Alchemical Items & Poisons - Eberron Pathfinder
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Transcript of Alchemical Items & Poisons - Eberron Pathfinder
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Conversion Info > Equipment & Services >
Alchemical Items & Poisons
Contents
1 Alchemical Items2 Drugs3 Poisons
There are some alchemical items and poisons that havebeen removed or replaced with Pathfinder equivalents.See Removed Material for more details.
Item Type CraftAlchemyDC
Price Weight Source
Absentia Drug 30 200gp
- S:CoT,pg. 160
Acidic Fire AlchemicalItem
25 30 gp 1 lb ECB, pg.120
Aelia's Tonic AlchemicalItem
25 5 gp 4ounces
S:CoT,pg. 158
Blackroot Oil AlchemicalItem
15 20 gp 1ounce
SoX, pg.138
Bloodspike
Defiling AlchemicalItem
30 150gp
- MoE, pg.139
Glowbug AlchemicalItem
20 50 gp - MoE, pg.139
Spatter AlchemicalItem
30 50 gp - MoE, pg.140
Tempo AlchemicalItem
40 150gp
- MoE, pg.140
Thickener AlchemicalItem
20 100gp
- MoE, pg.140
Breath of theDevourer
AlchemicalItem
20 5 gp 1ounce
FoE, pg.153
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Darkeye AlchemicalItem
35 50 gp 2ounces
S:CoT,pg. 158
Dragon'sBlood
Black Drug 30 240gp
- S:CoT,pg. 160
Blue Drug 30 750gp
- S:CoT,pg. 160
Red Drug 30 1,200gp
- S:CoT,pg. 160
Dreamlily Drug 25 1 gp - S:CoT,pg. 160(and SoS,pg. 138)
EuphoricSacrament
AlchemicalItem
25 100gp
1ounce
FoE, pg.153
Flayskin AlchemicalItem
30 100gp(seetext)
1/2 lbs FoE, pg.153
Heartflow AlchemicalItem
20 20 gp 1ounce
S:CoT,pg. 158
IcewildLitchenPaste
AlchemicalItem
20 50 gp 1ounce
SoS, pg.138
Mordei'i Sap Poison 20 25 gp - FoE, pg.153
Mordei'in AlchemicalItem
30 25 gp - FoE, pg.153
NoxiousSmokestick
AlchemicalItem
25 80 gp 1/2 lbs ECB, pg.121
PantherTears
AlchemicalItem
20 30 gp 1ounce
SoX, pg.139
Silverburn AlchemicalItem
20 5 gp 1ounce
FoE, pg.153
SpottedToadstoolVenom
Poison 20 350gp
- PGoE, pg.129
Alchemical Items
Acidic Fire: Similar to alchemist's fire, except that the damage dealt tothe primary target is 1d4 fire and 1d4 acid, while the splash
damage is 1 point of fire and 1 point of acid damage. In allother ways, it acts as alchemist's fire.
Aelia's Tonic: A murky liquid with a bitter taste. If consumed, the imbibersuffers a -2 penalty to saving throws against ingested poison ordrugs for one hour.
Blackroot Oil: This grey liquid is brewed from swamp roots and ferns. Asingle dose of this rubbed into the eyes of a creature that haslight sensitivity or light blindness negates those penalties for 1hour.
Bloodspike: Bloodspikes resemble weighted poisoned darts, althoughmost of their applications are actually beneficial. Typically, theyare inserted into the vein of the user, taking a standard actionthat provokes. A bloodspike can be thrown like a dart, with arange increment of 5 feet. If the bloodspike successfully doesdamage, its contents are applied to the target. Creatures thatimmune to bleed damage are not affected to bloodspikes andthe effects of individual bloodspikes do not stack. Bloodspikescannot accidentally poison the wielder.
Defiling: Defiling bloodspikes are the only kind currentlymade that are intended to be used on the enemy. Thoseeffected must make a Fortitude save, DC 12, or be nauseatedfor 1 round
Glowbug: The person injected with a glowbug bloodspikehave their skin or hide begin to glow for 1 hour, providingnormal light for 10 feet and dim light for another 10 feet. Theperson injected can end this effect prematurely as a swift actionby stressing all his muscles at once. Doing so causeseveryone, including the person injected, within 30 feet to makea Fortitude save, DC 12, or be dazzled for 1 minute.
Spatter: This bloodspike causes one's saliva to becomeacidic for 1 hour, causing any bite attack to deal an extra 1point of acid damage for the duration. This effect can be endedprematurely as a standard action that does provoke, where theperson inject coughs up the remaining acid and spits it,resolving as a ranged touch attack with a range increment of 5feet, doing 1d6 points of acid damage on a successful hit.
Tempo: This bloodspike leaves a reservoir of chargedliquid near the injection site. At any point in time during the
following hour, the person injected can squeeze down on thatreservoir (a free action that does not provoke) and gain a singlemove action. For each use of this bloodspike beyond the firstduring a 24 period, the user suffers a cumulative -2 penalty toWill saves, concentration checks and Perception checks as hefinds it harder and harder to concentrate. This penalty isremoved once the user has a full night's rest (which will betwice as long as he normally rests).
Thickener: This bloodspike causes the user's blood tonaturally thicken and coagulate far faster. The benefit is that theuser has damage reduction of 1 / bludgeoning andautomatically prevents the first point of bleed damage (hit pointor attribute) per round for the following hour. The negativeaspect is that the user's movement rate is reduced by 10 feetas he is constantly sluggish.
Breath of the Devourer: This crystalline salt packets are alchemically treated so thatwhen placed into a gallon of fresh water, it turns into saltwateror, when placed into a gallon of saltwater, it turns into freshwater. While used by sailors an emergency water rations, it wasoriginally used by cults of Devourer that have to drink saltwateras part of their rituals.
Darkeye: A terribly bitter substances that requires the imbiber to makea Fortitude save, DC 12, or be paralyzed for minute. For thehour following, the imbiber receives a +1 circumstance bonus tohis caster level for necromantic spells for 1 hour. If consumedwith Aelia's Tonic, this bonus increases to +5, but only for theSpeak with Dead spell. Spells that take longer to cast than theduration of the Darkeye allows do not get the benefit of thebonus to his caster level.
Euphoric Sacrament: This sweet, golden liquid is created by followers of the Furyto place themselves in a frenzied state. Those that drink it gaina +2 morale bonus to melee attack and damage rolls, but a -2penalty to AC for 2d4 rounds. They must also make a Fortitudesave, DC 13, or be confused for the duration, althoughfollowers of Fury often voluntarily fail this saving throw.
Flayskin: Made from alchemically treated skin of humanoids, flayskinis stored in water-tight containers and worn like a full body suitover the wearer. For the first 24 hours after removing it from thecontainer, flayskin provides 2 points of damage reduction
against non-lethal sources of physical damage only. After thispoint, the flayskin becomes brittle and worthless. The cost offlayskin is determined like armor, with 100 gp for a Mediumsized creature. Followers of the Mockery often wear these suitsto prologue their ritual flaying, but it has been known to providean edge for those looking to get into bar room brawls whereweapons aren't allowed.
Heartflow: A clear, tasteless fluid, Heartflow is a power aphrodisiac.Those that ingest it must make a Fortitude save, DC 15, orsuffer a -3 penalty for the following three hours to any savingthrow or skill check that would benefit from a state ofheightened arousal. This includes uses of Charm Person,Suggestion or other certain mind-affecting effects, as well asSense Motive or Perception checks to resist being distracted orlied to by a pretty face.
Icewild Litchen Paste: Made from a combination of rare herbs only native tonorthern Reidra, this paste is a thick chewy gum. When chewed(which lasts for 2d4 hours), it provides immunity to any effectsof fatigue or exhaustion from running, forced march, altitudeadjustment or temperature change. It also reduces exhaustionfrom other sources to just fatigue. However, when the gum isno longer has any potency left (or is not chewed), it leaves theuser immediately hungry (treat as fatigued until the user eatsthe equivalent of a large meal). Taking more than one dose ofthis in a 24 hour period 1d4 points of Constitution damage fromsudden and extreme malnutrition.
Morderi'in: Morderi'in are dried leaves from the Morderi'i plant. Thosethat consume the leaves are placed into a drug induced statethat provides a +2 alchemical bonus to Perception checks andconcentration checks for 10 minutes. However, Morderi'in istoxic and those that consume it must make a Fortitude save,DC 10, or suffer 1 point of Constitution damage.
Noxious Smokestick: Similar to a normal smokestick, except the smoke is slightlytoxic, causing anyone in the smoke to make a Fortitude DC 15saving throw or be nauseated for 1 round. In all other ways, itacts as a smokestick.
Panther Tears: Made from the rare nectar of tropical plants, this clear, blue-ish liquid is rubbed into the eyes of someone that does not
have low-light vision already. That person gains low-light visionfor the following hour, but also has light sensitivity for the sameperiod of time. Those that already have low-light vision gain noeffect, but suffer the light sensitivity for 1 hour.
Silverburn: Silverburn is powderized alchemical silver, treated so that itburns when exposed to flame. While the fire does produce asilver glow, common in rituals of the Silver Flame, its originalpurpose was to be placed on torches of those huntinglycanthropes. When placed in open flame, the light causes anycreature of the shapeshifter subtype that has damage reductionovercome by silver to be dazzled, so long as as they are withinthe area that is considered normal light created by the fire. Asingle ounce lasts for 30 minutes when placed on a candle, 10minutes on a torch or lantern or 1 minute if placed on any largersized fire.
Drugs
Absentia: A rare drug, distilled from flowering plants from Reidra into asmall drought that is consumed. Type: Drug (ingested); Addiction: Minor, Fortitude DC 16 Effects: The user falls into a coma for one hour, duringwhich his mind connects to that of another, randomly selectedperson within one mile. For the duration of the coma, the usersenses everything that person does. People that are protectingfrom mind reading cannot be selected as the random individual. While in the coma, outsiders that are capable ofpossession can possess the target, regardless of willingness,necessary attributes or Will save. This aspect of the drug is aclosely guarded secret of the Inspired. Damage: None
Dragon's Blood: Not really created from the blood of dragons, this drugcomes in three varieties, based on the color of the sweet liquidthat is consumed. While the negative aspects of Dragon'sBlood can affect anyone, the benefits only affect those thathave dragonmark spell-like abilities. Being addicted to any form of Dragon's Blood is the samething as being addicted to all of them. However, each dosetaken within a 24 hour period raise the associated saving throwDCs by +2.
Black Dragon's Blood Type: Drug (ingested); Addiction: Minor, Fortitude DC 15
Effects: At the onset of the drug, the user must make aWill save, DC 18, or take 2d6 points of untyped damage. Leastdragonmark spell-like abilities activated by the user have eitherthe Enlarge Spell or Extend Spell metamagic feat applied, asdesired per activation, for the following ten minutes. Damage: 1d4 points of Charisma damage
Blue Dragon's Blood Type: Drug (ingested); Addiction: Moderate, Fortitude DC18 Effects: At the onset of the drug, the user must make aWill save, DC 20, or take 4d6 points of untyped damage. Theuser can activate one Least or Lesser dragonmark spell-likeability an additional time within the next ten minutes withoutexpending one of its uses. Damage: 1d4+1 points of Charisma damage
Red Dragon's Blood Type: Drug (ingested); Addiction: Severe, Fortitude DC20 Effects: At the onset of the drug, the user must make aWill save, DC 22, or take 8d6 points of untyped damage. Leastand Lesser dragonmark spell-like abilities activated by the userhave either the Maximize Spell metamagic feat applied or a flat+3 to his caster level for the dragonmark spell-like ability, asdesired per activation, for the following ten minutes. Damage: 1d6+1 points of Charisma damage
Dreamlily: A powerful opiate from Sarlona, healers during the Last Warused it to treat soldiers that were demanded to return to frontline. Psionically reactive, the drug tastes like the user's favoritedrink.
Type: Drug (ingested); Addiction: Severe, Fortitude DC12 Effects: At the onset of the drug, the user feels invincibleand can continue acting until he is at negative hit points equalto one half of his Constitution score. He is also immune to feareffects. However, he can only take either a move action or astandard action each round. These effects last for 8 hours. Damage: 1d4 Wisdom damage
Poisons
Morderi'i Sap (Poison): Ingestion, Fortitude DC 14, 1d6 Con damage, 1 save
Spotted Toadstool Venom (Poison): Injury, Fortitude DC 16, 1d6 Str damage, 1 save
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