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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.
rest of effects below (done to row 20)
| 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 get 1d double knockback only(no damage) attack and must roll HT roll or be deaf for 1 second/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. |
