Alchemical Devices: Optimized Selections and Crafting Strategies

Post/Author/DateTimePost
#1

zombiegleemax

Nov 06, 2006 13:40:10
As I was perusing through my 60+ WotC D&D sourcebooks the other day, I started to notice that a significant number of the books had Alchemical Items/Devices buried in the Gear-&-Equipment sections. In fact, I saw dozens of them. All of the type that are rarely ever used in my neck of the woods or ever seen talked about on the WotC or EnWorld forums.

Typically, these items get used more often than not in the early stages of an adventurers career due to their decent bang-for-the-buck and lack of access to higher level magics. Such examples are the PHB's Alchemist Fire, Tanglefoot Bag, & Acid Flasks, & Antitoxins. Once adventurers get into the middle levels, you see less interest in alchemical items as superior and more cost-effective magic spells and gear begin to eclipse their utility.

Still, I tend to think that savvy optimizers can still make these items perform with decent play value into the higher levels. And that's what this thread will be hopefully be showcasing. :D

For those of you who'd like to contribute to this thread, here are some good guidelines:
  • Name your favorite alchemical items ... also list creative tactical uses for them in addition to the levels of play that they stay useful.
  • Spotlight a hidden-away and interesting alchemical item in an obscure WotC D&D sourcebook that people may have never heard or seen before.
  • Describe strong strategies for the Craft: Alchemy skill in conjunction with their magic enhancements (Minor/Major Creation, Fabricate, etc).


....

Finally, once we get a good bit of information, I'll update Post #1 or #2 with a compiled listing of all the submissions. Thanks!
#2

zombiegleemax

Nov 06, 2006 13:40:42
{ Reserved for more compiled material per Post #1}
#3

helicopter_dup

Nov 06, 2006 15:39:37
Hm. I need to start running through my books to find these items. I know exactly what you are talking about. Seems like every sourcebook has some of these items surreptitiously buried under "Other Equipment" or "Adventuring Gear".
#4

carnivore

Nov 06, 2006 15:48:59
got a list will post it tomorrow

:D
#5

blue23

Nov 06, 2006 15:58:54
OKay, to start with the most basic, Acid flasks and Alchemist's Fire from PHB work via touch attack. They work out to 10gp per 1d6 of damage, with the more expensive Alch. Fire dealing it over two rounds (or wasting an opponent action to put out).

10gp per shot is easily in the range for 2nd level characters, and good backup for casters who don't have the BAB and attack bonus to hit normally. At that leel, the damage is also reasonable vs. the threat.

I'll be searching more books soon, I loe the idea of this thread. Just wanted to kick it off.

Cheers,
=Blue(23)

EDIT: Fixed a typo.
#6

zombiegleemax

Nov 06, 2006 16:23:57
Thanks for the enthusiasm, guys. I'm familiar with all 3 of you and your posting to the WotC boards. I totally dig all your past contributions and creativity.

.....

Regarding Blue23's notes on Alch Fire & Acid Flasks - yes, those items are indeed saving graces for many low level adventurers. I'm trying to find the book that has the "cold" version of these flasks. I would not be surprised if there are tossable flasks of similar elemental damage-causers as well. Anyone?

Snow Savant used to push the TWF/Rapid Shot/Quick Draw flask-throwing sneak attack rogue quite a number of years back. She also suggested that the build worked well even into higher levels. It got more cost-effective if the party wizard took Craft: Alchemy skill and easily "fabricated" the acid once she had access to those spells.
#7

zombiegleemax

Nov 06, 2006 16:26:57
Alchemy Blades are nifty (from Magic of Eberron).

Basically they're short swords that you can prime by inserting a flask of alchemist's fire or frost. ...and when you make a successful melee attack, the target struck (and only the target struck) is effected by the contents of the flask (as well as the normal melee hit). Not uber-powerful or anything... but kinda cool in my book. A Flaming Alchemy Blade would be sort of neat... when primed with a flask of Alchemist's Fire, on that first hit, you could do +2d6 fire damage that would do another 1d6 fire damage on the following round (regardless if you hit again or not).

I could see someone sitting down with their DM to make modified versions of this weapon as well... possibly allowing for the weapon itself to be something other than a short sword (making an Alchemy Bastard Sword or Alchemy Longsword, etc) or allowing for other alchemy flasks to be inserted without damaging the weapon.

Sidenote: Been looking for a specific alchemy weapon but thus far haven't seen anything (might have to make one on my own - homebrew). Basically I'm looking for a sort of wrist-loaded delivery system for alchemy weapons (alchemist's fire, alchemist's frost, etc)... such that you can punch a target and trigger the firing of the mechanism. ...kinda goofy, but I'm working on it (if I can't find something similar in a published source :P).

---

Note (in relation to your above post):
I don't know if they're published anywhere else... but the Eberron Campaign Setting has the details for Alchemist's Frost, Acidic Fire, and Alchemist's Spark. (none of which work exactly like Alchemist's Fire, just to note ;))
#8

zombiegleemax

Nov 06, 2006 16:36:38
I have a character who is working this whole angle right now. He is a 7th level wizard.

First, take the spell 3rd level Water to Acid (Stormwrack) - this spell turns 1 cubic foot of water into acid per level. This is grossly broken, since a flask of acid is worth 10 GP and there are something like 32 flask in a cubic foot. This means that each casting of this spell creates 320 gp worth of acid PER LEVEL, just broken.

Anyway, another great low-level spell is the 2nd level Unseen Crafter (Magic of Eberron). This spell lets you turn all second level slots into 1 day free labor/level. In addition, you can extend the duration, doubling the material made per spell slot.

The upshod of this is that you can earn thousands of extra GP per level if you want to break the DM's economy. If you don't like to see your DM cry, then you can still produce mass quantities of alchemical materials for relatively cheaply.

Here is what you do with it:

1) Make mass quantities of Alchemical fire, frost and spark (acid is covered by the acid to water spell.

2) Hire a glassblower to make 2-3' diamiter glass orbs (figure about 1-2 gp each)

3) Use Prestadigitation to make a hole in the glass.

4) Fill it with alchemical substance, and prestadigitate it closed.

5) Cast shrink item on the thing.


OK, so now you have a small orb full of alchemical liquid. Use launch item or just hurl it at a foe, it returns to normal size on impact, dousing the enemy in chemicals.

So how much damage does two gallons of alchemist fire do?

Well, I asked Skip Williams this a few years back. He said that for each doubling of the volume, increase the weapon size by one. So 400 gp of alchemist fire (133 gp to make) does about 4d6, with a 1d6 splash. It still burns over two rounds as normal. the same amount of spark or frost does 5d6, with a 2d6 splash.

Loads of fun right there.
#9

scruloose

Nov 06, 2006 17:37:53
This is one of the areas where a DM has to be careful. It is not uncommon for a DM to throw an environmental obstacle at the party such as a pool of acid. In this kind of situation, the trap itself is a type of treasure.

At higher levels, I like Dither bombs (RoD) for casters. They make barely acceptable replacements to harm people in anti-magic shells. Of course, depending on the DM a shrink item on a barrel of acid can be just as good or better. Dither bombs, however, are even better for setting up deadfalls and cave-ins underground. A spellcaster can elminate the bad guy without a single spell if he brings the roof down on the bad guy. Just remember to take some profession (mining) and/or knowledge (architecture/engineering)

Never forget that acid can be used out of combat as well. Acid can make a good, albeit expensive, alternative to quietly picking a hard lock, etching marks indicating direction in walls, or cleaning a bone. Acid makes a good trap against low intelligent slithering things that cannot jump. Leave a pool of acid behind you and hope your enemy decides it doesn't want a bath in the acid. (actually any smelly liquid can be almost as good)

Another fun one is auran mask combined with and anti-magic aura when you are facing a spellcaster that needs magic to breathe. The reverse of this trick is for a DM to face the party with a BBEG spellcaster that dispels all water breathing spells/effects and puts the cloth to his face. Suddenly the combat can turn into a game of grab the flag.

Tanglefoot Bag is one of those items that remains potent throughout the game regardless of level. The ability to slow an opponent despite their saving throw can be tremendous help against weaklings and provide a minor tactical advantage for the party even against a big opponent.

Smokesticks are excellent hide in plain sight items for a stealthy party that needs to disappear in a flash. This is especially powerful when used by a party that specializes in stealth and hiding. More importantly, a readied action with a smokesticks can obscure line of sight from a spellcaster to a target. With line of sight suddenly obscured by a readied action, the enemies spell fizzles. It is remarkable how often this can be useful to a character that otherwise has little to do (rogue facing spellcasting lich for example).


Mage Slayer spellcasters should look into the mad alchemist feat and thunder stones. A properly designed character can ready his action to prety much guarantee disruption of an enemy spellcasters spell.

Mage hand+sunrod or everburning torch is often enough to provoke a readies action ambush from around a corner.

Look into blasting pellets. The intent seems to be that a single container can be spread over a 5x5 area. However, if each pellet is used one at a time, this can effectively act an alarm spell, spook animals, and draw attention away from the party without the need for spells and without using the entire bag of pellets.

Finaly, I know it is not alchemical, but soap can be prety useful. Not only is it reasonable to grant circumstance bonuses to some escape artist checks, checks versus disease, or move silently, but a pool of slippery water will frequently make for hindering terrain (depending on balance checks). In addition, if the soap is scented, tossing some soap at a bad guy can make it easier to track him with scent.
#10

zombiegleemax

Nov 06, 2006 18:32:52
Tanglefoot Bag is one of those items that remains potent throughout the game regardless of level. The ability to slow an opponent despite their saving throw can be tremendous help against weaklings and provide a minor tactical advantage for the party even against a big opponent.

Yes.

If you hit the target, they get -2 to attack rolls and -4 dex.

[b]Then[/b] they have to make a Ref save of 15 (with a 2- penalty since they've lost dex, heh).

If they make the save they have 1/2 movement, if they fail they can't move.

That's really handy.


It should be noted, that people who don't like these things have to realize the following:

"A Tanglefoot Bag is a FOUR POUND bag of glue."

With four pounds of glue, you're bound to cause some problems in your target.
#11

caelic

Nov 06, 2006 18:56:49
Alchemical capsules (from CAdv) are nice. Ghost Touch as an (Ex) ability for 100 gp? Yes please.
#12

zombiegleemax

Nov 06, 2006 21:14:48
Okay - we're getting lots of good submissions in! Nice. By tomorrow night, I should have a nice "Handbook" style compilation put together in Posts #1 and/or #2. I'll be sure to give poster-name credit to the compiled entries.

Please continue to submit stuff though. Thanks!
#13

zombiegleemax

Nov 07, 2006 13:28:48
Well, here is an oldie but a goodie:

Cast a Silent spell on your tanglefoot bag - keep it in your Heward's Handy Haversack for later use.

Throw the thing at a spellcaster- Now they are entangled, AND silenced, and must make a reflex save or be immobile to boot.
#14

zombiegleemax

Nov 07, 2006 15:24:12
A trick that I've suggested pretty much every time alchemical tricks are mentioned is Shrink Item + Alchemist's Fire (or whatever variant of it you want to use), which should allow you to fit 4,096 vial's worth inside one vial and do insane damage when the thing hits.

Combine that with a Holy Water Sprinkler (found in Libris Mortis) and you can deal a bonus 4,096 fire damage on seven hits before dumping the thing on the last for 4,096d6-7 damage.

Combine that with the Alchemist Savant's ability to mix poisons with alchemical items and you're looking at 4,096 doses of your favorite poison in tandem with the crazy damage above. I suggest Black Lotus, obtained through one of the Djinn tricks.

In that regard, the Alchemist Savant (from Magic of Eberron) and the Master Alchemist (from Magic of Faerun) should open up a few nice opportunites for abuse.
#15

vikjunk

Nov 07, 2006 16:11:00
A trick that I've suggested pretty much every time alchemical tricks are mentioned is Shrink Item + Alchemist's Fire (or whatever variant of it you want to use), which should allow you to fit 4,096 vial's worth inside one vial and do insane damage when the thing hits.

Combine that with a Holy Water Sprinkler (found in Libris Mortis) and you can deal a bonus 4,096 fire damage on seven hits before dumping the thing on the last for 4,096d6-7 damage.

Combine that with the Alchemist Savant's ability to mix poisons with alchemical items and you're looking at 4,096 doses of your favorite poison in tandem with the crazy damage above. I suggest Black Lotus, obtained through one of the Djinn tricks.

In that regard, the Alchemist Savant (from Magic of Eberron) and the Master Alchemist (from Magic of Faerun) should open up a few nice opportunites for abuse.

Don't forget about being a Halfling with Shape Splash feat from Races of Eberron. It allows you to make a second direct hit damage attack to an adjacent creature if you hit with the first attack. Remember with alchemical mixtures only effect creatures that were directly hit with the spellvial that is in the mix. So with Shape Splash it is possible to affect two creatures with the spellvial that is in the alchemical mixtures if you have Shape Splash.
#16

zombiegleemax

Nov 07, 2006 16:28:09
Don't forget about being a Halfling with Shape Splash feat from Races of Eberron. It allows you to make a second direct hit damage attack to an adjacent creature if you hit with the first attack. Remember with alchemical mixtures only effect creatures that were directly hit with the spellvial that is in the mix. So with Shape Splash it is possible to affect two creatures with the spellvial that is in the alchemical mixtures if you have Shape Splash.

I specifically didn't mention Spellvials in the Shrink Item combo because, as magic items, they can't be affected by Shrink Item in the first place.

If you're just talking about Spellvials in general, Shape Splash is a nice way to get twice as much mileage out of one.
#17

zombiegleemax

Nov 07, 2006 16:40:33
A trick that I've suggested pretty much every time alchemical tricks are mentioned is Shrink Item + Alchemist's Fire (or whatever variant of it you want to use), which should allow you to fit 4,096 vial's worth inside one vial and do insane damage when the thing hits.

Combine that with a Holy Water Sprinkler (found in Libris Mortis) and you can deal a bonus 4,096 fire damage on seven hits before dumping the thing on the last for 4,096d6-7 damage.

Combine that with the Alchemist Savant's ability to mix poisons with alchemical items and you're looking at 4,096 doses of your favorite poison in tandem with the crazy damage above. I suggest Black Lotus, obtained through one of the Djinn tricks.

In that regard, the Alchemist Savant (from Magic of Eberron) and the Master Alchemist (from Magic of Faerun) should open up a few nice opportunites for abuse.

Some practical limitations here:

1) Money. Nuf said - although there are ways around this.

2) Full emersion in acid does 10d6. Full emersion in lava does 20d6. This presents any reasonably-minded DM with a damage cap to this trick.

Personally, I find that 4-6d6 is a reasonable limit to the damage of this weapon, simply because you are NOT getting full emersion out of the thing, and at 300-400 gp per shot, you are actually much better off using magic to do the same job, simply because it is cheaper.

Consider a single charge of a wand of Acid Orb does 7d6, and costs 420 gp. You can craft the wand yourself and drop that cost to 210 gp and 16.8 xp.

Here are some cost tables, based on the assumption that we use Skip's suggestion of increasing the weapon damage size by each doubling of volume:


Alchemist's Fire:
Price---->Dmg/splash
20------>1d6/1
40------>1d8/1d2
80------>2d6/1d3
160----->3d6/1d4
320----->4d6/1d6
640----->5d6/1d8
1280---->6d6/2d6

NOTE: The primary damage from alchemist's fire burns for two rounds - effectively doubling the damage output!


Acid:
Price---->Dmg/splash
10------>1d6/1
20------>1d8/1d2
40------>2d6/1d3
80------>3d6/1d4
160----->4d6/1d6
320----->5d6/1d8
640----->6d6/2d6


Alchemist Frost/Spark
Price---->Dmg/splash
25------>1d8/1d2
50------>2d6/1d3
100----->3d6/1d4
200----->4d6/1d6
400----->5d6/1d8
800----->6d6/2d6
1600---->7d6/3d6


The prices given assume you are purchasing this much alchemist's fire on the open market. If you make it yourself, you only pay 1/3 the above prices.

The best weapon of this type is clearly Acid. This is for three reasons:
1) It damages items as well as creatures, allowing for cool colateral damage effects.
2) Relatively few creatures have acid resistance.
3) If you have access to the water to acid spell it's free!!!

The second best item on the list is alchemist's fire. This is because the second round of burning effectively doubles the damage of the item, and it is relatively inexpensive to boot.
#18

zombiegleemax

Nov 07, 2006 16:47:12
Another cool trick with all this is that if you can turn the liquid itself into a cloth-like item using the shrink item spell (check with your DM), you can put it into a small metal container. Say the magic word, returning it to a full size liquid form, and the preasure in the container will propell it out of the mouth of the thing. Instant flame thrower!

This one requires quite a bit of adjucation on the part of your DM, but a 4 gallon dose of the stuff would probably do about 3d6 in a 15' cone (DC 15 reflex save for half). This seems like a pretty reasonable weapon, and the price would be:

Acid - 160 gp
Fire - 320 gp
Frost/Spark - 200 gp
#19

ChristopherGroves

Nov 07, 2006 20:29:44
Noxious Smokesticks (Eberron) make you nauseated. I've seen plenty of folks (including one module NPC) who light them up and carry them, making their opponentes nauseated. Works really well for things like Warforged which aren't affected.
#20

ChristopherGroves

Nov 07, 2006 20:31:57
And am I the only one who conjures up images of the Mad Bomber What Bombs At Midnight?
#21

skyrocket

Nov 07, 2006 23:14:01
Here, here on tanglefoot bags. I made life hard for my DM Saturday when I broke two of those out and used them against some mindflayer vampires.


Anyway, don't forget the eggshell grenades in Oriental Adventures. Blind anyone, no save, for 1d4 rounds for only 10gp a pop? Sold! Anyone within 5 ft must make a DC10 Fortitude save or be blinded for one round? Thank you, sir, may I have another!
#22

helicopter_dup

Nov 08, 2006 0:22:15
Bad news. Dirty Dan will be gone for a bit. Via our talk this morning, he got pulled away on an emergency flight overseas last night. So it doesn't look like he will be compiling all the submissions in this thread anytime soon. He did say to feel free to continue submitting ideas and tricks.
#23

craig_c._dup

Nov 08, 2006 15:31:39
Psifon - I'm using your cool ideas for my new wizzie build this weekend. very crafty!
#24

carnivore

Nov 08, 2006 15:52:04
just a few items:

Positoxins from Libris Mortis:to Damage Undead...with poision(sort of)

Grave Dust .....Contact...DC10...1 Dex/ 1d4 Dex .....................100gp/Craft(DC 20)
BoneShard .....Contact...DC13....1 Str/1d4 Str ..........................750gp/ DC26
Sunlight oil .....Contact ...DC 16...1d3 Str/1d3 Dex +1d3 Str..........1300gp/DC 32
Bloodwine ......Injury DC 11/Injested DC 9..1d4 Cha/2d4 Cha..........250gp/DC22


etc.....will get more later




Underdark Book:
Hizagkuur.....metal....used to make Armor,...gives Cold Resistance 2...+2000gp


BoED:

Aurorum....self repairing metal....+4000gp

Frystalline....metal ......weapons treated as Good aligned vs DR

MoonBlood....Warpaint...+2 Sacred AC 24 hour duration.....1500gp...any evil creature that touches you takes 1d6 damage

:D
#25

jandor1

Nov 08, 2006 15:55:41
I've been toying with a build for some time. I dub him the Mad Scientist. (or the Engineer, depending on how you go with him).

Build: Wizard 5/Master Alchemist 5/Renegade Mastermaker 10

this build is viable at all levels and has access to 9th level spells (CL 18 by level 20), and it's hilarious to play in any campaign in which you're fighting, say, armies of humanoids (or any other creature without a freaking huge fortitude save or immunity to poison).

feats needed: brew potion, least mark of making, craft magic arms and armor, craft wondrous item.

I have a build at level 6 right now that has these feats (with two flaws, vulnerable and non-combatant):
brew potion, skill focus (alchemy), craft construct, craft wondrous item, least mark of making, grenadier, mad alchemist, scribe scroll.

the general purpose of this guy is to be the group engineer. He gets access to all of the creation/fabricate feats, has huge craft checks by virtue of his intelligence, least mark of making feat, and his levels in renegade mastermaker (+1/level to all craft checks? awesome).

He can make in a day what other lesser alchemists can make in a week, and can check by the HOUR. this means that he can reasonably make 2+ alchemical items of any nature per day, for a third of the price, which should fit any DM's downtime schedule.

and the ability at level 10 to combine poison with alchemists fire/spark/acid/frost is nifty, especially with the extra damage effects being talked about here.

and the thunderstone ability (mentioned above) is gravy with a +17 craft: alchemy check at level 6 (pretty easy, even in 25 point buy).

and he can help out the party by making weapon capsules, alchemical boost items out of complete adventurer, tanglefoot bags aplenty, and practically anything else you might want. Not to mention he can enchant all of that for you at a fraction (well, 1/2 anyway) of the cost; and IIRC as a crafter you can have someone else pay the XP cost as long as they are there for the crafting, so no worries about being way behind the group!

looking forward to trying this out in real-game, but the theory is sweet. and give him some ranks in profession: siege engineer for fun.

Edit: books used:
Magic of Eberron (renegade mastermaker and Master Alchemist)
Player's Handbook 2 (master alchemist feat and grenadier feat)
Player's Handbook (duh)
#26

craig_c._dup

Nov 08, 2006 16:05:06
Some of the posts above got me thinking --

What are the crucial cut-off points for skill checks needed with the Craft: Alchemy skill?

Is there a ceiling where you really don't feasibly need any more ranks or bonus points to Craft: Alchemy? How many minimum scores for accomplishing certain tasks?
#27

zombiegleemax

Nov 08, 2006 17:39:14
Psifon - I'm using your cool ideas for my new wizzie build this weekend. very crafty!

You are too kind! :embarrass


Some of the posts above got me thinking --

What are the crucial cut-off points for skill checks needed with the Craft: Alchemy skill?

Is there a ceiling where you really don't feasibly need any more ranks or bonus points to Craft: Alchemy? How many minimum scores for accomplishing certain tasks?

Well, you want at least a +25 total bonus. This is because anything with a craft DC of 15 can be made quickly with a +25, and, of course, many items also have a DC of 25.

Beyond that, it is mostly a matter of how fast you want to make stuff. The fact that you can add +10 to the DC to fast-craft items means there is not practical limit to how fast you can make stuff. Of course, masterwork equipment that is also enchanted to grant a craft bonus is idea here, so you can really crank stuff out if you want to drop some cash.

The problem with this approach is that one cannot reasonably work on more than one or two projects using a single alchemical lab. This means that if you are using the unseen crafter spell (HIGHLY recommended) then you can't get much use out of special equipment, since the whole point of this spell is that you can have litterally hundreds of tasks going at a time. A savvy DM will require that you set up a large work area to house all these alchemical operations that you are performing - making 20 alchemical fire flasks in at once would require some significant floor space!
#28

zombiegleemax

Nov 09, 2006 10:24:46
I'm sorry, my bad.

The total bonus you want is at least a +15. That way when you take 10 you can get a 25 total score. A +25 is really over the top actually.

Remember, however that the Unseen crafter uses ONLY your skill bonus and your primary casting stat bonus (even if it's not INT). This means that non-wizards can do this trick as well as wizards, because your high WIS or CHA will work just as well, but it also means that masterwork tools (such as an alchemy lab) and other circumstance bonuses do not apply. As such, you really want about 10 ranks in craft, and (by 8th level) a +5 in your casting stat. This will give you a +15 bonus that applies to your Unseen Crafter spells.

Another (wizard) trick with crafting items is to do the following:

Start with a good +5 INT bonus (cast fox's cunning if needed)
Cast Magecraft (a 1st level Eberron spell) granting a +5 Competence Bonus
Cast Fabricate

Taking 10 on the roll, you can now craft a masterwork ANYTHING in one minute.

The best use of this trick is in manufacturing weapons and armor with special materials. The craft rules as written state that an adamantium sword will take YEARS to make. Many DM's only charge the masterwork time cost for making an adamantium weapon, but this will still take several months. Now you can pop one out in an afternoon.
#29

carnivore

Nov 09, 2006 11:25:37
more items:

Forgotten Realms Campaign Setting:

Scentbreaker 5gp......gives penalties to tracking by Scent

Alchemical Sleep Gas 30gp....grenade weapon...10' range increment,Fort DC 15 or sleep 1 min....no effect on creatures immune to poison, but WILL affect those immune to Sleep spells!


Potion Belt...1gp
Masterwork Potion Belt 60gp....carry 6 potions, use potion as a free action



BOED

Serren wood......+2000gp, weapons made from it have Ghost-touch property, or impart it to ammunition in the case of bows

material component:
Couatl Feather 10gp.....+35% to increase Caster lvl +2

Ambrosia 200gp....auto +2 Caster lvl for Good spells

Celestial Blood 20 gp....30% to do extra 2d6 damage to Evil target



A&EG

Acid Bullet....10gp...do acid damage at greater range
Flame Bullet 20gp..as above, but fire
Holy Water Bullet...as above, but holy water
Restful Candle 100gp.....
Dwarf Blind 50 gp
Fleetfoot 50gp
Ghost oil 50 gp
Gravebane oil 50gp
Instant Rope 25gp
Sparkstone 50gp
Stonebreaker Acid 20gp....very good
Vermine Bane oil 20gp

Skin Paint 5000gp..3 applications...+5 armor AC 24 hours

Crystal Caltrops..150gp...Fort DC 12 or sleep 1 minute
Flash Grenade 60 gp...Fort DC 10 or Blind 1 minute

Underdark

Spelunker Kit 80gp.....+2 Circumstance to Balance,Climb,Escape artist,Survival....and help navigate tough to access areas

Camoflauge Paint 300gp....+2 Circumstance to Hide.....must get for appropriate terrain(aquatic,desert,forest,hills,marsh,mountain,plains,underground)



Magic of Faerun


Star Ruby....5000gp..when added to wand with illusion spells....+2 effective Caster lvl of effect

Ruby.....5000gp...when added to wand with Evocation spell...+2 save DC, if no save...+2 caster level.....


BoVD

Feather Powder 70gp....Fort DC 15 or -1 Circumstance for...ATTacks,Damage,Saves,Skill checks,Ability checks....vs those with feathers---...-2 penalty

:D
#30

zombiegleemax

Nov 09, 2006 11:49:02
Alchemical arrows ar enice, they were first in the old sword and fist book, but i think that they were re-printed elsewhere. Also in RoW there are dragons breath arrows which ignite when fired and deal an extra 1 fire damage on inpact catching things on fire.

DOnt have the specs in front of me.

KAMIKAZE!
#31

ronyon

Nov 09, 2006 12:22:53
I had this crazy plan to use lamp oil with a holy water sprinkler.
Either use a flaming weapon, or a alchemical capsule.
Now, Spellstoring is good with this but requires that you do damage to your target, and it aint cheap.

Better might be the PhpII feat Imbue Weapon(?right name?). For a plus 1 adjustment, you can charge a weapon with a Touch spell, but goes off simply when you hit the target.No limit on the level of the spell.Holy water spinklers use a touch attack.

This could be even better with flask delivered alchemical weapons,granting range and a touch attack. You could even heal at range by tossing a vial of regular water, charged with a CLW, at your teammate.


On a different note, keep in mind that Minor Creation can make any thing that is from made from a plant. Sure it doesnt last very long, but it while it does, it can get the job done.
There is a healing concoction made from a special plant in the Serpent Kingdom book. There is also the infamouse Black Lotus Extract....



My secound 3.5 character used lots of lamp oil, but not buy himself. Instead, his undead minions threw the oil, and I ignighted it with a flaming bolt, a torch, or an Alchimist Fire.
Wish i could find 0 level cleric spell that does fire damage(at range)!

Has any one used a Gnome Calculus(sling for flasks)? Its 3.0 ( and exotic!)but...

Oh yeah, the Launch Item spell was reprinted in Spell Compendium, and is very pertinant to this discusion.
#32

yorath_thewolf

Nov 09, 2006 12:35:33
from Forgotten Realms and Lords of Darkness:
Healing Salve
Glowpowder... which if I'm reading this right can act sorta as Glitterdust
Witchweed stick light up yer ciggeret and every caster in the insueing cloud has to make concentration checks.

anyway those seemed to be the usefull ones of the alchemical substances listed in the book, and HEY Healing Salve at least lets the Wiz in the group help out some in the healing department.
#33

carnivore

Nov 09, 2006 15:07:57
more items:

Lords of Darkness:

performance enhancing Alchemical items(D**gs and St**iods)

Redflower Leaves..300gp...gives +4 competence to Attacks vs single creature for 10 min.

Sakrash....500gp...user cannot be detected by:effects that read or Alter thoughts or emotions for 1d4 hours

Ziran...100gp...+2 Alchemical bonus to Dex for 1d3 hours, 2 points temp Con damage

Katakuda...100gp...+3 natural armor for 30 min, and 1d4+1 temp Dex damage

Panaelo...250gp..+2 DC of all Arcane spells 1d4 hours, and 1d6 temp Cha damage

Haunspeir...50gp...+1d4+1 Enhancement to Int for 1d10+15 min, and user takes +1 additional damage from Slashing/piercing

Jhuild...6gp...+2 Alchemical Str for 1d3 hours,and 1 point temp Wis damage

Kammarth...80gp...gain Expeditious Retreat for 1d4+1 min,and +2 alchemical Dex..........can only take it 1 every 8 hours or Paralysis and damage



BoVD:

Mushroom powder...100gp...+2 Alchemical to Int and Cha for 1 hour,and -1 Str...later +2 Alchemical Wis 2d4 hours and -2 Str and Con for 2d4 hours

Terran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage



Sandstorm:

Armor Bright...50gp..+2 fort save vs heat dangers,+1 level of protection vs heat

Blackeye...1gp...protection from Glare for 4 hours

Deep Draught...10gp...+5 heal check vs Dehydration

Ironhorn Extract....25gp...+1 Armor bonus for 1 week.....stacks with regular armor

Keepcool Salv..50gp...+1lvl protection vs heat,and +1 circumstance Fort sav vs damage from heat

Liquid Salt.....200gp...Splash weapon,2d6 dessication damage,2d8 vs Water creatures

Oleum...30gp...like Alchemist fire

Slumber Sand....50gp...grenade weapon,save DC 15 or sleep,5HD or less

Sunshade lotion...20gp....protection vs Sun Exposure 4 Hours


:D
#34

carnivore

Nov 09, 2006 15:18:35
also ...never forget that you can buy Augmented Alchemical items.....by EPIC craftsmen....notice:

Craft (Alchemy)

Task
DC (or DC Modifier)
Create augmented substance +20 or more to DC

Create Augmented Alchemical Item or Substance: This requires the Augmented Alchemy feat, and allows a character to create alchemical items and substances of greater power than normal. To augment an alchemical substance, add +20 to the DC required to create the item and multiply the cost by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be improved in this manner. A character can create an item with multiple degrees of augmentation. For every additional multiplier applied to damage, duration, or area, add an additional +20 to the DC and add an additional 5 to the cost multiplier.

Item--------------------- Effect of Augmenting
Acid-------------------- Direct hit 2d6, splash 2
Alchemist's fire---------- Direct hit 2d6, splash 2

Antitoxin---------------- Duration 2 hours
Smokestick-------------- Smoke fills a 20-foot cube
Sunrod------------------ Glows for 12 hours
Tenglefoot bag----------- Becomes brittle and fragile after 20 minutes
Tinderwig----------------- No effect

Augmented Alchemist Fire cost= 50gp...2d6 damage..splash 2 squares in all directions
Augmented Acid cost = 100gp...2d6 damage...splash 2 squares in all directions

from the SRD:

SPECIAL SUBSTANCES AND ITEMS
Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.

Acid:...10gp.... You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack 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:....20gp... You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack 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.

Antitoxin:.....50gp... If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Everburning Torch:....110gp... This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Holy Water:....25gp.... Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

Smokestick:....20gp... This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Sunrod:...2gp.... This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag:.....50gp..... 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 the 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. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a 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.

Thunderstone:.....30gp... 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.

Tindertwig:...1gp..... The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
#35

helicopter_dup

Nov 09, 2006 20:45:20
Nice job, Carnivore. Awesome, awesome stuff.

A wizard with high Craft: Alchemy rolls along with M. Creation and Fabricate spells should be cranking all this stuff out like its going out of style. I never knew there were so many higher quality alchemical substances out there.
#36

gahread

Nov 09, 2006 21:57:21
Not to mention he can enchant all of that for you at a fraction (well, 1/2 anyway) of the cost; and IIRC as a crafter you can have someone else pay the XP cost as long as they are there for the crafting, so no worries about being way behind the group!

Even better, there's something in the DMG (forget the page offhand) when it talks about creating magical items. You can attune it via skill for 10% off, class or alignment for 30% off. It doesn't mention how much of the skill would be required, so that could be a problem with a creative DM. However, feel free to stack class AND alignment to net yourself a cumulative 51% off the stock price. Make your item for one specific character in the group, get it for 24.5% of the DMG price without needing extra feats? I'd say it's a good deal!
#37

xpochian

Nov 09, 2006 23:56:30
"A Tanglefoot Bag is a FOUR POUND bag of glue."

With four pounds of glue, you're bound to cause some problems in your target.

This somehow reminds me of that old Seinfeld bit where they have the huge ball of oil.

But seriously, my players love healing salves. Off the top of my head, I don't recall the exact price, but I know they are about the same stats as a potion of healing, except that you don't need to have that spell, meaning arcane casters can have low level healing after battle. Also, there is no limit, so in theory, this goop could cure over 50 hp, given enough of it. Personally, I'd knock the healing down to 1d6 and limit it's application to once every 12 hours, as I feel it's stepping on the toes of magic a little too much.
#38

wire_dup

Nov 10, 2006 1:22:29
This somehow reminds me of that old Seinfeld bit where they have the huge ball of oil.

But seriously, my players love healing salves. Off the top of my head, I don't recall the exact price, but I know they are about the same stats as a potion of healing, except that you don't need to have that spell, meaning arcane casters can have low level healing after battle. Also, there is no limit, so in theory, this goop could cure over 50 hp, given enough of it. Personally, I'd knock the healing down to 1d6 and limit it's application to once every 12 hours, as I feel it's stepping on the toes of magic a little too much.

So it looks like the M. Creation spell and the appropriate skill check makes said spell into a party-wide Heal spell.

What skill would be used? Craft~Alchemy and/ord Profession: Herbalist?
#39

ronyon

Nov 10, 2006 4:54:15
About that Oleum...
This stuff creates a Smoke Stick style cloud,right?
It also burns for hours(?) in a lamp or lantern.
This amounts to 20% to 50% Concealment, for some chump change and a Standard action.
Problems:
1.unless you have some good Blind sight, the Concealment affects you as well 2. breathing heavy Smoke forces a DC 15 fort save or waste 2 rounds choking and coughing.
Solutions:
1.get Blind Sight, a magic item/spell that allows your/its attacks to avoid Concealment, or cast none targeted spells.
2.Hold your breath, ace the save, be immune(undead!),and or use it against your foes!

This brings us to the other use. Deliver a flaming batch of this stuff to a target, and they might be on fire, half blind, and at a loss of two actions!
The MIGHT be...
That uncertainty , along with my own bias, leads me back to the undead.

Arm a small humeoid undead with a smoking lantern,and a Hide Sheild and send him (under full cover from the sheild, and concealment from the smoke) to attack the target. Have him attack the targets square with a splash weapon(more Oleum!), or just have attack directly.
Just being nearby with the smoking lantern will screw up some targets(can spellcaster hold their breath and still cast?), and the adverse conditions can even the playing feild for your pathetic, diposable minion.
The minion master (you)uses a concelment countering weapon, a none targeted spell, or somthin'(what?) else.

Rember that this is not good if you are dominating the feild and dont want anyone to get away, but it is great in an iffy situation, and for to cover your own escape, since Concelment allows a you to make a Hide check...




Now another thing about undead;) ...
They have no Con... but they can use alchemical substances(see The Libris Mortis)... so any alchemical "drug" that forces penaltiesto Con, is a potential winner for them!

One more thing, that is mundane substance and undead related.
I dont rember the book (Races of the Wild?) but Mud Armor is free, lasts a little while, and offer some protection.
Sure you have to apply it to naked flesh, but the dead dont mind.
Add a Hide Sheild, and your minion is has 4 AC that is either disposable( mud) or easily transfered(sheild) when they are destroyed.
#40

carnivore

Nov 10, 2006 8:16:50
Nice job, Carnivore. Awesome, awesome stuff.

A wizard with high Craft: Alchemy rolls along with M. Creation and Fabricate spells should be cranking all this stuff out like its going out of style. I never knew there were so many higher quality alchemical substances out there.

thanks.....will get some other things later

:D
#41

carnivore

Nov 10, 2006 15:19:50
here another fun idea:

Ring of Telekinesis:

Telekinesis: This ring allows the caster to use the spell telekinesis on command.

Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.

also notice:
Telekinesis
Transmutation

Level: Sor/Wiz 5

Components: V, S

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

Target or Targets: See text

Duration: Concentration (up to 1 round/ level) or instantaneous; see text

Saving Throw: Will negates (object) or None; see text

Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.

Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.

This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.

An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.

Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.

Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).

You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).


Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

use Fabricate.....either spell or power....to make a whole lot of flasks(ceramic, from the dirt(clay))

then fill them by using the Spell or Power....Minor Creation....with Alchemist Fire,Acid,Poison

throw them with telekinesis(9 attacks per round) until you run out of flasks....lots of fun

for types of poison...try these:
Black lotus extract Contact DC 20 primary damage:3d6 Con Secondary damage:3d6 Con
Dragon bile Contact DC 26 Primary damage :3d6 Str 0


or just use Fabricate to make a single Barrel from Wood(door,furniture,anything lying around).....fill it completly with Black Lotus extract by means of Minor Creation......with Telekinesis ,dump the entire contents on someone.......complete soaking with this CONTACT poison should do the trick


:D



:D
#42

helicopter_dup

Nov 10, 2006 18:15:55
Yet more fuel for the fire that Fabrication Mages are amongst the elite-of-the-elite of mage archetypes.

And you need to invest so little to pull off such shenanigans. Not even 1 feat!
#43

zombiegleemax

Nov 10, 2006 18:41:01
Ok so how much damage would a barrel of alchemist fire do.

A Flask is 1d6, X flasks=1 barrel of alchemist fire? What is X
#44

zombiegleemax

Nov 10, 2006 22:30:25
Figuring that there are 8 flask in a gallon, a gallon does 3d6 damage with a 1d4 splash. It costs 160 gp.

A barrel could be any size, but, just for fun, let's figure a 32 gallon barrel:

Price: 5120 gp

Damage: 7d6
Spalsh: 4d6


A 64 Gallon Barrel does:

Price: 10240 gp

Damage: 8d6
Spalsh: 5d6


You can see how you quickly hit the law of diminishing returns: The cost of a SINGLE SHOT of alchemist fire that does 8d6 to a single target is only 1010 gp less than a whole 5th level wand of fireball with 50 charges.
#45

ChristopherGroves

Nov 10, 2006 23:19:07
Thing is, you don't have to be a mage to pull off some of this ... this is skill-handy.

Imagine a hiding rogue hurling flasks w/ TK and adding SA dice. Wonder what stat a rogue using a ring of TK would use ...

For some reason I really want to do this with a changeling rogue/cabinent trickster/mindspy just for fun.
#46

carnivore

Nov 11, 2006 10:51:35
more items:

Complete Mage:

Auran mask...60gp...Craft(alch)25...gives +5 circumstance to Fort sav vs Inhaled Poison(1 hour), also can give Water breathing(10 min)

Crackle Powder...30gp...DC 20......1 packet covers 5'rad as full round action, active 1 hour,....gives -10 to move Silently in Area

Fast Torch...5gp...DC 20....ignite as swift action,,,,Brilliant white light 30' rad, shadowy illumination additional 30'...10min duration(even in high wind or underwater)

Screaming Flash...40gp..DC25...pull ripcord on flask, releases Sonic attack,15' cone,1d8 sonic and Deafened 1 min if dont make Fort Save DC 15

Weeping Flask...50gp...DC 15....produces 8oz pure water/per Hour....full after 8 hours, can be poured out and reused,again,and again



Alternate Material components:

costs represent 1 dose, # doses = Spell lvl x Single cost(exa....if used with a 5th lvl spell...must use 5 doses to get effect), also cant combine with any other Metamagic Effect(Metamagic Rods,etc...)

Angel Down....100gp
Double Duration of Abjuration Spells

Devils eye......150gp
Divination spells Heightened +1 lvl

Dragon Tear....200gp
Fire or Mind affecting spells Heightened +1 lvl

Fairy Button.....20gp
Double Area for Illusion Spells

Fairy Dust.....100gp
Double Duration for Transmutation Spells

Golden Desert Honey....300gp
Rapid Spell for Summoning Spells

Possibility Dust....100gp
Double Duration for Creation Spells

Primal Essence...150gp
can be substituted for any Material component 100gp or less....multiple doses stack....(exa: 3 doses can be substituted for 250gp Diamond dust for a stone skin spell)

Serpents tongue...120gp
Double Duration of Enchantment spells

Singing Shell...200gp
Double Area/or Range for Sonic spells


:D
#47

book

Nov 12, 2006 14:52:16
this is turning into a great compilation of stuff!

(off to copy-&-paste all this must-have information) :evillaugh
#48

gryftir

Nov 12, 2006 20:01:48
I feel it's important to measure the Launch Item cantrip. It lets you attack with a fine sized item with no range penalty.
#49

carnivore

Nov 22, 2006 17:10:15



:D
#50

daffydd_ap_hywell

Nov 22, 2006 17:59:52
Oh, this is SOOO going into my next wizard build.
#51

xpochian

Nov 22, 2006 19:23:17
more items:

Forgotten Realms Campaign Setting:


Masterwork Potion Belt 60gp....carry 6 potions, use potion as a free action

i could've sworn it only allowed you to retrieve the potion as a free action, and it was still a standard action to gulp it back.

although, if you are right and i am wrong, i will probably poop myself out of happyness. imagine: healing 3d8 per round, as a free action.
#52

craig_c._dup

Nov 23, 2006 0:02:19
This is one of the most fantastic compilation threads in the CO library. I love all this stuff in here for my wizard. Carnivore and Psifon have some exceptionally strong contributions.

definitely worth a read for those of you interested in alchemical craziness. :P
#53

jandor1

Dec 01, 2006 19:45:32
rules question more than a nifty new item, but hear me out:

Thunderstone: 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.

Now.

I was playing in a game recently and was on the run from a cult of fire-worshiping cult types. I bolted out of a room, locked the door behind me. they start hacking at the door.

next turn, i ran upstairs and held an action; when they burst through the door, i hit them with a thunderstone.

it affected the two in the front, which gave them a -4 to init.

so this means that the thunderstone could be a heck of a useful item in a chase, because if you allow a new init roll (or even just toss them back 4 points), they will probably block the door before they can move in the turn. does that seem like a reasonable rule interpretation? otherwise, the -4 to init doesn't really help unless it's an ambush (but would still be mad useful then).

Other than that, blessed bandages out of Heroes of Battle are super duper awsome. not alchemical, but they are only 10 gp each and they automatically stabalize any character they are used on.

really nice for when the party cleric goes down, or if your buddy is at -9 and needs a heal roll now.
#54

soltares

Feb 05, 2007 20:47:42
Places to check for Alchemy stuff;

PHB 3.5 (p 70-71, 128-129)
Acid
Alchemist's Fire
Antitoxin
Smokestick
Sunrod
Tanglefoot Bag
Thunderstone
Tindertwig

Book of Vile Darkness (p 41-44
Feather Powder
Festering Bomb
Weeping Stone
Agony (Liquid Pain)
Baccaran
Devilweed
Luhix
Mordayne Vapore (Dreammist)
Mushroom Powder
Redflower Leaves
Sannish
Terran Brandy
Vodare

Libris Mortis (p 73-74)
Brittlebone
Embalming Fire
Ghostoil
Liquid Night

Races of the Dragon (p 122-123) *No Craft DCs listed*
Bitterleaf Oil
Ditherbomb (strong, weak or wyrm)
Fire Beetle Lamp
Sundark Goggles

Races of the Wild (p 168)
Leafweave Armor (also requires Craft (armorsmithing))

Races of Stone (p 159-161)
Blasting Pellets
Blister Oil
Hearthfire
Spiderlily Essence


Complete Mage (p 134-135)
Auran Mask
Crackle Powder
Fast Torch
Screaming Flask
Weeping Flask

Complete Adventurer (p 118-122)
Blend Cream
Focusing Candle
Catstink
Fareye Oil
Flash Pellet
Freeglide
Hawk's Ointment
Healer's Balm
Keenear Powder
Lockslip Grease
Nature's Draught
Softfoot
Suregrip
Antitoxin Capsule
Ironman Capsule
Leap Capsule
Stability Capsule
Strongarm Capsule
Swiftstride Capsule
Ghostblight
Quickflame
Quickfrost
Quickspark
Quicksilver

Complete Scoundrel (p 110-111)
Clearwater Tablets
Daystrider Capsule
Ferrous Aqua
Forger's Paper
Endurance Elixir
Liquid Light
Nerv
Powdered Silver
Rust Cube
Trail Bar
Toxic Tooth

Draconomicon (p 116-117) *requires Dragoncrafter feat*
Blood Elixir

Lords of Madness (p 114-115) *requires Grell Alchemy feat*
Grell Crystal
Lightning Lance (magic item, requires Alchemy)
Greater Lightning Lance (magic item, requires Alchemy)
Silver Spear (magic item, requires Alchemy)

Heroes of Battle (p 134-137)
Acid Stone
Alchemist's Stone
Holy/Unholy Stone? (should require a priest, not an alchemist)
Tanglefoot Shot

Stormwrack (p 108)
Stinkpot

Frostburn (p 78-79)
Armor Insultation
Freeze Powder
Frostbite Salve
Ice Chalk
Melt Powder
Polar Skin
Razor Ice Powder
Whale Grease

Sandstorm (p 101-103)
Armorbright
Blackeye
Deep Draught
Ironthorn Extract
Keepcool Salve
Shapesand
Slumber Sand
Sunshade Lotion

Special: Oleum (no Alchemy Craft DC, but it seems like it should be craftable)

Arms & Equipment Guide (p 32-35) *some repeated in Cadv*
Bladefire
Acid Bullet
Flame Bullet
Focusing Candle
Restful Candle
Clearbreath
Darkvision Powder
Defoliator
Dehydrated Food
Dwarfblind
Farflame Oil
Fleetfoot
Ghostoil
Gravebane
Hawk’s Ointment
Instant Rope
Longbreath
Motelight
Nature’s Draught
Polar Skin
Signal Torch
Sparkstone
Stonebreaker Acid
Verminbane
Vicious Bleeder

Savage Species (p 46-48)
Breathing Mask
Flashtube
Frostfire
Sculpter’s Slime

Eberron Campaign Setting (p 120-121)
Acidic Fire
Alchemist’s Frost
Alchemist’s Spark
Noxious Smokestick

Magic of Eberron (p 139-140) *no Alchemy Craft DCs*
Bloodspike (defiling)
Bloodspike (glowbug)
Bloodspike (spatter)
Bloodspike (tempo)
Bloodspike (thickener)

Faiths of Eberron (p 153-154) *no Alchemy Craft DCs*
Breath of the Devourer
Euphoric Sacrament
Flayskin
Mordrei’in
Silverburn

Oriental Adventures (p 78)
Eggshell Grenades (dust, flashpowder, pepper, poison smoke)
Flash Paper (moeragara)
Jade Powder
Liquid Smoke (ekitai kemuri)
Sleeping Fire (hinemuri)

Forgotten Realms Campaign Setting (p 96-97)
Alchemical Sleep Gas
Disappearing Ink
Scentbreaker

Dragon magazine 280, article Better Living Through Alchemy, has some great stuff. Issue 301 also has a large article on Alchemy, but I don't recall it specifically.

Of 3rd party stuff, the best one I’ve seen for a meaty and balanced selection is;
Kingdoms of Kalamar Players Guide (p 113-116)
#55

zombiegleemax

Feb 14, 2007 23:48:20
Good stuff!!! Thanks for compiling a list of them all!
#56

soltares

Feb 15, 2007 19:54:36
Terran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage

An Anima Mage who has Naberius bound (or anyone else who can scoff at Con damage, like, say, a Necropolitan...) is gonna love that stuff.
#57

zombiegleemax

Feb 15, 2007 20:05:01
here another fun idea:

Nice going on the Telekinesis thingy.

For gnomes, there's the gnome calculus in the A&EG, a sling for alchemical substances.

You guys keep increasing alchemist's fire, but what about liquid embers from the Planar Handbook ?

- flask that deals 3d6 and 1d6 on everything within 5 feet.
- the direct hit deals another 3d6 on the following round.

I'm sure you guys can boost it around 10d6/4d6 and then use telekinesis... and you get the alchemical version of meteor storm :D .
#58

zombiegleemax

Feb 16, 2007 11:01:54
it affected the two in the front, which gave them a -4 to init.

so this means that the thunderstone could be a heck of a useful item in a chase, because if you allow a new init roll (or even just toss them back 4 points), they will probably block the door before they can move in the turn. does that seem like a reasonable rule interpretation? otherwise, the -4 to init doesn't really help unless it's an ambush (but would still be mad useful then).

The problem with this is that little thing where rules that apply to players also applies to NPCs - you can move through a square occupied by an ally if the ally allows you to do so. There are situations where an ally cannot choose to allow you to do so, but simply being on a lower init count isn't one of them. So they don't 'block' the doorway, their allies can move past them.
#59

zombiegleemax

Feb 19, 2007 20:15:36
shameful bump
#60

soltares

Feb 22, 2007 14:20:42
New stuff, and gosh, I hate the Dungeonscape format. A half-page to describe Acid Neutralizer? Whatta wasted load of page-sucking filler! *Four pages* for seven items? In four pages, the Arms & Equipment Guide managed to fit *twenty-five* items...

Dungeonscape (p 34-37)
Acid Neutralizer
Bottled Air
Firmament Stone
Ghostwall Shellac
Lava Stones
Lockslip
Trollbane
#61

craig_c._dup

Mar 25, 2007 15:19:03
What a great thread.

Are there any new additions to this listing in light of the new Magic Item Compendium coming out this month?
#62

tyrrell

Mar 25, 2007 16:20:16
I agree that this is an excellent thread.

The best use that I've seen Alchemist's fire put to in play was the defeat of a golem far in excess of our character's CR.

The party had a good amount of alchemist's fire on hand (thanks to a role playing quirk of our wizard). When we encountered the golem the majority of our party fled. The wizard cast fly and emptied out his collection of alchemist's fire on the golem.

Golems have damage reduction and immunity to magic but they don't have energy resistance
#63

whitishknight

Mar 25, 2007 23:22:01
i seem to remember there being some rules on alchemical items in the old Dark Sun campaign too. or maybe it was the new 3.0/3.5 project. anyways, there was something like small glass orbs filled with alchemical liquids that could be shot with arrows and slings and stuff... and also applying inhalation poison to smoke sticks for poison smoke stuff.
#64

zombiegleemax

Mar 27, 2007 11:40:42
Market Value on any item not listed is double the making price
Blade Fire. (flask) Apply along the legth of a wepon to apply buring damage. Lasts 1d6 rounds. Sheds light like a torch. Deals 1 in fired damage with each hit of the weapon. 20 DC to creat cost 10gp

Bullet....

Acid-
Hollow glass sling bullets are filled with acid. Appon Striking a target they shatter and deal 1d4 of acid damage in addition to dmage done by sling bullets DC 15 cost 5gp



Flame- Holds Alchimist Fire dealing 1d4 fire damage and chance of catching on fire. DC 20 cost 10 gp

RestFull Candle

Thick full blue candle burns slowly filling the air with sweet scent for 8 hours. Characters spending a night withen 20ft of a lit candle heal at twice the rate they nomrally would . AFter a day of light activty Chracter who rest under the influcne of the Candle also 2 points of ablity damage. Those who spend a day of complete rest and also sleep under the influce of it regain 3 times the rate of there normal healing. The candle stack with those benifts reviced from other sources. DC 25 GP 50

FarFlame Oil. This thin light blue oil bruns with blue flame Illumintg wide area. When used in a latenr it lights in a 40ft area in a bullseye later it lights up a cone for 80ft long and 25 ft wide. A pint of this oil burns for 3 hours. DC 15 Cost 1gp

Signal Flame. Oil that can be thrown into a fire to change its color lasting until the flame will burn out Avalaidble in green blue and yellow. DC 15Cost 5 silver

SparkStone: Resembles Fist sized lumps of Hard Gray Clay. You can throw a sparkstone as a grenad like weapon. When a spark stone hits a tarket it relases a arc of electricyt a direct hit by a sparkstone deals 1d6 if another creature is withen 5ft another arc will shoot out delaing half the damage that the first arc did. If no other creature is around the second spark is not activatied.DC 25 Cost 25 GP

Stonebreaker Acid: Special acid only affecting stone. Doing full effect to Stone instead of the usual half damage to its hardness. 3d10 damage after which in secondary effect in next round dealing 2d10 in hardness damage. DC 20 Cost 10 gp

Vicious Bleeder
Thick blue gel coated onto a Weapon cuases the wound to bleed for an extra 2 rounds dealing 1 additnol point of damge per round bleeding damage. Applaying it to a weapon is a full round provoking AOO. It lasts 1 minutre before evaproating away.. DC 25 Cost 25gp



Gnome Calculs
Sling that is made to fire flasks and other objects . Commond things include acid alchimists fire and other alchemical items. Making all items shot from it a 50ft range instead of what is listed. Cost 50 gp.



Bitter Leaf Oil.
This shiny polishing liquad makes skin and scales seem healthy and oiled. Applying this before one heads to sleep for a full rest recoveres 5hp In addition to normal healing or other means that deal with full nights rest. DC 15 Cost 12 GP


Dither Bomb -Varies
Spherical Explosive device first made by koblods to make mining quicker to make tunnels and reach spots of value. They have recently been adapted to military purposes. Activating a Ditherbomb is a move action that involves shaking the devaice then activates 1d3 rounds later.

Weak- 1d6 Acid Blast radius 5ft reflex to half DC 10 Cost 50 gp DC 15
Strong- 1d4x1d6 Acid Damage 10ft burst Reflex DC 12 to half Cost 150 gp DC 20
Wyrm- 1d6x1d8 Acid Damage 15ft Raidus burst 15 Reflex save half Cost 500 gp DC 35


Flash Pellet. You can throw this small alchemical bead as a grenade like weapon. When it strikes a hard surface r is struck. it ignites in a bright flash Creatures withen 10ft radiues must succeed at a relfex save DC 15 or be dazzled. Dazzzled creatures suffer -1 on attack rules. The creature recoveres in one minute. Sightless Cretures are not effected. DC 20 Cost 25 gp

Healing Salve. Rubbing a stinky green paste onto a wound promotes rapied healing . Applying this slave is a full round action one dose cures 1d8 of damage to a living creature. DC 25. 5 or more ranks Profession Herblist grants +2 on check to craft it. Cost 25 GP



Stone making Values....

Dwarven Eye. This Gem has been specially carveed into a shape of an eye. When this gem is placed over one users eyes the view of the very small objects like rings gemstones or small text. When used to make apprasials of jewlery or gemstones the dwarven eyes provadies a =2 alchemical bonus to apraise skill checks.

DC 20 Cost 200 sp plus one small gem teh size of an eye valued at 15 gp.

Market value 60 gp

Devils Heart..
a red acorn like shell the size of a small melon that can fit into the palm of your hand that feels very hot and if held for longer then 3 rounds causes 1 damge pure round of being burned. When thrown or hit by a hard surface the shell explodes bursting with molten lavea in a 10 ft raidus. the lava deals 1d6 points of fire dmage to all in the raidus of impact for two rounds. Each round there is a 50 percent chance the flammble items like parchemt and clothing will catch on fire.

DC 20 115 sp of a red gem set in a open fire for a full 5 rounds until it hardens and transforms


Market Value 35 gp

Fairy Tears

Fairy stone is used over a high heated area until the point of which it the rock actully bleeds a clear liqued the size creaqting of a rain drop into a mixture if actully ingensted gives the usefr the true seeing spell ablity for 5 stright turns.

DC 25 667 sp plus fairty stone of 75 gp value

Market Value 200 gp

Cinninom stone.

redish brown stogne that when placed in water makes it taste and smell like cinnamon flavor. This infusion by gthe stone acts like a purfy natrully contaminated water as if purify food and drink had been cast.the stone can purify up to one water skin.

DC 10 33sp plus one brown-red gem valued at 15 sp

Market value 10gp


Heating Stone

Deep red gem that makes cold water hot. The water becomes hot enough to make teas and other things of needing such hotness. One heating sotne is capable of heating a small bot of water to boling in two miniutes.

DC 10 33 sp and 15 sp deep red gem

Market value 10 gp

Bloodstone


Bright red hermite rock crushed up and bolided making a liquad that is sgtored in a vial then set out until it drys out. When attempting to heal a person you may pour the powered over the bleeding wound clotting up the blood adding a +2 alchimical bouns to heal checks. One vial of Bloodstone holds up to 10 uses.

DC 15 117 sp and red hemaitte 5 gp worht

Market Value 35 gp

Nightglow

A small purple gem taht glows the light equal to that of a candle when withen 60ft of undead. The gem deos not dicern between 1 to 1000 of undead or begtween a lowely skeloton to a might lich it merly glows period.

DC 25 500sp moonstone valued at 50gp

Market Value 150gp


Acid Flask. Range of 10ft this throwable flask of Acid deos 1d6 on a direct hit and 1 acid damage for any splash effect withen 5ft. DC 15 Cost 5gp



Alchemist Fire

Flask range of 10ft doing 1d6 of damage and 1 fire damage for any creatue in a 5ft spash radius. On the round after the hit. The target takes another 1d6 of damage. cost 10gp DC 15


Antitoxin

If you drink this you gain a +5 alchimical bonus on fortitude saving throws aginst osion for 1 hour. DC 20 Cost 25gp


Thunderstone

throw stone at 20ft strikes hard surface. It creats a deafning bang that is treated as a sonic attack. Everything withen a 10ft radius makes a DC 15 fortitude check or be deafed for 1 hours. A deafed creature in addition to the obvious effects takes -4 penalty on initiative and 2- chance to miscast and lost any spell with verbal compaonet that it tries to cast.

As you do not have to hit a specfic target aiming for a square is only a AC of 5


Fareye Oil

When applied to the eyes the clear oil sharpens the users vision for one hour +1 alchemical bonus on spot checks. 17gp DC 20

Lockslip grease.

Thick redish oil that losens the mechanical workins of nonmagical locks. Those attempting to pick a lock with this effect gain a +1 alchimical bonus on open lock checks for one miniue. DC20 Cost 25gp

Soft foot.

this grey powder if applyed to the bottom of a foot or boot muffles the sound of the creature for one hour providing a +1 on alchiemical bonus on move silently checks. DC 20 Cost 25gp


Bottled air



blue tinted liqued in a glass vial giving off a strong acid smell. When opend the bottle creats a small area of clean freash air clearing out any fog smoke or gases in the area for 2d4 rounds in a 5ft square DC 25 Cost 17 Market Value 50 gp


Steriod Plants


Redflower Leaves Gives +4 competece to attacks vs single creature for 10 mins 300gp

Sakrash user connot be degeted by ffects that read or alter thoughts or emotions for 1d4 hours 500gp

Ziran +2 alchemical bonus to dex 1d3 hours 2 points temp ocn damage 100 gp

Katakuda +3 natrual armor for 30 min and 1d4+1 temp dex damage 100 gp

Penaelo +2dc of all arcane spells 1d4 hours and 1d6 temp cha damage 250 gp

Haunspeir 1d4+1 enhancement to Int for 1d10+15 min and user takes +1 additional damage from slashing/piercing 50 gp

Jhuld +2 alchemical str for 1d3 hours and 1 point temp wis damage 6gp

Kammarth gain expeidtous retreat for 1d4+1 min and 2+ alchemical dex can only take 1 every 8 hours or paralisys for 5 hours 80gp

Mushroom powder +2 alchemical to int and char for 1 hour and -1 str and later +2 wis 2d4 hours and -2 str and con for 2d4 hours 100 gp

Terran Brandy
+2 alchemical to caster level for 1d20 +20 mins and 2 points con damage 500 gp

Armor bright +2 fort save vs heat danger +1 level protection vs heat 50gp Dc 20

Black eye protection from glare for 4 hours 1gp

Deep draught +5 heal check vs dehydration 10gp DC 15

Ironhorn extract +1 alchmical bonus to armor for 1 week 25gp DC 10

Liquad Salt Splash Weapon 2d6 deydration damage 2d8 vs Water creature 200 gp DC 20

Slumber Sand grenade wepon save dc 15 or sleep 5hd or less 50 gp DC 20

Crackle powder 1 packet covers 5 ft radius as full round action for one hour gives -10 on move silnetly in the area DC 20 30gp

Fast trouch ignties as swift action brillat white light 30 ft raidus shadowy illumiton 30 ft 10 min duration even in high wind or underwater DC 20 Cost 5 go

Screaming Flash pull ripcord on flask relase sonic attack 15 ft cone 1d8 sonic damage and deafen 1 min if dont make fort save of 15 DC 25 Cost 40 gp
#65

carnivore

Mar 27, 2007 13:39:29
nice compilation


:D
#66

ninja1

Mar 27, 2007 13:53:53
Golems have damage reduction and immunity to magic but they don't have energy resistance

It is also worth mentioning that Alchemist's Fire continues to burn for an additional round unless the golem uses a full-round action and makes a DC 15 reflex save to put out the fire....

....and a Golem's reflex saves typically suck! ;)


(off topic, Tyrrell, I would ask your wizard friend if he has the Shrink Item spell... I like using several shrunk bonfires in between shots of Alchemist's Fire.)
#67

zombiegleemax

Apr 02, 2007 18:41:17
I sadly have to report that there are no alchemy items in magic item compedium book
#68

dragondan

Apr 02, 2007 19:11:03
Well, here is an oldie but a goodie:

Cast a Silent spell on your tanglefoot bag - keep it in your Heward's Handy Haversack for later use.

Throw the thing at a spellcaster- Now they are entangled, AND silenced, and must make a reflex save or be immobile to boot.

How does this work? Isn't the duration for Silence min/lvl? So you could only use it within a very short time period. What am I missing?
#69

zombiegleemax

Apr 02, 2007 20:57:42
items stored in the handy sack are considered in statis as if no time passes nothing can age.
#70

craig_c._dup

Apr 02, 2007 21:00:06
items stored in the handy sack are considered in statis as if no time passes nothing can age.

Is that supported in the RAW?
#71

zombiegleemax

Apr 02, 2007 21:33:00
in all truth I relly dont know but in item description it says that,
#72

Dictum_Mortuum

Apr 02, 2007 21:48:28
so if you pick leadership and take as many gnome wizards with skill focus (alchemy), average casting stat (14-15) and masterwork tools for alchemy, which is the best device you can make (maximum cost for minimum DC check)?

They can have:

  • 4 ranks craft (alchemy)
  • 2 (14 int)
  • 2 masterwork tool
  • 3 skill focus
  • 2 racial bonus

=
13 + 1d20, so safe to assume 15
#73

warsawatwork

Apr 03, 2007 3:15:11
items stored in the handy sack are considered in statis as if no time passes nothing can age.

in all truth I relly dont know but in item description it says that,

Huh? It doesn't say that anywhere. The Glove of Storing holds things in stasis, but it clearly states that spell durations continue on. I don't know how his idea is supposed to work.

Warsaw
#74

bensan

Apr 03, 2007 3:24:05
You could wrap that Silenced tanglefoot bag in Quintessence, but that's straying a bit far from simple alchemy optimization.
#75

zombiegleemax

Apr 03, 2007 5:29:40
ok, so i'm building a character for a campaign that's going to be more character based, but he's starting as a lvl 6 gnome cleric focusing on alchemy. our DM doesn't like handing out money, we're going to start with about 1k gold, and will probably not see more then a couple hundred gold for the entire party every day we play. one thing i haven't heard mentioned...is a bag of holding crafted into a glove so that you can simply reach into your hand for any pots you need (think either inuyasha, or Ultra Violet) then throw them, or alchemist blade, or that neat fling weapon.
#76

deathmond

Apr 04, 2007 16:05:55
First: I love this thread, I was making a level 3 character and was having trouble thinking of things I could buy with his starting cash after the normal armor/weapon/10ft pole etc. Then I saw this thread and went on a shopping spree for alchemic items.

Second: Which book is healing salve from? I don't think I saw it mentioned but I may have just overlooked it.
#77

zombiegleemax

Apr 04, 2007 16:57:47
I honestly dont rember oh and new items comming out soon as Am going throu My dragon magzines :D:D
#78

sguss

Apr 04, 2007 18:08:38
2 for Necromancers out there:

Brittlebone (Liber Mortis): Apply to Skeleton before animating them. When they die, there bones explode. Weaker version of one of the Corpsecrafting feats. Even after a successful relfex save still does 1 pt. of damage. I think the max was 1D6 with reflex save for half (1 pt. min.).

Embalming Fire (Liber Mortis): Apply to Zombie before animating them. When ever they are hit by just a single point of damage they erupt in blue flame that does not harm them, but does 1D6 fire damage to everyone within a 5' radius of them.
#79

zombiegleemax

Apr 04, 2007 18:29:13
Achmeical Silence- flask


When thrown at a target cant speak louder then a whisper for two rounds causing 20 percent failure chance for spells. If applied to amor and boots +2 alchemical bounus for move silently checks. Cost 350 gp

Catstink
-

If poured on a creature sceant trail a creatu tracking with scent must make a survival check DC 15 to regian scent
Cost 250 gp

slumberweed-

If inhaled or ingested the traget enters a death like sleep for 8 hours. Fortsave vs DC12

Spy Buttons (james bond theam) Alchmeical desinged to look like large buttons

Flash- when thrown agisnt a hard surface all creatres withen 5ft of the pont of impact are dazzed for 1d3 rounds. Fort DC 15
Cost 50gp


Smoke- When thrown agisnt a hard surfce prodses 10 ft cube of grey smoke that dissipates in 2 rounds
Cost 30 gp

thundering - when thrown agisnt a hard surface all acreatures withen 10ft of the point of ipact are defaen for one hour fortDC 15 following the rules fo a deafen creature.
Cost 40 gp


Toungeloose

Ingested substance for 1d3 hours making them venruable to suggestions granting a +4 circumstance bonus on bluff diplomacy and intimitatde checks aginst them.
Cost 150gp

Garlic Charm

soaking garlic in holy water you can creat a touchable liquad attack that repulses creatres that are weak to garlic. the creatre takes 1d6 hp damage and is shaken for 1d4 rounds Will DC 14
Cost 5gp DC 15


Ice Chalk

Chalk Formulated to work on Ice
DC 15 Cost 20gp

Oil of Nausea

Greanade like weapon with 10ft range. 1d4 rounds nasuea Fort DC 15 on a direct hit all creatures withen 5ft radius of the hit locaton are nausated for 1 round fort DC 10

Cost 60 gp Dc 15



Portable Pyre

15 pound roll of oil soaked logs and tindertiwgs . unroll rpaildy into a flat empty 5ft squre the tindertwigs ingnite instnatly filling the 5ft square with fire for 10mins any creature tht enters the square with the prye takes 1d6 fire damge each round

Cost 10gp DC 15


BrittleBone

Flask of ungunt

If a flask is applied to bones before they are animated the resluting skelton has the following changes.
-2 ac and when destoyed the skelton expodes into bone shards dealing 1 hp per hd of piercing damage refelx half DC 15

Cost 30gp DC 20

Fire Belly



Anyone who drinks a shot grants a +4 alchimecal bonus on Fort saves vs nonlethal damge delt by cold.

Cost 2gp DC 20


Goodale

Anyone who drinks a pint has all penitles asscoited with nomral fatigue removed and recives a +2 Alchemical bonus on constitution check made to avoid nonlethal damage from a forced march.

Cost 10gp Dc 20


Hearthfire

twelve 2 inch cubes of blue green gel

When water is oured on a cube it burns with blue green flame that gives of no heat but 20ft radius of light (another 20 ft of shadowy area) for 24 hours The burnign can be ended early by drying of the cube and relighting it later.

Cost 10 gp Dc 20


Miners Milk (shot of syrupy whisky)


IF drinker makes a forst save dc 14 he gains +2 Alchimeical bonus on saves vs posoin for 1 hour. If the drinker fails save he becomes unconcoius for 1d6 hours.

Cost 5gp DC 20



Wet Fire



does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). Submersion in water does not automatically put out
Wet Fire, but does grant a +2 bonus on the Reflex save.

Cost 25 gp Dc 20


Alchmist Spark

Grenade-like weapon with a 10’ range increment.
Alchemist’s Spark does 1d8 Electrical damage on a direct hit and 1 hp on a splash.

Cost 25 gp DC 22


Acidic Fire


Grenade-like weapon with a 10’ range increment.

Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit. On a direct hit, the target takes an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). On a splash, the target takes 1hp Fire damage & 1hp Acid damage.

Cost 30 gp DC 25


Noxious SmokeStick


Chemically treated stick.
When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round. Anyone in the smoke is Nauseated for 1 round (FortNeg DC15).The smoke dissipates normally.

Cost 80 gp Dc 25
#80

Scottbert

Apr 05, 2007 0:54:45
(Lots and lots of alchemical items)

What books are these from?
#81

bradywan

Apr 05, 2007 1:44:38
The Healing Salve is from Lords of Darkness, pg 191.
#82

deathmond

Apr 05, 2007 2:12:52
Thank You!
#83

zombiegleemax

Apr 05, 2007 8:51:12
see thats the bad thing is that i dont honeslty rember I didnt log any of that this second list is a mix mostly of Dragon magzine and a lil bit of ebarron.
#84

zombiegleemax

Apr 08, 2007 12:43:55
A few of my favorite items:
Aboleth oil *not alchemical* (pg 46 Savage Species) 20gp, Fort DC19 or target cannot breathe air for 3 hours
Atramen Oil (pg75 Planar Handbook) 50 gp, direct hit= -4 on Fort saves
1 minute duration, splash "damage" -1 on Fort saves (Great for Spellcasters... and Assassins with alchemical blades)
Slumber Sand (pg 103 Sandstorm) 50gp DC12, augments sleep spells +1 DC +2 Hit Die affected.
more later...
#85

zombiegleemax

Apr 08, 2007 12:51:23
Forgot one:
Bloodflower Salve (Serpent Kingdoms pg.149) Craft DC20 10gp, Cures 1HP/5gp Apply as paste then a cure minor wounds affect is activated when anyone within 25ft speakes the command word. Multiple coatings linked to same command word can provied quick healing or stabalize an unconcious character in combat. Virtually negates the effects of wounding attacks at a very low cost.
more later...
#86

JanusJones

Apr 08, 2007 22:41:58
My big favorite:

Tempo Bloodspike (Magic of Eberron)

For the low-low price of 150 gold, you can inject this medieval hypodermic full of alchemical PcP into your system. Once within the next hour, on your turn, you may take an extra move action.

The possibilities are endless. Personally I like using them on Glaivelocks - Eldritch Glaive-focused Warlocks - to allow them to use Eldritch Glaive and move in the same round.

So sexy!
#87

zombiegleemax

Apr 30, 2007 2:33:48
'been working on a quasi-historical assassin build that relies heavily on alchmical items (including drugs and poisons, all of which can be made with the Craft(Alchemy) skill at a -4 penalty according to a rule revision on pg 45 pf the BoVD) to get the job done. Good news is that that worthless save versus poison that assassins get applies to addiciton saving throws- so shoot up 'til your hearts content (or burst).
Some top-notch items:

Atramen Oil: already metioned, I know, but combined with an Oil Chamber mod from Complete Adeventurer it gives targets a -4 on Fortitude saves for one minute, no save to resist. At 50 gp a hell of a deal for any assassin, only problem is the oil chamber sprays on you too... so its a -4 for you as well. A fair deal for hit and run style tacics.

Rhul (185 Lords of Darkness): a drug that grants Barbarian Rage (w/o the Will bonus) for 1 minute, and then exhaustion. Good for those times when you, uh....have to fight something. 50gp

Redflower Leaves (185 Lords of Darkness): grants the ability to use a move action to "focus on a target" for +4 bonus on attack rolls. An Assassins dream, lasts ten minutes with no side effect. An affordable 300gp.

What follows is a pretty whacky idea that only tangentally involves alchemical items, but... you'll see:
Planar Motes (120 Complete Scoundrel) might be sustained indefinitly if mixed with Anti-trait Greases (74 Planar Handbook)of their respective types. Basically, you mix the motes with lawful/chaotic and good/evil greases that corresponed to the ailngment of the plane they were taken from, thus creating an environment in which the motes can survive. The result: alignment in a bottle.
Lawful Good (Celestia)-Lawful Evil (Baator)-Chaotic Good (Arborea)-Chaotic Evil (Abyss)
400gp each (350 self-crafted) in coded metal flasks.
#88

gavinfoxx

May 31, 2007 18:45:25
I found long burning alchemist's fire in dragon 334... brown mold oil (which does nonlethal cold damage) in dragon 322.

Anti disease tonic in dragon 331 is a useful alchemical item.

Wet fire in dragon 334 is interesting.

Plate thinner is interesting versus dragons from dragon 344.

Alchemist's fire bullet is from dragon 334. (was this mentioned earlier?).

The sugar bomb from dragon 344 is kinda interesting, but very specialized. its for fighting a dragon's blindsense. Personally, I would take the feat that lets you sneak past blindsense...

Alchemical silence from dragon 348 is really useful, causing people to not be able to speak above a whisper for a while.

Blasting pellets from dragon 291 do sonic damage, which is kind of interesting.

Personally, I would like to see a crazy epic alchemist/grenadier wizard do something with long burning, augmented alchemist's fire.
#89

dragon_of_frost

Apr 17, 2008 20:50:56
Dunno if it has been found by anyone else yet, but there is Frostfire in the Special substances section of Savage species, it is just Alchemist fire that does cold damage.
#90

carnivore

Sep 25, 2008 16:25:14


:D
#91

gorfnad_the_shiznit

Sep 26, 2008 0:44:25
Planar Handbook:

Anarchic Water
Antitrait Grease
Atramen Oil
Axiomatic Water
Bahamut's Breath
Chaos Flask
Elemental Loadstone
Ocanthus Knife
Pure Element
Red Tidewater
#92

nirenn

Jul 16, 2009 17:43:58
This stuff is awesome! I always wanted a mad scientist type character and magic doesnt quite cut it.
#93

frostwolf

Jul 17, 2009 17:25:50
I made a post a long time ago that listed a bunch of alchemical stuff. I'll see if I can find it for you.

Here we go: http://forums.gleemax.com/showthread.php?t=934911
#94

nirenn

Jul 17, 2009 19:33:25
Thats a pretty awesome list, FrostWolf
#95

frostwolf

Jul 17, 2009 21:58:14
THanks. I know it is far from complete, but I just haven't had time to work on it.
#96

nerdnumber1

Jun 16, 2010 15:17:19
I know this forum is long dead, but I compiled a list of Alchemical items.  The summaries are brief (sometimes dangerously so and especially for complex items) and items that I didn't have as much interest in have little to no summary, but I figured it was better than nothing, especially considering how much info is included.

Show

Player's Handbook:
Acid-DC15-d6 acid damage, splash 1acid
Alchemist's Fire-DC20-d6 fire + d6 fire next round, splash 1f+1f next round
Antitoxin-DC25- +5 to Fort save vs. poison, 1hr.
Smoke Stick-DC20- fog cloud effect, quickly blown away by any wind.
Sun Rod-DC25- super torch
Tanglefoot Bag-DC25- trip and entangle attack
Thunderstone-DC25- deafens enemies (20% failure on verbal component spells)
Tindertwig-DC20- strike anywhere match

Planar Handbook: (may require exotic ingredients)
Antitrait Greese-DC20- protect from some planar effects
Atramen Oil-DC20- thrown, -4 fort, splash -1 fort (lower enemy saves)
Bahamut's Breath-DC25- hurts evil outsiders, heals good outsiders
Ocanthus Knife-DC25- one time use dagger does 2d6 damage (1d8 for small)
Liquid Embers-DC25-super alchemist fire 3d6 + splash d6
Pure Element-DC25- 4 different elements, each with several effects

Ebberon Campaign Setting:
Acidic Fire-DC25- d4fire + d4acid + d4fire next round, spash
Alchemist's Lightning-DC22- d8 electricity, splash 1electricity
Alchemist's Frost-DC22-d8 cold, splash 1cold
Noxious Smokestick-DC25-as smokestick + nauseates enemy (no actions, except move)

Complete Adventurer:
Blend Cream-DC20- +1 hide (1hr)
Focus Candle-DC25- +1 appraise, decipher script, forgery, and search (1hr)
Catstink-DC20- hide scent with stronger scent
Fareye Oil-DC20- +1 spot checks (1min)
Flash Pellet-DC25- blind 1rnd then dazzled 1rnd, 5ft range increment, 5ft burst
Freeglide-DC20- +1 escape artist 1hr
Hawks Ointment-DC25- +1 spot & search (2min), then -2 spot & search (10min)
Healer's Balm-DC20- +1 heal, target creature, 1min
Keenear Powder-DC20- +1 listen 1min
Lockslip Greese-DC20- +1 open lock
Nature's Drought-DC25- +1 handle animal & wild empathy, 12hrs.
Softfoot-DC20- +1 move silently 1hr
Suregrip-DC20- +1 climb 1min
Alchemical capsules: various swift action boosts, req. 100-300gp reusable delivery system




Arms And Equipment Guide:
Bladefire-DC20- +1 fire damage w/melee atk + burn, d6rnd duration
Acid Bullet-DC15-d4 acid, shot from sling
Flame Bullet-DC20-d4fire+d4burn next round, shot from sling
Restful Candle-DC25- increase natural healing
Clearbreath-DC25- +4 fort vs. harmful odors
Darkvision Powder-DC20-marking only visible to darkvision
Defoliator-DC20-plant killer
Dehydrated Food-DC15-dehydrate food for lighter load, need more water
Dwarfblind-DC25- disable darkvision temporarily
Farflame Oil-DC15-brighter, longer, hotter burning oil
Fleetfoot-DC25- run faster at full sprint temporarily
Ghost Oil-DC25- weapon effects incorporeal for 2rounds
Gravebane-DC25- repels undead temporarily from 5ft square
Instant Rope-DC15- temporary rope in a bottle
Longbreath-DC25- hold breath 50% longer
Motelight-DC20- distract ADD mage with pretty lights
Polar Skin-DC25- prevent next 5cold damage
Signal Tourch-DC15- colored torch
Sparkstone-DC25- d6 electricity + half damage to random target w/in 5ft
Stonebreaker Acid-DC20-destroys stone very well, does nothing else
Verminebane-DC20- repels bugs, even big ones
Vicious Bleeder-DC25- melee attacks bleed for 2rnds

Complete Scoundrel:
Clearwater Tablet-DC30- cleans water of disease/poison
Daystider Capsule-DC15- travel 10hrs/day, not 8, b4 risking fatigue
Ferrous Aqua-DC20- d6 damage and sicken, only vs. targets w/ dr X/cold iron, throw or sling
Forger's Paper-DC20- +2 forgery when copying a document.
Endurance Elixar-DC20- +4 to resist natural environmental extremes
Liquid Sunlight-DC30- dazzles light sensitive creatures, d6 damage to vampires, throw or sling
Nerv-DC25- +2vs. fear
Powdered Silver-DC20- as ferrous aqua, only vs. dr X/silver
Rust Cube-DC30- 1d6 + 1d6/rnd (2rnds) vs. metal ignore hardness, throw or sling
Trail Bar-DC20- day’s meal in a bar
Toxic Tooth-DC25- hide poison in a tooth to spit at enemies, exposes self to poison

Libris Mortis:
Brittle Bone-DC20- helps skeleton
Enbalming Fire-DC20- helps zombie
Ghost Oil-DC25- weapon works on incorporeal for 2rnds
Liquid Light-DC25- sunscreen for vampires

Libris Mortis Positoxins (Alchemy Poisons for use against the undead!)
Gravedust-DC20
Boneshard Paste-DC25
Sunlight Oil-DC32
Blood Wine-DC22
Celestial Essence-DC28
Lichbane-DC34
Liquid Mortality-DC40

Faerun Campaign Setting:
Alchemical Sleep Gas-DC25-puts target to sleep
Disappearing Ink-DC15- reveal message with heat
Scentbreaker-DC15- temporarily neutralizes scent ability
Armor Lubricant-DC15-
Instant Campfire-DC*(Description says it is alchemy, but no DC given)

FrostBurn
Armor Insulation-DC25- +5 fort vs. cold weather
Freeze Powder-DC25- instantly freeze water
Frostbite Salve-DC20- temporarily suppresses frostbite damage
Ice Chalk-DC15- temporarily marks ice like chalk on stone
Melt Powder-DC20- quickly melts ice, damages cold-type creatures
Razor Ice Powder-DC25- creates razor ice on icy surface
Whale Grease-DC25- protects against hypothermia

Complete Mage:
Auran Mask-DC25- +5 vs. inhaled toxins (1hr) or 10min air supply for under water
Crackle Powder-DC20- move silently checks through an area are at -10
Fast Tourch-DC20- quick to light, bright, 10min torch
Screaming Flask-DC25- 15ft cone 1d6 sonic + deafened
Weeping Flask-DC15- carry water in a lighter form



 



Dungeonscape:



Acid Neutralizer-DC20- neutralize acid
Bottled Air-DC25- clears area of smoke, fog, or gas
Firmament Stone-DC25- glows when a given heavenly body is in the sky (even indoors/underground)



Ghostwall Shellac-DC30- causes a surface to effect incorporeal creatures for 4d6 hours
Lava Stones-DC20- creates small stone pillars in when placed in lava allowing relatively safe travel



Lockslick-DC25- +2 open lock/disable device
Trollbane-DC25- next attack with slashing/piercing weapon ignores regeneration



 



 



Magic of Eberron (p 139-140) *no Alchemy Craft DCs*
Bloodspike (defiling)- makes enemy nauseated, 1dam, 5ft increment
Bloodspike (glowbug)- glow for 1hr, swift action discharge for dazzling flash attack
Bloodspike (spatter)- 1 dam acid bite (1hr), discharge for 1d6acid spit
Bloodspike (tempo)- take an extra move action any time within the next hour
Bloodspike (thickener)- reduce damage from all weapon attacks by 1 (min 1, 1hr duration)



 



Savage Species:



Breathing Mask-DC20- 4hr immunity to noxious fumes, inhaled toxins, or airless environments (underwater)
Flashtube-DC20- 60ft radius blinding flash
Frostfire-DC20-d6cold + d6cold next round
Sculpter’s Slime-DC20- stone shape with a successful dc10 stonemasonry check



 



Faiths of Eberron (p 153-154) *no Alchemy Craft DCs*
Breath of the Devourer- turns saltwater into freshwater and vice versa
Euphoric Sacrament- +2 to hit, -2AC, and confusion when consumed
Flayskin- gain DR 2/lethal (reduce nonlethal attacks by 2) for 24hrs
Mordrei’in- +2 concentration/spot, mildly poisonous
Silverburn- dr X/silver creatures take -1 to hit in light of flame

Oriental Adventures (p 78)
Eggshell Grenades: 5ft range increment, fragile



>dust-DC20- blindness d4rnds (no save), splash blindness 1rnd (yes save)



>flashpowder-DC25- 10ft radius blindness



>pepper-DC20- 1rnd stun



>poison smoke-DC25- nauseating smoke when thrown into fire
Flash Paper (moeragara)-DC?- dazzled when set off close to enemy’s eyes
Liquid Smoke (ekitai kemuri)-DC20- smoke screen
Sleeping Fire (hinemuri)-DC20- liquid bursts into flame when heated by touch



 



Book of Vile Darkness: (p 41-44)
Feather Powder-DC25- itching powder -1 to atks, dam, saves, skills, ability checks 1min, -2 vs. feathered
Festering Bomb-DC22- 20ft radius filth fever
Weeping Stone-DC25- created by torture, causes shakened condition when touched to face



Drugs: negative side effects, addiction risk, overdose dangers, consult with alchemist before use, only positive effects given in summary, many require rare ingredients
D-Agony (Liquid Pain)-DC25- created by magic torture, boost cha
D-Baccaran-DC20- boost wis
D-Devilweed-DC20- boost str
D-Luhix-DC30- boost all stats, immunity to pain
D-Mordayne Vapore (Dreammist)-DC20- recreational, no positive game effect, many negative effects
D-Mushroom Powder-DC25- boost to int & cha
D-Redflower Leaves-DC27- +4 to hit target selected by a move action, minimal side effects
D-Sannish-DC20- immune to pain
D-Terran Brandy-DC30- +2 to caster level
D-Vodare-DC15- +2 intimidate



 



Races of the Dragon (p 122-123)



Bitterleaf Oil-DC15- heal more damage when resting, meant for kobold scales
Ditherbomb (strong/weak/wyrm)-DC(15/20/25)- (d6/d4*d6/d6*d8)acid, (5/10/15)ft radius, d3rnd fuse, ignores stone’s hardness, dangerous to craft
Fire Beetle Lamp-DC10- light source, glows for 6days after creation
Sundark Goggles-DC15- protects vs. light sensitivity, +2 vs. gaze attacks, penalty if no dark or L-light vision



 



Races of Stone (p 159-161)
Blasting Pellets-DC25-trap/alarm, d6somic damage if stepped on
Blister Oil-DC25-trap, skin contact causes painful blisters
Hearthfire-DC20-24hr, solid, heatless, waterproof light source
Spiderlily Essence-DC25-Keeps non-spider vermin from attacking target



 



Draconomicon (p 116-117) *requires Dragoncrafter feat*
Blood Elixir- various very powerful effects that easily rival minor magic items

Lords of Madness (p 114-115) *requires Grell Alchemy feat*
Grell Crystal
Lightning Lance (magic item, requires Alchemy)
Greater Lightning Lance (magic item, requires Alchemy)
Silver Spear (magic item, requires Alchemy)

Heroes of Battle: special siege weapon ammunition
Acid Stone
Alchemist's Stone
Holy/Unholy Stone? (should require a priest, not an alchemist)
Tanglefoot Shot

Stormwrack (p 108)
Stinkpot-DC20-produces sickening, thick smoke

Sandstorm (p 101-103)
Armorbright-DC25- +2 fort vs. heat dangers, makes armor shiny
Blackeye-DC15- protect vs. sun glare
Deep Draught-DC15- +5 heal to treat dehydration
Ironthorn Extract-DC20- turn clothing into +1AC armor or increase hardness of cloth item
Keepcool Salve-DC20- +1 fort vs. heat
Shapesand-DC25- turn sand into any object with a dc16 wis check
Slumber Sand-DC12- put creature with less than 5HD to sleep or increase effect of sleep causing spell
Sunshade Lotion-DC20- protect creature from non-lethal damage from sunburn for 4hrs.
Special: Oleum (no Alchemy Craft DC, but it seems like it should be craftable)- variety of useful effects



 



Lords of Darkness:



Glowpowder-DC20- partially reveals invisible enemies using glowing dust



Healing Salve-DC25- 1d8healing, 1 full round action to apply



Phantom ink-DC20- ink is only visible in a certain type of light chosen when crafted (magic light, sun, etc.)



Witchweed Stick-DC20- thin smoke forces concentration for arcane casters only



 



Sharn: City of Towers:



Aelia’s Tonic-DC25- -2 fort vs. poisons (-4 vs. darkeye)



Darkeye-DC25- +1cl when casting necromancy, poisonous, +5cl for speak with dead



Heartflow-DC20- Aphrodisiac, -3 vs. mind altering effects inspiring love/trust and sense motive

#97

Endarire

Jun 16, 2010 17:24:02
See also Shax's Indespensible Haversack (Equipment Handbook).  It has prettier formatting.