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
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
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
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,
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.