Alchemist Crafting... too good to be true?


Pathfinder Society


I apologize for asking as I know this topic has been covered quite extensively on these forums, but I had a quick question about Alchemy use in PFS.

If I'm understanding correctly, Alchemists can craft most academical items so long as they have the craft alchemy skill at 1/3 the cost. The question I have is how much downtime do we have between sessions?

It sounds like it is open season, and I can craft as much as I want. Is this true? Is there any ruling somewhere that says there's no limit to downtime?

1/5

1 person marked this as a favorite.

You're correct. But seeing as you can't sell the stuff you make, you're spending gold which you may want to spend on something else. There's only so many Alchemist's Fires you actually need :-)

Oh, you also need to be able to meet the DC with a Take 10, as you can't roll dice without a GM present


Thanks, makes sense with the Take 10 condition. To make sure I'm understanding, I just have to not fail by 5 or more with a take 10, correct? Otherwise, I just make progress towards the end result and it may take longer, but that's not an issue when time has no meaning.

1/5

If you fail by 4 or less you don't make any progress; you need to meet the DC to successfully craft something.

1/5

Sadronmeldir wrote:
Thanks, makes sense with the Take 10 condition. To make sure I'm understanding, I just have to not fail by 5 or more with a take 10, correct? Otherwise, I just make progress towards the end result and it may take longer, but that's not an issue when time has no meaning.

That is incorrect you still have to meet the DC.

d20prsfd wrote:


Retry? Yes, but if you fail a check by 4 or less, you make no progress this week (or day, see below). If you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

As you can see if your T10 ends with a overall check of 24 on DC 25 item you fail to make progress. Not until you hit the DC do you make progress therefore you craft the item.

5/5 5/55/55/5

jtaylor73003 wrote:
Sadronmeldir wrote:
Thanks, makes sense with the Take 10 condition. To make sure I'm understanding, I just have to not fail by 5 or more with a take 10, correct? Otherwise, I just make progress towards the end result and it may take longer, but that's not an issue when time has no meaning.

That is incorrect you still have to meet the DC.

d20prsfd wrote:


Retry? Yes, but if you fail a check by 4 or less, you make no progress this week (or day, see below). If you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
As you can see if your T10 ends with a overall check of 24 on DC 25 item you fail to make progress. Not until you hit the DC do you make progress therefore you craft the item.

He can add master craftsman to his list , that should let him make just about anything he can afford.

1/5

BigNorseWolf wrote:
jtaylor73003 wrote:
Sadronmeldir wrote:
Thanks, makes sense with the Take 10 condition. To make sure I'm understanding, I just have to not fail by 5 or more with a take 10, correct? Otherwise, I just make progress towards the end result and it may take longer, but that's not an issue when time has no meaning.

That is incorrect you still have to meet the DC.

d20prsfd wrote:


Retry? Yes, but if you fail a check by 4 or less, you make no progress this week (or day, see below). If you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
As you can see if your T10 ends with a overall check of 24 on DC 25 item you fail to make progress. Not until you hit the DC do you make progress therefore you craft the item.
He can add master craftsman to his list , that should let him make just about anything he can afford.

??????????

5/5 5/55/55/5

Sorry, brainfart. Crafters fortune elixir. It will add +10 to his checks. With that running you should be able to make just about any dc and not have to worry about it.

Grand Lodge 4/5

Assuming you mean an extract of Crafter's Fortune, that only adds +5. It's still good, of course.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Also, as an alchemist, he gets +1 per alchemist level.

1/5

Yes these are good points, but don't invalidate the point of the discussion. If you can't meet the DC, then you don't make progress therefore you don't make the item. If you fail by 5 or more, not only do you not make progress, but you waste materials. There is a trait for that, but it basically useless in PFS since most of your crafting will done with Take 10.

On that note I love for scenarios that were written for better pre-planning so a character could make items that fit the adventure coming up.

Edit: add words I forgot to type.

Grand Lodge 4/5

There are some items that are just so good to have available, they are worth it.

Antitoxin
Antiplague

Tanglefoot bags

Antivermin, whatever it is called

One of the following, usually:
Alkali
Alchemist's fire
Acid

Maybe some other items.

Grand Lodge 4/5

kinevon wrote:
Antivermin, whatever it is called

Vermin Repellent.

Silver Crusade 5/5 5/55/5 ***

Hybridization Funnel + Artokus's Fire + Holy Water = Undead go boom

1/5

Yes antitoxin and antiplaque are good choices to craft, but pale in comparison to a Wand of Cure Light Wounds.

I admit I go through more acids and fires, because as a Grenadier I use them to help buff the whole party's damage output.

Grand Lodge 4/5

jtaylor73003 wrote:

Yes antitoxin and antiplaque are good choices to craft, but pale in comparison to a Wand of Cure Light Wounds.

I admit I go through more acids and fires, because as a Grenadier I use them to help buff the whole party's damage output.

Can't craft a wand of CLW in PFS, for starters. And nothing prevents you from spending the 2 PP to get one in addition to whatever you craft...

And, as ever, not getting the disease, or being affected by the poison, in the first place, is the best way to cure it.

Seriously, there are some diseases and poisons that are ugly to begin with.

And I know of one poison, that if you can't deal with it quickly, is likely to be fatal. Starts at DC 16 of 18, and, of course, as every failed save for the additional doses does, that increases the DC to overcome it by 2 for each dose. And the source can deliver, IIRC, 6 doses per round. And, of course, as a poison, it does Con damage.

And Lesser Restorations, at the level this poison is faced, are difficult to come by, much less a regular Restoration. I think our party survived this only because we had an Oracle who could spam Delay Poisons until we could deal with it.

1/5

kinevon wrote:
jtaylor73003 wrote:

Yes antitoxin and antiplaque are good choices to craft, but pale in comparison to a Wand of Cure Light Wounds.

I admit I go through more acids and fires, because as a Grenadier I use them to help buff the whole party's damage output.

Can't craft a wand of CLW in PFS, for starters. And nothing prevents you from spending the 2 PP to get one in addition to whatever you craft...

And, as ever, not getting the disease, or being affected by the poison, in the first place, is the best way to cure it.

Seriously, there are some diseases and poisons that are ugly to begin with.

And I know of one poison, that if you can't deal with it quickly, is likely to be fatal. Starts at DC 16 of 18, and, of course, as every failed save for the additional doses does, that increases the DC to overcome it by 2 for each dose. And the source can deliver, IIRC, 6 doses per round. And, of course, as a poison, it does Con damage.

And Lesser Restorations, at the level this poison is faced, are difficult to come by, much less a regular Restoration. I think our party survived this only because we had an Oracle who could spam Delay Poisons until we could deal with it.

Okay I was talking about buying a Wand of Cure Light Wounds over crafting one, which in PFS is merely buying items a 1/3 cost. I have used the Wand 22 times since I brought, yet haven't need one antitoxin or antiplaque.

I get there is some nasty plaques and poisons that the bad guys get to use out there. They come up once in a while, more reason for more time to find out what you will be fighting then being pushed into combat. I was just pointing out that parties lose hp every adventure, and so far not many like to play a cleric. People avoid clerics to a point it has been spoken about on a thread here recently.

Grand Lodge 4/5

jtaylor73003 wrote:
kinevon wrote:
jtaylor73003 wrote:

Yes antitoxin and antiplaque are good choices to craft, but pale in comparison to a Wand of Cure Light Wounds.

I admit I go through more acids and fires, because as a Grenadier I use them to help buff the whole party's damage output.

Can't craft a wand of CLW in PFS, for starters. And nothing prevents you from spending the 2 PP to get one in addition to whatever you craft...

And, as ever, not getting the disease, or being affected by the poison, in the first place, is the best way to cure it.

Seriously, there are some diseases and poisons that are ugly to begin with.

And I know of one poison, that if you can't deal with it quickly, is likely to be fatal. Starts at DC 16 of 18, and, of course, as every failed save for the additional doses does, that increases the DC to overcome it by 2 for each dose. And the source can deliver, IIRC, 6 doses per round. And, of course, as a poison, it does Con damage.

And Lesser Restorations, at the level this poison is faced, are difficult to come by, much less a regular Restoration. I think our party survived this only because we had an Oracle who could spam Delay Poisons until we could deal with it.

Okay I was talking about buying a Wand of Cure Light Wounds over crafting one, which in PFS is merely buying items a 1/3 cost. I have used the Wand 22 times since I brought, yet haven't need one antitoxin or antiplaque.

I get there is some nasty plaques and poisons that the bad guys get to use out there. They come up once in a while, more reason for more time to find out what you will be fighting then being pushed into combat. I was just pointing out that parties lose hp every adventure, and so far not many like to play a cleric. People avoid clerics to a point it has been spoken about on a thread here recently.

And, as I am sure was mentioned in the thread, that is, yet again, something that varies by region.

I have a couple of full clerics, a Life Oracle, and a couple of multi-class PCs able to use wands of various forms of healing... And that is just me.

1/5

kinevon wrote:
jtaylor73003 wrote:
kinevon wrote:
jtaylor73003 wrote:

Yes antitoxin and antiplaque are good choices to craft, but pale in comparison to a Wand of Cure Light Wounds.

I admit I go through more acids and fires, because as a Grenadier I use them to help buff the whole party's damage output.

Can't craft a wand of CLW in PFS, for starters. And nothing prevents you from spending the 2 PP to get one in addition to whatever you craft...

And, as ever, not getting the disease, or being affected by the poison, in the first place, is the best way to cure it.

Seriously, there are some diseases and poisons that are ugly to begin with.

And I know of one poison, that if you can't deal with it quickly, is likely to be fatal. Starts at DC 16 of 18, and, of course, as every failed save for the additional doses does, that increases the DC to overcome it by 2 for each dose. And the source can deliver, IIRC, 6 doses per round. And, of course, as a poison, it does Con damage.

And Lesser Restorations, at the level this poison is faced, are difficult to come by, much less a regular Restoration. I think our party survived this only because we had an Oracle who could spam Delay Poisons until we could deal with it.

Okay I was talking about buying a Wand of Cure Light Wounds over crafting one, which in PFS is merely buying items a 1/3 cost. I have used the Wand 22 times since I brought, yet haven't need one antitoxin or antiplaque.

I get there is some nasty plaques and poisons that the bad guys get to use out there. They come up once in a while, more reason for more time to find out what you will be fighting then being pushed into combat. I was just pointing out that parties lose hp every adventure, and so far not many like to play a cleric. People avoid clerics to a point it has been spoken about on a thread here recently.

And, as I am sure was mentioned in the thread, that is, yet again, something that varies by region.

I have a couple of full clerics, a Life Oracle, and a...

Still don't see how that in anyway invalidates my statement. In my opinion you just agreed that my statement that antitoxin and antiplaque, or any alchemical remedy pales in comparsion to the Wand of Cure Light Wounds.

Basically since he can use one, he should get one asap. It does nothing but help in the long run.

5/5 5/55/55/5

1 person marked this as a favorite.

Cure light wounds and antiplague/toxin is like antibiotics and limb splints. They're fixing entirely different things, snag both.

1/5

BigNorseWolf wrote:

Cure light wounds and antiplague/toxin is like antibiotics and limb splints. They're fixing entirely different things, snag both.

Of course, but if you have to decide then get the Wand. Save up for the Wand ASAP. Again the Wand works for every game, while the antitoxin or antiplaque comes in once in a while.

The Exchange 5/5

jtaylor73003 wrote:
BigNorseWolf wrote:

Cure light wounds and antiplague/toxin is like antibiotics and limb splints. They're fixing entirely different things, snag both.

Of course, but if you have to decide then get the Wand. Save up for the Wand ASAP. Again the Wand works for every game, while the antitoxin or antiplaque comes in once in a while.

When in the world would it come to a choice?

Wand of CLW (or Infernal Healing or whatever) is a 1st level pick up, normally right after your first game. And it's got with PP. Making Alchemical items is just cheap, and costed (at 1st level and after) with GP.

SO... when would you ever "have to decide"?

Silver Crusade 4/5

jtaylor73003 wrote:


Okay I was talking about buying a Wand of Cure Light Wounds over crafting one, which in PFS is merely buying items a 1/3 cost. I have used the Wand 22 times since I brought, yet haven't need one antitoxin or antiplaque.

I get there is some nasty plaques and poisons that the bad guys get to use out there. They come up once in a while, more reason for more time to find out what you will be fighting then being pushed into combat. I was just pointing out that parties lose hp every adventure, and so far not many like to play a cleric. People avoid clerics to a point it has been spoken about on a thread here recently.

Sorry, just to clarify, are you saying you are buying Wands of CLW for 750 gp or 1/3 that? It sounds like you said you bought your wand for 250gp.

And if you're ever at a big convention where you don't know anyone yet, simply walk into the PFS muster area and announce you have a cleric and you need a party. You will have 5 new friends really fast. :-)

Safety Note:
It helps to actually have a cleric, particularly who channels positive energy. Advertising you are cleric and not mentioning you are negative energy channel one is a nasty surprise to drop on your new friends in the midst of combat. And may lead to a few new ex-friends.

And that's not to say cleric is the only way to immediately summon adventuring party. I've seen great successes with life oracle, paladin, and bard.

1/5

Brett Carlos wrote:
jtaylor73003 wrote:


Okay I was talking about buying a Wand of Cure Light Wounds over crafting one, which in PFS is merely buying items a 1/3 cost. I have used the Wand 22 times since I brought, yet haven't need one antitoxin or antiplaque.

I get there is some nasty plaques and poisons that the bad guys get to use out there. They come up once in a while, more reason for more time to find out what you will be fighting then being pushed into combat. I was just pointing out that parties lose hp every adventure, and so far not many like to play a cleric. People avoid clerics to a point it has been spoken about on a thread here recently.

Sorry, just to clarify, are you saying you are buying Wands of CLW for 750 gp or 1/3 that? It sounds like you said you bought your wand for 250gp.

And if you're ever at a big convention where you don't know anyone yet, simply walk into the PFS muster area and announce you have a cleric and you need a party. You will have 5 new friends really fast. :-)

** spoiler omitted **

No. Not at all. I was answer another post. I was talking about buying on over crafting one, which the other post said was illegal.

Crafting in PFS is buying approve items at 1/3 the cost. According to the rules only the Alchemist and Inquister can craft items, and only Alchemical items.

1/5

Da Brain wrote:
jtaylor73003 wrote:
BigNorseWolf wrote:

Cure light wounds and antiplague/toxin is like antibiotics and limb splints. They're fixing entirely different things, snag both.

Of course, but if you have to decide then get the Wand. Save up for the Wand ASAP. Again the Wand works for every game, while the antitoxin or antiplaque comes in once in a while.

When in the world would it come to a choice?

Wand of CLW (or Infernal Healing or whatever) is a 1st level pick up, normally right after your first game. And it's got with PP. Making Alchemical items is just cheap, and costed (at 1st level and after) with GP.

SO... when would you ever "have to decide"?

Well it was choice for me. It can happen, but again my first time ever playing PFS was extremely bad. I think my character is still suffer from the effects from that bad first game, and rulings that came out of that game.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

jtaylor73003 wrote:
Brett Carlos wrote:
jtaylor73003 wrote:


Okay I was talking about buying a Wand of Cure Light Wounds over crafting one, which in PFS is merely buying items a 1/3 cost. I have used the Wand 22 times since I brought, yet haven't need one antitoxin or antiplaque.

I get there is some nasty plaques and poisons that the bad guys get to use out there. They come up once in a while, more reason for more time to find out what you will be fighting then being pushed into combat. I was just pointing out that parties lose hp every adventure, and so far not many like to play a cleric. People avoid clerics to a point it has been spoken about on a thread here recently.

Sorry, just to clarify, are you saying you are buying Wands of CLW for 750 gp or 1/3 that? It sounds like you said you bought your wand for 250gp.

And if you're ever at a big convention where you don't know anyone yet, simply walk into the PFS muster area and announce you have a cleric and you need a party. You will have 5 new friends really fast. :-)

** spoiler omitted **

No. Not at all. I was answer another post. I was talking about buying on over crafting one, which the other post said was illegal.

Crafting in PFS is buying approve items at 1/3 the cost. According to the rules only the Alchemist and Inquister can craft items, and only Alchemical items.

Alchemist and Investigator. (And gunslingers can craft ammo.)

Basically, you have to have a class feature that requires crafting to function.

And CLW wands are not alchemical items, so not relevant to this.

1/5

FLite wrote:


Alchemist and Investigator. (And gunslingers can craft ammo.)

Basically, you have to have a class feature that requires crafting to function.

And CLW wands are not alchemical items, so not relevant to this.

I apologize, but My Comment about the Wand of Cure Lights Wounds was as advice of what to buy as an Alchemist. If you read the entire thread you could of put that together. I understand if you were confused on some subjects, but you don't get to decide what is relevant to the discussion be had.

Grand Lodge 4/5

jtaylor73003 wrote:
FLite wrote:


Alchemist and Investigator. (And gunslingers can craft ammo.)

Basically, you have to have a class feature that requires crafting to function.

And CLW wands are not alchemical items, so not relevant to this.

I apologize, but My Comment about the Wand of Cure Lights Wounds was as advice of what to buy as an Alchemist. If you read the entire thread you could of put that together. I understand if you were confused on some subjects, but you don't get to decide what is relevant to the discussion be had.

And your comment was both unclear and not relevant to the original post:

Sadronmeldir wrote:

I apologize for asking as I know this topic has been covered quite extensively on these forums, but I had a quick question about Alchemy use in PFS.

If I'm understanding correctly, Alchemists can craft most academical items so long as they have the craft alchemy skill at 1/3 the cost. The question I have is how much downtime do we have between sessions?

It sounds like it is open season, and I can craft as much as I want. Is this true? Is there any ruling somewhere that says there's no limit to downtime?

So, not asking advice on purchases, just asking for clarification on how Alchemist's crafting works in PFS.

2/5

So gunslingers can make own ammo and powder at one tenth the price and alchemist can make alchemist items at one third the price? Why the disparity?

5/5 5/55/55/5

If you go through as many alchemical items as gunslingers go through bullets we need to talk about your drinking problem.

2/5

So alchemist fire cost 6.67 gold instead of 20.

I just made an alchemist and liked the class, also saw how amazing the throw anything skill was when using the flasks (even though I suspect that at later levels it will be a negligible advantage).

What page/source should I used if challenged on this?

Grand Lodge 4/5

Mark Williams wrote:
So gunslingers can make own ammo and powder at one tenth the price and alchemist can make alchemist items at one third the price? Why the disparity?

Because those are the actual crafting rules for those items.

Alchemical items, in general, cost 1/3rd to craft.

Loose powder and ammo cost 10% to craft.
Alchemical cartridges, on the other hand, cost 50% to craft.

1/5

kinevon wrote:

So, not asking advice on purchases, just asking for clarification on how Alchemist's crafting works in PFS.

After answer that question, if you read the thread and not just cherry pick, the discussion turned to items that are helpful to an Alchemist. Since the Alchemist can use a Wand of Cure Light Wounds I advised buying one. So it is relevant as the thread progressed.

Are you all done trying to pick fights?? Or do we need a thread on how to have a discussion?

1/5

Goblin MogMurch I wrote:

So alchemist fire cost 6.67 gold instead of 20.

I just made an alchemist and liked the class, also saw how amazing the throw anything skill was when using the flasks (even though I suspect that at later levels it will be a negligible advantage).

What page/source should I used if challenged on this?

here

FAQ wrote:


How can alchemists craft in Pathfinder Society Organized Play?

Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so).

Sczarni 5/5 5/55/5 ***

kinevon wrote:
Mark Williams wrote:
So gunslingers can make own ammo and powder at one tenth the price and alchemist can make alchemist items at one third the price? Why the disparity?

Because those are the actual crafting rules for those items.

Alchemical items, in general, cost 1/3rd to craft.

Loose powder and ammo cost 10% to craft.
Alchemical cartridges, on the other hand, cost 50% to craft.

Although it's a bit off-topic from the discussion of crafting Alchemical items, here's a cost breakdown of Gunsmithing items.

Liberty's Edge 1/5

jtaylor73003 wrote:
kinevon wrote:

So, not asking advice on purchases, just asking for clarification on how Alchemist's crafting works in PFS.

After answer that question, if you read the thread and not just cherry pick, the discussion turned to items that are helpful to an Alchemist. Since the Alchemist can use a Wand of Cure Light Wounds I advised buying one. So it is relevant as the thread progressed.

Are you all done trying to pick fights?? Or do we need a thread on how to have a discussion?

Point of note, after a quick review of the thread, you are the one who took it off topic, so... It seems a bit disingenuous to defend your off topic post by pointing out that the subject had shifted. Also it is good forum etiquette to make a new thread if the subject changes.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

I admit I do find alchemist crafting + bombs a little weird.

It is like saying "the alchemist can craft items at 1/3 the cost. And X times per day they can craft an upgraded item at 0 cost." It feels like two mechanics that are trying to both do the same thing different ways.

Grand Lodge 4/5

Goblin MogMurch I wrote:

So alchemist fire cost 6.67 gold instead of 20.

I just made an alchemist and liked the class, also saw how amazing the throw anything skill was when using the flasks (even though I suspect that at later levels it will be a negligible advantage).

What page/source should I used if challenged on this?

You should use the write-up on the Alchemist in the APG, as that is where that ability, Throw Anything, is given (page 28), including the Alchemist's benefit of adding Int mod to damage, unlike the normal feat.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

He means the PFS crafting exemption.

I believe it is in either the FAQ or the additional resources

Grand Lodge 4/5

1 person marked this as a favorite.
FLite wrote:

He means the PFS crafting exemption.

I believe it is in either the FAQ or the additional resources

Looked more like asking for the proof on the Throw Anything class ability, but the crafting is in the PFS FAQ at How can alchemists craft in Pathfinder Society Organized Play?

Quote:
Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so).

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