Advanced Alchemy and "Craft Anything"


Rules Discussion


The "Advanced Alchemy" now specifies :

"You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait."

So, with the "Craft Anything" skill feat, would it be possible to "craft" expandable items during the daily preparations or with Quick Alchemy (disregarding the requirements) ?

Example


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A legendary skill feat for Arcana that teaches myself and Farien of all of the common Arcane spells would be quite useful too. It is certainly better than having to pay for learning each spell individually.

It still would not compare very well to Cleric and Druid that are given that effect at level 1 with no cost.


Craft Anything is a skill feat made to interact with the craft skill not to interact with Quick Alchemy or Advanced Alchemy. You still can use Craft Anything to craft an alchemical formula but you still need the formula to craft things with Quick Alchemy or Advanced Alchemy.


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YuriP wrote:
Craft Anything is a skill feat made to interact with the craft skill not to interact with Quick Alchemy or Advanced Alchemy. You still can use Craft Anything to craft an alchemical formula but you still need the formula to craft things with Quick Alchemy or Advanced Alchemy.

The question was about this:"Craft Requirements: Supply ectoplasmic residue from a destroyed ghost." And I'm not sure, as 'Craft anything' says: "You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts." While Bottled Monstrosities aren't artefacts, they are very exclusive normally. Are there crazy powerful effects among them? If not, maybe it's still ok to allow.


Uh, sorry, I did not make myself clear.

My actual question is : if I have the formula for said expendable item, can I make it with remastered Advanced Alchemy or Quick Alchemy ?


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Ask Your GM. My interpretation is that the special "you must have this" lines added to that and bottled monstrosities are intended to prevent Advanced/Quick Alchemy. They're special treasure, or even special quest/GM gated normal crafting with goal items, not stuff you can freely spam.

If you're dissappointed about the Ghost Ampoule in particular, check out the similar Owlbear Egg from the same book that doesn't have a crafting requirement.


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Carulio wrote:

Uh, sorry, I did not make myself clear.

My actual question is : if I have the formula for said expendable item, can I make it with remastered Advanced Alchemy or Quick Alchemy ?

Bottled Monstrosities have this text about them:

Quote:
Bottled monstrosities in particular bear special mention, as most include a line like, “Craft Requirements Supply the corpse of a roc.” While these crafting requirements can be ignored for the sake of the story being told, they can also be a potent storytelling tool, enabling your players to directly convert their triumphs on the battlefield into new tools for adventuring.

Which in layman's text roughly translates to:

Ask your GM if they are just another alchemical item (thus the required body parts can be sidestepped) or not (in which case they are special requirements which cannot be ignored via Craft Anything).


Carulio wrote:

Uh, sorry, I did not make myself clear.

My actual question is : if I have the formula for said expendable item, can I make it with remastered Advanced Alchemy or Quick Alchemy ?

Sorry I misunderstood too.

But yes you can but your GM can restrict. The 3 options Advanced Alchemy, Quick Alchemy and Craft Anything ignores any requirements that aren't level or not have a clear price cost. I think there's no doubt about this:

Source Player Core pg. 254 - Craft Anything wrote:
You can find ways to craft just about anything, despite restrictions. As long as you have the appropriate Crafting skill feat (such as Magical Crafting for magic items) and meet the item’s level and proficiency requirements, you ignore just about any other requirement, such as being of a specific ancestry or providing spells. If a requirement adds to the item’s cost, you must still pay it (including castings of spells that themselves have a cost). You can’t ignore requirements of special items that have exclusive means of access and Crafting, such as artifacts. The GM decides whether you can ignore a requirement.
Players Core 2 - Advanced Alchemy wrote:
During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.
Players Core 2 - Quick Alchemy - Create Consumable wrote:
You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)

In general the main ideal is that you usually doesn't need anything beyond the formula to make infused items with exception if the item have a cost requirement. It's like shroudb said, ask to your GM but in general if there's no good story reason to restrict your GM can easilly allows. These things are balanced and doesn't break the game. Restrict them without any good reason will just limit your class options for nothing.


shroudb wrote:

To add onto this, don't feel shy if your party just downed a big foe and you think it would make the perfect ingredient for a "new" bottled monstrosity that's just an existing one with the name changed. The specific creatures Paizo used do a good job of covering generic bases, from a flyer to a blaster type.

The text is clearly there to inspire tables to make their own, but with how the game is naturally played, the GM is likely to never see that text without an Alchemist specifically poking / prompting them first.

I have a GM in Gatewalkers who is pretty good about this sort of thing, and whenever we fought a foe that's got some odd natural elemental ability, I've usually had the chance to do some Crafting and harvest infused reagents that are type-limited. Fully stable, and I still have a few acid-only and fire-only regents in my toolkit that I could craft with, even though that's far outside RaW.

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