Alchemical Items

Goods commonly crafted and sold by Terrastrom's Alchemists

Description:

Tools:
Alchemy Kit: [5 gp] Allows use of the Craft: Alchemy skill if the user has ranks in that skill.
Alchemy Lab: [500 gp] Provides a +2 circumstance bonus to Craft: Alchemy checks.
Formula/Recipe: Provides a +5 circumstance bonus to meet (but not exceed) the Craft: Alchemy check required to make the appropriate item. Costs ten times as much as the product item.

Acid Flask: (DC 15) [10 gp] Splash weapon. Direct hit deals 1d6 acid damage. Each creature within 5 ft of the targeted area takes 1 acid damage.
Fire Flask: (DC 20) [20 gp] Splash weapon. Direct hit deals 1d6 fire damage. Each creature within 5 ft of the targeted area takes 1 fire damage. The round following a direct hit, the target takes an additional 1d6 fire damage. Full round action to attempt a DC 15 Reflex save to avoid secondary damage.
Wildfire Flask: (DC 25) [30 gp] Splash weapon. Direct hit deals 1d4 acid damage and 1d4 fire damage. Each creature within 5 ft of the targeted area takes 1 acid damage and 1 fire damage. The round following a direct hit, the target takes an additional 1d4 fire damage. Full round action to attempt a DC 15 Reflex save to avoid secondary damage.
Frost Flask: (DC 22) [25 gp] Splash weapon. Direct hit deals 1d8 cold damage. Each creature within 5 ft of the the targeted area takes 1 cold damage.
Storm Flask: (DC 22) [25 gp] Splash weapon. Direct hit deals 1d8 electric damage. Each creature within 5 ft of the targeted area takes 1 electric damage.
Noxious Smokestick: (DC 25) [80 gp] Functions as a smokestick, but creatures within smoke must succeed on a DC 15 Fortitude save or become nauseated for 1 round.
Smokestick: (DC 2 Creates a 10×10 ft area of concealing fog, granting concealment within 5 ft and total concealment beyond 5 ft. Smoke lasts for 1 round, then begins dissipating naturally.
Flash Pellet: (DC 25) [50 gp] Thrown as a ranged weapon (5 ft increment). If thrown at a hard surface, it explodes. All creatures within 5 ft of impact must succeed a DC 15 Fortitude save or be blinded for 1 round and dazzled for one round thereafter.
Healer’s Balm: (DC 20) [10 gp] A single dose provides a +1 bonus to the user’s Heal checks made to help an affected creature. Can be used in conjunction with a healer’s kit or by itself.
Thunderstone: (DC 25) [30 gp] Thrown (20 ft). Creatures within 10 ft of the targeted area must succeed on a DC 15 Fortitude save or be deafened for 1 hour, receiving -4 to initiative and a 20% spell failure chance for verbal spells.
Tanglefoot: (DC 25) [50 gp] Thrown as a ranged touch attack with an increment of 10 ft. Entangles target (-2 attack, -4 Dexterity, half speed) and glues target to the floor unless a DC 15 Reflex save is made. If target is glued to floor: spellcasting requires a DC 15 Concentration check, breaking out requires a DC 17 Strength check, destroying the goo requires 15 points of damage (automatic hits). The goo lasts 2d4 rounds.
Antitoxin: (DC 25) [50 gp] Provides a +5 alchemical bonus to Fortitude saving throws vs poison for 1 hour.

Bio:

Alchemical Items

Terrastrom AustinSchmidt AustinSchmidt