Alchemical remedies are substances used to overcome a negative condition or ward against a specific kind of attack. You use most remedies by drinking them or applying them to your skin or clothing, though some remedies use other means of delivery. All of these substances can be made by a character with the Craft (alchemy) skill; the DC to craft each item is listed in Table: Alchemical Remedies.
|Antiemetic snuff||50 gp||—||25|
|Blood-clotter salve||30 gp||—||20|
|Fortifying brew||20 gp||1 lb.||20|
|Poison ward salve||15 gp||—||15|
|Rager’s aid||25 gp||—||25|
Price 50 gp; Weight —
This snuff can be used to shake off the effects of nausea. If you take it before being exposed to an effect that would give you the nauseated condition and allows a saving throw, you attempt two saving throws against the effect and take the higher result. A single dose provides this benefit for 1 hour.
Price 30 gp; Weight —
Applying this herbal salve to a bleeding wound cures 1 point of damage and prevents additional damage from bleeding for 1 hour per application. After an hour, if the bleed effect hasn’t been properly treated, the injury resumes bleeding and more salve must be applied. Though blood-clotter salve can be applied successively to the same injury, applying multiple doses doesn’t cure additional damage.
Price 250 gp; Weight 1/2 lb.
This pale salve is always cool to the touch, regardless of the surrounding temperature. When spread on your skin, it subtly alters your aura, making you more difficult for some creatures to detect. For 1 hour after applying the ointment to your skin, you can attempt a Stealth check to hide from any creature attempting to perceive you using lifesense or spiritsense (see the psychopomp subtype), even if you are clearly in that creature’s perceptual field. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Price 20 gp; Weight 1 lb.
This liquid causes a pleasant warming sensation when consumed. For the next hour, you gain a +2 morale bonus on saving throws against fear. Using more than 1 dose within 24 hours causes you to become nauseated for 1 hour.
Poison Ward Salve
Price 15 gp; Weight —
This herbal salve can be applied directly to the skin to prevent the effects of contact poisons. If a creature touches a contact poison, but you apply the salve within 1 round of contact, the victim rolls the save twice and uses the higher result.
Price 25 gp; Weight —
This packet filled with spikey-edged leaves has a pungent scent almost strong enough to make your eyes water. While you chew the leaves, you ignore the effects of fatigue. The leaves last for 6 rounds, at which point only a wad of pulp remains. When the effect of rager’s aid wears off, you are exhausted instead.
Price 75 gp; Weight —
When imbibed, this effervescent solution causes a heavy warmth to spread from your stomach outward to your limbs, resulting in feelings of security and well-being. If you sleep for at least 1 hour after consuming the solution, the next time within the next 24 hours that you attempt a saving throw to remove a temporary negative level, you can roll the save twice and use the better result. Crafting this item requires a successful DC 20 Craft (alchemy) check.
Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors