Alchemical Creations

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Alchemical Creations

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


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.

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.


Alchemical Glue

  • 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.


Alchemical Solvent

  • 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.


Alchemist's Fire

  • 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.

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.


Alkali Flask

  • 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.


Alkali Salt

  • 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

  • Cost: 30 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


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 50 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 a single dose of defoliant, and using defoliant doesn't make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.


Deodorizing Agent

  • Cost: 30 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.


Dimmer Dust

  • Cost: 25 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


This small leather pouch is filled with a faintly glowing ore, with a small percentage of reactants that activate the dust. When used, dimmer dust must 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 with the light descriptor in this area must succeed at a DC 15 caster level check or have spell's effect be negated. If dimmer dust is exposed to sunlight, it immediately becomes permanently inert. Each pouch contains enough dust for two applications.


Elemental Breath

  • Cost: 80 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


This vial at first seems to be empty, but when it's opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.


Embalming Fluid

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15


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 corpse with embalming fluid takes 1 hour and a successful DC 25 Heal check. The embalmed corpse decays at half the normal rate (each day dead counts as half a day for the purpose of raise dead).


Foam, Impact

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


This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.


Gel, Fire Ward

  • Cost: 150 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 35


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. The gel burns away as it absorbs fire damage; when it absorbs a total of 20 points of fire damage, it is discharged. 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 it lasts for 1 hour 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 20 points.


Gel, Frost Ward

  • Cost: 150 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 35


When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold damage. You gain cold resistance 5. The gel flakes away as it absorbs cold damage; when it absorbs a total of 20 points of cold damage, it is discharged. 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 it lasts for 1 hour 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 cold damage absorbed to 20 points.


Heatstone

  • Cost: 20 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


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. One heatstone keeps a 20-foot-square area comfortably warm even in extreme cold (below –20° F), or a 40-foot-square area in severe cold (between –20° F and 0° F). A single heatstone is activated by striking it against any hard surface, after which point it continues to provide heat for 24 hours. An active heatstone does not give off enough heat to cook food or cause damage.


Ifrit's Blood

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


Ifrit alchemists claim to make this thick red oil from their own blood—hence the morbid name—but this claim is almost certainly false. Ifrit's blood ignites upon contact with air, but burns slowly and is unsuitable for use as a splash weapon. A creature can apply a flask of ifrit's blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon. If the oil is applied to a creature's natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).


Ink, Glowing

  • Cost: 5 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15


Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.


Ink, Invisible (Average)

  • Cost: 10 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

Average ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).


Ink, Invisible (Good)

  • Cost: 25 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 35


Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

Good ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster's blood (DC 30 to reveal without the trigger).


Ink, Invisible (Simple)

  • Cost: 2 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15


Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

Simple ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).


Ink, Invisible (Superior)

  • Cost: 75 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 50


Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

Superior ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).


Light Detector

  • Cost: 1 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 10


This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.


Liquid Ice

  • Cost: 40 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.


Oil, Lamp

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


A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.


Oil, Quick Freeze

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, 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 oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with this oil takes 1d6 points of nonlethal damage each round because of the chemical's volatile nature, but the oil is ineffective as a splash weapon.


Oil, Stink

  • Cost: 15 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of stink oil as a splash weapon with a range increment of 10 feet. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Fortitude save or be nauseated for one full round. Any creature with scent in an adjacent square must succeed at a DC 12 Fortitude save or be sickened for 1 round. Creatures without the scent ability are not affected by stink oil.


Ointment, Armor

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


This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor's armor check penalty by 1 (to a minimum of –1) for 8 hours.


Ooze, Grease

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


This alchemical concoction can be spread over a Medium or Small creature's body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, CMD checks to avoid a grapple, and Reflex saves to avoid an ooze's improved grab or engulf abilities, but gives a –5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin, and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.


Paste, Bone

  • Cost: 75 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object's hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.


Paste, Mending

  • Cost: 25 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.


Paste, Paper Wall

  • Cost: 10 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15


This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat guano. When exposed to air, the moldable substance quickly creates a thin, paper-like surface, which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall requires a full-round action. Though this false wall is easy to punch through, it requires a successful DC 13Perception check to identify the wall as a fake. If the creator of the paper wall spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases by 2.


Paste, Shrieking

  • Cost: 35 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 45


Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.


Peptus Salix

  • Cost: 30 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial taken in small doses during the day, alleviates these symptoms. If you drink an entire vial, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.


Plaster, Casting

  • Cost: 5 sp
  • Weight: 5 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15


This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1 and 5 hit points per inch of thickness. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.


Powder, Flash

  • Cost: 50 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


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 DC 13 negates).


Powder, Foaming

  • Cost: 10 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless contained, in 1 round the foam fills a 5-foot-square to a depth of 2 feet. When multiple pounds of powder are used, the foam expands at a rate of one 5-foot square per round. Ground covered with the foam is treated as difficult terrain, but is otherwise harmless. After 1 hour, the foam hardens to form a buoyant material roughly the density of honeycomb. The cured foam is easy to cut, with hardness 0 and 5 hit points per foot of thickness. The cured foam breaks down over a few days, and even faster if exposed to water. Casting transmute mud to rock on uncured foam converts it into a soft, pumice-like stone (hardness 2, 5 hit points per inch of thickness).


Powder, Itching

  • Cost: 60 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.


Powder, Normal

  • Cost: 1 cp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 5


Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.


Powder, Rusting

  • Cost: 60 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap. After the skill check is resolved, the mechanism is destroyed and cannot be used afterward. A destroyed lock remains in whatever position it was in (locked or unlocked) when it was destroyed, and cannot be altered without a break check. A destroyed trap will always trigger if it has not been disarmed by the skill check, and the trap's components cannot be reset or salvaged for future use.

Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder easily affects iron and steel, but does not affect non-ferrous metals, such as mithril, gold or adamantine.


Repellent, Vermin

  • Cost: 5 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.


Salve, Stonechipper

  • Cost: 150 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 40


This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object's hardness by 3 for 10 minutes. As a standard action, a creature can apply the paste to affect one 5-foot-square or a sized-medium or smaller unattended object. The paste only affects hardness, not damage reduction or similar defenses.


Shadowcloy

  • Cost: 25 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 35


This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air. Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round. A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.


Shunting Orb

  • Cost: 5,000 gp
  • Weight: 2 lbs
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 60


This shiny black orb is 7 inches in diameter and is activated by slamming it onto a hard surface. Rather than shattering or cracking, it begins to slowly dissolve from the bottom up. This process lasts for 1d6+1 rounds, and during that time, any teleportation which occurs within a 60 foot radius of the dissolving orb must succeed on a DC 30 caster level check, or fail. If the teleportation effect was created by a spell, failing this check also results in losing the spell. Once the orb fully dissolves, it is inert and useless. And gooey.


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, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 1 round, and the smoke dissipates naturally after 1 minute.


Spider Sac

  • Cost: 30 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


Despite their name, spider sacs have nothing to do with spiders but rather are alchemical devices with a unique delivery system. Used for climbing as well as combat, these grayish, gourd-like pouches are made of a specially grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested, pierced at one end, hollowed out, and then injected with a strong alchemical adhesive that hardens to a fibrous material almost instantly when exposed to air. When squeezed, a spider sac's adhesive shoots out to a maximum range of 10 feet and sticks to whatever it strikes, whereupon the strand dries instantly into a durable fibrous rope. For the purposes of climbing, treat a spider sac as a grappling hook except that all surfaces are AC 5. A spider sac can also be used as a lasso except with AC 10, 4 hit points, and a DC 24 Strength check to burst. A spider sac is a single-use item.


Sunrod

  • Cost: 5 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds bright light in a 30-foot radius and produces dim light for another 30 feet beyond that. A sunrod does not increase the light level in bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.


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 concentration check with a DC of 15 + 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.


Tea, Meditation

  • Cost: 30 gp
  • Weight: -
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.


Tea, Tansy

  • Cost: 1 sp
  • Weight:-
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 10


This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female temporarily sterile if drunk every day.


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 20 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

  • 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.


Tonic, Twitch

  • Cost: 45 gp
  • Weight: 1/2 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.


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.


Water Purification Sponge

  • Cost: 25 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 15


This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.


Weapon Blanch (Adamantine)

  • Cost: 100 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 30


These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective for 1d4 successful attacks of the weapon (roll when the blanching is applied). Each dose of blanching can coat one weapon or up to 5 pieces of ammunition. Blanching on ammunition is only effective the first time the ammunition is fired. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit. A blanching's efficacy fades 24 hours after applying it, even if the weapon is never used in combat.


Weapon Blanch (Cold Iron)

  • Cost: 50 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 25


These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective for 1d4 successful attacks of the weapon (roll when the blanching is applied). Each dose of blanching can coat one weapon or up to 5 pieces of ammunition. Blanching on ammunition is only effective the first time the ammunition is fired. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit. A blanching's efficacy fades 24 hours after applying it, even if the weapon is never used in combat.


Weapon Blanch (Ghost Salt)

  • Cost: 200 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 35


These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective for 1d4 successful attacks of the weapon (roll when the blanching is applied). Each dose of blanching can coat one weapon or up to 5 pieces of ammunition. Blanching on ammunition is only effective the first time the ammunition is fired. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit. A blanching's efficacy fades 24 hours after applying it, even if the weapon is never used in combat.


Weapon Blanch (Rust-Proof)

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


These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching makes the weapon immune to rust, including monster attacks which corrode the weapon such as those caused by rust monsters and oozes. The blanching remains effective for the first 1d4 successful attacks made against the weapon (roll when the blanching is applied). Each dose of blanching can coat one weapon, but rust-proof blanching is not usable on ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit. A blanching's efficacy fades 24 hours after applying it, even if the weapon is never subjected to a corrosive force or monster.


Weapon Blanch (Silvered)

  • Cost: 10 gp
  • Weight: 1 lb
  • Craftable? Yes
    • Skill: Craft (Alchemy)
    • Check DC: 20


These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective for 1d4 successful attacks of the weapon (roll when the blanching is applied). Each dose of blanching can coat one weapon or up to 5 pieces of ammunition. Blanching on ammunition is only effective the first time the ammunition is fired. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit. A blanching's efficacy fades 24 hours after applying it, even if the weapon is never used in combat.