Craft alchemy... Holy cow!


Pathfinder First Edition General Discussion


So I was putting together an alchemist for a game. we start at level 4.

20 Int +5
4 ranks +4
Trained +3
Heart of the fields +2 (Racial)
Alchemy +4

Quote:
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check.

Crafter's fortune +4 (Luck)

Alchemists lab +2 (Circumstance)

Now originally I thought that Cauldron of Brewing gave me another +5, but I just found out that Alchemy is a competence bonus.

But that is still a bonus of +24.

At level 20, I'd at least gain another +38 (+16 ranks +16 Alchemy +6 heart of the fields) bringing us up to +62. And that's not using Contagen, other feats, and increasing my int.

Now this begs a question.. What in the world can I make with the +24?


Go figure. A class that is named after a craft skill is really good at that craft. ;)

Alchemist Fire, Acid Flask, Thunderstone, Tanglefoot Bag, Sunrod, Smokestick. There are lots of things you can make to save yourself a little money. But you will not really be making anything that is that earth shattering for any 4th level character.

The Exchange

Craft (alchemy) can be used instead of Spellcraft when brewing potions with the Brew Potion Feat (see Core book, page 551)... so the question is, what can't you make?


Poisons, LOTS of them. Your main limitation is money money money (aka ingredients ingredients ingredients).

In other words, you have hose the bad guys as your means dictate. Barring those impervious to poison. But that's another topic.

Dark Archive

theres a 1st level extract that adds +5 to craft checks


Name Violation wrote:
theres a 1st level extract that adds +5 to craft checks

Yep that's crafter's fortune.


Ævux wrote:
Now this begs a question.. What in the world can I make with the +24?

A lot of the stuff you need a good bonus to craft is also pretty expensive (takes awhile to finish), but you can voluntarily increase the DC by 10 to speed things up. So, unless you're playing in Kingmaker (or a similar game with a good bit of downtime between combat situations), a more relevant question might be, "What can I make with a +14?"

I ended up making a lot of acid flasks if my party wasn't breaking down my door to churn out level 1 potions - but I really loved bombing things, so I had a tendency to run out of the good stuff and need to fall back on acid. Others' mileage will vary based on playstyle.


Hmm... if my second level witch could get hold of a cauldron of brewing and have a friendly wizard cast "Crafter's Fortune" on him, that would be:

Ranks - 2
Trained - 3
Cauldron hex - 4 (insight)
Int - 5
Alchemist's lab - 2 (circumstance)
Caster's Fortune - 5 (luck)
Cauldron of Brewing - 5 (competence)

So I'm up to +26 at level 2.

Not sure why you have Caster's fortune as a +4, it shows as +5 to me.

I suppose there are ways to boost even further. Heck may as well throw a "Fox's cunning" in there for another +2....

+28 at level 2.

The Exchange

As to what you can make: the Apg has a lot of cool new alchemical items that one can craft, including smelling salts, healing salves and smoke bombs.


Yeah it probably is five.

The witch is lucky she gains an insight bonus instead of another competence bonus.

There is a total of three different feats that would give increases to it as well. Skill focus, Prodigy and Master Alchemist.

As far at time goes?
And yes, time wise up until 5th level.. you are looking at approx 1-2 checks.

At 5th level

that alchemist flask that started off at 100, now is just 10, and cause of swift, it is now 5.

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