Crafting Alchemy between games


Pathfinder Society


Hello All,

I'm an Alchemist
Just played first successful society game.
Have gold.
Want to buy Alchemical Weapons...

Questions:

1. I know that you have to make a craft DC check to successfully craft, but seeing as how there is an undetermined amount of time between scenarios, am I allowed to just take 20 on all those rolls and add my craft: alchemy skill mod +10 to make anything with a DC up to 30?

2. Can I make an unlimited amount of Alchemical stuff doing this (granted I have enough gold)?

3. Is the cost always 1/3 listed?

Google and Paizo searches reveal conflicting info..
Please, don't just give me a link to the crafting rules...

Thanks!

3/5 RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

1) Because there is a cost in consumed materials if you fail, you can't take 20. But you can take 10 instead.

2) Yes. Just make sure you record it all.

3) Yes.


Thank you!

To elaborate on your answer to question 1:

Can I then, in theory make anything with DC up to 20 (taking 10, adding +10 mod)?

What do I do for other items with higher DC's? Do I have to roll in front of a GM?

Also, as a side note, I can't find a DC for Bomb Launchers. Do I just buy them at cost (10g each)?

3/5 RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Yes, you'd have to roll at the table in front of the GM when you are filling out the chronicle. But if you stick crafter's fortune in your formula book, you can apply that +5 bonus to your crafting checks as well. There's probably not much with a DC higher than 25 that would be worth spending level 1 wealth on.


Awesome!!!
Thanks for the tip!

Got anything on the bomb launchers? EDT: NVMD, found it in the book: DC25..

I feel a little guilty getting all this stuff at lvl 1. My dude is almost too uber..

Dark Archive 1/5

If you spend your 500gp or so from your first successful adventure crafting alchemical gear then you're probably going to have enough toys to last you a few levels already, if my experience is any guide. You might consider also upgrading your armour and weapons to masterwork quality, and spend 2PP on a wand of cure light wounds.

I spent a portion of my early gold expanding my repertoire of extracts with various scrolls, potions and a formula alembic.

A caveat: I'm a melee alchemist with a level of unbreakable fighter. If you're primarily a bomber you may have different priorities.

Silver Crusade 3/5

Another tip: In order to avoid worrying about rounding the costs, many players with alchemists simply buy items in groups of three. So 3 alchemist's fire for 20 gp, 3 acid flasks for 10 gp, etc.

1/5

Doctor Drokk wrote:
I spent a portion of my early gold expanding my repertoire of extracts with various scrolls, potions and a formula alembic.

Scrolls are spell completion items which alchemists cannot use.


Doctor Drokk wrote:

If you spend your 500gp or so from your first successful adventure crafting alchemical gear then you're probably going to have enough toys to last you a few levels already, if my experience is any guide. You might consider also upgrading your armour and weapons to masterwork quality, and spend 2PP on a wand of cure light wounds.

I spent a portion of my early gold expanding my repertoire of extracts with various scrolls, potions and a formula alembic.

A caveat: I'm a melee alchemist with a level of unbreakable fighter. If you're primarily a bomber you may have different priorities.

Yep, I'm planning to STOCK. UP. !!!

In addition to a few extras I couldn't afford with my initial 150g (cestus for instant melee, spring loaded wrist sheeths (to pair with a Wand of Cure Light Wounds) and some Holy Water, I'm getting to craft the following:
Alkali Flasks x3 (cause why buy acid when you can buy bases!?)
Tanglefoot Bags x3
Liquid Ice x3 (Who needs the Cold Bombs (below level 3) with these!)
Bottled Lightning x3
(yes..I'm ready for pretty much any element vulnerability)
Pellet Grenades x3 (maybe x6) (what good is Alchemist Fire compared to 3d6 damage with 10 foot radius!? does INT mod count too? are all targets hit?)

I'm also getting:
Unstable Accellerant x6 (I have 6 bombs/day, so...)
and
Bomb Launchers x6 (cause 30feet is better than 20)

Question: Can I stack Unstable Accellerant and Bomb Launcher to 1 bomb?

Boomer the Mad wrote:
Another tip: In order to avoid worrying about rounding the costs, many players with alchemists simply buy items in groups of three. So 3 alchemist's fire for 20 gp, 3 acid flasks for 10 gp, etc.

That's the plan. Seems like a nice way to do things. I'm a bomber too.

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

Unstable Accelerant is not PFS legal. It is from the hobgolin section of the Advanced Race Guide.


FLite wrote:
Unstable Accelerant is not PFS legal. It is from the hobgolin section of the Advanced Race Guide.

I thought all Equipment from the ARG was legal as long as it doesn't say it's restricted to a specific race... ??

Bomb Launcher is also a Goblin item... legal??

Silver Crusade 2/5

Some items from the Additional Resources--Advanced Race Guide:

In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.

Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.


DesolateHarmony wrote:

Some items from the Additional Resources--Advanced Race Guide:

In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.

Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.

D'oh! Looks like my Accelerant is out. At least I can still use the Bomb Launchers though..

Thanks for all the help guys! I just got back into rolling dice after a long time and feel so lucky to have stumbled into PFS play. I'm having a blast! (pun intended) ;)

Dark Archive 1/5

Jessex wrote:
Doctor Drokk wrote:
I spent a portion of my early gold expanding my repertoire of extracts with various scrolls, potions and a formula alembic.
Scrolls are spell completion items which alchemists cannot use.

True, to a point. Alchemists can scribe formulae from scrolls though. I loan my handful of low level spell scrolls to any true arcane caster in my party in case they're needed. Being a member of the dark archive I get a small discount on scrolls, making them a cheaper option than learning formulae from potions with my formula alembic.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Doctor Drokk wrote:
True, to a point. Alchemists can scribe formulae from scrolls though. I loan my handful of low level spell scrolls to any true arcane caster in my party in case they're needed. Being a member of the dark archive I get a small discount on scrolls, making them a cheaper option than learning formulae from potions with my formula alembic.

You know it's even cheaper to buy access to an NPC's spellbook...

Scarab Sages

DesolateHarmony wrote:

Some items from the Additional Resources--Advanced Race Guide:

In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.

Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

Goblins: all alternate racial traits, goblin discoveries, favored class options, archetypes, equipment, feats, magic items, and spells except vomit twin are legal for play.

Desolate, your bolding has nothing to do with equipment. Just traits, archetypes, evolutions, feats, and spells.

Quote:
Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it (for example, only halflings can purchase and use solidsmoke pipeweed).

So, bomb launchers are fine. However, this line:

Quote:
In Chapter 2, nothing from the catfolk, drow, hobgoblins, kobolds, orcs, and ratfolk entries are currently legal for play.

Precludes the equipment in the Hobgoblin section, barring you from getting the accelerant.

4/5

My alchemist bought a cart and hands out "free samples!" to the rest of the party at the beginning of the scenario. It's a great way to get them to come to her shop...

And it helps even the power/wealth level, especially if someone at the table is running a pregen. You just have to remember to "collect" any unused items at the end of the scenario.

Scarab Sages 5/5

I (with several of my alchemist PCs) hand out business cards with a list of items on them, with spots to check off the items as they are used. Players that game with me have started calling them "party favors". Players give me them back at games end and I have a list of what got used. The card lists the write up for the item (or items) and the source reference for them.

For example, I might hand out "Dungeon Crawl Packs"...
Just before starting a "crawl", I'll instruct everyone to pull the 'crawl pack (not the grenade pack, the other card) and "drink the first three, and smear the last two over your body." This leads to the expected comments about "lube" and "oiling up" etc.
'crawl pack contains...
Sooth Syrup
Anti-Toxin
Anti-Plague
Alchemical Grease
Vermin Repellent

But every now and again, it means I get to point out "hay T.S., did you count the +5 alchemical bonus on that save?"... Sometimes it saves lives...

And I get to call everyone by the same first name..."T.S., for Test Subject"

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