taliesin15
First Post
There it is: this just doesn't make sense at all. Seems like what is called Alchemy is a grandiose term for potion-sniffing and making minor chemical solutions.
taliesin15 said:There it is: this just doesn't make sense at all. Seems like what is called Alchemy is a grandiose term for potion-sniffing and making minor chemical solutions.
Gez said:I though about letting the Alchemy skill make you masterwork version of oils and potions. Like for other crafted things, you make the masterwork component separately, as far as rules are concerned.
The masterwork component is worth 45 gp and DC 15 for a level-0 spell, 90 gp and DC 16 for level 1, 180 DC 17 for level 2, and 270 and DC 18 for level 3. (Extrapolate as required if you have class abilities that lets you make potions for spells higher than level 3. 90 gp per level and DC 15+level.)
A masterwork potion gains a +1d4 bonus on a numerical effect if its instantaneous (e.g. masterwork potion of cure light wounds: 1d8+1d4+1--5).
(Maybe make that 1d3 for level 0, 1d6 for level 2, and 1d8 for level 3.)
Numbers may need a bit of tweaking, of course. BTW, I choose 90 because raw material components for crafted items cost 1/3 of the market price, so I wanted a multiple of 3.
taliesin15 said:Seems to me that what Alchemy boils down to be should be re-labeled "Potion Identification" or a skill of Craft...
taliesin15 said:There it is: this just doesn't make sense at all. Seems like what is called Alchemy is a grandiose term for potion-sniffing and making minor chemical solutions.