The Compleat Alchemist by Stephan Sechi and Steven Cordobano for Bard Games

Samloyal23

Adventurer
I seem to have lost my copy of this tome but found it as a pdf online and I LOVE the way they designed the Alchemist class, I am little obsessed with it. So, it was written way back in the 1980s, is there an updated version compatible with 3.5E D&D or Pathfinder? Or is there a similar alchemy ruleset by another company? Does anyone incorporate alchemy in their games? Any thoughts on the way alchemy should be played?
 

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I dig those old Compleat books from Bard Games. As far as I know there’s not been an updated version of them since. But there is a Pathfinder sourcebook, Pathfinder Player Companion: Alchemy Manual, that gives alchemy rules and products.

My general feeling on alchemy in gaming is that it should be suitably magical, rather than chemical. More Paracelsus, gloriously weird, than Pasteur.

I seem to have lost my copy of this tome but found it as a pdf online and I LOVE the way they designed the Alchemist class, I am little obsessed with it. So, it was written way back in the 1980s, is there an updated version compatible with 3.5E D&D or Pathfinder? Or is there a similar alchemy ruleset by another company? Does anyone incorporate alchemy in their games? Any thoughts on the way alchemy should be played?
 

Greenfield

Adventurer
There's an assembled list of alchemical items from the various D&D 3.* books and related Dragon articles.

I'll post it here.
Alchemist's Mercy 1GP DC 10 Dragon Magazine 280 pg 51
A fine powder that, when mixed with juice or water and consumed, eliminates the effects of a hangover.

Armor Insulation 50GP DC 25 2lb flask Frostburn pg 78
Thick red syrup that is applied to the inside of armor, provides +5 circumstance bonus to fortitude checks to resist cold weather for 24 hours after application.

Armor Soft 50GP DC 25 Dragon Magazine 280 pg 51
Mildly corrosive red oil that softens metal armor and reduces their armor check penalty by 1 for the next hour. Each use of Armor soft on any given suit causes a 5% cumulative chance of permanent armor failure. Armor soft doesn't work on nonmetal armors but the corrosive effects still apply.

Brittle Bone 30GP DC 20 8oz Libris Mortis pg 73
This unguent must be spread over a set of bones before animation as a skeleton. The ointment reduces the skeleton’s natural armor by 2 points (to a minimum of 0), but when the skeleton is destroyed, its bones splinter and fly apart, sending shards in all directions. Any creature within the skeleton’s reach takes 1 point of piercing damage per HD of the skeleton (Refl ex DC 15 half; minimum 1 point). Spreading Brittle Bone over a creature’s bones requires a full round action. A single flask of the substance is sufficient for a single creature of Medium size or smaller. A Large creature requires two flasks, a Huge creature four flasks, a Gargantuan creature eight flasks, and a Colossal creature sixteen flasks.

Bullet, Priest's 20GP DC 15 Glassblowing 10oz Libris Mortis pg 73
Glass orb that contains holy water that can be launched from a sling. Does 1d4 damage to those susceptible to holy water damage.

Burn Salve 15 GP DC 10 Dragon Magazine 301 pg 53
If applied within 2 rounds of burn injury, it will heal 1d6 points of fire based damage.

Cooling Gel 100GP DC 20 Dragon Magazine 280 pg 51
A cold blue gel that provides a +1 resistance bonus to flame or heat attacks for a half hour or heals 1d6 points of burn damage if applied within an hour.

Courier's Ink 20GP DC 20 Dragon Magazine 280 pg 51
Invisible ink that turns red when soaked with revealing solution.
Since Courier's Ink is invisible until revealed scribing the precise symbols needed for spells is impossible.

Devil's Soap 25GP DC 20 Dragon Magazine 301 pg 58
Foul smelling black paste that grants fire resistance 2 for an hour.

Disappearing Ink 5GP DC 15 Tome and Blood pg 72
After a set period of time, usually an hour, the writing vanishes.
Applying heat to the paper makes the ink reappear
A spot or search chek DC20 reveals traces of faded writing

Dragon's Brew 50GP DC 25 Dragon Magazine 301 pg 58
A thick liquid that grants increased stamina and dulls pain. Imbibier is granted +1 alchemical bonus to all Fortitude saves for an hour

Elf Hazel 5GP DC 10 Dragon Magazine 301 pg 53
A weeks worth of applications of this clear liquid remove any previously healed scars

Embalming Fire 20GP DC 20 8oz Libris Mortis pg 73
Used to treat zombie bodies. If the zombie takes even a single point of damage, it's body bursts into blue flame for a minute. The fire doesn't harm the zombie but allows it to do an additional 1d6 fire damage with its slam attacks. One vial is enough to treat a medium sized zombie.

Firebane 50GP DC 25 Dragon Magazine 280 pg 51
This thick grease provides Fire Resistance 10 against one fire based attack.
Firebane is potent for half an hour and can be washed off with water.
If Firebane is left on for more than an hour it causes 1 point of subdual damage per minute.

Fire Beatle Paste 50GP DC 25 Dragon Magazine 280 pg 51
Thick reddish paste distilled from fire beatle glands burns fiercely when ignited.
One container yields a half inch line one yard long when spread that burns for 1d4 rounds doing 3d6 damage per round that halves hardness before applying damage.
A container can be ignited and use as a torch, and will not splatter or stick if thrown.

FireStone 50GP DC 25 Dragon Magazine 280 pg 51
Small orange greandelike weapon that bursts into flame, upon striking a hard object, dealing 1d6 fire damage within the 5ft square it lands in. Fires lit by a firestone burn normally.

Flashpellet 50GP DC25 Tome and Blood pg 72
Bead sized grenade like weapon explodes on impact.
All sighted creatures within 10ft must REF SAV DC15 or be dazzled for 1 minute.
Dazzled creatures suffer -1 on attack rolls.

Flash Powder 20GP DC 20 Dragon Magazine 280 pg 51
Silky grey mildly explosive powder that burns too quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a hide check and to cause a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds.

Free Foot 25GP DC 25 Dragon Magazine 280 pg 51
This oil makes up to a 5ft square area exceptionally slippery. Any creature crossing the affected are must make a DC 15 reflex save or fall down. A successful save is required to regain their footing and another successful save is required to leave the area. Large and multi-legged creatures only suffer the effect if all of their feet are in affected areas.
If Free Foot and Tanglewire are used together the victim must pass both saves to leave the area or will be subject to both effects on the following round

Freeze Powder 100GP DC 25 1lb vial Frostburn pg 78
Salt looking substance will freeze up to a cubic foot of liquid or a 10ft square of wet surface. Ingesting Freeze Powder causes 2d6 cold damage, DC15 Fortitude save for half damage.

Frost Lotion 15 GP DC 10 Dragon Magazine 301 pg 54
This lotion can heal 1d6 points of cold damage if applied within 2 rounds of the injury.

Frostbite Salve 50GP DC 20 1lb jar Frostburn pg 78
Pale yellow cream suppresses 2 points of ability damage caused by frostbite for up to an hour after application.

Gash Glue 40GP DC 20 Dragon Magazine 301 pg 54
Thick gray glue that when applied can stabilize a dying creature.

Glowpowder 50GP DC 20 Tome and Blood pg 72
Fine Luminescent powder that clings and glows for minute once released. It is not bright enough to provide useful illumination. It comes in tube that allows it to be blown out into a 10' cone, a standard action that provokes an attack of opportunity. Alternatively it can be carefully sprinkled to cover up to 125 square feet, 5 square feet per round.
Provides a +2 circumstance bonus to search checks in affected area and reduces the concealement bonus of invisible creatures down to a 20% miss chance.

Goblin Ink 20GP DC 10 Dragon Magazine 301 pg 53
waterproof ink that can not be distorted by water after it dries

Ghost Oil 50GP DC25 1lb Libris Mortis pg 73
Weapons treated with Ghost Oil ignore the miss percentage associated with incorporeal undead for the duration

Healing Salve 50GP DC 25 Tome and Blood pg 72
As a full round action, one rubs this stinky green paste into a wound and it heals 1d8 points of damage per dose.
If you have 5 or more ranks in profession herbalist you receive a +2 synergy bonus to craft it.

Holdfast 50GP DC 25 Dragon Magazine 280 pg 51
A small pouch of tanglefoot solution attached to a rope, quieter and smaller than a grappling hook. Range increments of 10ft and holds up to 200lb of weight for 1d4+3 rounds. Any miss has a 50% chance of breaking the pouch. Creatures hit can break the hold with a DC 27 strength check or sever the rope.

Ice Chalk 15GP DC 20 Frostburn pg 78
Waxy sticks, in various colors, that write on Ice like chalk marks slate.

Ice Crystal 5GP DC 15 Dragon Magazine 280 pg 51
Small rock crystal that becomes as cold as ice when immersed in water. Reverts to normal temperature upon removal from water.

Icewalker Oil 75GP DC 35 Dragon Magazine 301 pg 53
Icy blue liquid that when applied to feet allows the user to traverse ice and snow as if under the effects of the spider climb spell.

Insect Repellent 5GP DC 15 Dragon Magazine 280 pg 51
Strong smelling liquid keeps tiny or smaller insects at bay for 4 hours. Larger or magically compelled insects must make a DC 12 will save to approach. The benefit is lost if the protected character attacks the insect.

Journeyman Serum 5GP DC 5 Dragon Magazine 301 pg 53
provides a +2 alchemical bonus to resist taking subdual damage while making a forced march.

Lantern Stars 5GP DC 10 Dragon Magazine 301 pg 53
Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.

Liquid Ice 30GP DC 25 Dragon Magazine 280 pg 51
Viscous liquid that freezes upon exposure to air.
One vial can freeze the surface of 10ft by 10ft area of water or extinguish a like sized area of fire.
Used as a grenade like weapon causes 1d6 cold damage on a direct hit and 1 point of splash damage.

Liquid Night 150GP DC25 8oz Libris Mortis pg 73
Protects sunlight sensitive undead from the harmfull effects of sunlight.

Melt Powder 25GP DC 20 1lb vial Frostburn pg 78
Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to Cold Subtype creatures, causing 2d6 acid damage if ingested, DC fortitude save for half damage, bitter tasting to everyone else.

Memorybind 300GP DC 30 Dragon Magazine 301 pg 58
Thin red liquid that if drank while preparing spells for the day allows imbiber to prepare an additional 1st level spell. Memorybind disrupts the natural flow of magic however and reduces the DC of all spells cast that day by 2.

Mindfire 200GP DC 30 Dragon Magazine 301 pg 55
Mindfire is combined with ingested poisons to add a powerfull mind clouding effect. If the victim fails either save they suffer a -2 on all will saves and must make concentration checks at DC 15+spell level to cast any spells for the next hour.

Night Eyes 25GP DC 25 Dragon Magazine 280 pg 51
Thick greasy substance that take a full round to apply and grants low light vision. The low light vision lasts 10 minutes. The eyes become unnaturally sensitive to light for the duration of the effect, and bright sources of bright light (daylight spell eyc..) cause a -1 penalty to attack rolls.

Night Venom 500GP DC 35 Dragon Magazine 301 pg 55
When night venom is added to a poison it grants an additional sleep effect to the poison. If victim fails the poison's initial save they must make an additional save at the same DC or fall into a fitful slumber until the poisons secondary effect sets in. The victim can be awakened by normal means.

Oakdeath 100GP DC 25 Dragon Magazine 301 pg 55
Viscous brown liquid that when added to poison increases the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison.

Phantom Ink 10GP DC 20 Tome and Blood pg 72
Similar to disappearing ink but can only be read under a certain type of light.
Firelight Phantom Ink is revealed by candles, torches, and other flames.
Magical Light Phantom Ink is revealed by dancing lights, continual flames.
Moonlight Phantom Ink is revealed by Moonlight
Starlight Phantom Ink is revealed by Starlight and is usually only visible to those with Darkvision

Polar Skin 25GP DC 25 1lb flask Frostburn pg 78
Dull white cream, takes a minute to apply and lasts up to an hour, protects the wearer by absorbing up to 5 points of cold damage. These effects do not stack with and are superseded by any form of magical protection.

Powdered Water 5SP DC 10 Dragon Magazine 280 pg 51
Sparkling white powder in watertight container. Mix one ounce of powder with a single drop of water and a round later it expands into a gallon of drinkable water.

PureBalm 75 GP DC 35 Dragon Magazine 301 pg 53
Clear syrupy substance that when applied between the initial and secondary effects of a contact or injury poison turns black and absorbs some of the poison giving a +8 alchemical bonus to resist the poison's secondary effect.

Razor Ice Powder 50GP DC 25 1lb vial Frostburn pg 78
Granular white powder that transforms up to a 5 ft square patch of icy surface into razorice (see page 16 of Frostburn).

If sprinkled on any natural weapon possesed by a cold subtype creature it provides a +1 enhancement bonus to slashing damage for an hour.

Red Rager 50GP DC 25 Dragon Magazine 280 pg 51
When this thick red salve is spread over the entire body, red rager grants a +2 bonus to strength for the next 10 minutes, and a -4 penalty to dexterity for one hour. A single dose is enough to cover one medium or 2 small-sized creatures. Anyone who uses red rager regularly will eventually suffer deleterious side effects. If used more than twice in a week, the character must make a fortitude save (DC15) or suffer a 1 point permanent reduction in charisma, as each failed save means that the potent chemicals have affected the characters mind, raising his temper, in addition to coloring his skin a faint red.

Senses 50GP DC 25 Dragon Magazine 301 pg 53
A foul tasting tea that sharpen hearing and sight, providing a +1 alchemical bonus to spot and listen checks for an hour.

ScentBreaker 20GP DC 15 Tome and Blood pg 72
Alchemical compound to confuse creatures with the scent ability. Small grenade like pouch can be thrown in 10ft range increments or scattered over a 5ft area. Affected creatures make a fortitude save, DC 18 for a direct hit, DC 15 otherwise, or lose scent ability for 1 minute. After the minute affected creatures must make a second save or lose their scent ability for an hour.
If you have 5 or more ranks in herbalist profession you receive a +2 synergy bonus to craft it.

ShineWater 10GP DC 5 Dragon Magazine 301 pg 53
An overnight rust remover and polishing solution. One dose of shine water is enough to treat one medium sized weapon or similarly sized object.

SlimeBane 15GP DC 25 Dragon Magazine 280 pg 52
Grenade like weapon that does 1d6 acid damage to ooze type creatures.

Slippery Oil 50GP DC 25 Dragon Magazine 280 pg 52
When covered in slippery oil, a character gets a +5 bonus to escape artist checks, and is more difficult to grapple (-5 to grapple attacks against him).

Sneezing Powder 60GP DC 25 Dragon Magazine 280 pg 52
When thrown as a grenade-like weapon, a direct hit causes the target to suffer a -2 circumstance penalty to all rolls for 1d4 rounds unless they make a successful fortitude save (DC15). Creatures immune to gases or poisons and those with no olfactory sense are immune to sneezing powder.

Softshoe Powder 25GP DC 25 Dragon Magazine 280 pg 52
Applying Softshoe powder on one's feet or footwear provides a +2 competence bonus to move silently checks for 10 minutes.

Soupstone 300GP DC 15 Dragon Magazine 280 pg 52
When dropped into a container of water, this small stone turns the water into hot, nourishing broth of the flavor chosen when the stone was created. A single Soupstone can transform up to 10 gallons of water before it becomes inert. Note that it has no effect on water-elemental-based creatures.

Stonecloth 100GP per sq ft Alchemy DC 25 Craft Weaving DC 15 Dragon Magazine 280 pg 52. 100 gp per sq. foot.
This heavy, gray cloth is woven from special mineral fibers.
Making it requires Craft Weaving skill in addition to the Alchemy skill. The fire retardant cloth does not catch fire unless exposed to flame for more than a minute. Thus someone wearing Stonecloth would suffer the initial damage from a fire attack, but would not suffer burning damage in later rounds nor be forced to take an action to extinguish the flames.

Suregrip 20GP DC 20 Tome and Blood pg 72
A gooey substance that provides a +2 circumstance bonus to grip for 10 minutes.
Applied to hands grants bonus to climbing, holding, and grappling.
Applied to Rope, grants bonus to Use Rope when binding or tying knots.
Applied to Feet, grants bonus to Balance checks.

Tangle Wire 25GP DC 25 Dragon Magazine 280 pg 53
This thin barbed wire, coated with a less-adhesive though longer-lasting form of the substance found in tanglefoot bags, is difficult to transport and handle, but easy to string across a narrow opening. Tangle wire comes wrapped into a tight bundle, but once unwound it cannot be rewound and stored for later use. A single bundle consists of a 10' strand. To avoid a tangle wire, a character must make a successful Spot check (DC15). Those who fail this spot check and blunder into the wire will be caught by the wire and take 1d2 points of damage per round unless they stand completely immobile. Additionally, they cannot move out of the 5' square until they are free of the its grip. Escaping from a tangle wire requires a dexterity or escape artist check (DC20) to escape or a strength check (DC15) to pull away. A character with a slashing weapon can free himself as a full round action. If the victim is willing to take damage from the wire, he can act normally (other than moving out of the square) while caught.

Titan Gum 25GP DC 15 Dragon Magazine 301 pg 53
Particularly strong and fast setting glue. Hardens to full strength in a single round and can support up to 500 lbs before breaking. Require DC 20 Strength check to separate glued items.

Traveler's Solace 50GP DC 25 Dragon Magazine 280 pg 52
This bitter, unpleasant liquid allows its drinker to circumvent the effects of fatigue and exhaustion for a short time. Fatigued characters that drink a dose of traveler's solace can run and charge normally, and suffer no penalty to their strength or dexterity, while exhausted characters suffer a -4 penalty to both scores. The beneficial effects of this brew last for 1d4 hours, but its after-effects last much longer. Exhausted characters who used traveler's solace require 8 full hours of rest before they become fatigued, while fatigued characters require at least 8 hours of bed rest before they become fully rested. Traveler's solace has no effect if it has already been taken in the last 8 hours.

Truth Wine 75GP DC 30 Dragon Magazine 280 pg 52
A sweet white wine of elven origin, truth wine loosens the tongue of those who imbibe it, even more so than normal alcohol. Those who drink truth whine, in addition to suffering from the normal effects of alcohol consumption, must succeed at a will save (DC15) in order to tell a lie. This save applies each time the person attempts to tell a lie. The effects of truth wine are short-lived, lasting only 10 rounds - 1 round per point of constitution bonus.

Vapors of Sleep 50GP DC 25 Dragon Magazine 280 pg 52
When applied to a cloth and held over the nose and mouth (or other breathing orifice) this liquid causes the victim to fall into a deep sleep (as the sleep spell) for 1d4 hours. A vial of Vapor's may also be used as a grenade-like attack, and although its targets will not fall asleep, they will suffer a - 2 circumstance penalty to all actions due to drowsiness and disorientation for 1d4 rounds. Both uses of Vapor's of sleep allow a Fortitude save (DC13) to completely avoid the affects.

Vine Oil 50GP DC 15 Dragon Magazine 301 pg 53
This fishy smelling oil when spread over the body numbs the body to pain for an hour. This allows the user to fight below 0 hit points all the way until they reach -5 hit points. Vine oil however robs the user of the ability to stabilize below 0 hit points naturally on their own.

Whale Grease 75GP DC 25 2lb flask Frostburn pg 78
Pungent smelling clear grease take s a minute to apply but completely protects you from hypothermia for an hour. The strong odor however allows creatures that track by sent to track you at twice the normal distance. Whale grease is not water soluable but is removed easily with alcohol.

White Sanguine 100GP DC 20 Dragon Magazine 301 pg 55
A milky white viscous substance to combine with injury poisons to prevent clotting. If the victim fails the poison's initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding.

Wittlewort Brew 30GP DC 15 Dragon Magazine 301 pg 53
Grants the creature an immediate saving throw to resist the effects of enchantment spells or effects they are under. If the enchantment did not allow an initial saving throw, wittlewort will have no effect.
 


I loved that game book, and used it heavily in my AD&D games. I adapted it for 3e, and it was used, although not to the same extent and it took me a while to figure out why.

It is a great addition. I tweaked it slightly; whereas magic is the power of chaos shaped by mortals, alchemy is the lawful counter-part. There is still the necessity of the focused will, which makes it more a basic science-fantasy than -fiction. I really liked that the alchemist's abilities were not simply reskinned spells. That's what I've found lacking about many other attempts at the class. The main problem with it is that the alchemist class is strongly loot or resource driven.

"But, Baron, how is that different from any other class? Everyone needs gear."

True, however fighters can pick up an axe handle or tree limb and go to town. A cleric just needs a holy symbol. Thief's tools don't (usually) wear out. The magician comes close in that they need a spell book and cash for a lab to research new spells or make potions and scrolls. But, simply to cast a spell is something they can do indefinitely, albeit a limited number of times per day. The alchemist needs the cash to produce effects each time.

The alchemist became a huge loot sink, with her getting easily half of the recovered treasure. But, she could crank out potions and devices that saved the party on numerous occasions. However, in later editions, it was more acceptable or expected that items could be acquired or fashioned with cash. This cut the alchemist out of the class picks as there was still the time investment (which could be significant and crucial), and failure chances. Hundreds if not thousands of coin worth of reagents and gear could be lost in an instant.

Working on it for a current game, I'm looking to minimize but still have the costs of the alchemist, but not have the versatility and power of the class so dependent on available treasure.
 

Samloyal23

Adventurer
I loved that game book, and used it heavily in my AD&D games. I adapted it for 3e, and it was used, although not to the same extent and it took me a while to figure out why.

It is a great addition. I tweaked it slightly; whereas magic is the power of chaos shaped by mortals, alchemy is the lawful counter-part. There is still the necessity of the focused will, which makes it more a basic science-fantasy than -fiction. I really liked that the alchemist's abilities were not simply reskinned spells. That's what I've found lacking about many other attempts at the class. The main problem with it is that the alchemist class is strongly loot or resource driven.

"But, Baron, how is that different from any other class? Everyone needs gear."

True, however fighters can pick up an axe handle or tree limb and go to town. A cleric just needs a holy symbol. Thief's tools don't (usually) wear out. The magician comes close in that they need a spell book and cash for a lab to research new spells or make potions and scrolls. But, simply to cast a spell is something they can do indefinitely, albeit a limited number of times per day. The alchemist needs the cash to produce effects each time.

The alchemist became a huge loot sink, with her getting easily half of the recovered treasure. But, she could crank out potions and devices that saved the party on numerous occasions. However, in later editions, it was more acceptable or expected that items could be acquired or fashioned with cash. This cut the alchemist out of the class picks as there was still the time investment (which could be significant and crucial), and failure chances. Hundreds if not thousands of coin worth of reagents and gear could be lost in an instant.

Working on it for a current game, I'm looking to minimize but still have the costs of the alchemist, but not have the versatility and power of the class so dependent on available treasure.

Hunting for herbal ingredients in the wilderness is free. I think the class needs some improvisational MacGuyverisms to make it more playable. Otherwise, I thought it was just fine the way it was.
 

True. But, herbal materials are only one type of raw material, plus there are the costs of the lab and such. The higher level powers need much more.

But, hey if it worked for you, and it certainly worked for me, then rock on.
 

Samloyal23

Adventurer
True. But, herbal materials are only one type of raw material, plus there are the costs of the lab and such. The higher level powers need much more.

But, hey if it worked for you, and it certainly worked for me, then rock on.

It seems like a built in motivation to adventure. It is also a good reason to seek out patrons that will fund an alchemist in return for missions getting done. Eventually, it becomes more than profitable enough, you can support yourself just from the sale of high-powered creations.
 

What you say is true. The DM needs to be aware, however, that the party cash flow changes significantly. Yes, there are ways to accommodate it, but you have to accommodate it. If everyone gets equal shares of gold the alchemist will fall behind, either because they are starved of resources or the other characters get a power boost. (Depending what gold can buy you, which is also heavily campaign dependent.) It's another thing to monitor, like the amount of scrolls and spellbooks found in treasure.
 


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