|The Wind's Tale – He lifted it with a trembling hand and shouted with a trembling voice: 'Gold! gold!' Source Gutenberg.org: Stories from Hans Andersen, with illustrations by Edmund Dulac, London, Hodder & Stoughton, Ltd., 1911.|
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The character can make alchemical items. Some items the character can make are found in the item descriptions. 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.
|Alchemy Checks Task||DC||Notes|
|Identify substance||25||Costs 1 gp per attempt (or 20 gp to take 20)|
|Identify potion||25||Costs 1 gp per attempt (or 20 gp to take 20)|
|Make acid||15||See Craft skill|
|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 the half the raw materials needed, and the character has to pay half the raw material cost again. For identifying substances or potions, each failure consumes the cost per attempt.
The character must have alchemical equipment to make an item or identify it. For identifying items, the cost represents additional supplies the character must buy. Purchasing and maintaining an alchemist's lab 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.
The Netbook of Witches and Warlocks
By Timothy S. Brannan and The Netbook of Witches and Warlocks Team
Full netbook can be found on the followng website
Dom of D20 / D&D 3e Netbooks and Downloads.
All witches have access to and practice alchemy to some degree. The witch can offer her alchemical concoctions for sale.
The witch can also make herbal healing remedies. These concoctions may be drank, but are typically rubbed onto the wound. These are limited in use and cure only 1d4 hp of damage per use.
The base DC to make these herbals is 15. This check can be stacked with any bonuses from skills in Healing and Profession, Herbalism.
Note: Under Core Rulebook I, Version 3.5 Alchemy (Intelligence) becomes Craft (Alchemy) (Wisdom).
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