Equipment/Alchemy
From Titan's Teeth
< EquipmentAlchemical Weapons
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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.
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.
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).
Ghast Retch Flask
Benefit: 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 flank hits are sickened for 1 round. This is a poison effect.
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.
Landvines
These wooden devices take the material used in a tanglefoot bag and, instead of a bag, bind it into a series of small disks that remain stable until they are broken (which normally happens when they are stepped on).
On a successful attack, the target is affected as if he’d been hit with a tanglefoot bag.
Landvines, Greater
These wooden devices take the material used in a tanglefoot bag and, instead of a bag, bind it into a series of small disks that remain stable until they are broken (which normally happens when they are stepped on).
On a successful attack, the target is affected as if he’d been hit with a tanglefoot bag.
Poisoned Sand Tube
Benefit: Resembling a slender bamboo or metal scroll case, this tube is filled with fine sand that is soaked or coated with inhaled or contact poison. When loaded with 3 doses of these types of poison, the wielder blows into the tube, dispersing the poisoned sand into her enemies’ faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison.
Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round.
Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if the wielder has the Rapid Reload feat.
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
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
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Alchemical Tools
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