Aura Moderate Transmutation; CL 10; Weight 150 lbs.; Price 2,000 GP;
DESCRIPTION
The Alchemical Fusion Apparatus is a large, intricately crafted tool used by alchemists to combine multiple potions into a single, more potent concoction. The device consists of a sturdy alchemical workstation with various tubes, vials, and mechanisms designed to facilitate the merging of potions.
The Alchemical Fusion Apparatus is a valuable tool for alchemists seeking to enhance the efficacy and versatility of their potions. However, its complex nature and time-consuming fusion process require careful planning and patience.
The Alchemical Fusion Apparatus can combine either two or three potions at a time. Potions that have already been combined cannot be further merged. To utilize the apparatus, the alchemist places the selected potions into the designated compartments and activates the fusion process. The fusion process takes a number of days equal to the total spell level of the combined potions.
Once the fusion is complete, a new potion is created that incorporates the effects of the combined potions. The resulting potion has a caster level equal to the total caster level of the merged potions. For example, merging two caster level 1 cure light potions and a caster level 1 mage armor potion would require 3 days, and the resulting potion would have a caster level of 3. Imbibing this final potion grants the benefits of two cure light spells and the effects of a caster level 3 mage armor spell. In the case of spells like Cure light where bonus added at the end equal to the caster level is only added once.
Example: The above described potion result.
Cure light: (2d4+8)+3
Mage Armor: 3 Hour Duration
CONSTRUCTION REQUIREMENTS
Feats: Craft Wondrous, Brew Potions; Skills: Craft Alchemy 10 Ranks; Cost 1,000 GP;
Bombs are small Alchemical explosives. Throwing a Bomb is a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet. Bombs are considered simple ranged weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. All Bombs that deal Damage have a DC/14 Reflex save to halve the Damage. A single bomb weights 1 lbs.
*If a natural 1 is rolled on the attack roll, the bomb is inert and does not explode.
The Craft DC of all alchemical bombs is DC/15 and takes one hour. On a critical failure during this craft check the bomb ingredients detonate as the bomb that is being crafted.
Devil's Plume: 4 doses of the desired Contact or Inhaled type poison are used in this bomb's creation (Poison types cannot be mixed). Upon detonation all targets in the area of the explosion are exposed to the poison payload.
Blotter Moss: This bomb contains concentrated Blotter Moss dust. Its magic dampening properties negate all temporary magic effects with a caster level less than 10 within the area for 1d4+1 Rounds. This includes Items, Spells, and Special Abilities. A WIL Save of DC/14 must be made to utilize any of the affected magics during this time.
Cold Iron Dust: Contains a finely ground powder of Cold Iron that reduces all DR, SR, and Resistance by 5 to all targets within the radius of the explosion for 1d4+1 Rounds.
Frigid Wind: Targets caught within the blast of a Fridge Wind Bomb are Slowed. An affected creature moves and attacks at a drastically slowed rate. Creatures affected can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. This effect lasts for 1d2+1 Rounds. A Fort Save of DC/14 Negates the Slowed effects and is instead staggered for 1 round.
Flash Bomb: Targets caught within the blast of a Flash Bomb Dazed for 1 Rnd and Blinded, and Deafened for 1d4 Rnds. A Fort Save of DC/14 Negates the Dazed effect and Halves the duration of Blinded and Deafened.
Infernal Fire Bomb: This small clay pot contains a sticky, alchemical substance that ignites upon exposure to air. When thrown as a ranged touch attack with a range increment of 20 feet, it bursts and covers a 15-foot radius area. Creatures within the area take 2d6 fire damage and continue to burn for 1d4 rounds, taking 1d6 fire damage each round. A DC 15 Reflex save halves the initial damage and negates the ongoing burn.
Weapon Oils are alchemical substances that can be applied to weapons that provide a specific bonus for a limited time. These creations can only be applied to weapons that deal slashing or piercing damage, and cannot be applied to natural attacks. Multiple coatings of oil can be applied but they only reset the time the effects remain on a weapon. Each coating can be used on one piercing or slashing melee weapon, or 10 pieces of piercing or slashing ammo. Application of these oils takes 1 full minute. Only one type of oil can be used on a weapon at a time. Wiping all currently applied coatings of oil from a weapon is a full round action. The length of time of an oil must be expended or the oil must be wiped from the weapon before a new type of oil can be applied, or the effects of both oils are neutralized.
Oils can only be applied to weapons that deal piercing or slashing DMG.
Applying weapon oil takes 1 Full Minute.
Each use of weapon oil can coat one melee weapon or 10 pieces of ammunition.
Wiping oil from a weapon or ammunition is a full round action.
Oils cannot be applied to Natural Attacks such as bite, claw, etc..
Only one type of oil can be used at a time or both oils applied are neutralized.
A batch of weapon oil weights 1 lb.
Price: 25 GP; Weight: 1/2 lb.
You can throw an Ember fire flask as a splash weapon with a range increment of 10 feet.
A direct hit deals 2d6 points of fire damage to the target and every creature within 5 feet of the point where the flask hits must make a successful DC 15 Reflex Save or take 1d6 point of fire damage from the splash. Targets struck by a direct hit will take 1d6 fire damage for 4 rounds at which point the fire will burn out or until the flames are extinguished. The target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Craft (Alchemy) DC: 25
Commonly referred to as "Wizglue".
Price: 20 GP; Weight: 1/2 lb.
Description: This glue is stored in an air tight container. When the glue is exposed to air it will cure, and form a strong bond almost instantly. The glue is sufficient to coat 1 square foot of surface, or (because of waste, spills, and inaccurate mixing) up to 20 smaller applications of approximately 2 square inches each. The glue is tacky after 1 Round and fully cured after 1 Min. Pulling apart a large glued surface (at least 1 square foot) requires a DC 25 Strength check for tacky glue or DC 30 for cured glue. Pulling apart a small glued surface (anything less than 1 square foot) is a DC 20 Strength check for tacky glue or DC 25 for cured glue.
Wizard's Glue is an alchemical item with a Craft DC of 20.
Price: N/A; Weight: 1/2 lb. Special Knowledge Required;
Effect: Gain a bonus feat. This effect is permanent, but if a second draft is ever consumed, it replaces the feat gained by the previous draft.
Description: As the cool liquid cascades down your throat, a surge of knowledge floods your mind. Almost instantly, you are plunged into a rapid montage of intense training sessions, each more vivid than the last. You witness yourself mastering intricate techniques, enduring grueling drills, and overcoming challenges you've never faced. The world around you blurs as these moments of expertise flow seamlessly into one another. Abruptly, the vision ceases, leaving you back in the present, instilled with newfound skill and ready to utilize it.
Price: 5000 GP; Weight: 1/2 lb. Alchemist Discovery: Prerequisite Alchemist 5;
Description: An Alchemist with this Discovery can once per day, brew a Renewed Breath Elixir. This special concoction costs 5,000 GP to create and takes 1 hour of work. A Renewed Breath Elixir, restores life to a dead creature as per the spell Raise Dead. Alternatively, a living person can drink the elixir of life, after which point they are immediately targeted with a Raise Dead spell the next time they are killed. Used in this manner, the effects of an Renewed Breath Elixir persist only for a number of days equal to the alchemist’s Intelligence modifier; if the drinker does not die before that time expires, the effects of the Renewed Breath Elixir end.
Price: 100 GP; Weight: 1/2 lb.
Description: When consumed, Nightshade Healing Elixir heals the imbiber for 3d8+5 hit points and grants temporary resistance to poison for 1 hour. During this hour, the imbiber gains a +5 alchemical bonus to Fortitude saving throws against poison effects. This elixir must be created and used with caution, as improper handling of Nightshade can result in severe poisoning.
Nightshade Healing Elixir is an alchemical item with a Craft DC of 25.
Price: 400 GP; Weight: 1/2 lb.
Description: When Moonshade, Ironroot, and Firebloom are combined in an alchemical brew, they create the Elixir of Vital Restoration, a powerful healing potion.
Effects: This elixir restores 2d8+5 hit points, cures minor curses, removes paralysis, and grants a +2 bonus on all saving throws for 24 hour.
Price: 120 GP; Weight: 1/2 lb.
Description: This viscous, dark sap is harvested from ancient oaks known to possess unique magical properties. When applied to a bladed weapon, the sap grants the ability to turn an enemy’s flesh to wood upon a successful hit, significantly impeding their movement.
Effect: Once applied, the weapon retains the sap’s effect for 3 successful hits or until 1 hour passes. A creature hit by a weapon coated with Darkwood Sap must make a Fortitude save (DC 16). On a failed save, parts of the creature's flesh turn to wood, causing them to become staggered for 1d4 rounds due to the stiffening of their limbs and joints. This condition can be negated with a successful save or cured by any spell or effect that removes curses or restores petrified flesh.
Harvesting Note: Harvesting Darkwood Sap is extremely hazardous; the sap in its raw form is exceedingly potent. Direct contact with sap freshly drawn from the tree can result in the complete petrification of the harvester. Due caution and protective magical measures are strongly recommended when extracting this sap.
This substance cannot be crafted.