Can a player make more than 1 potion a day?


Rules Questions


I've done some searching and I haven't found any conclusive answers. Someone mentioned a Blackwick Cauldron, which does allow you to make as many potions as your GP limit allows in a day. But that's near 10k gold!

Surely there is a cheaper means to not have to spend 4 days brewing up a cure light potion for each party member.

I'm sure Alchemist get something that allows them to break this limit. Not sure what though.

What feat, classes, abilities, items, allow you to make more than 1 potion a day?


Sure. A witch with cauldrons hex and witches brew hex. Done with a level and feat investment.


You can also check out druids that dont take an animal or domain.

Liberty's Edge

Major Hexes wrote:

Witch’s Brew (Ex): When the witch uses her cauldron to

brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day. The witch must have the cauldron hex to select this hex.

It is a Major hex, getting it requires you to be a level 10 witch.

D20PFRD wrote:

Druidic Herbalism Nature Bond Variant (Optional)

Source PZO9446

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

It seems that the writer of the archetype had forgotten that you need a specific rule to be able to make more than one magic item in a day and hasn't included it in the archetype.

I would say that it is implicit, but to be correct he should have included it.


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per brew potion, a potion under the value of 250gp can be brewed in 2 hours. Assuming an 8hr work day .... that would be 4x CLW potions per day


gourry187 wrote:
per brew potion, a potion under the value of 250gp can be brewed in 2 hours. Assuming an 8hr work day .... that would be 4x CLW potions per day

That unfortunately does not work :

Magic Item Creation, Core Rulebook, p.548 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.

Hence why the posters above are highlighting workarounds.

As per the O.P.'s mention of Alchemist workarounds :

School transmutation; Level alchemist 2, investigator 2

Casting
Casting Time 1 standard action
Components S
Effect
Range personal
Target you
Duration 1 round
Description
This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Potion/Elixir Discoveries, Advanced Player's Guide, p.29 wrote:
Dilution: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens. An alchemist must be at least 12th level before selecting this discovery.

An Investigator can also obtain this Discovery :

Other Talents, Advanced Player's Guide, p.32 wrote:
Alchemist Discovery (Ex): The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagenUM, and poison conversionUC. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.

For those with access to Domains/Subdomains :

Alchemy Subdomain, Divine Anthology, p.22 wrote:
Divine Alchemy (Su): You can perform a 1-minute ritual that infuses a flask of water with one of your prepared spells, creating an improvised potion that lasts until consumed or the next time you prepare spells. You can use this ability only with spells that target one or more creatures, and the maximum spell level you can infuse in this way is equal to 1 + 1 for every 4 cleric levels you have. These potions are treated as alchemist extracts for the purpose of your domain spells. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

The Alchemy Subdomain is an option for the Artifice and Magic Domains.

You can get a Hex variant of Potions 1/day:

Witch's Bottle (Su): Once per day, the witch can perform a 10-minute ritual to create a potion imbued with the power of one of her hexes. Any creature that consumes this potion is affected by the hex as if cast by its creator. The witch can’t use that hex until the potion is consumed or rendered inert. Only hexes that can target a creature other than the witch can be distilled in this way. The potion remains potent until consumed or rendered inert by the witch as a free action. A witch must have the cauldron hex to select this hex.

If you want something in line with Spells, you can always infuse them with the Healing or Major Healing Hexes to act like the Cure Wounds line.

Finally, it does not increase the number of Potions Crafted per day but this expensive Magic Item does enable a Potion/Extract to affect multiple Creatures:

Aura faint transmutation; CL 4th

Slot none; Price 2,200 gp (PFS Legal 1st), 3,000 gp (PFS Legal 2nd), 3,800 gp (PFS Legal 3rd); Weight —
Description
This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.
Construction
Requirements Craft Wondrous Item, alchemical allocation (Advanced Player's Guide); Cost 1,100 gp (1st), 1,500 gp (2nd), 1,900 gp (3rd)

Not exactly a first choice option, however it would allow you to make the most of expensive Potions that take days to Craft, (or simply healing up multiple downed/Paralyzed/Ability Damaged Allies at once in an emergency situation).

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