Alchemical Weapon: Masterwork and Special Materials


Rules Questions


Hi all,

From the rules, alchemical weapons allow for masterwork and special materials modification but I was wondering:
a) When creating them, the masterwork element will be rolled with Craft (alchemy), right?
b) The total cost for crafting (and the associated time to complete) will be based on the masterwork + special material (if any) cost, right?

Thanks,
Skarm


A) Correct.

B) It depends on what you mean by total cost.

Say you wanted to make an alchemical silver masterwork liquid blade

The costs would be
liquid blade
Market Value: 40+20 = 60 gp
Raw Material Cost: = 20 gp
Craft (alchemy) DC 15

Masterwork
Market Value: 300gp
Raw Material Cost: 100gp
Craft (alchemy) DC 20

You would then have to make Craft(alchemy) checks for each as if they were separate items (so progress on one can't carry over to the other). Once both "items" were created you would then have your masterwork alchemical item.

While possible, 100gp to get a +1 to hit with something that goes away after 10 mins seems horribly expensive.


My kingdom for a +1 returning intelligent alchemist's fire!


Explosive pockets make for fun (not directly related here but still good to note)

Hm. I had an alchemist (well gunchemist) build that uses VMC with Magus in order to get the Arcane Weapon which made for some fun "short use enchanted alchemical stuff" really Magus works so well. Even spell striking can work well depending on your discovery choices

alchemist fire with vicious, holy is amusing.
Carrried liquid blades dosed with poison and ready to enchant as well though never had to use it

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