Subject: MYSTARA-L Digest - 27 Dec 2006 to 3 Jan 2007 (#2007-1) From: MYSTARA-L automatic digest system Date: 04/01/2007, 19:00 To: MYSTARA-L@ORACLE.WIZARDS.COM Reply-to: Mystara RPG Discussion There are 2 messages totalling 288 lines in this issue. Topics of the day: 1. Ochalean Mini-Gaz 2. Alchemist- prestiege class ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ---------------------------------------------------------------------- Date: Wed, 3 Jan 2007 07:56:20 -0800 From: "Ohad Shaham (Morphail)" Subject: Re: Ochalean Mini-Gaz Wow Giampaolo... =0AA great piece of work. If anywhere on Mystara deserved = more focus that's Ochalea, and you surely did it. =0ALove what I read so fa= r. It will probably take me a while. =0A=0ACheers=0AOhad=0A=0A----- Origina= l Message ----=0AFrom: Giampaolo Agosta =0ATo: MYSTAR= A-L@ORACLE.WIZARDS.COM=0ASent: Tuesday, December 26, 2006 11:58:58 AM=0ASub= ject: [MYSTARA] Ochalean Mini-Gaz=0A=0A=0AHi all,=0A=0Aas a sort of new yea= r present, I've cooked up a mini-gazetteer of Ochalea.=0AYou can find it he= re:=0Ahttp://www.elet.polimi.it/upload/agosta/.private/Ochalea.pdf=0AAn htm= l (hyperlinked) version is on its way to Shawn as well.=0A=0AIt is written = using AD&D notation for the few game mechanics elements present.=0AFor OD&D= conversion, some adjustment may be needed (dropping the=0AGood/Evil part o= f the alignment, dropping kits).=0A=0AComments are welcome, as usual.=0A=0A= Have a nice holiday,=0AGP=0A=0A********************************************= ************************=0AThe Other Worlds Homepage: http://www.wizards.co= m/dnd/OtherWorlds.asp=0AThe Mystara Homepage: http://www.pandius.com=0ATo u= nsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM=0Awith UNSUB MYSTARA-= L in the body of the message.=0A=0A________________________________________= __________=0ADo You Yahoo!?=0ATired of spam? Yahoo! Mail has the best spam= protection around =0Ahttp://mail.yahoo.com ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ Date: Wed, 3 Jan 2007 11:12:27 -0800 From: "Ohad Shaham (Morphail)" Subject: Alchemist- prestiege class Hello Mystarophilles!=0AFinally got to finish this one. I noticed that Fran= cis Lariviere already had a go at the Alchemist. =0AHere is my try as a fuk= k 10 level presitiege class. I have a few more unfinished ones on my PC. Te= ll me what you think.=0A--------------------=0AAlchemist =0A =0AThe Alchemi= sts. Scientists of days gone by, they are icons of fantasy as well as of re= al history. Thinkers and tinkers, they work tirelessly to improve our (or t= heir) life and wellbeing, finding ways to extend (or create) life, turn led= into gold and control the material world. In the magic rich Principalities= of Glantri, alchemists are alive and kicking, grouped in an ancient organi= zation called The Secret Craft of Alchemy.=0A =0ABecoming an Alchemist of t= he First circle=0AAll Alchemists of past and present have been wizards of s= ome repute (5th level) before joining even the outermost 1st circle of the = secret craft. Specialist wizards are equally welcome but remember you need = to have a good understanding of transmutation magic so it cannot be your ba= nned school. =0AIn other campaign worlds, sorcerers and bards (generic D&D)= , magewrites and artificiers (eberron) are also possible choices. =0AThe in= itiate must be sponsored by an Alchemist of the second circle to join, and = also must already have a working laboratory. A laboratory must be at least = 100 sq meters in size, and new equipment must be added before entry into th= e next circle (5000gp per circle), So most alchemist start off as being fai= rly rich. =0A =0AEntry Requirements:=0ASkills: Craft (alchemy) 8 ranks, Ap= praise 4 ranks=0AFeats: Brew Potion=0ASpells: Able to cast 2nd level transm= utation spells=0ASpecial: Must be admitted to the first circle of the Secre= t Craft of Alchemy. Must build a laboratory worth at least 5000gp per circl= e, materials cost at least 500 gp per month. A field laboratory costs an ad= ditional 3000gp per circle, and restocking it costs 500 gp per month. Must = be sponsored by Alchemist of the 2nd circle. =0A =0AClass Features: =0A =0A= Hit Dice: d4=0AWeapon and Armor: Gains none. =0AClass Skills: Appraise, Cra= ft (any), Concentration, Heal, Knowledge (arcana), Knowledge (nobility), Sp= ellcraft=0A =0A Saves =0ALvlBABFortRefWillSpecialSpells=0A1+0+0+0+21st Ci= rcle, Find Component +1 arcane spellcaster level=0A2+1+0+0+3Alchemical Prep= aration+1 arcane spellcaster level=0A3+1+1+1+32nd Circle, Magical Preparati= on+1 arcane spellcaster level=0A4+2+1+1+4Find Magical Component+1 arcane sp= ellcaster level=0A5+2+1+1+43rd Circle, Transmute Matter+1 arcane spellcaste= r level=0A6+3+2+2+5Craft Construct+1 arcane spellcaster level=0A7+3+2+2+54t= h Circle, Transcend Energy- wake construct, recharge +1 arcane spellcaster = level=0A8+4+2+2+6Transcend Energy- Raise Dead, Revitalize+1 arcane spellcas= ter level=0A9+4+3+3+6Living Matter+1 arcane spellcaster level=0A10+5+3+3+75= th Circle, Mutate Lifeform+1 arcane spellcaster level=0A=0A =0A =0AFind Com= ponent: Using his special laboratory (or field kit) an alchemist can essent= ially analyze all of the material components in a given object. The experim= ents take 1 hour and require a DC 15 Craft (alchemy) skill check per piece = of information. Information may include: type of material, source of materi= al (such as remains from a creature), presence of poison, type of poison an= d so on. The DM may set a higher DC for exotic or rare materials. In additi= on, an object analyzed with this experiment grants the alchemist a +4 circu= mstance bonus on Appraise skill checks.=0AAlchemical Preparation: Starting = at 2nd level an Alchemist of the Secret Craft of Alchemy adds his class lev= el to his Craft (alchemy) skill check whenever using his special laboratory= or field kit. This is a circumstance bonus that replaces the one from a st= andard alchemical kit. In addition, the alchemist can create alchemical (no= n-magical) preparations that mimic the following potions: delay poison, cur= e light wounds, sleep and purify food and water. These preparations last on= ly 1d4 days (becoming inert non-toxic liquid) Costs are the same as brewing= a potion with the brew potion feat.=0AMagical Preparation: Using a laborat= ory appropriate for a 3rd circle alchemist allows brewing a magical potion,= oil or balm even without knowledge of the appropriate spell. However, befo= re the first time such a potion is made, a formula must be researched for 1= d4 weeks and a craft check (DC equals 17 +2 per spell level) made. Failure = means another check may only be made when another level of Alchemist is rea= ched. Once a formula has been researched, additional potions are brewed nor= mally. =0AFind Magical Component: This one-hour long experiment mimics the = spell Identify. No material components are needed in addition to regular mo= nthly costs of maintaining the laboratory.=0ATransmute Matter: An alchemist= of the 3rd circle may use his special laboratory (but not a field laborato= ry) to transmute one material into another. 2 lb of solid or liquid materia= l can be transmuted per class level of the Alchemist as a week-long experim= ent. A Craft (alchemy) skill check must be rolled at the end of the week (D= C 25). The worth of the product must be no more than 100gp per level (up to= 2000gp), excess material is lost. Failure means the work and source materi= al is wasted and another must be made at the end of another week. On a natu= ral roll of 1 the experiment is lost along with the entire laboratory which= explodes in fireball doing 15d6 points of damage (5d6 of which is fire dam= age; reflex save DC20 for half). =0AThe transmutation can be easier (+2 bon= us or higher, DM's call) by choosing a source material that has close attri= butes to the product (such as silver to gold, sand to glass and so on). Th= is ability, although very dangerous, is the source of wealth and prestige f= or alchemists. =0ACraft Construct: The Alchemist gains this feat as a bonus= feat at 6th level, even if he lacks other prerequisites. If he already has= this feat, he may choose a wizard bonus feat instead.=0ATranscend Energy: = An alchemist of the 4th circle can utilize magical or natural energy with m= iraculous outcomes. But first the alchemist must build a transducer (an ant= enna, a huge crystal and a magnifying lens). The construction costs 12,000g= p and takes one month to complete. For each transcend energy experiment add= itional material costs of 2,500gp must be spend. In addition, an electrical= energy source (such as natural lightning or a 100 hit points from a signal= source of electric damage) must be aimed at the transducer at the end of e= ach experiment, and a Craft (alchemy) check (DC 30) made. A natural roll of= 1 destroys the transducer.=0AWake Construct: At 7th level, an alchemist ca= n use transcend energy to power a construct such as a golem. The construct = must be created with the Craft Construct feat (additional skills and materi= als may be needed for the actual construction). The Energy used by the tran= sducer replaces all spells and XP needed for the construct. The actual craf= ting and awakening can be performed by different wizards. =0ARecharge: Also= at 7th level, transcend energy can be used to recharge a wand, staff or si= milar magical item by a number of charges equal to the alchemist's class le= vel. =0ARaise Dead: At 8th level, the target of transcend energy can be a d= ead body not older than 1 week per level of the alchemist. The body is affe= cted by a Raise Dead effect (including level loss, and possibility of soul = refusing reentry). On a failed skill check, the body rises as a lightning z= ombie outside the alchemist's control.=0ARevitalize: Also at 8th level, the= target of transcend energy can be a living body. A successful experiment t= akes away 1 year of age away from the target body. On a natural roll of 1 t= he target body is instantly slain. And cannot be raised by transcend energy= (it can only be raised by divine means).=0ALiving Matter: An alchemist tha= t has managed to get so close to be a high master of the secret craft gains= a knowledge that bridges the gap between organic and inorganic material. A= t 9th level an alchemist can use his Craft Construct feat to create an orga= n (usually a limb), made from any solid material, to be grafted on (or to r= eplace a limb of) a living subject. Creation of the limb takes about month = (costs differ according to material. The procedure of grafting takes one we= ek and requires a craft (alchemy) check (DC 35). A roll of 1 destroys the g= raft, and causes 3d6 points of damage to the sunject. Upon receiving a graf= t, the subject must succeed on a will save (DC 17) or become a NE half gole= m under the DM's control (Monster Manual II). A graft functions as a normal= limb and also grants special abilities depending on material:=0AStone (+2 = to strength, Damage Reduction 5/bludgeoning; 10,000GP)=0ASteel (+2 to str= ength, Damage Reduction 5/adamantium; 20,000GP)=0ASilver (+2 to dexterity,= electric resistance 10, damage reduction 5/-; 50,000GP)=0AMutate Lifeform:= The High Master of Alchemists gains a true understanding of the alchemical= and living worlds. Using his special laboratory the alchemist of the fifth= circle can change the composition of flesh of living creature (or parts of= ) into that of practically any material. =0AWith a DC40 craft (alchemy) che= ck, 24 straight hours of work, and 50,000gp worth of materials, an alchemis= t can alter the consistency of a willing or helpless medium creature body i= nto any material he can think of. He can also transmute only parts of the = creature's body. Solid material organs are under complete control of the cr= eature and give it hardness (damage reduction) as appropriate for the mater= ial. The subject may also be transformed into liquid/gaseous form. In such = forms, the subject gains advantages of the Gaseous Form spell such as imuun= ity to critical hits, and damge reduction but can still cast spells (but no= t wear any armor). =0AFinally, a creature mutated with the flesh of a creat= ure gains the extraordinary (but not supernatural) physical abilities of th= at creature- damage reduction, regeneration, poison touch, camouflage and s= o on. The DM can (and should) set limitations and guidelines on this abilit= y. On a roll of 1, the target dies and becomes inanimate material of the ty= pe used in the transmutation. =0A =0A =0APlaying an Alchemist=0A =0AYou hav= e a scientific approach to magic, and always strive to expand your knowledg= e. Good or evil does not matter, there are truths hidden in the core of the= world outside the realm of sentient ideas. Because of this, some alchemist= s are considered anti-social or workaholics. Try to emphasize the "mad scie= ntist" persona, and address problems in an analytical fashion. =0A =0AComba= t=0AThe Alchemist prestige class does not offer any powers that directly en= hance your combat ability. However, you are still a fully functioning arcan= e caster and can dish out the normal amount of damage with your spells. As = an Alchemist, you have access to much more potions and alchemical weapons t= han most wizards. Use those whenever the need arises as it makes no sense t= o hoard them. Later in you career you can sit back and let your constructs = do the dirty work. Keep out of melee! If you die, no one will be able to us= e your transducer to save you, and your life time researches are ruined. = =0A =0AAdvancement=0AThe Craft has high demands in terms of time and money.= Only at mid levels does it start to pay off (at least in terms of cash). O= bviously, you should keep your Craft (alchemy) skill at top ranks as it is = the key ability for most of your powers. Your intelligence score should be = highest for the same reason. Invest in several craft skills as you are like= ly to build stuff during your career (leatherworking is a must for flesh go= lems!). Take feats that either enhance your alchemist powers such as Skill = Focus, or invest in item creation feats. At the highest levels, try using y= our abilities to enhance your body or that of your allies so to gain magica= l abilities on top of those granted by magical items (essentially gaining n= ew item slots-there is no "prosthetic arm" slot). =0A =0AResources=0AThe Se= cret Craft of Alchemy is a loose group of allied researchers, not a guild. = The different members exchange knowledge and resources when it suites them,= so you can expect for some support finding rare materials and formulas but= usually with a price. Almost all Alchemists in Glantri are from noble hous= es and may have access to facilities outside the reach of commoners. =0A = =0AThe Secret Craft of Alchemy in the World=0A"That tower houses one of tho= se wacky Alchemists. I would not get close during a thunderstorm. In fact, = if I were you, I'd stay clear altogether. " =0A =0AWizards are the top notc= h of Glantri society and Alchemists are no exception. They are treated with= respect seasoned with a bit of fear, as they are known to be the centre of= mysterious explosions and disasters. Outside Glantri, things might change = considerably. Most societies, especially religious ones have no love for th= e mad scientists, their laboratories or their frightening mechanical constr= ucts. =0A =0AOrganization=0AThe Secret Craft of Alchemy has it origins deep= in the past of another world. On Laterre, persecuted wizards have develope= d blend of subtle magic and science to hide their nature and advance their = power. On Mystara, the most powerful Laterran family, the d'Ambervilles, c= reated La Confr=E9rie Occulte de l'Alchimie et de l'Arcane d'Averoigne whic= h in the days of the early Glantrian republic consolidated into the Craft, = based in the great school of magic. The Craft is currently headed by Genevi= =E8ve de Sephora, a powerfull ally of the d'Ambervilles. Only a select few = are allowed into the Craft, which is very lucky, as the economical impact o= f gold producing alchemists can be disastrous. There are only a few dozens = of alchemists around Mystara, almost all of them remaining in the Principal= ities of Glantri. =0AThe alchemists are strongly opposed by The Free Anachr= omistic Society of Aalban a purist organization of powerful nobles set to r= id the world of technology and magical contraptions. =0A =0ANPC reaction=0A= As the Craft is basically secret, the general populace recognizes them as s= cientifically inclined wizards and treats them appropriately. However, rumo= rs of the Alchemist's power to turn led into gold and extend life may incit= e emotions of greed and fear.=0A =0AAlchemist Lore=0ACharacters with Knowle= dge (arcana) and Knowledge (nobility) may learn these bits of information a= bout the secret craft of Alchemist:=0ADC10: Alchemists are mad scientist wh= o search for the secret of turning led into gold. Their failures result in = large explosions. =0ADC17: Alchemists form a secret academic organization k= nown as the Secret Craft of Alchemy, stationed in the Great School of Magic= . They have perfected alchemical skills to the level that they can identify= and create any material, chemical or potion.=0ADC25: Alchemists have the p= ower to manipulate matter and energy. They CAN create gold and reverse agin= g. =0ADC30: Alchemists are even able to bring back the dead. They can also = create all sorts of magical and mechanical constructs, and replace lost lim= bs with those of golems.=0A =0A =0ASample Alchemist=0A =0ARolf von Graustei= n, Viscount of Blofeld, Alchemist of the 4th circle. =0A[This character is = detailed Glanti:Kingdom of Magic (p29). These are the D&D3.5 statistics for= Rolf for the year AC1019.]=0AAt the age of 79 Rolf is in top shape and rea= dy to take over the Secret Craft at the first sign of weakness from Genevie= ve the Sephora and Jissel de Gheyn. Rolf does not travel alone, he is usual= ly accompanied by a band of 4 iron golems for protection.=0A =0ARolf von Gr= austein: Male Human Wizard7/Alchemist9 = =0AMedium Humanoid; CR 16;=0AHD 16d4+16; h= p 56;=0AInit +1; Spd 30 ft/x4;=0AAC 16 (+1 armor, +1 dex, +4def), touch 11,= flat-footed 11;=0ABase Atk/Grapple +8/+8;=0AFull Atk +9/+4 One-handed (1d= 4+1;19-20/x2, +1 Dagger);=0AAL NE; SV Fort +9, Ref +9, Will +14;=0AStr 10(= +0), Dex 12(+1), Con 13(+1), Int 20(+5), Wis 12(+1), Cha 8(-1);=0ASkills: A= ppraise=B9 +7, Concentration=B9 +7, Craft (alchemy)=B9 +27, Craft (blacksmi= th)=B9 +12, Forgery=B9 +8, Gather Information=B9 +2, Handle Animal +12, Hea= l=B9 +3, Knowledge (arcana) +11, Knowledge (arch & eng) +13, Knowledge (his= tory) +14, Profession (herbalist) +7, Ride=B9 +4, Speak Language +3, Spellc= raft +15.=0AFeats: Great Fortitude, Iron Will, Lightning Reflexes, Skill Fo= cus(Craft (alchemy)=B9), Brew Potion, Craft Magic Arms and Armor, Craft Won= drous Item, Forge Ring, Maximize Spell, Craft Construct=0ASQ- Alchemists ab= ilities 4th circle. =0APossessions: Cloak of Resistance +1, ring of protect= ion +4, bracers of armour+1, dagger+1, figurine of wondrous power (owl). = =0ASpells normally prepared (4/6/5/5/5/5/3/3/2)=0A0 level: Read Magic, Mage= Hand, Mending, Open/Close=0A1st: Alarm, Hold Potal, Unseen Servant, Floati= ng Disk, Cause Fear (DC 16), Erase=0A2nd: Resist Energy, Detect Thoughts, L= ocate Object, Scorching Ray, Fox's Cunning=0A3rd: Dispel Magic, Nondetectio= n, Clairaudiance/Clairvoyance, Suggestion, Gentle Repose=0A4th: Minor Creat= ion, Detect Scrying, Scrying, Phantasmal Killer, Stone Shape=0A5th: Private= Sanctum, Teleport, Cone of Cold (DC20), False Vision, Permanency=0A6th: Ma= ximized Lightning Bolt (DC18), Legend Lore, Chain Lightning (DC21)=0A7th: G= reater Teleport, Mass Hold Person (DC22), Body of War (Spell Compendium)=0A= 8th: Discern Location, Lightning Ring (Spell Compendium, DC23)=0A=0A_______= ___________________________________________=0ADo You Yahoo!?=0ATired of spa= m? Yahoo! Mail has the best spam protection around =0Ahttp://mail.yahoo.co= m ******************************************************************** The Other Worlds Homepage: http://www.wizards.com/dnd/OtherWorlds.asp The Mystara Homepage: http://www.pandius.com To unsubscribe, send email to LISTSERV@ORACLE.WIZARDS.COM with UNSUB MYSTARA-L in the body of the message. ------------------------------ End of MYSTARA-L Digest - 27 Dec 2006 to 3 Jan 2007 (#2007-1) *************************************************************