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And I'm still not 100% sure/understanding/grok it, how the alchemist works.
I've got a player who is 2nd level, and wants to create Thunderstones, and a bottled version of an Everburning Torch. Basically, a way to control the use of the Everburning Torch with a bottled cap.
A quick glance at the class, I can't find anywhere listed that he could do this. Am I missing something?
What does he need to do to make these? I can't find a DC for either on d20pfsrd.com
The bottled Everburning Torch, I thought, could be modified with limitations. A basic DC to craft for one use, with an increasing difficult DC for multiple uses, up to 4 total potential uses once created.
I don't want to squash his creativity, but he's one of my loop-hole players. He'l find a way around a rule to his benefit, and I need to make sure I've got myself to the point I understand it well enough that we can both agree upon. He's not a full blown rules lawyer, but does play one on TV.
So help? Is there an Alchemist 101 for GM's?

RainyDayNinja RPG Superstar 2013 Top 16 |

Ultimate Equipment lists the craft DC of a thunderstone as 25.
An everburning torch is a magical item, not alchemical; alchemists can't creat continual flame so he won't be able to craft that himself. But if he buys one, he could simply put it inside of a hooded or bullseye lantern to control the light how he wants.

MurphysParadox |

There's a very good spreadsheet for alchemist creation in this post. However, the alchemist is still restricted to making specific non-magic items such as thunderstones.
I believe there is a feat that lets you use craft skill for making magical items, instead of the normal spellcraft, so maybe that's a good alternative for doing something like the torch?