====== Craft (Pharmaceutical) (Skill) ====== =====Craft (Pharmaceutical) (Int)===== //**Trained Only**// This skill allows you to compound medicinal drugs to aid in recovery from treatable illnesses, to heal and temporarily increase bodily functions, even to stave off unconsciousness and death. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (Pharmaceutical) check for manufacturing a medicinal is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it. The following drugs can be manufactured by a character with the Craft (Pharmaceutical) skill and access to the necessary materials and technology. In addition to Purchase and Craft DCs, Restrictions, and Time, these pharmaceuticals include a PL listing, which signifies the technology needed for the manufacture of the drug in question. **Special:** A character without a [[Equipment|pharmacist kit]] takes a -4 penalty on Craft (Pharmaceutical) checks. A character with the [[Medical Expert (Feat)|Medical Expert]] feat gets a +2 bonus on all Craft (Pharmaceutical) checks. ==== Diseases ==== |**Disease Fort Save DC**|**Purchase DC**|**Craft DC**|**Time**| | 14 or lower|5|15|1 hr| |15-18|10|20|3 hr| |19-22|15|25|6 hr| |23 or higher|20|30|12 hr| ==== Pharmaceuticals ==== |**Pharmaceutical**|**PL**|**Purchase DC**|**Craft DC**|**Restrictions**|**Time**| |Alcohol| 1| 2 |3 |-| 24 hr| |Biocort| 7| 7 |20 |-| 12 hr| |Energize| 7| 9| 22 |-| 18 hr| |Equalize| 6| 7| 15 |- |8 hr| |Helixysium| 6| 5 |12 |Illegal (+4)| 8 hr| |Hydrate| 6 |6| 13| -| 12 hr| |Jet| 6| 10| 15 |Illegal (+4)| 8 hr| |Prolong| 6| 11| 18 |-| 4 hr| |Refresh |6 |7| 16| -| 4 hr| |Rejuve| 6| 8 |18| -| 12 hr| |Revival| 6 |8| 20| - |24 hr| |Tarragonis| 6| 12| 22| Res (+2) |48 hr| |Withstand| 7| 12| 24 |- |12 hr| {{tag>skills intbased synergy trainedonly ill res}}