Alchemy Sphere/Data
From Titan's Teeth
< Alchemy SphereBase Talents
A
Anesthetic Dosage
Instead of causing fatigue, your poison makes the target numb (this talent cannot be used with a contact or inhaled poison).
Those who are under the effects of this poison can convert the next 2 hit points of lethal damage they take to nonlethal damage; this effect last for 1 minute or until expended.
For every rank in Craft (alchemy) you possess, the creature can convert an additional 2 hit points of lethal damage into nonlethal damage.
The creature also gains a +2 circumstance bonus against spells and abilities with the (pain) descriptor, +1 for every 4 ranks in Craft (alchemy) you possess.
A creature cannot benefit from an Anesthetic Dosage more than once per hour.
B
Billowing Poison
Whenever you create an inhaled poison, the radius of its area of effect increases by 5 ft. For every 10 ranks in Craft (alchemy) you possess, its area of effect increases by an additional 5 ft.
C
Careful Poisoner
Whenever you create a poison, you can select 1 creature; that creature is immune to your poison.
For every 4 ranks in Craft (alchemy) you possess, you can select an additional creature to be immune to your poison.
Controlled Rupture
Whenever you throw a splash weapon, you can select a number of squares equal to your practitioner modifier that are not affected by the splash damage from it.
If the splash weapon misses, this talent has no effect.
You can take this talent a second time. If you do, the selected squares are not affected by any effects of the thrown splash weapon.
Cluster Toss
You may expend your martial focus to use up to two alchemical items that can normally be used as a standard action as as part of the same standard action but you take a -2 penalty on your attack roll (if any) and creatures affected by the items gain a +2 circumstance bonus to their saving throws against their effects (if any); using this ability includes all actions necessary to use the items, including drawing them (but not creating them).
Your target must be within range of both items.
When you have at least 10 ranks in Craft (alchemy), and again at 20 ranks, you may throw an additional alchemical item as part of the same action, taking an additional -2 penalty to your attack roll and increasing the circumstance bonus to affected creatures’ saving throws by an additional +2 per item added.
D
Degenerating Poison
You may choose for your poison to inflict a penalty of -2 to one ability score of the target (except Constitution) instead of making the target fatigued. The penalties from multiple applications of Degenerating Poison stack.
For every 5 Craft (alchemy) ranks you possess, you may increase the penalty of this poison by -2. You may apply all of this penalty to a single ability score, or divide it in units of -2 between multiple ability scores. You choose which ability scores receive penalties, and how the penalty is divided, when creating this poison.
Delayed Poison
Whenever you create a poison, you can choose to delay the effects up to a number of minutes equal to 1/2 your ranks in Craft (alchemy).
If you possess 10 or more ranks in Craft (alchemy), you may instead delay it a number of hours equal to 1/2 your ranks in Craft (alchemy).
Disabling Poison
Whenever a creature fails a non-harmless saving throw against a special poison which you have created, they gain the Battered condition for 1 round.
For every 5 ranks in Craft (alchemy) you possess, the creature is battered for an additional round.
Drowsy Venom
Creatures who fail two consecutive saving throws against your poison are Exhausted instead of fatigued. Creatures who fail three consecutive saving throws lose consciousness and fall Asleep.
Slapping or wounding awakens an affected creature, but normal noise does not.
F
Focusing Formula
Craft DC: 15
You create a concoction you can draw and drink as a move action to restore your martial focus.
You may also draw and administer this formulae to an ally within your reach as a standard action, granting them its benefits as though they had drunk it themselves.
You can increase the Craft DC for this item in increments of 10; each time you do so, the focusing formula becomes more potent, allowing you to drink less for the same effects, giving you an additional use of the item before it is consumed.
Focusing Poisoning
When a creature within line of sight fails a save against one of your poisons you may spend an immediate action to regain martial focus.
Food Poisoning
The effects of your ingested poisons last for 24 hours in addition to its normal duration (this extra duration is still doubled by the Potent Poison talent). For every 4 ranks in Craft (alchemy) you possess, your ingested poisons last for another 24 hours (also doubled by the Potent Poison talent).
In addition, if a target is affected by an ingested poison with further effects on consecutive failed saves, it must attempt an additional save against that poison at the beginning of each 24 hour period in which it is affected by the poison. The first of these additional saves happens after the unmodified duration of the poison (normally 1 minute).
A successful save does not end the poison’s effect, but a failed save causes a new effect as normal for that poison which lasts for the remaining duration of this poison.
Frightening Hallucinogen
You may choose for your poison to make the creature Shaken instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead Frightened, and creatures who fail three consecutive saving throws become Panicked.
This is a fear effect.
G
Grease
Craft DC: 20
You create a flask of alchemical grease that can be applied to yourself or a willing creature within your reach as a move action, or thrown as a splash weapon.
When applied to a willing creature, they gain a +5 circumstance bonus on Escape Artist checks, and to CMB checks to escape a grapple.
When thrown as a splash weapon, creatures directly hit by the attack take a -2 penalty to Acrobatics checks, CMD against disarm and trip attempts, and to Reflex saving throws against effects that deal fire damage or which cause a creature to catch fire on a failed saving throw; creatures within the splash radius of the weapon take the same penalties but reduce them by 50% (rounded down). In addition, any creature affected by this alchemical grease who falls prone must succeed on an Acrobatics check with a DC equal to the practitioner’s combat talent save DC when standing up or immediately fall prone again.
A creature may end this effect by spending a standard action removing the grease.
This grease remains for 2 rounds.
You can increase the Craft DC of this alchemical by 5 to increase the duration of the grease’s effects for 2 additional rounds, or to increase the bonuses and penalties granted by the alchemical grease by 1.
You can apply both modifications to the same vial of grease but must apply the DC increases separately for each effect (so increasing the grease’s duration by 2 rounds and increasing the bonuses and penalties by 1 requires a total modification to the crafting DC of +10).
I
Improved Acid Flask
Craft DC: 15
You create a flask of acid that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 acid damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of acid splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target).
Targets who take at least 2 points of acid damage from the initial attack take half the total damage again on the following round.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 25, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
Improved Alchemist Fire
Craft DC: 20
You create a flask of alchemist’s fire that functions as a splash weapon you can use as a ranged touch attack with a range increment of 10 ft., dealing 1d6 fire damage +1d6 per two Craft (alchemy) ranks you possess to the target of a direct hit, half that damage to targets 5 ft. away from the point of contact, and 1 point of fire splash damage per die of damage this weapon deals on a direct hit to targets 10 ft. away from the point of contact (to a maximum of half the damage dealt to the primary target).
All targets closer than the furthest splash damage ring is set On Fire.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all targets within 5 ft. of the point of contact, half damage to all targets 10 ft. away from the point of contact, and 1 point of damage to all creatures within 15 ft.).
Improved Bottled Lightning
Craft DC: 25
Improved bottled lightning unleashes a small bolt of lightning toward an enemy within 20 ft. of you.
This is a ranged touch attack that deals 1d8 points of electricity damage, plus 1d8 per 2 Craft (alchemy) ranks you possess. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage plus 1 point per rank in Craft (alchemy) you possess from the terrific clap of thunder the bolt generates.
You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range increases by 10 ft. and the sonic damage dealt to creatures in the line of effect increases by 1d6.
Improved Flash Powder
Craft DC: 20
You create a single use bag of improved flash powder that can be thrown as a ranged touch attack with a range increment of 20 ft.
Creatures within a 10-ft. radius burst of the point of contact are Blinded for 1 round unless they succeed at a Fortitude saving throw against this effect.
You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the duration of the blindness increases by 1 round.
Improved Fuse Grenade
Craft DC: 25
An improved fuse grenade may be lit and thrown into an unoccupied square capable of supporting an object within 60 ft. as a standard action.
1d3 rounds after being lit, the grenade explodes, dealing 2d6 points of bludgeoning damage and 2d6 points of fire damage in a 20-foot-radius burst (Reflex halves).
For every 3 ranks in Craft (alchemy) you possess, both the bludgeoning and fire damage from this item increase by an additional 1d6.
You can increase the Craft DC for this item in increments of 10; each time you do so, the radius increases by 10 ft. and the Reflex save DC increases by +1.
Improved Itching Powder
Craft DC: 25
You create a single use bag of fine gray powder you can throw as a ranged touch attack with a range increment of 10 ft. that causes targets to suffer from uncontrollable itching until they spend at least 1 round cleaning it off.
Anyone standing on the square of impact or in adjacent squares must make a Fortitude save; targets 10 ft. away must also succeed at a Fortitude save but gain a +5 circumstance bonus.
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.
You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.
Improved Sneezing Powder
Craft DC: 25
You create a single use bag of coarse yellowish-red powder that can be used as a range touch attack with a range increment of 10 ft.
Anyone standing in the square of impact or an adjacent squares must make Fortitude saves; creatures within 10 ft. of the point of impact must also make Fortitude saves, but gain a +5 competence bonus on the save.
Creatures who fail their initial save are Staggered for 1 round as they succumb to uncontrollable sneezing, and must make a Fortitude save each round for 1d4+1 rounds thereafter or continue to be staggered. A successful save ends the effect.
This is a poison effect.
You can increase the Craft DC for this item in increments of 10; each time you do so, the area of effect improves by 5 ft., and all saving throw DCs increase by +2.
Improved Tanglefoot Bag
Craft DC: 25
You create a single use bag that can be thrown at a creature as a ranged touch attack with a range increment of 10 ft.; on a successful attack, the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air.
If hit, the target must make a Reflex save or be glued to the floor, unable to move. Even on a successful save, the normal Entangled movement penalties apply.
A flying creature is not stuck to the floor, but it must make a Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground.
Improved tanglefoot bags do not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a Strength check or by dealing 20 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 still counts as Entangled.
The goo becomes brittle and fragile after 3d4 rounds, cracking apart and losing its effectiveness; any penalties imposed by this effect end at that time as well. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
You can increase the Craft DC for this item in increments of 10; the first time you do so, all creatures within 5 ft. of the original target must make a Reflex save or suffer the effects of having been hit by an improved tanglefoot bag.
For every additional 10 by which you increase the DC, the radius of this effect increases by an additional 5 ft.
Improved Thunderstone
Craft DC: 25
You create an alchemical stone that can be used as a ranged attack with a range increment of 10 ft. 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-ft.-radius spread must make a Fortitude save or be Deafened for 1 hour.
You can increase the Craft DC for this item in increments of 10; each time you do so you increase the duration of this ability by 1 hour, add 1d6 sonic damage to all creatures within the effect’s radius (creatures who pass their saving throw against this item take half damage), and increase the radius of the effect by 10 ft.
Ingested Application
When you create an ingested poison and add it to any food or drink, it remains potent for up to 1 additional day (for a total of 48 hours) and becomes tasteless and odorless.
If you have 10 or more ranks in Craft (alchemy), it instead remains potent for 1 week.
J
Lingering Poison
Your poisons remain potent by an additional number of rounds equal to your practitioner modifier. You can expend martial focus when you create a poison with one of the following additional effects:
- If it was a contact, ingested or injury poison a creature that attempts a save against it must attempt a new save against the poison at the beginning of each of their turns for a number of rounds equal to your practitioner modifier.
- If it was an inhaled poison the area it affects when thrown remains poisoned for a number of rounds equal to your practitioner modifier; creatures that enter or begin their turns in this area must attempt a save against this poison (a creature only needs to attempt a save against this poison once per round, regardless of how many times it might enter the poisoned area).
Lasting Application
Whenever you apply your poison to a weapon, the poison lasts for 1 additional strike before it is consumed.
For every 5 ranks in Craft (alchemy) you possess, it lasts for an additional strike.
M
Master Chemist
You gain one (alchemy) package you do not currently possess, including all benefits it bestows.
Mind Venom
You may choose for your poison to make the creature Confused instead of fatigued.
Nerve Venom
You may choose for your poison to make the creature Sickened instead of fatigued. Creatures who fail two consecutive saving throws against this poison are instead Nauseated.
Noxious Breath
Whenever you could throw an inhaled poison, instead of throwing the poison as a splash weapon you can have it affect either a cone-shaped spread with a length of twice the radius of the poison, or a line-shaped spread with a length four times the radius of the poison. As normal for cones and lines this spread starts from any corner of your square.
Painful Venin
In addition to making the target fatigued, the target also suffers damage equal to 1/2 your ranks in Craft (alchemy) (minimum 1).
This damage happens before resolving the effect of the poison.
You can take this talent a second time. If you do, the damage from this talent applies to all your Alchemy sphere poisons. When creating a poison with this (toxin) talent, this extra damage stacks with the poison’s normal damage.
Panacea
You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:
DC 20: Fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, deafened, paralyzed, stunned.
Performance Enhancer
You may choose for your poison to not cause fatigue, but instead to enhance the physical aptitude of those subjected to it (this talent cannot be used with a contact or inhaled poison).
Those who are under the effects of this poison gain a +2 alchemical bonus to either their Strength, Dexterity, or Constitution (chosen upon creation) and a -2 penalty to one of the creature’s mental scores for 1 minute.
If this enhances the creature’s Strength, it applies a penalty to their Intelligence. If it enhances the creature’s Dexterity, it applies a penalty to their Wisdom. If it enhances the creature’s Constitution, it applies a penalty to their Charisma.
At the end of this talent’s duration, the creature must make a successful Fortitude save or be Sickened for 10 minutes.
A creature cannot benefit from an Performance Enhancer more than once per hour.
If you possess at least 10 ranks in Craft (alchemy), this bonus increases by +2.
Potent Poison
The duration of the effects of your poisons are doubled.
Psychotropic Hallucinogen
You can choose for your poison to not cause fatigue, instead causing it to alter the thought process of those subjected to it (this talent cannot be used with a contact or inhaled poison).
Those who are under the effects of this poison can select a single Intelligence, Wisdom, or Charisma-based skill, gaining a +2 alchemical bonus to the next check they make with that skill within 1 minute.
Those under the effects of this poison suffer a -5 penalty to Initiative checks for 1 minute.
A creature cannot benefit from a Psychotropic Hallucinogen more than once per hour.
For every 5 ranks in Craft (alchemy) you possess, this bonus increases by +2.
R
Risky Business
You gain a bonus equal to 1 + 1 per 4 ranks you possess in the Craft (alchemy) skill on saving throws against any alchemical item you use or create.
In addition, whenever you and an adjacent creature would both be affected by one of your alchemical items, you can forego the normal bonus granted by this ability and apply it as a penalty to the creature’s AC or saving throws against the item’s effects or attacks made with the item.
S
Salve
Craft DC: 15
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8 points of damage per 2 ranks in Craft (alchemy) you possess (minimum 1d8) plus your practitioner modifier.
You can only attempt to heal a particular creature with this ability a number of times per day equal to 1/2 the number of ranks you possess in the Craft (alchemy) skill (minimum 1) plus your practitioner modifier.
You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Slowing Poison
You may choose for your poison to halve all the creature’s speeds instead of making them fatigued. Apply this reduction to a creature’s speeds after any other reductions.
Creatures who fail two consecutive saving throws against this poison have their speeds reduced to a quarter of their normal amounts, and creatures who fail three consecutive saving throws have their speeds reduced to 5 feet. This cannot reduce a target’s speed to less than 5 feet.
Snap Toss
You may expend your martial focus to use a single alchemical item that can normally be used as a standard action as a swift action that does not provoke attacks of opportunity; this includes all actions necessary to use the item, including drawing it (but not creating it).
Specialized Venom
You select 1 creature type (or subtype) from the ranger favored enemy list; your poisons may affect creatures of that type even if they would normally be immune to poison (or ignore any racial bonuses they may possess to saving throws against poison).
For every 4 ranks in Craft (alchemy) you possess, you may select another creature type (or subtype).
Swift Toxicology
You can create poisons as a move action even if you do not have access to an alchemist’s lab or alchemist’s crafting kit. If you have an alchemist’s lab or alchemist’s crafting kit, you can expend martial focus to create a poison as a swift action. You may still apply created poisons to a weapon as part of the same action used to create it.
T
Talentless Poison
Instead of becoming fatigued, the target suffers a -4 penalty on all skill checks. When creating a talentless poison, the duration is increased from 1 minute to 1 hour.
For every 4 ranks in Craft (alchemy) you possess, this penalty increases by -2.
Vulnerability Venom
You may choose for your poison to decrease one of the creature’s energy resistances by your Craft (alchemy) ranks instead of making the creature fatigued. You choose which energy resistance to decrease when the poison is created.
W
Advanced Talents
A
B
C
D
Elixir of Immortality
(Advanced)
Unlike a standard formulae, it takes 1 month to brew an elixir of immortality, and it costs an additional 50,000 gp in materials to create.
F
G
I
J
M
Necrotic Poison
(Advanced)
Additionally, if they fail their saving throw against this poison, they must pass another Fortitude save at the beginning of their next turn or gain another temporary negative level and need to save the following round or gain another.
If a creature dies due to the effect of this poison, they rise 1 minute later as a zombie. This talent is a death effect.
Petrifying Poison
(Advanced)
Philosopher’s Stone
(Advanced)
A philosopher’s stone appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart.
This cavity is lined with a magical type of quicksilver that enables any character with at least 10 ranks in Craft (alchemy) to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp).
However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.
The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell or Greater Resurrection sphere effect (if using Spheres of Power) for any dead body it is sprinkled upon.
R
S
T
W
Witch Doctor’s Curse
(Advanced)