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Alchemical Items

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Alchemical items are not inherently magical but instead use the properties of volatile chemicals, exotic minerals, potent plants, and other substances, collectively referred to as alchemical reagents. As such, alchemical items don’t radiate magical auras, and they can’t be dispelled or dismissed. Their effects last for a set amount of time or until they are countered in some way, typically physically.

Sometimes the reactions of alchemical reagents create effects that seem magical, and at other times they straddle the line between purely reactive and the inexplicable.

Some alchemical items require spending Resonance Points as part of their activation, and alchemists can use their Resonance Points to quickly craft and empower their own alchemical items. Even in these cases, alchemical items don’t radiate magic auras, and they use a creature’s Resonance Points as simply one additional catalyst to produce their alchemical effects.

Alchemical items are activated in various ways. Most require one or more Operate Activation actions; as with magic items, these activations require the expenditure of 1 Resonance Point unless specified otherwise. The Activation entry of each item indicates the action or actions required to activate it.

Rules for creating alchemical items are found in the Craft activity, and you must have the Alchemical Crafting skill feat to use Crafting to create alchemical items. A critical failure when Crafting alchemical items often causes a dangerous effect in addition to losing some of the materials, such as an explosion for a bomb or accidental exposure for a poison. Some alchemical items have additional requirements beyond those stated in the Craft activity; these items list their requirements in a Craft Requirements entry.

All alchemical items have the alchemical trait. Most also have the consumable trait, which means that activating the item uses it up. The bomb, elixir, and poison traits indicate special categories of alchemical items, each of which is described further below. An alchemical item without the bomb, elixir, and poison traits is referred to as an alchemical tool.

Alchemical Bombs

An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage of a specified type and amount, though some produce more spectacular effects. Bombs always have the bomb trait.

Bombs are martial thrown weapons with a range of 20 feet. When you throw a bomb at a creature, you target its TAC. Strikes made to throw alchemical bombs gain the manipulate trait. Bombs don’t need to be activated in the same way as other alchemical items, but drawing, preparing, and throwing a bomb takes one hand.

Most bombs also have the splash trait. When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target take the listed amount of splash damage. On a failure (but not a critical failure), the target of the attack also takes the splash damage. You don’t multiply splash damage on a critical hit.

Alchemical Elixirs

Elixirs have the elixir trait. These potent liquids are typically consumed and grant the drinker some alchemical benefits. While all elixirs follow the same general rules, mutagens (described below) have additional rules that apply to their use.

Activating Elixirs

You can activate an elixir by drinking it using the Operate Activation action, or you activate it by using the Interact action to feed it to another creature, which requires the target to spend the Resonance Points that would have been required for the Operate Activation. You can feed an elixir only to a creature that is paralyzed, unconscious, or willing. You usually need only one hand to consume an elixir or feed it to another creature.

Many elixirs have an Onset entry. This specifies the amount of time that elapses between consuming the elixir and gaining its benefits. If this entry is absent, the elixir’s effects take place immediately upon consumption.

Mutagens

These uncommon elixirs, indicated by the mutagen trait, temporary transmogrify the subject’s body and alter its mind. Most reasonable creatures avoid mutagens, associating the admixtures with fleshwarping and other terrifying alchemical abominations. Numerous folk stories feature ordinary people transformed into murderous brutes by these concoctions. Typically, only alchemists have the expertise to craft mutagens, and some would say they are the only ones reckless enough to use them.

Mutagens differ from other elixirs in that each dose must be attuned to a specific individual to convey its full effects. The creator of the mutagen chooses a creature to attune the mutagen to at the time it is created; this typically involves including some bit of the attuned creature’s body (such as hair, nail trimmings, saliva, and the like) as a reagent during the crafting process.

Unlike other elixirs, mutagens convey a pair of effects: a benefit and a drawback. If you consume a mutagen that is not attuned to you, you gain its drawback but not its benefit. If it’s attuned to you, you gain both effects. These both occur only after the mutagen’s onset time has elapsed.

Mutagens are polymorph effects, meaning you can benefit from only one at a time. Unlike other polymorph effects, however, you can suffer the drawbacks from multiple mutagens at one time. For instance, if you were already under the effect of a bestial mutagen and drink a quicksilver mutagen, after its onset time you would gain the benefit and drawback of the quicksilver mutagen, but you’d lose the benefit of the bestial mutagen while still retaining its drawback.

Alchemical Poisons

Alchemical poisons are particularly potent toxins that have been distilled or extracted from natural sources and made either more powerful or easier to administer than their naturally occurring base toxin. Each of the alchemical poison entries listed in this section includes the Price and features for a single dose. Poison doses are typically kept in a vial or some other type of safe and secure container.

Applying alchemical poisons uses Operate Activation actions, but these activations don’t cost Resonance Points.

A poison typically requires one hand to pour into food or scatter in the air, or two hands to apply to a weapon or item. The Method of Use entry for a poison describes these typical means of application, but the GM might determine that using poisons in other ways functions differently.

A creature attempts the listed saving throw as soon as it’s exposed to the poison; only on a failed save does any listed onset time elapse, after which the creature begins suffering the poison’s effects.

Some poisons have the virulent trait. This means the poison is harder to remove once it has taken effect; see Virulent Afflictions.

Method Of Exposure

Each alchemical poison has one of the following four traits, which define the way in which a creature can be exposed to that poison.

Contact

A contact poison activates when applied to an item or directly onto a living creature’s skin. The first creature to touch the affected item must attempt a saving throw against the poison; a creature must attempt a saving throw immediately when the poison touches its skin if the poison is applied directly. Contact poisons are infeasible to apply to a creature via a weapon attack due to the logistics of delivering them without poisoning yourself.

Typically, the onset time of a contact poison is 1 minute.

Ingested

And ingested poison activates when applied to food or drink to be consumed by a living creature, or when placed directly into a living creature’s mouth. A creature attempts a saving throw against such a poison when it consumes the poison or the food or drink treated with the poison. The onset time of ingested poisons typically ranges anywhere from 1 minute to 1 day.

Inhaled

An inhaled poison activates when unleashed from its container. Once unleashed, the poison creates a cloud of gas filling a 10-foot cube lasting for 1 minute or until a strong wind dissipates the cloud. Every creature entering this cloud is exposed to the poison and must attempt a saving throw against it, unless that creature used the Take a Deep Breath action before entering the poison’s cloud and continues holding its breath for the entire time it remains within the cloud.

Injury

An injury poison activates when applied to a weapon, and it affects the target of the first Strike made using the poisoned weapon. If that Strike is a success or a critical success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. If the Strike is a failure or a critical failure, or if it fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected.

Alchemical Tools

Alchemical tools have activated effects that affect items or are helpful in some other way. Alchemical tools are consumable items, but they usually don’t require the user to spend Resonance Points when activating the item.

The following includes bombs, elixirs, poisons, and tools.

Catalog of Alchemical Tools

Acid Flask Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L Flasks filled with corrosive acid deal 1d4 persistent acid damage and 1 acid splash damage.

Alchemist’s Fire Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L Alchemist’s fire is combination of several volatile liquids that ignite when exposed to air, typically stored in a sealed flask. Alchemist’s fire deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.

The target can end this persistent damage by spending an Interact action or by becoming submerged in water or otherwise entering an area deprived of air. A creature adjacent to the target can also end the persistent damage by spending an Interact action.

Antidote Item 1+

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Antidotes come in three different types: standard, greater, and true. Upon drinking a standard antidote, you gain a +2 item bonus to Fortitude saving throws against poisons and venoms for 6 hours. A greater antidote grants a +4 item bonus to Fortitude saves against poisons and venoms for 6 hours. A true antidote grants a +4 item bonus to Fortitude saving throws against poisons and venoms for 6 hours, and when you consume a true antidote, you can immediately attempt a saving throw against one poison or venom of 10th level or lower afflicting you; if you succeed, the poison or venom is neutralized.

Type standard; Level 1; Price 2 gp

Type greater; Level 5; Price 15 gp

Type true; Level 10; Price 110 gp

Antiplague Item 1+

Method of Use held, 1 hand; Bulk L

Activation Operate activation, no cost

Antiplague comes in three different types: standard, greater, and true. Upon drinking a standard antiplague, you gain a +2 item bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s progression. A greater antiplague grants a +4 item bonus to Fortitude saves against diseases for 24 hours. A true antiplague grants a +4 item bonus to Fortitude saving throws against diseases for 24 hours, and when you consume a true antiplague, you can immediately attempt a saving throw against one disease of 10th level or lower afflicting you; if you succeed, you are cured of the disease.

Type standard; Level 1; Price 2 gp

Type greater; Level 5; Price 15 gp

Type true; Level 10; Price 110 gp

Arsenic Item 1

Price 2 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

You can’t reduce your sick condition while affected by arsenic.

Saving Throw Fortitude DC 15; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1 poison damage and sick 1 (1 minute); Stage 2 1d4 poison damage and sick 2 (1 minute); Stage 3 2d4 poison damage and sick 3 (1 minute)

Belladonna Item 2

Price 4 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 16; Onset 10 minutes; Maximum Duration 30 minutes; Stage 1 dazzled (10 minutes); Stage 2 1d4 poison damage and sick 1 (10 minutes); Stage 3 1d4 poison damage, sick 1, and confused for 1 minute (1 minute)

Bestial Mutagen Item 9

Price 90 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 10 minutes after the onset of this mutagen, your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +3 item bonus to Athletics checks and unarmed attack rolls. Your damage dealt by unarmed attacks increases to four damage dice, unless it would otherwise have more damage dice.

Drawback You take a –1 item penalty to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and AC.

Bestial Mutagen, Greater Item 13

Price 400 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 1 hour after the onset of this mutagen, your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +4 item bonus to Athletics checks and unarmed attack rolls. Your damage dealt by unarmed attacks increases to five damage dice, unless it would otherwise have more damage dice.

Drawback You take a –1 item penalty to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and AC.

Bestial Mutagen, Lesser Item 5

Price 20 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 minute after the onset of this mutagen, your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +2 item bonus to Athletics checks and unarmed attack rolls. Your damage dealt by unarmed attacks increases to three damage dice, unless it would otherwise have more damage dice.

Drawback You take a –1 item penalty to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and AC.

Bestial Mutagen, True Item 17

Price 2,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 hour after the onset of this mutagen, your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.

Benefit You gain a +5 item bonus to Athletics checks and unarmed attack rolls. Your damage dealt by unarmed attacks increases to six damage dice, unless it would otherwise have more damage dice.

Drawback You take a –1 item penalty to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and AC.

Black Adder Venom Item 2

Price 5 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 15; Maximum Duration 3 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8 poison damage (1 round); Stage 3 1d12 poison damage (1 round)

Black Lotus Extract Item 19

Price 5,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 38; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 12d6 poison damage and drained 1 (1 round); Stage 2 14d6 poison damage and drained 1 (1 round); Stage 3 16d6 poison damage and drained 2 (1 round)

Blightburn Resin Item 11

Price 160 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 26; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 7d6 poison damage (1 round); Stage 2 8d6 poison damage (1 round); Stage 3 12d6 poison damage (1 round)

Bomber’s Eye Elixir Item 3

Price 8 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

For the next minute, when you throw alchemical bombs, you ignore the effects of screening.

Bottled Lightning Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air. Bottled lightning deals 1d6 electricity damage and 1 electricity splash damage and causes the target to be flat-footed to all creatures until the start of your next turn.

Bravo’s Brew Item 3

Price 7 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

This flask of foaming beer grants courage. For the next hour after drinking this elixir, you gain a +1 item bonus to Will saves and a +3 item bonus to Will saves against fear.

Brimstone Fumes Item 16

Price 1,200 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 33; Onset 1 round; Maximum Duration 6 rounds; Stage 1 6d6 poison damage (1 round); Stage 2 7d6 poison damage and enfeebled 1 (1 round); Stage 3 8d6 poison damage and enfeebled 3 (1 round)

Bullheaded Mutagen Item 9

Price 90 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 10 minutes after the onset of this mutagen, you gain more control of your mind and can steel your will against mental assaults, but you seem standoffish and off-putting.

Benefit You gain a +3 item bonus to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks. This bonus increases to +4 against mental effects.

Drawback You take a –2 item penalty to Deception, Diplomacy, Intimidation, and Performance checks, and you lose 2 RP.

Bullheaded Mutagen, Greater Item 13

Price 400 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 1 hour after the onset of this mutagen, you gain more control of your mind and can steel your will against mental assaults, but your arrogance makes you seem standoffish and off-putting.

Benefit You gain a +4 item bonus to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks. This bonus increases to +5 against mental effects.

Drawback You take a –2 item penalty to Deception, Diplomacy, Intimidation, and Performance checks, and you lose 2 RP.

Bullheaded Mutagen, Lesser Item 5

Price 20 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 minute after the onset of this mutagen, you gain more control of your mind and can steel your will against mental assaults, but your arrogance makes you seem standoffish and off-putting.

Benefit You gain a +2 item bonus to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks. This bonus increases to +3 against mental effects.

Drawback You take a –1 item penalty to Deception, Diplomacy, Intimidation, and Performance checks, and you lose 1 RP.

Bullheaded Mutagen, True Item 17

Price 2,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 hour after the onset of this mutagen, you gain more control of your mind and can steel your will against mental assaults, but your arrogance makes you seem standoffish and off-putting.

Benefit You gain a +5 item bonus to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks and resistance 15 against mental damage.

Drawback You take a –4 item penalty to Deception, Diplomacy, Intimidation, and Performance checks, and you lose 4 RP.

Cat’s Eye Elixir Item 3

Price 7 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation For the next minute, you treat sensed creatures within 30 feet as if they were concealed, and concealed creatures within 30 feet as if they were seen.

Cheetah’s Elixir Item 1

Price 2 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

For the next minute, you are accelerated 5.

Cytillesh Oil Item 3

Price 8 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 16; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d8 poison damage (1 round)

Cognitive Mutagen Item 9

Price 90 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 10 minutes after the onset of this mutagen, your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit You gain a +3 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge, regardless of the subject matter. You treat a critical failure on a Recall Knowledge check as a failure instead.

Drawback You take a –2 item penalty to melee attack rolls and Athletics checks, you can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is 4 less.

Cognitive Mutagen, Greater Item 13

Price 400 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 1 minute after the onset of this mutagen, your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit You gain a +4 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. You treat a critical failure on a Recall Knowledge check as a failure instead.

Drawback You take a –3 item penalty to melee attack rolls and Athletics checks, you can carry 3 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is 6 less.

Cognitive Mutagen, Lesser Item 5

Price 20 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 minute after the onset of this mutagen, your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit You gain a +2 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. You treat a critical failure on a Recall Knowledge check as a failure instead.

Drawback You take a –1 item penalty to melee attack rolls and Athletics checks, you can carry 1 less Bulk than normal before becoming encumbered,and the maximum Bulk you can carry is 2 less.

Cognitive Mutagen, True Item 17

Price 2,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 hour after the onset of this mutagen, your mind becomes clear and cognition flows freely, but physical matters seem ephemeral.

Benefit You gain a +5 item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall Knowledge. You treat a critical failure on a Recall Knowledge check as a failure instead.

Drawback You take a –4 item penalty to melee attack rolls and Athletics checks, you can carry 4 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is 8 less.

Comprehension Elixir Item 2

Price 4 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation For the next minute after drinking this elixir, you can understand the words that you are reading so long as they are written in a common language. This elixir doesn’t automatically allow you to understand codes or extremely esoteric passages.

Darkvision Elixir Item 1+

Method of Use held, 1 hand; Bulk L

Activation Operate Activation Upon your drinking of this elixir, your sight becomes sharper in darkness. This elixir has three types: standard, greater, and true. Upon drinking the standard elixir, you gain darkvision for 10 minutes. The greater version grants you darkvision for 1 hour, and the true elixir grants darkvision for 8 hours.

Type standard; Level 1; Price 2 gp

Type greater; Level 3; Price 6 gp

Type true; Level 6; Price 24 gp

Deathcap Powder Item 13

Price 360 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 30; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 10d6 poison damage (1 minute); Stage 2 13d6 poison damage and sick 2 (1 minute); Stage 3 16d6 poison damage and sick 3 (1 minute)

Dragon Bile Item 15

Price 720 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 32; Onset 1 minute; Maximum Duration 6 rounds; Stage 1 4d6 poison damage and sick 2 (1 round); Stage 2 5d6 poison damage and sick 3 (1 round); Stage 3 6d6 poison damage and sick 4 (1 round)

Eagle-Eye Elixir Item 1

Price 2 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

For the next hour after drinking this elixir, you gain a +1 item bonus to Perception checks. This item bonus increases to +2 for Perception checks to find secret doors and traps.

Elixir of Life Item 8

Price 60 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

Upon drinking this elixir, you regain 7d6 Hit Points and can attempt a new save against any one toxin of 8th level or lower currently afflicting you. If you succeed, the toxin is neutralized.

Elixir of Life, Greater Item 12

Price 250 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

Upon drinking this elixir, you regain 10d6 Hit Points and can end a toxin afflicting you as long as it is not higher than 12th level.

Elixir of Life, Lesser Item 4

Price 12 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

Upon drinking this elixir, you regain 3d6 Hit Points. If you are at maximum Hit Points when you drink this elixir, you instead gain a +2 item bonus to Fortitude saving throws against toxins for 1 hour.

Elixir of Life, Minor Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

Upon drinking this elixir, you regain 1d6 Hit Points. If you are at maximum Hit Points when you drink this elixir, you instead gain a +1 item bonus to Fortitude saving throws for 1 hour against toxins, including diseases, poisons, and venoms.

Elixir of Life, True Item 16

Price 1,200 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

Upon drinking this elixir, you regain 14d6 Hit Points, and you end all toxins currently afflicting you as long as those toxins are not higher than 16th level.

Elixir of Rejuvenation Item 20

Price

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

When you drink this elixir, you’re restored to your maximum Hit Points and all toxins of 20th level or lower afflicting you are removed, but you lose all remaining RP.

You can instead administer this elixir to a creature that has been dead for a week or less; in this case, the Operate Activation does not require the expenditure of a Resonance Point. When you do, that creature is instantly brought back to life with 1 HP and 0 RP.

Either way, the target is treated as if it had failed a check to overspend RP.

Craft Requirements philosopher’s stone; true elixir of life; you must be legendary in Crafting and have the Alchemical Crafting feat

Giant Centipede Venom Item 1

Price 3 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 14; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6 poison damage and flat-footed (1 round); Stage 3 1d8 poison damage, flat-footed, and sluggish 1 (1 round)

Giant Scorpion Venom Item 6

Price 30 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 19; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and enfeebled 1 (1 round); Stage 2 2d8 poison damage and enfeebled 1 (1 round); Stage 3 2d8 poison damage and enfeebled 2 (1 round)

Giant Wasp Venom Item 7

Price 45 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 20; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and sluggish 1 (1 round); Stage 2 1d12 poison damage and sluggish 2 (1 round); Stage 3 2d8 poison and sluggish 2 (1 round)

Graveroot Item 3

Price 8 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 16; Maximum Duration 4 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage and stupefied 1 (1 round); Stage 3 1d12 poison damage and stupefied 2 (1 round)

Hemlock Item 17

Price 1,800 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 35; Onset 30 minutes; Maximum Duration 60 minutes; Stage 1 13d6 poison damage and enfeebled 2 (10 minutes); Stage 2 16d6 poison damage and enfeebled 3 (10 minutes); Stage 3 20d6 poison damage and enfeebled 4 (10 minutes).

Hunting Spider Venom Item 5

Price 20 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 18; Maximum Duration 6 rounds; Stage 1 1d8 poison damage and flat-footed (1 round); Stage 2 1d8 poison damage, flat-footed, and sluggish 1 (1 round); Stage 3 1d10 poison damage, flat-footed, and sluggish 2 (1 round)

Infiltrator’s Elixir Item 2

Price 4 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute After the onset of this elixir, you take the shape of a humanoid creature of your size (or another creature of your type, if you aren’t a humanoid, at the GM’s discretion), but different enough so you might be unrecognizable. The creator of the elixir decides the sex, eye color, skin tone, and hair color that you transform into when crafting the elixir, but it cannot change your form into a specific person. After the form takes hold, you retain it for the next 10 minutes.

Drinking this elixir counts as setting up a disguise for the Impersonate action of Deception. You gain a +4 item bonus to your Deception DC to avoid others seeing through your disguise.

Insanity Mist Item 15

Price 800 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 31; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)

Juggernaut Mutagen Item 9

Price 90 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 10 minutes after the onset of this mutagen, your body becomes thick and sturdy and you exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit You gain a +3 item bonus to Fortitude saves and 20 temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the full 20 temporary Hit Points.

Drawback You take a –2 item penalty to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks.

Juggernaut Mutagen, Greater Item 13

Price 400 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 1 hour after the onset of this mutagen, your body becomes thick and sturdy and you exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit You gain a +4 item bonus to Fortitude saves and 40 temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the full 40 temporary Hit Points.

Drawback You take a –2 item penalty to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks.

Juggernaut Mutagen, True Item 17

Price 2,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 hour after the onset of this mutagen, your body becomes thick and sturdy and you exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit You gain a +5 item bonus to Fortitude saves and 50 temporary Hit Points. Whenever you are at maximum Hit Points for at least 1 full minute, you regain the full 50 temporary Hit Points.

Drawback You take a –3 item penalty to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks.

Juggernaut Mutagen, Lesser Item 5

Price 20 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 minute after the onset of this mutagen, your body becomes thick and sturdy and you exhibit a healthy glow, though you tend to be ponderous and unobservant.

Benefit You gain a +2 item bonus to Fortitude saves and 10 temporary Hit Points.

Drawback You take a –1 item penalty to Will saves, Perception checks, Medicine checks, Nature checks, Religion checks, and Survival checks.

King’s Sleep Item 18

Price 3,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost King’s sleep is an insidious long-term poison that might seem like a disease or even a death from natural causes if used on a venerable target. The drained condition from king’s sleep stacks with each failed save and can’t be removed until the target is cured of the poison.

Saving Throw Fortitude DC 36; Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day)

Leaper’s Elixir Item 1

Price 2 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation

For 1 minute after drinking this elixir, you can attempt High Jumps and Long Jumps with a single Leap action, rather than as a two-action activity requiring a Stride and a Leap.

Lich Dust Item 9

Price 80 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 23; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 fatigued (1 minute); Stage 2 4d6 poison damage and fatigued (1 minute); Stage 3 4d6 poison damage, fatigued, and paralyzed (1 minute)

Liquid Ice Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L

The liquid reagents in this vial create a freezing effect when exposed to air. Liquid ice deals 1d4 cold damage, deals 1 cold splash damage, and causes the target to be hampered 10 until the end of its next turn.

Malyass Root Paste Item 7

Price 40 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 21; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 hampered 10 and sluggish 1 (1 minute); Stage 2 hampered 20 and sluggish 2 (1 minute); Stage 3 flat-footed, hampered 30, and sluggish 3 (1 minute)

Mistform Elixir Item 3

Price 8 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation Upon drinking this elixir, your form appears blurry, making you concealed for 1 minute.

Nettleweed Residue Item 8

Price 55 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 22; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 6d6 poison damage (1 minute); Stage 2 8d6 poison damage (1 minute); Stage 3 10d6 poison damage (1 minute)

Nightmare Vapor Item 16

Price 1,200 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 33; Onset 1 round; Maximum Duration 6 rounds; Stage 1 confused (1 round); Stage 2 confused and flat-footed (1 round); Stage 3 confused, flat-footed, and stupefied 2 (1 round)

Philosopher’s Stone Item 20

Price

Method of Use held, 2 hands; Bulk 2

Activation Operate Activation or 1 or more days; see below

An alchemist with the Craft Philosopher’s Stone feat can create a philosopher’s stone once per month using the advanced alchemy class feature. This is the only way to create a philosopher’s stone.

At a glance, a philosopher’s stone appears to be an ordinary, sooty piece of natural rock. Breaking the rock open with a Break Open action (DC 25) reveals a cavity at the stone’s heart.

The cavity is lined with a rare type of quicksilver that can transmute base metals into precious metals or create an elixir of rejuvenation.

To use the stone’s quicksilver, you must be Legendary in Crafting and you must have the Alchemical Crafting feat. You can then apply the stone’s quicksilver for one of two effects:

  • You can apply the stone’s quicksilver to an infused true elixir of life using an Operate Activation action to create an infused elixir of rejuvenation. This is instantaneous and does not require any crafting time or additional materials.
  • You can spend up to a month of downtime applying the quicksilver either to iron to create silver or to lead to create gold. Treat this as a 20th-level task for Crafting as a trade, except you don’t need any setup, you create 5,000 sp or 500 gp per day on a success, and you create 7,500 sp or 750 gp per day on a critical success.

Purple Worm Venom Item 13

Price 400 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 29; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 2 (1 round); Stage 2 4d6 poison damage and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 2 (1 round)

Quicksilver Mutagen Item 9

Price 90 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 10 minutes after the onset of this mutagen, your features become thin and angular and you become swifter and nimbler, but your body also becomes fragile.

Benefit You gain a +3 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and ranged attack rolls, and you become accelerated 15.

Drawback You take a –2 item penalty to Fortitude saves and take 20 damage. You can’t recover Hit Points lost in this way by any means while the mutagen lasts.

Quicksilver Mutagen, Greater Item 13

Price 400 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 1 hour after the onset of this mutagen, your features become thin and angular and you become swifter and nimbler, but your body also becomes fragile.

Benefit You gain a +4 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and ranged attack rolls, and you become accelerated 20.

Drawback You take a –2 item penalty to Fortitude saves and take 40 damage. You can’t recover Hit Points lost in this way by any means while the mutagen lasts.

Quicksilver Mutagen, Lesser Item 5

Price 20 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 minute after the onset of this mutagen, your features become thin and angular and you become swifter and nimbler, but your body also becomes fragile.

Benefit You gain a +2 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and ranged attack rolls, and you become accelerated 10.

Drawback You take a –1 item penalty to Fortitude saves and take 10 damage. You can’t recover Hit Points lost in this way by any means while the mutagen lasts.

Quicksilver Mutagen, True Item 17

Price 2,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 hour after the onset of this mutagen, your features become thin and angular and you become swifter and nimbler, but your body also becomes fragile.

Benefit You gain a +5 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and ranged attack rolls, and you become accelerated 25.

Drawback You take a –3 item penalty to Fortitude saves and take 50 damage. You can’t recover Hit Points lost in this way by any means while the mutagen lasts.

Salamander Elixir Item 2

Price 4 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute

For 24 hours after the onset of this elixir, you are protected from the effects of severe heat.

Sea Touch Elixir Item 4

Price 10 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute After the onset of this elixir, the spaces between your fingers and toes become webbed, granting you a swim Speed of 20 feet for the next 10 minutes.

Shadow Essence Item 10

Price 125 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

The enfeebled condition from shadow essence lasts for 24 hours.

Saving Throw Fortitude DC 24; Maximum Duration 6 rounds; Stage 1 2d6 negative damage and 2d6 poison damage (1 round); Stage 2 2d6 negative damage, 2d6 poison damage, and enfeebled 1 (1 round); Stage 3 2d6 negative damage, 2d6 poison damage, and enfeebled 2 (1 round)

Silversheen Item 1

Price 2 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

You can slather this silvery paste onto a melee or thrown weapon or a bundle of ammunition. For the next hour, any physical damage the weapon or ammunition deals is silver.

Applying silversheen to a weapon or ammunition temporarily replaces any damage type from its special materials (such as cold iron). One vial coats one melee weapon, one thrown weapon, or 10 pieces of ammunition.

Silvertongue Mutagen Item 9

Price 90 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 10 minutes after the onset of this mutagen, your features become fair and your voice becomes musical and commanding, though facts and figures become hazy for you and your reason takes a back seat to your emotions.

Benefit You gain a +3 item bonus to Deception, Diplomacy, Intimidation, and Performance checks, and you treat all critical failures with those skills as failures.

Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks, as well as all skill checks in which you are trained or expert other than your signature skills. You treat all failures on checks made to Recall Knowledge as critical failures.

Silvertongue Mutagen, Greater Item 13

Price 400 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute For 1 hour after the onset of this mutagen, your features become fair and your voice musical and commanding, though facts and figures become hazy and your reason takes a backseat to your emotions.

Benefit You gain a +4 item bonus to Deception, Diplomacy, Intimidation, and Performance checks, and you treat all critical failures with those skills as failures.

Drawback You take a –3 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks, as well as all skill checks in which you are trained or expert other than your signature skills. You treat all failures on checks made to Recall Knowledge as critical failures.

Silvertongue Mutagen, Lesser Item 5

Price 20 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 minute after the onset of this mutagen, your features become fair and your voice musical and commanding, though facts and figures become hazy and your reason takes a backseat to your emotions.

Benefit You gain a +2 item bonus to Deception, Diplomacy, Intimidation, and Performance checks, and you treat all critical failures with those skills as failures.

Drawback You take a –1 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks, as well as all skill checks in which you are trained or expert other than your signature skills. You treat all failures on checks made to Recall Knowledge as critical failures.

Silvertongue Mutagen, True Item 17

Price 2,000 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset end of your next turn For 1 hour after the onset of this mutagen, your features become fair and your voice musical and commanding, though facts and figures become hazy and your reason takes a backseat to your emotions.

Benefit You gain a +5 item bonus to Deception, Diplomacy, Intimidation, and Performance checks, and you treat all critical failures with those skills as failures.

Drawback You take a –4 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks, all checks made to Recall Knowledge, as well as all skill checks in which you are trained or expert other than your signature skills. You treat all failures on checks made to Recall Knowledge as critical failures.

Sleep Poison Item 2

Price 5 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 13; Maximum Duration 4 hours; Stage 1 slowed 1 (1 round); Stage 2 asleep with no Perception check to wake up (1 round) Stage 3 asleep with no Perception check to wake up (1d4 hours)

Slumber Wine Item 12

Price 250 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost Characters asleep from slumber wine can’t wake up by any means while the poison lasts, don’t need to eat or drink while asleep in this way, and appear to be recently dead unless an examiner succeeds at a DC 33 Medicine check.

Saving Throw Fortitude DC 26; Onset 1 hour; Maximum Duration 7 days; Stage 1 asleep (1 day); Stage 2 asleep (2 days); Stage 3 asleep (3 days).

Smokestick Item 1

Price 2 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a 5-foot-radius burst centered on one corner of your space. All creatures within that area are concealed. The smoke lasts for 1 minute or until dispersed by a strong wind.

Spider Root Item 9

Price 80 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 23; Onset 1 minute; Maximum Duration 6 minutes; Stage 1 5d6 poison damage and sluggish 1 (1 minute); Stage 2 6d6 poison damage and sluggish 2 (1 minute); Stage 3 7d6 poison damage and sluggish 3 (1 minute)

Stone Fist Elixir Item 2

Price 5 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute After the onset of this elixir, your fists become as hard as stone. For 1 hour, your fists deal 1d6 bludgeoning damage.

Sunrod Item 1

Price 2 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

This 1-foot-long, gold-tipped rod glows after it’s struck on a hard surface. It sheds normal light in a 20-foot radius for 6 hours.

Tanglefoot Bag Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L

A tanglefoot bag is filled with sticky substances.

When you hit a creature with a tanglefoot bag, that creature becomes entangled for 1 minute. Tanglefoot bags are not effective when used on a creature that is in water. The target or a creature adjacent to the target can end the entangled condition by spending 3 Interact actions. These actions need not be consecutive.

Tears of Death Item 20

Price 9,000 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 40; Onset 1 minute; Maximum Duration 10 minutes; Stage 1 15d6 poison damage and paralyzed (1 round); Stage 2 20d6 poison damage and paralyzed (1 minute); Stage 3 25d6 poison damage and paralyzed (1 minute)

Thunderstone Item 1

Price 3 gp

Method of Use held, 1 hand; Bulk L

When this stone hits a hard surface or creature, it explodes with a deafening bang. A thunderstone deals 1d4 sonic damage and 1 sonic splash damage, and each creature within 10 feet of the space in which the stone exploded must succeed at a DC 15 Fortitude saving throw or be deafened until the end of its next turn.

Tindertwig Item 1

Price 2 sp

Method of Use held, 1 hand; Bulk

Activation Operate Activation, no cost

An alchemical substance on one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with a flint and steel; as part of the activate action, you can touch the tindertwig to a flammable object to set it on fire.

Winter Wolf Elixir Item 2

Price 4 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation; Onset 1 minute

For 24 hours after the onset of this elixir, you become protected from the effects of severe cold.

Wolfsbane Item 10

Price 110 gp

Method of Use held, 1 hand; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 25; Onset 10 minutes; Maximum Duration 6 minutes; Stage 1 9d6 poison damage (1 minute); Stage 2 12d6 poison damage (1 minute); Stage 3 15d6 poison damage (1 minute) Additional Effect If you survive the damage from stage 3 of wolfsbane and you are afflicted with lycanthropy, you’re immediately cured.

Wyvern Poison Item 8

Price 60 gp

Method of Use held, 2 hands; Bulk L

Activation Operate Activation, no cost

Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 4d6 poison damage (1 round); Stage 2 5d6 poison damage (1 round); Stage 3 6d6 poison damage (1 round)