Alchemical Creations: Difference between revisions

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{{EquipmentPageAid|Antitoxin Compound}}
{{EquipmentPageAid|Antitoxin Compound}}


===Black Fester===
{{EquipmentPageAid|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.
{{EquipmentPageAid|Brewed Reek}}


===Brewed Reek===
{{EquipmentPageAid|Candlerod}}
* '''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.
{{EquipmentPageAid|Darkflare}}
 
===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