Crafting Requirements include any formulas, specialized tools, containers, and implements needed to prepare, refine, or manipulate alchemical ingredients. They enable safe heating, grinding, distilling, measuring, and storing of volatile materials, and are essential for producing tinctures, extracts, powders, oils, bombs, and other alchemical creations.
The requirements listed for a creation must be met to craft the item.
These tools, formulas, and skills are reusable unless otherwise stated and are not included in the item’s value calculation.
While anyone with the proper tools and feats can craft alchemical creations, each item requires specific knowledge of its formula. This knowledge must be learned individually and can be gained from scrolls, books, or similar sources, much like learning spells.
Additives are optional enhancements applied to an alchemical item to alter or improve its performance. They may increase potency, extend duration, change delivery, or add secondary effects. Additives are not required for an item to function, but when used, they modify the final item’s value and properties.
Components are constructed parts used to assemble an alchemical item, such as casings, fuses, flasks, and other built pieces that house or deliver the final creation. They are physical elements rather than chemical ones, forming the structure, containment, or triggering mechanism of the item.
Creations are finished alchemical items that do not fall into any specialized category. These crafted products vary widely in form and purpose. Creations represent complete, ready-to-use items produced from components, substances, and raw materials.
Bombs are small alchemical explosives. Throwing a bomb is a standard action that provokes attacks of opportunity. Bombs have a 20-foot range increment and are treated as simple ranged weapons, allowing feats such as Point-Blank Shot and Weapon Focus to apply.
Bombs that deal damage use Reflex DC 14 to halve the damage.
Each bomb weighs 1 lb. and detonates in a 15-foot radius.
Crafting a bomb requires a Craft (Alchemy) check DC 15 and 1 hour.
Failing the check by 5 or more causes the bomb being crafted to detonate.
Characters with Craft Bombs do not risk accidental detonation on failed craft checks.
Elixirs are powerful, drinkable alchemical creations that may incorporate both refined substances and magical energies. When consumed, an elixir produces an immediate and often dramatic effect, functioning similarly to potions but with far greater potency. Elixirs are rare, difficult to craft, and typically reserved for significant or transformative outcomes.
Flasks are small thrown alchemical weapons that detonate or release an effect on impact.
Thrown as a splash weapon. Range increment 10 ft. Throwing a flask is a standard action and provokes attacks of opportunity.
A direct hit applies the flask’s full listed damage or effect.
All flasks have a 5-ft splash radius. Splash damage or effects use Reflex DC 15 to halve unless the specific flask states otherwise.
Each flask weighs ½ lb.
Substances are prepared alchemical materials used as the active or reactive elements within a formula. They include intermediates such as alchemical base, strong spirits, potash, lye, and other refined materials created through boiling, distillation, leaching, or similar processes. Substances provide the chemical properties that drive an item’s effects, stability, or behavior.
Oils are alchemical substances applied to weapons, bodies, or items to grant temporary effects. Each oil specifies where it can be applied: weapon, body, or other, and effects may differ based on application.
Applying an oil takes a full-round action and affects one valid target (one melee weapon, 10 pieces of ammunition, or one small or medium creature/item as allowed by the oil). Oils cannot be applied to natural attacks unless the oil specifically states otherwise.
Only one oil effect can be active on a target at a time. Applying a different oil before the previous one ends or is removed neutralizes both effects. Removing an oil requires a full-round action.
Multiple applications of the same oil do not stack but reset the duration.
Duration: Applied oils remain potent for 1 hour or 10 successful hits, whichever comes first. When used on ammunition, each coated projectile functions for one shot only.
A batch of oil weighs ½ lb.
Tinctures function like potions but are alchemical, not magical. They require an action to drink (as potions do) and apply their listed effects immediately.
Daily Tincture Limit:
A character can safely consume a number of tinctures per day equal to their Hit Dice (HD).
Exceeding the Limit:
Drinking more tinctures than this in the same day forces a Fortitude save (DC 12).
On a failure: the character becomes nauseated for 1d4 rounds and vomits, wasting the tincture.
On a success: the tincture functions normally.
Escalating Toxicity:
Each additional tincture consumed beyond the daily limit increases the saving throw DC by +2.
Example: A HD 2 creature drinks a 3rd tincture (DC 12), a 4th (DC 14), a 5th (DC 16), and so on.
Interaction With Other Effects:
Tincture nausea counts as the normal nauseated condition and does not stack. Further failed saves simply reset the duration.