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Equipment/Alchemy

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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.