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===3. Working with and preserving herbal substances.=== Alchemists are instrumental in the preservation, treatment and distillation of various herbs, monster parts, etc., making them ready for further use, whether as a direct application (such as comfrey) or as an ingredient for something (monster parts for magical items, for instance). Doing so requires a base throw of 18+ and a day of time for a given quantity. Modifiers may be applied as follows: *For every additional 500 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. *For every additional 1000 gp of worth of the library add +1 to the throw. *For every additional day spent add +1 to the throw, for a maximum bonus of +5. *For every additional 50 gp worth in materials and consumable materials add +1 to the throw. *Note that uncommon or rare items will likely have a higher throw. *Characters that have selected the Alchemy Proficiency twice gain a +4 bonus; those who have selected it thrice gain a total +8 modifier. A throw of 1 always fails. There is a 50% chance that the substance is destroyed or, in the case of herbal tinctures, spoiled and made poisonous. The alchemist is not aware that it failed in these cases.
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