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Alchemical Items

0 Tindertwig, Sunrod, Luminous Water, Ice Chalk, Chalk


1 Base Acid, Insect Repellent, Smelling Salts
2 Antitoxin, Gravedust, Thunderstone, Melt Powder
Brittlebone, Greater Acid (See Below), Hydrogen Peroxide 3% Solution, Portable Pyre,
3
Smokestick
4 Ironbane Acid, Liquid Smoke, Mist Pellet, Stonebreaker Acid, Woodripper Acid
5 Alchemist's Fire, Blood Thickener, Embalming Fire, Frostshard
Bloodwine, Fulminating Silver, Sleeping Fire, Soulrender Acid, Tanglefoot Bag, Synthetic
6
Boomer Bile
7 Adrenaline, Dry Oil, Everburning Torch, Hydrogen Peroxide Undiluted
8 Fulminating Gold, Ghost Oil, Liquid Night, Razor Ice Powder
9 Gunpowder, Liquid Mortality
Luminous Water[edit]
This alchemical substance is created by repeated distillation of bioluminescents such as glow-worm or mushrooms.
This alchemical substance is very simple to make, even for amateur alchemists.
This substance will glow in natural darkness, illuminating the immediate area as a light spell for an entire evening
(12 hours if kept in a glass flask or other transparent container [see below]). Luminous Water can also be thrown as a
splash weapon. Treat this as a ranged touch attack with an increment of 10 feet. A direct hit illuminates the target,
giving a +1 to attack rolls to hit the target for 10 minutes. This substance will not shed light in magical darkness,
such as the darkness spell.
Luminous Water that is contained within a transparent flask or vial (so as to act like a torch) will need to be exposed
to sunlight for 1 hour per day. If it is not exposed to sunlight each day, then it will no longer shed light until it is
exposed to sunlight again. Instead of exposing to sunlight, it can also be heated at a low temperture for five minutes
to recharge. Luminous Water that is diluted, spilled, or otherwise removed from a sealed container ceases to shed
light after 10 minutes.
Prerequisites: Brew Potion or Craft (alchemy) 1 rank ; Market Price: 15gp ; To Create: 3gp and 1 XP ;
Base Acid
Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into
a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a
monster's spittle, counts as a round of exposure. The fumes from most acids are inhaled poisons. Those who come
close enough to a large body of acid to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of
Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of
Constitution damage.
Creatures immune to acid's caustic properties might still drown in it if they are totally immersed (see Drowning).
Flask of Acid 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.

Insect Repellent (3.5e Equipment)


Description: An odd smelling liquid that can be used to disguise one's scent and discourages
insects or arthropods from biting the wearer. Commonly used in areas with high insect
population. The liquid is trancelucent and appears as water. The Liquid can be diluted in water to
lessen the scent that is emited. Commonly mixed with flower petals and oils to lessen the atrocity
of the smell.
Use:A vial of Inscet Repellent can be applied to all exposed skin as a full action. An undiluted
repellent lasts for 3 hours. A half-water solution will last 1 hour. The undiluted repellent is
flammable and can be ignited by any direct exposure to fire. The scent gives the user -5 on all
tracking checks against them for the purpose of determining the location of the smell. The scent
also grants the user +5 on all checks attempting to determine the smell.
Cost: 20g per vial

Smelling Salts[edit]
Smelling salts are chemical compounds used to arouse an unconscious person. Common
alchemical items used as smelling salts included Sal Volatile (ammonium carbonate), Caustic
Volatile Alkali (ammonium hydroxide), or a Spirit of Hartshorn (ammonia) dissolved in an
alcohol solution. They are generally cheap and simple to produce for even amateur alchemists.
Smelling salts give a +1 alchemical bonus to Heal checks performed on headaches, or on
attempts to revive or wake an unconscious person.
One vial costs 10 gp and weighs 1 lb.
Wikipedia: Smelling Salt
Antitoxin
If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison
for 1 hour.
Brittlebone- This unguent must be spread over a set of bones before animation as a skeleton.
The ointment reduces the skeleton's natural armor by 2pts,but when the skeleton is destroyed, it
splinters apart and sends shards in all directions.Any creature within the skeletons reach takes
1pt of piercing damage per skeleton HD (Ref 15 halves). It is a full round action to apply this. A
single flask covers 1 Medium creature or smaller. Large requires 2, Huge requires 4, a
Gargantuan creautre 8, and a Colossal 16 flasks.
Embalming Fire- This bitter-smelling liquid must be poured over a corpse and allowed to soak
in for 1 minute before the corpse is animated as a zombie. Once animated, if the corpse takes any
fire damage, it bursts into flame for 1 full minute. This fire doesnt damage the zombie but allows
the zombie's attacks to inflict 1d6 extra fire damage. A single flask covers 1 Medium creature or
smaller. Large requires 2, Huge requires 4, a Gargantuan creautre 8, and a Colossal 16 flasks.
Ghost Oil- This clear oil has a slight tint of grey with strange wispy forms swirling through it.
When applied, it grants the ghost touch capability for the next two rounds. A single flask covers
1 Medium creature or smaller. Large requires 2, Huge requires 4, a Gargantuan creautre 8, and a
Colossal 16 flasks.
Liquid Night- This protects a daylight-sensitive undead for an hour. If subjected to a magical
effect or spell that causes extra damage to sunlight-vulnerable undead, it is treated as if it doesnt
have this (this also burns away this protection immediately) This smells distinctly of
moonflowers. A single flask covers 1 Medium creature or smaller. Large requires 2, Huge
requires 4, a Gargantuan creautre 8, and a Colossal 16 flasks

Dragon Magazine (Blood Thickener (#324), Portable Pyre (#324), Ironbane Acid (#359),
Stonebreaker Acid (#359 and Arms and Equipment Guide), and Woodripper Acid (#359)),
Frostburn (Ice Chalk, Melt Powder, Razor Ice Powder)
Oriental Adventures (Liquid Smoke, Sleeping Fire).

Alchemical blood
Source
Monster Codex pg. 237 (Amazon)
Price 40 gp; Weight 1 lb.
Category Alchemical Remedies
Description
This flask of red liquid is enough to for 1 day stave off a vampire’s hunger for blood. Few
vampires enjoy it; most describe it as tasting stale and artificial. Some, particularly weaker or
newer ones, feel that it interferes with the unholy magic keeping their bodies animated.
However, it’s an option utilized by vampires that are running for their unlives and attempting to
stay hidden from vampire hunters. Crafting this item requires a successful DC 40 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 40

Alchemical candle wax


Source
Dirty Tactics Toolbox pg. 20
Price 150 gp; Weight 1 lb.
Category Alchemical Tools
Description
As malleable as ordinary wax, alchemical candle wax produces an aromatic scent when burned.
A candle made from alchemical candle wax normally possesses a sweet, honeylike smell, but a
character who is trained in Craft (alchemy) can infuse the wax with nearly any scent available to
her. A character trained in both Craft (alchemy) and Craft (poison) can infuse one candle’s worth
of wax with any alchemical substance that requires inhalation, such as a vial of alchemical
pheromones (see below) or a dose of inhaled poison. When infusing the wax with poison, the
normal rules for exposing oneself to poison apply. Only one kind of alchemical substance can be
infused into a single candle at a time, though a single candle can hold up to 3 doses of a
substance. A single lump of alchemical candle wax is enough to create one candle.

After burning for 1 minute, the alchemical candle releases the chosen alchemical substance as a
colorless haze that lingers in a 5-foot radius centered on the candle for up to 1 hour, plus 30
minutes for each dose or vial of a substance infused into the candle wax beyond the first. A
moderate wind (11+ mph) disperses the haze in 2 rounds; a strong or stronger wind (21+ mph)
disperses the haze immediately. Alchemical candle wax can be created with a successful DC 20
Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Alchemical cleaner
Source
Villain Codex pg. 44
Price 300 gp; Weight 1 lb.
Category Alchemical Tools
Description
This caustic alchemical solution dissolves blood, hair, and small pieces of flesh. Distributing it
over a 5-foot square takes one full-round action and increases the DC of Perception checks to
find such materials by 20. (A creature that fails the Perception check to find such materials by 5
or less realizes the area has been unnaturally cleared of them.) This applies only to the original
Perception DC, not a substituted skill check like those from the cleanerACG or tracelessUI
archetypes. One pot of alchemical cleaner contains enough liquid to cover nine 5-foot squares. A
pot of alchemical cleaner can be thrown as a splash weapon and functions as an alkali flask
(Advanced Player’s Guide 184) when thrown. Crafting alchemical cleaner requires a successful
DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Alchemical pheromones
Source
Dirty Tactics Toolbox pg. 20
Price 1,400 gp (aggression), 150 gp (arousal), 300 gp (susceptibility); Weight — (aggression),
— (arousal), — (susceptibility)
Description
Alchemical pheromones are clear, odorless liquids that typically come in glass vials. They
combine the natural scent of one particular kind of animal, humanoid, or magical beast (such as
wolves, humans, or unicorns) with alchemical reagents that enhance and refine that scent,
making it potent enough to modify a creature’s behavior. If smeared on a surface or thrown as a
splash weapon, the scent of an alchemical pheromone quickly fills a 5-foot-radius area. On
entering that area, any creature of the chosen kind becomes affected by the pheromones for 1
minute unless it succeeds at a DC 14 Will save. All alchemical pheromones are mindaffecting
effects, but swarms (as well as any other collection of creatures that acts as a single creature) are
not immune to them. Creatures that don’t need to breathe are immune to alchemical pheromones,
while creatures with the scent ability take a –4 penalty on saving throws against them. Each type
of alchemical pheromones can be created with a successful DC 20 Craft (alchemy) check, and
the type of animal, humanoid, or magical beast the pheromones affect must be decided on
creation. The most common types of alchemical pheromones are listed below along with their
costs; other, more specialized types of alchemical pheromones also exist.

Aggression (1,400 gp): Affected creatures are driven into a mindless frenzy, as if affected by
simultaneous confusion and rage spells.

Arousal (150 gp): Affected creatures are aroused and distracted, causing them to lose their
Dexterity bonus to AC.

Susceptibility (300 gp): Affected creatures are forced to obey one specific command, as if
affected by a suggestion spell. The command is chosen when the pheromone is created.
Construction
Craft (Alchemy) DC 20

Alchemical sling bullet


Source
Monster Codex pg. 117 (Amazon)
Price 5 gp; Weight 1 lb.
Category Tools
Description
Used by hobgoblin alchemists to equip their comrades, these spherical glass vials can each be
filled with 1 dose of an alchemical splash weapon, allowing them to be used as ammunition for a
sling. On a hit, an alchemical sling bullet shatters, affecting the target with the alchemical
solution within. This deals only the splash weapon’s damage (if any), not the damage a sling
bullet would normally deal. This attack resolves against the target’s normal AC (rather than
touch AC) as with a standard sling bullet, and uses the sling’s range. An alchemical sling bullet
does not deal splash damage to squares adjacent to the target. If an attack roll with an alchemical
sling bullet misses, the bullet and its alchemical contents are destroyed, and do not risk
detonating in another square.

Filling an alchemical sling bullet is a standard action that provokes attacks of opportunity, and
you must succeed at a DC 15 Craft (alchemy) or Sleight of Hand check to avoid spilling the
alchemical item on yourself. On a failed check, the splash weapon explodes in your square as
though you were targeted by the item (including any splash effects on adjacent squares).

Alchemist's fire
Source Alchemy Manual pg. 30 (Amazon), Ultimate Equipment pg. 107 (Amazon), PRPG Core
Rulebook pg. 158 (Amazon)
Price 20 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Alchemist’s fire is a mix of several volatile liquids that ignite when exposed to air. 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 large body of water or magically extinguishing the flames automatically
smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.
Alchemical Recipe
Recipe (12 magnesium + 22 spirit of wine)/congelation; Craft 20
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon

Alchemist's kit
Source Ultimate Equipment pg. 56 (Amazon), Advanced Player's Guide pg. 1 (Amazon)
Price 40 gp; Weight 24 lbs.
Category Kits
Description
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel,
ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
The kit does not contain a formula book because an alchemist begins play with a formula book
and does not need to purchase one.
Alchemist's lab
Source Ultimate Equipment pg. 77 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 200 gp; Weight 40 lbs.
Category Tools
Description
This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft
(alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this
lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but
not enough to get the +2 bonus that the lab provides.

Alchemy crafting kit


Source Ultimate Equipment pg. 77 (Amazon)
Price 25 gp; Weight 5 lbs.
Category Tools
Description
An alchemist with an alchemy crafting kit is assumed to have all the material components
needed for his extracts, mutagens, and bombs, except for those components that have a specific
cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was
called an “alchemist’s kit” in the Advanced Player’s Guide, and was renamed to avoid confusion
with this book’s pre-selected set of adventuring gear called an “alchemist’s kit.”)

Alkali flask
Source Ultimate Equipment pg. 107 (Amazon), Dungeon Denizens Revisited pg. 19 (Amazon),
Advanced Player's Guide pg. 1 (Amazon)
Price 15 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This flask of caustic liquid reacts with an ooze’s natural acids. You can throw an alkali flask as a
splash weapon with a range increment of 10 feet. Against non-ooze creatures, an alkali flask
functions as a normal flask of acid. Against oozes and other acid-based creatures, the alkali flask
inflicts double damage. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Angel quill arrowhead


Source Demon Hunter's Handbook pg. 18 (Amazon)
Price 10 gp; Weight —
Category Alchemical Tools
Description
This barbed, cold iron arrowhead is alchemically treated to inflict additional harm while
embedded in creatures that are vulnerable to cold iron. For every angel quill arrowhead that
damages a target with DR/cold iron, the target’s damage reduction decreases by 1. Up to five
angel quill arrowheads can affect a single target at any one time, reducing the target’s DR/cold
iron by up to 5 (additional arrowheads have no effect aside from dealing damage as normal). An
affected target can pull out a number of arrowheads equal to her Dexterity modifier (minimum 1)
as a full-round action with a successful DC 15 Heal check. Alternatively, the application of any
magical healing causes all angel quill arrowheads embedded in the creature to instantly fall out.

Angel quill arrowheads of silver and adamantine are also available for the same price, and affect
creatures with DR/silver or DR/adamantine, respectively. Crafting any type of angel quill
arrowhead requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Animal repellent
Source Ultimate Wilderness pg. 24
Price 15 gp; Weight —
Category Animal Gear
Description
Leshys and other plant creatures have to be wary of hungry herbivorous animals. A dose of
animal repellent makes a plant creature smell unappetizing for 24 hours. Animals do not attempt
to consume a plant creature coated in animal repellent if there are other food sources available,
and in combat prefer to use natural attacks that are not bite attacks against such a creature if they
can. Animal repellent counts as a strong scent, allowing creatures with the scent ability to detect
it at a greater range (Pathfinder RPG Bestiary 304). Animal repellent does not work on ghorans
with the delicious racial trait. Crafting this item requires a successful DC 20 Craft (alchemy)
check.

Aquemir
Source Elemental Master's Handbook pg. 31
Price 150 gp; Weight —
Category Alchemical Remedies
Description
A popular export from the Forest of Oils—a field of massive oil bubbles on the Elemental Plane
of Water—aquemir is a transparent substance extracted from the skins of autonomous oil orbs
and refined into a useful alchemical reagent. As a standard action, aquemir can be mixed with an
alchemical remedy, extract, or potion to delay the start of its effects by 2 minutes when it is
imbibed. Administering a potion or extract that’s properly infused with aquemir requires 1 dose
of aquemir per spell level to function in this way, whereas an alchemical remedy only requires 1
dose. If not enough aquemir is mixed with a potion or extract, the potion or extract’s effects are
not delayed at all. A creature can internally store only one substance that uses aquemir; further
attempts waste all imbibed substances (and immediately render inert all potions, extracts,
alchemical remedies, and so on) and cause the creature to become nauseated for 1d4 rounds.
Crafting this item requires a successful DC 30 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 30

Arrow (raining)
Source Daughters of Fury pg. 13 (Amazon), Elves of Golarion pg. 23 (Amazon), Alchemy
Manual pg. 21 (Amazon)
Price 30 gp; Weight —
Category Alchemical Weapons
Description
This thick-shafted arrow contains a reservoir of holy water and is designed to burst upon impact.
A raining arrow damages the target as normal, and also treats the target as though it had been
struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage
from this effect. A raining arrow imparts a –2 penalty on attack rolls because of its weight. A
raining arrow costs 30 gp, and can be crafted with a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Barbarian chew
Source Varisia, Birthplace of Legends pg. 15 (Amazon), Curse of the Crimson Throne Player's
Guide pg. 12 (Amazon), Rise of the Runelords Player's Guide pg. 11 (Amazon), Adventurer's
Armory pg. 19 (Amazon)
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
The Shoanti of the Cinderlands combine lime, crimson galtroot leaves, and some say horse blood
to create this invigorating chew. Aside from staining the teeth a bloody shade, barbarian chew
causes the user to feel stronger, but also angrier. One use of barbarian chew grants a barbarian +1
additional round of rage. This additional round is used first when a barbarian begins raging. If a
barbarian does not rage within 1 hour of using the chew, this additional round of rage is lost.
This benefit can be gained only once per day; consuming multiple doses in a 24-hour period has
no additional effects. Barbarian chew can be created with a successful DC 20 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 20
Blain bane
Source Heroes of the Wild pg. 9 (Amazon)
Price 10 gp; Weight —
Category Alchemical Remedies
Description
This alchemically infused wax is spread over exposed skin to protect it from chapping, cold, dry
winds, heat, and the loss of moisture. Applying it takes 5 minutes; once applied, it reduces any
nonlethal damage taken from cold or hot environments by 1 point for 6 hours. Crafting blain
bane requires a successful DC 19 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 19

Blightburn paste
Source
Kobolds of Golarion pg. 29 (Amazon)
Price 5,000 gp; Weight 45 lbs.
Category Alchemical Tools
Description
This heavy stone box measures 2 feet to a side, and the tiny compartment inside is lined with
lead. Inside the compartment is a half-ounce of deep green paste. This paste is made of animal
fat mixed with groundup blightburn. Once the box is opened, blightburn paste limits
teleportation within 60 feet and irradiates anyone within 60 feet, afflicting them with blightburn
sickness (see sidebar for details on both effects). Any creature that touches the paste is afflicted
with blightburn sickness (no save), and takes 2d6 points of fire damage per round until the paste
is cleaned away with a successful DC 15 Heal check. Crafting this item requires a successful DC
30 Craft (alchemy) check.

Blightburn
The mineral blightburn is the deadliest radioactive substance in the Darklands. The green-
glowing crystal burns anyone who touches it, dealing 2d6 points of fire damage per round of
contact, and its radiation causes blightburn sickness. The substance also limits teleportation.
Anyone casting a teleportation spell in or teleporting to a cavern with blightburn in its walls must
succeed at a DC 30 caster level check.

Blightburn Sickness
Type disease, contact (see text); Save Fortitude DC 22
Frequency 1/day
Effect 1d6 Con damage and 1d6 Cha damage; contact is automatic when a creature comes within
a 60-foot radius, and can be blocked only by lead sheeting, 1 foot of stone, or a force effect;
Cure 2 consecutive save
Construction
Craft (Alchemy) DC 30

Blood neutrailizer
Source Blood of the Sea pg. 18
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
When you release this vial of alchemical particles into the water as a standard action, the
particles immediately neutralize the scent of exposed blood within 20 feet, rendering the blood
undetectable by scent (to a hunting shark, for example). Blood neutralizer has no effect on any
blood that enters the area after the particles have been used. Blood neutralizer can be crafted with
a successful DC 25 Craft (alchemy) skill check.
Construction
Craft (Alchemy) DC 25

Boniface paint
Source Adventurer's Guide pg. 44,
Pathfinder #106: For Queen and Empire pg. 75
Price 15 gp; Weight 5 lbs.
Category Alchemical Tools
Description
This thick whitewash is laced with exotic oils, and it dries to a lovely finish run through with
subtle swirls. Difficult to notice, these patterns help obscure seams and details in whatever the
paint coats; the Perception DC to find a secret door or hidden compartment on a surface covered
in boniface paint increases by 5. One bucket of boniface paint covers up to a 10-foot-by-10-foot
area, and its concealing effects last for 1 year. Crafting a bucket of boniface paint requires a
successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Bore brush
Source People of the Wastes pg. 14
Price 75 gp; Weight 1 lb.
Category Alchemical Tools
Description
This spiraled metal rod has alchemically treated bristles that can be used in the barrel of an early
or advanced firearm to liquefy grime and bullet fouling while leaving a thin protective film in the
bore. Using this brush is a standard action, and the protective film grants a 5-foot alchemical
bonus to the firearm’s first range increment and a +1 alchemical bonus on attack rolls. These
effects last for 1 hour or until the firearm is fired. A newly crafted bore brush contains 5
applications. Crafting a bore brush requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Bottled lightning
Source Ultimate Equipment pg. 107 (Amazon)
Price 40 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Electricity crackles along a metal filament inside this small glass bottle. You can open the bottle
as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you.
This is a ranged touch attack that deals 1d8 points of electricity damage. Any creature in a line
between you and the target (including the target) takes 1 point of sonic damage from the terrific
clap of thunder the bolt generates (Reflex DC 15 negates). Crafting bottled lightning is a DC 25
Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Bottled sunlight
Source Undead Slayer's Handbook pg. 13 (Amazon)
Price 200 gp; Weight 2 lbs.
Category Alchemical Tools
Description
As a standard action, this ornate rectangular jar can be vigorously shaken to cause its contents to
mix and activate. Once shaken, the contents of the jar shed light as a sunrod for 6 hours. A jar of
activated bottled sunlight can be thrown as a splash weapon with a range increment of 10 feet.
Upon striking a solid object, the bottled sunlight creates a 30-foot-radius burst of natural sunlight
that persists for 1 round, after which all light from the jar fades. Throwing an inactive jar of
bottled sunlight destroys the item, leaving only a smoldering pile of ashes where it struck.
Crafting this item requires a successful DC 30 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 30

Brewer's kit, masterwork


Source Alchemy Manual pg. 13 (Amazon)
Price 75 gp; Weight 50 lbs.
Category Alchemical Tools
Description
This exceptionally crafted kit provides extra spices, a wider variety of herbs, and higher quality
tools than a normal brewer’s kit. A masterwork brewer’s kit grants a +2 circumstance bonus on
Craft (alchemy) checks to produce alcoholic beverages.

Bunk
Source Alchemy Manual pg. 19 (Amazon)
Price 5 cp; Weight —
Category Alchemical Tools
Description
Bunk is a slang term for fillers used to dilute drugs that are proffered as pure-grade narcotics. A
drug mixed with bunk is less potent; its effects last 1d6 × 10 minutes for each hour they would
normally last. The presence of bunk can be detected with a successful Craft (alchemy) check
(DC equal to the drug manufacturer’s Craft [alchemy] check – 10).

The duration and intensity of the drug’s harmful aftereffects and ability damage are not reduced,
as the additives in bunk are often toxic or dangerous in their own right. When a creature takes a
dose of a drug containing bunk, the creature must attempt a Fortitude save (DC 10 + 1d10).
Failure causes the creature to become sickened for 1d4 hours and take 1d2 points of ability
damage to a random ability score.
Alchemical Recipe
Recipe (1 salt + 1 urea)/filtration; Craft 15
Time 10 minutes; Tools filter; Type alchemical tool

Burst jar
Source Ultimate Equipment pg. 107 (Amazon)
Price 35 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The
jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the
two liquids. One round later on your turn, the liquids react and explode with concussive force.
The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12
Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of
sonic damage. The target can use a full-round action to scrape or wash off the liquid before it
detonates, depositing the material in its square or an adjacent square; the material detonates as
normal, though the original target only takes damage as if it were within 5 feet of the explosion.
Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Calistria's kindness
Source
Inner Sea Intrigue pg. 50
Price 3 gp; Weight —
Category Alchemical Remedies
Description
This tonic reduces menstrual pains and dramatically reduces the chances of conception during
sexual intercourse if taken daily for 1 month. The effects last as long as it is taken daily
thereafter. Each bottle contains 30 doses. Crafting it requires a successful DC 20 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 20

Caphorite dust
Source
Kobolds of Golarion pg. 29 (Amazon)
Price 25 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This small leather pouch is filled with a faintly radioactive ore called caphorite, with a small
percentage of reactants that activate the dust. When used, caphorite dust must be sprinkled in a 5-
foot square, which then becomes the center of the dust’s effect. All bright or normal light within
30 feet of the activated dust is reduced to dim light, and any creature attempting to cast a spell
with the light descriptor in this area must succeed at a DC 15 caster level check or have spell’s
effect be negated. If caphorite is exposed to sunlight, it immediately becomes permanently inert.
Each pouch contains enough dust for two applications. Crafting this item requires a successful
DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Carrion bait
Source Undead Slayer's Handbook pg. 11 (Amazon)
Price 25 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This large glass jar is vacuum-sealed with an airtight wax plug. Inside, festering chunks of
monkey meat are covered in fungal mycelium and seeded with fly eggs, though the mixture’s
potency is not evident until it’s exposed to air. Once the jar is opened (a standard action), the
stench quickly becomes overpowering as the jar’s contents swell and rot at an accelerated rate.
Any living creature within 15 feet of the jar when it is opened must succeed at a DC 12 Fortitude
save or be sickened for 1d4 rounds.

Vermin and undead have a hard time distinguishing carrion bait from rotten human flesh, but
intelligent undead that succeed at a DC 15 Perception check realize the difference. Regardless,
any creature that spends more than 1 round eating the carrion bait quickly realizes its error, since
the bait continues to swell and grow even as it’s digested. One round after eating carrion bait, an
affected undead or vermin becomes staggered for 1d4 rounds as its belly bulges to incredible
proportions (other creature types cannot stomach carrion bait and instead are nauseated for 2d4
rounds). If the affected creature is already staggered, its movement speed instead decreases by 10
feet for the duration of the carrion bait’s effect. Crafting carrion bait requires a successful DC 19
Craft (alchemy) check.
Construction
Craft (Alchemy) DC 19

Chameleon pill
Source
Inner Sea Intrigue pg. 50
Price 100 gp; Weight —
Category Alchemical Tools
Description
This pill causes the imbiber’s skin to shift colors and patterns to match whatever is behind her.
As long as a significant portion of her skin is exposed (her head and forearms, for example), the
imbiber gains a +4 circumstance bonus on Stealth checks for 4 hours. This bonus doesn’t stack
with that granted by invisibility, vanishAPG, or similar magical effects. Crafting a chameleon pill
requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Chroma grenade
Source Legacy of the First World pg. 7
Price 75 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This metal canister contains alchemical reactants separated by parchment and a slow-burning
fuse. Lighting the fuse is a move action; 1d3 rounds later, the chroma grenade explodes, spewing
luminescent sparks and gases that fill a 10-foot-radius area. Creatures in the area are dazzled and
take a –2 penalty on saving throws against illusion (pattern) spells for 3 rounds (DC 15 Will
negates). A chroma grenade can be thrown as though it were a splash weapon with a range
increment of 10 feet. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Cooking powder
Source Adventurer's Guide pg. 44,
Pathfinder #106: For Queen and Empire pg. 75
Price 2 gp; Weight 1 lb.
Category Alchemical Tools
Description
By boiling certain seeds with handfuls of rust, halfling alchemists create these red flakes, which
smolder slowly when touched by a spark or flame. If sprinkled over food and lit, a handful of
cooking powder can cook meat or vegetables in 20 minutes without light or significant heat,
though it lends a metallic flavor to any foods. If held to a living creature’s flesh, smoldering
cooking powder deals 1 point of fire damage per minute for 20 minutes. One jar of cooking
powder is enough to cook up to 5 pounds of food in 1-pound increments. Crafting a jar of
cooking powder requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Corrosenze
Source Elemental Master's Handbook pg. 31
Price 90 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This gritty sand bonds to surfaces that resist energy damage, corroding the protection.
Corrosenze can be applied to a weapon as if it were a poison. A creature struck with a weapon
coated with corrosenze has its energy resistance reduced by 5 for 5 minutes (no saving throw),
with the energy type correlating with the corrosenze’s color: rust-colored corrosenze affects acid
resistance, salt-colored affects cold, granitecolored affects electricity, and ash-colored affects
fire. As a full-round action, the target can attempt a DC 15 Reflex saving throw to scrape off the
corrosenze and regain its lost energy resistance. Crafting this item requires a successful DC 25
Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Cytillesh stun vial


Source
Kobolds of Golarion pg. 29 (Amazon)
Price 75 gp; Weight 1/2 lb.
Category Alchemical Weapons
Description
Harvested from the cytillesh fungus commonly found in the Darklands, these small vials emit a
bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a cytillesh
stun vial releases a f lash of blue light consisting of bright light in a 10-foot radius and dim light
in a 20-foot radius. All creatures within the f lash area must make a Will save (DC 20). Creatures
that fail are stunned for 1d2 rounds if they’re in the area of bright light, or are confused for 1
round if in the area of dim light. Crafting this item requires a successful DC 30 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 30

Dahak's fire
Source Dragonslayer's Handbook pg. 18 (Amazon)
Price 50 gp; Weight 1/2 lb.
Category Dragoncraft
Description
Made with dragon’s gall, which is harvested from a recently deceased dragon’s liver, Dahak’s
fire is a volatile alchemical reagent. Though inherently inert, the substance ignites when it comes
into contact with fast-moving air, which makes it ideal for application to blades or arrows. When
applied to a weapon or piece of ammunition as a standard action, the weapon deals an extra 2d6
points of fire damage on the next successful hit.

The Dragoncrafting feat and a successful DC 20 Craft (alchemy) check are required to convert 1
vial of dragon’s gall into 1 application of Dahak’s fire.

Darkflare
Source Adventurer's Armory 2 pg. 25, Faction Guide pg. 55 (Amazon)
Price 1 gp; Weight —
Category Alchemical Weapons
Description
This alchemical flare explodes in black sparks 1 round after lighting. Any creature with
darkvision in the same square as a darkflare when it explodes must succeed at a DC 15 Fortitude
save or lose its darkvision for 1d10 rounds. Affected creatures can still use other vision (such as
normal vision and low-light vision) with no penalty.
Construction
Craft (Alchemy) DC 25
Dead air vial
Source Blood of the Elements pg. 19 (Amazon)
Price 200 gp; Weight —
Category Alchemical Tools
Description
Within this corked vial is a tiny sample of what is known as “dead air.” Heavy, still, and of
unknown origin, pockets of dead air becalm airships and smother crews in remote parts of the
Plane of Air. When you open a dead air vial, invisible dead air fills a 20-foot-radius area
centered on you. The affected area becomes devoid of breathable air. Creatures that breathe air
must hold their breath or suffocate in an area of dead air, though sound, fire, and other effects
that rely on a stable atmosphere are unaffected. Undisturbed, the dead air dissipates in 1 minute.
A moderate wind (11+ mph) disperses the dead air in 4 rounds; a strong wind (21+ mph)
disperses the dead air in 1 round. This item can be crafted with a successful DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25

Deadground dust
Source Elemental Master's Handbook pg. 31
Price 70 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Concocted from samples of elemental earth drained of vitality, this fine powder damages
creatures with the earth subtype, as well as constructs made from earth, stone, or precious metals
(brass, bronze, copper, gold, mithral, or silver), like holy water damages undead. Deadground
dust can also be applied to a stone door to reduce its break DC by 10 (multiple doses don’t
further lower the DC), and it affects devices and mechanisms made from precious metals or
stone like rusting powderUE does. Crafting this item requires a successful DC 25 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 25

Draconic perfume
Source Dragonslayer's Handbook pg. 18 (Amazon)
Price 75 gp; Weight 1/2 lb.
Category Dragoncraft
Description
This exclusive perfume is produced using dragon musk, which is integral to draconic mating
rituals. Dragon musk is secreted in dragons’ oil glands, and harvesting it is a very delicate
procedure. Though only mildly fragrant, dragon musk can elicit a variety of effects when added
to perfume. The effect depends largely on the other ingredients in the perfume, but a single
application of draconic perfume lasts only 1 hour, regardless of its specific properties. Some of
the more common additives are listed below.

Rosewood and myrrh: This concoction is an aphrodisiac, and any creature wearing this perfume
gains a +2 circumstance bonus on Diplomacy checks and increases the DCs of any charm
subschool spells cast during this time by 2.

Sage, bergamot, and cedar ash: This pungent aroma has an imposing effect. Any creature
wearing this perfume gains a +2 circumstance bonus on Intimidate checks and does not take any
penalties for attempting to Intimidate a larger opponent.

Sulfur and honeycomb: This aroma is sometimes called “Hell’s Smell.” Any creature wearing
this scent gains a +2 circumstance bonus on Bluff checks and increases the DC of any
compulsion subschool spells cast during this time by 2.

Each vial of draconic perfume contains 1 application of the scent. Producing draconic perfume
requires 1 vial of musk, the Dragoncrafting feat, and a successful DC 20 Craft (alchemy) check.

Dragon's gut
Source Dragonslayer's Handbook pg. 19 (Amazon)
Price 50 gp; Weight 1 lb.
Category Dragoncraft
Description
A dragon’s stomach contains highly corrosive acid that can be crafted into an alchemical item
called dragon’s gut. When used as a thrown splash weapon, dragon’s gut deals 2d4 points of acid
damage plus, on a direct hit, an additional 1d4 points of acid damage the following round, and it
deals 1 point of acid damage to all creatures within 5 feet of the impact point as normal splash
damage. Additionally, dragon’s gut has alternate effects when used in place of acid as an
alchemical power component (see Pathfinder Player Companion: Adventurer’s Armory).

Acid arrow: The spell lasts 1d3 rounds longer than usual.

Acid fog: The fog takes on a sticky quality and clings to creatures within it. Any creature
damaged by the acid fog takes an additional 2d6 points of acid damage on the round after leaving
the fog’s area of effect. The creature can negate this additional damage by spending a standard
action to wipe the clinging acid from its body.

Acidic sprayUM: The spell deals 1d8 points of acid damage per caster level (maximum 15d8)
instead of the normal 1d6 per caster level on the round of its casting (Reflex half). It still deals
1d6 points of damage per two caster levels on the following round as normal.

The Dragoncrafting feat and a successful DC 20 Craft (alchemy) check are required to convert 1
vial of stomach acid into 1 vial of dragon’s gut.
Dung grenade
Source Antihero's Handbook pg. 28
Price 100 gp; Weight 1 lb.
Category Alchemical Weapons
Description
The casing of this modified fuse grenadeUE is partially filled with animal dung or guano. You can
throw a dung grenade as a splash weapon with a range increment of 10 feet. Any creature
directly hit by a dung grenade or in its splash radius takes 1d6 points of fire damage and is
covered with the grenade’s malodorous contents, becoming sickened for 1d4 rounds. A target
can attempt a DC 15 Reflex saving throw to halve the damage and the duration of the sickened
condition. Crafting a dung grenade requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Duskeye
Source Heroes of the Wild pg. 9 (Amazon)
Price 50 gp; Weight —
Category Alchemical Tools
Description
This liquid makes the eyes more receptive to light for 4 hours. The user gains low-light vision,
but also suffers from light sensitivity for the duration. Crafting duskeye requires a successful DC
16 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 16

Ectoplasmic tracer
Source Undead Slayer's Handbook pg. 13 (Amazon)
Price 100 gp; Weight 7 lbs.
Category Alchemical Tools
Description
This small canister has a hand pump, allowing it to forcefully eject the semi-ethereal green
concoction held within. Spraying a creature with ectoplasmic tracer is a ranged touch attack with
a range increment of 10 feet. A single canister holds enough ectoplasmic tracer to coat one
Medium or smaller incorporeal creature. When coated with ectoplasmic tracer, an incorporeal
creature leaves behind a trail of vibrant mucus that allows it to be tracked by mundane means.
Calculate the Survival DC to track an incorporeal creature covered in ectoplasmic tracer as
though you were following tracks left on soft ground. Once discharged, ectoplasmic tracer
dissolves after 1d4 days. Ectoplasmic tracer has no effect when sprayed on a corporeal creature.
Crafting this item requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Elemental flux (flask)


Source Advanced Race Guide pg. 1 (Amazon)
Price 20 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This flask of alchemical powder reacts to the elemental power in suli blood. Adding at least 1 hit
point worth of suli blood to it creates an alchemical splash weapon. The splash weapon works
like a flask of acid, except the damage is a random energy type (acid, cold, electricity, or fire). A
DC 10 Craft (alchemy) check identifies what energy type the activated flask has. The activated
flux retains its power for 24 hours before becoming inert material. The Craft (alchemy) DC to
create this is 20.
Construction
Craft (Alchemy) DC 20

Fervor juice
Source
Monster Codex pg. 117 (Amazon)
Price 50 gp; Weight —
Category Alchemical Tools
Description
This foul-tasting alchemical concoction grants those that imbibe it ferocity for a short period of
time. This functions as the universal monster rule of the same name, and lasts for 1 hour from the
time you ingest the solution. Crafting this item requires a successful DC 20 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 20

Filter
Source Alchemy Manual pg. 5 (Amazon)
Price 5 sp; Weight 1/2 lb.
Category Alchemical Tools
Description
A specialized paper filter is used in alchemy because it can be adjusted to capture different
substances according to the type of reagents used to prime it. Alchemical filters are single-use
only.
Firearm oil
Source People of the Wastes pg. 14
Price 260 gp; Weight 1 lb.
Category Alchemical Tools
Description
This clear, viscous oil comes in a squat bottle with a dropper that dispenses one drop of oil at a
time. When applied to an early or advanced firearm, it seeps into the weapon’s inner workings
and protects the gun from powder residue and everyday wear and tear. Applying firearm oil takes
1 minute; once applied, it reduces the misfire value of the firearm by 1 for 1 hour or until the
firearm is discharged. Firearm oil can’t reduce a firearm’s misfire value to lower than 1. A single
bottle contains enough oil for 20 applications on one-handed firearms (or 10 applications on two-
handed firearms). Crafting firearm oil requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Fireskin elixir
Source Blood of the Elements pg. 27 (Amazon)
Price 100 gp; Weight —
Category Alchemical Tools
Description
This elixir turns its imbiber fiery red, making it easier to pass as an efreeti. Unscrupulous efreet
can sell fireskin elixir to guests who have been barred from citizen-only districts and must rely
on disguises. Fireskin is highly addictive. Many once-savvy merchants have fallen into
destitution as they scrambled to maintain efreet favor and secure a steady supply of the drug.
This item can be crafted with a successful DC 20 Craft (alchemy) check.

Fireskin
Type ingested; Addiction major, Fortitude DC 20
Price 100 gp
Effect 1 day; +10 alchemical bonus on Disguise checks to appear as an efreeti, –1 penalty on all
saves
Damage 1d2 Wis damage
Construction
Craft (Alchemy) DC 20

Firework (banshee ballerina)


Source Ultimate Equipment pg. 107 (Amazon)
Price 75 gp; Weight —
Category Alchemical Weapons
Description
This small firework burns brightly and makes a loud, eerie whistling sound. It can be thrown to
target an intersection as a splash weapon. Any creatures within 5 feet of the noise are effectively
deafened while they remain in the area, as even the loudest sounds they make are drowned out by
the piercing sound. A banshee ballerina firework burns for 1d4+1 rounds before extinguishing
itself with a quiet puff of smoke. Crafting this item is a DC 30 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 30

Firework (flame fountain)


Source Ultimate Equipment pg. 107 (Amazon)
Price 100 gp; Weight —
Category Alchemical Weapons
Description
This hollow metal or wooden tube contains slow-burning powder. When you light the fuse (a
move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. You wield this
fountain of sparks as if it were a heavy mace. Attacks with the fountain are melee touch attacks.
The fountain deals 1d8 points of fire damage (your Strength modifier does not apply to the
damage).

The fountain sheds light as a torch and can ignite combustible materials such as parchment,
straw, dry sticks, and cloth. Once ignited, it lasts for 1 minute. If extinguished before this time,
the remaining duration is wasted. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Firework (holy fountain)


Source Demon Hunter's Handbook pg. 18 (Amazon)
Price 110 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This hollow metal cylinder is etched with various religious symbols and contains a reservoir of
holy water. When you light its fuse (a move action), a holy fountain firework fills a 10-foot-
radius burst with holy water and bright light for as long as it burns. Any creature in the affected
area is treated as though it had been struck with a flask of holy water, except a holy fountain
firework only deals 1d4 points of damage and does not harm creatures in spaces adjacent to the
affected area. Once ignited, the firework lasts for 1 minute.

As a standard action, the firework can be extinguished before this time by being fully submerged
or forcing its tip into the ground or a similar surface, but the remaining duration is wasted. A lit
holy fountain firework can be picked up and moved, but the fountain’s burst of holy water and
light doesn’t function during this time and the creature carrying the lit firework takes 1d4 points
of fire damage each round she holds it. Crafting this item requires a successful DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25

Firework (paper candle)


Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 1 gp; Weight —
Category Alchemical Weapons
Description
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square
as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4
rounds. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Firework (signal rocket)


Source
Monster Codex pg. 117 (Amazon)
Price 100 gp; Weight 3 lbs.
Category Alchemical Weapons
Description
You can use this rocket can deliver simple auditory and visual signals to an army from a
distance. When used during mass combat, a signal rocket allows a commander to change strategy
track (Pathfinder RPG Ultimate Campaign 239) with a higher degree of success than normal. A
commander can launch a signal rocket while changing a strategy track by more than 1 step to
grant his army a +5 circumstance bonus on its Morale check to implement his orders. Crafting
this item requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Firework (skyrocket)
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Description
When lit, this footlong wooden tube begins to shake and emit a handful of white sparks,
shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6
rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage
in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is
either blinded or deafened (50% chance of either) for 1 round. Crafting this item is a DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25

Firework (star candle)


Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 5 gp; Weight —
Category Alchemical Weapons
Description
From Nethys: Originally known as "Desnan Candle Firework".

When lit, this footlong wooden tube launches a flaming pyrotechnic “candle” every round for 4
rounds. The projectiles deal 1 point of nonlethal damage and 1 point of fire damage if they hit;
on a critical hit, the target is also blinded for 1 round. The projectiles shed light as candles for 1
round and have a range increment of 5 feet. Attacking with a star candle is a ranged touch attack
and always has a –4 nonproficiency penalty. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Firework (starfountain)
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 500 gp; Weight 100 lbs.
Category Alchemical Weapons
Description
This tree stump-sized bundle of tubes immediately begins to emit arcs of multi-colored sparks
when lit. Starting 1d6 rounds after lighting, it loudly releases brightly colored streaks of tiny
flaming particles for 4 rounds. Outdoors, these particles soar far up into the sky before
dispersing. Indoors or in a closed area, the ricocheting fireworks deal 1d6 points of fire damage
each round in a 20-foot-radius spread (Reflex DC 15 halves). Creatures who fail their save are
blinded for 1d4 rounds and deafened for 1 hour. Crafting this item is a DC 25 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 25

Flash powder
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon),
Adventurer's Armory pg. 19 (Amazon)
Price 50 gp; Weight —
Category Alchemical Weapons
Description
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant
friction, or even simple force such as throwing it against a floor (a standard action). Creatures
within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates). Crafting this
item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Fool's glow
Source
Pathfinder #106: For Queen and Empire pg. 75
Price 45 gp; Weight 1 lb.
Category Alchemical Tools
Description
A greasy paste of beeswax, pyrite, and various monster fluids, fool’s glow reacts with light to
confuse magical senses. For 12 hours after being smeared over an object or creature (a process
requiring 1 minute), the fool’s glow detects as faintly magical if examined with a detect magic or
arcane sight spell, though no school or specific spell can be identified. With a successful DC 21
Craft (alchemy) or Spellcraft check, a character identifies the coating for what it is. A single jar
of fool’s glow can coat one Medium, two Small, or four Tiny or smaller objects. Crafting a jar of
fool’s glow requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Fortifying fertilizer
Source Ultimate Wilderness pg. 24
Price 120 gp; Weight 2 lbs.
Category Alchemical Remedies
Description
This alchemical fertilizer boosts the growth of plants. As a standard action, a plant creature can
absorb the fertilizer by rubbing it on its body in order to gain 1 temporary hit point per Hit Die;
these temporary hit points last for 1 hour. A plant creature can only benefit from 1 dose of
fortifying fertilizer every 24 hours. Crafting this item requires a successful DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25
Fuse grenade
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 100 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This hollow clay container holds a small charge of black power and a slow-burning fuse.
Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of
bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15
halves). You throw a fuse grenade as if it were a splash weapon. Crafting this item is a DC 25
Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Garlic tablets
Source Undead Slayer's Handbook pg. 9 (Amazon)
Price 20 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
These small gray-white tablets are made of dehydrated and condensed garlic bulbs. One hour
after you eat a garlic tablet, you begin to stink as the essence of the tablet seeps out of your
pores. This state lasts for 4 hours. Subsequent doses of garlic tablets reset this duration. During
this time, you can keep a vampire at bay (Pathfinder RPG Bestiary 270) as a free action without
need of a holy symbol or mirror. The vampire must succeed at a DC 25 Will save to overcome its
natural revulsion to garlic; failure means it must stay at least 5 feet away from you and cannot
touch you or make melee attacks against you. However, unlike while keeping a vampire at bay
with a mirror or holy symbol, once the vampire succeeds at its save against the garlic tablets, it’s
no longer affected by that creature’s odor and may act normally without need of further saving
throws.

Garlic tablets are valuable aids to vampire hunters, but while benefiting from the tablets’ strong
odor, you take a –2 penalty on all Charisma checks and Charisma-based skill checks for the
duration of the effect. The listed price is for three tablets.Crafting garlic tablets requires a
successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Ghast retch flask


Source Ultimate Equipment pg. 107 (Amazon)
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Harvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in
tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing
noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A
successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened
condition. Creatures within 5 feet of where the flank hits are sickened for 1 round. This is a
poison effect. Crafting this item is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Golden maple leaves


Source Advanced Race Guide pg. 1 (Amazon)
Price 50 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
These potent additives can only be culled from a rare maple tree known to grow exclusively in
urban areas. These small, elaborately twisting trees are extremely slow to grow and mature—the
leaves reach maturity only once every 3 years—and they are almost always grown and cultivated
by half-elves. Additionally, half-elves are keenly aware of the effort put into the leaves' growth
and normally only sell the products of their labors to others of their kind. When the golden
maple's delicate, five-pointed leaves finally take on their namesake's color, they can be cut,
dried, and then ground into a fine powder, a process that requires a DC 15 Knowledge (nature) or
Profession (herbalist) check. When used in conjunction with the Craft (alchemy) skill to create
special substances and items like alchemical grease or tanglefoot bags, golden maple leaves
reduce the Craft DC by 5 and add +1 to the DC of any save required by the alchemical item. A
single dose of golden maple leaf powder is sufficient to augment the crafting of three alchemical
items

Harpy musk
Source Varisia, Birthplace of Legends pg. 15 (Amazon), Rise of the Runelords Player's Guide
pg. 11 (Amazon), Mythical Monsters Revisited pg. 24 (Amazon)
Price 20 gp; Weight 1 lb.
Category Alchemical Tools
Description
For all their cowardice and cruelty, goblins have a keen sense of what can kill them, and harpies
number among goblins’ most feared predators. Using this knowledge to their advantage, Varisian
alchemists have devised ways to recreate or distill the musk of harpies into a potent concoction.
If smeared on a surface or used as a thrown weapon, harpy musk fills a 30-foot area for 10
minutes before dispersing. Any goblin who enters the area must succeed at a DC 14 Will save or
be shaken for 1 minute. Harpy musk affect only goblins—bugbears and hobgoblins are
unaffected. Harpy musk can be created with a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Healy Myrrh
Source Qadira, Gateway to the East pg. 19 (Amazon)
Price 50 gp; Weight —
Category Alchemical Remedies
Description
When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8
full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is
active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do
not stack.

Requirements Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp

Hellfire sparkler
Source Antihero's Handbook pg. 28
Price 250 gp; Weight 50 lbs.
Category Alchemical Weapons
Description
This large barrel-shaped sparkler is imbued with mysterious, hellish forces. The fuse can be lit as
a standard action; 1d4 rounds later, the sparkler crackles violently with sickly-green sparks that
take the form of an army of ferocious devils. Creatures within a 10-foot-radius burst take 3d6
points of fire damage and become shaken for 2 rounds; a target can attempt a DC 15 Will save to
halve the damage and the duration of the shaken condition. Crafting a hellfire sparkler requires a
successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Incendiary catalyst
Source Pathfinder #115: Trail of the Hunted pg. 74
Price 40 gp; Weight 1 lb.
Category Alchemical Weapons
Description
Incendiary catalyst can be thrown at a creature as a ranged touch attack with a range increment
of 10 feet. On a hit, the target is doused with accelerants that give the target vulnerability to fire
(Pathfinder RPG Bestiary 305) for 1 round. Incendiary catalyst does not affect creatures that are
already vulnerable to fire, and the target’s fire immunity and resistances apply as normal.
Crafting this item requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Iniquitous panacea
Source Antihero's Handbook pg. 28
Price 200 gp; Weight 1 lb.
Category Alchemical Remedies
Description
Although it’s often packaged and sold as a cure-all, this nefarious snake-oil concoction
temporarily weakens the immune system of whoever consumes it, accelerating the rate at which
the drinker suffers from a contracted poison or disease.

Consuming the iniquitous panacea while suffering the effects of a disease or poison increases the
DCs of the imbiber’s next three Fortitude saving throws against the disease or poison by 2 and
halves the remaining onset time of any contracted diseases or poisons that have not yet taken
effect; these effects wear off after 24 hours. An iniquitous panacea has no effect on creatures that
have not contracted a disease or a poison. Crafting an iniquitous panacea requires a successful
DC 15 Craft (alchemy) check.

Ink of stolen secrets


Source Antihero's Handbook pg. 28
Price 50 gp; Weight 1 lb.
Category Alchemical Tools
Description
This alchemically concocted black ink can be attuned to a standard sheet of parchment. Anything
inscribed using the ink (anywhere on the same plane of existence) appears on the attuned
parchment in a sparkling blue script that lasts 1 hour. There is enough ink in one vial to fill one
sheet of parchment. The ink cannot duplicate any written magical effects, such as a symbol of
death (as per the spell of the same name). Crafting a vial of ink of stolen secrets requires a
successful DC 15 Craft (alchemy) check.

Investigator's kit
Source Advanced Class Guide pg. 204 (Amazon)
Price 40 gp; Weight 37 lbs.
Category Kits
Description
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel,
ink, an inkpen, an iron pot, a mess kitUE, soap, torches (10), trail rations (5 days), and a
waterskin. The kit does not contain a formula book because an investigator begins play with a
formula book and does not need to purchase one.
Invisible ink
Source Ultimate Equipment pg. 103 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 10 gp (average), 25 gp (good), 2 gp (simple), 75 gp (superior); Weight — (average), —
(good), — (simple), — (superior)
Description
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with
invisible ink only become visible under specific circumstances. Revealing the secret message
with the proper triggering agent is a full-round action per page of text. A successful Craft
(alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies
by ink quality).

Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to
reveal without the trigger).

Average: This ink is keyed to either two common triggers or one uncommon trigger, such as
blood or acid (DC 25 to reveal without the trigger).

Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific
vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger).

Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of
a specific person (DC 35 to reveal without the trigger).
Construction
Craft (Alchemy) DC 20

Invisible ink
Source Ultimate Equipment pg. 103 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 10 gp (average), 25 gp (good), 2 gp (simple), 75 gp (superior); Weight — (average), —
(good), — (simple), — (superior)
Description
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with
invisible ink only become visible under specific circumstances. Revealing the secret message
with the proper triggering agent is a full-round action per page of text. A successful Craft
(alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies
by ink quality).

Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to
reveal without the trigger).

Average: This ink is keyed to either two common triggers or one uncommon trigger, such as
blood or acid (DC 25 to reveal without the trigger).
Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific
vintage of wine or a specific kind of monster’s blood (DC 30 to reveal without the trigger).

Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of
a specific person (DC 35 to reveal without the trigger).
Construction
Craft (Alchemy) DC 15

Itching powder
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 60 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at
least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range
increment of 10 feet. Anyone standing on the square of impact must succeed at a DC 12
Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude
save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks,
and ability checks until they wash the powder off. This is a poison effect. Crafting this item is a
DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Kaava musk
Source Sargava, the Lost Colony pg. 24 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 40 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This emerald-colored adhesive is made from animal glands, urine, and other powerful scents that
are difficult to wash off. A target splashed with it smells like weak prey to predators. Creatures
with the scent ability can detect a marked creature at five times the normal range, note its
direction as a free action, pinpoint it when it is within 25 feet, and track it by scent with a +5
bonus on their Survival checks. Immersion in water within 1 round of exposure washes the musk
off; otherwise the effect decreases by 1 range increment per day (four times normal range after 1
day, three times normal range after 2 days, and so on) until the creature is again at normal scent
levels. One dose of Kaava musk costs 40 gp and weighs 1/2 lb.; the Craft (alchemy) DC to create
Kaava musk is 20. For more information on Kaava musk, see page 31.
Construction
Craft (Alchemy) DC 20
Keros oil
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 5 gp; Weight —
Category Alchemical Weapons
Description
Also known as firebreather’s oil, this bitter liquid is harder to ignite than common oil but burns
quickly at a low temperature, making it ideal for exotic performers such as fire-spinners and
flame-spitters. You may spit a mouthful of keros oil past an open flame (such as a candle,
tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a
ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you
roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take
1d6 points of fire damage and are nauseated for 1 round. A bottle of keros oil holds enough for
10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat
reduces this to a move action). Crafting this item is a DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Leechwort
Source Heroes of the Wild pg. 10 (Amazon)
Price 25 gp; Weight 1 lb.
Category Herbs
Profession (herbalist) DC 15
Terrain jungles or swamps
Description
When dried and ground into a powder, the mottled red and gray bark of this shrub is a boon to
healers. When applied to a wound, leechwort grants a +1 alchemical bonus on all Heal checks
and a +2 alchemical bonus on Heal checks to staunch bleeding. One pound of leechwort is
enough for 10 uses. Alternatively, with a successful DC 15 Craft (alchemy) check, a pound of
leechwort can be used to restock an exhausted healer’s kit.

Light of Axtarr
Source Elemental Master's Handbook pg. 31
Price 180 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
Originally brewed from waters adjacent to one of the Plane of Water’s subaquatic suns, a vial of
light of Axtarr glows like a candle until expended. A vial of light of Axtarr that is emptied
underwater as a move action forms a small orb that sheds light like a sunrod for 1d6 hours, after
which the item is expended. Such an underwater orb remains suspended in place, not sinking,
floating, or drifting away unless moved by a creature. Above water, shaking a vial of light of
Axtarr as a move action also makes it shed light like a sunrod for 1d6 hours, after which it is
expended. Any area of normal light created by light of Axtarr protects creatures within it from
cold temperatures as per endure elements. Alternatively, a spellcaster holding an unused vial of
light of Axtarr can expend it as a free action to automatically succeed at a caster level check to
cast a fire spell underwater. (Fire spells successfully cast underwater produce steam that still
deals fire damage; for more details, see page 46 of Pathfinder Campaign Setting: Aquatic
Adventures.) This alternative use does not cause the light of Axtarr to produce light. Crafting this
item requires a successful DC 30 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 30

Light-killer's grease
Source
Monster Codex pg. 33 (Amazon)
Price 25 gp; Weight —
Category Alchemical Tools
Description
Keenly aware of their vulnerability to light and to those who wield it as a weapon, the drow have
pioneered many ways to defend themselves against light—magic or otherwise. Light-killer’s
grease is a pungent, oily alchemical substance harvested from underground fungus and mixed
with powdered minerals common in the deep earth.

When combined correctly, this black, tarry mass absorbs light. It must be applied around a
creature’s eyes (a fullround action) to function. When worn, it negates the dazzled condition
from exposure to bright light and grants a +1 alchemical bonus on saving throws against spells
and effects with the light descriptor. The grease is considered an overpowering scent for the
purpose of the scent special ability, and a creature with scent can pinpoint the wearer’s location
at a range of 10 feet instead of 5 feet.

Once applied, the grease remains potent for 1 hour. Removing the grease is a full-round action
that requires a gallon of water or another suitable washing liquid; otherwise, the visual marks can
be removed, ending the effect, but the smell remains for the full duration.

Liquid blade
Source Ultimate Equipment pg. 107 (Amazon)
Price 40 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a
move action), causing the bubbling transparent liquid within to instantly solidify into a jagged
crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a
Medium short sword with the fragile quality (see page 22). The blade lasts for 10 minutes, after
which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the
liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a fullround
action; when the liquid turns into a solid blade, the weapon includes one application of that
poison. When the blade evaporates, the poison does so as well. Crafting a liquid blade is a DC 15
Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Liquid ice
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon),
Adventurer's Armory pg. 19 (Amazon)
Price 40 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
Also known as “alchemist’s ice,” this sealed jar contains crystalline blue fluid that immediately
starts to hiss and evaporate once opened. During the 1d6 rounds after it is opened but before it
evaporates completely, you can use it to freeze a liquid or to coat an object in a thin layer of ice.
You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage;
creatures within 5 feet of where it hits take 1 point of cold damage from the splash. Crafting this
item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Loping ointment
Source Pathfinder #115: Trail of the Hunted pg. 74
Price 60 gp; Weight 1 lb.
Category Alchemical Remedies
Description
This gray, greasy topical lotion strengthens and straightens the leg muscles of bandy-legged
hobgoblins. Applying loping ointment requires 1 full-round action. A hobgoblin under the effects
of loping ointment gains a 10-foot alchemical bonus to his speed when using the charge, run, or
withdraw action. This bonus lasts for 10 minutes. Loping ointment is specifically created to
enhance hobgoblin physiology; other creatures gain no benefit from this ointment and find it
unpleasantly itchy. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Memory incense
Source Blood of the Moon pg. 30 (Amazon)
Price 50 gp; Weight 1 lb.
Category Alchemical Remedies
Description
This purple incense is a powerful aid to amnesiacs and those prone to nocturnal fits. A creature
that sleeps for at least 1 hour within 10 feet of burning memory incense retains any memories
accrued within the next 24 hours, even those that would normally be lost to effects such as
lycanthropic transformation. In addition, the creature gains a +4 alchemical bonus on saving
throws against effects that modify or erase memories for this duration. A single stick of memory
incense can burn for 4 hours. Crafting this item requires a successful DC 20 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 20

Mineral acid
Source People of the Wastes pg. 14
Price 50 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This sealed vial contains a highly potent indigo liquid and is an essential item for Dongun Hold
miners, who often keep such vials handy for use against hostile subterranean creatures. The vial
can be thrown as a splash weapon with a range increment of 10 feet. A direct hit deals 2d6 points
of acid damage; this damage is doubled against creatures made of crystal, earth, or metal. Every
creature within 5 feet of the impact takes 1 point of acid damage. Crafting mineral acid requires a
successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Mithralbane sap
Source
Dirty Tactics Toolbox pg. 21
Price 50 gp; Weight 1 lb.
Category Alchemical Tools
Description
This black alchemical concoction reacts when it comes into contact with metal, rapidly
expanding into a sticky, inflexible substance that temporarily renders armor more difficult to use.
When the sap is smeared onto metal armor or thrown at a creature wearing metal armor (as a
ranged touch attack with a range increment of 10 feet), that armor is considered one category
heavier for the purposes of movement (heavy armor is still treated as heavy). This increase does
not apply to proficiency in wearing the armor. Additionally, the arcane spell failure chance of
armor affected by mithralbane sap increases by 10%, its maximum Dexterity bonus decreases by
2 (to a minimum of 0), and its armor check penalty increases by 3. These effects last for 1
minute, after which the grease hardens and crumbles away. Armor that’s not primarily made of
metal and metal items such as weapons and shields are not meaningfully affected by mithralbane
sap. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Necrobane formaldehyde
Source Undead Slayer's Handbook pg. 11 (Amazon)
Price 60 gp; Weight 3 lbs.
Category Alchemical Tools
Description
This form of the common embalming agent comes in a glass beaker with a thick rubber stopper,
and is employed in regions such as Ustalav, where alchemy is prized as a viable defense against
the depredations of necromancers. When introduced into a dead body, necrobane formaldehyde
slows the process of decay, keeping the corpse from stinking and rotting for 1d6 days after death.
Treating a body with necrobane formaldehyde takes 1 hour and requires a successful DC 25 Heal
check. A corpse injected with necrobane formaldehyde is more difficult to resurrect as an undead
creature for 1d6 days after injection. Anyone attempting to seed unlife in a corpse treated in this
substance must succeed at a DC 14 caster level check to complete the process or the spell fails
and its components are wasted. This is also the case for creatures that ingest necrobane
formaldehyde and subsequently die before the effect’s duration has expired.

If an undead creature ingests necrobane formaldehyde (perhaps by eating part of an embalmed


corpse), the undead creature becomes fatigued for 2d6 rounds.

When ingested by a living creature, necrobane formaldehyde nauseates the imbiber for 1d6
rounds and deals 1d4 points of Constitution damage. A successful DC 14 Fortitude save reduces
the nauseated effect to sickened and halves the Constitution damage (minimum 1). This is a
poison effect, though the pungent aroma and unmistakably toxic taste of necrobane
formaldehyde makes it difficult to use as a surreptitious weapon.

Crafting necrobane formaldehyde requires a successful DC 23 Craft (alchemy) check.


Construction
Craft (Alchemy) DC 23
Necrosalt
Source Undead Slayer's Handbook pg. 15 (Amazon)
Price 150 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
The powder in this minute glass vial is made of caustic soda treated with consecrated ashes, and
is harmless to living flesh but dangerous to the deceased. Necrosalt can be thrown as a splash
weapon with a range increment of 5 feet. On a successful ranged touch attack, 1 dose of
necrosalt deals 1d4 points of damage to a struck corporeal undead creature. For 3 rounds
afterward, it deals an additional 1d4 points of damage to its victim at the beginning of the
victim’s turn. Intelligent undead creatures can brush necrosalt off their bodies and end its effect
as a move action. Crafting this item requires a successful DC 30 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 30

Nethys's dagger
Source Heroes of the Wild pg. 10 (Amazon)
Price 50 gp; Weight —
Category Herbs
Profession (herbalist) DC 18
Terrain deserts
Description
Found most often in lands heavily modified by magic, this bulbous cactus is topped with
twilight-blue flowers. The sap from the cactus can be used as an additive when crafting potions,
causing all variable numeric effects of the potion to be determined as if the potion’s caster level
were 1 higher. When processed into a powder with a successful DC 15 Craft (alchemy) check,
Nethys’s dagger can be used as an additional material component when casting spells, granting
the user a +1 alchemical bonus on caster level checks to overcome spell resistance.

Nostalgia oil
Source Adventurer's Guide pg. 147
Price 80 gp; Weight —
Category Alchemical Remedies
Description
Pathfinders pride themselves on their camaraderie, and among the worst threats are those that
can magically compel agents to fight among themselves. Nostalgia oil is a vial of concentrated
aromatics that evoke positive memories of the Grand Lodge and common trials overcome during
a Pathfinder’s training. By dabbing this oil on her face, neck, or arms as a standard action, a
Pathfinder gains a +2 alchemical bonus on saving throws against effects with the emotionUM
descriptor and on secondary saving throws made to resist dominate person and similar
compulsion effects that would force her to harm her allies or betray her mission. Applied in this
way, a vial of nostalgia oil remains potent for 8 hours or until washed off with soap and water.
Nostalgia oil can also be thrown as a splash weapon, extending its benefits for 1 hour to any
Pathfinder struck with a direct hit. Alternatively, a creature can mix it with a pint of lantern oil or
piece of incense, which grants half the nostalgia oil’s benefits to all Pathfinders within 20 feet of
the lantern or censor for 1 hour; any strong wind (21+ mph) dissipates the aroma for 1 minute.

Crafting a vial of nostalgia oil requires a successful DC 25 Craft (alchemy) check. Although
most nostalgia oil is mixed to benefit only Pathfinder agents, other mixtures might be created to
benefit only members of another clan, neighborhood, or organization.

Paper wall paste


Source
Kobolds of Golarion pg. 29 (Amazon)
Price 10 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat
guano. When exposed to air, the moldable substance quickly creates a thin, paperlike surface,
which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall
requires a full-round action. Though this false wall is easy to punch through, it requires a
successful DC 13 Perception check to identify the wall as a fake. If the creator of the paper wall
spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases
by 2. Crafting this item requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Pellet grenade
Source Ultimate Equipment pg. 107 (Amazon)
Price 150 gp (adamantine), 100 gp (cold iron), 50 gp (iron), 70 gp (silver); Weight 1 lb.
(adamantine), 1 lb. (cold iron), 1 lb. (iron), 1 lb. (silver)
Description
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it
explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6
points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade
uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing
damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed
after one use. Crafting a pellet grenade is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25
Perfect ice
Source Ranged Tactics Toolbox pg. 21 (Amazon)
Price 1,500 gp; Weight —
Category Alchemical Weapons
Description
This vial contains a large snowflake that melts only at temperatures of 140 degrees Fahrenheit or
above. Perfect ice is an alchemically engineered form of water that briefly converts any moisture
it touches into a similar state. When a flask of perfect ice is opened or broken (such as by being
thrown as a splash weapon), the snowflake within expands rapidly, forming a layer of ice and
snow with a 60-foot radius along any nearby surface. Any living creature that touches an area of
perfect ice or starts its turn in a space of perfect ice takes 4d6 points of damage from desiccation
as some of the water in its body crystallizes (Fortitude DC 18 half). Creatures with the water
subtype take half again as much damage (150%) and receive no saving throw. The ice crystals
that form along flat surfaces are large and strong, and are treated as caltrops. The ice persists for
10 minutes, after which it vaporizes or reverts to a normal state for its temperature. To avoid the
hazards of its large area of effect, many users propel the vial from a launching crossbow
(Pathfinder Player Companion: Adventurer’s Armory 4) or use similar means to extend their
throwing range.
Construction
Craft (Alchemy) DC 25

Plague powder
Source
Horror Adventures pg. 213
Price varies; Weight —
Category Alchemical Weapons
Description
This ash-gray powder is refined from the crushed bones of creatures that died of virulent
diseases, illegally produced by nefarious alchemists, and sold on the black market to those
seeking to spread illness and death. The application of the powder depends on the disease from
which it is refined. Someone using powder made from diseases contracted by ingestion must
apply it to food (a full-round action) for the victim to consume. Those using powder made from
diseases contracted by injury must apply the powder to weapons (a standard action, as per the
poison application rules) and deal damage to victims to subject them to the contagion. Diseases
contracted by inhalation require the user to disperse the powder by throwing it into the air.
Throwing a handful of plague powder is a splash attack with a range increment of 5 feet. Anyone
standing in the square of impact must succeed at a save with a DC equal to that of the disease
from which the powder is made to avoid contracting the illness, while those in adjacent squares
must attempt the same save with a +4 bonus. Diseases spread through contact can use any of the
three manners of application.
The most common disease refined for these powders is filth fever, costing 144 gp, but refined
plague powders of other diseases are available, with a price equal to the base save DC of the
disease squared. Making a plague powder always requires access to a sample of the disease and
exposes the creator to the disease in question each day of crafting. Crafting a dose of plague
powder requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Poison diffuser
Source Alchemy Manual pg. 9 (Amazon)
Price 200 gp; Weight —
Category Alchemical Tools
Description
This compound comes in a tiny eyedropper. When you combine a dose of poison diffuser with a
dose of contact or ingested poison, the poison becomes a gas, slowly diffusing into the
surrounding air. The poison is treated as an inhaled poison for 3 rounds, after which the poison
and the poison diffuser are both expended and become inert. Any creature that passes within 5
feet of a diffused poison while it is active must save against the vaporous toxin.

If you are using spontaneous alchemy, adding urea to the alchemical recipe delays a poison
diffuser’s activation time. For every 20 doses of urea (worth a total of 10 gp) incorporated into
the alchemical creation process, the time from which the diffuser is added to the poison to the
time the poison begins spreading into the air increases by 1 round.
Alchemical Recipe
Recipe (100 brimstone + 180 salt + 180 spirit of wine)/fermentation; Craft 25
Time 1 day; Tools heat source; Type alchemical tool

Portable hive
Source Antihero's Handbook pg. 28
Price 300 gp; Weight —
Category Alchemical Weapons
Description
This large flask holds a swarm of angry wasps. A portable hive can be thrown as a splash
weapon, and when it hits a grid intersection or a creature, a wasp swarm (<="" rpg="" 275)
appears in a 10-foot-by-10-foot square at the point of impact. This swarm does not have the
distraction or poison special abilities, and it disperses after 1d4 rounds. Crafting a portable hive
requires a successful DC 25 Craft (alchemy) check
Construction
Craft (Alchemy) DC 25
Portable alchemist's lab
Source Ultimate Equipment pg. 77 (Amazon), Adventurer's Armory pg. 19 (Amazon), Advanced
Player's Guide pg. 1 (Amazon)
Price 75 gp; Weight 20 lbs.
Category Tools
Description
This compact version of a fullsized alchemist’s lab provides a +1 circumstance bonus on Craft
(alchemy) checks.

Portable altar (masterwork)


Source Demon Hunter's Handbook pg. 18 (Amazon)
Price 400 gp; Weight 40 lbs.
Category Tools
Description
Consecrated to one of Golarion’s many deities, this intricately etched case contains numerous
candles, stands, scented herbs, dishes, silks, small cups, containers, and similar ceremonial tools
all bearing colors and iconography sacred to the associated deity. The sturdy container features a
padded interior with numerous straps and compartments so that the items within aren’t damaged
in transport. The altar’s surface prominently features a deity’s holy symbol, and it’s sturdy
enough that it can support up to 300 pounds of weight, enough to serve as a makeshift pulpit.

Among the items found within the altar are the tools and materials necessary to perform not just
ceremonies, but also jobs and professions the related deity deems sacred, as well as holy texts
written to inspire greatness in the deity’s followers. The user can expend some of the materials
within the altar to gain a +2 circumstance bonus on the next Craft check of the specified type
(see below).

In addition, after spending 1 hour praying and reading the holy scriptures within the altar, the
user gains a +2 circumstance bonus on a single skill check. Which deity this altar is dedicated to
determines the skill to which this bonus applies (see below). The user must attempt this skill
check within an hour of praying and reading the altar’s scriptures or lose the bonus—the mantras
and inspiration provided by the texts having drifted from her mind. This hour of prayer and
scripture reading can be integrated with the time a cleric uses to prepare her spells. Regardless,
using the masterwork portable altar in this manner expends the altar’s materials in the same way
that using the normal altar to bolster a Craft check does.

Reanimating fluid
Source
Horror Adventures pg. 213
Price 100 gp; Weight —
Category Alchemical Tools
Description
This viscous, translucent green fluid is typically stored in a large syringe. When injected into a
mostly intact corpse of a Medium or smaller creature that has been dead for no more than 1 day
(time spent under effects like gentle repose don’t count against this time), the fluid gives the
corpse a rudimentary semblance of life, reactivating its nerves and muscle tissue. This causes the
corpse to reanimate and shamble around erratically for 1 minute. The result is not an undead
creature, nor is it a construct. The reanimated corpse remains utterly lifeless and is driven only
by muscular spasms that cause it shuffle 20 feet in a random direction each round, gasping and
blinking eerily as it goes. When the corpse hits a solid barrier or is attacked, it stops moving. On
its next turn, roll 1d8 to determine where it goes next. On a 1, it continues forward in the same
direction it had been previously moving (or runs up against the same barrier). On a 2, it turns 45º
clockwise and heads in that direction; on a 3, it turns 90º clockwise and heads in that direction;
and so on. The corpse can’t attack, doesn’t defend itself, and—as an object—has AC 10 and 12
hit points. Crafting a syringe of reanimating fluid requires a successful DC 25 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 25

Rhinarium paste
Source
Monster Codex pg. 177 (Amazon)
Price 75 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
When applied to the nose as a standard action, this alchemical paste traps airborne particles and
sharpens your olfactory receptors, heightening your sense of smell. You gain the scent ability,
except you can detect creatures and odors at only half the distance. If you already have the scent
ability, rhinarium paste increases the range at which you can detect creatures by 50%. Rhinarium
paste’s effects lasts for 1 hour. Crafting this item requires a successful DC 20 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 20

Scent blocker
Source Heroes of the Wild pg. 9 (Amazon)
Price 80 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This alchemical oil takes 1 minute to apply and completely masks your odor for 6 hours.
Creatures can’t use the scent ability to track you, detect your presence, or pinpoint your location.
A single dose of scent blocker covers a Medium or smaller creature. For each size category
larger than Medium a creature is, double the number of doses (and application time) required.
Crafting scent blocker requires a successful DC 23 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 23

Shard gel
Source Ultimate Equipment pg. 107 (Amazon)
Price 25 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You
can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing
damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to
it are covered in shards that function like caltrops. The caltrops last for 5 rounds before
dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as
sound burst or shout) immediately destroys all gel shards in that area. Crafting a flask of shard
gel is a DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Silver drops
Source Blood of the Moon pg. 30 (Amazon)
Price 180 gp; Weight —
Category Alchemical Tools
Description
A creature with DR/silver can swallow these bitter-tasting capsules of a concentrated alchemical
silver to convert their damage reduction to DR/— for 2d4 rounds. When this effect ends, the
creature is nauseated for 1 round. A creature can only benefit from silver drops once per 24
hours. Crafting this item requires a successful DC 30 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 30

Silvercloud oil
Source Blood of the Moon pg. 30 (Amazon)
Price 60 gp; Weight 1/2 lb.
Category Alchemical Weapons
Description
The viscous turquoise oil in this fine glass vial bursts into a pearlescent, silvery mist when
exposed to air. You can throw a vial of silvercloud oil as a splash weapon with a range increment
of 10 feet. A direct hit allows the mist to enter the body of a target with DR/silver and eat away
at the victim’s defenses, reducing its DR/ silver by 1 per round for 1d4+1 rounds (to a minimum
of 0). Once the duration of this effect ends, the target fully regains its damage reduction. Each
creature with DR/silver within 5 feet of the point where the vial struck takes a –1 penalty to its
DR/ silver for 1 round. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Slime slow
Source Demon Hunter's Handbook pg. 19 (Amazon)
Price 15 gp; Weight 1/2 lb.
Category Alchemical Weapons
Description
Dark blue crystals are suspended at various points in this chunky mixture of icy liquid. When the
liquid inside is exposed to open air, a vial of slow slime has a unique congealing effect on
amorphous bodies. The wielder can throw a vial of slime slow as a splash weapon. If a creature
with the amorphous special quality suffers a direct hit, that creature must succeed at a DC 20
Fortitude save or lose the benefits of being amorphous for 1d4 rounds. Amorphous creatures
indirectly hit by slime slow must attempt the same Fortitude save, but only risk losing the
benefits of being amorphous for 1 round. Crafting a vial of slime slow requires a successful DC
20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Sneezing powder
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon),
Adventurer's Armory pg. 19 (Amazon)
Price 60 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for
1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save
to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures
affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or
be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25
Somnigrip
Source Elemental Master's Handbook pg. 31
Price 45 gp; Weight 3 lbs.
Category Alchemical Weapons
Description
This tacky paste is peppered with flakes of glass created using materials from the Elemental
Planes, and this glass effectively limits underground movement. When you throw somnigrip at a
creature (this requires a ranged touch attack with a range increment of 10 feet) and strike your
target, the creature must succeed at a DC 20 Strength check each round. If the creature succeeds,
it can burrow or use earth glide (if it has that ability) at half its burrow speed that round. If it
fails, the creature cannot burrow or use earth glide at all that round, although it can still move
using its other speeds as normal. Somnigrip dissolves and stops affecting a creature’s movement
after 1 minute. Crafting this item requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Sparkle smoke
Source Adventurer's Guide pg. 45,
Pathfinder #106: For Queen and Empire pg. 75
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
When inhaled, this incense causes creatures to see dazzling auras around light sources, drawing
their attention to such illumination as the moon or stars and away from other nearby creatures.
Any creature inhaling sparkle smoke that fails a DC 15 Fortitude saving throw takes a –4 penalty
on Perception checks to notice creatures smaller than itself in areas of at least dim light for 1
hour. Crafting a dose of sparkle smoke requires a successful DC 15 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 15

Spiderdraw
Source
Monster Codex pg. 33 (Amazon)
Price 40 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This alchemical fluid is viscous and clear, and it emits a strong chemical smell when exposed to
air. Vermin are attracted to it and perceive anything marked with it as prey. Spiders, insects, and
similar vermin gain a +5 bonus on Perception checks and attack rolls against a creature marked
with spiderdraw; if these creatures have the scent ability, they can detect a marked creature at
five times the normal range, note its direction as a free action, and pinpoint it when it is within
25 feet.

Drow sometimes use spiderdraw as a contact poison or splash weapon against opponents,
allowing vermin to focus on the marked targets while the drow retreat, regroup, or move to a
more advantageous position. Washing off the spiderdraw is a full-round action requiring at least
a gallon of water or other suitable washing liquid; otherwise, the effects last for 1 hour.

Crafting spiderdraw requires a successful DC 20 Craft (alchemy) check.


Construction
Craft (Alchemy) DC 20

Spirit of glass
Source Alchemy Manual pg. 9 (Amazon)
Price 35 gp; Weight —
Category Alchemical Tools
Description
This fiber is composed of tiny strands of razor-sharp glass laced with alchemical elements.
Anyone who touches it finds her skin irritated by countless tiny abrasions. Though it causes only
minor discomfort, it opens the skin enough for poison to seep through, allowing injury poisons to
be delivered to the affected creature as if they were contact poisons. The abrasions last for 1 hour
or until cleaned and treated with a successful DC 10 Heal check (a full-round action). Poisoners
sometimes place spirit of glass in a target’s wardrobe or amid her personal effects along with a
rag soaked in poison. Spirit of glass is often mistaken for lint or loose cloth, though it and the
abrasions it causes can be identified with a successful DC 15 Craft (alchemy) check or DC 17
Heal check. Spirit of glass can be used only once before it is expended.
Alchemical Recipe
Recipe (2 cold iron + 7 darkwood + 5 gold)/calcination; Craft 25
Time 1 hour; Tools crucible; Type alchemical tool

Spiritbane spike
Source Undead Slayer's Handbook pg. 13 (Amazon)
Price 300 gp; Weight 1 lb.
Category Alchemical Tools
Description
When you slash this alchemically treated iron spike against your flesh—a move action that deals
1d6 points of damage— the spike extends and becomes a short sword with the ghost touch
weapon special ability. The spike reverts to its old form after 10 minutes, corroded and useless.
Should a spiritbane spike rematerialize within a corporeal body, it is shunted to the nearest empty
space without effect. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Stagnant fog sack


Source Blood of the Elements pg. 19 (Amazon)
Price 80 gp; Weight 1 lb.
Category Alchemical Tools
Description
Gathered within this tightly woven, alchemically treated canvas sack is a sample of the pervasive
fetid fog that looms near the border of the Plane of Air and the Plane of Water. When opened,
the fog billows out in a 30-foot-radius area. Sight is extremely limited in an area of stagnant fog.
A creature within 15 feet has concealment (20% miss chance), while creatures farther away have
total concealment (50% miss chance, and the attacker can’t use sight to locate the target). In
addition, creatures that end their turn within the cloud must succeed at a DC 14 Fortitude save or
become sickened for 1 round. Stagnant fog dissipates naturally after 1 minute. A moderate wind
(11+ mph) disperses the stagnant fog in 1 round. This item can be crafted with a successful DC
20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Sting grenade
Source Pathfinder #115: Trail of the Hunted pg. 74
Price 100 gp; Weight 1 lb.
Category Alchemical Weapons
Description
This hollow clay container holds black powder, a slow-burning fuse, and rock salt or hard beads
of resin or rubber. Lighting the fuse is a move action; 1d3 rounds later, the sting grenade
explodes, dealing 2d6 points of nonlethal damage and 1d6 points of fire damage in a 10-foot-
radius burst (Reflex DC 15 half). A sting grenade is treated as a splash weapon with a range
increment of 10 feet. Crafting this item requires a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Sun cinder
Source Demon Hunter's Handbook pg. 19 (Amazon)
Price 25 gp; Weight 1 lb.
Category Alchemical Tools
Description
Sun cinder is a fine powder that glows faintly when exposed to light. One bag of this
alchemically created talc contains 5 uses. When opened, it shines like a candle. If sprinkled on a
torch or similar flame, 1 dose of sun cinder increases the light level of the area that flame
illuminates by one additional step, up to bright light. This increased illumination lasts for 1
minute. Multiple doses of sun cinder can be used to further increase the light shed by the same
source. A single dose of sun cinder does not affect flames larger than a torch. Sun cinder doesn’t
affect a light source’s ability to penetrate magical darkness. Crafting 5 doses of sun cinder
requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

Tangleburn bag
Source Ultimate Equipment pg. 107 (Amazon)
Price 150 gp; Weight 5 lbs.
Category Alchemical Weapons
Description
This sack contains tanglefoot bag materials and alchemical powders that burn at a high
temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of
fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on
fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15
save, and using water to extinguish the flames creates a burst of burning material equivalent to
alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2
rounds, the flames may be extinguished as normal. Crafting this item is a DC 30 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 30
Tanglefoot bag
Source Alchemy Manual pg. 31 (Amazon), Ultimate Equipment pg. 107 (Amazon), PRPG Core
Rulebook pg. 158 (Amazon)
Price 50 gp; Weight 4 lbs.
Category Alchemical Weapons
Description
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. 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 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. If the
entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 +
the spell’s level or be unable to cast the 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. Crafting this item is a DC 25 Craft (alchemy)
check.
Alchemical Recipe
Recipe (55 myrrh + 55 urea)/congelation; Craft 25
Time 10 minutes; Tools alchemist's lab; Type alchemical weapon

Thunder kettle
Source Blood of the Elements pg. 19 (Amazon)
Price 275 gp; Weight 3 lbs.
Category Alchemical Tools
Description
This intricate glass and metal jug vibrates gently, and contains a light cloud of white vapor and
crackling blue electricity. Djinn of the Plane of Air use thunder kettles to capture the essence of
air and lightning elementals within planar super storms. When uncorked as a standard action, a
thunder kettle releases a rumbling cacophony of thunder in a 10-foot-radius burst. Creatures in
the area must succeed at a DC 16 Fortitude save or take 1d6 points of sonic damage and become
staggered for 1 round. A successful save halves the damage and negates the staggered condition.
This item can be crafted with a successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Thunderclap charge
Source People of the Wastes pg. 14
Price 200 gp; Weight 10 lbs.
Category Alchemical Weapons
Description
Used by the dwarves of Dongun Hold to excavate precious crystals from deep underground, this
heavy ceramic canister is packed with inert fibers surrounding a large alchemically infused
blackpowder charge with a fuse. Lighting the fuse is a move action; 1d3 rounds after the fuse is
lit, the charge explodes, dealing 2d6 points of bludgeoning damage and 2d6 points of sonic
damage in a 10-foot-radius burst (Reflex DC 15 half). Creatures in the area of effect are knocked
prone and deafened (a successful saving throw negates being knocked prone and reduces the
deafened condition to 1 round). Crafting a thunderclap charge requires a successful DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25

Thunderstone
Source Alchemy Manual pg. 31 (Amazon), Ultimate Equipment pg. 107 (Amazon), PRPG Core
Rulebook pg. 158 (Amazon)
Price 30 gp; Weight 1 lb.
Category Alchemical Weapons
Description
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. Crafting this item is a DC 25 Craft (alchemy) check.
Alchemical Recipe
Recipe (7 saltpeter + 15 silver)/digestion; Craft 25
Time 1 day; Tools heat source; Type alchemical weapon
Tiller's gum
Source Adventurer's Guide pg. 45,
Pathfinder #106: For Queen and Empire pg. 75
Price 100 gp; Weight —
Category Alchemical Tools
Description
This gum has alchemical properties that allow it to soak up magical energy and release it when
the gum is chewed. As a standard action, a stick of tiller’s gum can be imbued with a spell of up
to 3rd level with a casting time of less than 1 minute and that targets one or more creatures, as if
the gum were the target of the spell. The gum holds the spell’s charge for 1 hour, during which
time a creature capable of casting the stored spell can chew the gum as a standard action to gain
the spell’s effects, expending the stored spell and destroying the gum. The stored spell uses the
original caster’s level to determine its effects. If the spell-imbued gum isn’t used before an hour
passes, it is ruined. Crafting a stick of tiller’s gum requires a successful DC 20 Craft (alchemy)
check.
Construction
Craft (Alchemy) DC 20

Trailscent kit
Source Advanced Race Guide pg. 1 (Amazon)
Price 10 gp; Weight 5 lbs.
Category Alchemical Tools
Description
This small box of specially prepared catfolk pheromones and alchemical reagents can be used to
leave a small group of subtle but long-lasting scents that only catfolk can smell and decipher.
Given a minute, a catfolk can create a scent mixture and apply it to a solid object, such as a tree,
a wall, or even a smaller item such as a weapon or potion vial. When the catfolk does this, it
leaves one of the following scent impressions: danger, food, shelter, or possession. The
possession impression is always keyed to the specific catfolk using the kit, and signifies that she
owns the territory or item. Other races can attempt to use this kit to create the danger, food, or
shelter impression, but doing so requires a successful DC 20 Craft (alchemy) check. A catfolk
can detect a particular scent applied with a trailscent kit from 30 feet away. If the scent is
upwind, the range at which a catfolk can detect the scent increases to 60 feet; if it is downwind,
the range drops to 15 feet. A catfolk with the scent racial quality doubles those distances. A scent
impression lasts for 1 year or until it is washed away. Each kit has 10 uses.
Construction
Craft (Alchemy) DC 25
Twitch tonic
Source Ultimate Equipment pg. 101 (Amazon)
Price 45 gp; Weight —
Category Alchemical Remedies
Description
This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep,
paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus
on saving throws made against these effects for the next hour. If you drink twitch tonic while
suffering from any of these effects, you may immediately roll another saving throw against the
effect (with the +2 bonus); you may gain this particular benefit only once per day. You can
administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to
administering a potion.
Construction
Craft (Alchemy) DC 25

Vine tube
Source Legacy of the First World pg. 7
Price 40 gp; Weight —
Category Alchemical Tools
Description
This sealed copper tube contains a packet of alchemical fertilizer and several sprouted seedlings
from the First World. Once shaken and opened as a standard action, the tube exudes a multitude
of vines that spill into an adjacent square for 3 rounds. Left alone, these vines create an area of
difficult terrain in the square, but a creature holding the tube can shape the vines as they emerge
into a crude tool, piece of furniture, or other object of wood or rope weighing 20 pounds or less
with a successful DC 10 Craft (baskets or carpentry) check. The vine construct lasts for 10
minutes before crumbling to pieces. Crafting this item requires a successful DC 25 Craft
(alchemy) check.
Construction
Craft (Alchemy) DC 25

Warding ash
Source Undead Slayer's Handbook pg. 15 (Amazon)
Price 100 gp; Weight 1/2 lb.
Category Alchemical Tools
Description
This flaky compound of blessed ashes is steeped in juniper berries, giving it a warm, chestnut
color. Unintelligent undead instinctively recoil upon touching warding ash. If an unintelligent
undead creature moves into a space covered in warding ash, it must immediately end its
movement in that space (Reflex DC 14 negates). A singe dose of warding ash is enough to cover
a 5-foot-square space. Applying warding ash is a move action that provokes attacks of
opportunity. The warding ash becomes inert 1 minute after being laid, or after the ash is
disturbed in any way (such as being stepped on by a creature). Crafting this item requires a
successful DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

Waspguts
Source
Inner Sea Intrigue pg. 50
Price 100 gp; Weight 2 lbs.
Category Alchemical Tools
Description
This golden, oily alchemical reagent can be applied to any surface or delivered as a touch attack
(the wielder exposes herself unless she uses a glove and disposes of it afterward). A creature or
object marked with waspguts attracts angry insects. Vermin within 30 feet attack the target over
other available creatures. Wasps are affected at a range of up to 1 mile; in most environments
where wasps live, the target is stung by at least one wild wasp per hour. The effect lasts 8 hours
or until washed or scraped off (a full-round action). Waspguts can also be thrown as a splash
weapon. A direct hit deals no damage, but exposes the target to the waspguts’ effects. Crafting
waspguts requires a successful DC 20 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 20

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