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Alchemy
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===1. Identifying common alchemical substances, potions and poisons.=== The typical alchemist can identify the above through careful examination, taking at least one turn, without any gear or equipment. Most substances and poisons can be identified via visual examination. Potions require that they be tasted in order to be identified. Characters without the Alchemy proficiency may identify potions with a throw of 18+. In either case, characters suffer the deleterious affects of certain potions (such as delusion, or poison) immediately upon taking the slightest sip. Tasting other potions typically imparts a feeling or impression; for instance, sipping a potion of flight might make the alchemist feel as light as a feather. Alchemists may also make use of their laboratory in order to identify substances, potions and poisons. Doing so takes one day, 25 gold in materials and a throw of 7+. Identification of these substances may be done using a traveling lab. She may increase her chance of success in the following ways: *For every additional 2000 gp in value of the lab she gains a +1 bonus to the throw. *Possessing a library worth 2000 gp adds a +1 bonus to the throw. A successful throw indicates the value of the library is increased by 50 gp, due to the notes she has taken during the process. This increase in value only applies the first time the alchemist identifies the substance. *For every additional 1000 gp of worth of the library add +1 to the throw. *For every additional two days spent add +1 to the throw. *Note that uncommon or rare items will likely have a higher throw. *Identifying potions and other materials successfully grants the alchemist 25 XP. A throw of 1 will always fail and has a 50% chance of destroying the substance in question.
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