Alchemical Shop (city, lvl 7)
Level 1
| Qty | Name | Price | Level | Rarity |
|---|---|---|---|---|
| 32 × | Arsenic This toxin is a compound of arsenic and other substances. You can't reduce your sickened condition while affected.
◆◆ (manipulate)
Saving Throw DC 18 Fortitude
Onset 10 minutes
Maximum Duration 5 minutes
Stage 1 1d4 poison damage and Sickened 1 (1 minute)
Stage 2 1d6 poison damage and Sickened 2 (1 minute)
Stage 3 1d8 poison damage and Sickened 3 (1 minute) | 3 gp | 1 | |
| 49 × | Bestial Mutagen (Lesser) ◆◆ (manipulate)
* * *
For 1 minute, your features transform into something bestial and lumbering.
Benefit You gain a +1 item bonus to Athletics checks and unarmed attack rolls. You gain a claw unarmed attack with the agile trait that deals 1d4 slashing damage, and a jaws unarmed attack that deals 1d6 piercing damage. Striking runes don’t modify the damage caused by these attacks.
Drawback You take a –2 penalty to Reflex saves, Acrobatics checks, and Stealth checks. | 4 gp | 1 | |
| 25 × | Blasting Stone (Lesser) ◆◆ Strike
* * *
When this pebble hits a creature or a hard surface, it explodes with a deafening bang. A blasting stone 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 17 Fortitude saving throw or be deafened until the end of its next turn. | 3 gp | 1 | |
| 42 × | Blight Bomb (Lesser) | 3 gp | 1 | |
| 33 × | Dread Ampoule (Lesser) Activate—Strike ◆
This flask is filled with a murky purple gas that briefly interferes with normal brain activity. A dread ampoule 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.
The bomb deals 1d6 mental damage and 1 mental splash damage. | 3 gp | 1 | |
| 22 × | Ghost Charge (lesser) These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures. A ghost charge deals 1d8 vitality damage and 1 splash damage, though as usual for vitality damage, this damage harms only undead and creatures with void healing. Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead. A primary target that takes damage from a ghost charge becomes enfeebled 1 until the start of your next turn. Many types grant an item bonus to attack rolls. | 3 gp | 1 | |
| 14 × | Ghost Ink ◆0 minutes (manipulate)
* * *
This pale-blue ink dries rapidly, becoming fully transparent 1 minute after application. The ink glows red when exposed to heat, such as that from a torch or other open flame. This glow lasts only as long as the ink is exposed to heat, after which the ink becomes invisible again. The crafter of the ghost ink can alter the formula slightly to instead make the ink sensitive to sunlight, starlight, magical light, or heatless light created by an alchemical effect, such as a glow rod.
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 well enough to use Society to Decipher Writing. One vial of ghost ink is sufficient to write a page worth of text. | 3 gp | 1 | |
| 46 × | Giant Centipede Venom ◆◆◆ (manipulate)
* * *
Giant centipede venom causes severe muscle stiffness and general fatigue.
Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage (1 round); Stage 2 1d4 poison damage and fatigued (1 round); Stage 3 1d4 poison damage, clumsy 1, and fatigued (1 round) | 4 gp | 1 | |
| 47 × | Matchstick ◆◆ (manipulate)
An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a matchstick is much faster than creating a flame with flint and steel. You can ignite it and touch it to a flammable object as part of the same Interact action. A matchstick remains lit for 1 round, after which it's consumed and extinguished. | 2 sp | 1 |
Level 2
| Qty | Name | Price | Level | Rarity |
|---|---|---|---|---|
| 31 × | Bottled Catharsis (Minor) ◆◆ (manipulate)
* * *
This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, at 1st-rank with a +6 counteract modifier. | 5 gp | 2 | |
| 24 × | Formula: Bottled Catharsis (Minor) | 2 gp* | 2 | |
| 43 × | Cat's Eye Elixir ◆◆ (manipulate)
After you consume this elixir, your vision sharpens, and you become sensitive to even the most minute movements. For the next minute, you reduce the flat check to target hidden creatures to 5, and you don't need to attempt a flat check to target concealed creatures. These benefits apply only against creatures within 30 feet of you. | 7 gp | 2 | |
| 16 × | Surging Serum (Minor) ◆◆ (manipulate)
* * *
Involuntary jolts and surges of energy move through the drinker’s body as it restores normal muscle control. When you drink this elixir, it attempts to counteract each effect that’s inflicting the clumsy or enfeebled condition on you, at 1nd-rank with a +6 counteract modifier. | 5 gp | 2 |
Level 3
| Qty | Name | Price | Level | Rarity |
|---|---|---|---|---|
| 15 × | Quicksilver Mutagen (Moderate) ◆◆ (manipulate)
* * *
For 10 minutes, you become swifter and nimbler but also fragile.
Benefit You gain a +2 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +10 status bonus to your Speed.
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. | 12 gp | 3 | |
| 35 × | Formula: Quicksilver Mutagen (Moderate) | 3 gp* | 3 |
Level 4
| Qty | Name | Price | Level | Rarity |
|---|---|---|---|---|
| 11 × | Bottled Catharsis (Lesser) ◆◆ (manipulate)
* * *
This drink unlocks a flood of emotions that helps reset your mental state. When you drink this elixir, the elixir attempts to counteract each effect on you that has the emotion trait or is inflicting the stupefied condition on you, at 2nd-rank with a +8 counteract modifier. | 15 gp | 4 | |
| 13 × | Formula: Bottled Catharsis (Lesser) | 5 gp* | 4 | |
| 17 × | Cooling Elixir (Lesser) ◆◆ (manipulate)
* * *
This elixir is made to help you withstand extreme environments. For 24 hours, you’re protected from the effects of severe heat. | 15 gp | 4 | |
| 27 × | Formula: Cooling Elixir (Lesser) | 5 gp* | 4 | |
| 15 × | Glue Bullet Ammunition round
◆◆ (manipulate)
* * *
These cartridges are filled with sticky clear glue. When a glue bullet hits, a syrupy webbing coats the target and sticks to the ground or a nearby surface, hindering their movement. The target takes a –10-foot circumstance penalty to its Speeds for 2d4 rounds, or until it Escape against a DC of 18. On a critical hit, the target is also immobilized until it Escapes. | 16 gp | 4 | uncommon |
| 8 × | Formula: Glue Bullet | 5 gp* | 4 | |
| 18 × | Mistform Elixir (Lesser) ◆◆ (manipulate)
A faint mist emanates from your skin, making you concealed for 3 rounds. As usual, if you become concealed when your position is still obvious, you can't use this concealment to Hide or Sneak. | 18 gp | 4 | |
| 6 × | Timeless Salts ◆◆ (manipulate)
* * *
You sprinkle these salts onto a single object up to 10 cubic feet in volume and no more than 40 Bulk to preserve it for 1 week. The object doesn’t decay, and effects that require the object to be fresh don’t count the time passing during this duration as having elapsed. When sprinkled on a corpse, this extends the period in which a creature can be revived by magic as well as the wait time required before a corpse can be targeted again with talking corpse. The salts prevent ordinary pests from consuming the target (such as maggots for a corpse or moths for a piece of clothing). Any creature can use an Interact action to disperse the salts from an unattended object and end this effect. | 14 gp | 4 | |
| 4 × | Witchwarg Elixir (Lesser) ◆◆ (manipulate)
* * *
This elixir warms your core and improves your circulation. For 24 hours, you’re protected from the effects of severe cold. | 15 gp | 4 |
Level 5
| Qty | Name | Price | Level | Rarity |
|---|---|---|---|---|
| 10 × | Absolute Solvent (Lesser) ◆◆ (manipulate)
* * *
Originally formulated as a means of dissolving everlasting adhesive, this powerful solvent can break almost any adhesive’s grip. As absolute solvent is particularly effective against everlasting adhesive, it automatically dissolves everlasting adhesive. It attempts to counteract any other adhesives, such as glue bombs, at 3rd-rank with a counteract modifier of +9. | 21 gp | 5 |