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.
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. |