===== Alchemical preparations ===== Availability: Any Given alchemist has 1d20-1 of each simple thing in stock, 1d8-1 of each improved, 1d4-1 of each advanced, 1/4 to have one of each Exceptional and 1/20 to have one of each legendary and none of greater legendary. A legendary alchemist: Move all things to be one more step common. Re-roll once/6 months. All below take a month to make. The alchemist makes: 10 for a basic laboratory(Backpack). 20 for a good laboratory(Typical alchemy shop). 40 for a great laboratory(Typical for a legendary alchemist) in that time. Making a preparation is DC 10+Mod alchemy roll. Failure wastes 1/4 of materials and you can re-try in one week. A NAT 1 wastes all materials. A NAT 20 gives double the normal doses. FIXME rest of effects below (done simple = to row 21) ^Roll^ Mod ^ ^ material PP^ work PP^ total pp ^ Effect ^ ^ Simple preparations ^^^^^^^ |1| 1 | Alchemist’s acid | 0.2 | 0.1 | 0.3 |When shattered, this glass vial releases a spray of acid. 1d6 acid damage. | |2| 1 | Alchemist’s fire | 0.2 | 0.1 | 0.3 |When shattered, this flask fills an area with alchemical flame. 1d6 fire damage | |3| 1 | Alchemist’s frost | 0.2 | 0.1 | 0.3 | This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. 1d6 cold damage| |4| 1 | Antivenom | 0.2 | 0.1 | 0.3 | This thick tonic can help counter the effects of most poisons. Gain a +2 bonus to saving throws against poisons for 5 minutes | |5| 1 | Clearsense powder | 0.2 | 0.1 | 0.3 | This fine, silvery powder can restore lost senses. Can make a saving throw against a blinded or deafened or similar condition that a save can end.| |6| 1 | Clearwater solution | 0.2 | 0.1 | 0.3 |This small glob of white jelly purifies even the most toxic liquids, from poisons to dwarven spirits. Apply clearwater solution to a volume of liquid filling upto 5 feet by 5 feet by 5 feet/935 gallons). The solution removes any poison or disease present in the liquid after 1 minute. cannot remove poison or disease from water already in a creature’s system, and it has no adverse effect on creatures with the aquatic or water keyword.| |7| 2 | Alchemist’s acid (ammunition) | 0.25 | 0.15 | 0.4 |Arrow/bolt with Tip containing the thing | |8| 2 | Alchemist’s fire (ammunition) | 0.25 | 0.15 | 0.4 |Arrow/bolt with Tip containing the thing | |9| 2 | Alchemist’s frost (ammunition) | 0.25 | 0.15 | 0.4 |Arrow/bolt with Tip containing the thing | |10| 2 | Tanglefoot bag | 0.25 | 0.15 | 0.4 | This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll ST save DC 13 to escape, each takes 1 round | |11| 3 | Blinding bomb | 0.3 | 0.2 | 0.5 |When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares CON DC 13 save roll or be blinded 1 round/fail by. | |12| 3 | Bloodstinger poison | 0.3 | 0.2 | 0.5 |This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save(CON DC 13) or take 1 point of damage/round(save each, save ends). | |13| 3 | Dragonfire tar | 0.3 | 0.2 | 0.5 |This sticky substance sears the target with ongoing flames. Om hit ignites all of the victim’s clothes causing 1d4 fire damage/round until put out(DC 10 DEX action) | |14| 3 | Ghoststrike oil | 0.3 | 0.2 | 0.5 | A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or 10 pieces of ammunition. Gives +2 to Target incorporeals. Lasts 5 minutes. | |15| 3 | Herbal poultice | 0.3 | 0.2 | 0.5 | This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, Recover 1 extra Hit dice on daily heal.| |16| 3 | Slow-step oil | 0.3 | 0.2 | 0.5 | A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll DC 13 CON save or have basic speed halved for 1 round/fail by.| |17| 4 | Beastbane | 1.6 | 0.3 | 1.9 | This rod of fast-burning incense creates a haze of smoke that holds beasts at bay Lasts 1 minute. Any nonintelligent creature must make a will roll to approach within 2 yards of it. | |18| 4 | Blastpatch(Handfull) | 0.4 | 0.3 | 0.7 | These granular crystals explode when they are stepped upon. A handfull of them is used a caldrop. When stepped on target takes 1d6 fire damage. | |19| 4 | Tracking dust | 0.4 | 0.3 | 0.7 | The fine grains of this silvery powder can reveal the subtlest tracks. Covers 5 squares lasta 1 hour. Anyone walking though them is +3 to track.| |20| 5 | Alchemical silver | 0.5 | 0.5 | 1 | This shimmering liquid clings to a weapon, giving it the appearance of brightly polished silver. Your weapon or one group of ammunition (20 arrows/crossbow bolts/sling bullets) attacks as a silver coated weapon for 5 minutes| |21| 5 | Thunderstone | 0.5 | 0.5 | 1 | On impact, this clay sphere unleashes a clap of thunder that can deafen creatures and knock them back. Target square and all adjacent squares roll DC 13 CON save or be deaf for 1 round/fail by | ^ Improved preparations ^^^^^^^ |22| 6 | Alchemist’s acid | 0.75 | 0.7 | 1.45 |When shattered, this glass vial releases a spray of acid. 2d cor damage. | |23| 6 | Alchemist’s fire | 0.75 | 0.7 | 1.45 |When shattered, this flask fills an area with alchemical flame. 2d heat | |24| 6 | Alchemist’s frost | 0.75 | 0.7 | 1.45 |This ceramic flask explodes in an icy haze when it hits, crippling its target with numbing cold. 2d fatigue. HT save or lose 2 seconds. | |25| 6 | Clearsense powder | 0.75 | 0.7 | 1.45 |This fine, silvery powder can restore lost senses. Can make a saving throw at +2 against a blinded or deafened or similar condition that a save can end. | |26| 6 | Goodnight tincture | 1.5 | 0.7 | 2.2 | This sweet elixir can incapacitate a foe without ever harming it. Apply to food or drink. A creature that consumes that food or drink is subject to an attack after 1 minute: Roll HT -1 or creature becomes unconscious for 1 hour or until it is subject to an attack or violent motion. | |27| 6 | Smokestick | 1.5 | 0.7 | 2.2 | This rod of alchemical clay ignites to release a haze of obscuring smoke. Target Square and adjacent squares are obscured for 15 seconds. Roll 1d for vision and attack penalty. | |28| 7 | Alchemist’s acid (ammunition) | 1 | 1 | 2 | Arrow/bolt with Tip containing the thing | |29| 7 | Alchemist’s fire (ammunition) | 1 | 1 | 2 | Arrow/bolt with Tip containing the thing | |30| 7 | Alchemist’s frost (ammunition) | 1 | 1 | 2 | Arrow/bolt with Tip containing the thing | |31| 7 | Tanglefoot bag | 1 | 1 | 2 |This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 15 to escape, each takes 1 second. | |32| 8 | Blinding bomb | 1.25 | 1.5 | 2.75 |When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-3 roll or be blinded 1 second/fail by. | |33| 8 | Bloodstinger poison | 1.25 | 1.5 | 2.75 | This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-3(HT-3) or take 1 point of damage/second(save each, save ends). | |34| 8 | Dragonfire tar | 1.25 | 1.5 | 2.75 |This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -3 to the DX roll to put it out. | |35| 8 | Ghoststrike oil | 1.25 | 1.5 | 2.75 |A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +4 to Target incorporeals. Lasts 5 minutes. | |36| 8 | Herbal poultice | 1.25 | 1.5 | 2.75 | This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 2 extra HP on successfull daily roll to heal.| |37| 8 | Salve of slipperiness | 1.25 | 1.5 | 2.75 | | |38| 8 | Slow-step oil | 1.25 | 1.5 | 2.75 | A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT-3 roll or have basic speed and movement halved for 1 second/fail by.| |39| 8 | Sovereign glue | 1.25 | 1.5 | 2.75 | | |40| 9 | Beastbane | 3.2 | 2 | 5.2 | | |41| 9 | Blastpatch | 1.6 | 2 | 3.6 | | |42| 9 | Lockbust chalk | 1.6 | 2 | 3.6 | | |43| 9 | Tracking dust | 1.6 | 2 | 3.6 | | |44| 10 | Jolt flask | 2 | 3 | 5 | | |45| 10 | Thunderstone | 2 | 3 | 5 | | |46| 10 | Universal solvent | 2 | 3 | 5 | | ^ Advanced preparations ^^^^^^^ |47| 11 | Alchemist’s acid | 3.5 | 5 | 8.5 | | |48| 11 | Alchemist’s fire | 3.5 | 5 | 8.5 | | |49| 11 | Alchemist’s frost | 3.5 | 5 | 8.5 | | |50| 11 | Antivenom | 3.5 | 5 | 8.5 | | |51| 11 | Clearsense powder | 3.5 | 5 | 8.5 | | |52| 11 | Goodnight tincture | 7 | 5 | 12 | | |53| 12 | Alchemist’s acid (ammunition) | 5 | 7 | 12 |Arrow/bolt with Tip containing the thing | |54| 12 | Alchemist’s fire (ammunition) | 5 | 7 | 12 |Arrow/bolt with Tip containing the thing | |55| 12 | Alchemist’s frost (ammunition) | 5 | 7 | 12 |Arrow/bolt with Tip containing the thing | |56| 12 | Tanglefoot bag | 5 | 7 | 12 |This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 18 to escape, each takes 1 second. | |57| 13 | Blinding bomb | 6.5 | 10 | 16.5 |When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-6 roll or be blinded 1 second/fail by. | |58| 13 | Bloodstinger poison | 6.5 | 10 | 16.5 |This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-6(HT-6) or take 1 point of damage/second(save each, save ends). | |59| 13 | Dragonfire tar | 6.5 | 10 | 16.5 |This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -6 to the DX roll to put it out. | |60| 13 | Ghoststrike oil | 6.5 | 10 | 16.5 |A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +6 to Target incorporeals. Lasts 5 minutes. | |61| 13 | Herbal poultice | 6.5 | 10 | 16.5 | This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 3 extra HP on successfull daily roll to heal.| |62| 13 | Salve of slipperiness | 6.5 | 10 | 16.5 | | |63| 13 | Slow-step oil | 6.5 | 10 | 16.5 | | |64| 14 | Beastbane | 16 | 15 | 31 | | |65| 14 | Blastpatch | 8 | 15 | 23 | | |66| 14 | Lockbust chalk | 8 | 15 | 23 | | |67| 14 | Tracking dust | 8 | 15 | 23 | | |68| 15 | Alchemical silver | 10 | 20 | 30 | | |69| 15 | Jolt flask | 10 | 20 | 30 | | |70| 15 | Thunderstone | 10 | 20 | 30 | | ^ Exceptional preparations ^^^^^^^ |71| 16 | Alchemist’s acid | 18 | 30 | 48 | | |72| 16 | Alchemist’s fire | 18 | 30 | 48 | | |73| 16 | Alchemist’s frost | 18 | 30 | 48 | | |74| 16 | Clearsense powder | 18 | 30 | 48 | | |75| 16 | Goodnight tincture | 36 | 30 | 66 | | |76| 17 | Alchemist’s acid (ammunition) | 26 | 50 | 76 |Arrow/bolt with Tip containing the thing | |77| 17 | Alchemist’s fire (ammunition) | 26 | 50 | 76 |Arrow/bolt with Tip containing the thing | |78| 17 | Alchemist’s frost (ammunition) | 26 | 50 | 76 |Arrow/bolt with Tip containing the thing | |79| 17 | Tanglefoot bag | 26 | 50 | 76 |This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 20 to escape, each takes 1 second. | |80| 18 | Blinding bomb | 34 | 70 | 104 |When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-9 roll or be blinded 1 second/fail by. | |81| 18 | Bloodstinger poison | 34 | 70 | 104 |This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-9(HT-9) or take 1 point of damage/second(save each, save ends). | |82| 18 | Dragonfire tar | 34 | 70 | 104 |This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -9 to the DX roll to put it out. | |83| 18 | Ghoststrike oil | 34 | 70 | 104 |A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +8 to Target incorporeals. Lasts 5 minutes. | |84| 18 | Herbal poultice | 34 | 70 | 104 | This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 4 extra HP on successfull daily roll to heal.| |85| 18 | Salve of slipperiness | 34 | 70 | 104 | | |86| 18 | Slow-step oil | 34 | 70 | 104 | A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT-6 roll or have basic speed and movement halved for 1 second/fail by.| |87| 18 | Sovereign glue | 34 | 70 | 104 | | |88| 19 | Beastbane | 94 | 100 | 194 | | |89| 19 | Blastpatch | 42 | 100 | 142 | | |90| 19 | Lockbust chalk | 42 | 100 | 142 | | |91| 19 | Tracking dust | 42 | 100 | 142 | | |92| 20 | Jolt flask | 50 | 150 | 200 | | |93| 20 | Thunderstone | 50 | 150 | 200 | | ^ legendary preparations ^^^^^^^ |94| 21 | Alchemist’s acid | 90 | 200 | 290 | | |95| 21 | Alchemist’s fire | 90 | 200 | 290 | | |96| 21 | Alchemist’s frost | 90 | 200 | 290 | | |97| 21 | Antivenom | 90 | 200 | 290 | | |98| 21 | Clearsense powder | 90 | 200 | 290 | | |99| 21 | Goodnight tincture | 180 | 200 | 380 | | |100| 22 | Alchemist’s acid (ammunition) | 130 | 300 | 430 |Arrow/bolt with Tip containing the thing | |101| 22 | Alchemist’s fire (ammunition) | 130 | 300 | 430 |Arrow/bolt with Tip containing the thing | |102| 22 | Alchemist’s frost (ammunition) | 130 | 300 | 430 |Arrow/bolt with Tip containing the thing | |103| 22 | Tanglefoot bag | 130 | 300 | 430 |This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 23 to escape, each takes 1 second. | |104| 23 | Blinding bomb | 170 | 500 | 670 |When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-12 roll or be blinded 1 second/fail by. | |105| 23 | Bloodstinger poison | 170 | 500 | 670 |This inky toxin inflicts wounds that burn long after the initial blow is struck. Apply the bloodstinger poison to your weapon or one piece of ammunition. Target must make a poison save-12(HT-12) or take 1 point of damage/second(save each, save ends). | |106| 23 | Dragonfire tar | 170 | 500 | 670 |This sticky substance sears the target with ongoing flames. On hit ignites all of the victim’s clothes see B434. Get -12 to the DX roll to put it out. | |107| 23 | Ghoststrike oil | 170 | 500 | 670 |A weapon coated with this murky oil exudes a ghostly yellow mist. Apply ghoststrike oil to your weapon or one piece of ammunition. Gives +10 to Target incorporeals(=net +0). Lasts 5 minutes. | |108| 23 | Herbal poultice | 170 | 500 | 670 | This pack of specially prepared medicinal herbs increases one’s natural recuperative ability. Apply daily, heal 5 extra HP on successfull daily roll to heal.| |109| 23 | Salve of slipperiness | 170 | 500 | 670 | | |110| 23 | Slow-step oil | 170 | 500 | 670 | A weapon coated with this white oil has the power to slow the movement of a foe lasts lesser of 1 strike or 5 minutes. Target must roll HT-9 roll or have basic speed and movement halved for 1 second/fail by.| |111| 24 | Beastbane | 420 | 700 | 1120 | | |112| 24 | Blastpatch | 210 | 700 | 910 | | |113| 24 | Lockbust chalk | 210 | 700 | 910 | | |114| 24 | Tracking dust | 210 | 700 | 910 | | |115| 25 | Alchemical silver | 250 | 1000 | 1250 | | |116| 25 | Jolt flask | 250 | 1000 | 1250 | | |117| 25 | Thunderstone | 250 | 1000 | 1250 | | ^ greater legendary preparations ^^^^^^^ |118| 26 | Alchemist’s acid | 450 | 1500 | 1950 | | |119| 26 | Alchemist’s fire | 450 | 1500 | 1950 | | |120| 26 | Alchemist’s frost | 450 | 1500 | 1950 | | |121| 26 | Clearsense powder | 450 | 1500 | 1950 | | |122| 26 | Goodnight tincture | 900 | 1500 | 2400 | | |123| 27 | Alchemist’s acid (ammunition) | 650 | 2000 | 2650 |Arrow/bolt with Tip containing the thing | |124| 27 | Alchemist’s fire (ammunition) | 650 | 2000 | 2650 |Arrow/bolt with Tip containing the thing | |125| 27 | Alchemist’s frost (ammunition) | 650 | 2000 | 2650 |Arrow/bolt with Tip containing the thing | |126| 27 | Tanglefoot bag | 650 | 2000 | 2650 |This small leather bag or satchel contains a sticky gel that can immobilize foes. Hit target must do roll against ST 25 to escape, each takes 1 second. | |127| 28 | Blinding bomb | 850 | 3000 | 3850 |When thrown, this fist-sized ceramic sphere explodes in a blinding flash. All in target square or adjacent squares roll HT-15 roll or be blinded 1 second/fail by. |