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Level 1 Alchemical Formula www.pf2easy.

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ACID FLASK, LESSER BOMB 1 BESTIAL MUTAGEN, LESSER ELIXIR 1


ACID ALCHEMICAL BOMB CONSUMABLE SPLASH ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH

Usage held in 1 hand; Bulk L Usage held in 1 hand; Bulk L


Activate  Strike Activate  Interact
Source Core Rulebook, 544 Source Core Rulebook, 546
This flask filled with corrosive acid deals 1 acid damage, the listed persistent acid damage, and the listed acid Your features transform into something bestial and you take on muscle mass, but your lumbering form is clumsy.
Benefit You gain an item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack
splash damage. Many types grant an item bonus to attack rolls.
with the agile trait and a jaws unarmed attack.
Type lesser; Level 1; Price 3 gp
Drawback You take a –1 penalty to AC and a –2 penalty to Reflex saves.
It deals 1d6 persistent acid damage and 1 acid splash damage.
Type lesser; Level 1; Price 4 gp
You gain a +1 item bonus, your claw deals 1d4 slashing damage, your jaws deal 1d6 piercing damage, and the
ALCHEMICAL CROSSBOW TOOL 1 duration is 1 minute.
UNCOMMON ALCHEMICAL

Price 25 gp BLIGHT BOMB, LESSER BOMB 1


Usage held in two hands; Bulk 2
ALCHEMICAL BOMB CONSUMABLE POISON SPLASH
Source The Fall of Plaguestone, 56
Usage held in 1 hand; Bulk L
This crossbow can deliver alchemically infused bolts. The strange weapon has a metal bracket mounted on the
Activate  Strike
side of the stock near the lath. As an action, you can load a single lesser alchemical bomb into the bracket; this
Source Advanced Player’s Guide, 252
bomb must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or
Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals the listed poison damage,
thunderstone). The next three attacks made with the crossbow deal 1d6 damage of the bomb’s damage type in
persistent poison damage, and splash damage. Many types grant an item bonus to attack rolls.
addition to the crossbow’s normal damage. If the second and third attacks are not all made within 1 minute of the
Type lesser; Level 1; Price 3 gp
first attack, the bomb’s energy is wasted. These attacks never deal splash damage or other special effects of the
The bomb deals 1d6 poison damage, 1d4 persistent poison damage, and 1 poison splash damage.
bomb and are not modified by any abilities that add to or modify a bomb’s effect. The addition of the bracket
serves to unbalance the weapon, reducing its range to 30 feet. It otherwise functions as a crossbow (when
determining damage, reload, and so on). Creatures use their crossbow proficiency when using the alchemical BLINDPEPPER TUBE TOOL 1
crossbow. The alchemical crossbow costs 25 gp. UNCOMMON ALCHEMICAL CONSUMABLE VISUAL

Price 3 gp
ALCHEMIST’S FIRE, LESSER BOMB 1 Usage held in 1 hand; Bulk L
ALCHEMICAL BOMB CONSUMABLE FIRE SPLASH Source Agents of Edgewatch - 01 - Devil at the Dreaming Palace, 78

Usage held in 1 hand; Bulk L This single-use pacification device consists of finely ground hot pepper loaded into a sealed, blowgun-style tube
Activate  Strike with a one-way valve and a range of 5 feet. To use it, the wielder must tear open the tube’s seal as an Interact
Source Core Rulebook, 545 action, then spend another action to blow the hot pepper into an adjacent creature’s face. These actions don’t
have to be taken in the same round. The target must attempt a DC 15 Reflex save to avoid inhaling the pepper or
Alchemist’s fire is a combination of volatile liquids that ignite when exposed to air. Alchemist’s fire deals the
getting it in their eyes. On a failed save, the creature is blinded for 1 round and then dazzled for 1 round. On a
listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.
critical failure, the creature is blinded for 1 round, sickened 1, and dazzled until it removes the sickened condition.
Type lesser; Level 1; Price 3 gp
The bomb deals 1d8 fire damage, 1 persistent fire damage, and 1 fire splash damage.
BLOOD SAP POISON 1
ALIGNMENT AMPOULE, LESSER BOMB 1 ALCHEMICAL CONSUMABLE DRUG INGESTED POISON

Price 4 gp
UNCOMMON ALCHEMICAL BOMB CONSUMABLE
Usage held in 1 hand; Bulk L
Usage held in 1 hand; Bulk L
Activate  Interact
Access Pathfinder Society members
Source Gamemastery Guide, 120
Source Lost Omens Pathfinder Society Guide, 38
This potent drug is distilled from a certain tropical vine into a deep‑red syrup that, over time, stains the user’s lips
This glass sphere is divided into four quarters, each of which contains a different material aligned with good, evil,
and teeth a vivid shade of red.
chaos, or law, such as shavings from a holy relic or dried flowers that grew near a planar rift to the Abyss. When
Saving Throw DC 16 Fortitude; Onset 10 minutes; Maximum Duration 3 hours; Stage 1 drained 1, +1 item bonus to
an alignment ampoule strikes a creature with a weakness to good, evil, chaos, or law, it deals the listed damage,
weapon and unarmed attack rolls, Acrobatics checks, and Athletics checks (10 minutes); Stage 2 slowed 1 (1
which matches the creature’s highest weakness. This damage is always based on the weaknesses of the initial
hour)
target of the attack. If a creature has multiple eligible weaknesses, randomly determine the damage type. An
Blood Sap Addiction (disease) Saving Throw DC 16 Fortitude; Onset 1 day; Stage 1 fatigued (1 week); Stage 2
alignment ampoule has no effect against creatures that don’t have a weakness to the ampoule’s associated
fatigued and sickened 1 (1 week); Stage 3 fatigued, drained 1, and sickened 1 (1 week); Stage 4 fatigued, drained
alignment types.
2, sickened 2, and stupefied 2 (1 week)
Type lesser; Level 1; Price 4 gp
The ampoule deals 1 damage and 1 splash damage.
BOOKTHIEF BREW TOOL 1
ANTIDOTE, LESSER ELIXIR 1 UNCOMMON ALCHEMICAL CONSUMABLE

Price 3 gp
ALCHEMICAL CONSUMABLE ELIXIR
Usage held in 1 hand; Bulk L
Usage held in 1 hand; Bulk L
Activate 1 minute (Interact)
Activate  Interact
Access Pathfinder Society agents
Source Core Rulebook, 546
Source Lost Omens Pathfinder Society Guide, 30
An antidote protects you against toxins. Upon drinking an antidote, you gain an item bonus to Fortitude saving
This concoction mixes into a thick, paste-like substance when shaken. When exposed to air, the substance dries
throws against poisons for 6 hours.
after one minute. If poured over a book, scroll, or other material featuring words written in ink, the brew will
Type lesser; Level 1; Price 3 gp
make an exact copy of the words it is in contact with while it dries, though it doesn’t contain any magical effect or
You gain a +2 item bonus.
other special properties of the original words. Once dried, you can remove the dried substance as an Interact
action. A single vial of bookthief brew can coat two pages from a book, a single scroll, or a similar amount of area
ANTIPLAGUE, LESSER ELIXIR 1 for other surfaces, producing a dried sheet as thick as a piece of paper. Unfortunately, the sheet’s copy is flipped,
ALCHEMICAL CONSUMABLE ELIXIR
requiring a mirror to properly read.

Usage held in 1 hand; Bulk L


Activation  Interact BOTTLED LIGHTNING, LESSER BOMB 1
Source Core Rulebook, 546 ALCHEMICAL BOMB CONSUMABLE ELECTRICITY SPLASH
Antiplague can fortify the body’s defenses against diseases. Upon drinking an antiplague, you gain an item Usage held in 1 hand; Bulk L
bonus to Fortitude saving throws against diseases for 24 hours; this applies to your daily save against a disease’s Activate  Strike
progression. Source Core Rulebook, 545
Type lesser; Level 1; Price 3 gp Bottled lightning is packed with volatile reagents that create a blast of electricity when they are exposed to air.
You gain a +2 item bonus. Bottled lightning deals the listed electricity damage and electricity splash damage. On a hit, the target becomes
flat-footed until the start of your next turn. Many types grant an item bonus to attack rolls.
ARSENIC POISON 1 Type lesser; Level 1; Price 3 gp
ALCHEMICAL CONSUMABLE INGESTED POISON
It deals 1d6 electricity damage and 1 electricity splash damage.

Price 3 gp
Usage held in 1 hand; Bulk L CHEETAH’S ELIXIR, LESSER ELIXIR 1
Activate  Interact ALCHEMICAL CONSUMABLE ELIXIR
Source Core Rulebook, 550
Usage held in 1 hand; Bulk L
This toxin is a compound of arsenic and other substances. You can’t reduce your sickened condition while Activate  Interact
affected. Source Core Rulebook, 547
Saving Throw DC 18 Fortitude; Onset 10 minutes; Maximum Duration 5 minutes; Stage 1 1d4 poison damage
Enzymatic compounds in this elixir strengthen and excite the muscles in your legs. You gain a status bonus to
and sickened 1 (1 minute); Stage 2 1d6 poison damage and sickened 2 (1 minute); Stage 3 2d6 poison damage and your Speed for the listed duration.
sickened 3 (1 minute)
Type lesser; Level 1; Price 3 gp
The bonus is +5 feet, and the duration is 1 minute.
COGNITIVE MUTAGEN, LESSER ELIXIR 1 ENERGY MUTAGEN, LESSER ELIXIR 1
ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH UNCOMMON ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH

Usage held in 1 hand; Bulk L Usage held in 1 hand; Bulk L


Activate  Interact Activate  Interact
Source Core Rulebook, 547 Source The Fall of Plaguestone, 56
Your mind becomes clear and cognition flows freely, but physical matters seem ephemeral. When created, this mutagen is attuned to your choice of one of four energy types: acid, cold, electricity, or fire.
Benefit You gain an item bonus to Arcana, Crafting, Lore, Occultism, and Society checks and all checks to Recall When consumed, the mutagen suffuses your body with energy that spills out of you whenever you attack. At
Knowledge. Your critical failures on Recall Knowledge checks become failures instead. higher levels, it can even grant you the ability to unleash the energy in controlled bursts.
Drawback You take a –2 penalty to weapon and unarmed attack rolls, Athletics checks, and Acrobatics checks. Benefit You gain resistance to the attuned energy type. Whenever you score a hit with a melee weapon, add
You can carry 2 less Bulk than normal before becoming encumbered, and the maximum Bulk you can carry is the listed amount of damage of the attuned energy type.
reduced by 4. Drawback You gain weakness 5 to the other three energy types.
Type lesser; Level 1; Price 4 gp Type lesser; Level 1; Price 4 gp
The bonus is +1, and the duration is 1 minute. You gain resistance 5, add 1 point of damage on a hit with a melee weapon, and the duration is 1 minute.

DRAKEHEART MUTAGEN, LESSER ELIXIR 1 FORENSIC DYE TOOL 1


ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH ALCHEMICAL CONSUMABLE

Usage held in 1 hand; Bulk L Price 3 gp


Activate  Interact Usage held in 1 hand; Bulk L
Source Advanced Player’s Guide, 253 Activate  Interact
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs Source Advanced Player’s Guide, 254
grow wiry and quick, but your mind and reflexes become slow. Activating this vial of colorless liquid requires inserting a small amount of another chemical or material, such as
Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you blood or mud. The vial reacts rapidly, transforming into a murky, reddish-brown substance.
have more than one), and an item bonus to Perception checks. If you’re wearing armor, you still calculate your Once activated, the dye remains potent for up to 10 minutes, during which time you can spend 1 minute to
proficiency bonus to AC based on your proficiency in the armor you’re wearing, even if the drakeheart mutagen brush it onto a single object of up to 1 Bulk or across the ground in a single 5-foot square. Where the dye comes in
has a higher item bonus. You also gain the Final Surge action. contact with an exact match for the activating chemical, it takes on a bright blue hue, while staying transparent in
Final Surge  You Stride twice. The drakeheart mutagen’s duration ends. areas where there is no activating component present.
Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge.
Type lesser; Level 1; Price 4 gp FROST VIAL, LESSER BOMB 1
The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final
ALCHEMICAL BOMB COLD CONSUMABLE SPLASH
Surge, whichever comes first.
Usage held in 1 hand; Bulk L
Activate  Strike
DREAD AMPOULE, LESSER BOMB 1 Source Core Rulebook, 545
ALCHEMICAL BOMB CONSUMABLE EMOTION FEAR MENTAL POISON SPLASH The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage
Usage held in 1 hand; Bulk L and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn.
Activate  Strike Many types of frost vial also grant an item bonus to attack rolls.
Source Advanced Player’s Guide, 253 Type lesser; Level 1; Price 3 gp
This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a –5-foot penalty.
deals the listed mental damage and mental splash damage. On a hit, the target becomes frightened 1, or frightened
2 on a critical hit. Many types also grant an item bonus to attack rolls. GHOST CHARGE, LESSER BOMB 1
Type lesser; Level 1; Price 3 gp
ALCHEMICAL BOMB CONSUMABLE POSITIVE SPLASH
The bomb deals 1d6 mental damage and 1 mental splash damage.
Usage held in 1 hand; Bulk L
Activate  Strike
DWARVEN DAISY, LESSER BOMB 1 Source Advanced Player’s Guide, 253
UNCOMMON ALCHEMICAL BOMB CONSUMABLE FIRE SPLASH These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby
Usage held in 1 hand; Bulk L undead creatures. A ghost charge deals the listed positive damage and splash damage, though as usual for
Activate  Strike positive damage, this damage harms only undead and creatures with negative healing. Ghost charges are
Source #5: The Dragon Who Stole Evoking Day, 5 designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal
A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a undead. A primary target that takes damage from a ghost charge becomes enfeebled until the start of your next
short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to turn. Many types grant an item bonus to attack rolls.
Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to Type lesser; Level 1; Price 3 gp
dazzle and deafen its target. A creature struck by a dwarven daisy must succeed at a Fortitude save or become The bomb deals 1d8 positive damage and 1 positive splash damage, and the target is enfeebled 1 until the start of
dazzled for 1 round. your next turn.
Type lesser; Level 1; Price 6 gp
The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16. GHOST INK TOOL 1
ALCHEMICAL CONSUMABLE
EAGLE-EYE ELIXIR, LESSER ELIXIR 1 Price 3 gp
ALCHEMICAL CONSUMABLE ELIXIR Usage held in 1 hand; Bulk L
Usage held in 1 hand; Bulk L Activate 10 minutes (Interact)
Activate  Interact Source Advanced Player’s Guide, 255
Source Core Rulebook, 548 This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when
After you drink this elixir, you notice subtle visual details. For the next hour, you gain an item bonus to exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed
Perception checks that is greater when attempting to find secret doors and traps. to heat, after which the ink becomes invisible again. The crafter of the ghost ink can alter the formula slightly to
Type lesser; Level 1; Price 4 gp instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an alchemical effect
The bonus is +1, or +2 to find secret doors and traps. such as a sunrod.
While the text isn’t glowing, a creature closely examining a surface marked with ghost ink can detect the
presence of the ink with a successful DC 25 Perception check. On a critical success, they can make out the ink
ELIXIR OF LIFE, MINOR ELIXIR 1 well enough to use Society to Decipher Writing. One vial of ghost ink is sufficient to write a page worth of text.
ALCHEMICAL CONSUMABLE ELIXIR HEALING

Usage held in 1 hand; Bulk L


GIANT CENTIPEDE VENOM POISON 1
Activate  Interact
ALCHEMICAL CONSUMABLE INJURY POISON
Source Core Rulebook, 548
Price 4 gp
Elixirs of life accelerate a living creature’s natural healing processes and immune system. Upon drinking this
elixir, you regain the listed number of Hit Points and gain an item bonus to saving throws against diseases and Usage held in 2 hands; Bulk L
poisons for 10 minutes. Activate  Interact
Source Core Rulebook, 551
Type minor; Level 1; Price 3 gp
The elixir restores 1d6 Hit Points, and the bonus is +1. Giant centipede venom causes severe muscle stiffness.
Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage (1 round); Stage 2 1d8
poison damage and flat-footed (1 round); Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
GRIT POISON 1 NECROTIC BOMB, LESSER BOMB 1
ALCHEMICAL CONSUMABLE DRUG INGESTED POISON ALCHEMICAL BOMB CONSUMABLE NEGATIVE SPLASH

Price 3 gp Usage held in 1 hand; Bulk L


Usage held in 1 hand; Bulk L Activate  Strike
Activate  Interact Source Abomination Vaults - 03 - Eyes of Empty Death, 74
Source Lost Omens Absalom, City of Lost Omens, 391 Necrotic bombs combine reagents most people consider disgusting at best and unholy at worst, creating a life-
The save for addiction to grit is DC 15, and the addiction has the virulent trait. sucking miasma upon contact with air. A necrotic bomb deals the listed negative damage and splash damage,
Saving Throw DC 15 Fortitude; Onset 1 minute; Maximum Duration 4 hours; Stage 1 +1 item bonus to and it sickens the primary target on a critical hit. This damage harms only living creatures.
Athletics, Crafting, and Performance checks (10 minutes); Stage 2 +1 item bonus to Athletics, Crafting, and Many types grant an item bonus to attack rolls.
Performance checks, –2 item penalty to Perception checks (1 hour); Stage 3 –4 item penalty to Perception Type lesser; Level 1; Price 3 gp
checks (1 hour); Stage 4 as stage 3 (1 hour); Stage 5 confused (1 round); Stage 6 unconscious (remaining The bomb deals 1d6 negative damage and 1 negative splash damage. On a critical hit, the target is sickened 1.
duration)
PERNICIOUS SPORE BOMB, LESSER BOMB 1
GROLNA POISON 1 UNCOMMON ALCHEMICAL BOMB CONSUMABLE POISON SPLASH

UNCOMMON ALCHEMICAL CONSUMABLE DRUG INGESTED POISON Usage held in 1 hand; Bulk L
Price 3 gp Activate  Strike
Usage held in 1 hand; Bulk L Source Quest for the Frozen Flame - 02 - Lost Mammoth Valley, 78
Activate  Interact This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. A pernicious
Source Agents of Edgewatch - 01 - Devil at the Dreaming Palace, 81 spore bomb deals the listed poison damage, persistent piercing damage, and splash damage. Many types grant
This caligni-made, murky-green drug supercharges a creature’s olfactory senses at the expense of dulling their an item bonus to attack rolls.
mind. Popular throughout the Darklands for its ability to transform normally dull scents and flavors into intense,
euphoric experiences, grolna can also be a great aid to trackers who want to follow scent trails, turning ordinary Ashen Swale’s bone warriors hurl these bombs made from swamp fungi collected around Lyuba.
humanoids into effective bloodhounds.
Type lesser; Level 1; Price 3 gp
Taking an additional dose of grolna while affected by the effects of stage 1 of a previous dose resets the
The bomb deals 1 poison damage, 1d4 persistent piercing damage, and 1 poison splash damage. Except on a critical
duration of stage 1 and postpones the onset of stage 2 effects.
failure, one square of the target creature’s space is coated in vegetation, becoming difficult terrain for 1 round.
Saving Throw DC 13 Fortitude; Onset 1 minute; Maximum Duration 8 hours; Stage 1 gain scent (imprecise) 30 feet,
gain a +3 item bonus to Survival checks to follow tracks, and become stupefied 1 (1 hour); Stage 2 stupefied 2 (6
hours) PESH POISON 1
Grolna Addiction (disease) Saving Throw DC 13 Fortitude; Onset 1 day; Stage 1 fatigued (1 week); Stage 2 fatigued ALCHEMICAL CONSUMABLE DRUG INGESTED INHALED POISON

and sickened 1 (1 week); Stage 3 fatigued, drained 1, and sickened 1 (1 week); Stage 4 fatigued, drained 2, Price 2 gp
sickened 2, and stupefied 2 (1 week) Usage held in 1 hand; Bulk L
Activate  Interact
JUGGERNAUT MUTAGEN, LESSER ELIXIR 1 Source Lost Omens World Guide, 52
The euphoric drug known as pesh comes from the milk of a cactus of the same name, originally native only to
ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH
Katapesh and important enough to the local economy that their nation is named for it. The drug has several
Usage held in 1 hand; Bulk L
different forms, but the most valuable is the refined version—and hence the version most commonly smuggled
Activate  Interact
abroad—a tarry, chunky black paste made by cooking the cactus’s milk along with its resin and other additives.
Source Core Rulebook, 548
When eaten or smoked, the drug gives users a sense of well-being, sometimes combined with hallucinations,
After you drink this mutagen, your body becomes thick and sturdy. You exhibit a healthy glow, though you tend
though these can also turn to paranoia, aggression, and exhaustion. It’s also dangerously addictive, as its dealers
to be ponderous and unobservant.
know all too well.
Benefit You gain an item bonus to Fortitude saves and the listed number of temporary Hit Points. Whenever
Saving Throw Fortitude DC 12; Onset 1 minute; Maximum Duration 6 hours; Stage 1 stupefied 1 and a +2 item
you are at maximum Hit Points for at least 1 full minute, you regain the temporary Hit Points.
bonus to saves versus fear effects (1 minute); Stage 2 1 temporary Hit Point per level (first time you reach this
Drawback You take a –2 penalty to Will saves, Perception checks, and initiative rolls.
stage only), +2 item bonus to saves versus fear effects, clumsy 1, and stupefied 1 (1 minute); Stage 3 clumsy 2
Type lesser; Level 1; Price 4 gp and stupefied 2 (1 hour)
The bonus is +1, you gain 5 temporary Hit Points, and the duration is 1 minute. Pesh Addiction (disease) Saving Throw DC 12 Fortitude; Onset 1 day; Stage 1 fatigued (1 week); Stage 2 fatigued
and sickened 1 (1 week); Stage 3 fatigued, drained 1, and sickened 1 (1 week); Stage 4 fatigued, drained 2, sickened
LASTWALL SOUP ELIXIR 1 2, and stupefied 2 (1 week)
UNCOMMON ALCHEMICAL CONSUMABLE ELIXIR

Price 3 gp PESHSPINE GRENADE, LESSER BOMB 1


Usage held in 2 hands; Bulk L UNCOMMON ALCHEMICAL BOMB CONSUMABLE SPLASH
Activate 1 minute (Interact) Usage held in 1 hand; Bulk L
Source Lost Omens Character Guide, 92 Activate  Strike
Crimson Reclaimers make this rich, hearty soup using herbs that baffle the senses of the undead. A bowl of Access Katapesh region
Lastwall soup is as nourishing as a full meal. In addition, for 1 hour after consuming a bowl of Lastwall soup, Source Age of Ashes - 05 - Against the Scarlet Triad, 77
you gain a +2 item bonus to Stealth checks and DCs against undead. Peshspine grenades are explosive bombs packed with alchemically treated needles from the pesh cactus. A
peshspine grenade deals the listed piercing damage and splash damage. On a hit, the target gains the stupefied
LEAPER’S ELIXIR, LESSER ELIXIR 1 condition until the end of its next turn.
ALCHEMICAL CONSUMABLE ELIXIR
Many types of peshpine grenade grant an item bonus to attack rolls.
Type lesser; Level 1; Price 3 gp
Usage held in 1 hand; Bulk L
The bomb deals 1d6 piercing damage and 1 piercing splash damage, and the target is stupefied 1.
Activate  Interact
Source Core Rulebook, 549
This tingly solution increases the elasticity and contraction of your leg muscles. For 1 minute after drinking this POPDUST TOOL 1
elixir, you can High Jump or Long Jump as a single action instead of 2 actions. If you do, you don’t perform the UNCOMMON ALCHEMICAL CONSUMABLE SONIC
initial Stride (nor do you fail if you don’t Stride 10 feet). Price 1 gp
Type lesser; Level 1; Price 3 gp Usage held in 1 hand; Bulk L
Activate  Interact
MUD BOMB, LESSER BOMB 1 Source Lost Omens The Grand Bazaar, 59

UNCOMMON ALCHEMICAL BOMB CONSUMABLE EARTH SPLASH


You can sprinkle popdust in an empty square adjacent to you. The first creature that applies pressure to the
popdust, such as by moving into that square, causes it to emit a series of thunderous cracks.
Usage held in 1 hand; Bulk L
Activate  Strike
Source Quest for the Frozen Flame - 02 - Lost Mammoth Valley, 78 QUICKSILVER MUTAGEN, LESSER ELIXIR 1
This clay vessel launches gobs of clinging mud and grit. A mud bomb deals the listed bludgeoning damage and ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH
splash damage. On a critical hit, the target is dazzled until the start of your next turn. Many types grant an item Usage held in 1 hand; Bulk L
bonus to attack rolls. Activate  Interact
Source Core Rulebook, 549
Mud, muck, and grime are common crafting components in the swamps at the eastern edge of Lost
Mammoth Valley. Your features become thin and angular. You become swifter and nimbler, but your body also becomes fragile.
Benefit You gain an item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and
Type lesser; Level 1; Price 3 gp Dexterity-based attack rolls, and you gain the listed status bonus to your Speed.
The bomb deals 1d6 bludgeoning damage and 1 bludgeoning splash damage. Drawback You take damage equal to twice your level; you can’t recover Hit Points lost in this way by any
means while the mutagen lasts. You take a –2 penalty to Fortitude saves.
Type lesser; Level 1; Price 4 gp
The bonus to rolls is +1, the bonus to Speed is +5 feet, and the duration is 1 minute.
REFINED PESH POISON 1 SMOKESTICK, LESSER TOOL 1
ALCHEMICAL CONSUMABLE DRUG INGESTED INHALED POISON ALCHEMICAL CONSUMABLE

Price 2 gp Usage held in 2 hands; Bulk L


Usage held in 1 hand; Bulk L Activate  Interact
Activate  Interact Source Core Rulebook, 554
Source Gamemastery Guide, 120 With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one
When eaten or smoked, pesh gives users a sense of well‑being, sometimes with hallucinations, aggression, and corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them.
exhaustion. The smoke lasts for 1 minute or until dispersed by a strong wind.
Saving Throw DC 12 Fortitude; Onset 1 minute; Maximum Duration 6 hours; Stage 1 stupefied 1 and a +2 item Type lesser; Level 1; Price 3 gp
bonus to saves versus fear effects (1 minute); Stage 2 1 temporary Hit Point per level (first time you reach this The radius of the burst is 5 feet.
stage only), +2 item bonus to saves versus fear effects, clumsy 1, and stupefied 1 (1 minute); Stage 3 clumsy 2
and stupefied 2 (1 hour)
SNAKE OIL TOOL 1
Refined Pesh Addiction (disease) Saving Throw DC 12 Fortitude; Onset 1 day; Stage 1 fatigued (1 week); Stage 2
ALCHEMICAL CONSUMABLE
fatigued and sickened 1 (1 week); Stage 3 fatigued, drained 1, and sickened 1 (1 week); Stage 4 fatigued, drained
2, sickened 2, and stupefied 2 (1 week) Price 2 gp
Usage held in 2 hands; Bulk L
Activate  Interact
SEARING SUTURE, LESSER TOOL 1 Source Core Rulebook, 554
UNCOMMON ALCHEMICAL CONSUMABLE FIRE
You can apply snake oil onto a wound or other outward symptom of an affliction or condition (such as sores from
Usage held in 1 hand; Bulk L a disease or discoloration from a poison). For the next hour, the symptom disappears and the wounded or afflicted
Activate  Interact creature doesn’t feel as if it still has the wound or affliction, though all effects remain. A creature can uncover the
Source Outlaws of Alkenstar - 01 - Punks in a Powder Keg, 77 ruse by succeeding at a DC 17 Perception check, but only if it uses a Seek action to specifically examine the snake
Activating this black powder–infused alchemical bandage cauterizes wounds. You can apply a searing suture to oil’s effects.
yourself or an adjacent willing creature as you activate it. The target creature takes 1d6 fire damage and can
immediately attempt a flat check to remove the persistent bleed damage—the DC of this flat check depends on the
SPEAR FROG POISON POISON 1
type of searing suture applied. When applied against a bleed effect that is lower level than the searing suture,
ALCHEMICAL CONSUMABLE INJURY POISON
the flat check is automatically successful.
Type lesser; Level 1; Price 3 gp Price 3 gp
The flat check DC is 15. Usage held, 2 hands; Bulk L
Activation  Interact
Source Bestiary 2, 121
SELF-IMMOLATING NOTE TOOL 1 A single spear frog yields enough toxin to Craft 1 dose of spear frog poison.
UNCOMMON ALCHEMICAL CONSUMABLE FIRE Saving Throw DC 15 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d6
Price 3 gp poison damage and enfeebled 1 (1 round)
Usage held in 1 hand; Bulk —
Activate  Interact
STAR GRENADE, LESSER BOMB 1
Access Member of a secret society
UNCOMMON ALCHEMICAL BOMB CONSUMABLE FIRE SPLASH
Source Dark Archive, 83
This paper is crafted with an unusual formula, causing it to catch fire and self-immolate 5 minutes after being Usage held in 1 hand; Bulk L
exposed to the air. The item activates automatically when the envelope is opened, which typically takes an Activate 
Interact action. Anyone holding the note when it catches fire takes 1 fire damage. Often, these notes are given as Access (if item is higher than 8th level) Being native of Alkenstar or obtaining permission from the garrison
practical jokes or threats, but secret societies find them quite useful when sharing information about upcoming commander, Loy Ayton.
meetings or any other relevant news. These letters must be written in haste and require the use of their Source Outlaws of Alkenstar - 03 - The Smoking Gun, 75
accompanying envelopes, which prevent air from interacting with the paper until the envelope’s seal is broken. These unusual gunpowder bombs, typically marked with a symbol of a four-pointed star on their outer surface,
explode outward in the shape of a cross whenever they Strike a target.
When you throw a star grenade, arrange two perpendicular 25-foot lines over the target, both centered on the
SERENE MUTAGEN, LESSER ELIXIR 1 target and moving straight through the target, not diagonally. Creatures other than the target within these two
ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH lines take splash damage (typically 8 squares take splash damage for a Medium creature). Any effect that alters or
Usage held in 1 hand; Bulk L adjusts the splash area’s shape or size, like the alchemist feat Expanded Splash, doesn’t apply to star grenades.
Activate  Interact Type lesser; Level 1; Price 3 gp
Source Core Rulebook, 549 The bomb deals 1d8 fire damage and 1 splash damage.
You gain inner serenity, focused on fine details and steeled against mental assaults, but you find violence off-
putting.
SULFUR BOMB, LESSER BOMB 1
Benefit You gain an item bonus to Will saves and Perception, Medicine, Nature, Religion, and Survival checks.
UNCOMMON ACID ALCHEMICAL BOMB CONSUMABLE OLFACTORY SPLASH
This bonus improves when you attempt Will saves against mental effects.
Drawback You take a –1 penalty to attack rolls and save DCs of offensive spells, and a –1 penalty per damage Usage held in 1 hand; Bulk L
die to all weapon, unarmed attack, and spell damage. Activate  Strike
Type lesser; Level 1; Price 4 gp Source Lost Omens The Grand Bazaar, 15
The bonus is +1, or +2 vs. mental, and the duration is 1 minute. A thick, sulfurous, irritating gas fills this golden-yellow flask. A sulfur bomb deals the listed damage. On a hit, the
target takes a –1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes
sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1
SILVERTONGUE MUTAGEN, LESSER ELIXIR 1 minute.
ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH
Type lesser; Level 1; Price 4 gp
Usage held in 1 hand; Bulk L The bomb deals 1d4 acid damage and 1 acid splash damage.
Activate  Interact
Source Core Rulebook, 550
SUNROD TOOL 1
Your features become striking and your voice becomes musical and commanding, though facts and figures
ALCHEMICAL CONSUMABLE LIGHT
become hazy for you and emotion clouds your ability to reason.
Benefit You gain an item bonus to Deception, Diplomacy, Intimidation, and Performance checks. Your critical Price 3 gp
failures with any of these skills become failures instead. Usage held in 1 hand; Bulk L
Drawback You take a –2 item penalty to Arcana, Crafting, Lore, Occultism, and Society checks. Choose one skill Activate  Interact
in which you are trained; for the duration, you become untrained in that skill. All your failures on checks to Recall Source Core Rulebook, 554
Knowledge become critical failures. This 1-foot-long, gold-tipped rod glows after it’s struck on a hard surface. For the next 6 hours, it sheds bright
Type lesser; Level 1; Price 4 gp light in a 20-foot radius (and dim light to the next 40 feet).
The bonus is +1, and the duration is 1 minute.
TALLOW BOMB, LESSER BOMB 1
SKEPTIC’S ELIXIR, LESSER ELIXIR 1 UNCOMMON ALCHEMICAL BOMB CONSUMABLE FIRE SPLASH

UNCOMMON ALCHEMICAL CONSUMABLE ELIXIR Usage held in 1 hand; Bulk L


Usage held in 1 hand; Bulk L Activate  Strike
Activate  Interact Source Quest for the Frozen Flame - 01 - Broken Tusk Moon, 75
Source Abomination Vaults - 01 - Ruins of Gauntlight, 78 A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates
This elixir sharpens your mind and allows you to see through lies, falsehoods, and magical trickery. You gain an a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage,
item bonus to Perception checks and Perception DCs to notice falsehoods, whether they’re spoken lies or written persistent fire damage, and splash damage. On a critical hit, a living creature taking persistent fire damage from a
deceit. You gain this same item bonus to Will saves. tallow bomb is sickened 1 from the stench of burning fat and can’t reduce its sickened value below 1 while the
Type lesser; Level 1; Price 4 gp persistent fire damage lasts. Many types of tallow bombs grant an item bonus to attack rolls.
The bonus is +1, and the duration is 1 minute.
Burning Mammoths make these bombs from a greasy, congealed mixture of fats from their animal
and humanoid victims.

Type lesser; Level 1; Price 3 gp


The bomb deals 1d4 persistent fire damage and 1 fire splash damage.
TANGLEFOOT BAG, LESSER BOMB 1 VEXING VAPOR, LESSER BOMB 1
ALCHEMICAL BOMB CONSUMABLE UNCOMMON ALCHEMICAL BOMB CONSUMABLE INHALED MENTAL POISON SPLASH

Usage held in 1 hand; Bulk L Usage held in 1 hand; Bulk L


Activate  Strike Activate  Strike
Source Core Rulebook, 545 Source Lost Omens The Grand Bazaar, 27
A tanglefoot bag is filled with sticky substances. When you hit a creature with a tanglefoot bag, that creature This flask contains a fine red powder made from toxic berries. vexing vapor bomb deals the listed mental damage
takes a status penalty to its Speeds for 1 minute. and mental splash damage. On a hit, the target must succeed at a DC 5 flat check before taking actions with the
Many types of tanglefoot bag also grant an item bonus on attack rolls. concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).
On a critical hit, a creature in contact with a solid surface becomes stuck to the surface and immobilized for 1 Type lesser; Level 1; Price 4 gp
round, and a creature flying via wings has its wings tangled, causing it to fall safely to the ground and become The bomb deals 1d6 mental damage and 1 mental splash damage.
unable to Fly again for 1 round. Tanglefoot bags are not effective when used on a creature that is in water.
The target can end any effects by Escaping or spending a total of 3 Interact actions to carefully remove the
WAR BLOOD MUTAGEN, LESSER ELIXIR 1
sticky substances. These Interact actions don’t have to be consecutive, and other creatures can provide the
UNCOMMON ALCHEMICAL CONSUMABLE ELIXIR MUTAGEN POLYMORPH
actions as well.
Type lesser; Level 1; Price 3 gp Usage held in 1 hand; Bulk L
The target takes a –10-foot penalty, and the Escape DC is 17. Activate  Interact
Source Outlaws of Alkenstar - 01 - Punks in a Powder Keg, 77
Upon drinking this mutagen, you can feel your blood surge through your body and hear a low-pitched humming in
THUNDERSTONE, LESSER BOMB 1
your ears. These sensations subside as the flesh and muscles of your arm loosen and stretch, the fibers of your
ALCHEMICAL BOMB CONSUMABLE SONIC SPLASH very being reaching out to combine with the base of one melee weapon you’re holding.
Usage held in 1 hand; Bulk L Benefit Choose one melee weapon you’re holding in one or both hands. You gain the listed item bonus to your
Activate  Strike attack rolls with this weapon and to Will saves against fear effects. Any attempt to Disarm or otherwise remove
Source Core Rulebook, 546 the weapon from your hands must exceed the listed DC based on the type of war blood mutagen or the attempt
When this stone hits a creature or a hard surface, it explodes with a deafening bang. A thunderstone deals the fails.
listed sonic damage and sonic splash damage, and each creature within 10 feet of the space in which the stone Drawback You can’t voluntarily remove the weapon unless you succeed at an Athletics check at the listed DC,
exploded must succeed at a Fortitude saving throw with the listed DC or be deafened until the end of its next which ends the war blood mutagen’s effects; this check takes a single action. If you perform an action with the
turn. Many types of thunderstone grant an item bonus to attack rolls. concentrate trait, you must succeed at a DC 5 flat check or the action is lost.
Type lesser; Level 1; Price 3 gp Type lesser; Level 1; Price 4 gp
The bomb deals 1d4 sonic damage and 1 sonic splash damage, and the DC is 17. The item bonus is +1, the DC to remove the weapon is 25, and the duration is 1 minute.

TINDERTWIG TOOL 1 WATER BOMB, LESSER BOMB 1


ALCHEMICAL CONSUMABLE FIRE UNCOMMON ALCHEMICAL BOMB CONSUMABLE NONLETHAL SPLASH WATER

Price 2 sp Usage held in 1 hand; Bulk L


Usage held in 1 hand; Bulk — Activate  Strike
Activate  Interact Source Quest for the Frozen Flame - 02 - Lost Mammoth Valley, 79
Source Core Rulebook, 554 This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage,
An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. neutralizing acids, and dousing flames. A water bomb deals the listed bludgeoning damage and bludgeoning
Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the splash damage. On a hit, if the target is suffering from persistent acid or persistent fire damage, it can attempt a
tindertwig and touch it to a flammable object as part of the same Interact action. flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat
check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb

TWIGJACK SACK, LESSER BOMB 1 extinguishes the fire, or extinguishes one square of fire for a larger fire. Many types grant an item bonus to attack
rolls, and some types extinguish wider areas of fire.
UNCOMMON ALCHEMICAL BOMB CONSUMABLE SPLASH

Usage held in 1 hand; Bulk L Sutaki children supposedly invented the first water bomb for games and sports, though alchemists
Activate  Strike quickly found other practical uses for it.
Source Quest for the Frozen Flame - 01 - Broken Tusk Moon, 75
Type lesser; Level 1; Price 3 gp
Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack’s contents
The bomb deals 1 nonlethal bludgeoning damage and 1 nonlethal bludgeoning splash damage.
creak under the strain of the tightly compressed bundle.
When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby
creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage. Many
types of twigjack sacks grant an item bonus to attack rolls.

Quicklings in the eastern Gornok Plain have devised a grisly use for the remains of their twigjack
foes.

Type lesser; Level 1; Price 3 gp


The bomb deals 1d6 piercing damage, 1 persistent bleed damage, and 1 piercing splash damage.

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