Alchemical Creations DC rules


Advice


im an investigator im my campaign, My dm wont allow my to use my Alchemy ability if the creation dosnt have a DC. eg we where on a ship and i couldn't make a tar bomb(because theres no DC)
i was told it wasn't up for discussion saying i couldn't even make bombs never mind tar bombs and yes i understand that i have to buy somethings straight up
i looking for a second opinion on this matter


I have two major questions:

1st: Are other kinds of alchemical items allowed in the game? ( tindertwigs, tanglefoot bags, thunderstones, alchemist's fire, alchemist's ice, etc?)

2nd: Is this a thematic ruling? Is the DM attempting to argue that in this game world that certain kinds of explosives have not yet been discovered?

---

I could see a ruling against pellet grenade type devices in the game, if gunpowder has not yet been discovered (yet) in this game world, or the particular region where you character finds himself.

As long as people have had fire, people have used fire to try and kill other people. - If your DM is making the call that explosives and incendiaries cannot be made at all in your game world, than the DM is making the absolutely wrong call.

Now, there are some common sense issue with playing with dangerous substances aboard ship..., especially if you were planning on these having any kind of relatively quick fuse on them... but that is a different matter entirely.

(EDIT) In fact, the ship that your character is riding around in is pretty much one giant tar bomb in of itself. - Your standard ship of the age is constructed from a bunch of planks butted end to end with all of the chinks stuffed with rope soaked in tar.

I might also ask the DM a 3rd question: Was this a genuine rule, or was this to prevent me from doing something stupid that would have killed off the rest of the party?

Sometimes DM's can get heavy handed when they realize that a course of action someone insists on taking will result in the near-certain demise of the entire adventuring group, especially with a group of lower level characters or less experienced players.


yes i was able to make anything that has a dc eg alchemist's fire
2: one of the first npc's are gunslingers so explosives are discoverd
his arugument is its the game rules its self but i disagree
if he it wasn't just because i was on a ship it was that i didnt know how to due the the alchemist is able to make bombs not investigator
the rest of the non-DC is beacuse im not able to

Shadow Lodge

Tar Bomb has a DC.

Special Substances and Items Cost Weight Craft DC
Tar bomb 15 gp 2 lbs. 15

Page 21 of Pirates of the Inner Sea.


Eric Clingenpeel wrote:

Tar Bomb has a DC.

Special Substances and Items Cost Weight Craft DC
Tar bomb 15 gp 2 lbs. 15

Page 21 of Pirates of the Inner Sea.

thanks a mill thats really intresting


A GM has a lot of work preparing to run a session. Probably a 1:1 ration of prep time to play time, or even more. I totally sympathies with a GM that doesn't want to figure out extra stuff.

That said, if you present them with an existing item, complete with crafting instructions, they will be much more receptive to your request.

To that end, I looked up Tar bomb on AoN, and it shows the DC under the construction requirements. The SRD does not show that.

/cevah


To be honest, I'd say a DC 15 for putting a glob of tar on a rope is ridiculously hard. Maybe if you're making your own tar.

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