Alchemical Creations: Difference between revisions

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


===Acid Flask===
{{EquipmentPageAid|Acid Flask}}
* '''Cost:''' 10 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy)
** '''Check DC:''' 15


You can throw a flask of acid as a splash weapon with a range increment of 10 feet.
{{EquipmentPageAid|Alchemical Glue}}


A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the square in which the acid hits takes 1 point of acid damage from the splash.
{{EquipmentPageAid|Alchemical Solvent}}


===Alchemical Glue===
{{EquipmentPageAid|Alchemist's Fire}}
* '''Cost:''' 20 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 20


This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.
{{EquipmentPageAid|Alkali Flask}}


===Alchemical Solvent===
{{EquipmentPageAid|Alkali Salt}}
* '''Cost:''' 20 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 20


This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It 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.
{{EquipmentPageAid|Ambrosia}}


===Alchemist's Fire===
{{EquipmentPageAid|Antiplague Compound}}
* '''Cost:''' 20 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 20


You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
{{EquipmentPageAid|Antitoxin Compound}}


A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the square in which the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the primary target, if successfully struck, takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
{{EquipmentPageAid|Black Fester}}


===Alkali Flask===
{{EquipmentPageAid|Brewed Reek}}
* '''Cost:''' 15 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 20


This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.
{{EquipmentPageAid|Candlerod}}


===Alkali Salt===
{{EquipmentPageAid|Darkflare}}
* '''Cost:''' 30 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 20
 
These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze's acidic touch.
 
===Ambrosia===
* '''Cost:''' 100 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 45
 
Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.
 
===Antiplague Compound===
* '''Cost:''' 50 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 25
 
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
 
===Antitoxin Compound===
* '''Cost:''' 50 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 25
 
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
 
===Black Fester===
* '''Cost:''' 30 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 40
 
This black paste is often applied on orc weapons before going on raids to stymie an enemy's healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target's body for 1 hour. A creature exposed to black fester must make a Fortitude save, DC 15, or gain the [[Bruised]] condition.
 
===Brewed Reek===
* '''Cost:''' 40 gp
* '''Weight:''' 1 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 40
 
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 splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.
 
===Candlerod===
* '''Cost:''' 1 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 20
 
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===
* '''Cost:''' 10 gp
* '''Weight:''' 1/2 lb
* '''Craftable?''' Yes
** '''Skill:''' Craft (Alchemy) 
** '''Check DC:''' 30
 
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 15 Fortitude save or be unable to see with darkvision for 1d10 rounds. Affected creatures can still see in normal light with no penalty. A darkflare has no effect on creatures without darkvision.


===Defoliant===
===Defoliant===

Revision as of 17:36, 24 May 2018