Alchemical Subtances

Pastes/ Poultices/Alchemy –

* Left to right: Bladeguard, Antiplague, Greek Fire, Liquid Ice

Item

Description

Effect

Weight

Cost

Rarity

Source

Alchemical grease

Lasts 4 hrs.

+1 to resist grapple & escape bonds

1 lb.

10 gp.

3

PF Player’s Guide

Allnight

Wafer dissolves into white paste

Removes all Fatigue, effects last 8 hrs., -1 skill rolls,

-

20 gp.

5

PF Armory

Alchemist’s Kindness

Crystalline powder, like salt

On successful vigor roll, eliminates hangovers and/or effects of alcohol

-

10 gp.

2

PF Player’s Guide

Alchemical solvent

Vial of Bubbling purple gel

Covers 5’, destroys normal adhesives, 1d4+1 rnds. for stronger adhesives

½ lb.

40 gp.

3

PF Player’s Guide

antiplague

Foul-tasting milky tonic

Provides +2 to Vigor rolls to resist disease. If diseased provides an additional roll to resist disease worsening or secondary effects.

-

50 gp.

3

PF Player’s Guide

Bachelor Snuff

Sooty-smelling gold powder in haled thru nose

Renders males sterile for 1D3 days. Longterm users develop slight golden tinge to teeth, lips, nose.

-

1 gp.

5

PF Armory

Beast lure

Light brown oil

Works like kaava musk for one animal type (dogs, rats, cats, horses)

½ lb.

30 gp.

3

PF Armory

Belladonna

Green/purplish leaves & black berries

Hallucinogen, may relieve pain when properly administered

-

2 gp.

5

PF Armory

Bladeguard

Pot of clear resin smeared

Makes weapon immune to corrosive effects for 24 hours. Enough for 1 two-handed weapon or 2 light weap. Immersing in water dissolves.

-

40 gp.

3

PF Player’s Guide

Bloodblock

Gooey pinkish substance

Provides +2 to healing checks to treat wounds, treat as 1 use of Healing kit

-

25 gp.

3

PF Player’s Guide

Bodybalm

Yellow powder boiled in water

+1 Heal Skill rolls vs. disease & poison & longterm care

-

25 gp.

3

PF Armory

Caster Plaster

Dry white powder mixes w/water

Allows user to create molds, create splint for bone, fill in gaps, 5’ x 5’

5 lb.

5 gp.

2

PF Player’s Guide

Clear Ear

Green gel poured into user’s ear

Takes 2 hours to take effect.  Roll Vigor. Success= +1 Notice rolls & irritability hindrance (-1 Charisma). Critical Failure = Deafness 1 day.

-

20 gp

5

PF Armory

Cohesive coating

Bottle, gray milky substance

Poured onto substance – Armor 1; on skin or clothing also -1 Agility & skills

2 lb.

80 gp.

3

Smiths & Robards

Distilled Terrap Sap

Sticky amber paste in tin

Antiseptic smell covers other smells 1D6 rnds., +1 vs. scent-based attacks

½ lb.

30 gp.

3

PF Armory

Elves Eyes

Vial, strong gin tasting

Roll Vigor.  +2 to all Agility & Agility-based rolls for 30 minutes. Susceptible to bright light. Vigor vs. daylight, flashes or blinded 1D4 rnds.

½ lb.

90 gp.

3

Smiths & Robards

Firework, Desnan candle

Foot long stick w/ round head

Shed light for 1 rnd., deal 1D4 damage + 1 fire, Vigor roll +2 or blind

-

5 gp.

3

PF Armory

Firework, paper candle

Finger-sized package

Detonates 1 rnd. after lighting, Vigor roll or be Dazed

-

1 gp.

3

PF Armory

Firework, Skyrocket

Foot long tube, white sparks

Lights as torch, take flight at Pace 15 for 1D6 rnds., then explodes small burst template. for 2D4 damage. After taking damage Vigor roll -2 or Dazed & either blinded or deafened 1D4 rnds. (50/50)

1 lb.

50 gp.

3

PF Armory

Firework, Starfountain

Tree stump-sized, bundle of tubes

after lighting, 1D6 rnds. releases brightly colored streaks for 4 rnds., outdoors – soar, indoors ricochet causing 1D6 in medium burst. After taking damage Vigor roll -2 or Dazed & blinded 1D4 rnds. deafened 1 hr.

100 lbs.

500 gp.

4

PF Armory

Flash powder

Ignitable coarse gray powder

Vigor roll or be blinded

-

50 gp.

3

PF Armory

Flayleaf

Narrow, rust-colored leaves

Mild hallucinogen smoke, pain reliever. Roll Vigor.  Success= 4 hour effect.  Users ignore -1 Wound Penalties & -1 Resist Mind-affecting spells. Crit. Failure = 1 Fatigue

2 lb.

20 gp.

5

PF Armory

Fuse grenade

1d3 rnd. fuse

2d6 (as per dynamite)

1 lb.

100 gp.

3

PF Armory

Gargoyle’s Sense

Chewy brown, black, or gray tablets

Vigor roll. Success allows user to ignore 2 Wound pen. For 10 min., -2 to fine-motor skills. Crit. Fail. = Thin Skinned Hindrance for 10 min.

½ lb.

40 gp.

3

Smiths & Robards

Glowing ink, Mosswater Ink

Red, green, blue

Provides +1 to Notice, ignore -2 pen. at night

-

5 gp.

4

PF Armory

Greek Fire

Liquid: brown, black, green, red

Throwing (4/8/16) or poured. Medium burst. 1d6 rnds. 2D10 dam.

2 lb.

100 gp.

3

Smiths & Robards

Invisible ink

Clear liquid

Invisible ink revealed by triggers w/varying degrees of rarity

-

2-75 gp.

3

PF Armory

Itching powder

Fine gray powder

Vigor -1 or -1 to all rolls, adjacent sqs. Vigor roll

2 lb.

60 gp.

3

PF Armory

Kaava musk

Emerald colored paste

Weak prey scent, +1 predator tracking, water washes it off

½ lb.

40 gp.

3

PF Armory

Keros oil

1 bottle, many swigs’ worth

1d3 fire in small cone, reload as normal, 3 catches fire to clothes

-

5 gp.

3

PF Armory

Light detector

Hand-sized plate, w/ paste

Light-sensitive past darkens when exposed to light, sold cloth wrapped

½ lb.

5 gp.

3

PF Player’s Guide

Liquid ice

Sealed jar of crystalline blue fluid

Coat for 1d6 rnds. To freeze, throw for 1d6 dam. & 1 splash

2 lb.

80 gp.

4

PF Player’s Guide

Marker dye

Any color

No effect for 1st 72 hrs., then lasts 2 weeks

1 lb.

15 gp.

3

PF Armory

Pesh

Milk of bright green cactus, cooked to sour black chunks

+1 Toughness, +1 Spirit or Guts rolls vs. fear. -1 Agility or Agility-based rolls except fighting, throwing (1 day). -1 Spirit rolls to resist other effects (1 day). Vigor roll. Failure = 7 days 1 Fatigue. Critical Failure – minor addiction.

-

20 gp.

5

PF Armory

Restorative Elixir

Transparent liquid w/ small tapioca balls

Ignores Golden Hour, restores all Fatigue, make 1 Vigor roll to heal ignoring wound penalties

½ lb.

300 gp.

3

Smiths & Robards

Revitalizing Tonic

Flavored tonic water (lime)

Increases blood flow. Vigor roll – restore 1 Fatigue. Raise = 2.

½ lb.

90 gp.

3

Smiths & Robards

Scent Cloak

Ground seeds, spices

Masks scent with stronger scent

2 lb.

20 gp.

3

PF Armory

Shoanti Barbarian Brew

Bitter red chew, galtroot

May use Berserk edge without receiving dam.

-

1 gp.

3

PF Armory

Smoke pellet

Gray ceramic ball

Lasts 1 full rnd., obscures vision

-

10 gp.

3

PF Player’s Guide

Sneezing powder

Coarse yellow red powder

Throwing (4/8/16) Vigor -1 or shaken, adjacent sqs. Vigor roll

2 lb.

80 gp.

3

PF Player’s Guide

Vermin repellent

White paste

Lasts 4 hrs. vermin avoid. Swarms roll Vigor.

-

5 gp.

3

PF Armory

Weapon blanch, cold iron

Alchemical powder, gritty consistency

Coated over weapons, then cooked under a hot flame, allows weapon to work as that materials for 3d6 hits

½ lb.

40 gp.

4

Player’s Guide

Weapon blanch, silver

Alchemical powder, gritty consistency

Coated over weapons, then cooked under a hot flame, allows weapon to work as that materials for 3d6 hits

½ lb.

100 gp.

4

Player’s Guide

Weapon blanch, adamantine

Alchemical powder, gritty consistency

Coated over weapons, then cooked under a hot flame, allows weapon to work as that materials for 3d6 hits

½ lb.

300 gp.

4

Player’s Guide

Woundweal

Black paste

Mundane and magical healing suffers -2 to roll

½ lb.

100 gp.

3

PF Armory

* Left to Right: Beast Lure, Skyrocket Firework

*artwork in order of appearance: by Nathaniel Mortenson; by Ekoputeh

 

Alchemical Subtances

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