Why so long for craft-alchemy?


Rules Questions


Just checking the rules and the creation rules for items such as alchemist's fire, thunderstones and the like seem overly long. I know Alchemists can bang out things much quicker and you can adjust DCs but a week for an average roll is so inefficient that most people will just hit up an NPC alchemist and take the higher price. So why the long time?


Andrea1 wrote:
Just checking the rules and the creation rules for items such as alchemist's fire, thunderstones and the like seem overly long. I know Alchemists can bang out things much quicker and you can adjust DCs but a week for an average roll is so inefficient that most people will just hit up an NPC alchemist and take the higher price. So why the long time?

http://www.d20pfsrd.com/feats/general-feats/master-alchemist

Can boost your alchemy speeds by quite alot.

Also keep in mind that sometimes NPCs dont have what you need. Of course if you play DnD like a videogame merchants always have everything you want.


Right, but PCs quite often(unless they go Ultimate Campaign) don't have a lot of down-time(Race against the clock adventures and other situations)


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Andrea1 wrote:
Right, but PCs quite often(unless they go Ultimate Campaign) don't have a lot of down-time(Race against the clock adventures and other situations)

Well if you're looking for the reason why and not a method of doing it quickly outside of being an Alchemist..

Its because downtime is lame. All crafting takes time and its supposed to. However theres a lapse when one or two people have crafting skills and the rest of the party has to wait for them instead of pushing onward in the adventure.

Lets assume an intelligent crafter who has invested a bit in Craft(Alchemy)
5th Level
5 Ranks
+5 Int Bonus
+2 from Master Alchemist
+3 Skill Focus (Alchemy)

We're making a vial of Acid so he can't fail at a DC of 15.
We're going to assume he rolls a 15 for a total of 30 craft alchemy.
30 X 15 is 450. Divide by 7 to check how much GP progress we made (We use GP because of Master Alchemist) in a single day. We get 64.(rounded down)

So we made our vial in a day. But lets see if we can go farther.

64/10 is 6. (rounded down) Therefore we accomplished the task in 1/6th of a day. Which is 4 hours.


I was pretty sure a day meant a normal day of crafting, which is 8 hours. Wouldn't dividing that by 10 make it forty-eight minutes?


Yes, but I think in practice crafting has a lower bound of about a half-day block. But! It gets better.

Master alchemist means he gets five vials of acid because of his +5 int mod. And you can take 10 on crafting, which would get you 53gp of progress in a day, and then you get the multiplier. So.... Basically, 25 flasks of acid from an 8-hour day of crafting. I think.


seebs wrote:

Yes, but I think in practice crafting has a lower bound of about a half-day block. But! It gets better.

Master alchemist means he gets five vials of acid because of his +5 int mod. And you can take 10 on crafting, which would get you 53gp of progress in a day, and then you get the multiplier. So.... Basically, 25 flasks of acid from an 8-hour day of crafting. I think.

I messed up in my math and was thinking about the 8 hour workday, but decided not to edit it but yeah 48 minutes to whip up a vial of acid. Also Master Alchemist only applies to poison doses, though I would houserule it to apply to other alchemical items as well since poisons can be much more benficial and costly.


Scavion wrote:
seebs wrote:

Yes, but I think in practice crafting has a lower bound of about a half-day block. But! It gets better.

Master alchemist means he gets five vials of acid because of his +5 int mod. And you can take 10 on crafting, which would get you 53gp of progress in a day, and then you get the multiplier. So.... Basically, 25 flasks of acid from an 8-hour day of crafting. I think.

I messed up in my math and was thinking about the 8 hour workday, but decided not to edit it but yeah 48 minutes to whip up a vial of acid. Also Master Alchemist only applies to poison doses, though I would houserule it to apply to other alchemical items as well since poisons can be much more benficial and costly.

That's interesting. The GP-vs-SP thing applies to everything, but the multiple doses is poison only. That seems really odd.


In general crafting is only limited by the time. A few days of work for items with a -50% discount sounds fair.

Keep in mind that PF is not a crafting/business simulation. Why should an adventure go hunting dragons when he can create/sell items without danger and a lot of profit? A profit of 50% is incredible high and not realistic.


Actually it's a 66.66667 % discount.

Problem is if say I'm a wizard I can make scrolls much quicker and they will often be cheaper and have similar effects.


If someone mentioned this, forgive me, but you can make Craft checks by the day instead of by the week. You can get it done quicker that way if your skill is overkill.


Bizbag wrote:
If someone mentioned this, forgive me, but you can make Craft checks by the day instead of by the week. You can get it done quicker that way if your skill is overkill.

I factored it in my math. The divide by 7 part is assuming a seven day week.

Another important thing to remember is if the DC is higher but the cost of the item is still relatively low, the higher DC actually progresses you more quickly.

Liberty's Edge

fictionfan wrote:

Actually it's a 66.66667 % discount.

Problem is if say I'm a wizard I can make scrolls much quicker and they will often be cheaper and have similar effects.

He produce a high value of scroll at a fast pace, but he sell them at the production price, not the purchase price.

Good for getting a few cheap scrolls, but you can exhaust your founds very quickly if you prepare a lot of scrolls.

And remember, you can scribe a single spell in a day, regardless of the scroll value.

PRD wrote:
Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.


Scavion wrote:
Another important thing to remember is if the DC is higher but the cost of the item is still relatively low, the higher DC actually progresses you more quickly.

There's actually the option to manually increase the DC for that very benefit. "Accelerated Crafting You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check."

Personally I think the +10 thing is a bit stiff though, and think it's fine to make it +whatever instead (although that would be a minor houserule you'd need to check with GM to do)

It makes crafting really simple:

Take 10 on crafting roll, add skill bonus, square the result, then divide by 7. That's the amount of gold/silver of alchemical items you can craft per day.

ex. lvl 5 alchemist with master alchemist:

take 10 craft roll, +20 craft skill (5 ranks, 5 alchemy ability, 5 int, 3 class skill, 2 master alchemist)

((10+20)^2)/7 = 127 gold per day of items that can be craft. If he was crafting poison, it would be 638 gold. No multiple craft checks, just a single value that you can use over and over again as your daily crafting budget.

One could also add the crafter's fortune spell to buff the craft check by another 5. Although some stiff/strict people might not agree that it could work for crafting multiple items. In my opinion that's far too biased against crafting consumables for no good reason though. If it can wok for crafting a 10000g piece of magic armor, why shouldn't it also work just as effectively for crafting a few 25g consumables?

Scavion wrote:
Also Master Alchemist only applies to poison doses, though I would houserule it to apply to other alchemical items as well since poisons can be much more benficial and costly.

I disagree, and I don't understand your justification. I really don't think it's necessary to buff non-poison crafting any more than the amount that master alchemist buffs it.

Poison needs an extra buff because it tends to be extremely expensive.
Most alchemical items are between 10 and 100 gold (typically more like 15-50), but poisons practically START at 100g (with a few exceptions), and work their way up to like 6000g for a single dose or something absurd like that (edit:6500g). Considering their cost poisons tend to be pretty junky, so the reduced cost due to crafting makes them more useful, and it's necessary to craft them faster in order for the crafting to be viable. You just can't make the same argument for non-poison items.

Grand Lodge

I would like to point out one thing if is an Alchemist making at lvl 3.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as
a move action.


Yeah the Alchemist really should have gotten that feat for free at first level, where it gets really dumb is when you compare it to the Gunsmithing feat. Somehow anyone with that feat can make 1000gp of ammunition in a single day.


The crafting rules are not great, sadly. They are generalized to cover all crafts with a single set of rules, and some don't make much sense.

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