Crafting or Profession as an Apothecary


Rules Questions


I'm trying to make a character that can make basic items made from natural substances (Antidotes, chews, musks, etc). Any suggestions on how to go about this, or should I just use alchemy as a baseline and limit my capabilities RP-wise?


Are the things you want to make mechanically relevent? If you want to just focus on antitoxins and stuff, you can go for Craft(Alchemy) and just make those things you like. If you want to make generic "apothecary-y" things, I think you could flavor the Heal skill as you using your antidotes and stuff.


I was thinking things with some mechanical purposes like Drugs, Kaava musk, Barbarian chew. Things with spell-like effects but made through natural means (low magic campaign). Something a barbarian who lives in the wilds can do.


Then your best bet is alchemy. That's the catch all skill for making useful non-magic-item magic effects. That being said, nothing stops you from making a Craft(Apothecary) skill and using the rules for craft alchemy to determine DCs and stuff :) Craft skills are a little vague on purpose. You should talk to your GM.

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