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Page 1: Sample file - DriveThruRPG.com · Sample file. INTRODUCTION Professor Isaac Wingnuts, referenced in places in this work, was a disposable PC created to try out the 4th edition of

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Page 2: Sample file - DriveThruRPG.com · Sample file. INTRODUCTION Professor Isaac Wingnuts, referenced in places in this work, was a disposable PC created to try out the 4th edition of

The AlchemistA class for use in any OSR game

inspired by Bard Games' “The Compleat Alchemist”by Steven Cordovano and Stephan Michael Sechi

(referenced in this book without permission)

by Lora Allen© 2013

Tubby Tabby Press

cover art: “The Alchemist Discovers Phosphorous” by Joseph Wright, 1771

interior art from www.karenswhimsy.com and the public domain except where noted

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Page 3: Sample file - DriveThruRPG.com · Sample file. INTRODUCTION Professor Isaac Wingnuts, referenced in places in this work, was a disposable PC created to try out the 4th edition of

Dedicated to:

William Allen, creator of Professor Isaac Wingnutswho introduced the concept of an Alchemist being

something more than a component-dependent wizardinto our gaming world

~and~

Glenn Seaborg, who pursued, and attained, the Philosopher's Stone

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Page 4: Sample file - DriveThruRPG.com · Sample file. INTRODUCTION Professor Isaac Wingnuts, referenced in places in this work, was a disposable PC created to try out the 4th edition of

Table of ContentsINTRODUCTION....................................................................................................................................................... 5ALCHEMY................................................................................................................................................................... 8THE ALCHEMIST....................................................................................................................................................... 9

The Alchemist's Abilities.................................................................................................................................. 10Experience and Advancement....................................................................................................................... 11Alchemical Procedures.................................................................................................................................... 13

INGREDIENTS AND EQUIPMENT....................................................................................................................... 15ALCHEMICAL WEIGHTS AND MEASURES.................................................................................................. 15COMMON HERBS AND PLANTS.................................................................................................................. 15RARE HERBS AND PLANTS............................................................................................................................ 17ELEMENTS AND METALS................................................................................................................................ 18GEMSTONES...................................................................................................................................................... 18ANIMAL INGREDIENTS.................................................................................................................................... 19EQUIPMENT....................................................................................................................................................... 21

ALCHEMICAL OPERATIONS BY LEVEL.............................................................................................................. 24LEVEL 1: ELIXIRS................................................................................................................................................ 25LEVEL 2: TOXIC POWDERS............................................................................................................................. 31LEVEL 3: COMPOUNDS AND VENOMS...................................................................................................... 33LEVEL 4: DEVICES............................................................................................................................................. 35LEVEL 5: TALISMANS........................................................................................................................................ 39LEVEL 6: POTIONS............................................................................................................................................ 42LEVEL 7: ALCHEMICAL DUSTS....................................................................................................................... 48LEVEL 8: SOLVENTS.......................................................................................................................................... 52LEVEL 9: GASES................................................................................................................................................. 54LEVEL 10: ESSENCES........................................................................................................................................ 55LEVEL 11: CONSTRUCTS................................................................................................................................. 58LEVEL 12: HOMUNCULI AND ADVANCED OPERATIONS.......................................................................62

DM'S SECTION........................................................................................................................................................ 71AFTERWORD........................................................................................................................................................... 85

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Page 5: Sample file - DriveThruRPG.com · Sample file. INTRODUCTION Professor Isaac Wingnuts, referenced in places in this work, was a disposable PC created to try out the 4th edition of

INTRODUCTION

Professor Isaac Wingnuts, referenced in places in this work, was a disposable PC created to try out the 4th edition of a certain well-known game. He began life as a wizard, but before the introductory adventure was done, his player was asking about how much a wizard might know about combining certain chemicals to get certain effects. The game fell apart as the general feel of that edition of the game was not to our liking and we went back to our favorite edition (2nd edition), but first we wanted to set about creating what my player was looking for, an alchemist.

We began by looking at alchemy throughout history and trying to discern through the progress of these early chemists what an alchemist PC should be capable of throughout his or her levels. As they all had different approaches and different periodical goals (aside from the main goal, the Philosopher's Stone), this was almost as indecipherable as Alchemist's Script is to the uninitiated. We settled on the first operations being about the creation of minor potions. We did face a balancing act of sorts, as we wanted the Alchemist to be an addition to the classes, not a replacement for any of them. The Cleric's divine connection to the gods and the Wizard's mastery over mystical forces had to remain intact. But what could the Alchemist bring to the table that nobody else could?

The answer was “a challenge.” The Alchemist class requires a bit more thought than most classes both for the player and DM and is probably not suitable for a hack-n-slash game or player. The player needs to know what he or she has available to work with (accomplished through a simple inventory sheet), and the DM needs to know what resources an Alchemist might have around and be ready to improvise. The scene may be described as a damp stone corridor leading down into the crypt with moss growing on the walls. An Alchemist will probably be most interested in that moss. It might not matter to the DM exactly what kind of moss it is, but the Alchemist will be interested in identifying it and gathering a few drams to use or analyze (and probably disturb the green slime hiding therein). This “challenge”, however, can serve to enrich your campaign world. A DM can simply state that the moss is of a certain type or else have the Alchemist break out his Test Kit and try to identify it. It represents an opportunity for role-playing and builds a sense of the natural world in the campaign.

The Alchemist as a class has existed in other games, but for the most part they have been reduced to little more than a component-dependent wizard. Almost all of the effects they could produce were simply alchemical versions of the wizard's spell list. But while both classes devote a great deal of their time to research, study, and unlocking mysteries, the Alchemist takes it deeper. A Wizard will want to learn how to cast a ball of fire from his open hand. An Alchemist will want to know the nature of that fire, how it's produced, whether or not it can be altered into an ice-ball and how it gets altered, etc. Also, when a Wizard casts that fireball spell, it's gone for good until he re-memorizes it, or unless he's memorized it more than once, has a few scrolls, a wand or two, etc. An Alchemist is limited only by his inventory and how much time he has to prepare solutions.

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As we worked on this class, I acquired a copy of “The Compleat Alchemist” by Steven Cordovano and Stephan Michael Sechi (Bard Games, 1983). While it seemed to have everything we were looking for, there were a lot of gaps. Is there a save to take half to no damage in the event of a lab explosion? Are Elves immune to alchemical charm substances? How do I discern the properties of a substance not on the defined list? This work hopes to fill those gaps by drawing on the great reservoir of inspiration we found in the pages of that tattered old book that now sits in a place of honor on my bookshelf like a valuable, ancient alchemical tome. Drawing from that book and from history both real and imagined, it is our hope that we have created a unique character class that will enrich your game and your campaign world, and will expand the horizons of your players.

Hopefully without blowing anything up.

~Lora Allen

Squaring the Circle, the cornerstone of the Philosopher's Stone

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ALCHEMY

Alchemy is a significant part of medieval environments, yet too often in role-playing games the alchemist is reduced to being little more than a component-dependent wizard. According to lore, some alchemists did, in fact, rely on such pseudo-science as plants harvested during certain phases of the moon and mysterious biological essences known as “humours”, but at heart the alchemist is the direct ancestor of our modern-day chemist. The fantasy alchemist would see him or herself as different from a wizard as a modern scientist sees himself from a Wicca practitioner, for example.

“For one thing,” Isaac told his aspiring assistant, “a typical practitioner of magic has to chant and wave his arms around. An alchemist needs only to drop one dram of this into a half-pint of that and...”

“Professor,” Neeshka asked while backing away. “Is it supposed to foam up and smell like that?”

“Now this, Neeshka, is called a 'gas mask'...”

The various substances an alchemist would need can be found in a number of places, such as swamps, roadsides, ruins, graveyards, growing in a normal garden, or even on the bodies of monsters. As such, the world is the alchemist's warehouse. Some things, however, are harder to acquire than others. For example, picking lavender sprigs from just outside your cottage window is quite a bit easier than attaining four drams of powdered fresh minotaur horn, of which step one is locating a fresh minotaur who might not be so willing to part with his horns. An adventuring alchemist on the road, however, doesn't have a handy herb garden and must rely on finding his or her ingredients in their natural settings (explained later). While common herbs and other everyday things can sometimes be found in town, the more hard-to-find stuff can only be located by wandering far afield in the company of friends and acquaintances, in other words, by adventuring. Only by daring to go to far-off places with exotic names can an alchemist hope to find rare, unusual, and maybe even entirely unknown substances. And if you advance the cause of Good in the world, so much the better!

What a wizard does through verbal and somatic means, an alchemist accomplishes through the use of beakers, alembics, mortar & pestles, carefully controlled flames, and other such things. When an unidentified substance is found, an alchemist must have a Test Kit in order to identify it. Unless the substance is magical, having spells put into it, Detect Magic will tell you nothing. A Test Kit (see the Equipment section), will identify substances, Elixirs, Powders, Potions, and Alchemical Dusts (see the Alchemist's Abilities in the next chapter).

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Chapter OneTHE ALCHEMIST

Prerequisites: INT 15, DEX 13, WIS 12, CON 12Hit Dice: 2d6 at 1st level, 1d6 each level afterwardsWeapons Allowed: Dagger, staff, club, short sword, sling, sling-staff.Armor Allowed: Recommended Leather armor, no shields. Nothing magical or metaphysical prevents an alchemist from wearing whatever armor he or she can fit into. Rather it's a matter of fine motor movements. Technically, an Alchemist could wear full plate into combat, though he or she will suffer from not knowing how to properly move in it and will have to spend time taking it off and putting it back on between combats and operations. Wearing heavier armor during operations increases the failure rate by 20-ACx5%. (If using ascending AC, the penalty is ACx5%). It is impossible to carry out operations while using a shield, even if it's strapped to the arm.Starting Wealth: 3d4 x 10 gp

Intelligence is necessary for learning the enormous amount of formulae and rare and obscure languages and writings, and in order to Read Magic and Alchemist's Script.

Dexterity is important to keep measurements steady and to keep from slipping or spilling while working with the various substances. One good fumble could mean anything from replacing damaged lab equipment to the DM having to create a whole new campaign world!

Wisdom is vital to the insight and knowledge necessary to become a successful (and old) alchemist. More than just knowing that A plus B equals C, an alchemist needs to know why in order to take full advantage of the properties of an item, and no mere memorization or learning by rote can fill what well-honed wisdom can.

Constitution is important to the alchemist who hopes to survive constant exposure to toxic substances and noxious fumes that are so very much a part of the alchemist's world.

Your INT score modifies your percentage to Read Languages, Read Magic, and to identify mixtures, plants and animals. Your WIS score modifies your success chance for alchemical operations. Your DEX score modifies your success for alchemical operations involving metal' glass working, and other manual operations. You CON score modifies your saves versus poisons.

INT 15 +5% WIS 15 +5% DEX 15 +5% CON 15 +1 vs poisonINT 16 +10% WIS 16 +10% DEX 16 +10% CON 16 +2 vs poisonINT 17 +15% WIS 17 +15% DEX 17 +15% CON 17 +3 vs poisonINT 18 +20% WIS 18 +20% DEX 18 +20 CON 18 +4 vs poison

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The Alchemist's AbilitiesAlchemists have the following abilities: Read Languages, Read Magic, Identify Substance, Read and Write Alchemist's Script, Knowledge: Common Herbs and Plants, Isolate and Utilize Rare Earths, Identify Unknown Plants/Animals.

• Read Languages – In their research, alchemists are exposed to many different languages, both modern and ancient, common and obscure. Therefore, an alchemist has a base 30% chance plus Intelligence modifiers to be able to read any language. This chance goes up 5% each level to a maximum of 95%.

• Read Magic – Much alchemical research delves into magical tomes and writings. Alchemists also consort with wizards, sorcerers, and other spell-casters on certain projects. As a result, alchemists have a base 30% chance plus Intelligence modifiers to read magical writings. This chance goes up 5% per level to a maximum of 100%. Once 100% is reached, an alchemist can cast spells from scrolls or books, though he or she is still unable to cast them from memory. Note, however, that single-classed alchemists are not “spell-casters” by nature. Each level of spell that an alchemist tries to cast, there is a 5% chance plus 1% per level of the spell that the alchemist will misread the incantation and the spell will fail or backfire (DM's choice).

• Identify Substance – This ability requires the use of an alchemist's Test Kit (see Equipment). It takes 1d4+1 minutes to identify any mundane substance. If the alchemist uses this skill on a magical substance, his results will be “inconclusive”, though he will be able to say that there is some kind of magical ingredient. He just won't be able to say what it is. This works on Elixirs, Toxic Powders, Potions, and Alchemical Dusts as well as more mundane substances, such as dried blood or ink. Using a Test Kit, the success rate is 60% plus your Intelligence bonus. The base success chance goes up 5% with each level to a maximum of 95%. Without a Test Kit, proper identification of an unknown substance or material is impossible.

• Read and Write Alchemist's Script – This is an ancient and complex script that is guarded jealously by alchemists. Based on a system of symbols and code words, all books, formulae, and papers of the alchemist will be in this script. Note that in real history there is no unified code used by alchemists. However, many symbols were commonly used. To simulate this, a DM can impose a 10% chance to incorrectly read (or be unable to read) another Alchemist's writing, lowering the chance by 1% per INT bonus. For every 100 miles from the Alchemist's home region, 1% can be added to the chance for error.

• Knowledge: Common Herbs and Plants – An alchemist can identify all common herbs and plants (even those from foreign lands, thanks to books) as well as their alchemical properties. He will also know where he is most likely to find them. Generally, an alchemist will find 1d4 drams of any common herb or plant that the DM judges is nearby. Once per day, an alchemist can almost always (90%) locate a specific plant. If the plant the alchemist is looking for is rare, this chance drops to 25%.

• Projection of Will – Perhaps the only metaphysical aspect of the Alchemist, this consists of

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making a d20 roll against Charisma to make sure the substance does what is needed.• Isolate and Utilize Rare Earths – Once per day, an alchemist can isolate 1d4 drams of

particular elements from soil that, to any non-alchemist, looks like regular dirt. These “Rare Earths” include elemental substances such as antimony, cinnabar, pitchblende (the mineral source of uranium), and salt and metal oxides. Once isolated, these elements are critical to activating any single alchemical mixture. It forms the base of alchemical operations.

• Identify Unknown Plants/Animals – This is a somewhat metaphysical ability of an alchemist to garner information about any previously unknown (to the alchemist) plant or animal after observing it for one minute. Roll a d% plus Intelligence modifiers and consult the following table:

Result Information

01-10 General: Size, color, species type (trailing herb, flowering plant, bipedal mammal, amphibian, wingless bird, etc.)

11-89 Detailed: Poisonous or not, approximate damage of a creature's attack, how many attacks, toughness of hide (Armor Class), etc.

90-100 Exact: Everything but the subject's name including possible alchemical uses for subject, type of poison, if special abilities are present, etc.

Experience and AdvancementA beginning Alchemist starts off knowing how to concoct Elixirs, lower power potions crafted with herbs and plants. As he or she gains in experience levels, many more alchemical substances from Toxic Powders to Talismans to Constructs and Homunculi can be created. Along with these new abilities comes greater and greater chances for success and fewer and fewer chances for explosions in the lab. However, Alchemists do not gain experience points in the “normal” way. (See the DM's section for details.)

Level Experience Points Hit Die Operations Allowed

1 0 - 2,000 2d6 Elixirs

2 2,001 - 5,000 3d6 Toxic Powders

3 5,001 - 9,000 4d6 Compounds and Venoms

4 9,001 - 15,000 5d6 Devices/Rod of Detection

5 15,001 - 25,000 6d6 Talismans

6 25,001 - 50,000 7d6 Potions

7 50,001 - 85,000 8d6 Alchemical Dusts

8 85,001 - 125,000 9d6 Solvents

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9 125,001 - 200,000 10d6 Gases

10 200,001 - 300,000 10d6+2 Essences/ the Philosopher's Stone

11 300,001 - 500,000 10d6+4 Constructs

12 500-001 - 1,000,000 10d6+6 Homunculi/Advanced Operations

For every level past 12th, another 250,000 experience points are needed and two more hit points are added to the total hps.

Alchemists In the GameAlchemists are usually found, oddly enough, in large cities. This is because some of them require financial assistance to fund their research and need to be near money-lenders or wealthy patrons. Also, many Alchemists know enough herbalism to whip up minor remedies for sale. In a small country village most folks will already know some basic herbalism or will go to the local herbalist. In a city herbalists aren't that common, though apothecaries might be. Still, an alchemist is sometimes trusted just a little bit more. He makes his money elsewhere and is less likely to try to sell you more medicine than you need. It's also useful to have neighbors around when your shop catches fire.

Some Alchemists do prefer to work away from the general public. These are often wealthier practitioners, self-funded or else with many good, wealthy friends. They tend to be higher level and are engaged in more complex operations, such as the creation of Devices, Constructs, and Homunculi. As such, they generally do not wish to be disturbed by the general populace looking for minor cures and remedies. Often times the locals do not trust the Alchemist due to the shady reputations imposed upon them by superstitious peasants who are almost certain that the Alchemist is consorting with devils and demons.

A Note on Elves and AlchemyElves have a natural resistance to sleep and charm effects. However, elves are very attuned to nature. Alchemy exploits the natural (fantastic) properties of various substances. Elves, therefore, are no more immune to sleep and charm effects from alchemical substances than anyone else unless the description says otherwise. Some paralytic substances use things like Ghoul's Tongue as the primary ingredient. As Elves are immune to a Ghoul's paralysis effect, they are likewise immune to these substances provided they are immune to at least one of the ingredients.

THE ALCHEMIST'S LABWhichever environment the player begins in, he or she will have already put in at least 7 years as an apprentice and is now considered a full-fledged Alchemist. They most likely will not have their own shop. There are two ways, however, for the beginning Alchemist to acquire workspace:

1. The Alchemist can stay on with his or her former master. The master will generally allow this

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so long as the former apprentice agrees to spend one week each month assisting the master on their own experiments. During this week the PC will be performing tasks so menial that no more than 1d100 experience points can be gained during this week. As long as the alchemist does whatever the master asks during this time, he or she will be allowed to use the entire lab's facilities, though ingredients will have to be supplied by the PC.

2. An Alchemist can rent lab space from an alchemists' guild in a large city. There is a 65+1d20% chance that a guild exists, and a 50% chance that lab space is available on any given week. The rent is 10 gp per month plus 10 gp per level of the operation. Membership is not necessary, but members pay only half the rate. This fee covers operating costs only. The PC must provide his or her own ingredients. Any damages from explosions will be the PC's responsibility. (Membership costs are up to the DM, but 150 gp per year should cover equipment maintenance and replacement, rooms, guild-hired assistants, etc.)

Owning a lab of your own is quite expensive and is covered in the DM's section.

Alchemical ProceduresThere are specific procedures that must be mastered by any aspiring alchemist, and each one has equipment associated with it. If the equipment is not available, the process cannot be performed.

• Calcination: Heating metals to oxidize then in order to prepare them for powdering. Requirements: Alchemist's Fire, crucible, bellows, tongs.

• Casting: Pouring molten metals into molds. Requirements: molds, tongs.• Distillation: purifying liquids through heating, drawing off vapors, and allowing them to cool

and condense back into liquid form. Requirements: a fairly hot fire, retort, bellows, tongs, beaker, brazier.

• Dousing: Daily sprinkling or “washing” of an item , done only with certain of the liquid “Essences”. Requirements: 10th level, the ability to create Essences.

• Fermentation: Allowing a mixture to sit and mature for a period of time. Requirements: seal-able jar, bottle, vial, flask, or other container.

• Gasification: Dissolving Alchemical Dust in acid or another standard solvent over low heat until it become gaseous. Requirements: air-tight alembic, brazier, bellows, tongs.

• Glass-Working: Cutting, blowing, and shaping glass. Requirements: a very hot fire, glass-working tools.

• Metal-Working: Fashioning, hammering, and shaping small pieces of metal. This does not allow for the crafting of weapons or armor. Requirements: jeweler's tools.

• Mixing: Blending two or more substances. Requirements: bowl, beaker, cauldron, etc.• Polishing: Grinding or burring to create a smooth surface, such as on metal or glass items.

Requirements: glass-working tools or jeweler's tools.• Powdering: Grinding a substance into a powder. Requirements: mortar and pestle.• Simple Heating: Increasing the temperature of an item, usually over a fairly hot fire.

Requirements: bowl, beaker, or cauldron, tongs, bellows, brazier.

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• Smelting: Melting metals into a molten state via a very hot fire, often for Casting. Requirements: crucible, tongs, bellows.

• Subjecting to the Alchemist's Fire: Exposing a substance to the intense heat of the Alchemist's Fire for a period of time to achieve any desired alchemical reaction. Requirements: bowl, beaker, or cauldron, tongs, bellows, brazier.

• Sublimation: Converting materials from solid to liquid to gas and back again several times over through the use of solvents and the Alchemist's Fire. Requirements: air-tight alembic, brazier, tongs, bellows.

• Weighing: Determining the amount of a substance by testing it's weight. Requirements: balance and weights.

The Alchemist's Fire is a permanent fire that burns night and day in an alchemist's lab. It is created in a large furnace and stoked until it reaches the alchemist's desired temperature. It is then allowed to “cure” for four days during which time it must maintain it's steady temperature. Once it attains this level of thermal stability, the Alchemist can be sure that things are being heated to the proper temperature. As an Alchemist's Fire is extremely hot, it is not something that can be ported about into dungeons without copious amounts of magical aid or Isaac's Pocket Laboratory. (See DMs section for details on this new magical/alchemical item.)

Note: The burning substance that most games call “Alchemist's Fire” is more properly termed “Greek Fire”. Since the Greeks do not show up in many fantasy games, a DM may want to find another name for this substance, such as “Devil's Spit”.

“The Alchemist”, Cornelis Pietersz Bega, 1663Clearly he could use an assistant (see DMs section)

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Chapter TwoINGREDIENTS AND EQUIPMENT

ALCHEMICAL WEIGHTS AND MEASURES

Liquids Solids

60 minims equals 1 fluid dram 20 grains equals 1 scruple

8 fluid drams equals 1 fluid ounce 3 scruples equals 1 dram

16 fluid ounces equals 1 pint 8 drams equals 1 ounce

8 pints equals 1 gallon 12 ounces equals 1 poundNote: 12 ounces equaling one pound refers to a Troy ounce.

COMMON HERBS AND PLANTSName: name of plant or herbTerrain Type: where the plant or herb will most likely be foundIdentifying Feature: Most noticeable featureUses/Powers: known or believed propertiesCost: price per ounce (8 drams (drs.))TERRAIN TYPE KEY:

R: Roadsides SW: Swamplands

S: Slopes RB: Riverbanks and stream beds

F: Fields and meadows C: Cultivated lands

W: Woods RU: Ruins

B: Beaches G: Graveyards, crypts, barrows

D: Deserts and dry plains U: UndergroundNote: Common herbs and plants found in Cultivated areas can be grown by an alchemist or herbalist at a base success chance of 60% plus 5% per level of experience.

Name Terrain Identifying Feature Uses/Powers Cost/oz.

Absinthe F Shrub Causes memory loss 10 gp

Agrimony F, W, R Yellow flowers Cures blood diseases 3 sp

Amaranth F Purple flowers Stops hemorrhaging 5 sp

Anemone F, W, S Spidery white flowers Cures eye problems 3sp

Angelica B, SW White stems Cures lung disorders 3 sp

Ash W Tree w/ red buds Magic resistance 5 sp

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