Craft Alchemy?


Rules Questions


I had a few questions about craft alchemy if anyone would like to help.

First: I understand crafting is basically result of your roll, times DC, and you try to get equal to, or more then the item's silver value. The question comes into play, what about items without a DC? Take Air crystals for example. Price: 50GP, and Craft DC:- Does that mean I just use my roll? or is it always zero? as any number times zero, or null, is imaginary or zero? I can't find rulings on this anywhere. However, the best I can find is the special craft rules that let you add 10 to the DC to make an item faster, making air crystals craft DC a 10.

Secondly: I'm building an alchemist, and trying to crunch the numbers for him, he's heavily focused on his craft alchemy, and has profession merchant, as that's what he does for a living before adventuring. What would be recommended as a typical go-to for crafting for profit? I think I defaulted on soul stimulant when I played him before some time ago, but would like a better idea this time around.
If it helps, we are started at level 3, and he has a +23 on Craft: Alchemy, and has the swift alchemy class feature. By 5th level, I plan to pick up the Master Alchemist feat, and should have +29 to craft rolls. (+2 Ratfolk racial, +2 Alchemical adept trait, +3 Alchemy alchemist class bonus, +3 ranks, +3 class skill, +3 INT score, +2 alchemy table, +5 Crafters fortune extract | level 5 +2 alchemist class feature, +2 ranks, +2 Master Alchemist feat, and essentially 1/20th crafting time between swift alchemy 1/2 time and master alchemist GP as SP.)

Lastly: What alchemy items would you recommend making and stocking up on? There is the typical Antitoxin, or antiplague, or alchemist's fire... But what about other cool items? Spiritbane spike/liquid blades? Air crystals? Alchemical solvent and glues? Maybe candle/moon/sunrods? I'd love to hear what people think are useful to keep around and why.


This intrigued me enough to register.

I want to follow this thread since I'm a lvl 9 Investigator (alchemist/rogue)

I've mainly made poisons but I started stocking up on smoke sticks, sun rods, grease, alchemist fire, and antitoxins.

I'd love to know if there's more useful mid level things I can create.

Sczarni

Many published items are missing Craft DCs.

Pathfinder Society dealt with this by creating a Campaign Clarifications document.

It's not "official" for the rest of Pathfinder, but it's the closest you can get.


SamuraiTsumo wrote:

This intrigued me enough to register.

I want to follow this thread since I'm a lvl 9 Investigator (alchemist/rogue)

I've mainly made poisons but I started stocking up on smoke sticks, sun rods, grease, alchemist fire, and antitoxins.

I'd love to know if there's more useful mid level things I can create.

I've actually gathered a BIG listing of things legal to pathfinder society already, just trying to crunch the numbers now, maybe make a big spreadsheet of what items take what time to craft, based on daily progression, and the amount of profit for each item.

As far as useful items, Air crystals for water/inhaled poison areas, or something similar, alchemist's kindness after parties and the like, antiplague and antitoxin for obvious reasons, both before, and for components in casting, smelling salts for helping with heal, soul stimulant to help counter nasty negative levels, plus it's higher price means more pocket money when sold. Blackfinger paste if you are into poisons, candle/moon/sunrods for all different lighting occasions. Fuel pellets for easy travel fires for food and whatnot. Liquid ice, and especially it's big brother, perfect ice, which is just SCARY. Pellet grenades, tanglefoot bags, thunderstones... There is a lot of good stuff to pick from. I also like liquid blades, keep one in a spring-loaded wrist sheath for slight of hand handing almost all the time, so hopefully you are more likely to always have at least SOME weapon on yourself.

But if you have the gold (500GP) I'd highly recommend perfect ice, if you can co-ordinate with your team well enough.

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