DriveThruRPG.com
Browse Categories













Back
Feats of Alchemy $1.00
Average Rating:4.5 / 5
Ratings Reviews Total
0 1
0 1
0 0
0 0
0 0
Feats of Alchemy
Click to view
You must be logged in to rate this
Feats of Alchemy
Publisher: Fat Goblin Games
by Thilo G. [Verified Purchaser]
Date Added: 03/06/2013 07:37:17

All right, you know the drill - 3 pages, 1 page front cover, 1 page editorial/SRD, 1 page content - this time detailing 8 new feats dealing with alchemy, so let's take a look! -Alchemical Cocktail: Add an ingested alchemical item to a potion and ingest both - to maintain balance, the combined potion has to be ingested in 1 round or lose all potency. Still, a nice idea!

-Cerebral Surge: Reduce Cognatogen-bonuses to gain access to mage hand, detect thoughts and telekinesis, depending on the amount of bonuses you sacrifice. Cool one!

-Devious Trapsmith: Incorporate alchemical items in your regular or ranger traps, making them slightly more deadly. Ok, I guess - but not worth a feat.

-Gruesome Transformation: Sicken intelligent creatures that witness your cognatogen or mutagen transformation. Neat!

-Mad Bomber: This one really cool, as it allows you to maintain up to 3 delayed bombs at once. Nice!

-Mutagenic Alchemy: Mix acid, alchemist's fire, antitoxins, thunderstones or tindertwigs with your mutagen for varying benefits - cool idea, but bad format: that could have been a whole supplement. For a feat, it works, but feels a bit limited.

-Scientific Curiosity: + 1 to Craft (Alchemy, Traps), Disable Device, heal, Profession (Engineer, Herbalist), Knowledge (Engineer, Nature)-checks. Okay, varied skill bonuses, but not too exciting.

-Weird Science: Effects produced by extracts may not be identified with spellcraft. On the one hand very cool, but the lack of other options of identifying means that the extracts could become comparatively powerful. Not comfortable with that one.

Conclusion: Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to Abandoned Art's no-frills 2-column standard and the pdf has no bookmarks, but needs none at this length.

This pdf provides some interesting feats with unconventional mechanics - the sacrificing of bonuses for example feeling like a good idea, as does the genius mad bomber feat. That being said, Weird Science screams for abuse and some of the feats herein don't reach the excitement of their fellows. All in all, we thus arrive at a solid addition to the series, providing at a low price an interesting array of alchemy-themed feats and a solid 4 star-verdict, not quite reaching the upper echelons of 5-stars.

Endzeitgeist out.



Rating:
[4 of 5 Stars!]
Feats of Alchemy
Publisher: Fat Goblin Games
by Megan R. [Featured Reviewer]
Date Added: 03/01/2013 10:42:08

Herein are eight feats, mainly directed at Alchemist characters although a few are more widely accessible. Depending on the style you wish your character to develop, you might find some of these to be of interest... whilst GMs may find them useful in tailoring NPCs to meet their needs.

To start with, anyone who likes messing around might be interested in the Alchemical Cocktail feat. You need the Brew Potion feat and six or more ranks in Craft (Alchemy) to take it, but once you do you are able to mix potions with alchemical items and quaff them to get the effects of both. It's not quite clear, but I think you can give your mixture to someone else... but quickly, once mixed they must be drunk within one round!

Another nice one is Scientific Curiousity, which can be taken by any character who wishes to have a natural aptitude for all things scientific, mechanical and alchemical and confers bonuses to a whole bunch of appropriate skills.

If you like traps, try Devious Trapsmith which allows the addition of alchemical elements to mechanical traps. Interestingly, the prerequisite is either Craft (Traps) or the ability to craft ranger traps wich opens out some unusual possibilities... there's no requirement to know any alchemy before you start down this route so a particularly devious ranger might learn how to handle some alchemical reagents just for trap-building purposes!

For the alchemists amongst you, there's Cerebral Surge (gaining psychic powers), Gruesome Transformation (for a really hideous mutagenic transformation), Mad Bomber (multiple delayed bombs), Mutagenic Alchemy (augmenting a mutagen with alchemical reagents) and Weird Science (which makes your creations very, very hard to identify).

Have fun, you mad scientist types...



Rating:
[5 of 5 Stars!]
Displaying 1 to 2 (of 2 reviews) Result Pages:  1 
Back
0 items
 Gift Certificates