Alchemy and Poisons

Spell casters and the Alchemist class automatically gain the alchemy feats (Journeyman Alchemist, Expert Alchemist, Artisan Alchemist, and Master Alchemist) if they have the appropriate amount of ranks in the alchemy skill. Non-casters may take the feats and craft alchemical items.

Alchemical Items – you may pay an additional 50% of the price of the item to add an additional die of damage.  This may be done repeatedly.  For example – Alchemist’s Fire does 1d6 for 25 gp – at 37.5 gp, it does 2d6 and at 56.25 gp it goes 3d6. Alternately, you may pay an additional 50% of the price of the item to add a +1 to the save DC. This may be done up to 5 times and only if there is not an advanced version of the item.

Poisons – you may pay an additional 50% of the price of the poison to add a +1 to the save DC. This may be done up to a +5 bonus.

The alchemical items in Complete Adventurer are also available.

Alchemy and Poisons

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