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Rick Hershey, Empty Room Studios This page includes various chemicals, herbs, salves, balms, oils, and other substances which require special preparation before use (such as use of a Craft (alchemy) skill check.) Alchemical Items Characters with skill ranks in Craft (alchemy) can create some of these items, and they are usually available in the same places where you can buy alchemical items. Items with a DC listed in the Craft DC column use the Craft (alchemy) skill to create. Alchemical Power Components
Source PC:AA An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time. Alchemical Reagents as Alchemical Power ComponentsSource Alchemy Manual Alchemical reagents may also be used as an alchemical power component, augmenting the effects of certain spells when used as an additional material component. Using a reagent as an alchemical power component requires a number of doses of the reagent, affects only spells that meet the listed criteria, and augments only an effect the spell already produces (for example, you can use black powder as an alchemical power component only for a spell that deals energy damage). Reagents do not stack with either themselves or one another, and are expended after use. Oils and FlammablesOil, Alchemist's FireSource PRG:CRB 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 point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target 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. Alchemical Power Components
Source PC:AA This dwarven favorite can make fire spells last longer.
Using Splash Weapons
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.) You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage. You Miss: First, roll 1d8 to determine the misdirection of the throw. 1 - Falls short (straight line towards the thrower.) 2 through 8 - Count around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target. Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares. Back to TopOil, AnointingSource PRG:ARG This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster's effective caster level by +1 for that spell. Back to TopOil, KerosineSource PC:AA Also known as firebreather's oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of kerosine past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of kerosine holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action). Create: Craft (alchemy) DC 15 Back to TopOil, Quick FreezeSource PPC:DunHb Price 50 gp; Weight 1 lb. 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. Back to TopOil, LampSource PRG:CRB 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. Using Splash Weapons
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.) You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage. You Miss: First, roll 1d8 to determine the misdirection of the throw. 1 - Falls short (straight line towards the thrower.) 2 through 8 - Count around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target. Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares. Back to TopOil, StinkSource PPC:AA Price 15 gp; Weight 1 lb. 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 1d4+1 rounds. 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. Back to TopOil, WingSource PRG:ARG Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours. Back to TopTools, Devices and KitsAlchemist's LabSource PRG:CRB This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides. Back to TopAlchemist's Lab, PortableSource PC:AA This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks. Back to TopArtificer's Lab, PortableSource PRG:ARG The portable artificer's lab contains everything needed to create magic items, though many of the tools and implements are of only the most basic type. This lab allows the artificer to spend 4 hours crafting each night while out adventuring, and net 3 hours' worth of work (instead of 2). However, because the tools are all designed to fulfill multiple functions and the portable lab lacks the space and quiet that provide ideal circumstances for creating magic items, the skill check to complete a magic item that had any of its work done using a portable lab takes a –5 penalty. Back to TopBomb LauncherSource PRG:ARG These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs' accuracy. Goblin alchemists use these special containers to make their bombs more accurate when thrown long distances. Using a bomb launcher when throwing a bomb increases the bomb's range increment to 30 feet (or increases the range increment of a bomb with the rocket bomb discovery to 70 feet). Bomb launchers are destroyed when used. Back to TopBuoyant BalloonPrice 10 gp; Weight 1 lb. This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed. Back to TopCandlerodPrice 1 gp; Weight 1 lb. Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours. Back to TopLight DetectorPrice 1 gp; Weight — 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. Back to TopPox BursterSource PRG:ARG A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever. Back to TopSunrodPrice 2 gp; Weight 1 lb. This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless. Back to TopThuribleSource PC:AA When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases. Back to TopWater Purification SpongePrice 25 gp; Weight 1 lb. 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. Back to TopMedicines and TonicsAll of the items in this section are meant to be ingested or applied to a wound. AntiplagueSource PRG:APG 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. Create: Craft (alchemy) DC 25 Alchemical Power Components
Source PC:AA Certain healing spells have greater effects when used with antiplague.
Back to TopAntitoxinSource PRG:CRB If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Components
Source PC:AA Like antiplague, antitoxin can augment certain healing spells.
Back to TopBloodblockPrice 25 gp; Weight — This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above). Create: Craft (alchemy) DC 25 Back to TopBodybalmSource PC:AA When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease. Create: Craft (alchemy) DC 25 Back to TopClear EarSource PC:AA This green gel is poured into the user's ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks. Back to TopHealy MyrrhSource Qadira: Gateway to the East When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack. Create: Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp Back to TopMellowrootSource PRG:ARG Sneaky goblin chieftains give this orange paste to the tribe's warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action. Back to TopSmelling SaltsSource PRG:APG These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened. Create: Craft (alchemy) DC 20 Back to TopSoothe SyrupSource PRG:APG This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened. Create: Craft (alchemy) DC 15 Back to TopStillgutSource PRG:ARG Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in stages of rot or decay. Back to TopSoul StimulantPrice 300 gp; Weight — This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level's penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level's effects. Back to TopTroll OilPrice 50 gp; Weight 1 lb. This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round. Back to TopTroll StypticSource Seekers of Secrets A witch's brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing. Create: Craft (alchemy) DC 25 Back to TopUnguent of RevivificationSource Pathfinder Campaign Setting The preservation of dead flesh is important in undead-friendly cultures. In such places this alchemical ointment is commonly used as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead. Back to TopWoundwealSource PC:AA This gritty black paste is a poison that interferes with an afflicted creature's ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed. Type poison, injury; Save Fortitude DC 18 Onset 1 round; Frequency 1/day Effect impaired healing (see above); Cure 2 consecutive saves Back to TopHerbs and PlantsUseful herbs can be found in the wild with an hour of foraging and a successful Profession (herbalist) check (with a DC determined by the herb and terrain), though some must be processed with Craft (alchemy) before their qualities awaken. Each check in the same area for the same herb increases the DC by 5. The costs are for buying dried and preserved herbs. A character making money by finding and selling herbs uses the normal rules for the Profession skill. AllnightSource PC:AA This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off. Back to TopBarbarian ChewSource PC:AA This bitter red chew comes from dried leaves of a stunted bush found in northern climates. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round. Back to TopBelladonnaSource PC:AA Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief. Back to TopDreamer's StarSource Heroes of the Wild Price 5 gp; Check Profession (herbalist) DC 13; Weight —; Terrain forests or plains When the orange petals of this plant are cured and left to steep in hot water, the leaves make a mild, aromatic tea that facilitates restful sleep. When taken before sleeping, this tea grants the drinker the benefits of a full 8 hours of uninterrupted sleep in only 6 hours. One dose of Dreamer's star makes enough tea to serve six. Back to TopFlayleafSource PC:AA These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects. Back to TopGarlicSource PC:AA These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.) Back to TopGoblinvineSource Heroes of the Wild Price 30 gp; Check Profession (herbalist) DC 16; Weight 1 lb.; Terrain forests, jungles, mountains, plains, or swamps The leaves of this invasive creeper produce oil that irritates the skin, causing red, itchy splotches to cover the affected area. Raw goblinvine leaves can be used as an improvised thrown weapon with a range of 10 feet that causes one creature to be are affected as if by itching powder, but with a save DC of 10. Creatures with the goblinoid subtype are immune to goblinvine. Back to TopGolden Maple LeavesSource PRG:ARG These potent additives can only be culled from a rare maple tree known to grow exclusively in urban areas. These small, elaborately twisting trees are extremely slow to grow and mature—the leaves reach maturity only once every 3 years—and they are almost always grown and cultivated by half-elves. Additionally, half-elves are keenly aware of the effort put into the leaves' growth and normally only sell the products of their labors to others of their kind. When the golden maple's delicate, five-pointed leaves finally take on their namesake's color, they can be cut, dried, and then ground into a fine powder, a process that requires a DC 15 Knowledge (nature) or Profession (herbalist) check. When used in conjunction with the Craft (alchemy) skill to create special substances and items like alchemical grease or tanglefoot bags, golden maple leaves reduce the Craft DC by 5 and add +1 to the DC of any save required by the alchemical item. A single dose of golden maple leaf powder is sufficient to augment the crafting of three alchemical items. Back to TopHollySource PC:AA The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year. Back to TopHolly and MistletoeSource PRG:CRB Druids commonly use these plants as divine focuses when casting spells. Back to TopLeechwortSource Heroes of the Wild Price 25 gp; Check Profession (herbalist) DC 15; Weight 1 lb.; Terrain jungles or swamps When dried and ground into a powder, the mottled red and gray bark of this shrub is a boon to healers. When applied to a wound, leechwort grants a +1 alchemical bonus on all Heal checks and a +2 alchemical bonus on Heal checks to staunch bleeding. One pound of leechwort is enough for 10 uses. Alternatively, with a successful DC 15 Craft (alchemy) check, a pound of leechwort can be used to restock an exhausted healer's kit. Back to TopMistletoeSource PC:AA This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year. Back to TopPoppy TearsSource PC:AA Price 15 gp The milk of this vibrant green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though poppy tears comes in several different varieties, it's refined form is both the most potent and expensive type. Effects Type ingested or inhaled; Addiction moderate, Fortitude DC 20; Initial Effect(s) 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects Secondary Effect(s) after 1 hour; 1d2 hours of fatigue Damage 1d2 Con and 1d2 Wis damage Back to TopTobaccoSource PC:AA These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage. Back to TopTwilight DaggerSource Heroes of the Wild Price 50 gp; Check Profession (herbalist) DC 18; Weight —; Terrain deserts Found most often in lands heavily modified by magic, this bulbous cactus is topped with twilight-blue flowers. The sap from the cactus can be used as an additive when crafting potions, causing all variable numeric effects of the potion to be determined as if the potion's caster level were 1 higher. When processed into a powder with a successful DC 15 Craft (alchemy) check, Twilight dagger can be used as an additional material component when casting spells, granting the user a +1 alchemical bonus on caster level checks to overcome spell resistance. Back to TopWinterbiteSource Heroes of the Wild Price 1 gp; Check Profession (herbalist) DC 11; Weight —; Terrain cold forests or mountains Wolves are often found rubbing their noses in the white-tipped leaves of this wild mint. When held under the nose and crushed, winterbite releases a pungent, sharply sweet odor that clears the sinuses and sharpens the senses. For the next hour, a user of winterbite gains a +2 alchemical bonus on scent-based Perception checks. Back to TopWolfsbaneSource PC:AA The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse. Back to TopHunting AidsBeast LureSource PC:AA This light brown oil works similar to wild animal musk but attracts one specific kind of creature (dogs, giant bees, and so on). Create: Craft (alchemy) DC 20 Back to TopBeast ScentSource Seekers of Secrets This is a mixture of scent gland extracts and aromatic herbs that serves as both attractor and olfactory camouflage. It masks the natural scent of a creature with an appealing if pungent musk that is alluring to most animals. Beast-scent provides a +2 circumstance bonus to Handle Animal and wild empathy checks and a –5 penalty to attempts to track the wearer by his original scent. If the tracking creature is following the smell of beast-scent itself, track checks are made at a +10 circumstance bonus instead. A single vial of beast-scent masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item's benefits. Beast-scent is rendered inert after 1 hour of exposure to air. Applying a vial is a full-round action that provokes attacks of opportunity. Create: Craft (alchemy) DC 25 Back to TopHound's BloodSource PRG:ARG If you apply the thick, red paste known as hound's blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 alchemical bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 alchemical bonus on Perception checks for an additional 1 hour. Back to TopMusk, Wild Animal
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Type | Price | Weight | Source |
---|---|---|---|
Simple | 2 gp | — | PRG:UE |
Average | 10 gp | — | PRG:UE |
Good | 25 gp | — | PRG:UE |
Superior | 75 gp | — | PRG:UE |
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: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).
- Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).
- Good: This 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).
- Superior: This 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).
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Lichen, Camouflage
Source PRG:ARG
Though oreads with obviously stony features are rare, almost all oreads have an essentially earthen quality to their skin that makes it perfect for cultivating plant life. Where other races would be appalled at the thought of plants taking root in their flesh, oreads see it as a natural and healthy extension of their elemental nature. For this reason, oread herbalists developed several strains of moss and lichen specifically adapted to grow on their bodies. Camouflage lichen is the most common variety of these oread plants. It takes 1 minute to apply a paste of camouflage lichen spores to the skin, and an additional 24 hours for the fungus to sprout. After this time, the oread is covered in a thin green layer of living plant matter, granting her a +4 bonus on Stealth checks made in green forest and jungle environments. Red-orange and white varieties exist, providing bonuses in appropriately colored environments (red-orange among autumn leaves or in red deserts, white in snow, and so on). Camouflage lichen has a short lifespan; it withers and dies 3 days after being applied, crumbling away into harmless powder. This item only works on oreads and other creatures with rock-like bodies.
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Liquid Ice
Source PRG:APG
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.
Create: Craft (alchemy) DC 25
Source PC:AA
Liquid ice augments cold magic.
- Cone of Cold (M): The spell deals +1 point of damage per caster level.
- Gentle Repose (M): The spell's duration increases to 2 days per level.
- Ray of Frost (F): The spell deals +1 point of damage.
- Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
- Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
- Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36.
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Ointment, Armor
Price 30 gp; Weight 1 lb.
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.
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Ooze, Grease
Source Dungeon Denizens Revisited
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.
Create: Craft (alchemy) DC 25
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Ooze, Petrified
Source PPC:DunHb
Price 80 gp; Weight 1/2 lb.
This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Reflex save to avoid taking acid damage from it.
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Paste, Blackfingers
Source PCS:Rival Guide.
This inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user's fingers lasts for days. A single dose of this alchemical item costs 50 gp.
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Paste, Bone
Source PPC:DunHb
Price 75 gp; Weight 1 lb.
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.
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Paste, Mending
Price 25 gp; Weight 1/2 lb.
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.
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Paste, Paper Wall
Price 10 gp; Weight 2 lb.
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.
Create: Craft (alchemy) DC 15
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Paste, Shrieking
Source PPC:DunHb
Price 35 gp; Weight 2 lbs.
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.
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Peptus Salix
Price 30 gp; Weight —
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.
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Plague Powder
Source PRG:HA
DESCRIPTION
Price varies; Weight —
This ash-gray powder is refined from the crushed bones of creatures that died of virulent diseases, illegally produced by nefarious alchemists, and sold on the black market to those seeking to spread illness and death. The application of the powder depends on the disease from which it is refined. Someone using powder made from diseases contracted by ingestion must apply it to food (a full-round action) for the victim to consume. Those using powder made from diseases contracted by injury must apply the powder to weapons (a standard action, as per the poison application rules) and deal damage to victims to subject them to the contagion. Diseases contracted by inhalation require the user to disperse the powder by throwing it into the air. Throwing a handful of plague powder is a splash attack with a range increment of 5 feet. Anyone standing in the square of impact must succeed at a save with a DC equal to that of the disease from which the powder is made to avoid contracting the illness, while those in adjacent squares must attempt the same save with a +4 bonus. Diseases spread through contact can use any of the three manners of application.
The most common disease refined for these powders is filth fever, costing 144 gp, but refined plague powders of other diseases are available, with a price equal to the base save DC of the disease squared. Making a plague powder always requires access to a sample of the disease and exposes the creator to the disease in question each day of crafting. Crafting a dose of plague powder requires a successful DC 25 Craft (alchemy) check.
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Reanimating Fluid
Source PRG:HA
DESCRIPTION
Price 100 gp; Weight —
This viscous, translucent green fluid is typically stored in a large syringe. When injected into a mostly intact corpse of a Medium or smaller creature that has been dead for no more than 1 day (time spent under effects like gentle repose don’t count against this time), the fluid gives the corpse a rudimentary semblance of life, reactivating its nerves and muscle tissue. This causes the corpse to reanimate and shamble around erratically for 1 minute.
The result is not an undead creature, nor is it a construct.
The reanimated corpse remains utterly lifeless and is driven only by muscular spasms that cause it shuffle 20 feet in a random direction each round, gasping and blinking eerily as it goes. When the corpse hits a solid barrier or is attacked, it stops moving. On its next turn, roll 1d8 to determine where it goes next. On a 1, it continues forward in the same direction it had been previously moving (or runs up against the same barrier).
On a 2, it turns 45º clockwise and heads in that direction; on a 3, it turns 90º clockwise and heads in that direction; and so on. The corpse can’t attack, doesn’t defend itself, and—as an object—has AC 10 and 12 hit points. Crafting a syringe of reanimating fluid requires a successful DC 25 Craft (alchemy) check.
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Plaster, Casting
Price 5 sp; Weight 5 lbs.
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.
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Powder, Flash
Source PRG:APG
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).
Create: Craft (alchemy) DC 20
Source PC:AA
Useful as a distraction, flash powder makes light-burst spells more dangerous.
- Flare (M): Increase the saving throw DC of the spell by 2.
- Pyrotechnics (M): When used to create fireworks, increase the DC by 1 and the blindness duration by 1 round.
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Powder, Foaming
Price 10 gp; Weight 1 lb.
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).
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Powder, Insomnia
Source PPC:DunHb
Price 60 gp; Weight 2 lbs.
This fine white powder is a powerful stimulant that affects the nervous systems of any creatures that inhale or ingest it, preventing them from sleeping for 24 hours. A packet of insomnia powder can be thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 12 Fortitude save to avoid the effect, while those in the splash radius must succeed at DC 8 Fortitude saves. This is a poison effect.
Although it causes no severe damage, insomnia can cause a creature to be more prone to fatigue or exhaustion. Though it prevents sleep (and thus prevents wizards and some other spellcasters from regaining their spells), insomnia powder does not prevent a creature from meditating or praying. The effects of insomnia powder can be countered by sleep, neutralize poison, or similar effects.
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Powder, Itching
Source PC:AA
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.
Create: Craft (alchemy) DC 25
Source PC:AA
Itching powder can make an otherwise innocuous spell especially irritating.
- Glitterdust (M): For each packet of itching powder used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).
- Repel Vermin (M): The first vermin that enters the emanation is subject to the effects of itching powder (DC 15). Each packet of itching powder beyond the first means the spell affects another vermin that enters the emanation. A swarm of vermin counts as one vermin for the purpose of this effect.
- Summon Swarm (M): Increase the swarm's distraction DC by 2.
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Powder, Normal
Source PRG:APG
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.
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Powder, Rusting
Price 60 gp; Weight —
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, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.
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 does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
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Powder, Sneezing
Source PRG:APG
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.
Create: Craft (alchemy) DC 25
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Powder Ball
Source PCS:Castles of the Inner Sea
Price Powder ball (empty) 400 gp; Weight 4 lbs.
Price Powder ball fuel 300 gp; Weight 1 lb.
This steel sphere is about the size of a standard cannon ball, though it's significantly lighter. Small holes pock the surface of the sphere, which can be unscrewed into two hemispherical pieces. By filling the intricate hollows in an opened powder ball with a specific mixture of volatile chemical reagents (which can typically be purchased for around 200 gp) and inserting a proprietary fuse, an individual can use the weapon as a time-delayed explosive device, throwing it as a splash weapon or simply placing it where she wants it to explode. The fuse can be ignited as a move action; 1d4 rounds afterward, the powder ball explodes, dealing 2d6 points of fire damage to anything in a 10-foot-radius burst (DC 15 for half). A powder ball explodes in this way three times— the second explosion occurs 1d3 rounds after the initial explosion, and the third explosion occurs 1d2 rounds after the second. After the third explosion, the empty powder ball can be refilled and used again.
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Repellent, Vermin
Source PC:AA
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.
Create: Craft (alchemy) DC 20
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Salve Exemplar Weapon
Source PPC:MTT
Price 350 gp; Weight 1 lb.
DESCRIPTION
This alchemical salve strengthens the material of a weapon, improves its balance, gives it greater flexibility without sacrificing resilience, and enhances its ability to hold an edge or point and survive an impact. An application turns a typical non-magical melee weapon into a masterwork weapon. A double weapon requires 2 doses of exemplar weapon salve, and 50 arrows, bolts, or similar ammunition can be enhanced by a single application.
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Salve, Stonechipper
Source PRG:ARG
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 Medium or smaller creature. The paste only affects hardness, not damage reduction or similar defenses.
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Scent Cloak
Price 20 gp; Weight 2 lbs.
This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can't identify your smell as something unique. Washing for 1 full round removes the scent cloak.
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Shadowcloy
Source PRG:ARG
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.
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Silversheen
Source Qadira: Gateway to the East
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp
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Sky Mine
Source PCS:Castles of the Inner Sea
Price 1,000 gp; Weight 500 lbs.
Dwarves fill these 20-foot-diameter cloth balloons with a secret and highly flammable gas (included in the price) and then release them into the sky over their enemies. To transform the balloons into decoys, dwarven siege warriors place dummies in cargo baskets beneath the balloons to look like balloonist scouts or snipers. Whoever releases the balloon can attempt a DC 15 Profession (driver), Knowledge (nature), or Wisdom check; if the check is successful, the balloon can be guided out to a maximum range of 300 feet, a far enough distance for archers to safely shoot the balloon with flaming arrows, causing it to explode in a devastating ball of fire. A detonated sky mine creates a 50-foot-radius burst of flame that deals 10d6 points of fire damage to anything in the area.
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Smoke Pellet
Price 25 gp; Weight —
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
Create: Craft (alchemy) DC 20
Smoke pellet, pepper
Source PPC:DunHb
The smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a DC 12 Fortitude save or be sickened for 1 round.
Price 60 gp; Weight —
Smoke pellet, smog
Source PPC:DunHb
The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.
Price 40 gp; Weight —
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Smokestick
Price 20 gp; Weight 1/2 lb.
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Source PC:AA
Smokesticks work best with spells that create clouds or smoke.
- Fog Cloud (M): Increase the radius of the cloud by 5 feet.
- Obscuring Mist (M): The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.
- Pyrotechnics (M): Increase the radius of the cloud by 5 feet and the duration by 2 rounds.
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Spellscorch
Source PRG:ARG
Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its Fortitude save, for the next minute the target must make a Concentration check with a DC equal to 10 + spell level to cast a spell, and all other concentration checks to cast spells take a –5 penalty.
Type poison (injury); Save Fort DC 14;
Onset —; Frequency 1/rd. for 4 rds.;
Effect see text; Cure 1 save;
Cost 200 gp/dose
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Spider Sac
Source PRG:ARG
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.
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Sunderblock
Source PPC:MTT
Price 35 gp; Weight 2 lbs.
DESCRIPTION
This lumpy, lard-like, alchemical substance is designed to protect armor and weapons from dents and cracks that commonly develop in close-combat equipment. When liberally applied to armor or weapons, the material provides a greasy surface that blunts impacts, causes blades to slide aside, and strengthens the gear it is applied to. A single container holds enough sunderblock to coat a single weapon or suit of armor as a full-round action. The effects aren't pronounced enough to increase the Armor Class bonus of a suit of armor, but the hardness of armors and weapons coated with sunderblock increases by 5. This bonus lasts for 12 hours, at which point the greasy substance dries and flakes away.
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Tanglefoot Bag
Source PRG:CRB
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 universal solvent to a stuck creature dissolves the alchemical goo immediately.
Source PC:AA
Tanglefoot bags can make troublesome spells even worse when used as a power component.
- Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles' grapple check against one creature of your choice.
- Slow (M): For each tangelefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.
- Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.
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Tar Bomb
Source PPC:PotIS.
A tar bomb is an easy weapon to make, and devastating in use. A head-sized lump of tar is wrapped around a rope and set on fire. You use the rope to lob the burning tar onto an enemy's deck, where it sticks and sets the ship alight. In many ways, a tar bomb functions as a less potent version of alchemist's fire, as it deals less damage and lacks the splash damage of the more expensive substance. Treat this attack as a ranged touch attack with a range increment of 10 feet. Lighting a tar bomb is a move action.
A hit with a tar bomb deals 1d4 points of fire damage and has the potential to set the struck object or creature on fire, causing an additional 1d6 points of fire damage each round unless the target or an adjacent creature makes a DC 15 Reflex save to extinguish the flames as a full-round action. Knocking the tar bomb or the burning creature or object into a body of water or magically extinguishing the flames automatically smothers the fire.
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Tattoo, Poison
Source PRG:ARG
This henna-like paste creates a dark brown tattoo on the hands or feet that fades over the next 2d6 days. The tattoo temporarily boosts the strength of a vishkanya's natural poison, increasing the DC of the next weapon envenomed with the vishkanya's blood or saliva by +2 (once used, the tattoo is merely decorative and does not affect the creature's poison). A typical tattoo consists of intricate whorls and spiritual symbols on the hands or feet.
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Tea, Meditation
Price 30 gp; Weight —
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.
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Tea, Night
Source PC:AA
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
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Terrap Sap, Distilled
Source PC:AA
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the sap's odor remains, but they automatically fail any scent-based Perception checks during that time.
Create: Craft (alchemy) DC 15
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Thunderstone
Source PRG:CRB
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.
Source PC:AA
While they are effective enough on their own, thunderstones have useful interactions with some spells.
- Alarm (M): If cast as a mental alarm, you may have the spell activate a mental and audible alarm. If cast as an audible alarm, the alarm is as loud as a thunderstone and affects creatures in a 10-foot-radius spread as if a thunderstone had detonated there.
- Glyph of Warding (M): Creatures that fail their saves against a blast glyph are also deafened as if by a thunderstone.
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Tindertwig
Price 1 gp; Weight —
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.
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Tonic, Blight
Source PRG:ARG
Blight tonic increases the potency of a creature's disease attack transmitted by physical contact, such as a dire rat's filth fever. The next time a creature must save against the drinker's disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker's disease DC, whichever comes first.
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Tonic, Twitch
Price 45 gp; Weight —
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.
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Unguent, Fiendgore
Source PRG:ARG
When this unguent—prepared with vile alchemical reagents and the gore of fiends—is applied to a wounded tiefling or evil outsider (not currently at maximum hit points), it momentarily transforms the essence of the target into something even more fearsome and demonic. While under the effects of a fiendgore unguent, a tiefling or an evil outsider gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that they cast. Applying the unguent is a delicate process, requiring a full-round action, and can only be properly applied to a willing or helpless creature. If applied to a creature other than a tiefling or an evil outsider, it sickens the creature instead. The unguent's effects (either beneficial or harmful) last for 1 minute.
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Unstable Accelerant
Source PRG:ARG
A volatile mix of incendiary reagents, unstable accelerant can be thrown just like alchemist's fire. In the hands of an alchemist, a flask of unstable accelerant can be used as part of creating a bomb, increasing its fire damage by +1d6 points. It has no effect on bombs that do not deal fire damage. If the bomb lasts for more than an instant, the extra damage only applies to the first round's damage.
Create: Craft (alchemy) DC 25
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Vitus Flask
Price 80 gp; Weight —
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.
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Weapon Blanch
Source PRG:APG
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, 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 until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of 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.
Ghost Salt: This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full damage to incorporeal creatures, even if the weapon itself is non-magical. An application of ghost salt remains effective until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time.
Type | Price | Craft (alchemy) DC | Weight | Source |
---|---|---|---|---|
Adamantine | 100 gp | 25 | 1/2 lb. | PRG:UE |
Cold iron | 20 gp | 20 | 1/2 lb. | PRG:UE |
Ghost salt | 200 gp | - | 1/2 lb. | PCS:PFSFG |
Silver | 5 gp | 20 | 1/2 lb. | PRG:UE |
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 until you make a successful attack with the weapon. Each dose of blanching can coat one weapon or up to 10 pieces of 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.