potion making


Rules Questions


since normal ruling for it is 2 potions a day for normal craft rules how many potions could i craft with swift alchemy + master alchemist + rogues edge for craft ?


As far as I can see, none of these abilities influence potion making. Swift alchemy and Master Alchemist only work for creating alchemical items (such as tanglefoot bags, alchemist fires, sunrods etc.) and potion making (or rather all magic item crafting) uses a set time for item creation based on the value, rather than on the check result.

I may be wrong about that last one, since I'm not very knowledgable with crafting rules.


ah yeah this is my first time using a crafter.


I'll just chime in to agree with Threeshades here.

All of those abilities are for crafting alchemical items via the mundane crafting rules. Potions follow the magic item crafting rules.


SRD, Creating Magic Items wrote:
Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item.

So creating a first level potion (50gp base price) takes only 2 hours. You can work 8 hours a day, normally, so you could make four first level potions.

Creating a second level potion (300gp base price) takes a full 8 hours so you can only make 1 potion in that time.

If you accelerate your work on any normal item, you can make 2,000gp worth of stuff in 8 hours instead of only 1,000gp but it makes the DC harder:

SRD, Creating Magic Items wrote:
This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

That clearly means you can spend only 4 hours to make the expensive potions (instead of 8), and most GMs assume that means you can make two such potions in a single 8-hour day.

However, the wording of these two rules is awkward because technically there does not seem to be any benefit to accelerating your work on the cheap potions or scrolls because you're already getting them in only 2 hours so "accelerating" them to 4 hours is really just slowing them down. Maybe a nice GM would house rule based on intent and let you accelerate them to just 1 hour (so that accelerating cheap potions cuts the time in half just like accelerating anything else), but that's a house rule. (I am such a GM; I'd let you do it).

Liberty's Edge

PRD wrote:
Regardless of the time needed for construction, a caster can create no more than one magic item per day.

There is only one exception to that, the one DM_Blake cited.

RAW the exception is only about the time you need to make the item, not the number of items you can make in a day.

PRD wrote:


The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.

This rule is a minimum of at least 8 hours.

"Regardless of the time needed for construction, a caster can create no more than one magic item per day." come after that and is applied to all the text, included potions and scrolls under 250 gp.


ok thanks and is there a way to go about making stuff like stimulant for negating negative levels is there a page with materials for it ?

Liberty's Edge

This?

PRD wrote:


Alchemical Remedies
...
Soul Stimulant

Price 300 gp; Weight —

This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level's penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level's effects.

It is an alchemical product, the exact composition is non defined on purpose. The GM will decide if it require some rare ingredient that you can get only adventuring or bargaining with outsiders or if the needed materials can be purchased at the corner store.

Crafting it follow the normal rules for alchemical items.


ok crafting can be a bit confusing since i have master alchemist and swift alchemy and rogues edge on craft.


In case it wasn't clear, by RAW you can only craft 1 potion per day. Takes a very poor reading of the rules to get 2.

That said, I recommend that a GM allows a high number of potions to be made per day, since it's quite unfair that potions cannot be crafted more frequently when they're already pretty much the worst format for a spell consumable.


As a houserule, we allow (caster level) identical items to be created per day as long as the sum of their values is less than the max valued allowed. This allow weaker potions to be created in batches with increasing level.

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