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    Alchemical Creations

    Image (c) "Standard Stock Art" created by
    Rick Hershey, Empty Room Studios

    This page includes various chemicals, herbs, salves, balms, oils, and other substances which require special preparation before use (such as use of a Craft (alchemy) skill check.)

    Alchemical Items

    Characters with skill ranks in Craft (alchemy) can create some of these items, and they are usually available in the same places where you can buy alchemical items. Items with a DC listed in the Craft DC column use the Craft (alchemy) skill to create.

    Oils and Flammables
    Item Craft DC Price Weight Source
    Alchemist's fire (1 flask) [Alchemical Power Component] 20 20 gp 1 lb. CRB
    Oil, anointing 25 gp 1 lb. ARG
    Oil, quick freeze 50 gp 1 lb. DHB
    Oil, lamp 1 sp 1 lb. CRB
    Oil, kerosine 15 5 gp AA
    Oil, wing 1 gp ARG
    Tools, Devices and Kits
    Item Craft DC Price Weight Source
    Alchemist's lab

    CRB
    Alchemist's lab (portable)

    CRB
    Artificer's lab (portable) 300 gp 40 lbs. ARG
    Bomb launcher 10 gp 1/2 lb. ARG
    Buoyant balloon 15 10 gp 1 lb. UE
    Candlerod 20 1 gp 1 lb. UE
    Light detector 10 1 gp UE
    Pox burster 50 gp 1 lb. ARG
    Sunrod 25 2 gp 1 lb. CRB
    Water purification sponge 15 25 gp 1 lb. UE
    Misc. Substances
    Item Craft DC Price Weight Source
    Acid (1 flask) [Alchemical Power Component] 15 10 gp 1 lb. CRB
    Air crystals 50 gp PSFG
    Alchemical cement 15 5 gp 2 lbs. UE
    Alchemical coal (blinding cinders) 100 gp ARG
    Alchemical coal (choking smoke) 50 gp ARG
    Alchemical glue 20 20 gp 1/2 lb. UE
    Alchemical glue accelerant 25 25 gp UE
    Alchemical preserves 50 gp ARG
    Alchemical solvent 20 20 gp 1/2 lb. AA
    Alchemist's kindness 1 gp —/20 APG
    Alkali flask 20 15 gp 1 lb. DDR
    Alkali salt 20 30 gp DDR
    Ambrosia 100 gp 1 lb. ARG
    Black fester 30 gp ARG
    Bladeguard [Alchemical Power Component] 15 40 gp AA
    Blightburn paste 30 5,000 gp 45 lb. KoG
    Brewed reek 25 40 gp 1 lb. ARG
    Dimmer dust 25 25 gp 1/2 lb. KoG
    Clay, blackfire 20 20 gp 10 lbs. UE
    Cream, chill 15 15 gp 1 lb. UE
    Defoliant 25 30 gp UE
    Deodorizing agent 25 30 gp AnA
    Dye, marker 15 15 gp 1 lb. UE
    Elemental breath 80 gp 1/2 lb. ARG
    Elemental flux (flask) 20 gp 1 lb. ARG
    Embalming fluid 25 50 gp 10 lbs. UE
    Fleshgem (decorative) 1 gp ARG
    Fleshgem (spiked) 50 gp 5 lbs. ARG
    Foam, impact 20 25 gp 1 lb. UE
    Fungal stun vial 30 75 gp 1/2 lb. KoG
    Fury drops 25 50 gp AnA
    Gel, fire ward 25 150 gp 1 lb. UE
    Gel, frost ward 25 150 gp 1 lb. UE
    Gel, phosphorescent
    45 gp 1/2 lb. DHB
    Grease, alchemical [Alchemical Power Component] 15 5 gp 1 lb. AA
    Hobgoblin war draught 20* 10 gp 1 lb. ARG
    Hound's blood 110 gp ARG
    Ifrit's blood 50 gp 1 lb. ARG
    Incense (10 sticks) 10 gp 1 lb. ARG
    Incense, scentbane 80 gp ARG
    Ink, glowing 15 5 gp UE
    Ink, invisible (simple) 15 2 gp UE
    Ink, invisible (average) 20 10 gp UE
    Ink, invisible (good) 20 25 gp UE
    Ink, invisible (superior) 25 75 gp UE
    Liquid ice [Alchemical Power Component] 25 40 gp 2 lb. AA
    Noxious aromatic 20 15 gp 1 lb. AnA
    Ointment, armor 15 30 gp 1 lb. UE
    Ooze, grease 25 50 gp 1 lb. DDR
    Ooze, petrified 80 gp 1/2 lb. DHB
    Vitus flask 25 80 gp UE
    Paste, blackfingers (1 dose) 50 gp PCS:RG
    Paste, bone (1 sq. ft. or 20 small applications) ? 75 gp 1 lb. DHB
    Paste, mending 25 25 gp 1/2 lb. UE
    Paste, paper wall 15 10 gp 2 lbs. KoG
    Paste, shrieking ? 35 gp 2 lbs. DHB
    Plaster, casting 5 sp 5 lbs. UE
    Poison tattoo 50 gp ARG
    Powder 1 cp 1/2 lb. AA
    Powder, flash [Alchemical Power Component] 20 50 gp AA
    Powder, foaming 20 10 gp 1 lb. UE
    Powder, insomnia
    60 gp 2 lbs. DHB
    Powder, itching [Alchemical Power Component] 25 60 gp 2 lbs. AA
    Powder, rusting 30 60 gp UE
    Powder, sneezing 25 60 gp 2 lbs. AA
    Repellent, vermin 20 5 gp AA
    Salve, stonechipper 150 gp 1 lb. ARG
    Scent cloak 20 20 gp 2 lbs. UE
    Shadowcloy (flask) 25 gp 1 lb. ARG
    Silversheen see text +750 gp
    Soul stimulant 30 300 gp UE
    Spellscorch ? ?? gp ?? lb. ??
    Spider Sac ? ?? gp ?? lb. ??
    Terrap sap (distilled) 15 30 gp 1/2 lb. AA
    Unguent, fiendgore 75 gp 1 lb. ARG
    Unstable Accelerant 25 50 gp 1/2 lb. ARG
    Weapon blanch, adamantine 25 100 gp 1 lb. APG
    Weapon blanch, cold iron 20 50 gp 1 lb. APG
    Weapon blanch, ghost salt 200 gp 1/2 lb. PSFG
    Weapon blanch, silver 20 5 gp 1 lb. APG
    Balms, Medicines and Tonics
    Item Craft DC Price Weight Source
    Antiplague [Alchemical Power Component] 25 50 gp AA, APG
    Antitoxin (vial) [Alchemical Power Component] 25 50 gp CRB
    Bloodblock 25 25 gp UE
    Bodybalm 25 25 gp AA
    Clear ear 15 gp AA
    Healy myrrh see text 50 gp
    Mellowroot 25 gp ARG
    Smelling salts 20 25 gp APG
    Soothe syrup 15 25 gp 1/2 lb. APG
    Stillgut 50 gp ARG
    Tonic, blight 150 gp 1 lb. ARG
    Tonic, twitch 25 45 gp UE
    Troll oil 30 50 gp 1 lb. UE
    Troll styptic 25 100 gp SoS
    Unguent of revivification (1 dose) 50 gp PCS
    Peptus salix 20 30 gp UE
    Woundweal 100 gp AA
    Hunting Aids
    Item Craft DC Price Weight Source
    Beast lure 20 30 gp 1/2 lb. AA
    Beast scent 25 75 gp 1/2 lbs. SoS
    Musk, harpy 2 gp RotRLPG
    Musk, wild 20 40 gp 1/2 lb. AA
    Herbs and Plants
    Item Craft DC Price Weight Source
    Allnight 75 gp AA
    Belladonna 2 gp AA
    Lichen, camouflage 100 gp ARG
    Flayleaf 20 gp 2 lbs. AA
    Garlic 1 sp 1 lb. AA
    Holly AA
    Mistletoe AA
    Holly and mistletoe CRB
    Leaves, Golden Maple 50 gp 1/2 lb. ARG
    Poppy tears 20 gp AA
    Barbarian chew 1 gp AA
    Tea, meditation 20 30 gp UE
    Tea, night 1 sp AA
    Tobacco 1 gp 2 lbs. AA
    Wolfsbane 5 sp AA
    Special Equipment
    Item Craft DC Price Weight Source
    Smoke pellet 20 25 gp AA
    Smoke pellet, pepper 60 gp DHB
    Smoke pellet, smog 40 gp DHB
    Smokestick [Alchemical Power Component] 20 20 gp 1/2 lb. CRB
    Tanglefoot bag [Alchemical Power Component] 50 gp 4 lbs. CRB
    Tar bomb 15 gp 2 lbs. PoIS
    Thunderstone [Alchemical Power Component] 30 gp 1 lb. CRB
    Tindertwig 20 1 gp CRB
    Torch, everburning 110 gp 1 lb. CRB

    Oils and Flammables

    Oil, Alchemist's Fire

    Source Core Rulebook

    You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

    A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

    Alchemical Power Components

    Source Adventurer's Armory

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    This dwarven favorite can make fire spells last longer.

    Spells followed by an (M) expend the alchemical item as a material component
    Spells followed by an (F) use the item as a focus and do not expend it.
    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

    Using Splash Weapons

    Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

    You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.

    You Miss: First, roll 1d8 to determine the misdirection of the throw.

    1 - Falls short (straight line towards the thrower.)

    2 through 8 - Count around the target creature or grid intersection in a clockwise direction.

    Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

    Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.

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    Oil, Anointing

    Source Advanced Race Guide

    This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster's effective caster level by +1 for that spell.

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    Oil, Kerosine

    Source Adventurer's Armory

    Also known as firebreather's oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of kerosine past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of kerosine holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).

    Create: Craft (alchemy) DC 15

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    Oil, Quick Freeze

    Source Dungeoneer's Handbook

    Price 50 gp; Weight 1 lb.

    This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with this oil takes 1d6 points of nonlethal damage each round because of the chemical's volatile nature, but the oil is ineffective as a splash weapon.

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    Oil, Lamp

    Source Core Rulebook

    A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

    You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

    Using Splash Weapons

    Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

    You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.

    You Miss: First, roll 1d8 to determine the misdirection of the throw.

    1 - Falls short (straight line towards the thrower.)

    2 through 8 - Count around the target creature or grid intersection in a clockwise direction.

    Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

    Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.

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    Oil, Stink

    Source Animal Archive

    Price 15 gp; Weight 1 lb.

    This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of stink oil as a splash weapon with a range increment of 10 feet. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Fortitude save or be nauseated for 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Fortitude save or be sickened for 1 round. Creatures without the scent ability are not affected by stink oil.

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    Oil, Wing

    Source Advanced Race Guide

    Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours.

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    Tools, Devices and Kits

    Alchemist's Lab

    Source Core Rulebook

    This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.

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    Alchemist's Lab, Portable

    Source Adventurer's Armory

    This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks.

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    Artificer's Lab, Portable

    Source Advanced Race Guide

    The portable artificer's lab contains everything needed to create magic items, though many of the tools and implements are of only the most basic type. This lab allows the artificer to spend 4 hours crafting each night while out adventuring, and net 3 hours' worth of work (instead of 2). However, because the tools are all designed to fulfill multiple functions and the portable lab lacks the space and quiet that provide ideal circumstances for creating magic items, the skill check to complete a magic item that had any of its work done using a portable lab takes a –5 penalty.

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    Bomb Launcher

    Source Advanced Race Guide

    These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs' accuracy. Goblin alchemists use these special containers to make their bombs more accurate when thrown long distances. Using a bomb launcher when throwing a bomb increases the bomb's range increment to 30 feet (or increases the range increment of a bomb with the rocket bomb discovery to 70 feet). Bomb launchers are destroyed when used.

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    Buoyant Balloon

    Price 10 gp; Weight 1 lb.

    This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.

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    Candlerod

    Price 1 gp; Weight 1 lb.

    Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.

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    Light Detector

    Price 1 gp; Weight

    This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.

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    Pox Burster

    Source Advanced Race Guide

    A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever.

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    Sunrod

    Price 2 gp; Weight 1 lb.

    This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

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    Thurible

    Source Adventurer's Armory

    When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.

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    Water Purification sponge

    Price 25 gp; Weight 1 lb.

    This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.

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    Medicines and Tonics

    All of the items in this section are meant to be ingested or applied to a wound.

    Antiplague

    Source Advanced Player's Guide

    If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

    Create: Craft (alchemy) DC 25

    Alchemical Power Components

    Source Adventurer's Armory

    Certain healing spells have greater effects when used with antiplague.

    • Heroes' Feast (M): For each vial of antiplague used as a power component, one creature eating the feast gains the benefits of antiplague for 12 hours. Antiplague's normally foul taste does not change the taste of the feast.
    • Remove Disease (M): Add +2 on your caster level check to cure diseases on the target.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Antitoxin

    Source Core Rulebook

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

    Alchemical Power Components

    Source Adventurer's Armory

    Like antiplague, antitoxin can augment certain healing spells.

    • Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Bloodblock

    Price 25 gp; Weight

    This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).

    Create: Craft (alchemy) DC 25

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    Bodybalm

    Source Adventurer's Armory

    When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.

    Create: Craft (alchemy) DC 25

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    Clear Ear

    Source Adventurer's Armory

    This green gel is poured into the user's ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.

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    Healy Myrrh

    Source Qadira: Gateway to the East

    When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack.

    Create: Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp

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    Mellowroot

    Source Advanced Race Guide

    Sneaky goblin chieftains give this orange paste to the tribe's warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.

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    Smelling Salts

    Source Advanced Player's Guide

    These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.

    Create: Craft (alchemy) DC 20

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    Soothe Syrup

    Source Advanced Player's Guide

    This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.

    Create: Craft (alchemy) DC 15

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    Stillgut

    Source Advanced Race Guide

    Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in stages of rot or decay.

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    Soul Stimulant

    Price 300 gp; Weight

    This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level's penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level's effects.

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    Troll Oil

    Price 50 gp; Weight 1 lb.

    This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.

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    Troll Styptic

    Source Seekers of Secrets

    A witch's brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.

    Create: Craft (alchemy) DC 25

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    Unguent of Revivification

    Source Pathfinder Campaign Setting

    The preservation of dead flesh is important in undead-friendly cultures. In such places this alchemical ointment is commonly used as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.

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    Woundweal

    Source Adventurer's Armory

    This gritty black paste is a poison that interferes with an afflicted creature's ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.

    Type poison, injury; Save Fortitude DC 18

    Onset 1 round; Frequency 1/day

    Effect impaired healing (see above); Cure 2 consecutive saves

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    Herbs and Plants

    Allnight

    Source Adventurer's Armory

    This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.

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    Belladonna

    Source Adventurer's Armory

    Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.

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    Flayleaf

    Source Adventurer's Armory

    These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.

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    Garlic

    Source Adventurer's Armory

    These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.)

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    Golden Maple Leaves

    Source Advanced Race Guide

    These potent additives can only be culled from a rare maple tree known to grow exclusively in urban areas. These small, elaborately twisting trees are extremely slow to grow and mature—the leaves reach maturity only once every 3 years—and they are almost always grown and cultivated by half-elves. Additionally, half-elves are keenly aware of the effort put into the leaves' growth and normally only sell the products of their labors to others of their kind. When the golden maple's delicate, five-pointed leaves finally take on their namesake's color, they can be cut, dried, and then ground into a fine powder, a process that requires a DC 15 Knowledge (nature) or Profession (herbalist) check. When used in conjunction with the Craft (alchemy) skill to create special substances and items like alchemical grease or tanglefoot bags, golden maple leaves reduce the Craft DC by 5 and add +1 to the DC of any save required by the alchemical item. A single dose of golden maple leaf powder is sufficient to augment the crafting of three alchemical items.

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    Holly

    Source Adventurer's Armory

    The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year.

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    Mistletoe

    Source Adventurer's Armory

    This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year.

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    Holly and Mistletoe

    Source Core Rulebook

    Druids commonly use these plants as divine focuses when casting spells.

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    Poppy Tears

    Source Adventurer's Armory

    Note: The name of this item has been changed from the name created by Paizo. For simplicity, we've merged the mechanics into one entry. If you prefer the original wording we recommend you reference the original product(s).

    Price 15 gp

    The milk of this vibrant green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though poppy tears comes in several different varieties, it's refined form is both the most potent and expensive type.

    Effects

    Type ingested or inhaled; Addiction moderate, Fortitude DC 20; Initial Effect(s) 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects Secondary Effect(s) after 1 hour; 1d2 hours of fatigue Damage 1d2 Con and 1d2 Wis damage

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    Barbarian Chew

    Source Adventurer's Armory

    This bitter red chew comes from the dried leaves of galtroot, a stunted bush found in northern countries. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.

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    Tobacco

    Source Adventurer's Armory

    These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage.

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    Wolfsbane

    Source Adventurer's Armory

    The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.

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    Hunting Aids

    Beast Lure

    Source Adventurer's Armory

    This light brown oil works similar to Kaava musk (see below) but attracts one specific kind of creature (dogs, giant bees, and so on).

    Create: Craft (alchemy) DC 20

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    Beast Scent

    Source Seekers of Secrets

    This is a mixture of scent gland extracts and aromatic herbs that serves as both attractor and olfactory camouflage. It masks the natural scent of a creature with an appealing if pungent musk that is alluring to most animals. Beast-scent provides a +2 circumstance bonus to Handle Animal and wild empathy checks and a –5 penalty to attempts to track the wearer by his original scent. If the tracking creature is following the smell of beast-scent itself, track checks are made at a +10 circumstance bonus instead. A single vial of beast-scent masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item's benefits. Beast-scent is rendered inert after 1 hour of exposure to air. Applying a vial is a full-round action that provokes attacks of opportunity.

    Create: Craft (alchemy) DC 25

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    Hound's Blood

    Source Advanced Race Guide

    If you apply the thick, red paste known as hound's blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 circumstance bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 circumstance bonus on Perception checks for an additional 1 hour.

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    Musk, Wild Animal

    Source Adventurer's Armory

    This emerald-colored adhesive is a concoction made from animal glands, urine, and other powerful scents combined with a strong alchemical binding agent that is difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures with the scent ability can detect a marked creature at five times the normal range, note its direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5 bonus on its Survival checks. Immersion in water within 1 round of exposure washes it off; otherwise the effect decreases by one range increment per day (four times normal range after 1 day, three times range after 2 days, and so on) until the creature is again at normal scent levels.

    Create: Craft (alchemy) DC 20

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    Musk, Harpy

    Source Rise of the Runelords Player's Guide

    The reek of this doubtful cure-all proves useful at scaring off goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any goblin who enters the area must make a DC 14 Will save or be shaken for 1 minute.

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    Misc. Substances

    Acid

    Source Core Rulebook

    You can throw a flask of acid as a splash weapon with a range increment of 10 feet.

    A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

    Alchemical Power Components

    Source Adventurer's Armory

    A common flask of acid has many uses as an alchemical power component, particularly with attack spells.

    • Acid Arrow (M): The spell's acid lasts 1 round longer than normal.
    • Acid Fog (M): The fog's radius and height increase by 5 feet.
    • Acid Splash (F): The spell deals +1 point of damage.
    • Acid Splash (M): The spell lasts 1 round longer than normal.
    • Dispel Magic (M): Using acid as a material component while attempting to dispel or counterspell a spell or effect with the earth subtype gives you a +2 bonus on your dispel check. This bonus applies whether you are using dispel magic, greater dispel magic, or some other spell that you can use for counterspelling (for example, if you have the Improved Counterspell feat).
    • Grease (M): The grease is acidic and deals 1 point of acid damage per round to any creature in the area or holding the greased object.
    • Wall of Ice (M): For each flask of acid used as a power component, you may designate one 10-foot square of ice wall that, if broken through, deals 1d6 acid damage in addition to the normal cold damage.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

    Using Splash Weapons

    Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

    You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.

    You Miss: First, roll 1d8 to determine the misdirection of the throw.

    1 - Falls short (straight line towards the thrower.)

    2 through 8 - Count around the target creature or grid intersection in a clockwise direction.

    Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

    Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.

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    Air Crystals

    Source Pathfinder Society Field Guide

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

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    Alchemical Coal

    Source Advanced Race Guide

    A kobold who chews and swallows this alchemically treated piece of coal (a full-round action) can make one breath weapon attack during the next minute. If the kobold fails to make a breath attack before this minute expires, it is sickened for 1 hour. Other humanoid creatures that eat alchemical coal are sickened for 1 hour (though certain other creatures may be able to use them, at the GM's discretion). Creatures that are immune to poison are immune to the sickened effect. The type of breath weapon depends on the type of alchemical coal that is chewed by the kobold.

    Blinding Cinders: This jagged bit of dusty red coal allows a kobold to breathe a 30-foot line of coarse cinders. The breath weapon deals 1d6 points of fire damage and blinds creatures in the area for 1 round. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not blinded.

    Choking Smoke: This crumbling chunk of chalky white coal allows a kobold to breathe a 15-foot cone of foul vapor that deals 1d6 points of acid damage and sickens a creature for 1d4 rounds. A creature that succeeds at a DC 15 Reflex saving throw takes half damage and is not sickened.

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    Ointment, Armor

    Price 30 gp; Weight 1 lb.

    This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor's armor check penalty by 1 (to a minimum of –1) for 8 hours.

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    Clay, Blackfire

    Price 20 gp; Weight 10 lbs.

    This pliant black clay is always pleasantly warm to the touch. Working blackfire clay in your hands for a full round causes the clay to grow much warmer, granting you a +4 alchemical bonus on saving throws made to resist cold weather. You can combine five blocks of clay over the course of a minute to produce a source of warmth equivalent to a small campfire, allowing you to heat a campsite and cook food.

    Blackfire clay only produces heat, never light, smoke, or odor. The clay emits warmth for 1 hour before hardening into an unusable lump. A newly created brick of blackfire clay is composed of 10 blocks.

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    Dye, Marker

    Price 15 gp; Weight 1 lb.

    This dye (available in several colors) creates an obvious stain wherever it is splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

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    Grease, Alchemical

    Source Advanced Player's Guide

    Each pot of this slick black goo has sufficient contents to cover one Medium or two Small creatures. If you coat yourself in alchemical grease, you gain a +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to your CMD to avoid being grappled; this lasts 4 hours or until you wash it off.

    Create: Craft (alchemy) DC 15

    Alchemical Power Components

    Source Adventurer's Armory

    Alchemical grease is good for augmenting spells affecting or creating surfaces.

    • Grease (M): Increase the Reflex save DC for affected creatures and the Escape Artist bonus for greased armor by 1.
    • Sleet Storm (M): Increase the Acrobatics DC by 1.
    • Wall of Iron (M): For each pot of grease used as a power component, you may designate one 10-foot square of iron wall as being slippery (+5 to Climb DCs).
    • Wall of Stone (M): For each pot of grease used as a power component, you may designate one 10-foot square of the spell's stone wall as being slippery (+5 to Climb DCs).

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Alchemical Preserves

    Source Advanced Race Guide

    Each small tin of this specially treated jam contains just enough of the gooey stuff to provide a halfling with a single serving of revitalizing nourishment. While any creature can eat these preserves as a standard action, it only affects halflings in a beneficial way. Halflings who eat the preserves recover from fatigue. Non-halflings who eat alchemical preserves become sickened for 1 round.

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    Alchemical Cement

    Price 5 gp; Weight 2 lbs.

    You mix this fine gray powder with water and a cubic foot of sand or gravel to form a durable stone-like material. Until it cures, it has the consistency of thick mud, and you must hold it in place (typically with a frame of earth or wood) if you want it to harden in a specific shape. It takes 1d10+10 minutes for the cement to partially cure, gaining hardness 2 and 5 hit points per inch of thickness. After 1d6 hours the cement is fully cured and as hard as true stone.

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    Alchemical Glue

    Price 20 gp; Weight 1/2 lb.

    This glue is stored as two flasks of syrupy liquid. When mixed together and allowed to cure, they form a strong bond. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 minute and fully cured after 1 hour. Pulling apart a large glued surface (at least 1 square foot) requires a DC 20 Strength check for tacky glue or DC 25 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 15 Strength check for tacky glue or DC 20 for cured glue.

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    Alchemical Glue Accelerant

    Price 25 gp; Weight

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

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    Alchemical Solvent

    Price 20 gp; Weight 1/2 lb.

    This bubbling purple gel eats through adhesives. Each vial can cover a single 5-foot square. It destroys most normal adhesives (such as tar, tree sap, or glue) in a single round but takes 1d4+1 rounds to deal with more powerful adhesives (alchemical glue, tanglefoot bags, spider webbing, and so on). It has no affect on fully magical adhesives, such as sovereign glue.

    Create: Craft (alchemy) DC 20

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    Alchemist's Kindness

    Source Advanced Player's Guide

    Favored by young rakes and others of means, this is a crystalline powder resembling salt. Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover thin 10 minutes of drinking it.

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    Alkali Flask

    Source Advanced Player's Guide

    This flask of caustic liquid reacts with an ooze's natural acids. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask inflicts double damage.

    Create: Craft (alchemy) DC 20

    Using Splash Weapons

    Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

    You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.

    You Miss: First, roll 1d8 to determine the misdirection of the throw.

    1 - Falls short (straight line towards the thrower.)

    2 through 8 - Count around the target creature or grid intersection in a clockwise direction.

    Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

    Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.

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    Alkali Salt

    Source Dungeon Denizens Revisited

    These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coating neutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze's acidic touch.

    Create: Craft (alchemy) DC 20

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    Ambrosia

    Source Advanced Race Guide

    Upon consumption, this heavenly elixir, brewed from holy water and blessed herbs, grants a +2 sacred bonus on saving throws against negative energy, energy drain, and death effects for 1 hour, including saves to remove negative levels. Ambrosia affects undead and evil outsiders as holy water.

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    Black Fester

    Source Advanced Race Guide

    This black paste is often applied on orc weapons before going on raids to stymie an enemy's healing magic. Like a poison, black fester stays on a weapon until the first time it strikes an opponent. It remains in the target's body for 1 hour. A creature exposed to black fester resists magical healing; a creature trying to magically heal the target must make a DC 10 caster level check to restore any hit points to the target.

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    Bladeguard

    Source Advanced Player's Guide

    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.

    Create: Craft (alchemy) DC 15

    Alchemical Power Components

    Source Adventurer's Armory

    Weapons and armor aren't the only things bladeguard protects.

    • Wall of Iron (M): For each pot of bladeguard used as a power component, you may designate one 10-foot square of iron wall that has acid resistance 10 and immunity to rusting attacks.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Blightburn Paste

    Source Pathfinder Player Companion: Kobolds of Golarion

    This heavy stone box measures 2 feet to a side, and the tiny compartment inside is lined with lead. Inside the compartment is a half-ounce of deep green paste. This paste is made of animal fat mixed with ground-up blightburn. Once the box is opened, blightburn paste limits teleportation within 60 feet and irradiates anyone within 60 feet, afflicting them with blightburn sickness (see sidebar for details on both effects). Any creature that touches the paste is afflicted with blightburn sickness (no save), and takes 2d6 points of fire damage per round until the paste is cleaned away with a successful DC 15 Heal check.

    Create: Craft (alchemy) DC 30

    Blightburn: The mineral blightburn is a green-glowing crystal and burns anyone who touches it, dealing 2d6 points of fire damage per round of contact, and its radiation causes blightburn sickness.

    The substance also limits teleportation. Anyone casting a teleportation spell in or teleporting to a cavern with blightburn in its walls must succeed at a DC 30 caster level check.

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    Brewed Reek

    Source Advanced Race Guide

    Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.

    Create: Craft (alchemy) DC 25

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    Dimmer Dust

    Source Pathfinder Player Companion: Kobolds of Golarion

    This small leather pouch is filled with a faintly radioactive ore, with a small percentage of reactants that activate the dust. When used, dimmer dust must be sprinkled in a 5-foot square, which then becomes the center of the dust's effect. All bright or normal light within 30 feet of the activated dust is reduced to dim light, and any creature attempting to cast a spell with the light descriptor in this area must succeed at a DC 15 caster level check or have spell's effect be negated. If dimmer dust is exposed to sunlight, it immediately becomes permanently inert. Each pouch contains enough dust for two applications.

    Create: Craft (alchemy) DC 25

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    Censer, Celestial

    Source Advanced Race Guide

    Price 20 gp; Weight 1/2 lb.

    This blessed thurible holds up to 10 pieces of incense, and burns at a rate of 1 stick per hour. If a smokestick is added to the incense in the censer while it burns, creatures with the evil subtype are dazzled for as long as they remain within the area of the resulting smoke.

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    Defoliant

    Price 30 gp; Weight

    This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn't make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.

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    Deodorizing Agent

    Source Animal Archive

    Price 30 gp; Weight

    Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.

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    Die, Marker

    Source Adventurer's Armory

    This dye (available in several colors) creates an obvious stain wherever splashed. Washing has no effect for the first 72 hours (though magic can erase it), but it fades completely after 2 weeks. You can throw it as a splash weapon.

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    Elemental Breath

    Source Advanced Race Guide

    This vial at first seems to be empty, but when it's opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.

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    Elemental Flux

    Source Advanced Race Guide

    This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works like a flask of acid, except the damage is a random energy type (acid, cold, electricity, or fire). A DC 10 Craft (alchemy) check identifies what energy type the activated flask has. The activated flux retains its power for 24 hours before becoming inert material. The Craft (alchemy) DC to create this is 20.

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    Embalming Fluid

    Price 50 gp; Weight 10 lbs.

    This fluid is used to preserve corpses, whether for later dissection, taxidermy, necromancy, or magic such as raise dead. Embalming fluid is technically a poison, and using it makes a corpse unpalatable to most animals and vermin, though corpse-eating undead don't mind the taste. Treating a corpse with embalming fluid takes 1 hour and a successful DC 25 Heal check. The embalmed corpse decays at half the normal rate (each day dead counts as half a day for the purpose of raise dead).

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    Fleshgem

    Source Advanced Race Guide

    An oread adventurer discovered these small green gemstones when, after suffering a wound from falling on some jagged stones while exploring a cavern, she noticed pieces of beautiful green crystal growing from her skin. Oread jewelers found that these crystals, dubbed fleshgems, seemed to feed on the elemental energy that permeates an oread's flesh, growing from tiny chips of stone into large, elaborate gemstones. Essentially harmless, implanting fleshgems became a unique racial method of body alteration among oreads, equivalent to tattoos and piercings among other humanoids. Decorative fleshgems cost 1 gp and are merely ornamental. Fleshgem spikes, on the other hand, grow into elaborate crystalline shards that function as armor spikes, but the oread wearing them cannot wear armor over the spikes and even normal clothing requires special holes or seams to allow the spikes to stick out. Implanting a set of fleshgem spikes takes 10 minutes, and the resulting shard takes about a week to grow to full size. Removing a fleshgem takes 1 minute; the person removing the gem must make a successful DC 15 Heal check to avoid dealing 1d4 points of damage to the oread. The fleshgem spikes can be sundered or destroyed as if the growths were a worn object (hardness 1, 5 hp), but unless the embedded root of the fleshgem is removed, the shards grow back 1 week later.

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    Foam, Impact

    Price 25 gp; Weight 1 lb.

    This milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage. A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.

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    Fungal Stun Vial

    Price 75 gp; Weight 1/2 lb.

    Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they're in the area of bright light, or are confused for 1 round if in the area of dim light.

    Create: Craft (alchemy) DC 30

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    Fury Drops

    Source Animal Archive

    Price 50 gp; Weight

    Anointing a creature's eyes with a dose of fury drops causes it to immediately fly into a rage for 1d6 rounds, granting it a +2 alchemical bonus to Strength and Constitution, a +1 alchemical bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical to a barbarian's rage, and creatures are fatigued at the end of the rage. Only creatures with an Intelligence score of 1 or 2 can be affected by fury drops.

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    Gel, Fire Ward

    Price 150 gp; Weight 1 lb.

    When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from fire or heat damage. You gain fire resistance 5. The gel burns away as it absorbs fire damage; when it absorbs a total of 20 points of fire damage, it is discharged. Fire ward gel counts as protection from energy for the purpose of stacking multiple fire protection effects. Applying fire ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of fire ward gel do not stack; applying more while a dose is active merely resets the potential amount of fire damage absorbed to 20 points.

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    Gel, Frost Ward

    Price 150 gp; Weight 1 lb.

    When you apply this thin gel to your skin, armor, or clothing, it creates a resistant barrier that protects you from cold damage. You gain cold resistance 5. The gel flakes away as it absorbs cold damage; when it absorbs a total of 20 points of cold damage, it is discharged. Frost ward gel counts as protection from energy for the purpose of stacking multiple cold protection effects. Applying frost ward gel takes 1 minute, and it lasts for 1 hour before losing its potency. Multiple applications of frost ward gel do not stack; applying more while a dose is active merely resets the potential amount of cold damage absorbed to 20 points.

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    Gel, Phosphorescent

    Source Dungeoneer's Handbook

    Price 45 gp; Weight 1/2 lb.

    This sealed vial contains 1 ounce of milky white gel. Once the vial's seal is broken, the liquid reacts with the surrounding air and begins to rapidly heat up, glowing like a candle for 1 hour. After that hour, the oxidization of the chemical agent is complete, and the gel dissolves in a white-hot flash, dealing 3d6 points of fire damage to anything directly in contact with it. A single dose of phosphorescent gel can coat 6 square inches of a surface. Multiple doses of phosphorescent gel can be used to coat larger surfaces, but the amount of damage dealt does not stack. The conflagration occurs in an instant, and the fire generated doesn't spread, though it can be used to ignite a larger explosive such as a fuse grenade or pot of oil.

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    Hobgoblin War Draught

    Source Advanced Race Guide

    This drink is a foul-smelling alchemical blend of raw alcohol, mashed grubs, and medicinal mushrooms. A hobgoblin under the effects of hobgoblin war draught ignores all penalties resulting from the fatigued and shaken conditions for 10 minutes, after which he must succeed at a DC 15 Fortitude save or be sickened for 1 hour. Anyone lacking the goblinoid subtype who drinks hobgoblin war draught must immediately make a DC 15 Fortitude save or be sickened for 1 hour; success means the drinker ignores all penalties resulting from the fatigued and shaken conditions for 1 minute, after which he is sickened for 10 minutes. Hobgoblin war draught has no effect on creatures that are immune to poison.

    Create: Craft (alchemy) DC 20* (15 for hobgoblins)

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    Ifrit's Blood

    Source Advanced Race Guide

    Ifrit alchemists claim to make this thick red oil from their own blood—hence the morbid name—but this claim is almost certainly false. Ifrit's blood ignites upon contact with air, but burns slowly and is unsuitable for use as a splash weapon. A creature can apply a flask of ifrit's blood to a weapon as a standard action, wreathing the weapon in vibrant red flames for 1 minute. The oil deals 1 point of fire damage on each successful attack with the weapon and deals 1 point of fire damage to the weapon itself, bypassing the weapon's hardness if any part of it is made of wood. If the oil is applied to a creature's natural weapons or unarmed strikes, the creature takes 1 point of fire damage each round (though its fire immunity or resistance still applies).

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    Incense

    Source Advanced Race Guide

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

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    Incense, Scentbane

    Source Advanced Race Guide

    Scentbane incense is a form of smokestick that also blocks most scents. As long as the smoke lasts, creatures with the scent special ability must make Perception checks, opposed by the Stealth checks of any creatures within the smoke, to use scent to locate creatures within the smoke. If a creature remains in scentbane incense for 5 rounds or more, the smoke clings to it for 1 round after it leaves, making it similarly difficult to find by scent during that time.

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    Ink, Glowing

    Price 5 gp; Weight

    Often extracted from phosphorescent insects, tiny marine plants, or subterranean fungi, glowing ink emits a faint but steady light (typically red or green) that allows you to read it in normal darkness—this includes darkness created by spells like darkness, but not the supernatural darkness created by deeper darkness. If there is glowing ink on an object, you have a +2 bonus on Perception checks to locate it. Mixing glowing ink with marker dye makes the dye glow in the dark until it fades.

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    Ink, Invisible

    Type Price Weight Source
    Simple 2 gp UE
    Average 10 gp UE
    Good 25 gp UE
    Superior 75 gp UE

    Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).

    • Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).
    • Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).
    • Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster's blood (DC 30 to reveal without the trigger).
    • Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).

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    Lichen, Camouflage

    Source Advanced Race Guide

    Though oreads with obviously stony features are rare, almost all oreads have an essentially earthen quality to their skin that makes it perfect for cultivating plant life. Where other races would be appalled at the thought of plants taking root in their flesh, oreads see it as a natural and healthy extension of their elemental nature. For this reason, oread herbalists developed several strains of moss and lichen specifically adapted to grow on their bodies. Camouflage lichen is the most common variety of these oread plants. It takes 1 minute to apply a paste of camouflage lichen spores to the skin, and an additional 24 hours for the fungus to sprout. After this time, the oread is covered in a thin green layer of living plant matter, granting her a +4 bonus on Stealth checks made in green forest and jungle environments. Red-orange and white varieties exist, providing bonuses in appropriately colored environments (red-orange among autumn leaves or in red deserts, white in snow, and so on). Camouflage lichen has a short lifespan; it withers and dies 3 days after being applied, crumbling away into harmless powder. This item only works on oreads and other creatures with rock-like bodies.

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    Liquid Ice

    Source Advanced Player's Guide

    Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.

    Create: Craft (alchemy) DC 25

    Alchemical Power Components

    Source Adventurer's Armory

    Liquid ice augments cold magic.

    • Cone of Cold (M): The spell deals +1 point of damage per caster level.
    • Gentle Repose (M): The spell's duration increases to 2 days per level.
    • Ray of Frost (F): The spell deals +1 point of damage.
    • Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
    • Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
    • Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Ooze, Grease

    Source Dungeon Denizens Revisited

    This alchemical concoction can be spread over a Medium or Small creature's body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, CMD checks to avoid a grapple, and Reflex saves to avoid an ooze's improved grab or engulf abilities, but gives a –5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin, and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.

    Create: Craft (alchemy) DC 25

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    Ooze, Petrified

    Source Dungeoneer's Handbook

    Price 80 gp; Weight 1/2 lb.

    This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Reflex save to avoid taking acid damage from it.

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    Paste, Blackfingers

    Source Pathfinder Campaign Setting: Rival Guide.

    This inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user's fingers lasts for days. A single dose of this alchemical item costs 50 gp.

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    Paste, Bone

    Source Dungeoneer's Handbook

    Price 75 gp; Weight 1 lb.

    Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object's hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.

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    Paste, Mending

    Price 25 gp; Weight 1/2 lb.

    You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.

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    Paste, Paper Wall

    Price 10 gp; Weight 2 lb.

    This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat guano. When exposed to air, the moldable substance quickly creates a thin, paper-like surface, which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall requires a full-round action. Though this false wall is easy to punch through, it requires a successful DC 13Perception check to identify the wall as a fake. If the creator of the paper wall spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases by 2.

    Create: Craft (alchemy) DC 15

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    Paste, Shrieking

    Source Dungeoneer's Handbook

    Price 35 gp; Weight 2 lbs.

    Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.

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    Peptus Salix

    Price 30 gp; Weight

    This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial taken in small doses during the day, alleviates these symptoms. If you drink an entire vial, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.

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    Plaster, Casting

    Price 5 sp; Weight 5 lbs.

    This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1 and 5 hit points per inch of thickness. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.

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    Powder

    Source Advanced Player's Guide

    Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.

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    Powder, Flash

    Source Advanced Player's Guide

    This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).

    Create: Craft (alchemy) DC 20

    Alchemical Power Components

    Source Adventurer's Armory

    Useful as a distraction, flash powder makes light-burst spells more dangerous.

    • Flare (M): Increase the saving throw DC of the spell by 2.
    • Pyrotechnics (M): When used to create fireworks, increase the DC by 1 and the blindness duration by 1 round.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Powder, Foaming

    Price 10 gp; Weight 1 lb.

    When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless contained, in 1 round the foam fills a 5-foot-square to a depth of 2 feet. When multiple pounds of powder are used, the foam expands at a rate of one 5-foot square per round. Ground covered with the foam is treated as difficult terrain, but is otherwise harmless. After 1 hour, the foam hardens to form a buoyant material roughly the density of honeycomb. The cured foam is easy to cut, with hardness 0 and 5 hit points per foot of thickness. The cured foam breaks down over a few days, and even faster if exposed to water. Casting transmute mud to rock on uncured foam converts it into a soft, pumice-like stone (hardness 2, 5 hit points per inch of thickness).

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    Powder, Insomnia

    Source Dungeoneer's Handbook

    Price 60 gp; Weight 2 lbs.

    This fine white powder is a powerful stimulant that affects the nervous systems of any creatures that inhale or ingest it, preventing them from sleeping for 24 hours. A packet of insomnia powder can be thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 12 Fortitude save to avoid the effect, while those in the splash radius must succeed at DC 8 Fortitude saves. This is a poison effect.

    Although it causes no severe damage, insomnia can cause a creature to be more prone to fatigue or exhaustion. Though it prevents sleep (and thus prevents wizards and some other spellcasters from regaining their spells), insomnia powder does not prevent a creature from meditating or praying. The effects of insomnia powder can be countered by sleep, neutralize poison, or similar effects.

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    Powder, Itching

    Source Adventurer's Armory

    This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.

    Create: Craft (alchemy) DC 25

    Alchemical Power Components

    Source Adventurer's Armory

    Itching powder can make an otherwise innocuous spell especially irritating.

    • Glitterdust (M): For each packet of itching powder used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).
    • Repel Vermin (M): The first vermin that enters the emanation is subject to the effects of itching powder (DC 15). Each packet of itching powder beyond the first means the spell affects another vermin that enters the emanation. A swarm of vermin counts as one vermin for the purpose of this effect.
    • Summon Swarm (M): Increase the swarm's distraction DC by 2.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Powder, Rusting

    Price 60 gp; Weight

    This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.

    Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.

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    Powder, Sneezing

    Source Advanced Player's Guide

    This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.

    Create: Craft (alchemy) DC 25

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    Powder Ball

    Source Pathfinder Campaign Setting: Castles of the Inner Sea

    Price Powder ball (empty) 400 gp; Weight 4 lbs.
    Price
    Powder ball fuel 300 gp; Weight 1 lb.

    This steel sphere is about the size of a standard cannon ball, though it's significantly lighter. Small holes pock the surface of the sphere, which can be unscrewed into two hemispherical pieces. By filling the intricate hollows in an opened powder ball with a specific mixture of volatile chemical reagents (which can typically be purchased for around 200 gp) and inserting a proprietary fuse, an individual can use the weapon as a time-delayed explosive device, throwing it as a splash weapon or simply placing it where she wants it to explode. The fuse can be ignited as a move action; 1d4 rounds afterward, the powder ball explodes, dealing 2d6 points of fire damage to anything in a 10-foot-radius burst (DC 15 for half). A powder ball explodes in this way three times— the second explosion occurs 1d3 rounds after the initial explosion, and the third explosion occurs 1d2 rounds after the second. After the third explosion, the empty powder ball can be refilled and used again.

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    Repellent, Vermin

    Source Adventurer's Armory

    This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.

    Create: Craft (alchemy) DC 20

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    Salve, Stonechipper

    Source Advanced Race Guide

    This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object's hardness by 3 for 10 minutes. As a standard action, a creature can apply the paste to affect one 5-foot-square or a Medium or smaller creature. The paste only affects hardness, not damage reduction or similar defenses.

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    Scent Cloak

    Price 20 gp; Weight 2 lbs.

    This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can't identify your smell as something unique. Washing for 1 full round removes the scent cloak.

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    Shadowcloy

    Source Advanced Race Guide

    This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air. Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round. A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.

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    Silversheen

    Source Qadira: Gateway to the East

    Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.

    Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp

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    Sky Mine

    Source Pathfinder Campaign Setting: Castles of the Inner Sea

    Price 1,000 gp; Weight 500 lbs.

    Dwarves fill these 20-foot-diameter cloth balloons with a secret and highly flammable gas (included in the price) and then release them into the sky over their enemies. To transform the balloons into decoys, dwarven siege warriors place dummies in cargo baskets beneath the balloons to look like balloonist scouts or snipers. Whoever releases the balloon can attempt a DC 15 Profession (driver), Knowledge (nature), or Wisdom check; if the check is successful, the balloon can be guided out to a maximum range of 300 feet, a far enough distance for archers to safely shoot the balloon with flaming arrows, causing it to explode in a devastating ball of fire. A detonated sky mine creates a 50-foot-radius burst of flame that deals 10d6 points of fire damage to anything in the area.

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    Spellscorch

    Source Advanced Race Guide

    Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its Fortitude save, for the next minute the target must make a Concentration check with a DC equal to 10 + spell level to cast a spell, and all other concentration checks to cast spells take a –5 penalty.

    Type poison (injury); Save Fort DC 14;

    Onset —; Frequency 1/rd. for 4 rds.;

    Effect see text; Cure 1 save;

    Cost 200 gp/dose

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    Spider Sac

    Source Advanced Race Guide

    Despite their name, spider sacs have nothing to do with spiders but rather are alchemical devices with a unique delivery system. Used for climbing as well as combat, these grayish, gourd-like pouches are made of a specially grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested, pierced at one end, hollowed out, and then injected with a strong alchemical adhesive that hardens to a fibrous material almost instantly when exposed to air. When squeezed, a spider sac's adhesive shoots out to a maximum range of 10 feet and sticks to whatever it strikes, whereupon the strand dries instantly into a durable fibrous rope. For the purposes of climbing, treat a spider sac as a grappling hook except that all surfaces are AC 5. A spider sac can also be used as a lasso except with AC 10, 4 hit points, and a DC 24 Strength check to burst. A spider sac is a single-use item.

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    Smoke Pellet

    Price 25 gp; Weight

    This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.

    Create: Craft (alchemy) DC 20

    Smoke pellet, pepper

    Source Dungeoneer's Handbook

    The smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a DC 12 Fortitude save or be sickened for 1 round.

    Price 60 gp; Weight

    Smoke pellet, smog

    Source Dungeoneer's Handbook

    The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.

    Price 40 gp; Weight

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    Smokestick

    Price 20 gp; Weight 1/2 lb.

    This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

    Alchemical Power Components

    Source Adventurer's Armory

    Smokesticks work best with spells that create clouds or smoke.

    • Fog Cloud (M): Increase the radius of the cloud by 5 feet.
    • Obscuring Mist (M): The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.
    • Pyrotechnics (M): Increase the radius of the cloud by 5 feet and the duration by 2 rounds.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Tanglefoot Bag

    Source Core Rulebook

    A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

    A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

    Alchemical Power Components

    Source Adventurer's Armory

    These sticky pouches can make a troublesome spell even worse.

    • Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles' grapple check against one creature of your choice.
    • Slow (M): For each tangelefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.
    • Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Tar Bomb

    Source Pirates of the Inner Sea.

    A tar bomb is an easy weapon to make, and devastating in use. A head-sized lump of tar is wrapped around a rope and set on fire. You use the rope to lob the burning tar onto an enemy's deck, where it sticks and sets the ship alight. In many ways, a tar bomb functions as a less potent version of alchemist's fire, as it deals less damage and lacks the splash damage of the more expensive substance. Treat this attack as a ranged touch attack with a range increment of 10 feet. Lighting a tar bomb is a move action.

    A hit with a tar bomb deals 1d4 points of fire damage and has the potential to set the struck object or creature on fire, causing an additional 1d6 points of fire damage each round unless the target or an adjacent creature makes a DC 15 Reflex save to extinguish the flames as a full-round action. Knocking the tar bomb or the burning creature or object into a body of water or magically extinguishing the flames automatically smothers the fire.

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    Tattoo, Poison

    Source Advanced Race Guide

    This henna-like paste creates a dark brown tattoo on the hands or feet that fades over the next 2d6 days. The tattoo temporarily boosts the strength of a vishkanya's natural poison, increasing the DC of the next weapon envenomed with the vishkanya's blood or saliva by +2 (once used, the tattoo is merely decorative and does not affect the creature's poison). A typical tattoo consists of intricate whorls and spiritual symbols on the hands or feet.

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    Tea, Meditation

    Price 30 gp; Weight

    Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.

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    Tea, Night

    Source Adventurer's Armory

    This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.

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    Terrap Sap, Distilled

    Source Adventurer's Armory

    When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the sap's odor remains, but they automatically fail any scent-based Perception checks during that time.

    Create: Craft (alchemy) DC 15

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    Thunderstone

    Source Core Rulebook

    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.

    Alchemical Power Components

    Source Adventurer's Armory

    While they are effective enough on their own, thunderstones have useful interactions with some spells.

    • Alarm (M): If cast as a mental alarm, you may have the spell activate a mental and audible alarm. If cast as an audible alarm, the alarm is as loud as a thunderstone and affects creatures in a 10-foot-radius spread as if a thunderstone had detonated there.
    • Glyph of Warding (M): Creatures that fail their saves against a blast glyph are also deafened as if by a thunderstone.

    An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.

    Spells followed by an (M) expend the alchemical item as a material component;

    Spells followed by an (F) use the item as a focus and do not expend it.

    In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.

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    Tindertwig

    Price 1 gp; Weight

    The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

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    Tonic, Blight

    Source Advanced Race Guide

    Blight tonic increases the potency of a creature's disease attack transmitted by physical contact, such as a dire rat's filth fever. The next time a creature must save against the drinker's disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker's disease DC, whichever comes first.

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    Tonic, Twitch

    Price 45 gp; Weight

    This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.

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    Unguent, Fiendgore

    Source Advanced Race Guide

    When this unguent—prepared with vile alchemical reagents and the gore of fiends—is applied to a wounded tiefling or evil outsider (not currently at maximum hit points), it momentarily transforms the essence of the target into something even more fearsome and demonic. While under the effects of a fiendgore unguent, a tiefling or an evil outsider gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that they cast. Applying the unguent is a delicate process, requiring a full-round action, and can only be properly applied to a willing or helpless creature. If applied to a creature other than a tiefling or an evil outsider, it sickens the creature instead. The unguent's effects (either beneficial or harmful) last for 1 minute.

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    Unstable Accelerant

    Source Advanced Race Guide

    A volatile mix of incendiary reagents, unstable accelerant can be thrown just like alchemist's fire. In the hands of an alchemist, a flask of unstable accelerant can be used as part of creating a bomb, increasing its fire damage by +1d6 points. It has no effect on bombs that do not deal fire damage. If the bomb lasts for more than an instant, the extra damage only applies to the first round's damage.

    Create: Craft (alchemy) DC 25

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    Vitus Flask

    Price 80 gp; Weight

    Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals the drinker of 1 point of Constitution damage as if the drinker had benefited from a full night's rest. Taking multiple doses in an hour does not increase the rate of healing; as each dose must be taken individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses in 1 day has no effect.

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    Weapon Blanch

    Source Advanced Player's Guide

    These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

    Ghost Salt: This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full damage to incorporeal creatures, even if the weapon itself is non-magical. An application of ghost salt remains effective until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time.

    Type Price Craft (alchemy) DC Weight Source
    Adamantine 100 gp 25 1/2 lb. UE
    Cold iron 20 gp 20 1/2 lb. UE
    Ghost salt 20 gp ? 1/2 lb. ?
    Silver 5 gp 20 1/2 lb. UE

    These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until you make a successful attack with the weapon. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.

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