Alchemical Items

Table: Alchemical Items

ItemPriceWeightBulkCraft DC
Acid (1 flask)10 gp1 lb.115
Air Crystals (1 pouch)50 gp0.125
Alchemical Glue20 gp½ lb.115
Alchemical Glue Accelerant25 gp0.120
Alchemical Solvent20 gp0.120
Alchemist's Fire (1 flask)20 gp1 lb.120
Antitoxin (1 vial)50 gp0.120
Cleric Salve (10 doses)30 gp½ lb.0.525
Deodorizing Agent (1 vial)30 gp0.120
Incense (10 sticks)10 gp1 lb.115
Liquid Ice (1 flask)10 gp1 lb.115
Musk, Animal (1 vial)40 gp½ lb.0.520
Musk, Beast (1 vial)60 gp½ lb.0.525
Oil, Blueshine (1 vial)30 gp1 lb.125
Oil, Lamp (1-pint flask)1 sp1 lb.115
Oil, Stalkers (1 vial)20 gp0.125
Peptus Salix (1 vial)30 gp0.125
Smokestick20 gp½ lb.0.115
Sunrod2 gp1 lb.120
Tanglefoot Bag50 gp4 lb.225
Thunderstone30 gp1 lb.125
Tindertwig1 gp0.115
Troll Brew (1 vial)50 gp0.125
Vermin Repellent15 gp½ lb.0.520

Acid

Price: 10 gp; Weight: 1 lb.; Bulk: 1; Craft 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 point where the acid hits takes 1 point of acid damage from the splash.

Air Crystals

Price: 50 gp; Weight: —; Bulk: 0.1; Craft DC: 25

These unpleasant-tasting, alchemically grown crystals release breathable air when chewed. A pouch of air crystals provides 1 minute of breathable air. Placing air crystals in your mouth takes a standard action; chewing them each round is a free action. Any attempt to speak while chewing air crystals negates any remaining duration.

Alchemical Glue

Price: 20 gp; Weight: ½ lb.; Bulk: 1; Craft DC: 15

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 Glue Accelerant

Price: 25 gp; Weight: —; Bulk: 0.1; Craft DC: 20

This tiny dropper contains a liquid that speeds up the cure time of alchemical glue. Applying the accelerant is a standard action. Accelerated glue is tacky after 1 round and fully cured in 1 minute. The dropper contains 20 doses; each dose is sufficient to cure one small application of alchemical glue. The entire dropper must be used to cure a full square foot of glue.

Alchemical Solvent

Price: 20 gp; Weight: —; Bulk: 0.1; Craft 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

Price: 20 gp; Weight: 1 lb.; Bulk: 1; Craft 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 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.

Antitoxin

Price: 50 gp; Weight: —; Bulk: 0.1; Craft DC: 20

If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Cleric Salve

Price: 30 gp; Weight: ½ lb.; Bulk: 0.5; Craft DC: 25

This salve is useful for healing small wounds. When carefully rubbed into a wound (a standard action), the wounded creature heals 1 hit point of damage.

Deodorizing Agent

Price: 30 gp; Weight: —; Bulk: 0.1; Craft DC: 20

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.

Deodorizing agent immediately negates all effects of animal and beast musk.

Incense

Price: 10 gp; Weight: 1 lb.; Bulk: 1; Craft DC: 15

This aromatic resin, imbued with fragrant oils, is often formed into sticks, cones, or balls and burned in ceremonies or during meditation. A piece of incense burns for 1 hour.

Certain substances, both beneficial and malicious, can be infused into incense, dispersing their effects through the room to anyone who breathes it in. A typical stick of incense that has been treated with such a substances affects creatures up to 10 feet away.

Liquid Ice

Price: 10 gp; Weight: 1 lb.; Bulk: 1; Craft DC: 15

Sometimes called “alchemist’s frost,” this concoction rapidly evaporates, flash freezing anything it touches.

You can throw a flask of liquid ice as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of cold damage. Every creature within 5 feet of the point where the flask hits takes 1 point of cold damage from the splash.

Musk, Animal

Price: 40 gp; Weight: ½ lb.; Bulk: 0.5; Craft DC: 20

This sticky concoction is made from powerful scents harvested from a particular type of Animal and mixed with an alchemical binding agent that is difficult to wash off. A target splashed with animal musk smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 alchemical bonus on its tracking checks. However, the musk masks the creature’s original scent, inflicting a -5 alchemical penalty to tracking by the creature’s original scent.

A single vial of animal musk masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item’s benefits. Applying a vial is a full-round action that provokes attacks of opportunity.

In addition, the musk attracts animals of the same type. The starting attitude of such animals start off one step more friendly towards you.

Immersion in water within 1 round of exposure washes it off; otherwise the effect cannot be washed off but decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

Musk, Beast

Price: 60 gp; Weight: ½ lb.; Bulk: 0.5; Craft DC: 25

This item functions the same as animal musk, except that it can be made from a Beast or Magical Beast.

Beast musk is better at covering a creature’s original scent, inflicting a -10 alchemical penalty to tracking by the creature’s original scent.

Beasts and Magical Beasts with an Intelligence of 3 or higher are not fooled into thinking you are the same type of creature by the scent of the musk, so their starting attitude is not affected.

Oil, Blueshine

Price: 30 gp; Weight: 1 lb.; Bulk: 1; Craft DC: 25

A metal item treated with blueshine oil is immune to acid damage and rusting effects for 24 hours. One vial of blueshine oil is sufficient to treat one Medium piece of equipment, while a Large piece of equipment requires 4 vials. Two pieces of Small equipment can be covered with a single vial of oil.

Applying a vial of blueshine oil takes 1 minute.

Blueshine oil only protects the treated item and offers no protection to the person using the item. Blueshine oil is highly reactive to water, and exposure to or immersion in water quickly washes the blueshine oil away, ending its effect.

Oil, Lamp

Price: 1 sp; Weight: 1 lb.; Bulk: 1; Craft DC: 15

A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can use a flask of 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, Stalkers

Price: 20 gp; Weight: —; Bulk: 0.1; Craft DC: 25

This is a clear, viscous liquid that is typically kept in a frosted glass vial with an unassuming label and cork. The oil is used to reduce the sound armor makes while moving. Applying this oil to a single piece of equipment takes 1 minute and completely negates the Armor Check Penalty of treated armor on Stealth checks for 1 hour.

A vial of this oil is enough to coat one Medium piece of equipment, while a Large piece of equipment requires 4 vials. Two pieces of Small equipment can be covered with a single vial of oil. Exposure to or immersion in water, such as when swimming, immediately ends the effect of the oil.

Peptus Salix

Price: 30 gp; Weight: —; Bulk: 0.1; Craft DC: 25

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 gain a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened conditions. 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.

Smokestick

Price: 20 gp; Weight: ½ lb.; Bulk: 0.1; Craft DC: 15

This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. 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.

Sunrod

Price: 2 gp; Weight: 1 lb.; Bulk: 1; Craft DC: 20

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.

Tanglefoot Bag

Price: 50 gp; Weight: 4 lb.; Bulk: 2; Craft DC: 25

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 the 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.

A character capable of spellcasting who is bound by the goo must make a Concentration check with a DC of 15 + the spell’s level to cast a 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.

Thunderstone

Price: 30 gp; Weight: 1 lb.; Bulk: 1; Craft DC: 25

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

Price: 1 gp; Weight: —; Bulk: 0.1; Craft 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.

Troll Brew

Price: 50 gp; Weight: —; Bulk: 0.1; Craft DC: 25

This foul concoction is purported to grant the healing regeneration of a troll. Though it’s effects are often overly exaggerated, it still serves as a potent, if disgusting, healing method. If you manage to convince yourself to drink a vial of troll brew, you gain fast healing 2 for 2d4 rounds; however, you also become sickened for the duration of the fast healing.

Vermin Repellent

Price: 15 gp; Weight: ½ lb.; Bulk: 0.5; Craft DC: 20

Stored in a sealed vial, this chalky white powder rapidly breaks down and sublimates into a gas once the seal is broken, releasing a vile odor into the air. Vermin are strongly repelled by this odor, and they must make a successful Will save (DC 15) to approach within 30 feet of an opened vial. Vermin repellent remains effective for 1 hour after the seal has been broken.