Alchemical Creations

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This is a list of all the alchemical creations available in the game, either for sale, or as craftable items.

Alchemical items are similar to Magic Potions, and Lay Magic, but represent a third option for wondrous items and effects. At the GM's discretion, Alchemical items may be considered either magical or non-magical, to better fit into whatever game world they are crafting.

Regardless of their magical nature (or not), Alchemical items can have very potent effects, and for the most potent, be very expensive. All Alchemical items are expended upon use, and if an Alchemical item has multiple uses listed among its effects, once it has been partially consumed it cannot be used for any purpose that requires a full flask.

Alchemical flasks, when carried by a player or NPC, are considered Attended Objects, and have a Durability of 1, thus being immune to hit point damage. This effect renders them invulnerable to most rough handling while being carried, but if a vast treasure trove of flasks is found unattended, some care is warranted around them if Sunders and Burns and the like are being used.

Alchemical Flasks are often available for purchase from merchants, subject to GM approval.

Acid Flask   [edit]

  • Cost: 50 gp
  • Weight: 1 lbs

You can throw and use as ammunition a flask of acid.

When thrown, it is treated as a splash weapon, making a touch attack to-hit and affecting creatures within a splash radius of adjacent to the targeted square (a 3x3 space). When thrown, the range increment is 10 feet and it can be thrown a maximum of 50 feet.

When used as ammunition, the range increment is based upon the weapon used (sling, slingstaff, stonebow, etc.), the Flask loses its splash properties, but is still counted as a ranged touch attack.

A direct hit deals 1d6 points of acid (energy, common) damage, or more, if it has a Creation Level (CL) greater than 1 (click for details).

Alchemical Glue   [edit]

  • Cost: 20 gp
  • Weight: 0.5 lbs

Alchemical Glue is a small, sturdy flask of syrupy liquid, which can be found in a wide variety of colors and various interesting smells.

Alchemical Glue cannot be used as a weapon, being far too slow-acting to inflict damage during a combat. Alchemical Glue may only be used on unattended objects. No, you may not glue the Orc's weapons to a table or similar shenanigans....unless the GM allows it.

When carefully applied and allowed to cure, the glue forms a strong bond, with more expensive versions being very, very strong indeed.

One flask of Alchemical Glue is sufficient to coat 1 square foot of surface (enough to glue shut a typical door or chest), or (because of waste, spills, and inaccurate application) up to 20 smaller applications of approximately 3 or 4 square inches each (enough to glue shut a scroll case, small cabinet, or book).

As a guideline, the glue becomes tacky after 1 minute and fully cured after 1 hour, and may only be used out of combat. It may be of use in a Skill Challenge, depending upon the GM's discretion.

Pulling apart a large, fully cured, glued surface (at least 1 square foot) requires a Might check against a DC found in the chart below, with a penalty on the roll of -5(!). For tacky glue there is a circumstance bonus to this check of +5. Pulling apart a small glued surface (anything less than 1 square foot) requires the same Might check with a +2 Circumstance bonus to the roll, which will stack with the bonus for tacky (not fully cured) glue.

Alchemical Solvent   [edit]

  • Cost: 50 gp
  • Weight: 0.5 lbs

This bubbling purple gel eats through adhesives. Each vial can affect one large application of Alchemical Glue, or up to 5 small ones. Roll a Maneuver Offense check from the chart at the Alchemical Solvent page against the related Maneuver Defense of the glue being attacked. Note that when being used against Alchemical GLue, this Solvent does not take any penalty to any rolls, since it is not making a Might check.

Alchemical Solvent cannot be used as a weapon in any manner, despite being fairly fast acting. If used out of combat, the Solvent works quickly and effectively, if it works at all. You may apply multiple doses of Solvent to a given patch of Glue, but each application after the first takes a cumulative -1 penalty to the Maneuver Offense roll, unless you use a more powerful (or weaker!) version of the Solvent.

Alchemical Solvent destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.

Alchemist's Fire   [edit]

  • Cost: base 75 gp
  • Weight: 1 lbs

Alchemist Fire is available at nearly any level of power, for a price. Any flask of alchemist's fire can be thrown with a range increment of 10 feet, and it acts as a Touch Attack when used this way. This alchemical creation may also be fired as ammunition from a sling, slingstaff, or stonebow. When used as ammunition, it is treated as a ranged Touch Attack. In no case does Alchemical Fire serve as a splash weapon, it's formula is too gelid for that.

At level 1, a direct hit deals 1d6+2 points of fire (energy, common) damage to the target. If the Alchemist's Fire is at least CL 11, it also inflicts singed on the target, inflicting ongoing fire damage. If it is at least CL 21, it instead inflicts burned on the target. If it is CL 31 or higher, it instead inflicts immolated on the target. A burning target may use a standard action to end the condition inflicted by the Alchemist's Fire (if any). Alternatively, an adjacent ally can expend a move action to remove the condition.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Alchemist's Fire page. The GM has final say over whether higher level versions are available in your location (or campaign).

Alkali Flask   [edit]

  • Cost: 75 gp
  • Weight: 1 lbs

This flask of caustic liquid reacts with nearly any matter with extreme results. You can throw an Alkali Flask as a splash weapon with a range increment of 10 feet, making a touch attack, to a maximum range of 50 feet. You may also use the flask as ammunition, with the range set according to the weapon being used, also acting as a splash weapon.

Against non-ooze creatures, an alkali flask functions as a normal flask of acid with the stats on the Alkali Flask page for the CL it was purchased at. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

Ambrosia   [edit]

  • Cost: 100 gp
  • Weight: 1 lbs

Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 enhancement bonus on saving throws against Ability Dilution, Ability Damage, Ability Drain, Essence Suppression, Essence Omission, Essence Destruction, and death effects until the end of the current combat, the end of the next combat, or the end of a full night's rest, whichever comes first. As an enhancement bonus, this does not stack with magic items, but if you don't have the right item quite yet, this item is very useful.

In addition, Ambrosia affects undead and evil outsiders as holy water, but costs 50 gold pieces more per vial.

Antiplague Compound   [edit]

  • Cost: 50 gp
  • Weight: 0.5 lbs

If you drink a vial of this foul-tasting, milky tonic, you gain a +2 enhancement bonus on Fortitude saving throws against disease until the end of the current combat, the end of the next combat, or the end of a full night's rest, whichever comes first. As an enhancement bonus, this will not stack with many magic items, but is very useful if you don't have the right item yet.

If already infected, upon drinking this item you may instead make a bonus saving throw immediately, without the +2 bonus. Bonus saves do not increment the disease's effects toward fruition, regardless of whether or not the save is successful.

Antitoxin Compound   [edit]

  • Cost: 50 gp
  • Weight: 0.5 lbs

If you drink a vial of this chalky, sour mixture, you get a +2 enhancement bonus on Fortitude saving throws against poison for 1 hour. Note that as an enhancement bonus, this will not stack with many magic items, but can be very useful if you are lacking the correct item. If already poisoned, you may instead make a bonus saving throw immediately, without the +2 bonus. Bonus saves do not increment the poison's effects toward fruition, regardless of whether or not the save is successful.

Brewed Reek   [edit]

  • Cost: 40 gp
  • Weight: 1 lbs

Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a thrown weapon with a range increment of 10 feet. A creature struck with a direct hit becomes sickened for 1 round (until the start of your next turn). A creature that drinks brewed reek is instead nauseated for 1 round. Creatures immune to poison or disease are also immune to brewed reek.

Candlerod   [edit]

  • Cost: 1 gp
  • Weight: 0.5 lbs

Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours. It produces dim light in a 30 foot radius. Candlerods have no effect on elemental darkness, or magical darkness, but will change normal darkness to dim light in their radius. Candlerods also have no effect in bright light, nor do they improve areas of dim light to bright light.

Darkflare   [edit]

  • Cost: 10 gp
  • Weight: 0.5 lbs

This alchemical flare explodes in black sparks 1 round after lighting. Any creature in the same square as a darkflare when it explodes must make a DC 14 Fortitude save or be unable to see with darkvision until the end of the current encounter, or the end of the next encounter, whichever occurs sooner. Affected creatures can still see in normal light with no penalty. A darkflare has no effect on creatures without darkvision.

Defoliant   [edit]

  • Cost: 30 gp
  • Weight: 0.5 lbs

This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in up to ten 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive being treated with defoliant, and using defoliant doesn't make clearing them any easier.

You can throw a flask of defoliant as a splash weapon with a range increment of 10 feet, but it is only useful against creatures with the 'plant' type or subtype. This alchemical creation may also be fired as a kind of ammunition from a sling, slingstaff, or stonebow.

A direct hit with a defoliant flask deals 1d6 hit points of desiccation (energy, uncommon) damage to the primary target, assuming it has a type or subtype of 'plant'. In addition, up to once per round per affected Plant creature, they automatically suffer 1 point of Constitution damage. Plant creatures within 5 feet of the primary target take half damage from the splash, and suffer no ability damage. A defoliant direct hit or splash has no effect on creatures that do not have the type or subtype of 'plant', other than to make them somewhat sticky.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Defoliant page. The GM has final say over whether higher level versions are available in your location (or campaign).

Deodorizing Agent   [edit]

  • Cost: 30
  • Weight: 1 lbs

Coating a size Medium or Small creature with this milky, completely odorless substance requires only a minute or two out of combat, but cannot be attempted during a combat. Once applied, the Agent lasts until the end of your next full night's rest. A size Large creature requires 4 vials to gain any effect, size Huge eight, gargantuan 16, etc.

Note that Deodorizing Agent can be washed off with the application of a large amount of water, blood, fine sand, etc. A large bucket (five gallons) of such material applied to their person will negate all effects immediately. As such, this Agent is of little use in water. The GM adjudicates all unusual circumstances.

While affected by Deodorizing Agent, the creature has very little to no scent. Up to once per round per creature, any creature that attempts to use any scent-based sense against the coated creature in any way must make a Fortitude Save against the Save DC presented below. If they make this check, they may then roll their senses normally (and they may fail this roll normally). If they fail this check, they may not use their sense again against the coated creature until the current application wears off. Deodorizing Agent has no effect against any other sense (it does not turn you invisible), but it can be very effective when combined with Invisibility, or a Stealth Stance.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Deodorizing Agent page. The GM has final say over whether higher level versions are available in your location (or campaign).

  • Crafting: Alchemy (DC 25)

Dimmer Dust   [edit]

  • Cost: 50 gp
  • Weight: 1/2 lbs

This small leather pouch is filled with a faintly glowing powder, with a small percentage of reactants that activate the dust. When used, dimmer dust may be sprinkled in a 5-foot square, which then becomes the center of the dust's effect. All bright or normal light within 30 feet of the activated dust is reduced to dim light, and any creature attempting to cast a spell that inflicts light damage or creates bright light in this area must succeed at a Caster Check versus a DC equal to the Maneuver Defense of the Dimmer Dust on the chart below, or have spell's effect be negated.

Once deployed, Dimmer Dust lasts until the end of the owners next full night's sleep or it is dispersed early. Any Dispel Magic effect instantly removes the effects of Dimmer Dust, and it may also be dispersed early by any creature in or adjacent to the origin space making a Maneuver Offense roll against the Maneuver Defense of the Dust used, taken from the chart on the page linked below.

If dimmer dust is exposed to sunlight, it immediately becomes permanently inert. Each pouch contains enough dust for two applications.

If an application of Dimmer Dust is applied to creature, rather than a space, the alchemical magic interferes with the basic nature of the creatures fundamental makeup, rather than dimming or brightening light in a large area. To apply this Dust, from a space within your reach roll a Maneuver Offense check using the value of the Dust itself (see below) versus the Maneuver Defense of the creature targeted. Instead of dimming or brightening light, this usage instead inflicts points of light (energy, uncommon) damage to the targeted creature as noted below for the CL of the Dimmer Dust used

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Dimmer Dust page. The GM has final say over whether higher level versions are available in your location (or campaign).

Elemental Breath   [edit]

  • Cost: 50gp
  • Weight: 1/2 lbs

This vial at first seems to be empty, but when its opened, a rush of wind issues forth from within. When elemental breath is inhaled (using a swift action in combat, or only a moment out of combat, such as in a skill challenge) by an air-breathing creature, that creature does not need to breath air until the end of their current combat, or skill challenge, or for the next minute (or a time decided by GM fiat). A vial of elemental breath must be inhaled immediately upon opening in order to gain this effect. If it is not, the item is wasted.

If a user of this item is subject to a Dispel Magic or other effect, the user of the Dispel effect (or similar) must make a Maneuver Offense check against the Maneuver Defense of the Alchemical effect, as defined below, or the effect remains.

If used as an ammunition by an Alchemical weapon (sling, stonebow, thrown, etc) Elemental Breath inflicts damage as below as winded (physical, uncommon) damage to a single creature. This item has no splash or other effects when used this way.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Elemental Breath page. The GM has final say over whether higher level versions are available in your location (or campaign).

Embalming Fluid   [edit]

  • Cost: 50
  • Weight: 1/2 lbs

This fluid is used to preserve corpses, whether for later dissection, taxidermy, necromancy, or magic such as raise dead. Embalming fluid is technically a poison, and using it makes a corpse unpalatable to most animals and vermin, though corpse-eating undead don't mind the taste.

Treating a size Medium corpse with embalming fluid takes 1 hour and a successful Average skill check with the Heal skill against the CL of the targeted corpse. The embalmed corpse decays at one tenth the normal rate (ten days dead count as one for purposes of Raise Dead and similar magics.) Size Small creatures and smaller also require a full vial. Size Large requires two vials, and the requirement doubles again for size Huge (4 vials) and further doubles for each size category after that. The logistics of moving a Titanic carcass is left to the ingenuity of the players.

A vial of Embalming Fluid can be used to render Undead permanently dead. If a vial of Embalming Fluid with a CL equal to or greater than the CR of an undead monster defeated in battle is expended upon the remains, that monster will not rise again on a timescale less than millennia, and possibly forever.

Lore checks can be made against embalmed monsters at Libraries, a Workspace, or similar environs at bonuses, typically a +1 to +4 circumstance bonus depending upon the quality of the facility (as decided by the GM).

If used as ammunition in an Alchemical weapon, Embalming Fluid inflicts poison (physical, uncommon) damage upon a single target as indicated below, with no splash effect.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Embalming Fluid page. The GM has final say over whether higher level versions are available in your location (or campaign).

Fire Grease   [edit]

  • Cost: 50
  • Weight: 1/2 lbs

Fire Grease ignites sluggishly when it is waved around, such as when it is applied to a weapon used in combat. Note that fire grease will magically ignite and burn even under water, but it burns slowly and is unsuitable for use as a splash weapon or as ammunition in an alchemical weapon.

A creature can apply a flask of fire grease to a weapon as a standard action in combat, wreathing the weapon in dull reddish flames until the end of the combat. If sheathed, the flames die away, but will appear again when the weapon is drawn, and so the grease may be applied between combats if desired.

Fire grease deals 1 point of bonus fire damage per CL of the item on each successful attack made with the weapon until the end of combat. If the grease is applied to a creature's or characters natural weapons or unarmed strikes, the creature or character ALSO takes 1 point of fire damage per CL of the grease each round (though its fire immunity or resistance still applies).

For low level examples, this is a minor effect, but can be extremely useful for applying fire damage to trolls, or burning away webs, for example. If a more deadly effect is required, higher level versions of Fire Grease can be purchased, and since they inflict one point of fire damage per CL of the vial, although this can get expensive quickly...although inflicting dozens of points of bonus fire damage on every hit adds up quickly!

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Fire Grease page. The GM has final say over whether higher level versions are available in your location (or campaign).

Gel, Fire Ward   [edit]

  • Cost: 50
  • Weight: 1/2 lbs

When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from fire or heat damage. You gain fire resistance 5 plus the CL of the alchemical vial.

The gel burns away as it absorbs fire damage; any fire damage which makes it past the resistance above 'burns up' a portion of the gel. When a vial of Fire Gel has absorbed a total of 10 points of fire damage per CL of the item, it is discharged and provides no more protection of any sort. In all cases, Fire Gel expires at the end of your next combat, or after a full night's rest, whichever comes first.

Fire gel does not provide any protection against environmental damage.

Fire ward gel counts as protection from energy for the purpose of stacking multiple fire protection effects. Applying fire ward gel takes 1 minute and must be done out of combat, and it lasts until the end of your next encounter or the end of a full night's rest before losing its potency. Multiple applications of fire ward gel do not stack; applying more while a dose is active merely resets the potential amount of fire damage absorbed to 10 points per CL of the item.

This item cannot be used as ammunition for an Alchemical weapon.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Fire Ward Gel page. The GM has final say over whether higher level versions are available in your location (or campaign).

Gel, Frost Ward   [edit]

  • Cost: 50
  • Weight: 1/2 lbs

When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold or chilling damage. You gain cold resistance 5 plus the CL of the alchemical vial.

The gel evaporates away as it absorbs cold damage; any cold damage which makes it past the resistance above 'flakes away' a portion of the gel. When a vial of Frost Gel has absorbed a total of 10 points of cold damage per CL of the item, it is discharged and provides no more protection of any sort. In all cases, Frost Gel expires at the end of your next combat, or after a full night's rest, whichever comes first.

Frost gel does not provide any protection against environmental damage.

Frost ward gel counts as protection from energy for the purpose of stacking multiple cold protection effects. Applying frost ward gel takes 1 minute and must be done out of combat, and it lasts until the end of your next encounter or the end of a full night's rest before losing its potency. Multiple applications of frost ward gel do not stack; applying more while a dose is active merely resets the potential amount of frost damage absorbed to 10 points per CL of the item.

This item cannot be used as ammunition for an Alchemical weapon.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Gel, Frost Ward page. The GM has final say over whether higher level versions are available in your location (or campaign).

Heatstone   [edit]

  • Cost: 50
  • Weight: 1/2 lbs

Alchemically treated to enhance their natural heat-generating properties, these round or ovoid stones of volcanic glass provide enough heat to keep chambers warm in the coldest winter.

Used indoors, one heatstone keeps a 20-foot-square area comfortably warm even in extreme cold, or a 40-foot-square area in 'normal' cold weather.

Used outdoors, one heatstone negates cold-based environmental effects as if it were a campfire.

A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours or the end of the next full night's sleep. An active heatstone radiates comfortable warmth, but does not give off enough heat to cook food or cause damage.

If used as ammunition in an Alchemical weapon (a sling, a stonebow, etc), a heatstone inflicts damage to a single target (no splash effects) as detailed below, and upon a successful hit, inflicts the Singed condition. This condition does not stack.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Heatstone page. The GM has final say over whether higher level versions are available in your location (or campaign).

Ink, Invisible   [edit]

  • Cost: base 50 gp
  • Weight: 1 lbs

Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Common circumstances involve 'reading by the light of the moon", 'reading by candle light', reading while singing', etc.

More restrictive requirements could be things like 'reading by the light of the last full moon of summer', 'reading by a candle light made of human corpse tallow', or 'reading while singing the hymnal of worship to the Goddess of Light'. The GM is free to interpret and levy any requirement they wish, and players making Alchemical Ink may set any condition they desire. Be wary, though, of setting too dire a condition!

Reading the invisible ink WITHOUT the proper conditions (detailed above) is much more difficult. A successful Linguistics check against the Maneuver Defense number of the Invisible Ink page reveals the message without the proper trigger and takes 1 hour per page.

Liquid Ice   [edit]

  • Cost: base 75 gp
  • Weight: 1 lbs

Liquid Ice is very similar to Alchemist Fire, except the opposite. Liquid Ice is available at nearly any level of power, for a price. Any flask of liquid ice can be thrown with a range increment of 10 feet, and it acts as a Touch Attack when used this way. This alchemical creation may also be fired as ammunition from a sling, slingstaff, or stonebow. When used as ammunition, it is treated as a ranged Touch Attack. In no case does Liquid Ice serve as a splash weapon, it's formula is too gelid for that.

At level 1, a direct hit deals 1d6+2 points of cold (energy, common) damage to the target. A burning target may use a standard action to end the condition inflicted by the Liquid Ice (if any). Alternatively, an adjacent ally can expend a move action to remove the condition.

Higher level versions of this item offer improved damage and/or better saves (if applicable), but cost more, as described in the Liquid Ice page. The GM has final say over whether higher level versions are available in your location (or campaign).

If targeted at a body of still water (a quiet pond, a still lake or pool, etc) the GM may declare that up to one 5 foot square per CR of the Liquid Ice of the surface is frozen over and becomes available for movement with a Walk speed, with a durability of 1 per square. Since simple walking cannot inflict siege damage, this ice will support any weight...subject to GM fiat. Use carefully. The shape of the frozen surface is set by the GM.

Oil, Lamp   [edit]

  • Cost: base 75 gp
  • Weight: 1 lbs

A pint of lamp oil burns until the end of the full night's rest when poured into a common lantern or lamp. If burned in a lantern or lamp, alchemical Lamp Oil sheds light as described in the item, and illuminates an additional 10 feet per level of the lamp oil above 1, ie, a bonus ten feet for CR2, a bonus 20 feet for CR3, a bonus 90 feet for CR 10, up to a bonus 340 feet for CR 35. High level Lamp Oil is....VERY, VERY, bright...for a ruinous price.

You can also use a flask of lamp oil as a splash weapon when thrown by hand with a range increment of ten feet, treated as a ranged touch attack and doing damage as detailed below, inflicting fire (energy, common) damage.

Lamp Oil can also be fired as ammunition from a sling, slingstaff, or stonebow. When used as ammunition, it is treated as a ranged Touch Attack, but is NOT a splash weapon, the violence of the impact making any splatters too diffuse to cause harm. Upon a successful hit, it inflicts fire (energy, common) damage.

You can pour a pint of Lamp Oil on the ground to cover an area 5 feet square, provided that the surface is smooth. (Stone, cobbles, possibly a water-smoothed cave floor, subject to GM discretion). If lit with a swift action in combat, the oil burns until the end of the current combat and deals points of fire damage according to the table below to each creature that ends its turn in the area.

Oil, Freeze   [edit]

  • Cost: base 75 gp
  • Weight: 1 lbs

Feeling slightly cool to the touch, this small bottle of viscous blue oil fumes with cold when exposed to air. Filled with alchemical caloric, this oil is infused with the essence of 'coolth'. As a result, this oil is tremendously valuable in fine dining, or to treat cases of heat stroke caused by environmental conditions. A drop of tasteless, harmless, Freeze oil added to a drink makes it delightfully cool, two drops will make it rattle and clink with blobs of ice, and three drops will freeze a mug into a slushy froth. One bottle of Freeze Oil will remove all effects of environmental heat from a character, including healing 1d6 of environmental heat damage but provides no additional protection, and effects can begin to build up again immediately.

When poured over water, a full bottle of the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the caloric in the oil flash-freezes the surface of the water, creating an ice sheet over the affected area. In rough water this will last a few moments, allowing raging torrents to be crossed as long as you are quick.

Any 5-foot square of this ice can support up to 1 typical size Medium adventurer or monster (roughly 180 pounds of weight, plus twenty pounds per creator level, or, 200 pounds to 530+). Creatures larger than this are assumed to weigh much more, which causes the entire sheet to crack and quickly break up at the end of the round size Large or larger creatures step on the ice. This ice sheet becomes unstable and breaks up on its own at the end of any combat or skill challenge in which it is used, or after 1 hour non-combat, or 20 minutes in a hot climate.

You can also use a flask of Freeze oil as a splash weapon when thrown by hand with a range increment of ten feet, treated as a ranged touch attack and doing damage as detailed below, inflicting cold (energy, common) damage.

Freeze Oil can also be fired as ammunition from a sling, slingstaff, or stonebow. When used as ammunition, it is treated as a ranged Touch Attack, but is NOT a splash weapon, the violence of the impact making any splatters too diffuse to cause harm. Upon a successful hit, it inflicts cold (energy, common) damage.

Powder, Flash   [edit]

  • Cost: base 75 gp
  • Weight: 1 lbs

Flash Powder can be bought in small paper packets, and is a completely unremarkable gray, slightly gritty powder that looks exactly like dirt. paper packets may be thrown or used as ammo, but if they get wet, they are ruined. Flash Powder can also be bought in tiny glass vials, in which case they are only useful as a thrown weapon or ammunition, but are immune to water spoilage.

This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude save against a DC noted below negates this blindness, but the distraction will still allow such actions as entering a Stealth stance against all creatures in the burst).

You can also use a flask of Flash Powder as a ranged touch attack when thrown by hand with a range increment of ten feet, doing damage as detailed below, inflicting light (energy, uncommon) damage. When thrown directly at a foe this way, it has no splash effect, does nothing on a miss, and does not cause blindness, the light effects being concentrated within the body of the victim.

Flash Powder can also be fired as ammunition from a sling, slingstaff, or stonebow. When used as ammunition, it is treated as a ranged Touch Attack, but is NOT a splash weapon, the light-imbuing magic being confined intot he body of a victim. Upon a successful hit, it inflicts light (energy, uncommon) damage.

Shunting Orb   [edit]

  • Cost: base 125 gp
  • Weight: 5 lbs

This shiny black orb is 7 inches in diameter and is activated by slamming it onto a hard surface suitable for Walk or Climb movement (a standard action in combat). The using character may place it in one of their occupied squares, or, in any adjacent square.

Rather than shattering or cracking, the Orb sticks in place and begins to slowly dissolve from the bottom up. Attacking the Orb once activated has no effect, but it may be Sundered as normal, using the Maneuver Defense listed below, and any damage ends the effect.

This Orb lasts until the end of the current combat, and during that time, any teleportation which occurs within a 25 foot radius of the dissolving orb must succeed on a Caster Check against a Maneuver Defense found below, or fail and the action and any items uses, etc, are lost to no effect.

Higher level Orbs are more effective, adding 5 feet to the radius per CL of the Orb above CL5. (For example: 30 foot radius at CL6, 35 foot radius at CL7, 60 foot radius at CL12, up to a 175 foot radius at Cl35.)

Smoke Pellet   [Smoke Pellet&action=edit edit]

Smoke Pellet

Smoke Pellet

  • Cost: 25 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20

This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 10-foot cube with a cloud of foul but harmless yellow smoke. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

The smoke fills a 10-foot cube and obscures all sight-based senses, including darkvision, beyond 5 feet. When using sight-based senses to target creatures within the effect, any creature within 5 feet has partial concealment of its perceiver, while creatures farther away have total concealment.

Any dispersing effect, including natural winds or gusts greater than 10 mph, can immediately end the effect in whichever squares the dispersing effect is applied. Otherwise, the cloud persists until the end of the encounter, or for 1 minute, whichever is sooner.

Sunrod   [edit]

  • Cost: base 75 gp
  • Weight: 1 lbs

This 1-foot-long, gold-tipped iron rod glows brightly when struck. When purchased at CRs of 1 to 10, it takes a standard action to ignite a Sunrod. When purchased at CRs between 11 to 20, it takes a swift action to activate a Sunrod. When purchased at CRs 21 to 30, it requires an immediate action to activate a Sunrod. At CRs of 31 and higher, activating a Sunrod is a free action.

When activated, any Sunrod sheds bright light. Sunrod's light up a minimum of a 20-foot radius, plus 10 feet to the bright light radius per CR of the Rod. Thus, a CR1 Sunrod provides bright light for 30 feet; a CR5 Sunrod provides bright light for 70 feet; a CR 15 Sunrod provides bright light for 170 feet; up to a CR 35 Sunrod, which provides bright light for 370 feet.

Sunrods do not produce any area of dim light, due to their affinity to the sun, and, also, magic. Similarly, a sunrod does not increase the light level in bright light.

Once activated, a Sunrod glows until the end of the next Full Night's Rest, after which the gold tip is burned out and worthless.

Tanglefoot Bag   [Tanglefoot Bag&action=edit edit]

Tanglefoot Bag

Tanglefoot Bag

  • Cost: 50 gp
  • Weight: 4 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 40

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make Caster Check with a DC of 15 + double the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of alchemical solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone   [Thunderstone&action=edit edit]

Thunderstone

Thunderstone

  • Cost: 30 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 40

You can throw this stone as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.

Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Tindertwig   [Tindertwig&action=edit edit]

Tindertwig

Tindertwig

  • Cost: 1 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15

The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.


Vitus Flask   [Vitus Flask&action=edit edit]

Vitus Flask

Vitus Flask

  • Cost: 80 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25

Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals the drinker of 1 point of Constitution damage as if the drinker had benefited from a full night's rest. Taking multiple doses in an hour does not increase the rate of healing; as each dose must be taken individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses in 1 day has no effect.