Most Bonuses to alchemy you can think of for a level 12 character


Pathfinder First Edition General Discussion

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Thought it would be fun to see how many bonuses 1 character could get. I once built a level 12 witch who made about 6 million GP a year off making and selling tears of death


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12! 38! 62!

Did I win The Price Is Right

Hey, wait a minute, you aren't Drew Carey!!


? I don't watch the show ( I am assuming it's a show)


NG Human Investigator 11 Witch 1 (VMC Alchemist)
Racial Traits: Focused Study, Heart of the Fields (Alchemy)

Total Feats: HD1, HD5, HD9
HD1: Skill Focus (Craft: Alchemy)
HD5: <OPEN SLOT>
HD9: <OPEN SLOT>

+X Intelligence
+12 Ranks
+3 Trained
+5 Alchemy Class Feature (Investigator)
+6 Alchemy Class Feature (Alchemist VMC)
+6 Heart of the Fields (Craft: Alchemy)
+6 Skill Focus (Craft: Alchemy)
+2 Circumstance Bonus (Alchemist's Lab)
+5 Crafter's Fortune (Extract)
+5 Competence (Cauldron of Brewing)
+1 Luckstone
+2 Cooperative Crafting (Valet/Tumor/Witch Familiar)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty, Sheyln)

Total +61 + Intelligence + Inspiration (Dice determined by Talent selection)

I'm sure you can get a Luck Bonus that is better than Luckstone and a Morale bonus from something. This doesn't include that other feat that offers +2/+4 at 0-10 Ranks. There's a Feat to boost Alchemy Crafting Speed as well, so that would help; and this doesn't take into account shenanigans with Leadership.

You have two feats to have fun with. Guess this is OK for now as a start.


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Here are the alchemical bonuses I found:

Spells:

Invigorating Poison:
The body of the target creature gains a metabolic response that allows it to benefit from normally deadly toxins. When a poison would cause ability damage to the target creature, the target instead gains a +4 alchemical bonus to that ability score. The spell then immediately ends, but the bonus lasts for a number of minutes equal to the amount of ability damage the poison would have caused. If the poison would deal more than one type of ability damage, each bonus has a separate duration. If the poison has effects other than ability damage (such as unconsciousness or ability drain), these effects apply normally. This spell affects only a single poison; if multiple poisons affect the target simultaneously, this spell prevents only ability damage and grants the appropriate bonuses for the poison that would cause the most damage.

Orchid's Drop:
Alchemists have tried for centuries to recreate Artokus Kirran's feat of genius that created the sun orchid elixir. Although they have yet to unlock the elixir's exact formula, their efforts have not been entirely wasted. One by-product of their experiments was the orchid's drop formula. This extract, distilled from a much-diluted drop of the nectar of a sun orchid flower, can transform an alchemist's mutagen into a potent healing tonic. As long as you're under the effects of orchid's drop, drinking a dose of your mutagen heals you of 2d10 points of damage. For the spell's duration, you gain a +2 alchemical bonus on all saving throws.

Psychonaut Manifestation:
You take a mental journey through the doors of perception to enter an altered state of consciousness. Despite this hallucinatory transmigration being entirely unreal, your mind and body fully react to it. You gain a +4 alchemical bonus to a random ability score, as well as a corresponding -2 penalty. If the bonus applies to Strength, the penalty applies to Intelligence, and vice versa. If the bonus applies to Dexterity, the penalty applies to Wisdom, and vice versa. If the bonus applies to Constitution, the penalty applies to Charisma, and vice versa. Each round as a standard action, you can explore the nooks and crannies of your imagination to further alter your corporal self. If you do so, attempt a Will save against the spell's save DC. If you succeed, randomly select another ability score and change the alchemical bonus and associated penalty accordingly. If you fail, you are dazed for 1 round instead as your mind reels from learning unexpected truths about yourself.

Items

Vial Of Efficacious Medicine:
This bulbous bottle is crafted of smoked glass and causes any liquid contained within to take on a significantly darker cast and twinkle with motes of beautiful white light. A vial of efficacious medicine can hold a single dose of an alchemical remedy, such as antitoxin or antiplague. Loading a remedy into the vial is a standard action that provokes attacks of opportunity. When an alchemical remedy is imbibed or applied from the vial, any alchemical bonus it grants on saving throws or checks or to AC or CMD increases by 2. Treat this increase as an enhancement bonus. In addition, the user is healed of 1d8+5 points of damage. A vial of efficacious medicine can be used up to three times per day.

Flask Of The Reaper:
This metal container looks like a hip flask for carrying alcoholic drinks except it is barely larger than a potion vial. The side of the flask may be blank or have a personalized decoration, but the screw-on stopper usually bears a mark like a shield or perhaps a featureless mask. Once per day, the bearer can drink from the flask to gain a +5 alchemical bonus on Fortitude saving throws against poison and a +5 competence bonus on Stealth checks for 1 hour. If Norgorber is the bearer's patron, once per day the bearer can drink from the flask to gain a +5 competence bonus on Perception, Sleight of Hand, or Stealth checks (drinker's choice) for 1 hour. In addition, the bearer can pour acid from the flask (equivalent in volume to a standard acid flask) once per day.

Phlogiston Vial:
This 1-inch-long, clear glass vial is filled with a dark, amber-colored fluid that resembles the twisting, flickering form of a fire elemental. The vial is sealed with a brass cap and attached to a lightweight gold chain. When the chain is wrapped around a divine caster's holy symbol, the saving throw DC of the next banishment or dismissal spell he casts on an outsider with the fire subtype is increased by 4, and additionally, the caster gains a +2 alchemical bonus on the caster level check to overcome the creature's spell resistance against the spell. If the spell is successful, the outsider leaves behind a small pile of magical ashes and the phlogiston vial cannot be used to banish outsiders again until the oil inside is replaced as a standard action (see below). If the ashes are collected and placed inside the vial, and the vial is used as an additional material component for a planar ally spell, the spell conjures the exact same outsider, provided the creature is a viable target of that spell. The owner of the vial receives a +4 bonus on her Charisma check to negotiate with the creature. The ashes are consumed after an agreement with the creature is made. A phlogiston vial is a single-use item that can be recharged with a rare alchemical agent called phlogiston oil, which can only be found on the Plane of Fire and costs 2,000 gp when sold on the open market. The listed price is for a phlogiston vial full of phlogiston oil.

Filthy Rags:
These ragged robes are threadbare and frayed, caked with dirt and grime. Through constant exposure to innocuous forms of disease, the wearer becomes inured to sickness and filth, gaining a +4 alchemical bonus on saving throws versus disease and effects that cause the nauseated or sickened condition. Filthy rags can be worn in conjunction with armor. 10th Level: The rags begin to crawl with insects and spiders, granting the wearer familiarity with the feeling of tiny creatures crawling over her body. After wearing the rags for 24 consecutive hours, the wearer gains a +2 circumstance bonus on saving throws against the distraction ability of swarms. Once per day, she can make the spiders in her rags swarm out and attack her foes, causing the rags to expel spiders as the spell vomit swarm. 11th Level: Wasps build a small hive somewhere in the rags' interior. When the wearer uses vomit swarm, she can choose between spiders and wasps. 13th Level: The rags' diseases become more communicable. Any living creature striking the wearer with a bite attack contracts filth fever. A successful DC 14 Fortitude negates the disease. Oozes and vermin are immune to this effect, as are creatures such as otyughs and rats that are at home in exceptional filth. 16th Level: Army ants build a colony within the rags, and the rags' filth becomes utterly vile. The wearer can also choose army ants when using vomit swarm. Any biting creature that fails its saving throw against the rags' filth fever becomes nauseated for 1d4 rounds, and even on a successful save, the creature is still sickened for 1 round.

/cevah

Dark Archive

The Alchemy class features and the cauldron do not stack, as they are all competence bonuses. You take the highest. Also, crafter fortune gives a luck bonus, so it will not stack with a luckstone. However, your Alchemy class feature gives a bonus equal to your level, not half your level.


dip 1 level of synth summoner to get a +8 racial bonus


ARGH! wrote:
The Alchemy class features and the cauldron do not stack, as they are all competence bonuses. You take the highest. Also, crafter fortune gives a luck bonus, so it will not stack with a luckstone. However, your Alchemy class feature gives a bonus equal to your level, not half your level.

luck bonuses stack just like dodge bonuses and profane bonuses


I was going off of memory, thanks ARGH!.

Also Lady-J Luck doesn't stack, Circumstance, Racial, Dodge do though.


Hubaris wrote:

I was going off of memory, thanks ARGH!.

Also Lady-J Luck doesn't stack, Circumstance, Racial, Dodge do though.

just did a look back and it seems i was wrong i thought the wording from fates favored was different which made me think luck bonuses stacked


NG Human Investigator 10 Witch 1 Summoner 1(VMC Alchemist) (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Alchemy)

Total Feats: HD1, HD5, HD9
BF:Skill Focus (Craft: Alchemy)
HD1:
HD5: Master alchemist
HD9: signature skill (craft alchemy)

+X Intelligence
+12 Ranks
+3 Trained
+2 master alchemist
+4 amazing tools of manufacture
+10 Alchemy Class Feature (Investigator)
+10 Alchemy Class Feature (Alchemist VMC)
+6 Heart of the Fields (Craft: Alchemy)
+6 Skill Focus (Craft: Alchemy)
+5 Crafter's Fortune (Extract)
+2 Cooperative Crafting (Valet/Tumor/Witch Familiar)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty, Sheyln)
+12 take 12 (patient calm)
Total +82 + Intelligence + Inspiration (Dice determined by Talent selection)
Spells:
Tears of Wine
Invigorating Poison


Unfortunately as ARGH! noted, the VMC Alchemist, Investigator Alchemy, won't stack (as they are both Competence).

Pretty high still though!

We also have the Ring of Craft Magic if we have a hand (or our own casting, below), Master Craftsman, Prodigy as well. Also because both the Amazing Tools and Alchemy Lab are Circumstance bonuses, they stack!

It may actually be better off to abuse This Spell and drop Investigator as a whole (retaining VMC Alchemist); and going a Wizard or something taking Amateur Investgator.


Hubaris wrote:

Unfortunately as ARGH! noted, the VMC Alchemist, Investigator Alchemy, won't stack (as they are both Competence).

Pretty high still though!

We also have the Ring of Craft Magic if we have a hand (or our own casting, below), Master Craftsman, Prodigy as well. Also because both the Amazing Tools and Alchemy Lab are Circumstance bonuses, they stack!

It may actually be better off to abuse This Spell and drop Investigator as a whole (retaining VMC Alchemist); and going a Wizard or something taking Amateur Investgator.

you could however go true professional rogue and get your level as a moral bonus to a skill of your choice :)


Lady-J wrote:
Hubaris wrote:

Unfortunately as ARGH! noted, the VMC Alchemist, Investigator Alchemy, won't stack (as they are both Competence).

Pretty high still though!

We also have the Ring of Craft Magic if we have a hand (or our own casting, below), Master Craftsman, Prodigy as well. Also because both the Amazing Tools and Alchemy Lab are Circumstance bonuses, they stack!

It may actually be better off to abuse This Spell and drop Investigator as a whole (retaining VMC Alchemist); and going a Wizard or something taking Amateur Investgator.

you could however go true professional rogue and get your level as a moral bonus to a skill of your choice :)

How does the rogue get that bonus


Ancient Dragon Master wrote:
Lady-J wrote:
Hubaris wrote:

Unfortunately as ARGH! noted, the VMC Alchemist, Investigator Alchemy, won't stack (as they are both Competence).

Pretty high still though!

We also have the Ring of Craft Magic if we have a hand (or our own casting, below), Master Craftsman, Prodigy as well. Also because both the Amazing Tools and Alchemy Lab are Circumstance bonuses, they stack!

It may actually be better off to abuse This Spell and drop Investigator as a whole (retaining VMC Alchemist); and going a Wizard or something taking Amateur Investgator.

you could however go true professional rogue and get your level as a moral bonus to a skill of your choice :)
How does the rogue get that bonus

the true professional archetype gets them the expertise ability

Expertise

A true professional chooses one of the following benefits at 1st level.

Skill Expertise (Ex): The true professional gains 2 extra class skills of the player’s choice. The true professional also gains a morale bonus to one skill equal to half her rogue level.

Combat Expertise (Ex): The true professional gains proficiency with either shields or one martial weapon of the player’s choice. The true professional treats half her rogue levels as fighter levels when qualifying for combat feats. This stacks with any fighter levels she possesses.

Magic Expertise (Ex): Choose one 0-level spell from any spell list. The true professional may use this spell as a spell-like ability three times per day, using her character level as her caster level. This counts as possessing the minor magic rogue talent when meeting the prerequisites of other rogue talents. The true professional may gain the major magic and minor magic rogue talents multiple times, and may select 0-level or 1st-level spells from any spell list, not just the sorcerer/wizard list. These spell-like abilities are always Intelligence based, regardless of what spell list it was chosen from.


NG Human wizard 10 Witch 1 Summoner 1(VMC Alchemist) (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Alchemy)

Total Feats: HD1, HD5, HD9
BF:Skill Focus (Craft: Alchemy)
BF:Craft wondrous item
BF:Brew potion
BF:Craft magic arms an drew armor
BF:scribe scroll
HD1:signature skill (craft alchemy)
HD5: Master alchemist
HD9: LEADERSHIP

+X Intelligence
+1 Morale (ioun Stone, Flawed Pale Green Prism)
+2 master alchemist
+2 Alchemy lab
+2 Cooperative Crafting (Valet/Tumor/Witch Familiar)
+12 Ranks
+3 Trained
+4 prodigy
+4 amazing tools of manufacture
+5 Profane (ring of terrible cost)
+10 Alchemy Class Feature (Alchemist VMC)
+6 Heart of the Fields (Craft: Alchemy)
+6 Skill Focus (Craft: Alchemy)
+5 Crafter's Fortune (spell)
+2 Cooperative Crafting (Valet/Tumor/Witch Familiar)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty, Sheyln)
+12 take 12 (patient calm)
+12 spellcraft ranks (Arcane reinforcement)
+6 Spell expended (ring of craft magic)
Total +102 + Intelligence
Spells:
Tears of Wine
Invigorating Poison
Crafters fortune
Arcane reinforcement
Items:
Ring of craft magic
Wand of invigorating Poison
Alchemy lab
Amazing tools of manufacture
I didn' take amateur investigator because IMO the others are better than 1d6 added
I didn't take rogue because 1 lose +6 and don't want to buy a million wands


Pathfinder Roleplaying Game Superscriber
Lady-J wrote:
Hubaris wrote:

I was going off of memory, thanks ARGH!.

Also Lady-J Luck doesn't stack, Circumstance, Racial, Dodge do though.

just did a look back and it seems i was wrong i thought the wording from fates favored was different which made me think luck bonuses stacked

Fate's Favored would still be a legitimate trait to take to increase whatever luck bonus by 1.


Pathfinder Roleplaying Game Superscriber

How would one make 6 million gold in a year?

Tears of death: 65,000 SP, 21,666 SP up front. You can sell one for 32,500 SP. DC 22 to create. The likely best check from your numbers is +128 (+108 plus a 20 on your roll). That's 2,816 SP in one week, just over 402 SP per day, requiring 11.5 weeks to make ONE, for a profit of only 10,834 SP.


One level dip in Vigilante for a +4 circumstance bonus from "Social Graces" (taken in Craft: Alchemy) is going to work right? Circumstance bonuses always stack if they're from different circumstances, don't they?


To be fair swift alchemy makes items take half the time to make [edit I see you already figured that into the calculation]. At 18th level all items take 1 round, which means alchemists have unlimited money at that level.


taks wrote:

How would one make 6 million gold in a year?

Tears of death: 65,000 SP, 21,666 SP up front. You can sell one for 32,500 SP. DC 22 to create. The likely best check from your numbers is +128 (+108 plus a 20 on your roll). That's 2,816 SP in one week, just over 402 SP per day, requiring 11.5 weeks to make ONE, for a profit of only 10,834 SP.

Because of Master alchemist it's GP not SP

Master alchemist allows me to make a number equal to my intelligence modifier
Amazing tools of manufacture allow me 1/day to do 2,000 GP work in one hour
My valet familiar halves the time (co-op crafting)
Swift Alchemy halves the time
Tears of death: 6,500 GP, 2,166 GP up front. You can sell one for 3,250 GP. DC 32 to create. +137 (+117 plus a 20 on your roll).
Requiring just over 1 day to make 7, for a profit of 75,838 SP
137*32/7= 3238.28 GP in one day (not sure if this is correct will repost with correct later)
75,838 SP*365= 27,680,960 SP a year
And this is not including leadership or exact intelligence bonus I just went with +7
20 base +4 invigorating Poison +3 levels


Ancient Dragon Master wrote:

NG Human wizard 10 Witch 1 Summoner 1(VMC Alchemist) (synthesist Summoner)

Racial Traits: Focused Study, Heart of the Fields (Alchemy)

Total Feats: HD1, HD5, HD9
BF:Skill Focus (Craft: Alchemy)
BF:Craft wondrous item
BF:Brew potion
BF:Craft magic arms an drew armor
BF:scribe scroll
HD1:signature skill (craft alchemy)
HD5: Master alchemist
HD9: LEADERSHIP

+X Intelligence
+1 Morale (ioun Stone, Flawed Pale Green Prism)
+2 master alchemist
+2 Alchemy lab
+2 Cooperative Crafting (Valet/Tumor/Witch Familiar)
+12 Ranks
+3 Trained
+4 prodigy
+4 amazing tools of manufacture
+5 Profane (ring of terrible cost)
+10 Alchemy Class Feature (Alchemist VMC)
+6 Heart of the Fields (Craft: Alchemy)
+6 Skill Focus (Craft: Alchemy)
+5 Crafter's Fortune (spell)
+2 Cooperative Crafting (Valet/Tumor/Witch Familiar)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty, Sheyln)
+12 take 12 (patient calm)
+12 spellcraft ranks (Arcane reinforcement)
+6 Spell expended (ring of craft magic)
Total +102 + Intelligence
Spells:
Tears of Wine
Invigorating Poison
Crafters fortune
Arcane reinforcement
Items:
Ring of craft magic
Wand of invigorating Poison
Alchemy lab
Amazing tools of manufacture
I didn' take amateur investigator because IMO the others are better than 1d6 added
I didn't take rogue because 1 lose +6 and don't want to buy a million wands

Should have done alchemist


nicholas storm wrote:
To be fair swift alchemy makes items take half the time to make [edit I see you already figured that into the calculation]. At 18th level all items take 1 round, which means alchemists have unlimited money at that level.

OP


taks wrote:

How would one make 6 million gold in a year?

Tears of death: 65,000 SP, 21,666 SP up front. You can sell one for 32,500 SP. DC 22 to create. The likely best check from your numbers is +128 (+108 plus a 20 on your roll). That's 2,816 SP in one week, just over 402 SP per day, requiring 11.5 weeks to make ONE, for a profit of only 10,834 SP.

Because of Master alchemist it's GP not SP

Master alchemist allows me to make a number equal to my intelligence modifier
Amazing tools of manufacture allow me 1/day to do 2,000 GP work in one hour
My valet familiar halves the time (co-op crafting)
Swift Alchemy halves the time

Tears of death: 6,500 GP, 2,166 GP up front.
You can sell one for 3,250 GP. DC 32 to create.
+130 (+118 plus a 12 on your roll).
Requiring just under 1.168 days to make 8 (260*32/7= 5565.71428571 GP of progress a day)
8672 GP*312.5= 2,710,000 GP a year
And this is not including leadership or exact intelligence bonus I just went with +8
20 base +4 invigorating Poison +3 levels


Ancient Dragon Master wrote:

NG Human wizard 10 Witch 1 Summoner 1(VMC Alchemist) (synthesist Summoner)

Spells:
Tears of Wine

Do you mean Tears to Wine? At 10th level, that is a +5 untyped bonus.

If you can crank in 5 more caster levels, at 15CL it is a +10 untyped bonus.

EDIT:

Ancient Dragon Master wrote:
+12 take 12 (patient calm)
Ancient Dragon Master wrote:
Tears of death: 6,500 GP, 2,166 GP up front. You can sell one for 3,250 GP. DC 32 to create. +137 (+117 plus a 20 on your roll).

You cannot get patient calm and roll the d20 at the same time.

/cevah


You missed a class of items.

Alters wrote:
Unless otherwise specified, this blessing ends after 24 hours.

Alters with craft bonuses:

Altar of Irori: 8K - Praying at the altar grants a +3 bonus on any skill check for which the worshiper takes 10 instead of rolling the check.
Altar of Shelyn: 8K - Praying at the altar grants a +2 circumstance bonus on Craft, Diplomacy, and Perform checks, and a +1 morale bonus on Will saving throws.
Altar of Torag: 10K - Praying at the altar grants a +1 enhancement bonus to a suit of armor, shield, or piece of clothing (as magic vestment) and a +2 circumstance bonus on Craft checks.
Altar of Zursvaater: 10K - Praying at the altar grants a +2 circumstance bonus on Craft checks and cold resistance 20 for 24 hours.

/cevah


NG Human wizard 6 Witch 1 Summoner 1 Alchemist 3 Vigilante 1 (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Alchemy)

Total Feats: HD1, HD5, HD9
BF:Skill Focus (Craft:Alchemy)
BF:Craft wondrous item
BF:Brew potion
BF:Scribe scroll
HD1:Signature skill (Craft:Alchemy)
HD5:Master alchemist
HD9:LEADERSHIP

+X Intelligence
+1 Morale (Ioun Stone, Flawed Pale Green Prism)
+2 Master alchemist
+2 Circumstance (Alchemy lab)
+2 Circumstance (Cooperative Crafting(Valet/Tumor/Witch Familiar))
+2 Circumstance (Altar to Sheyln)
+3 Trained
+3 Enhancement bonus (Ring of craft magic)
+4 Prodigy
+4 Circumstance (Amazing tools of manufacture)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty,Sheyln)
+5 Profane (Ring of terrible cost)
+5 Crafters Fortune (spell)
+6 Racial bonus (Heart of the Fields (Craft: Alchemy))
+6 Skill Focus (Craft: Alchemy)
+8 ? (Skilled evolution(Craft:Alchemy))
+10 Competence (Alchemy Class Feature)
+12 take 12 (patient calm)
+12 Ranks ((Spellcraft)Arcane reinforcement)
+12 Ranks (Craft:Alchemy)
Total +97 +Intelligence
Spells:
Tears to Wine
Invigorating Poison
Crafters fortune
Arcane reinforcement
Items:
Ring of craft magic
Wand of invigorating Poison
Alchemy lab
Amazing tools of manufacture


Cevah wrote:
Ancient Dragon Master wrote:

NG Human wizard 10 Witch 1 Summoner 1(VMC Alchemist) (synthesist Summoner)

Spells:
Tears of Wine

Do you mean Tears to Wine? At 10th level, that is a +5 untyped bonus.

If you can crank in 5 more caster levels, at 15CL it is a +10 untyped bonus.

EDIT:

Ancient Dragon Master wrote:
+12 take 12 (patient calm)
Ancient Dragon Master wrote:
Tears of death: 6,500 GP, 2,166 GP up front. You can sell one for 3,250 GP. DC 32 to create. +137 (+117 plus a 20 on your roll).

You cannot get patient calm and roll the d20 at the same time.

/cevah

Fixed it


Cevah wrote:

You missed a class of items.

Alters wrote:
Unless otherwise specified, this blessing ends after 24 hours.

Alters with craft bonuses:

Altar of Irori: 8K - Praying at the altar grants a +3 bonus on any skill check for which the worshiper takes 10 instead of rolling the check.
Altar of Shelyn: 8K - Praying at the altar grants a +2 circumstance bonus on Craft, Diplomacy, and Perform checks, and a +1 morale bonus on Will saving throws.
Altar of Torag: 10K - Praying at the altar grants a +1 enhancement bonus to a suit of armor, shield, or piece of clothing (as magic vestment) and a +2 circumstance bonus on Craft checks.
Altar of Zursvaater: 10K - Praying at the altar grants a +2 circumstance bonus on Craft checks and cold resistance 20 for 24 hours.

/cevah

THanks


You can get another +2 untyped by the campaign trait (love lost)

The Eidolon evolution Skilled is a +8 Racial which overlaps with the human Heart of the Fields +6 Racial bonus.

/cevah


Racial Bonuses stack Cevah ;)


Hubaris wrote:
Racial Bonuses stack Cevah ;)

Oops. Forgot.

/cevah


NG Human wizard 6 Witch 1 Summoner 1 Alchemist 3 Vigilante 1 (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Craft:Alchemy)

Total Feats: HD1, HD5, HD9
BF:Skill Focus (Craft:Alchemy)
BF:Craft wondrous item
BF:Brew potion
BF:Scribe scroll
HD1:Signature skill (Craft:Alchemy)
HD3:Additional traits
HD5:Master alchemist
HD7:spell specialisation (Tears to Wine)
HD9:LEADERSHIP

+X Intelligence
+1 Morale (Ioun Stone, Flawed Pale Green Prism)
+2 Master alchemist
+2 Circumstance (Alchemy lab)
+2 Circumstance (Cooperative Crafting(Valet/Tumor/Witch Familiar))
+2 Circumstance (Altar to Sheyln)
+2 Untyped (Love Lost)
+3 Trained
+3 Enhancement bonus (Ring of craft magic)
+4 Prodigy
+4 Circumstance (Amazing tools of manufacture)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty,sheyln) (duration 1 minute)
+4 Circumstance (Social graces)
+5 Profane (Ring of terrible cost) (immediate to roll)
+5 Luck (Crafters fortune) (+5 to check)
+5 Tears to Wine (CL 9) (10min/level)
+6 Racial bonus (Heart of the Fields (Craft: Alchemy))
+6 Skill Focus (Craft: Alchemy)
+8 Racial (Skilled evolution(Craft:Alchemy))
+10 Competence (Alchemy Class Feature)
+12 take 12 (patient calm)
+12 Ranks ((Spellcraft)Arcane reinforcement)
+12 Ranks (Craft:Alchemy)
Total +118 (+114 when 1min passed) +Intelligence= 20 base +4 (invigorating Poison)
Spells:
Tears to Wine
Invigorating Poison (10min/level)
Crafters fortune
Arcane reinforcement
Items:
Ring of craft magic (12000)
Wand of invigorating Poison
Alchemy lab
Amazing tools of manufacture (12000)
Ioun Stone, Flawed green prism
Traits: (/4)
Gifted adept (Tears to Wine) (magic)
Love lost (Craft) (campaign)
Inner beauty (faith)
Patient calm (religion)


Are you planning to do anything wth this, or is it pure theory? Between the various durations, that some of these only apply to crafting, & the need to spend hours to craft anything it's not obvious to me how it could be applied.


avr wrote:
Are you planning to do anything wth this, or is it pure theory? Between the various durations, that some of these only apply to crafting, & the need to spend hours to craft anything it's not obvious to me how it could be applied.

The only applying to crafting doesn't matter as this character is built to craft items

with the duration that can be slightly weird as the amazing tools of manufacture allow me to only have to make a check on the last day of crafting


Tears to wine & invigorating poison (via wand), 10 minutes/level. 80 & 30 minutes I think?

There may be others, that's just the most obvious.


avr wrote:

Tears to wine & invigorating poison (via wand), 10 minutes/level. 80 & 30 minutes I think?

There may be others, that's just the most obvious.

I edited that in; Tears to wine, invigorating poison and inner beauty are the ones with lesser durations

ring of terrible Cost only comes up when I have to roll


NG Human Witch 1 Summoner 1 Alchemist 10 Vigilante 1 (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Craft:Alchemy)

Total Feats: HD1, HD5, HD9, HD11
BF:Skill Focus (Craft:Alchemy)
BF:Brew potion
HD1:Signature skill (Craft:Alchemy)
HD3:Additional traits
HD5:Master alchemist
HD7:craft wondrous item
HD9:LEADERSHIP
HD11:

+X Intelligence
+1 Morale (Ioun Stone, Flawed Pale Green Prism)
+2 Master alchemist
+2 Circumstance (Alchemy lab)
+2 Circumstance (Cooperative Crafting(Valet/Tumor/Witch Familiar))
+2 Circumstance (Altar to Sheyln)
+2 Untyped (Love Lost)
+3 Trained
+4 Enhancement bonus (Ring of craft magic)
+4 Prodigy
+4 Circumstance (Amazing tools of manufacture)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty,sheyln) (duration 1 minute)
+4 Circumstance (Social graces)
+5 Profane (Ring of terrible cost) (immediate to roll)
+5 Luck (Crafters fortune) (+5 to check)
+5 Tears to Wine (CL 10) (10min/level)
+6 Racial bonus (Heart of the Fields (Craft: Alchemy))
+6 Skill Focus (Craft: Alchemy)
+8 Racial (Skilled evolution(Craft:Alchemy))
+10 Competence (Alchemy Class Feature)
+12 take 12 (patient calm)
+12 Ranks ((Spellcraft)Arcane reinforcement)
+12 Ranks (Craft:Alchemy)
Total +118 (+114 when 1min passed) +Intelligence= 20 base +4 (invigorating Poison)
+3 (levels)
Spells:
Tears to Wine
Invigorating Poison (10min/level)
Crafters fortune
Arcane reinforcement
Items: (cost in GP)
Ring of craft magic (12000)
Wand of Arcane reinforcement
Alchemy lab (200)
Amazing tools of manufacture (12000)
Ioun Stone, Flawed green prism (28000)
Traits: (/4)
Love lost (Craft) (campaign)
Inner beauty (faith)
Patient calm (religion)
Pragmatic Activator (magic)


NG Human Witch 1 Summoner 1 Alchemist 10 Vigilante 1 (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Craft:Alchemy)

Total Feats: HD1, HD5, HD9, HD11
BF:Skill Focus (Craft:Alchemy)
BF:Brew potion
HD1:Signature skill (Craft:Alchemy)
HD3:Additional traits
HD5:Master alchemist
HD7:craft wondrous item
HD9:LEADERSHIP
HD11:

+X Intelligence
+1 Morale (Ioun Stone, Flawed Pale Green Prism)
+2 Master alchemist
+2 Circumstance (Alchemy lab)
+2 Circumstance (Cooperative Crafting(Valet/Tumor/Witch Familiar))
+2 Circumstance (Altar to Sheyln)
+2 Untyped (Love Lost)
+3 Trained
+4 Enhancement bonus (Ring of craft magic)
+4 Prodigy
+4 Circumstance (Amazing tools of manufacture)
+4 Insight (Cauldron Hex)
+4 Trait Bonus (Inner Beauty,sheyln) (duration 1 minute)
+4 Circumstance (Social graces)
+5 Profane (Ring of terrible cost) (immediate to roll)
+5 Luck (Crafters fortune) (+5 to check)
+5 Tears to Wine (CL 10) (10min/level)
+6 Racial bonus (Heart of the Fields (Craft: Alchemy))
+6 Skill Focus (Craft: Alchemy)
+8 Racial (Skilled evolution(Craft:Alchemy))
+10 Competence (Alchemy Class Feature)
+12 take 12 (patient calm)
+12 Ranks ((Spellcraft)Arcane reinforcement)
+12 Ranks (Craft:Alchemy)
+72 Cooperative crafting (Followers+Cohorts)
Total +190 (+186 when 1 min passed) +Intelligence= 20 base +4 (invigorating Poison)
+2 (levels)
Spells:
Tears to Wine
Invigorating Poison (10min/level)
Crafters fortune
Arcane reinforcement
Items: (cost in GP)
Ring of craft magic (12000)
Wand of Arcane reinforcement
Alchemy lab (200)
Amazing tools of manufacture (12000)
Ioun Stone, Flawed green prism (28000)
Traits: (/4)
Love lost (Craft) (campaign)
Inner beauty (faith)
Patient calm (religion)
Pragmatic Activator (magic)


380*30=11,400 *38 (time halved)=433,200/7=61,885.7142857143/20=3,094.28571428571
*6=18,565 bottles of alchemists Fire in 8 hours or 38 a minute or an average of 1 every 1.6 seconds 1 batch in an average of 9.6 seconds

Using the rules of boosting the DC up as far as you like by 10s (this is the rule that my witch used) 10 it's 380*380*38/7*6/20/480/60=An average of 1.? batches (8 vials) of alchemists Fire a second
Or 1 batch of tears of death in 6 minutes (inaccurate because of inner beauty)


that's lvl 13, you appear to have 5 separate circumstance bonuses, don't think they stack, unless it's like dodge bonuses


dharkus wrote:
that's lvl 13, you appear to have 5 separate circumstance bonuses, don't think they stack, unless it's like dodge bonuses

Circumstance stacks as long as it's from different sources, I'll fix the level when I repost it tomorrow with minor changes


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For 142K, you gan get a Caduceus Rod for a +5 insight bonus. [One better than the cauldron hex.]

EDIT:
Grab an assistant for Aid Another [+2].
Make that a Halfling with the suitable trait for +3

--

You list the Alchemist's Lab as a +2 Circumstance.
You list the Amazing Tools of Manufacture as a +4 circumstance.

However:

Alchemist’s Lab wrote:
This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks.
Amazing Tools of Manufacture wrote:
In the hands of a casual wielder, these items simply appear to be magically enhanced masterwork tools for a specific Craft skill (determined randomly), granting a +4 circumstance bonuson such skill checks.
Masterwork Tool wrote:

This tool is perfect for its intended job. It grants a +2 circumstance bonus on a related skill check (if any). The bonuses provided by multiple masterwork items do not stack.

Several common items already count as masterwork tools for particular skills. These are the alchemist’s lab, climber’s kit, disguise kit, healer’s kit, masterwork musical instrument, and masterwork thieves’ tools. Therefore, there is no masterwork climber’s kit, masterwork healer’s kit, and so on—those items are already the best available for general checks with the relevant skill.
-- [Masterwork Tool]

Since both are masterwork tools, you only get the better bonus, not both.

/cevah


Character:

NG Human Summoner 1 Alchemist 10 Vigilante 1 (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Craft:Alchemy)

Total Feats: HD1, HD5, HD9, HD11
BF:Skill Focus (Craft:Alchemy)
BF:Brew potion
HD1:Signature skill (Craft:Alchemy)
HD3:Additional traits
HD5:Master alchemist
HD7:craft wondrous item
HD9:LEADERSHIP
HD11:

+X Intelligence
+1 Morale (Ioun Stone, Flawed Pale Green Prism)
+2 Master alchemist
+2 Circumstance (Cooperative Crafting(Valet/Tumor/Witch Familiar))
+2 Circumstance (Altar to Sheyln)
+2 Untyped (Love Lost)
+3 Trained
+4 Enhancement bonus (Ring of craft magic)
+4 Prodigy
+4 Circumstance (Amazing tools of manufacture)
+4 Trait Bonus (Inner Beauty,sheyln) (duration 1 minute)
+4 Circumstance (Social graces)
+5 Insight (Caduceus rod)
+5 Profane (Ring of terrible cost) (immediate to roll)
+5 Luck (Crafters fortune) (+5 to check)
+5 Tears to Wine (CL 10) (10min/level)
+6 Racial bonus (Heart of the Fields (Craft: Alchemy))
+6 Skill Focus (Craft: Alchemy)
+8 Racial (Skilled evolution(Craft:Alchemy))
+10 Competence (Alchemy Class Feature)
+12 take 12 (patient calm)
+12 Ranks ((Spellcraft)Arcane reinforcement)
+12 Ranks (Craft:Alchemy)
+72 Cooperative crafting (Followers+Cohorts)
Total +190 (+186 when 1 min passed) +Intelligence= 20 base +4 (invigorating Poison)
+2 (levels)
Spells:
Tears to Wine
Invigorating Poison (10min/level)
Crafters fortune
Arcane reinforcement
Items: (cost in GP)
Altar to Sheyln
Amazing tools of manufacture (12000)
Caduceus rod (142000)
Ioun Stone, Flawed green prism (28000)
Ring of craft magic (12000)
Ring of terrible cost
Wand of Arcane reinforcement
Traits: (/4)
Inner beauty (faith)
Love lost (Craft) (campaign)
Patient calm (religion)
Pragmatic Activator (magic)


Thanks J4H34D


character:

NG Human Summoner 1 Alchemist 10 Vigilante 1 (synthesist Summoner)
Racial Traits: Focused Study, Heart of the Fields (Craft:Alchemy)
Total Feats: HD1, HD5, HD9, HD11
BF:Skill Focus (Craft:Alchemy)
BF:Brew potion
HD1:Signature skill (Craft:Alchemy)
HD3:Additional traits
HD5:Master alchemist
HD7:craft wondrous item
HD9:LEADERSHIP
HD11:

+X Intelligence
+1 Morale (Ioun Stone, Flawed Pale Green Prism)
+2 Master alchemist
+2 Circumstance (Cooperative Crafting(Valet/Tumor/Witch Familiar))
+2 Circumstance (Altar to Sheyln)
+2 Untyped (Love Lost)
+3 Trained
+4 Enhancement bonus (Ring of craft magic)
+4 Prodigy
+4 Circumstance (Amazing tools of manufacture)
+4 Trait Bonus (Inner Beauty,sheyln) (duration 1 minute)
+4 Circumstance (Social graces)
+5 Insight (Caduceus rod)
+5 Profane (Ring of terrible cost) (immediate to roll)
+5 Luck (Crafters fortune) (+5 to check)
+5 Tears to Wine (CL 10) (10min/level)
+6 Racial bonus (Heart of the Fields (Craft: Alchemy))
+6 Skill Focus (Craft: Alchemy)
+8 Racial (Skilled evolution(Craft:Alchemy))
+10 Competence (Alchemy Class Feature)
+12 take 12 (patient calm)
+12 Ranks ((Spellcraft)Arcane reinforcement)
+12 Ranks (Craft:Alchemy)
+72 Cooperative crafting (Followers+Cohorts)
Total +190 (+186 when 1 min passed) +Intelligence= 20 base +4 (invigorating Poison)
+2 (levels)
Spells:
Tears to Wine
Invigorating Poison (10min/level)
Crafters fortune
Arcane reinforcement
Items: (cost in GP)
Altar to Sheyln
Amazing tools of manufacture (12000)
Caduceus rod (142000)
Ioun Stone, Flawed green prism (28000)
Ring of craft magic (12000)
Ring of terrible cost
Wand of Arcane reinforcement
Traits: (/4)
Inner beauty (faith)
Love lost (Craft) (campaign)
Patient calm (religion)
Pragmatic Activator (magic)


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Per a post here, you can bump your leadership score. A higher score nets more followers, which nets more cooperative crafting bonus.

Excerpt:
Armor
Breastplate of Command 25,400 gp -- +2 Leadeship score
Rings
Ring of the Ecclesiarch 28,500 gp -- double followers
Rods
Suzerain Scepter 20,000 gp -- double followers
Wondrous Items
Tome of Leadership and Influence 27,500/55,000/82,500/110,000/137,500 gp -- Cha +1/+2/+3/+4/+5 inherent bonus
Crown of Conquest 24,600 gp -- +1 Leadership
Diadem of Inspiring Rule 4,500 gp -- +3 Leadership
Imperial Army Greathelm 29,000 gp -- +3 Leadership

Careful of bonus type, not everything stacks.

/cevah


how is a lvl 12 PC getting all that gold? I'd assumed that the PC would have lvl 12 gold

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