| A Necromancer's Grimoire: The Secret of Herbs|
Regular price: $3.49
Bundle price: $2.99
Fantastic Herbs for Fantastic Games
Do you wish that alchemy in your game had a little more “oomph?” Have you ever been disappointed that no matter what it is that you’re trying to craft, all it takes is gold, time, and a skill check, with no concern as to what ingredients you’re using or how they’re prepared? Have you ever GM’d for a player who always seemed to want to wander off into the woods (or the merchant district) in search of rare and exotic reagents and compounds for his next magical experiment, and struggled to come up with an exciting and suitably fantastic material for him to find?
Then this is the book for you. A Necromancer’s Grimoire: The Secret of Herbs introduces a new approach to the sorts of...
| A Necromancer's Grimoire: The Wonders of Alchemy|
Regular price: $1.74
Bundle price: $1.50
Alchemy Like You’ve Never Seen It Before!
While alchemy has long been a major staple of the fantasy genre, it has never been a particularly powerful or even relevant ability in 3.5/Pathfinder. The items that can be created with Craft (alchemy) tend not to be worth the effort once one gets past the first few levels of the game (and even before that their value is questionable). The alchemist class has almost nothing to do with Craft (alchemy), and its extracts don’t feel alchemical so much as they do like spellcasting by another name. For years, players who wanted a character who toiled away crafting mad concoctions and brewing strange potions had to accept that such activities would never be of any re...