Alchemical Weapons

Alchemical weapons are designed to harm others or are substances applied to other weapons, though they may have additional uses. Each of these substances can be made with the Craft (alchemy) skill.

(Simple)
Light Melee Weapons
Price Dmg Critical Range Weight1 Type2 Special Source
Liquid blade 40 gp 1d6 19–20/×2 2 lbs. P fragile, see text PRG:UE
(Simple)
One-Handed Melee Weapons
Price Dmg Critical Range Weight1 Type2 Special Source
Flame fountain firework 100 gp 1d8 ×2 fire see text PRG:UE
(Simple)
Ranged Weapons/Other
Price Dmg Critical Range Weight1 Type2 Special Source
Acid 10 gp 1d6 ×2 10 ft. 1 lb. acid splash PRG:UE
Alchemist’s fire 20 gp 1d6 ×2 10 ft. 1 lb. fire splash PRG:UE
Alkali flask 15 gp 1d6 ×2 10 ft. 1 lb. acid splash, see text PRG:UE
Bottled lightning 40 gp 1d8/1 ×2 20 ft. 1 lb. electricity / sonic see text PRG:UE
Burst jar 35 gp 1 10 ft. 1 lb. sonic splash, see text PRG:UE
Firecracker 10 gp 1d2+1 nonlethal adjacent ? deafens (see text) AM
Firecracker, spirit 30 gp 1d4+1 adjacent affects incorporeal only blinds (see text) AM
Firework, banshee ballerina 75 gp 10 ft. sonic area, see text PRG:UE
Firework, dancing peonies 50 gp 1 special 1/2 lb. fire see text AM
Firework, jumping jenny 15 gp 1 adjacent fire see text AM
Firework, paper candle 1 gp 10 ft. see text PRG:UE
Firework, skydragon 300 gp 2d6 ? ft. 10 lbs. fire line effect (see text) AM
Firework, skyrocket 50 gp 2d6 10 ft. 1 lb. fire areas PRG:UE
Firework, sparking pinwheel 60 gp 1 special 1 lb. fire blinds, dazzles, see text AM
Firework, star candle 5 gp 1/1 blindness 5 ft. fire/nonlethal see text PRG:UE
Firework, starfountain 500 gp 1d6 10 ft. 100 lbs. fire area PRG:UE
Gel, shard 25 gp 1d4 ×2 10 ft. 1 lb. P splash PRG:UE
Ghast retch flask 50 gp 10 ft. 1 lb. poison splash, see text PRG:UE
Grenade, Fuse 100 gp 2d6/1d6 ×2 10 ft. 1 lb. B/fire area, see text PRG:UE
Holy water 25 gp 2d4 ×2 10 ft. 1 lb. splash, see text PRG:UE
Liquid ice 40 gp 1d6 ×2 10 ft. 2 lbs. cold splash PRG:UE
Oil, keros 5 gp 1d3 ×2 5 ft. fire see text PRG:UE
Pellet grenade, iron 50 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text PRG:UE
Pellet grenade, silver 70 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text PRG:UE
Pellet grenade, cold iron 100 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text PRG:UE
Pellet grenade, adamantine 150 gp 1d6/1d6/1d6 10 ft. 1 lb. B/P/fire area, see text PRG:UE
Powder, flash 50 gp 10 ft. light area, see text PRG:UE
Powder, itching 60 gp 10 ft. 2 lbs. poison splash, see text PRG:UE
Powder, sneezing 60 gp 10 ft. 2 lbs. poison splash, see text PRG:UE
Tangleburn bag 150 gp 1d6 10 ft. 5 lbs. fire entangle, see text PRG:UE
Tanglefoot bag 50 gp 10 ft. 4 lbs. entangle PRG:UE
Thunderstone 30 gp 20 ft. 1 lb. sonic area, see text PRG:UE
Special Cost Weight Craft DC Source
Dust Knuckles 25 gp 1/2 lb. 20 ACG
Dust Knuckle vials (4 standard vials) 5 gp 15 ACG
Dust Knuckle vials (4 diamond dust vials) 25 gp 25 ACG
Holy weapon balm 30 gp 1/2 lb. 20 ACG

Acid

Price 10 gp; Weight 1 lb.

DESCRIPTION

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist’s Fire

Price 20 gp; Weight 1 lb.

DESCRIPTION

Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

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

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Alkali Flask

Price 15 gp; Weight 1 lb.

DESCRIPTION

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.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Bone Burn

Source PAP139

Price 25 gp; Weight 1 lb.

DESCRIPTION

This flask of volatile chemicals contains traces of graveyard dirt and a few drops of blood from a righteous creature. You can throw a bone burn flask as a splash weapon with a range increment of 10 feet. Against non-undead creatures, a bone burn flask functions as a normal flask of acid. Against undead creatures, the bone burn flask deals double damage. On the round following a direct hit, a skeletal undead damaged by a bone burn flask takes 1d6 additional points of damage (Reflex DC 15 negates).

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Bottled Lightning

Price 40 gp; Weight 1 lb.

DESCRIPTION

Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates).

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Burst Jar

Price 35 gp; Weight 1 lb.

DESCRIPTION

This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Consecrated Salts

Source PAP139

Price 300 gp; Weight 1/2 lb.

DESCRIPTION

The powdered salts in this stoppered glass sphere contains reagents blessed by a cleric or another divine authority. You can throw a sphere of consecrated salts as a splash weapon with a range increment of 10 feet. Consecrated salts deal damage to evil outsiders, haunts, and undead as if they were a flask of holy water. Additionally, if a haunt or rejuvenating undead such as a ghost is reduced to 0 hp within 1 minute of being damaged by consecrated salts, its reset time (in the case of a haunt) or rejuvenation is delayed by 1 day. This delay can also be achieved by sprinkling consecrated salts on the earthly remains of a ghost or the affected area of a haunt.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 30.

Dust Knuckles

Source: PRG:ACG

Price 25 gp; Weight 1/2 lb.

This fingerless leather glove includes four small pouches sewn along the knuckle line into which you can insert tiny vials of brittle glass sealed with wax. You can fill the vials with ground glass or poison. When you punch someone in the face, the vials shatter, releasing their contents into the target’s face and eyes.

  • Dust knuckle Vials, standard (5 gp): These vials are used with dust knuckle vials and are filled with powdered glass and sealed with wax. When you punch someone in the face, the vials shatter, releasing their contents into the target’s face and eyes.
  • Dust knuckle Vials, diamond dust (25 gp): These vials are filled with finely ground mineral crystals. When you shatter a vial with your punch, the target you hit must succeed at a DC 20 Reflex save to shield its eyes or be temporarily blinded for 1 round.

Flash Powder

Price 50 gp; Weight

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Fuse Grenade

Price 100 gp; Weight 1 lb.

DESCRIPTION

This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Ghast Retch Flask

Price 50 gp; Weight 1 lb.

DESCRIPTION

Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flask hits are sickened for 1 round. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Holy Water

Price 25 gp; Weight 1 lb.

DESCRIPTION

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

CONSTRUCTION REQUIREMENTS

Holy water is made using the bless water spell.

Holy Weapon Balm

Source: PRG:ACG

Price 30 gp; Weight 1/2 lb.

This violet balm comes in a small ceramic pot. When applied to a weapon as a standard action, it forms a transparent coating. Weapons coated in this balm deal an additional 2d4 points of damage to undead or evil outsiders. A creature affected by the balm must succeed at a DC 10 Reflex save or take an additional 1d4 points of damage the following round. Any non-magical weapon coated with the balm affects incorporeal undead or evil outsiders as if it were a magic weapon. Any magic weapon coated with the balm affects incorporeal undead or evil outsiders as if the weapon had the ghost touch special ability. The balm remains effective until you make a successful attack with the weapon or until 1 minute has passed, whichever is sooner. Each dose of balm can coat one weapon or 10 pieces of ammunition.

Itching Powder

Price 60 gp; Weight 2 lbs.

DESCRIPTION

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 at 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 until they wash the powder off. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Keros Oil

Price 5 gp; Weight

DESCRIPTION

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 such as fire-spinners and flame-spitters. You may spit a mouthful of keros oil 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 keros oil 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).

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 15.

Liquid Blade

Price 40 gp; Weight 2 lbs.

DESCRIPTION

You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a move action), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a Medium short sword with the fragile quality. The blade lasts for 10 minutes, after which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a full-round action; when the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, the poison does so as well.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 15.

Liquid Ice

Price 40 gp; Weight 2 lbs.

DESCRIPTION

Also known as “alchemist’s ice,” this sealed jar contains crystalline blue fluid that immediately starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it evaporates completely, 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.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Pellet Grenade

Type Price Weight Source
Iron 50 gp 1 lb. PRG:UE
Silver 70 gp 1 lb. PRG:UE
Cold iron 100 gp 1 lb. PRG:UE
Adamantine 150 gp 1 lb. PRG:UE

DESCRIPTION

This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Shard Gel

Price 25 gp; Weight 1 lb.

DESCRIPTION

This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Sneezing Powder

Price 60 gp; Weight 2 lbs.

DESCRIPTION

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 at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Tangleburn Bag

Price 150 gp; Weight 5 lbs.

DESCRIPTION

This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 30.

Tanglefoot Bag

Price 50 gp; Weight 4 lbs.

DESCRIPTION

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 a 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.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Thunderstone

Price 30 gp; Weight 1 lb.

DESCRIPTION

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.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Fireworks

Note! Not all of the fireworks listed below work the same way. Some were created prior to release of the Alchemy Manual. You will know these instances because they include a “CONSTRUCTION REQUIREMENTS” section and no “Recipe” information.

Unless otherwise noted in an item’s description, the following rules apply to all fireworks. Fireworks are alchemical weapons.

Before a firework can detonate, it must be ignited, which is typically done by lighting its fuse. You can light a firework’s fuse by using flint and steel (a full-round action); using a tindertwig (a move action followed by a standard action); casting spark (a standard action); or using a torch, candle, flaming weapon, or other open fire (a standard action). If a firework must be thrown or set down to function, treat this as a separate action.

Misfires: When a firework misfires, its charges detonate in an undesirable and often destructive manner. A misfiring firework explodes in a 5-foot-radius burst. Creatures and objects in the area are blinded for 1d4 rounds and take 1d6 points of fire damage for every 100 gp of the firework’s price (minimum 1d6). A successful Reflex save halves the damage and a successful Fortitude save reduces the blindness condition to 1 round; the DC of these saves is equal to the Craft DC of the firework – 10 (minimum 1). Certain fireworks may cause less or more destructive effects, at the GM’s discretion.

Standing Fireworks: Some fireworks must be set down on a stable surface to function properly. You can set a firework down safely as a move action that provokes attacks of opportunity, or drop it as a free action and hope it lands upright (50% chance that the firework tips over and falls on its side). A creature can tip over an adjacent standing firework as a move action or as part of a charge, provoking attacks of opportunity either way. When a standing firework tips over, there is a 50% chance that it immediately misfires. An undetonated, tipped standing firework can be reset as a move action that provokes attacks of opportunity; a tipped, lit standing firework misfires if it detonates.

Advanced Firework Techniques

Characters who possess ranks in the Craft (alchemy) skill can use the following advanced techniques to improve their fireworks.

Fuse Lengths: Fireworks often have a slow-burning fuse, which allows the user to get away to a safe distance. A character with 3 or more ranks in Craft (alchemy) can increase the fuse length of a firework (a full-round action) to cause a 1- to 2-round delay between ignition and detonation. A character with 6 or more ranks in Craft (alchemy) can adjust the fuse length to create up to a 1-minute delay.

Lighting Multiple Fuses: A character with 5 or more ranks in Craft (alchemy) can light a number of fireworks within reach equal to 1 + her Dexterity modifier as a full-round action.

Shortening Fuses: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural 1 on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand.

Firework, Banshee Ballerina

Price 75 gp; Weight

DESCRIPTION

This small firework burns brightly and makes a loud, eerie whistling sound.

It can be thrown to target an intersection as a splash weapon. Any creatures within 5 feet of the noise are effectively deafened while they remain in the area, as even the loudest sounds they make are drowned out by the piercing sound. A banshee ballerina firework burns for 1d4+1 rounds before extinguishing itself with a quiet puff of smoke.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 30.

Firework, Dancing Peonies

Source: PPC:AM

Price 50 gp; Weight 1/2 lb.

DESCRIPTION

This dinner-plate-sized packet contains three jumping jennies, each of which moves independently of the others for 1d6 rounds after the packet detonates.

CREATION

Recipe (3 black powder + 20 magnesium + 3 saltpeter)/calcination; Skill(s) Craft (alchemy) DC 18; Time 1 hour; Tools crucible; Type alchemical weapon

Firework, Firecracker

Source: PPC:AM

Price 10 gp; Weight

DESCRIPTION

These small paper or cloth cylinders or spheres are filled with a tiny charge of black powder. One round after lighting a firecracker in an adjacent square, the firework detonates with a loud bang, dealing 1d2+1 points of nonlethal damage to any creatures in the square and deafening them for 1d4 rounds (Fortitude DC 11 halves damage and duration of deafness).

The bang also causes unintelligent animals within 20 feet of it to become frightened for 1d3 rounds; an animal can overcome this effect with a successful DC 11 Will save or if an adjacent ally calms the animal with a successful DC 11 Handle Animal check (an immediate action).

CREATION

Recipe (1 black powder + 1 saltpeter)/calcination; Skill(s) Craft (alchemy) DC 20; Time 10 minutes; Tools crucible; Type alchemical weapon

Firework, Spirit Firecracker

Source: PPC:AM

Price 30 gp; Weight

DESCRIPTION

These firecrackers are covered in magical runes and are mixed with ghost salt.

One round after you light a spirit firecracker in an adjacent square, the firework detonates and deals 1d4+1 points of damage to incorporeal creatures in the same space. In addition, an affected incorporeal creature with light sensitivity, light blindness, or sunlight powerlessness becomes blinded for 1 round. A spirit firecracker has no effect on corporeal creatures.

CREATION

Recipe (1 black powder + 6 brimstone + 4 saltpeter + 10 silver)/calcination; Skill(s) Craft (alchemy) DC 25; Time 1 hour; Tools crucible; Type alchemical weapon

Firework, Flame Fountain

Price 100 gp; Weight

DESCRIPTION

This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks. The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the damage).

The fountain sheds light as a torch and can ignite combustible materials such as parchment, straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time, the remaining duration is wasted.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Firework, Jumping Jenny

Source: PPC:AM

Price 15 gp; Weight

DESCRIPTION

This small, round paper packet is filled with a sparkling propellant and pierced with several irregular holes, which causes it to dance and spin as the firework burns.

One round after you light a jumping jenny, it fills its square with sparks, dealing 1 point of fire damage to creatures in that square and dazzling them for 1d2 rounds (Reflex DC 12 negates). Each round for 1d4 rounds after detonation, the jumping jenny moves into a random adjacent square.

CREATION

Recipe (1 black powder + 5 magnesium + 1 saltpeter)/calcination; Skill(s) Craft (alchemy) DC 16; Time 10 minutes; Tools crucible; Type alchemical weapon

Firework, Paper Candle

Price 1 gp; Weight

DESCRIPTION

This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Firework, Skydragon

Source: PPC:AM

Price 300 gp; Weight 10 lbs.

DESCRIPTION

The skydragon firework is the apex of the firework artisan’s craft. Unlit, a skydragon firework looks like an unassuming tube of thin wood and colored parchment.

One round after you light a skydragon firework, the tube takes flight at a speed of 60 feet for 1d4 rounds, traveling in the direction it is pointed for the first round and changing direction randomly each round thereafter. The firework deals 2d6 points of fire damage to any creature within 10 feet of its flight path. If a skydragon’s flight path causes it to hit a solid object, the firework continues in a random direction but subtracts 30 feet from its movement for that round.

CREATION

Recipe (30 black powder + 30 magnesium + 40 phosphorus)/calcination; Skill(s) Craft (alchemy) DC 30; Time 1 day; Tools crucible; Type alchemical weapon

Firework, Skyrocket

Price 50 gp; Weight 1 lb.

DESCRIPTION

When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

Firework, Sparking Pinwheel

Source: PPC:AM

Price 60 gp; Weight 1 lb.

DESCRIPTION

This disk of paper or light cloth is stretched over a frame of thin wooden supports, with tubes of paper or cured hide spaced evenly around the rim. The whole firework is mounted on a spike or peg and placed on the ground.

At the end of the round when it’s lit, it spins rapidly and sheds a curtain of dazzling sparks 15 feet wide. The curtain of sparks obscures vision, granting concealment against creatures on the opposite side. A sparking pinwheel burns for 1d4+1 rounds, and any creature that begins its turn adjacent to the curtain of sparks takes 1 point of fire damage and is dazzled for 1d4 rounds (Reflex DC 14 negates). Creatures that pass through the curtain of sparks take 1d4 points of fire damage and are blinded for 1 round (a successful save halves the damage and negates the blindness). If not mounted on a solid, immobile object, a sparking pinwheel cannot spin smoothly and instead fills a single 5-foot square with a shower of sparks; its effects are otherwise unchanged for creatures adjacent to or passing through that square.

CREATION

Recipe (5 black powder + 15 magnesium + 30 phosphorus)/calcination; Skill(s) Craft (alchemy) DC 25; Time 1 hour; Tools crucible; Type alchemical weapon

Firework, Star Candle

Price 5 gp; Weight

DESCRIPTION

When lit, this foot-long wooden tube launches a flaming pyrotechnic “candle” every round for 4 rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit; on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1 round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack and always has a –4 nonproficiency penalty.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 20.

Firework, Starfountain

Price 500 gp; Weight 100 lbs.

DESCRIPTION

This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are blinded for 1d4 rounds and deafened for 1 hour.

CONSTRUCTION REQUIREMENTS

Skill(s) Craft (alchemy) DC 25.

scroll to top