| Gallyck |
Why does it take so long?
Mundane crafting you
1. convert the gold price into silver pieces.
2. roll to see if you meet the DC to count for 1 week worth of crafting.
3. multiply your skill check by the DC. the number you get goes toward toe silver piece equivalent to see if you finished or not.
That means it would take 7.5 weeks to make a dose of spider vine poison that i priced at 250 since it isnt priced out in the books.
That seems excessive. I have an alchemist in my game that wants to craft some.
Would it be broken if i just used the simple magic item crafting rules for poisons?
| Starbuck_II |
Why does it take so long?
Mundane crafting you
1. convert the gold price into silver pieces.
2. roll to see if you meet the DC to count for 1 week worth of crafting.
3. multiply your skill check by the DC. the number you get goes toward toe silver piece equivalent to see if you finished or not.That means it would take 7.5 weeks to make a dose of spider vine poison that i priced at 250 since it isnt priced out in the books.
That seems excessive. I have an alchemist in my game that wants to craft some.
Would it be broken if i just used the simple magic item crafting rules for poisons?
Just craft Dhabba spittle, best poison, cheap too.
Wraithkin
|
Why does it take so long?
Mundane crafting you
1. convert the gold price into silver pieces.
2. roll to see if you meet the DC to count for 1 week worth of crafting.
3. multiply your skill check by the DC. the number you get goes toward toe silver piece equivalent to see if you finished or not.That means it would take 7.5 weeks to make a dose of spider vine poison that i priced at 250 since it isnt priced out in the books.
That seems excessive. I have an alchemist in my game that wants to craft some.
Would it be broken if i just used the simple magic item crafting rules for poisons?
So, normally the crafting is thus
Cost*10 = Required total generated to craft
Cost/3 = Gold required to craft
Crafting DC*Skill Check = Progress made per week
End result is one dose.
Now, with the Master Alchemist
Cost = Required total generated to craft
Cost/3 = Gold required to craft
Crafting DC*Skill Check = Progress made per week
End result is 1*Int modifier doses
Adding in Daggermark Poisoner
Cost/20 = Required total generated to craft
Cost/3 = Gold required to craft
Crafting DC*Skill Check = progress made per week
End result is 2*Int modifier doses
I know an alchemist can further reduce the time required to make poisons.
In the game I'm playing, I'm a level 5 Rogue/3 Daggermark with the Master Alchemist Feat.
Skill = 24 (3 Class skill + 8 skill points + 4 Int Modifier + 2 Master Alchemist +5 Cauldron of brewing, +2 Alchemist Lab)
So...
To make Deathblade,
DC20 Poison
Onset immediate, Frequency 1/round for 6 rounds
1d3 Con Damage, requires 2 consecutive saves
1800/20 = 90 GP worth of success required to craft
1800/3 = 600 per dose to craft
(20 DC + 10 to craft faster) 29 * (take 10) 34 = 1020
Doses crafted per success = 8
Makes 11.3 successes or 90.6 doses per week
vs
1800*10 = 18000 GP worth of success required to craft
1800/3 = 600 per dose to craft
(20 DC + 10 to craft faster) 29 * (take 10) 32 = 928
Doses crafter per success = 1
Makes .0515556 every week, taking 20 weeks to produce 1 dose
| Omnitricks |
I'm playing a rogue that uses alchemist items in a game.
I took Master Alchemist (reduces crafting time by 10 times, etra doses of poison according to your intelligence)
Got myself a cauldron of brewing (or whatever it is that helps with alchemist item)
With umd use a crafter's fortune wand. (level 1 spell)
Masterwork crafting item
At least a week to produce the 700 gold poison and i get 3 doses