
Smitty Jack |

Hello All!
I'm new to the messageboards but have been playing PFS for a couple of years now. Recently I was invited to play in my first home campaign and the GM is house ruling that Alchemists will be allowed to craft. I'm very interested in looking into the Alchemist builds and the Investigator builds, but I'm very weak on my crafting knowledge. I've performed several searches through the forums but a lot of my results just lead me off onto other rabbit trails, so I apologize if this has been answered before (if so, please link it for me - and thank you!)
I'm looking for:
- How to craft quickly and at what cost and time requirement
- Creative way to increase / max out the Craft Alchemy ability
- Any other tips for Crafting
I purchased the Alchemy manual and so far it is very interesting and wonderful reading. I'm less interested in the different archetypes (unless it helps with crafting) and just more interested in creating things for myself. Any help would be greatly appreciated, as I'm lost with all the new changes. Thanks in advance.
-Smitty Jack

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Are you talking about mundane or magical crafting? They work very differently. If a house rule is involved, it's probably referring to magical crafting, because alchemists can craft nonmagical items without any house rules.
Normally, crafting magic items costs 1/2 the market value of the item (plus the value of expensive material components for a spell effect) and takes 1 day per 1000gp of its market value. You can double the speed at which you craft by adding +5 to the Craft DC. Potions and Elixirs are created using Craft (Alchemy). For other magic items, you'll want to use Spellcraft.
Mundane items can take a long time to make, as described under the Craft skill. Swift Alchemy, plus your bonus on Craft checks equal to your alchemist level, will help a great deal with this. If you are willing to spend a feat, Master Alchemist increases your speed at making alchemical items by 10x and stacks with the doubled speed from Swift Alchemy.
Getting a tumour familiar (or taking the homunculist archetype) and selecting a Valet familiar is a great idea since its Cooperative Crafting ability doubles your speed in crafting both mundane and magical items.
Hedge Magician gives you a 5% discount when crafting magic items.

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Weirdo covered several good things. Here's a spreadsheet I put together a long time ago and updated last April. As far as I can tell it has every alchemical item from the core, campaign setting, and player companion books (haven't checked the APs though there might be some in them). I didn't do poisons. I had them on it, but I didn't keep that updated so I deleted that sheet. There's four items from Blood of the Elements and Melee Tactics Toolbox that didn't have craft DCs, so you'll see errors for them since I just entered XX. For a home game, feel free to enter your own DCs. Once you do, the formulas will correct themselves.