Craft (Alchemy) What can I make?


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Shadow Lodge

Is there a list like [3.x]Shax's Indispensible Haversack (Equipment Handbook) for Pathfinder items?

Shadow Lodge

Asphere wrote:
Is there a list like [3.x]Shax's Indispensible Haversack (Equipment Handbook) for Pathfinder items?

I ran an alchemist and you can make any alchemal item such as alchemist's fire and tangle foot bags. You can also make poisons. But i gotta say that the math is extremly complicated and, for poisons at least, I don't think it is worth the cost.

I ended up just writing my own formula for the crafting process and then lost interest due to the complexity.


The math isn't that hard and if you build him just for crafting alchemy items he can make more money selling in towns then your party selling their find from a dungeon crawl, meaning they may level more then you but you will be able to afford higher grade items.

Silver Crusade

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If you plan on using Craft (Alchemy), the feat Master Alchemist is almost a must have:

Prerequisite: Craft (alchemy) 5 ranks.

Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.

In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).


Everything with a craft DC in this list can be made with craft alchemy.


My low skill fighter archer had craft alchemy for poisons and random things. He was low on skills, but he could afford the 5 points to later get Master alchemist. As for the numbers, its not that hard considering, as mentioned, you follow the simple formula, and use gp as the progress value, not the sp value.

What exactly does that mean to you as the crafter. It means you can build 10x more then what you could previously, or 10x faster for just the one versus what is was before. Alchemist and poisoner rogue have special abilities that lower the cost, or speed up the process somehow. Poisons can get cranked out very easily.

I highly recommend getting a Amazing Tools of Manufacture, (for craft: alchemy.

Amazing Tools of Manufacture:

Price 12,000 gp

Tools of this type always appear to be of the highest quality and wrought of the finest materials, most often mithral, darkwood, and adamantine. 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 bonus on such skill checks. However, in the hands of a craftsman with 6 or more ranks in the selected Craft skill, the greater power of the amazing tools of manufacture becomes apparent. The wielder may use the tools to create items using the Craft skill much more surely and quickly. The wielder may take raw materials with a value equal to half the price of an object to be crafted, and produce a finished object in as little as 1 hour for an item with a final cost of 2,000 gp or less. For objects with a final cost of more than 2,000 gp, the wielder can perform 2,000 gp worth of work in a single hour, but only once each day. Only a single skill check is required to successfully complete the item, made on the last day of crafting and gaining the +4 circumstance bonus granted by the tools.

So any of the poisons that are 2,000 gp or less, like death blade at 1,800 gp, can be made in one hour. And if you have the Master Alchemist feat, you can make as many at a time equal to your INT mod score.

Now as for something like dragonbile at 2,600 gp. Based on the wording for the tools, I believe that normal crafting is 8 hours of time, with these tools doing 2,000 gp progress in 1 hour. I assume that means we still have the other 7 hours to craft at a a slightly increased rate, but not at a fixed amount, i.e. roll a d20. However the next part right after contradicts that notion because it says we only have to make on roll on the last day. I'm not exactly sure why you need to make a roll if the perceived notion now is that you only do one hour of crafting a day, it just equals 2,000 gp. (so 10 days is 20k gp progress, for only 10 hours work.) I guess the last days roll is to see if you succeed in making them or you fail, thus ruining the materials.

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