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==Alchemical Tools ==
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Revision as of 16:34, 9 January 2020

Alchemical Weapons

Item Cost Weight Short
Acid 1 lb. Thrown splash weapon dealing 1d6 acid damage
Acid 1 lb. Thrown splash weapon dealing 1d6 acid damage
Alchemist's Fire 1 lb. Thrown splash weapon dealing 1d6 fire damage
Alchemist's Frost 1 lb. Thrown splash weapon dealing 1d6 cold damage
Boompot - Throw to daze or dazzle targets in 30 ft radius
Dragonrod 1 lb. Deal 2d6 fire damage in 15-foot line
Flash Powder - Used to blind creatures
Itching Powder 2 lbs. Targets gain penalties to attack throws, saving throws and skill checks
Sneezing Powder 2 lbs. Targets enter a fit of sneezing for several rounds
Tanglefoot Bag 4 lbs. Entangle struck creature
Thundernet 7 lbs. A net that hits target with thunderstone
Thunderstone 1 lb. Thrown splash weapon that deafens creatures

Acid

Benefit: You can throw a flask of acid as a splash weapon 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.

Acid

Benefit: You can throw a flask of acid as a splash weapon 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

Benefit: You can throw a flask of alchemist’s fire as a splash weapon 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 lake or magically extinguishing the flames automatically smothers the fire.

Alchemist's Frost

Benefit: You can throw a flask of alchemist’s frost as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of cold damage. Every creature within 5 feet of the point where the flask hits takes 1 point of cold 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 brush of the frost before taking this additional damage. Removing the frost requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or otherwise washing down automatically removes the frost.

Boompot

A boompot is a variant on alchemist’s fire that creates a bright, sudden flash of light and fire plus a loud explosion.

Benefit: Any target within 30 feet that can see the explosion is dazzled and must make a DC 13 Fortitude save or be dazed for 1 round.

If thrown, a boompot has a range increment of 10 feet.

Dragonrod

A dragonrod is a three-foot long length of iron tube, packed with alchemical materials similar to those found in alchemist’s fire, smokesticks, and tindertwigs. A rawhide cord trails out the back end of the rod.

Benefit: When the cord is pulled (a standard action), the rod shoots forth a 15-foot line of fire. The line does 2d6 points of fire damage, with a DC 15 Reflex save for half damage.

It also produces a cloud of smoke adjacent to the dragonrod, identical to that produced by a smokestick. A dragonrod can be reloaded, but this takes as long and costs as much as creating a new one.

Flash Powder

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

Itching Powder

Benefit: 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.

Sneezing Powder

Benefit: 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 on 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.

Tanglefoot Bag

Benefit: 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 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.

Thundernet

A thundernet is a military net that has been seeded with dozens of tiny thunderstones

Benefit: It functions as a net, except that the first time it is successfully used to entangle a target it also releases the powers of the thunderstones (all focused inward on the target). This has the same effect as a single thunderstone, but the save DC is 18.

Once used, a thundernet still functions as a normal net but cannot be reloaded to regain the thunderstone effect.

Thunderstone

Benefit: 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.

Alchemical Tools

Item Cost Weight Short
Blacklight Oil 1 lb. Lantern throws only dim light, but in greater radius.
Bladesharp 1 lb. Increase a weapon's threat range by 1
Brazier Mug 1 lb. Heats content to nearly boiling
Clocktinder - Works as a fuse
Dragon's Spit 1 lb. Powder that burn through objects, including rocks and metal
Invisible Ink, Average - Revealed by blood or acid
Invisible Ink, Good - Revealed by monster blood or specific wine
Invisible Ink, Simple - Revealed by heat or vinegar
Invisible Ink, Superior - Revealed by blood of a specific person
Mage Candle - Extend duration of light spells to six times normal
Rusting Powder - Rusts iron, steel and adamantine
Smokestick ½ lbs. Fills 10-foot cube with smoke
Spiderbane Pot 1 lb. Repels vermin for 6 hours when lighted
Sunrod 1 lb. Sheds light in 30-foot radius for six hours
Tindertwig - Used to light fire
Wayfarer Loaf 1 lb. One pound of these rations will last 1 week

Blacklight Oil

Blacklight oil is pressed from the fat of creatures with natural abilities to hide in shadow, including those with natural abilities of displacement.

Benefit: The light produced by a lantern burning blacklight oil only provides dim illumination, but it goes out to three times the lantern’s normal range. This allows creatures with low-light vision to see normally, and the dim light is less obvious from far away than normal lantern light would be.

Bladesharp

A fragile, chalk-like, bloodred stone pressed from ground rocks, ash, and glass.

Benefit: A slashing or piercing weapon sharpened for one hour on a bladesharp has its threat range increased by +1 for one combat (the bonus is added after all other increases, including those gained from being keen or the wielder having the Improved Critical feat).

A bladesharp can be used five times before it crumbles into useless dust.

Brazier Mug

A brazier mug includes a trailing cord connected to alchemical compounds sandwiched between two earthenware layers of a hefty mug.

Benefit: When the cord is pulled the alchemical compounds mix and heat, bringing the inner layer of the earthenware to a temperature just short of boiling. This is often used to provide a simple hot meal or tea while adventuring in places where a fire is unadvisable (or impossible).

Each brazier mug works only once, staying warm for 1–4 hours. It is possible to built brazier mugs as canteens, and transport a liquid within them.

Clocktinder

Benefit: A clocktinder looks very much like a tindertwig and functions similarly.

However, rather than bursting into flame, a piece of clocktinder struck against a hard surface merely smolders slowly from top to bottom — a process that takes 10 rounds — then finishes with a burst of flame at the end of that time.

It’s possible to tie multiple clocktinders together so the first sets off the second, the second sets off the third, and so on. Shorter times can be achieved by cutting a clocktinder into a shorter stick. Changing the number of rounds one or more section of clocktinder will burn requires a DC 10 Craft (alchemy), Craft (traps), or Disable Device check. (If the total time is more than a minute of delay, the DC increases to 15). If the check fails by 4 or less, the clocktinder burns to an end 1d12 minus 1d6 rounds early (minimum 1). If it fails by 5 or more, the clocktinder fizzles out prior to reaching the end of its burn.

Wrapping the far end of a piece of clocktinder to a vial of alchemist’s fire, boompot, dragonrod, or fog bomb sets off the attached device when the clocktinder bursts into flame.

Dragon's Spit

Benefit: Dragon's spit is a reddish powder that burns with such intensity it can be used to melt metal and even burn straight through stone.

Igniting dragon's spit is very difficult, requiring at least 2 points of fire damage to be dealt to the powder to ignite it. But once ignited it burns for 6 rounds, dealing 10 fire damage each round. This damage is directed straight down from the dragon's spit, as gravity pulls on the burning material. Against stationary objects or helpless creatures the dragon's spit deals full damage completely ignoring any mundane hardness of the object (but not any ability of the object to resist fire or magical bonuses to hardness).

Creatures coming with a 5-foot radius of burning dragon's spit take 1 point of fire damage due to its intensity.

Invisible Ink, Average

Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.

Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.

This ink is keyed to either two common triggers, such as heat or vinegar, or one uncommon trigger, such as blood or acid.

A successful DC 25 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.

Invisible Ink, Good

Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.

Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.

This ink is keyed to either two uncommon triggers, such as blood or acid, or one rare trigger, such as a specific vintage of wine or a specific kind of monster’s blood.

A successful DC 30 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.

Invisible Ink, Simple

Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.

Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.

Simple ink is keyed to a single, fairly common trigger, such as heat or vinegar.

A successful DC 20 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.

Invisible Ink, Superior

Benefit: Invisible ink is a staple of spies, rebels, and secret societies everywhere.

Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text.

This ink is keyed to either two rare triggers, such as blood or acid, or one unique trigger, such as the blood of a specific person.

A successful DC 35 Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour.

Mage Candle

A mage candle is a specially treated length of wax, very close in appearance to a candle that has no wick.

Benefit: It reacts to spells that generate light. A light or daylight spell cast on a mage candle has its duration multiplied by 6. As the spell duration passes, the wax melts until the candle is gone at the end of the spell’s duration.

Rusting Powder

Benefit: This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward.

If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.

Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.

Smokestick

Benefit: This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round).

The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.

Spiderbane Pot

A spiderbane pot contains a candle made from tallow and infused with plant extracts that produce scents vermin find distasteful.

Benefit: It takes a standard action to light a spiderbane pot, which then affects a surrounding area twenty feet in radius.

Vermin of 2 HD or less do not enter this area unless physically forced to, and are shaken while inside the radius if forced in.

Vermin with more than 2 HD must make a DC 15 Fort save to enter the area, though they suffer no ill affects once they do so.

A typical spiderbane pot burns for 6 hours.

Sunrod

Benefit: This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light.

It glows for 6 hours, after which the gold tip is burned out and worthless.

Tindertwig

Benefit: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

Wayfarer Loaf

Wayfarer loaf is a compact food made from dried fruits, grains, nuts, and heavy doses of thick, sweet saps. The result is a dark-tasting, sticky cross between bread and candy.

Benefit: While many consumers note that it’s not particularly appetizing after a meal or two, the wayfarer loaf is filling enough that just a few bites keeps most humanoids going for hours. As a result, it is lighter and less bulky than an equal number of servings of normal travel rations. One loaf will last 1 week. It also has a shelf-life of three years, allowing groups carrying it to go great distances without buying fresh supplies (or to keep some in reserve for emergencies).

Different cultures have different shapes and names for wayfarer loaves. For example, in halfling communities it often tastes a bit sweeter and is called a waymuffin, while dwarves bake it into hard, tasteless squares called irontack.

Alchemical Tools

Item Cost Weight Short
Alchemist's Kindness - Cures hangovers
Antiplague - Gain bonus to saving throws against disease
Antitoxin - Gain bonus to saving throws against poison
Bloodbind - +1 bonus to effective level for natural healing
Blue Salve 1 lb. Heal 1d4 acid or fire damage
Boilwort - +5 to Fortitude save to resist damage from disease
Golden Salve 1 lb. Heal 1d4 cold damage
Red Salve 1 lb. +5 to any Heal check made to stabilize a target
White Salve 1 lb. +5 to any Heal check made to stabilize a target

Alchemist's Kindness

Benefit: Favored by young rakes and other well-to-do inebriates, this crystalline powder resembles salt.

Mixed with water, it makes a fizzing cocktail that eliminates the effects of a hangover within 10 minutes of drinking it.

Antiplague

Benefit: If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour.

If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.

Antitoxin

Benefit: If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Bloodbind

Bloodbind is a cloth bandage that has been soaked in healing herbs and alchemical materials.

Benefit: A target given a fresh bloodbind on an injury gains a +1 alchemical bonus to his effective level when determining the number of hit points recovered that day from natural healing or any heal check. A successful Heal check (DC 15) increases this to a +2 alchemical bonus.

A single bloodbind grants its bonus only for one day.

Blue Salve

Made from a combination of waxes and animal additives, blue salve is a topical treatment for burns.

Benefit: An application of blue salve heals 1d4 hp of acid or fire damage to a living creature. An individual can recover a maximum of 4 hp of fire or acid damage per day from blue salve applications.

All salves have a shelf life of three months — after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.

Boilwort

A collection of herbs and roots that is pressed into a small block for transportation.

Benefit: It must be mixed with boiling water to make an infusion before being ingested. If taken while hot, boilwort gives any creature that is already suffering from a disease a +5 alchemical bonus to a Fortitude save (or to the Heal check of an attending caregiver) made to resist taking damage from the disease.

A single dose of boilwort each day maintains this bonus. If ingested when cold (including just eating a block as a standard action), the bonus it grants is only +2.

Turning a block of boilwort into a drinkable hot infusion normally takes five minutes over an appropriate source of heat. It can be done in two minutes with a Brazier Mug.

Golden Salve

Made from a combination of purified oils and crushed herbs, golden salve is a topical treatment for damage caused by freezing temperatures.

Benefit: An application of the salve heals 1d4 hp of cold damage to a living creature. An individual can recover a maximum of 4 hp of cold damage per day from red salve applications.

All salves have a shelf life of three months — after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.

Red Salve

A thick unguent made from plant sap and the ash of various animal hides.

Benefit: It grants a +5 alchemical bonus to any Heal check made to stabilize a target that is bleeding to death.

All salves have a shelf life of three months — after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.

White Salve

White salve is a tincture of plant essences designed to restore sight to damaged eyes.

Benefit: If a creature is blinded by spell or injury and receives a dose of white salve within 24 hours, he may attempt a Fortitude save (same DC as the effect that blinded him, or DC 20 if the original effect had no DC). If this save is successful, eyesight is restored 2d12 hours later.

On a failed save, the white salve has no effect (and neither will future doses of the material).

All salves have a shelf life of three months — after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.