Alchemical Items, in addition to those in the core book:
|Weapon Blanch, cold iron||2gp1||20|
|Weapon Blanch, silver||1gp1||20|
1 requires the appropriate metal
Enough to slather over one medium creature or two small ones. Prevents the first 10 points of damage from Fire or Cold. 1 minute to apply.
Enough to cover a 10’ square. Effects as Grease.
This bubbling purple gel eats through adhesives (such as tar, tree sap, glue, tanglefoot bags, spider webbing, and so on) in a single round. Each vial can cover a single 5-foot square. It has no affect on fully magical adhesives, including sovereign glue.
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off.
A gooey, pinkish substance. Stabilizes those bleeding out automatically, as if by the Stabilize spell.
This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, etc.
5’ radius burst. Fort DC 13 or be Nauseated while within. Cloud lasts 1 minute.
Water-resistant paint; +2 stealth or +2 disguise. Lasts 24 hours.
5’ radius burst. Will DC 13 or be Shaken for 1 minute. Disperses after 1 round.
This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, dim light in 10 rounds. It is mainly used by creatures with darkvision to determine if creatures have recently passed through an area carrying light. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.
Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
Normally stored in the form of small, salty pellets in a dry container, this reagent can be mixed with a flask of water and stored safely. It neutralizes acid; a vial of pellets or a flask of neutralizer-water is enough to render a cubic foot of acid safe to touch in 1 minute, though this is usually too slow to prevent damage from a thrown vial of acid or the contents of a large monster’s gullet. Neutralizer vapors are slightly irritating to the eyes, nose, and mouth, causing nausea for 1d4 rounds after close exposure (Fortitude DC 10 negates).
Enough to coat one creature. Masks the scent of anything it covers.
5’ radius burst of fine powder. Glows when exposed to air. Lasts 1 hr. As Faerie Fire if a creature is hit with it.
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.
This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
Lights fires, as if by holding a candle to an object for several seconds, but instanteously & water-proof.
Enough to fill a 60’ square, one 5’ square per round. As Sleep with no total HD limit, DC 13.
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.