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Forum Games and Roleplaying / Re: [3.5 DnD] A Kobold Story
« on: January 09, 2014, 11:56:54 pm »It's just a shame that there are so few splash weapons, and that there is so little written in terms of rules for splash weapons, alchemy, and the like. Hell, just setting up as an alchemist seems to take material from 4-5 books, and that doesn't even cover everything. That's why I stayed away from that part of it. :/Technically, you can get all that from just the PHB, it's just limited.
And yeah, alchemy and splash weapons are overshadowed by magic. Even at first level, Burning Hands covers a greater area (albeit a smaller range) than alchemist's fire, and Acid Splash has better range than a thrown vial of acid. Moving along, you're still in low levels when you can get Fireball, which completely overshadows them both. They simply aren't practical for long.
And that stinks, because alchemy is neat. But basically anyone who can alchemize (in vanilla) will soon or has access to those lovely AoE spells that render them nigh useless.
((Not to mention that enemies have to be pretty close together for it to be more useful than a thrown club.))
Man, more and more I'm loosing interest in this charbuild. Craft (Alchemy) requires spellcaster levels and is pointlessly inefficient, and Craft (Poisonmaking) is even worse... Might just take a few of the little toys and go for a more traditional build. There are a lot of nice debuffs and Save-or-Xes available, but they aren't very renewable even if you are a caster who for some reason decided to waste xp, gp, and skillpoints on alchemy. :/One bit of good news: Alchemal items, being non-magical, do not require XP!
