out in all directions and there's dirt or soot all over his face, making it look as if his latest concoction just blew up in his face. Of course, the flask of liquid he's holding in his (slightly too small) left hand is just fine, so that apparently isn't the case after all.

The interior artwork, also by Nathan Webb, consists of a mere two black-and-white illustrations, one of which (on page 2), is nothing more than a rather small drawing beaker over a flame. The alchemist on page 11 is also the victim of a recent explosion, with some nice detail in the ripped sleeve on his right arm (which holds the remnants of a shattered flask), but rather poor facial grime (it looks more like some scribbles than any attempt at shading). I also noticed the total lack of glass shards anywhere on the table. All in all, these are not representative of Nathan at his best.

As for the alchemist class, I'm of two minds. Some of the basics I agree with: I like the d4 hit dice (makes sense for a "lab rat" who spends most of his time indoors, puttering with chemicals), I like the fact that he learns "mysteries" at various levels, that the player gets to choose form a list of possibilities (I always appreciate the customizable bits in a given character class -it allows the player to create a PC distinct from even other members of the same class), and I really liked the fact that gnomes gain alchemist as a second favored class (or third, as many people I know allow gnomes to have both the 3.0 illusionist and 3.5 bard as favored classes). I also like the fact that an alchemist gains a new "True Alchemy" special ability at each of his 20 levels. However, it is some of these "True Alchemy" benefits where I think August goes a bit too far. At 7th level, an alchemist learns the Riddle of the Elements, which (depending upon which element he focuses on), gains one of the following abilities: 1) permanent fire resistance 15 and the ability to cast produce flame every other round at will; or 2) permanent immunity to inhaled toxins and the supernatural ability to cast fly on himself at will; or 3) continuous water breathing and permanent cold resistance 15; or 4) automatic and permanent maximum racial Strength (or +2 beyond that if he's already there) and fast healing 1 for as long as he is in contact with at least one ton of natural soil. I it just me, or does that sound just a little bit overpowered for a 7th-level character? Throw in the ability to become a lich at 9th level (or die with no chance of resurrection; hope you make the saving throw!) and you start to see my concerns about how much effort was put into balancing this class against the other standard character classes. I was also disappointed to learn that you can't advance past 2nd level until he engages in specific training in the basics of magic; while the concept is valid, the fact that it can take up to 7 months - regardless of xp earned - and 750 gp (no small sum for a 2nd-level character) doesn't seem like it's particularly fun to play an alchemist. ("So long, guys! Have fun going through the Temple of Elemental Evil and gaining 6 or 7 levels; I'm going to stay here and read about magic for the next half a year. You'll still have room for a 3rd-level character in the party when you're all 9th and 10th level, right?")

The proofreading was a bit on the poor side, too. With only 8 full-sized pages to mess things up in, proofreader Lucya Szachnowski and editor Matthew Sprange managed to let "half-orcs" and "half-elves" sneak in without their hyphens, screw up apostrophe usage (no apostrophe needed in simple pluralization!), opt for "alchemists...needs" instead of "alchemists...need" or "an alchemist...needs," and allowed a reference to the "Equation of Man" mystery when such information is not present in the book. Overall, not a very impressive job on either part.

Finally, here are the last 2 sentences of the book: "Special Note: The concepts of Alchemical Distillations and Imbuements are intentionally left vague for the purpose of allowing individual Games Masters to fit into their campaigns. Games Masters and players are encouraged to tailor these aspects of alchemy to fit the game they wish to play." Maybe it's just me, but it sounds like another way of saying: "We didn't have enough space to flesh out these concepts. Do whatever you want with them on your own."

Overall, I was disappointed with Alchemist on several fronts. I give it a "2 (Poor)."
 

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In classic terms, the art of alchemy is the transmutation of matter through the arcane science of will. This can be mundane, using processes like distillation, blending, and catalysing elements, or it can be metaphysical, using meditations and incantations to force a change that would otherwise never occur in the physical world. Alchemy is best known for its attempt to transform lead into gold, but this analogy is truly just a representation of what alchemists strive for. By transmogrifying something utterly base into the best and greatest of things, alchemy breaks the laws of the universe and allows those with the skill and power of the ‘true science’ rewrite them. Alchemy is typically a perplexing art for common folk in a fantasy setting. In any world where the majority of people must toil to survive, the idea of someone’s life work being to stand around boiling liquids and talk about the ‘essense of rare matter’ is quite alien to them. Alchemists in a normal fantasy world are rarely considered anything other than strange folk with ways that step them apart from the rest of society. Of course, this is not always the case. The first time an invading band of humanoids is turned aside by thunderstones and tanglefoot bags, the alchemist responsible might find himself very popular indeed.
 

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