Alchemical Substances and Items

 

Acid: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack 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.

 

Acidic Fire: This alchemical concoction combines alchemist fire with a strong acid. A direct hit causes 1d4 acid and 1d4 fire damage. Every creature within 5’ of the splash takes 1 point each of fire and acid damage. On the next round, a direct hit causes an additional 1d4 if the fire is not put out.

 

Acid Neutralizer: This is a slippery white substance similar in appearance to soap. When dropped in acid, it bubbles and foam for 5 seconds, after which the acid is neutralized. A single portion of acid neutralizer is enough to pernanently neutralize up to 10 cu ft of normal acid. Neutralized acid no longer emits noxious fumes. Immersion in neutralized acid only does 5d6 dam per rnd as opposed to 10d6. Magical acid will regain its potentcy after 3d6 rnds. If you carry a lump of acid neutralizer around your neck, after taking damage from the initial exposure to the acid, the neutralizer willprevents any additional damage.

 

Acidpoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of concentrated acid has been attached near the head. When the arrow or bolt hits, the vial breaks, spilling the acid, and causes +1d4 hit points of acid damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the spilled acid consumes the arrow. An acidpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash

damage from the vial, arrow, or bolt.

Spec: Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.

 

Aelia’s Tonic: This foul, murky liquid is designed to complement Darkeye, enhancing the strength of the visions- though also increasing the risk to the drinker. A character that consumes a glass of the tonic takes a –2 on all saves vs ingested poison for the next hour, this penalty is increased to –4 if the saving throw is to resist the effects of Darkeye.

 

Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack 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.

 

Alchemist’s Frost: A flask of alchemist’s frost is actually a double-chambered bottle of normally inert alchemical substances. The vial is thrown as a grenade-like weapon. When it hits a target, the double-vial is broken and the two substances mix in an alchemical reaction that produces intense cold, causing 2d4 hit points of cold damage to the target. Splashes cause 1 hit point of cold damage to creatures within 5 feet of the target. A thrown flask has a range increment of 10 feet.

 

Alchemist's Mercy: Fine powder mixed into non alcoholic liquids, immediately cures hangovers.

 

Alchemist’s Spark: A flask of alchemist’s spark is actually a double-chambered bottle of normally inert alchemical substances. The vial is thrown as a grenade-like weapon. When it hits a target, the double-vial is broken and the two substances mix in an alchemical reaction that produces a powerful electrical discharge, causing 1d8 hit points of electrical damage to the target. Splashes cause 1 hit point of electrical damage to creatures within 5 feet of the target. A thrown flask has a range increment of 10 feet.

 

Alkaline Salve: When this bitter-scented salve is pasted over a character’s body, it affords him damage reduction 3/- versus acid until it wears off. This damage reduction is not cumulative with any other form of damage reduction versus acid. It takes a full-round action to paste the salve over a character’s entire body, and doing so provokes attacks of opportunity from threatening opponents. Normally, the salve lasts for 1 hour before wearing off but it can be deliberately washed off. It also automatically washes off if the character is immersed in a liquid such as water. If immersed in acid, the salve gives its damage reduction for only 1 round.

 

Anti Disease Tonic: Grants a +5 Alchemical bonus on the drinker’s saves vs. Disease for 1 day.

 

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

 

Apothecary’s Salve: This pasty substance is a viscous gray-white mixture of liquefied herbs and dissolved minerals. Pasted over any wound, one application accelerates natural healing by converting 1d4 hit points damage into subdual damage, which is recovered at a rate of one hit point per character level per hour.

Profession (herbalist) or Profession (apothecary) check DC 18 to create. Market Price: 9 gp. Weight: 2 oz. per

jar (one application).

 

Armorbright: A metallic paint that reflects the heat of direct sunlight and reduces the effect of hot weather on the wearer. For 24hrs after applying, you gain a +2 to fortitude checks to resist heat dangers, and raises your level of protection against heat by one step. It is not effective in hot environments with no sun.

 

Armor Insulation: Thick red syrup that is applied to the inside of armor, provides +5 circumstance bonus to fortitude checks to resist cold weather for 24 hours after application.

 

Armor Soft: Mildly corrosive red oil that softens metal armor and reduces their armor check penalty by 1 for the next hour. Each use of Armor soft on any given suit causes a 5% cumulative chance or permanent amor failure. Armor soft doesn't work on nonmetal armors but the corrosive effects still apply.

Auran Mask: This mask fits over a creatures mouth and nose, its benefits last for up to one hour. It grants the wearer a +5 to Fortitude saves against inhaled toxins. It can be used underwater and provides breathable air for up to 10 minutes, after that it is expended.

 

Beastbane Incense: Used to repel animals and beasts of all kinds, beastbane incense burns for 1 hour, making a light cloud of a 15-foot diameter. The cloud is too light to provide cover in combat. Its scent makes animals and beasts feel ill. An animal or beast must make a Fortitude save DC 15 to enter the cloud. The incense affects magical beasts, but they get +4 to the Fortitude save. If an animal, beast, or magical beast is attacked from within the cloud, it can make another save to ignore the scent in order to attack back. Once a save is made, the creature is immune to the effects of beastbane for 24 hours. Beastbane incense uses the same scent as beastbane salve. Gnomes, orcs, and any creature with the Scent (Ex) ability find the scent of beastbane terrible but it has no game effect on them if they are not animals or beasts. Other creatures with lesser olfactory senses, such as humans, merely find the smell unpleasant.

 

Beastbane Salve: This sour, musky-scented cream is used by spreading it over one’s body. Its scent makes animals and beasts feel ill. The scent stays with you until the salve wears off, in 4 hours, or until it is washed off. Complete immersion will wash the salve off immediately. Animals and beasts must make a Fortitude save DC 15 to come within 5 feet of the wearer. Magical beasts are affected but they get +4 to the Fortitude save. If an animal, beast, or magical beast is attacked by the wearer, it can make another save to ignore the beastbane and attack back. Once a save is made, the creature is immune to the effects of beastbane for 24 hours. Gnomes, orcs,

and any creature with the Scent (Ex) ability find the scent of Beastbane terrible but has no game effect on them if they are not animals or beasts. Other creatures with lesser olfactory senses, such as humans, merely find the smell unpleasant. Beastbane salve uses the same scent as beastbane incense.

 

Beastgrace Herb: Beastgrace herb is actually a kind of sweet-scented potpourri. When a sealed packet of it is torn open then carried in a pocket or worn about the neck, it makes the wearer’s scent pleasant and benign to animals and beasts of all kinds. This gives the wearer a +1 competence bonus to Charisma-based checks involving animals, beasts, and magical beasts that can smell him (generally within 30 feet). Each packet, once opened, lasts for 6 hours.

 

Bitebane: White gel, heals up to 1d8 of subdual damage.

 

Bitterleaf Oil: This salve is used by kobolds and other scaled creatures to keep their scales healthy and shiny. Each bottle holds enough for 10 applications to a small creature. If the oil is used each day, it staves off shedding indefinitely. In addition, on any day the oil is applied, the creature will heal 1 additonal hp per level (Max 5) with a full nights rest.

 

Blackeye: This oily paint is smeared around the eyes and cheeks to reduce the effects of bright sun protecting you from sun glare for 4 hours.

 

Blackwater: One vial renders a 10' cube of water 'unbreathable' by destroying all oxygen in it. Any creature in it with waterbreathing (magical or natural) begins to drown.

 

Blasting Pellets: Blasting pellets look like ball bearings or stones and come in bags. One bag of these alchemical items is enough to cover one 5’ square area. During each round that a creature moves through an area covered in blasting pellets, it must make a successful DC15 reflex check or break one of the pellets. When a pellet breaks it explodes and sets off the other pellets in that square, dealing 1d6 sonic damage to the creature in that square. Adjacent squares can be affected with more bags of the pellets.

 

Blend Cream: This pale grey cream dulls the colors and reflectivity of whatever it is applied to , it grants a +1 alchemical bonus to hide checks. This does not assist in hiding in plain sight.

 

Blister Oil: A highly refined alchemical substance that causes painful blisters upon contact. To use it a thin coating must be applied to the area. One application covers a 6”x6” area and remains effective for 24 hours.hen the oil touches the skin, the victim must make a DC15 Fortitude save or have painful red blisters appear at the point of contact, dealing 1d4hps/ application. These blisters cause a –2 for all dex based rolls for the next 2d4 days. Magic healing cures this immediately, natural healing removes the damage but the dex penalty remains until magic healing is applied or 2d4 days elapse.

 

Blood Thickener: When drunk, the drinker receives the following advantages and disadvantages for 12 hours: –2 penalty to Dexterity +2 Alchemical bonus to Constitution When Dying (i.e., between –1 and –9 hp), only loose 1 hp per two rounds.

 

Bloodwine: Positoxin for use against corporeal undead. A thick crimson positoxin that includes garlic in its preparation, this affects vampires and other undead with a vulnerability to garlic. Such creatures take a –2 penalty to their fortitude saves to resist damage. Normally delivered through damage, it can be consumed by a living creature and passed through the blood. Doing so lasts 12 hours, any creature that drains blood is affected as if they had been affected by a treated weapon but the DC goes down to 9. Type: Injury. DC: 11 Initial Dam: 1d4 Cha dam, Secondary: 2d4 Cha dam.

 

Boneshard Paste: This Positoxin for use against corporeal undead contains bone fragments in its recipe, giving it a pale color. Type: Contact. Save DC: 13 Initial Dam: 1 Str drain, Secondary: 1d4 Str drain.

 

Bottled Air: When this bottle is opened, it emits a mist that creates a 5’ square of fresh, clean air. Bottled air clears for, smoke and other gases from the square it occupies. Once opened, the effect lasts for 2d4 rnds.

 

Breath Bottle: This oversized bottle contains a spongy alchemical substance in which a quantity of concentrated breathable air has been dissolved. One needs only to open the bottle, and clean fresh air begins to exhale from it. Useable underwater (if the depth is less than 30 feet) or in any other environment that lacks breathable air, a character can unstopper this bottle and suck air out, enabling her to breathe directly and continuously from the bottle for up to 10 rounds, after which the bottle’s supply is exhausted. The bottle can be re-stoppered to save unused air –it need not be used all at once. It can be recharged at by an alchemist for a price of 10 gp (requiring

5 gp worth of materials); this requires an Alchemy check of DC 13 and takes 4 hours, during which the alchemist may perform other tasks as long as he may attend to it from time to time.

Alchemy check DC 16 to create. Market Price: 20 gp. Weight: 2 lb. per bottle.

 

Brittle Bone: Preapplied to creation Skeltons receive -2 nat armor bonus (min 0) explode dealing HD points of piercing damage (reflex half dc 15) 1 for medium 2 for large, 4 for huge, etc

 

Brittle Maker: A viscous brown oily alchemical substance. When rubbed on any material, it
reduces its hardness by 3 points (to a minimum of 0) and reduces its break DC by 2 points. After 1 hour, the substance becomes inert and evaporates, restoring the material to its normal hardness and break DC. Brittlemaker does not affect creatures of any kind. One dose of it covers 1 square foot and affects a thickness of up to 8 inches of wood or bone, 4 inches of stone, or 2 inches of metal.

 

Brown Mold Oil: Brown mold oil is ground brown mold neutralized by a compound of lime and algae. When exposed to air, the compound turns gummy and inert, allowing the brown mold to revive for 1 round to cause cold damage to any creature it touches. A flask or podskin of brown mold oil has a range increment of 10 feet and is used as a thrown splash weapon. A direct hit deals 2d6 points of nonlethal cold damage, while all creatures within 5 feet take 1d6 points of nonlethal cold damage from the splash.

 

Burn Salve: Smooth white salve, if applied to a burn within two rounds of the injury, the salve heals 1d6 points of burn damage.

 

Burning Dust: Grenade-like weapon with a 10’ range increment. Looks like a ceramic container full of dust. Targeting a square is AC 5. All creatures within 5’ of the square where the Burning Dust lands is Sickened and Blinded for 1d6 rounds (FortNeg, DC12). Creature resistant to fire damage and/or immune to critical hits are immune to this effect.

 

Catstink: This compound, sprinkled on your trail will temporarily confuse the scent ability of any creature tracking you. The creature must succeed on a DC15 survival check or lose your trail. The effect last for 10 minutes.

 

Celestial Essence: Positoxin for use against corporeal undead. This viscous golden substance seems almost to shine with an inner radiance. Type: Injury. DC: 14. Initial Damage: 1d6 Wis dam, Secondary: 2d6 Wis dam.

 

Charm, Anarchic: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Charm, Axiomatic: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Charm, Cold Iron: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Charm, Combination: Combination of a Material Charm (Cold Iron or Silver) and an Alignment Charm (Anarchic, Axiomatic, Holy, or Unholy). When used as a touch attack to a creature whose DR is bypassed by either the Material or the Alignment aspect of the charm, the creature takes 1d6 hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). Single use.

 

Charm, Garlic: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Charm, Holy: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Charm, Silver: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Charm, Unholy: Touch attack vs creatures vulnerable to the charm type, 1d6 hp damage (no save) Shaken for 1d4 (will negates dc14), Single use

 

Clearwater Tablets: One of these tablets when dropped into dirty or diseased water, cleans the liquid and makes it safe to drink. These tablets do not work for Magical liquids, alcohol or oils.

 

Cooling Gel: A cold blue gel that provides a +1 resistance bonus to flame or heat attacks for a half hour or heals 1d6 points of burn damage if applied within an hour.

 

Courier’s Ink: Invisible ink that turns red when soaked with revealing solution.
Since Courier's Ink is invisible until revealed scribing the precise symbols needed for spells is impossible.

 

Crackle Powder: This powder makes a loud cracking noise whenever it is jostled or struck. A packet is enough to cover a single 5’ area and lasts for 1 hour.  Any creature moving through the area takes a –10 penalty to move silently.

 

Darkeye: This foul substance acts as an ingested poison with DC12; paralysis / 1 con damage. If the victim fails the save against secondary damage, the paralysis persists, and he must make another save after one minute. If he fails, he remains paralyzed, loses another con point and must save again the following minute. This continues until the victim makes a successful saving throw. During the paralysis, the victim has visions, this sensitizes him to the emanations of the beyond. For an hour after consuming Darkeye, the character gains a +1 effective spell level when casting any necromantic spell and a +5 to speak with the dead. Price 50gp; Alchemy craft DC25.

 

Daystrider Capsule: One of these blue gelatinous pills allows a creature to walk for 10 hours per day rather than 8 before making constitution checks for a forced march. Taking a second pill in a 24 hour period has no effect.

 

Devil’s Soap: Foul smelling black paste that grants fire resistance 2 for an hour.

 

Deep Draught: This powder is a mix of salt, dried herbs and extracts of desert plants. Adding it to water increases your bodies ability to retain liquid and reduces the effects of dehydration. One packet of deep draught is enough to treat one gallon of water, which grants a +5 bonus to heal checks to treat dehydration.

 

Deepsmoke Stick: Bad smelling chemically treated stick. When lit, the stick creates a 10'x10'x10' area of smoke in one round. The smoke is opaque, has a strong enough smell to mask scents and is filled with floating flecks that block blindsight. The smoke disappates normally.

 

Defoliator: Grenade-like weapon with 10' range increments. A direct hit does 2d4 damage to plant creature and wooden objects and kills normal plants up to medium size. A splash does 1 point of damage and kills normal plants uo to small size.

 

Disappearing Ink: Red or blue ink. An hour after being written, this ink fade away. Heat causes it to reappear. To see the ink once it has disappeared requires a Search check vs. DC 20.

 

Ditherbomb: These are spherical explosive devices designed to make large boulders into rubble. They are activated by shaking them vigorously, they will explode 1d3 rounds later. Ditherbombs come in 3 varieties: Weak; 1d6 acid in 5’ radius burst (Ref DC10 half) / Strong; 1d4 X 1d6 acid damage in 10’ rad burst (Ref DC12 half) / Wyrm; 1d6 X 1d8 acid dam in 15’ rad burst (Ref DC15 half). These items are unstable and musst be carried carefully.

 

Dragon’s Brew: A thick liquid that grants increased stamina and dulls pain. Imbibier is granted +1 alchemical bonus to all Fortitude saves for an hour.

 

Draught, Anarchic: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Draught, Axiomatic: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Draught, Cold Iron: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Draught, Combination: Combination of a Material Draught (Cold Iron or Silver) and an Alignment Draught (Anarchic, Axiomatic, Holy, or Unholy). The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by either the Material or the Alignment aspect of the draught. Lasts for 1 hour.

 

Draught, Garlic: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Draught, Holy: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Draught, Silver: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Draught, Unholy: The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is bypassed by ‘draught type’. Lasts for 1 hour

 

Drypowder: Drypowder is a powerful desiccant. One half-pound of this powder absorbs 1 gallon (a little more than 8 lb.) of water, forming a dry slurry that will not evaporate. You cannot get the water back out of the slurry unless you treat it with the appropriate alchemical procedure (DC 12, costing 1 sp of materials per gallon of water). One pound of drypowder can be used to cause 1d4 Constitution damage to oozes and to water elementals with a ranged touch attack, or 2d4 Constitution damage if they can be made to consume it (no saving throw in either case). Drypowder also an ingested-type poison to other creatures, with a Fortitude save DC 15, and initial and secondary damage 1d3 Constitution. It cannot be successfully hidden in normal food or drink.

 

Elf Hazel: Sticky liquid when applied to a scar causes the scar to disappear after seven daily applications.

 

Embalming Fire: Used to treat zombie bodies. If the zombie takes even a single point of damage, it's bodie bursts into blue flame for a minute. The fire doesn't harm the zombie but allows it to do an additional 1d6 fire damage to it's slam attacks. One vial is enough to treat a medium sized zombie.

 

Endurance Elixer: Imbibing this chalky-tasting green liquid instantly acclimates a creature to its surroundings.For the next 12 hours, the drinker gains a +4 alchemical bonus on all ability checks, skill checks, and saving throws made to resist natural environmental extremes, such as hot or cold weather

 

Fareye Oil: When applied to the eyes this clear oil sharpens the users vision, granting a +1 alchemical bonus to spot checks for 1 minute.

 

Fast Torch: This is a tube of alchemical paste that ignites when exposed to air. The lid can be removed as a swift action. The light is a vbrilliant whit light that creates bright illumination for 30’ and shadowy for 30’. The torch will burn for 10 minutes then extinguish. It will remain lit in high winds and even underwater (it can’t be lit underwater though).

 

Ferrous Aqua: This small glass sphere is filled with a rust red liquid that has black flakes suspended in it. Hen it is thrown, it bursts in a 5’ area covering everything in the square. Creatures that are susceptable to Cold Iron takes 1d6 damage and must make a Fortitude save vs DC12 or become sickened for one round.

 

Firebane: This thick grease provides Fire Resistance 10 against one fire based attack.
Firebane is potent for half an hour and can be washed off with water.
If Firebane is left on for more than an hour it causes 1 point of subdual damage per minute.

 

Firebeetle Lamp: This lamp uses the luminous gland of the fire beetle. It provides 15’ bright and 30’ shadowy illumination. It will last for 6 days after activation.

 

Firebeetle Paste: Thick reddish paste distilled from fire beatle glands burns fiercely when ignited. One container yields a half inch line one yard long when spread that burns for 1d4 rounds doing 3d6 damage per round that halves hardness before applying damage.
A container can be ignited and use as a torch, and will not splatter or stick if thrown.

 

Firepoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of concentrated alchemist’s fire has been attached near the head. When the arrow or bolt hits, the vial breaks, spilling the alchemists fire, which immediately bursts into flame and causes +1d4 hit points of fire damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the resulting fire consumes the arrow. A firepoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt.

Spec: Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.

 

Firesnuff: This ashen powder, when cast upon a small fire such as a lit torch or a small campfire automatically puts it out. It also puts out alchemists fire with one application. A character who is on fire can have his flames immediately extinguished if he or a companion casts a dose of firesnuff upon him. In addition, firesnuff can injure fire elementals, causing them 1d8 damage if hit with a ranged touch attack. Firesnuff has no effect on lava or magma based creatures, or ones that are merely hot rather than flaming.

 

Fire Stone: Small orange greandelike weapon that bursts into flame, upon striking a hard object, dealing 1d6 fire damage within the 5ft square it lands in. Fires lit by a firestone burn normally.

 

Firmament Stone: A violet crystal gem that has been attuned to either the Sun or a Moon. The gem will glow when the associate heavenly body is in the sky. If attuned to a moon, the gem will also show the phase of the moon by altering the shape of the glow.

 

Flamebane Salve: When this almond-scented salve is pasted over a character’s body, it affords him damage reduction 3/- versus heat and fire until it wears off. This damage reduction is not cumulative with any other form of damage reduction versus heat or fire. It takes a full-round action to paste the salve over a character’s entire body, and doing so provokes attacks of opportunity from threatening opponents. Normally, it lasts for 1 hour but can be deliberately washed off. It also automatically washes off if the character is immersed in a liquid such as

water. If immersed in hot liquid, such as boiling water or lava, the salve gives its damage reduction only for 1 round.

 

Flash Pellet: This tiny, brittle object is often disguised as a button or other decoration. You can throw a flash pellet with a range increment of 5’. When thrown against a hard surface, it bursts with a bright flash. All creatures within 5’ must make a DC15 fortitude check or be blinded for one round and dazzled for one round after that.

 

Flash Powder: Bead sized grenade like weapon explodes on impact. All sighted creatures within 10ft must REF SAV DC15 or be dazzled for 1 minute. Dazzled creatures suffer -1 on attack rolls.

 

Focusing Candle: This large green taper burns quickly, lasting only 1 hour despite its size. While burning, a focusing candle fills the air with a fresh, crisp odor. The candle is a great boon to those engaged in strenuous mental activity. Characters within 20 feet of a burning candle gain a +1 circumstance bonus on Appraise, Decipher Script, Forgery, and Search checks. When making a skill check that takes more than one action to complete (such as Decipher Script), characters gain the bonus from a focusing candle only if they spend the entire duration of the check within 20 feet of the burning candle.

 

Forger’s Paper: This normal-looking sheet of paper is infused with an alchemical substance that makes the sheet nearly transparent for 1 hour when exposed to heat.The now-clear sheet can be overlaid on a document to be copied, granting a +2 alchemical bonus on Forgery checks made while using it.Once the alchemical substance within it loses potency, the page becomes indistinguishable from a normal piece of paper (and can’t be activated again by any means).

 

Free Foot: This oil makes up to a 5ft square area exceptionally slippery. Any creature crossing the affected are must make a DC 15 reflex save or fall down. A successfull save is required to regain their footinf and another successfull save is required to leave the area. Large and multilegged creatures only suffer the effect if all of their feet are in affected areas. If Free Foot and Tanglewire are used together the victum must pass both saves to leave the area or will be subject to both effects on the following round.

 

Freeglide: A Greenish=grey gel that can be applied to a creatures outer coverings, it adds a temporary +1 to escape artist checks for one hour.

 

Freeze Powder: Salt looking substance will freeze up to a cubic foot of liquid or a 10ft square of wet surface. Ingesting Freeze Powder causes 2d6 cold damage DC15 Fortitude save for half damage.

 

Frostbite Salve: Pale yellow cream suppresses 2 points of ability damage caused by frostbite for up to an hour after application.

 

Frost Lotion: This lotion can heal 1d6 points of cold damage if applied within 2 rounds of the injury.

 

Frostpoint Arrow or Bolt: This is an arrow or crossbow bolt to which two very small aerodynamic vials of normally inert alchemical substances have been attached near the head. When the arrow or bolt hits, the vials break and the substances mix in an alchemical reaction which produces intense cold, causing +1d4 hit points of cold damage to the target. If the arrow or bolt misses, it is always destroyed since the vials break anyway, and the resulting sudden temperature drop breaks the arrow. A frostpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like weapon with a range increment of 5 feet. There is no splash

damage from the vial, arrow, or bolt.

Spec: Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.

 

Gash Glue: Thick gray glue that when applied can stabilize a dying creature.

 

Ghost Oil: When applied to a weapon, this oil allows the weapon to affect incorporeal creatures for the next two rounds. Applying the oil is a full round action that invokes an attack of opportunity.

 

Ghostwall Shellac: A thick green sludge that is always warm. It must be mixed with one gallon of water to be activated. The mixture can then be spread over any nonliving surface. The gallon mixture can cover 10, 10’ squares and it takes an hour to dry. Once it is dry, non corporeal creatures cannot pass through or even see through the surface. This effect lasts for 4d6 hours.

 

Globe of Trap Springing: 6 inch diameter, 4lb ball of black springy material used to test for pressure plates. Range increment of 15ft, causes no damage but hits with force equal to 50+ throwers strength in pounds, and then bounces back half the distance it was thrown. A man sized object or 5 square floor section usually is AC 10. It takes week and 10GP of materials to make such a globe.

 

Glow Chalk: This alchemical chalk makes it easy to read writings and markings in the dark. Markings made with glow chalk will glow indefinitely. It is especially useful to miners and adventurers to leave messages for each other or leave direction markings on dungeon walls, but this also makes it easy for monsters to follow you in the underdark. Glow chalk provides no useful amount of illumination.

 

Glowpowder: A luminescent dust that lasts for one minute before fading, or can be brushed off as a full round action. If in a tube it can be blown in a 10' cone. Otherwise sprinkled over a 5'x5' square. Depending on it's target it does the following:

On an object, it provides +2 on Search checks

On a creature, it provides +2 on Spot checks

On an invisible creature, the target only has 1/2 concealment.

 

Goblin Ink: Waterproof ink that can not be distorted by water after it dries.

 

Gravedust: Positoxin for use against corporeal undead. This gray-brown powder derives its name from its resemblance to the grime common in tombs and other long enclosed areas. Type: Contact. DC 10. Initial Dam: 1 Dex drain, Secondary: 1d4 Dex drain.

 

Grayflower Perfume: This faint scent masks your scent and adds a +5 bonus to the DC of any creature attempting to track you by scent. One vial will cover a creature for 2 hours.

 

Hawk’s Ointment: This thick acidic gel temporarily increases the acuity of the user vision granting a +1 to search and spot for 2 minutes. After that, it stings the eyes and imposes a –2 penalty to search and spot for 10 minutes.

 

Healer’s Balm: This smooth, sweet-smelling balm allows a healer to better soothe the effects of wounds, disease, and poison. Healer’s balm provides a +1 alchemical

bonus on Heal checks made to help an affected creature. The effects of healer’s balm last for 1 minute. One dose of healer’s balm is enough to coat one Medium creature. Applying healer’s balm is a standard action that provokes attacks of opportunity. It can be applied as part of a standard action made to administer first aid, treat a wound, or treat poison.

 

Healing Salve: Sticky Green Paste, heals 1d8.

 

Heartflow: This is a powerful aphrodesiac that increases pleasuable sensation. Also for 3 hours after consumption, the drinker has a –3 penalty on saves vs charm person, suggestion or other mind altering effects that inspire love or trust, and a –3 to sense motive checks opposing bluff or diplomacy. A character that is given a dose of heartflow without his knowledge can resist the effect with a DC15 fortitude check.

 

Hearthfire: Blue green gel that ignites when water is poured on it, the flames emit no heat and do not burn anything. Each 2” block lasts for 24 hours.

 

Holdfast: A small pouch of tanglefoot solution attached to a rope, quiter and smaller than a grappling hook. Range increments of 10ft and holds up to 200lb of weight for 1d4+3 rounds. Any miss has a 50% chance of breaking the pouch. Creatures hit can break the hold with a DC 27 strength check or sever the rope.

 

Holy Candle: Candle infused with Holy Water. Generates pure white-yellow light in a 5’ radius & shadowy illumination in a 10’ radius. Burns for 1 hr. Any attempt to Turn / Destroy Undead while within the candle’s 5’ radius receives a +2 bonus. Bonuses from multiple candles do not stack. The candle’s creator must have at least 1 rank in Knowledge (religion).

 

Homing Rods: These foot-long metal rods come in pairs. Each rod gently tugs toward its mated rod, regardless of intervening material, within a range of 1 mile. The strength of the pull varies somewhat within this range, becoming slightly weaker with distance. A Wisdom check (DC 12) allows a character to guess the distance between rods when he is holding only one, with an accuracy of within 10% of the intervening distance. A knowledgeable character can also use triangulation to calculate the distance.

 

Ice Chalk: Waxy sticks, in various colors, that write on Ice like chalk marks slate.

 

Ice Crystal: Small rock crystal that becomes as cold as ice when immersed in water. Reverts to normal temperature upon removal from water.

 

Icewalker Oil: Icy blue liquid that when applied to feet allows the user to traverse ice and snow as if under the effects of the spider climb spell.

 

Insect Repellant: Keeps normal insects away for 4 hours. Small sized insects or those under spell control must make a Will save vs. DC 12.

 

Instant Glue: A small jar containing 8 doses of a thick white paste that dries 6 seconds asfter it is exposed to air. Each dose can cover one square foot and requires a DC 15 strength check to seperate bonded items. If an object already has a DC higher than 15 the glue incurs a -2 circumstance penalty to any attempts. In an emergency Instant Glue can be used to stabilize the dying but inflicts 1d4 damage. It requires a DC 20 heal check to remove Instant Glue from skin or the patient suffers 1d4 damage in the proccess. If the jar is ever left open longer than what is needed to apply it 1d6 doses will harden and become useless

 

Instant Rope: A large waterskin bladder filled with a pudding like blue substance that hardens into a high quality rope one minute after being exposed to air, and then disintergrates into a fine powder 2 hours later. Instant rope has 8hps per strand and a burst point of DC 25 and incurs a -2 penalty to rope use checks. Each pouch holds enough material to make 300ft of rope and if it takes 4 or more points of damage the remaining material hardens and become useless.

 

Ironthorn Extract: The ironthorn plant has extremely tough tissue to prevent water loss. This extract is used to make containers waterproof and make clothing stiffen to provide some extra protection. One flask of ironthorn is enough to treat a typical outfit, increasing the AC by 1. It increases the hardness of pliable material by 1 to a maximum of 5. They effect lasts for one week.

 

Journeyman Serum: +2 Alchemical bonus to Constitution checks to avoid subdual damage from a forced march.

 

Keenear Powder: This fine white powder Sharpens a creatures hearing, granting a +1 to listen for one minute.

 

Lantern Stars: Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.

 

Lava Stones: These are tiny pebbles that are cool to the touch. If dropped into lava. They rapidly sink, cooling the lava as it descends creating a 2’ diameter column of harded black stone that crests just above the surface of the lava. Once formed the column lasts for 3d8 minutes before melting. One round before melting, the column turns orange deal anyone standing on it takes 1d6 fire dam. If you create a path across a bed of lava, it requires a DC 10 Balance check to move from stone to stone. If you fail the check by 4 or less, you cannot move any further that round. If you fail by 5 or more, you fall into the lava. Only creature Medium or smaller and use a lava stone.

 

Lava Stones, Greater: Similar to  Lava Stones, these are the size of a potato and create a column 6’ in diameter. Large creatures can traverse a path of Greater Lava Stones with a dC 10 Balance check, Medium or smaller creatures can do so with a DC 5 Balance Check.

 

Lichbane: Positoxin for use against corporeal undead. This bone white unguent is equally dangerous to all spellcasting undead, as well as those that depend on mental ability scores for their special attacks. Type: Injury. DC 17. Initial dam: 1, Int, Wis, Cha drain, Secondary: 1d4, Int, Wis Cha damage.

 

Liquid Ice: Viscous liquid that freezes upon exposure to air.

 

Liquid Light: This small glowing orb must be thrown (range increment 5’) to activate. It bursts covering a 5’ square with a golden glowing liquid. It illuminates the area as a torch (30’) for one round. Any creatures susceptable to bright light are dazzled for one round. Creatures that take damage from exposure to sunlight take 1d6 damage.

 

Liquid Mortality: Positoxin for use against corporeal undead. This potent oil is thought by most undead to be mere myth. Unlike other positoxins, it can reduce the targets ability score to zero. Any undead creature whose strength is reduced to zero by this positoxin is utterly destroyed. Type: Injury. DC: 20 Initial dam: 1d4 Str drain, Secondary: 2d4 Str drain.

 

Liquid Night: Protects sunlight sensitive undead from the harmfull effects of sunlight.

 

Liquid Salt: This can be used as a splash weapon, a direct hit results in 2d6 points dessication damage. Every creature within 5’ of the hit takes 1d4 points. It is always carried in a glass container.

 

Lockslip: A slippery brown substance contained in a small tin with a long tapered snout. This substance when applied to a lock, grants a +2 alchemical bonus on Open Lock checks. If applied to a trap or other mechanism, it grants a +2 alchemical bonus on Disable Device checks. The effect lasts until the lock or trap is scrubbed clean.

 

Lockslip Grease: This reddish grease loosens the inner workings of non-magical locks, granting a +1 to open locks for one minute.

 

Lodret Leaf: Chewing on an alchemically treated lodret leaf grants a +5 alchemical bonus to save to resist natural diseases. Each leaf is tough enough to be chewed for 1 hour.

 

Melt Powder: Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to Cold Subtype creatures, causing 2d6 acid damage if ingested, DC fortitude save for half damage, bitter tasting to everyone else.

 

Memorybind: Thin red liquid that if drank while preparing spells for the day allows imbiber to prepare an additional 1st level spell. Memorybind disrupts the natural flow of magic however and reduces the DC of all spells cast that day by 2.

 

Mindblinder Draught: This is a tasteless and odorless clear solution that gives a psionic character the benefit of a non-psionic buffer but takes away the use of her attack and defense modes. For 8 hours after drinking a dose of mindblinder draught, the psionic character effectively becomes a “bonebrain”, and is considered non-psionic with regard to psionic combat attack and defense modes. Mindblinder draught does not affect the use of psionic feats or powers.

 

Mindfire: Mindfire is combined with ingested poisons to add a powerfull mind clouding effect. If the victum fails either save they suffer a -2 on all will saves and must make concentration checks at DC 15+spell level to cast any spells for the next hour.

 

Miner’s Milk: Syupy whisky that forces a save, if success on a dc 14 fort save +2 alchemical bonus vs poison, if failure unconciousness for 1d6 hours.

 

Nature’s Draught: This murky, pungent liquid alters the users scent, granting a +1 to handle animal and wild empathy checks for the next hour.

 

Nerv: This is the street name for a substance also known as liquid courage, a gold-colored syrup in a clear glass bottle painted with interweaving blue and red swirls.Drinking a dose of nerv grants the drinker a +2 alchemical bonus on saves against fear effects for 1 hour.

 

Night Eyes: Thick greasy substance that take a full round to apply and grants low light vision. The low light vision lasts 10 minutes. The eyes become unnaturally sensitive to light for the duration of the effect, and bright sources of bright light (daylight spell eyc..) cause a -1 penalty to attack rolls.

 

Night Venom: When night venom is added ro a poison it grants an additional sleep effect to the poison. If victum fails the poison's initial save they must make an additional save at the same DC or fall into a fitfull slumber untill the poisons secondary effect sets in. The victum can be awakend by normal means.

 

Noxious Smokestick: A variation of the common smokestick, this item spews forth with a cloud of extremely foul smelling smoke. Along with the obscuring effects of a smokestick, it causes nausea in all creatures in range unless a DC15 fortitude check is made.

 

Oakdeath: Viscous brown liquid that when added to poison increses the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison.

 

Oleum: A bitter smelling petroleum product it can be used for many things. As a weapon, it can be used as a splash weapon, but it requires a full round action to ignite a fuse for it. 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. If it is spread around an area and ignited, it causes 1d4 damage to all creatures in the area. As it burns, it gives off a thick black smoke. It produces enough smoke to fill a 5’ area each round, this smoke provides cover, causes choking and drives off insects. It is also very slippery, if an area is coated, creatures moving through it must make a DC10 balance check or not move that round, a roll of 5 or less means they fall and are prone. If you coat yourself, you gain a +4 to escape artist but take a –2 on fortitude against natural heat effects and a –4 to supernatural heat effects. You are also quite flammable, if you catch on fire, it burns away in 4 rounds. Lastly, it is an isect repellant, protecting you from normal vermina dn granting a +4AC bonus against controlled or intelligent vermin.

 

Phantom Ink: Similar to dissappearing ink but can only be read under a certain type of light.
Firelight Phantom Ink is revealed by candles, torches, and other flames.
Magical Light Phantom Ink is revealed by dancing lights, continual flames.
Moonlight Phantom Ink is revealed by Moonlight
Starlight Phantom Ink is revealed by Starlight and is usually only visible to those with Darkvision

Plate Thinner: Clear, turpentine-like liquid in a large glass bottle. Grenade-like weapon. On impact, softens the hide of a Dragon or any creature with the Reptilian subtype that has a Natural Armor bonus to its AC. Specifically, a ‘Natural 20’ on an attack roll that is

confirmed as a Critical Hit does an extra “+1” damage multiple (i.e., a x2 weapon is treated as a x3 weapon). The effect lasts for 1 minute. Multiple does are needed for creatures greater than Medium size. Size: Doses needed: Up to Medium: 1, Large: 2, Huge: 4, Gargantuan: 8, Colossal: 16.

 

Poisonbane Unguent: This bluish-green coloured cream is made from various distilled and concentrated herbs known for their ability to counteract poisons. If it is smeared on poisoned wound, the character gets 2 saving throws vs. the poison’s secondary damage, instead of the usual one, and may choose the better result.

 

Poisonflesh Draught: This bizarre and bitter-tasting alchemical solution allows a character to render his own flesh poisonous to creatures that bite him. When this draught is created, it is mixed with an Injury or Ingested type of poison; it does not work with any other type of poison. A character who drinks this draught becomes poisonous. For 8 hours after consumption, he is immune to the poison with which the draught was created. In addition, his flesh contains that poison so anything that bites him or otherwise consumes his flesh or blood is exposed to and affected by that poison (if it fails its Fortitude saves). For example, if a fighter drinks a poisonflesh draught of blue whinnis poison, he becomes immune to blue whinnis for 8 hours. If during that time, he is bitten by a dire weasel, the weasel has effectively ingested a dose of blue whinnis poison and must make Fortitude saves to resist its effects. The character cannot use his own

bodily materials, such as blood, to envenom his own weapons, as the poison in his system degrades within a few minutes of leaving his body. The character cannot poison another creature by biting it.

 

Polar Skin: Dull white cream, takes a minute to apply and lasts up to an hour, protects the wearer by absorbing up to 5 points of cold damage. These effects do not stack with and are superseeded by any form of magical protection.

 

Portable Pyre: 15 pound roll of wood and oil, standard action to unroll and create a 5x5 ft fire.

 

Powdered Silver: This fine silvery dust sparkles when held in the light and is contained in a half-inch-diameter glass sphere.A powdered silver pellet can be thrown as a ranged touch attack with a range increment of 5 feet.Alternatively, it can be loaded into a sling and used as a sling bullet.When it strikes a firm surface, the pellet bursts and sprays out the powder within.Any creature with damage reduction that is overcome by silvered weapons takes 1d6 points of damage and is sickened for 1 round if hit by a powdered silver pellet (a DC 12 Fortitude save negates the sickened condition, but not the damage).Other creatures take no damage from a powdered silver pellet.

 

Powdered Water: A fine white powder. Mixing one ounce of Powdered Water with one drop of water yields one gallon of drinkable water.

 

Preservative Balm: A quantity of this rose-scented balm liberally applied to a dead body helps to preserve it. A Medium-sized creature requires one full jar. Other size creatures require proportionally more or less: 1/16 jar for a Tiny creature, ¼ jar for a Small creature, 4 jars for a Large creature, and 16 jars for a Huge creature). The body can last for 2 days longer than is described in the Raise Dead spell, before the spell will no longer affect it. The balm must be applied within 1 day of death. Further applications have no additional effect.

Alchemy or Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 10 gp.

Weight: 3 lb. per jar.

 

Priest’s Bullet: Glass orb that contains holy water that can be launched from a sling. Does 1d4 damage to those suseptable to holy water damage.

 

Purebalm: Clear syrupy substance that when applied between the initial and secondary effects of a contact or injury poison turns black and absorbs some of the poison giving a +8 alchemical bonus to resist the poison's secondary effect.

 

Purifier Drops: One dose of this transparent liquid clears 1 gallon of water of all normal (nonmagical and nonsupernatural) diseases and poisons. It is, in itself, tasteless but it ruins the flavour of other drinks such as beer, wine, milk, or juice. A character may sneak this into his own drink at a formal occasion with a DC 10 Dexterity check or Pick Pockets check. When doing this under close observation, this check is opposed by the observer’s Spot check.

 

Razor Ice Powder: Granular white powder that transforms up to a 5 ft square patch of icy surface into razorice (see page 16 of Frostburn). If sprinkled on any natural weapon possesed by a cold subtype creature it provides a +1 enhancement bonus to slashing damage for an hour.

 

Red Rager: Thick red salve. When applied to the body, the user gains +2 Strength for 10 minutes, but –4 Dex for 1 hour. If used more than twice in a week, a Fortitude save vs. DC 15 must be made or 1 point of Charisma is permanently lost.

 

Rust Cube: These small cubes are often concealed as dice. They can be thrown with a range increment of 5’. Upon impact the cube shatters, covering everything in the 5’ square. Creatures or objects made of metal take 1d6 damage immediately (ignoring hardness) and an additional 1d6 damage for the next 2 rounds.

 

Scentbreaker: Small bag of aromatic herbs. Grenade-like weapon with 10' increment range, or can be sprinkled over a 5'x5' area. On a direct hit, the target must make a Fortitude check vs. DC18 or lose it's sense of smell for one minute. A secondary save must be made to avoid losing sense of smell for one hour. A splashed or sprinkled area has the same effect except it is DC15.

 

Scentmuter Unguent: By pasting this pale odourless cream over your body, it removes all scent from you until it wears off in 2 hours. It does not wash off. The unguent renders you undetectable by creatures relying upon their sense of smell. It takes a full-round action to paste the unguent over a character’s entire body, and doing so provokes attacks of opportunity from threatening opponents.

Alchemy or Profession (herbalist) check DC 19 to create. Market Price: 5 gp. Weight: 2 lb. per jar.

 

Screaming Flask: This is a thick leather flask with a cap sewn on tight. There is a ripcord on the side to open the flask. When it is opened it emits a high pitched shriek in a 15’ cone. Anything in the cone takes 1d8 points of sonic damage and is deafened for 1 round.

 

Shadow Haze Dust: Grenade-like weapon with a 10’ range increment. All creatures within a 10’ radius of the hit location are receive a –6 penalty on Spot check for 1 hour –or– until the creature’s eyes are flushed with at least 1 gallon of water.

 

Shadow Light Oil: This slow-burning oil can be burned in normal lanterns. It does not generate ‘bright illumination’, only ‘shadowy illumination’. (same radius as before, but the close in area is shadowy as well, burns 6 hours to the pint in a lantern.

 

Shadow Veil: Grenade-like weapon with a 10’ range increment. All non-magicalfires (up to the size of a camp fire) within a 10’ radius of the hit location are extinguished.

 

Shinewater: Rust removal liquid. One medium sized metal object that is soaked overnight in Shinewater can have any rust on it easily polished off.

 

Slimebane: Grenade like weapon that does 1d6 acid damge to ooze type creatures.

 

Slippery Oil: +5 on Escape Artisit checks for one hour, can be washed off with alcohol.

 

Slumber Sand: A target struck by a flask of slumber sand must make a DC15 fortitude check or fall asleep for 1 minute. Creatures with 5+HD are immune to this effect. If it is used as a material component for sleep, slumber or symbol of sleep spells, it increases the total HD of creatures affected by 2 and the DC increases by 1.

 

Smokestick: 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.

 

Snappowder: One dose of this semi-colourless powder covers a 5 ft x 5 ft area. Any creature weighing more than 20 lbs. that walks (slithers, whatever) on it sets off these tiny harmless explosives with a snapping sound and a tiny flash of light. This effect lets you hear creatures sneaking up on you and see where a creature is moving even if it is invisible or concealed by normal darkness. Creatures standing perfectly still can’t be detected, but creatures in melee combat usually can. You can automatically locate the square where a moving creature is, and the sparking trail it leaves allows you an additional reroll of the miss % due to concealment. The

strewn powder can be detected with a DC 18 Spot or Search check. It can be swept up without setting it off.

 

Sneezing Powder: Fine powder. Grenade-like weapon with a range increment of 10’. On a direct hit, the target must make a Fort save vs. DC 15 or have a –2 on all rolls for 1d4 rounds due to sneezing.

 

Softfoot: A fine grey powder that muffles sound when applied to either the foot or footwear, it grants a +1 to move silently for one hour.

 

Softshoe Powder: +2 on Move Silently checks for 10 minutes.

 

Somnolence Draught: This pleasantly-scented liquid is quaffed by a character immediately before going to sleep. It allows her to get eight hours worth of sleep in a time span of only four hours of otherwise normal sleep. A wizard character still needs to get 8 hours of rest before she can prepare spells, but this does not need to be 8 hours of actual sleep. Somnolence draught has no effect on elves, who “trance” for four hours in place of sleep. A dose of somnolence draught affects only creatures that normally sleep for 8 hours a night.

 

Sonicpoint Arrow or Bolt: This is an arrow or crossbow bolt to which a little aerodynamic vial of a volatile alchemical substance has been attached near the head. When the arrow or bolt hits, the vial breaks, exposing the substance to air, to which it reacts explosively. This causes +1d4 hit points of sonic damage to the target. If the arrow or bolt misses, it is always destroyed since the vial breaks anyway, and the resulting sound burst shatters the arrow. A sonicpoint arrow or bolt is less aerodynamic than a normal one, and a weapon firing one has half the normal range increment. The vial itself may be removed from the arrow or bolt, and thrown as a grenade-like

weapon with a range increment of 5 feet. There is no splash damage from the vial, arrow, or bolt.

Spec: Weight: 3 lb. for 10 arrows or 1 lb. for 5 crossbow bolts.

 

Soupstone: Small smooth stone. A Soupstone can turn a total of 10 gallons of water into hot nourishing broth before going inert.

 

Spiderlilly Essense: Vermin avoid any creature coated in Spiderlilly Essense. Monstrous vermin get a Will save vs. DC15 to ignore it. Spiders are immune, lasts one hour. One dose covers a small creature, two doses for medium.

 

Stonecloth: Heavy, gray cloth. Also requires a Craft (Weaving) check vs. 20. Price is per square foot. Stonecloth is non-flammable, so there is no secondary damage from fire attacks.

 

Sunlight Oil: Positoxin for use against corporeal undead. A thin, slippery liquid, sunlight oil lasts only 24 hours in any conditions other than bright light. Type: Contact. DC: 16. Initial Dam: 1d3 Str drain, Secondary: 1d3 Dex, Str drain.

 

Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

 

Suregrip: Gluey substance that lasts for 10 minutes once applied. When applied to:

Hands: +2 Climb and Grapple

Rope: +2 Use Rope

Feet: +2 Balance

 

Tangle Wire: A 10' piece of barbed wire coated with adhesive in a tight bundle. To avoid Tangle Wire strung across a hallway, make a Spot check vs. DC15. If tangled, take 1d2 damage per round unless totally still. No penalty except damage if it is ignored. To remove, make a Dex or Escapr Artist check vs. DC20, or a Str check vs DC25.

 

Tanglefoot Bag: 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 DC 15 Concentration check 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.

 

Thoughtfocus Incense: Used by scholars to increase concentration, a stick of thoughtfocus incense burns for 1 hour, creating an invisible scent cloud 15 feet in diameter. While breathing this incense, a character has the benefit of a +1 competence bonus to Knowledge checks. This bonus does not stack with other competence bonuses from any source.

 

Thunderstone: 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: 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.

 

Titan Gum: Fast setting glue. Bonds in one round and can support 5000 pounds. Str check vs DC20 to separate glued items.

 

Toxic Tooth: Made to look identical to its wearer’s actual teeth (including the addition of plaque, random filth, and gaping cavities if necessary), a toxic tooth can hold a single dose of a contact or inhaled poison. To activate a toxic tooth, the wearer must bite down hard enough to crack it, then spit or exhale the poison at an adjacent creature.Doing so requires a standard action to make a ranged touch attack, but does not provoke attacks of opportunity.If the attack hits, the target is exposed to the poison and must save normally.Activating a toxic tooth also exposes its wearer to the poison.

 

Trail Bar: This tough, 4-inch-long bar of vegetable matter provides the equivalent of one day’s worth of food.A creature that has consumed a bar (which takes about 10 minutes) receives all the nutritional and stomach-filling value of a full day’s food—if none of the flavor.However, consuming a second trail bar before 24 hours have passed sickens the creature for 1 hour.Rangers and bounty hunters carry trail bars only if going into the wilds for long periods of time, and even then only reluctantly.

 

Traveler’s Solace: Fiery, unpleasant liquid. Effects last for 1d4 hours. Only useful once per 8 hours. If used by someone who is Fatigued, the user no longer has any Str or Dex penalties. Once Traveler’s Solace wears off, the user must rest for 8 hours to become Rested. If used by someone who is Exhausted, the user is only at Str –4 & Dex -4. Once Traveler’s Solace wears off, the user must rest for 8 hours to become only Fatigued.

 

Trollbane: A sticky blue substance that when applied to a slashing or piercing weapon, causes the creature hit by it to be unable to regenerate the damage from that particular wound. Trollbane must be reapplied after each attack.

 

Truth Wine: A sweet, white wine. Any non-elven drinker of a glass of Trurh Wine must make a Will save vs. DC15 or they will be unable to lie for the next (10 - Con bonus) minutes.

 

Unholy Candle: Candle infused with Unholy Water. Generates deep purple light in a 5’ radius & shadowy illumination in a 10’ radius. Burns for 1 hour. Any attempt to Rebuke / Control Undead while within the candle’s 5’ radius receives a +2 bonus. Bonuses from multiple candles do not stack. The candle’s creator must have at least 1 rank in Knowledge (religion).

 

Vapors of Sleep: A quickly evaporating liquid. Grenade-like weapon with a range increment of 10’ -or- it can be soaked into cloth. If a cloth is soaked with Vapors of Sleep and held over a target’s mouth & nose (i.e., a successful grapple), the target must make a Fortitude save vs. DC 13 or sleep for 1d4 hours. If thrown, the target of a direct hit must make a Fortitude save vs. DC 13 or be at a –2 penalty on all action for 1d4 rounds.

 

Verminbane Incense: Used to repel vermin of all kinds, verminbane incense burns for 1 hour, making a light cloud of a 15-foot diameter. The cloud is too light to provide cover in combat. Its scent makes vermin feel ill. Vermin must make a Fortitude save DC 15 to enter the cloud. If vermin are attacked from within the cloud, they can make another save to ignore the scent in order to attack back. Once a save is made, the vermin is immune to the effects of verminbane for 24 hours. Verminbane incense uses the same scent as verminbane salve. Creatures

that are vermin-like in nature, but not of the vermin creature type find the scent irritatingly pungent, but it has no game effect upon them.

 

Verminbane Salve: This minty cream is used by spreading it over one’s body. Its scent makes vermin feel ill. The scent stays with you until the salve wears off, in 4 hours, or until it is washed off. Complete immersion will wash the salve off immediately. Vermin must make a Fortitude save DC 15 to come within 5 feet of the wearer. If vermin are attacked by the wearer, they can make another save to ignore the verminbane and attack back. Once a save is made, the vermin is immune to the effects of verminbane for 24 hours. Verminbane salve uses the same scent as verminbane incense.

Alchemy or Profession (herbalist) check DC 16 to create. Market Price: 5 gp. Weight: 2 lb. per jar.

 

Vine Oil: This fishy smelling oil when spread over the body numbs the body to pain for an hour. This allows the user to fight below 0 hit points all the way until they reach -5 hit points. Vine oil however robs the user of the ability to stabilize below 0 hit points naturally on their own.

 

Vitality Draught: One dose of this sweet refreshing solution relieves fatigue effects (as described on page 278 of the Player’s Handbook) from any source except ones resulting from non-instantaneous magical or supernatural effects. The draught does not affect a character’s need for sleep.

 

Warmsuit: This cold weather outfit that keeps you warm in almost any environmental circumstances. It is made of special heat-retaining materials so that even if you get immersed in icy water it keeps you as warm as if you were dry. It does not retain water and completely dries itself out within one hour, even during the coldest winter nights. In addition, weighs only half as much as furs.

 

Weatherstone: A stone treated with a special alchemical substance, its changes in colour can be used to predict natural weather within 24 hours, with 90% accuracy. When a character views the weatherstone, the Dungeon Master secretly rolls percentile dice. If the number comes up 90 or less, then the character correctly knows what the weather will be like; if the number comes up 91or more, the Dungeon Master may give the character a false reading or simply decide that the result is “indeterminate”.

 

Weeping Flask: This is 1gallon water flask that appears half full. When the lid is removed and the contents exposed to air, a reaction in the flask causes water to be produced at a rate of 8oz per hour. Once it is full the alchemical components are used up and it is a normal flask.

 

Wetfire: Grenade-like weapon with a 10’ range increment. The weapon has two compartments, one with “wet fire” and the other with water. Wet Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). Submersion in water does not automatically put out Wet Fire, but does grant a +2 bonus on the Reflex save.

 

Whale Grease: Pungent smelling clear grease take s a minute to apply but completely protects you from hypothermia for an hour. The strong odor however allows creatures that track by scent to track you at twice the normal distance. Whale grease is not water soluable but is removed easily with alchohol.

 

White Sanguine: A milky white viscous substance to combine with injury poisons to prevent clotting. If the victum fails the posion's initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding.

 

Whittlewort Brew: Herbal tea, if the drinker is under the influence of an Enchantment spell, the drinker gets another save to throw off the effect (if the effect has a save vs.)

 

Alchemical Capsules: These are small capsules fitted in the mouth that can be used as a standard or swift action, depending on the delivery system.

 

Delivery Systems: Using either system below allows for swift actions in using the capsules, not using a delivery system requires a standard action.

 

Alchemical Tooth: A hollow false tooth placed within the mouth of the user. It is well made and difficult to detect (DC30).

Capsule Retainer: A strap of rubber attached to the teeth, it holds a capsule between the cheek and the teeth.

 

Capsules:

 

Antitoxin: Grants a +1 bonus to Fortitude vs poisons, lasts one minute.

Ironman: Shake off the effects of being staggered, for one round

Leap: +4 to jump checks for one round.

Stability: +4 on Balance checks for 1 round

Strongarm: +1 bonus on strength checks for 2 rnds, after which the user is fatigued.

Swiftstride: Increase base move by 5’ for 2 rnds, after which user is fatigued

 

 

Alchemical Weapon Capsules: Small capsules held ready for battle, usingthem is a swift action.

 

Delivery System: A thin leather thong tied around the weapon that holds the capsule out of the way until you decide to break it open. There is a single capsule and a triple capsule version.

 

Capsules:

 

Ghostblight: When applied to a weapon it allows the wielder to ignore the miss chance vs incorporeal creatures for 3 rounds.

Quickflame: Weapon burst into flame for 1 round doing an additional 1d6 damage fire.

Quickfrost: Weapon chills and does an additional 1d6 cold damage for one round.

Quickspark: Weapon filled with electrical energy, deal an additional 1d6 electrical damage for one round.

Quicksilver: Coats weapon with liquid silver, incurs –1 on damage but bypasses DR/Silver for 3 rounds.