Craft Chemical(Alchemy)

Alchemy (Int.; Trained Only):

This skill allows you to identify the different properties of ingredients that can then be used to make potions and poisons. The potency of the potions/poisons you make is determined by your alchemy skill level. The Alchemy skill cannot be performed without a Mortar and Pestle.

Check:

Identification: This use of alchemy allows you to recognize and identify alchemical regents in the wild or as remnants of enemy’s slain. You may take 10 on this check if trained.

Name DC 5

First Effect DC 10

Second Effect DC 15

Third Effect DC 20

Fourth Effect DC 25

Wortcraft: Some ingredients may be consumed without much special treatment to gain a weak version of the benefits of their first effect. An ingredient can be prepared for consumption with a move action and DC 5 alchemy check. The ingredient is treated as a potion whose effects are ¼ each numerical variant. Consuming Wortcraft takes a full-round action. Poisons cannot be created effectively with this method, as it requires the ingredient to be eaten, and changes the nature of the ingredient (and it’s smell) so that disguising it as food is impossible. This aspect of Alchemy can be used untrained and does not require tools.

Potion and Poison Creation:

To create a potion or poison, the alchemist first needs at least two ingredients with the same effects. These are the effects that can be made into a potion. Up to four ingredients can be used, with up to four effects total. Each desired effect of the potion requires a separate Alchemy check. Each subsequent effect added to a potion or poison imbues a successive –4 penalty to that Alchemy check. All bonuses granted by these potions are alchemical bonuses, and do not stack with themselves. Penalties administered by poisons generally do not stack, but damage (including ability damage or “damage” to a list of spells per day) does.

Single Ingredient Potions

An alchemist can choose to take a –20 penalty to their alchemy check to create a full effect potion or poison from only one ingredient. Only the first effect of any given ingredient can be brewed into a single ingredient potion or poison.

Possible Potion (positive) Effects:

The effects of potions (even those that duplicate spell effects) are considered alchemical, not magical, and can therefore not be dispelled or negated by anti-magic. The exception is the dispel poison, which automatically removes any persistant alchemical effect.

Ability Bonuses: If you combine two ingredients that grant a bonus to an ability score, the bonus is equal to 1/8 your Alchemy Check and lasts for a number of rounds equal to your Alchemy check.

Action Point Boost: If you combine two ingredients that grant an Action Point Boost, the potion grants a bonus action point per round for a number of rounds equal to ½ your Alchemy check. This action point goes away at the end of each round if not used.

Blindsight: If you combine two ingredients that grant the Blindsight bonus, the potion grants blindsight out to a number of feet equal to your Alchemy check (rounded up to the nearest 5’) for a number of rounds equal to ½ your Alchemy check.

Chameleon: If you combine two ingredients that grant the Chameleon bonus, the potion grants an alchemical bonus to hide checks equal to ½ your alchemy check for a number of rounds equal to your Alchemy check. More importantly, the imbiber is considered to benefit from the Darkstalker feat for the duration of the effect.

Cure Wounds: If you combine two ingredients that grant the Cure Wounds bonus, the potion cures a number of hit points equal to ½ your Alchemy check. Special: You may add ¼ your ranks of Heal (including your wisdom bonus, if you have ranks in heal) as a bonus.

Darkvision: If you combine two ingredients that grant the Darkvision bonus, the potion grants darkvision out to out to a number of feet equal to twice your Alchemy check (rounded up to the nearest 5’) for a number of rounds equal to ½ your Alchemy check.

Deflection: If you combine two ingredients that grant the Deflection bonus, the potion grants a deflection bonus to defense scores equal to 1/8 your Alchemy check for a number of rounds equal to ½ your Alchemy check.

Empower Spell: If you combine two ingredients that grant the Empower Spell bonus, the potion grants the ability to empower any one spell of a spell level equal to 1/8 your alchemy check. This ability remains until it is used or a number of rounds equal to ½ your Alchemy check have passed.

Energy Resistance: If you combine two ingredients that grant an energy Resistance bonus, the potion grants resistance equal to your ½ Alchemy check rounded down to the nearest 5 for a number of rounds equal to ½ your Alchemy check.

Energy Riposte: If you combine two ingredients that grant an energy Riposte bonus, the potion grants the imbiber the ability to deal energy damage equal to ¼ your Alchemy check when struck by a natural weapon or non-reach melee weapon. It also deals this damage at the beginning of the imbiber’s round to any creature grappling or otherwise touching the imbiber, including swarms that have enveloped the imbiber. This lasts for a number of rounds equal to ¼ your Alchemy check.

Invisibility: If you combine two ingredients that grant the Invisibility bonus, the potion grants the imbiber the effects of an Invisibility spell which lasts for a number of rounds equal to ½ your alchemy check or until the imbiber attacks.

Light: If you combine two ingredients that grant the Light bonus, you have not created a potion that has any effect if imbibed. Instead, the potion vial can be used as a light source that produces full illumination out to a number of feet equal to your Alchemy check rounded to the nearest 5’ and shadowy illumination out to twice that number. This lasts for a number of rounds equal to three times your Alchemy check. The potion may also be used as weapon. If you succeed on a ranged touch attack against an enemy’s eyes (Their touch AC + 4) with the potion vial, you instead may blind them for a number of rounds equal to ¼ your alchemy check. (Fortitude negates) You gain an alchemical bonus to your roll to overcome their Fortitude score equal to ¼ your Alchemy check.

Possible Poison (negative) Effects:

All Poisons grant allow a saving throw to lessen or negate their effects as noted. The roll to overcome the target’s Save Score is equal to d20 + 1/2 the creator’s Alchemy check.

Poisons must be applied to a weapon and delivered through injury, or injested to be effective. Poisons remain potent until the first successful, damage dealing strike, or for one day, whichever comes first. Like potions, the effects of potions (even those that duplicate spell effects) are considered alchemical, not magical, and can therefore not be dispelled or negated by anti-magic. The exception is the dispel poison, that automatically removes any persistant alchemical effect.

Ability Damage: If you combine two ingredients that inflict damage to a particular ability score, the resulting poison deals damage to that score equal to 1/8 your Alchemy check, fortitude for half.

Curse: If you combine two ingredients that inflict the Curse penalty, the target receives a penalty to its attack and save scores equal to ¼ your Alchemy check, fortitude for half the effect and duration.

Dispel: If you combine two ingredients that inflict the Dispel effect, the creature is targeted with a Dispel Magic effect with a caster level equal to ½ your Alchemy check. The dispel poison, when imbibed, automatically removes any persistent alchemical effect, good or bad, instantaneously. It does not repair any damage done to either hit points or ability score. An imbibed dispel poison does not also target the imbiber with Dispel Magic.

Energy Damage: If you combine two ingredients that inflict energy damage, it deals a number of points of damage equal to ½ your Alchemy check.

Fortitude for Half. An energy damage poison can also be used as a grenade weapon that deals the same damage on a successful ranged touch, with a Reflex for Half.

Fatigue: If you combine two ingredients that inflict the Fatigue effect, the target is treated as though fatigued until the end of the encounter. If the target is already fatigued, he is considered exhausted. If the target is already exhausted, it falls unconscious for one round. Fortitude reduces duration to one round, or negates unconsciousness, if applicable.

Forget Spell: If you combine two ingredients that inflict the Forget Spell effect the target loses one spell slot of a spell level equal to 1/8 your alchemy check. Targets that make their save must instead make a DC 15 + Spell level concentration check or lose the next spell they attempt to cast.

Inflict Wounds: If you combine two ingredients that inflict the Inflict Wounds effect, the target takes a number of points of negative energy damage equal to ½ your Alchemy check. Will for half. An Inflict Wounds poison can also be used as a grenade weapon that deals the same damage on a successful ranged touch, with a Reflex for half

Paralyze: If you combine two ingredients that inflict the Paralyze effect paralyze the target for one round, rendering him helpless and prone. Fortitude reduces effect to slowed for one round.

Silence: If you combine two ingredients that inflict the Silence effect, the target is rendered unable to speak, thus making casting spells with any verbal components impossible. This effect lasts for a number of rounds equal to ¼ your Alchemy check. This poison can instead be prepared with alcohol, which renders it an oil of Silence. When applied to one’s equipment, grants an alchemical bonus to move silently checks equal to ½ your alchemy check for a number of rounds equal to your Alchemy check. Will for half duration

Slow: If you combine two ingredients that inflict the Slow effect, the target is treated as though affected by the slow spell for a number of rounds equal to ½ your Alchemy check. Will for half duration.

Neutralize Poison: If you combine two ingredients that grant the Neutralize Poison bonus, the imbiber is treated as if affected with the Neutralize Poison spell. If this potion is mixed with or added to a poison, the two cancel each other out and become salt water.

Remove Disease: If you combine two ingredients that grant the Remove Disease bonus, the imbiber is treated as if affected by the Remove Disease spell. This potion can also be added to water, purifying a number of gallons equal to your Alchemy check.

Restoration, Lesser: If you combine two ingredients that grant the Lesser Restoration bonus, the imbiber is no longer fatigued, or is lessened to fatigued if exhausted. This potion also restores a number of points of temporary to any one ability score (decided at potion’s creation) equal to ¼ your Alchemy check.

Restoration: If you combine two ingredients that grant the Restoration bonus, the potion eliminates the fatigued or exhausted status, restores all ability score damage and/or drain to one ability score (decided at potion’s creation).

Resist Disease: If you combine two ingredients that grant the Resist Disease the imbiber is granted a bonus to his saves versus disease equal to ¼ your alchemy check. This lasts for a number of hours equal to ½ your Alchemy check.

Resist Paralysis: If you combine two ingredients that grant the Resist Paralysis the imbiber is granted a bonus to his saves versus paralysis equal to ¼ your alchemy check. This lasts for a number of hours equal to ½ your Alchemy check.

Resist Poison: If you combine two ingredients that grant the Resist Poison the imbiber is granted a bonus to his saves versus poison equal to ¼ your alchemy check. This lasts for a number of hours equal to ½ your Alchemy check.

Speed: If you combine two ingredients that grant the Speed bonus, the imbiber is granted a bonus to all of his forms of movement equal to ½ your Alchemy check rounded down to the nearest 10’ (minimum 10’) for a number of rounds equal to ½ your Alchemy check. This potion can also be prepared with a bit of alcohol to created the effect of a Haste spell for ¼ the normal duration (So, 1/8 your Alchemy check)

Temporary Hit Points: If you combine two ingredients that grant the Temporary Hit Points bonus, the imbiber is granted a number of temporary hit points equal to ½ your Alchemy check. These last for a number of hours equal to ½ your Alchemy check or until lost.

Water Walking: If you combine two ingredients that grant the Water Walking bonus, the imbiber is granted the ability to walk on water as if it were land. Rough waters may be considered rough terrain and/or require balance checks at the DM’s discretion. This effect lasts for a number of minutes equal to ½ your Alchemy check.

Water Breathing: If you combine two ingredients that grant the Water Breathing bonus, the imbiber is granted the ability to breath underwater for a number of hours equal to ¼ your Alchemy check.

Acids and Bases: Acids are corrosives substances. Bases

neutralize acids but do not deal damage. A base of a certain type

counteracts an acid of the same type or a less potent type.

Explosives: Building an explosive from scratch is dangerous. If the

Craft (chemical) check fails, the raw materials are wasted. If the check

fails by 5 or more, the explosive compound detonates as it is being

made, dealing half of its intended damage to the builder and anyone

else in the burst radius.

If the check succeeds, the final product is a solid material, about the

size of a brick. An explosive compound does not include a fuse or

detonator. Connecting a fuse or detonator requires a Demolitions

check.

Poisonous Substances: Solid poisons are usually ingested. Liquid

poisons are most effective when injected directly into the bloodstream.

Gaseous poisons must be inhaled to be effective. The table below

summarizes the characteristics of various poisons.

Save DC: The Difficulty Class of the Fortitude save to negate the

effects of the poison.

Initial Damage: The damage a character takes immediately upon

failing his or her Fortitude save.

Secondary Damage: The damage a character takes after 1 minute

of exposure to the poison if the character fails a second saving throw.

Ability score damage is temporary, unless marked with an asterisk, in

which case the damage is permanent ability drain. Unconsciousness

lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

Restriction: The restriction rating for the poison, if any, and the

appropriate black market purchase DC modifier. Remember to apply

this modifier to the purchase DC when making a Wealth check to

acquire the poison on the black market.

Craft DC: The DC of the Craft check to create a quantity of the

poison.

Time: The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a synthesized solid or

liquid poison stored in a bottle (containing 4 doses) or a gas stored in a

pressurized cylinder. When released, the gas is sufficient to fill a 10-

foot-radius area and takes 1 round to fill the area.

Special: A character without a chemical kit takes a –4 penalty on

Craft (chemical) checks. A character with the Builder feat gets a +2

bonus on all Craft (chemical) checks.