Alchemy (Int; Trained only)
(Player's Handbook 3.0 variant, p. 63)
Alchemists combine strange ingredients in secret ways to make marvelous substances.
You can make alchemical items. Some items you can make are found in the item descriptions in Chapter 7: Equipment and listed on Table 7—9: Special and Superior Items. To determine how much time and material it takes to make an alchemical item, use the DCs listed below and the rules for making things found in the Craft skill description. The DM may allow an alchemist to perform other tasks related to alchemy, such as identifying an unknown substance or a poison. Doing so takes 1 hour.
|Identify Substance||25||Costs 1 gp per attempt (or 20 gp to take 20)|
|Identify Poison||25||Costs 1 gp per attempt (or 20 gp to take 20)|
|Make Acid||15||See Craft Skill|
|Identify poison (after casting detect poison)||20||See detect poison (page 193)|
|Make alchemist's fire, smokestick, or tindertwig||20||See Craft skill|
|Make antitoxin, sunrod, tanglefoot bag, or thunderstone||25||See Craft skill|
Yes, but in the case of making items, each failure ruins half the raw materials needed, and you have to pay half the raw material cost again. For identifying substances or potions, each failure consumes the cost per attempt.
You must have alchemical equipment to make an item or identify it. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. For identifying items, the cost represents additional supplies you must buy. Purchasing and maintaining an alchemist's lab (page 110) grants a +2 circumstance bonus to Alchemy checks (from the favorable condition of having the perfect tools for the job) but does not affect the cost of any items made using the skill. This skill cannot be used to brew potions. (See the Brew Potion feat, page 80.) Gnomes get a +2 racial bonus on Alchemy checks because of their sensitive noses.
Required for feats