Third
Edition Dungeons & Dragons introduced the Alchemy skill to the
game, and along with it a few alchemical items that characters could
buy and use while adventuring (earlier editions had alchemical items
but didn’t really have codified rules for them). The 3.5 rules
changed the skill to be a branch of the Craft skill, but otherwise
retained the same structure. Over the years, as the game added more
and more options (new feats, spells, etc.), alchemy was strangely one
of the neglected areas. Very few new alchemical items were added to
the game and the ones that were there from the start were
low-powered, making alchemy something generally only employed by
low-level characters before they gained access to high-level spells
and other powers. Pathfinder, however, has been gradually adding more
and more alchemy to the game. Ultimate Equipment has a sizeable
section for alchemy and numerous other books have added a few items
(including more powerful ones) here and there. The recent Undead Slayer’s Handbook, for
example, has quite a few new alchemical items in its pages. Most
notably, the Advanced Player’s Guide added an entire
class devoted to alchemy: the alchemist. This has made alchemy a much
more prevalent part of Pathfinder than it was before. Nevertheless,
alchemy is still an area that has not seen as much new material for
it as other areas like feats, spells, archetypes, and traits. But
now, the Alchemy Manual
helps to redress that balance a little.
In
a game awash with so many options that most will rarely, if ever, see
use, the Alchemy Manual
stands out as a book that is likely to see a lot
of use. A first glance, it may seem like a book for the alchemist
class—and in a way, it is, as alchemists will certainly get a lot
of use out of it. However, one of the nice things about alchemy is
that it can be picked up, learned, and used by just about any
character. Craft is a class skill for virtually every class, and
alchemical items don’t have limits on who can use them, unlike many
magic items, even though they often create near-magical effects. The
Alchemy Manual focuses
on the skill, Craft (alchemy) and the items produced by that skill,
and not on things like alchemist discoveries, which are limited to
the alchemist class. In fact, some people might be a little surprised
to discover that there isn’t a single new alchemist discovery in
this book. This is a book usable by everyone, and that’s one of the
best things about it. It has a huge number of new alchemical items
(broken down into different styles of alchemy) along with a few new
feats and tools to expand the versatility and options available to
users of the Craft (alchemy) skill.
The
book opens with some new rules regarding “Spontaneous Alchemy”.
This is a method through which characters can speed up the process of
creating alchemical items. It’s a more expensive way of doing
alchemy (and thus not a way to run a profitable business with), but
it is a way for characters to get what they need when they need it.
Despite its name, spontaneous alchemy is not literally spontaneous.
Some items will still require a day or more to complete. However, it
is considerably faster than the standard method. The description for
every alchemical item in the book contains a “recipe”, which
lists the reagents needed for spontaneous alchemy as well as a
specific process. Reagents were first introduced in Adventurer’s Armory as a way of
augmenting spellcasting and have not seen much, if any, support in
books since. The Alchemy Manual
expands the uses of reagents to include spontaneous alchemy. The two
inside covers contain the stats of all the principal reagents
(accompanied by some beautiful artwork), and sidebars throughout the
book introduce a few other, less common, reagents. Processes are the
methods through which characters perform spontaneous alchemy, and
most processes require specific tools such as a crucible or retort
(stats and prices for these items are included in the book).
Characters shouldn’t rush into spontaneous alchemy, however, as
failing a Craft (alchemy) check by 5 or more results in a mishap.
There are also two new feats associated with spontaneous alchemy:
Instant Alchemy decreases the time to create an alchemical item even
further, and Sure-Handed Alchemy provides bonuses to the Craft
(alchemy) check to reduce the chance of a mishap.
After
introducing and describing spontaneous alchemy, the entire rest of
the book (except for the centrefold) looks at various styles of
alchemy, providing numerous new alchemical items for each type, along
with a few new feats, new poisons and drugs, a new archetype for
barbarians, and even two new universal path mythic abilities. This
isn’t a very long book (32 pages like all Pathfinder
Player Companion books), but
it’s very impressive just how many new items are squeezed into it.
I haven’t counted them, but the opening pages claim that there are
nearly 100, and I’m willing to take the book at its word.
The
different alchemy styles include things like Belkzen war alchemy,
derro fungus alchemy, dwarven magic ales, Katapeshi drug crafting,
Varisian fireworks, and more. The addition of these various styles
not only adds flavour to specific regions or races in the campaign
world, but also increases the versatility of alchemy, creating a huge
variety of different things characters can do with Craft (alchemy).
The “Homunculi of Lepidstadt” section includes new rules on
creating improved homunculi using alchemical reagents. “Oenopion
Ooze Alchemy” includes a new feat, Craft Ooze, which allows
characters to combine their alchemy and magic item creating abilities
to create oozes like gelatinous cubes and black puddings. “Pei Zin
Herbalism” allows characters to use Profession (herbalist) to
create alchemical items provided the items include specific,
plant-based reagents in their recipes. “Thuvian Wish Alchemy”
introduces mythic alchemical items. These powerful items can be used
by anyone, but are much more potent in the hands of mythic
characters. The back of the book contains a table summarizing the
recipes of all the items in the book along with the recipes for items
in the Core Rulebook.
It makes a handy quick-reference tool.
The
book’s centrefold introduces four magical containers. These items
enhance or alter alchemical substances stored in them. I’ve often
felt that these centrefolds in Pathfinder Player Companion
books (while sometimes wonderful like the map in People of the Sands) waste a lot
of space with artwork that doesn’t contribute to the game and very
little text. This is, unfortunately, somewhat the case here, too.
However, it’s not as jarring as it sometimes is, as there is more
text than usual.
I
tend not to get hugely excited by books that are mostly new “crunch”
options for the game. The fact of the matter is that Pathfinder has a
ton of options already and new ones tend to get lost (in my mind, at
any rate) amidst all the others. However, the Alchemy
Manual introduces a ton of new
options that I can see immediate use for. With alchemy not receiving
quite as much attention as feats, spells, and archetypes, this book
stands out as a collection of things that truly enhance the game. As
such, this is a book that really does excite me. I can’t wait to
introduce its new options into my games.
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