Fermenter (Alchemist Archetype)
(art by Christian Lachel on Artstation)
The art of distilling and fermenting is perhaps one of the earliest acts of chemistry that humanity ever discovered, so it only makes sense that alchemists would have a specialization centered around it.
While some dismiss them as mere moonshiners or drug chemists, these fermenters are always eager to see the results of their work first-hand, and are unafraid of testing their concoctions, particularly tinctures, on themselves.
Tinctures are a type of alchemical consumable that is suspended in alcohol, and has plenty of useful effects at the cost of drawbacks due to the imbibers altered state of mind. Needless to say, these alchemists learn to make the most of them, and push the boundaries of their limits with their research.
There is some credence to the stereotypes about them, however, as testing on themselves means they have intimate knowledge of what mixtures have pleasing effects, and therefore, are a good way to make money from home-distilled booze or handmade designer drugs. However, they may find themselves unwelcome in places where such practices are heavily regulated or outlawed.
As we will soon see, the fermenter boasts fun ways to enhance themselves both in and out of combat.
These alchemists put a lot inside their bodies, and as such, they develop a high tolerance for alcohol, as well as a decent resistance to the addictive effects of drugs, and even the harmful effects of tinctures. All of which only grows with their mastery, until they take no penalty at all from tinctures, and can down copious amounts of alcohol without noticing the effects.
Being in an altered state of mind does, however, make them heavy-handed with their bomb ingredients though, and when so affected they tend to create bombs that are more volatile and dangerous, but harder to aim.
As masters of distilling, they have learned to brew tinctures en masse, able to brew multiple doses in a single batch, rather than one at a time.
This archetype expects to character to brew large amounts of tinctures, drugs, and the like and use them to enhance their abilities. Tinctures cross the line of the limits of what alchemical buffs are supposed to allow, so they maintain their use even into high levels, especially since fermenters eventually negate all the drawbacks as well. If all that appeals to you over poisons, perhaps this archetype is for you. I personally recommend a combined blasting and utility build able to destroy foes with bombs in great store and have the right buffed skills and abilities for the situation.
While this archetype heavily makes use of intoxicants to buff themselves and activate certain other abilities, please remember to enjoy anything in moderation and safety.
In any case, there’s a lot of inspiration you could take from the aesthetic of moonshiners, rum-runners, and other prohibition-era tropes, but remember that these are hardly the only sort of fermenters you might see in the game setting depending on local laws.
Mighty wollipeds are herded for their fur and meat on Lokas, but the world is also famous for it’s low-temperature brews of local fruit, something the alchemists living there have developed for years, including a variety of intoxicating mind-altering substances of varying levels of legality. Some of these even make it off world through the portal gates.
The brewing and selling of liquor was banned by Alcos the Stoic, but despite the best efforts of his men, he can’t stamp out the underground brewing economy, which is lead by many crafty alchemists, who only grow more creative and daring once they begin imbibing the fruit of their labors.
Though grumpy and grim to most, Balgan Blessed the svirfneblin knows exactly how to get a party started, constantly tinkering in his lab to create all sorts of intoxicants that even the drow seek him out for, though occasionally someone gets it in their head to kidnap him for exclusive control of his work, a decision that often heralds raids by others deep world factions.













