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Tinctures

Tinctures are alchemical remedies consisting of reagents dissolved in an alcoholic solution. These mixtures produce potent effects beyond those of an ordinary alchemical concoction, but the increased benefits are not without cost. In addition to requiring more expensive components, tinctures tend to cause harmful effects upon being imbibed.

The following are a number of common tinctures.

Drawing and drinking a tincture follows the same rules as drawing and drinking a potion. A character trained in Craft (alchemy) can create tinctures.

Item Price Weight Craft DC
Alluring philter 150 gp 20
Artistic ale 300 gp 25
Brawler’s brew 150 gp 20
Dodger’s draught 300 gp 25
Explorer’s emulsion 150 gp 20
Leaper’s libation 200 gp 20
Liquid courage 175 gp 20
Mage’s assistant 150 gp 20
Mirage mixture 300 gp 25
Nimble nectar 200 gp 25
Prowler’s palliative 300 gp 25
Sorcerer’s spirits 300 gp 30
Starlight juice 300 gp 30
Stout solution 100 gp 15
Thinker’s tipple 300 gp 25
Titan’s tonic 200 gp 25

Alluring Philter

Source PPC:P&P

Price 150 gp; Weight

DESCRIPTION

This simple, rosy liquid smells of fresh flowers and perfume.

EFFECTS

For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Diplomacy checks, and if you fail a Diplomacy check to shift a creature’s attitude by 5 or more, the creature’s attitude toward you doesn’t worsen. The increased pheromone production makes it difficult to think, causing you take a –2 penalty on Intelligence-based skill checks for the same duration. Additionally, creatures with the scent ability can detect you from twice as far away for the same duration.

Artistic Ale

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

Favored by performers of all kinds, this tincture is a blend of alchemically enhanced herbs and spices mixed into a pint of ale.

EFFECTS

For 6 hours after drinking this tincture, you gain a +2 alchemical bonus on Bluff and Perform checks, and you treat your level as 1 higher for the purpose of determining the effects of a bardic performance or a raging song. The potent drink causes you take a –2 penalty on Acrobatics, Intimidate, Knowledge, Sense Motive, and Spellcraft checks for the same duration.

Brawler’s Brew

Source PPC:P&P

Price 150 gp; Weight

DESCRIPTION

This tincture is made of thick syrup dissolved in potent alcohol.

EFFECTS

For 1 hour after drinking this tincture, you gain DR 1/slashing or piercing and can ignore pain effects. This numbing of your body causes you to take a –2 penalty on Fortitude saving throws for the same duration.

Dodger’s Draught

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

This dark green liquid has a pungent odor.

EFFECTS

For 1 hour after you drink this tincture, your muscles instinctively react to danger and you gain a +2 dodge bonus to AC. Your involuntary muscle movement causes you to take a –2 penalty on attack rolls for the same duration.

Explorer’s Emulsion

Source PPC:P&P

Price 150 gp; Weight

DESCRIPTION

This tincture contains powdered plant roots and comes in cold-weather and hot-weather varieties.

EFFECTS

For 6 hours after drinking the tincture, you gain a +5 alchemical bonus on Fortitude saving throws to resist the effects of the chosen temperature. The tincture interferes with blood flow, causing you to take a –2 penalty on all other Fortitude saving throws for the same duration.

Leaper’s Libation

Source PPC:P&P

Price 200 gp; Weight

DESCRIPTION

This bubbly drink has a zesty scent and invigorates the muscles.

EFFECTS

For 1 hour after drinking this tincture, you gain a +4 alchemical bonus on Acrobatics checks to jump horizontally, you are always treated as having a running start for the purpose of these checks, and your jump distance can exceed your base speed.

Due to your exaggerated movement, you take a –2 penalty on attack rolls and cannot take 5-foot steps for the same duration.

Liquid Courage

Source PPC:P&P

Price 175 gp; Weight

DESCRIPTION

This crimson liquid roils when held.

EFFECTS

For 1 hour after drinking this tincture, you gain immunity to effects that would cause you to become shaken; you are still susceptible to becoming frightened or panicked. The drink clouds your judgment, imposing a –2 penalty on Wisdom-based skill checks for the same duration.

Mage’s Assistant

Source PPC:P&P

Price 150 gp; Weight

DESCRIPTION

This navy blue liquid is riddled with colorful flecks of minerals.

EFFECTS

For 1 hour after drinking this tincture, you gain a +5 alchemical bonus on concentration checks. The increased focus imposes a –2 penalty on Perception and Sense Motive checks for the same duration.

Mirage Mixture

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

This fizzy drink causes a tingling in the optic nerves.

EFFECTS

For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Perception checks and Will saving throws to disbelieve illusions.

You take a –2 penalty on Will saves against other mind-affecting effects for the same duration.

Nimble Nectar

Source PPC:P&P

Price 200 gp; Weight

DESCRIPTION

This runny green liquid increases your heart rate.

EFFECTS

For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on initiative checks and Reflex saves. This causes trembling, and you take a –2 penalty on Dexterity-based skill checks for the same duration.

Prowler’s Palliative

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

This pitch-black liquid slows your heart rate, putting you in an almost trancelike state.

EFFECTS

For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Stealth checks, you can use Stealth while moving at full speed without penalty, and the DCs for Intimidate checks to demoralize you is 2 higher. The tincture’s sedative nature causes you to take a –4 penalty on Strength-based skill checks and a –2 penalty on damage rolls for the same duration.

Sorcerer’s Spirits

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

This silvery liquid amplifies magical energies.

EFFECTS

For 1 hour after drinking this tincture, treat your caster level as 2 higher for the purpose of determining spells’ durations and ranges. The liquid unsettles the stomach, imposing a –1 penalty on Fortitude and Reflex saves for the same duration. Whenever you fail a Fortitude or Reflex save while under these effects, you must succeed at a DC 20 Fortitude saving throw or become nauseated for 1 round.

Starlight Juice

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

This clear liquid glows with pale light.

EFFECTS

For 4 hours after drinking this tincture, you emit light as a torch. You are constantly dazzled during this time. If any effect would cause you to become dazzled during this time, you are instead blinded. While under the effect of this tincture, you can intensify your glow as a swift action to that of bright light, as per daylight, for 1 round. After activating the bright light effect, you emit only dim light with a range of 10 feet for the remainder of the tincture’s duration.

Stout Solution

Source PPC:P&P

Price 100 gp; Weight

DESCRIPTION

This highly viscous liquid resembles tree sap and is difficult to swallow.

EFFECTS

For 2 hours after drinking this tincture, you gain a +2 alchemical bonus to your CMD and you can perform combat maneuvers as if you were one size category larger.

Your skeleton’s increased density causes you to be treated as if you were carrying a medium load, or a heavy load if you were already encumbered by a medium load, for the same duration.

Thinker’s Tipple

Source PPC:P&P

Price 300 gp; Weight

DESCRIPTION

This orange liquid invigorates the mind.

EFFECTS

For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Knowledge checks and can attempt untrained Knowledge checks if the DC is 15 or lower. This saps your energy, imposing a –4 penalty on Fortitude saving throws for the same duration.

Titan’s Tonic

Source PPC:P&P

Price 200 gp; Weight

DESCRIPTION

Gravel floats in this umber liquid.

EFFECTS

For 1 hour after drinking this tincture, you gain a +1 alchemical bonus to natural armor and a +2 alchemical bonus on Strength checks and Strength-based skill checks. The tonic swells your musculature, decreasing your movement speed by 5 feet, to a minimum of 5 feet, and causing you to take a –4 penalty on Reflex saving throws for the same duration.