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Acidic Fire (x10, 30 GP ea.

)
Price: 300 GP
Weight: 5#
(Eberron Campaign Setting p. 120)
What's better than burning things with acid? Burning things with flaming acid!
Rather than carry separate flasks of Acid and Alchemist's Fire, it saves space to
combine them into the same bottle. Although combining the two substances drops the
damage die to 1d4, if you hit a creature that is still vulnerable to both acid and
fire (I'm looking at you, Mr. Troll), you actually come out slightly ahead on the
average damage (7.5 damage for Acidic Fire, 7 damage for Alchemist's Fire, and 3.5
damage for just plain ol' acid). The 2 points of splash damage isn't too shabby,
either. Give a sack full of 19 flasks of Acidic Fire to an unseen servant and it
can drop it in a square for 38 splash damage, no save.
Craft (Alchemy) DC: 25

Alchemical Sun Flash (x5)


Price: 250 GP
Weight: 1#
(Expedition to Castle Ravenloft p. 208)
Works just like alchemist's fire, but also explodes with a burst of daylight that
dazzles creatures that are light sensitive, no save. Vampires are also staggered
for one round, no save.
Craft (Alchemy) DC: 25

Antitoxin (x4, 50 GP ea.)


Price: 200 GP
Weight: --
(PHB)
Where else are you going to find a +5 alchemical bonus on saves for only 50 GP?
Chug one of these vials when you know you're up against a creature using poison,
and you've got a good chance to save yourself the cost of a neutralize poison
potion or scroll. Lasts 1 hour.
Craft (Alchemy) DC: 20

Atramen Oil
Price: 50 GP
Weight: 1#
(Planar Handbook p. 75)
Throw as a grenade-like splash weapon, ranged touch attack with a 10' range
increment, direct hit on a target takes -4 penalty on Fort saves for 1 minute. Any
creature in the 5' splash gets a similar -1 penalty on Fort saves. Great way to
soften up a target for poison or some other Fort-based attack.
Craft (Alchemy) DC: 20

Candle, Insectbane (x10, 1 SP ea.)


Price: 1 GP
Weight: --
(Arms & Equipment Guide p. 21)
Keeps nonmonstrous vermin away, 5' radius, burns for 1 hour. Vermin Ointment
(Secrets of Xendrik p. 139, included below) does the same thing and costs 20 GP,
but it also affects monstrous vermin if they fail a Fortitude save DC 15. If you're
surrounded by inexhaustible number of insect swarms, 10 hours should be long enough
to allow all your spellcasters to rest and regain spells.

Clearwater Tablet
Price: 1 GP
Weight: --
(Complete Scoundrel p. 110)
Removes any disease, poison, or other toxins from 1 gallon of water. Doesn't work
on magical potions, oils, or alcohol-based liquids, and clean water ceases to be
much of an issue once you get hold of a Travel Cloak, but you never know where it
might come in handy.

Bolt Cutters (A&E; 6 GP): Dealing 15 damage to any metal bars as thick as 1 inch
these are a lot more subtle then your friendly barbarian smashing a jail window or
city grate.

Defoliator
Price: 20 GP
Weight: 1#
(Arms & Equipment Guide p. 33)
Grenade-like weapon that does 2d4 damage to plant creatures and auto-kills any non-
creature plant that is size medium or smaller in a 5' radius burst, AKA a "Get Out
of Entangle Free Card". Since all slimes, molds, and fungi are treated as plants
(and are not considered creatures), this item also instantly kills Green Slime,
Yellow Mold, Brown Mold (DMG), Snowflake Lichen (Frostburn), Grey Slime, and Bone
Fungus (Dungeonscape) in a 5' radius. It also does 2d4 damage to wooden objects,
dissolving them like acid, although hardness still applies.
Craft (Alchemy) DC: 20

Eggshell Grenade, Dust (x10, 10 GP ea.)


Price: 100 GP
Weight: --
(Oriental Adventures p. 78)
Thrown as a grenade-like weapon, so make a ranged touch attack with a range
increment of 5'. A dust grenade that hits its target directly blinds the target for
1d4 rounds *NO SAVE*. Anyone else within the 5' radius splash must make a Fort save
DC 10 or be blinded for 1 round. This is an amazingly effective weapon that works
on a wide variety of opponents, but don't overuse this one or your DM will come
down on you with a banhammer like a ton of bricks.
Craft (Alchemy) DC: 20

Firestone
Price: 50 GP
Weight: 0.5#
(Dragon Compendium p. 117)
Thrown as a grenade-like weapon, it does 1d6 fire damage, but unlike a splash
weapon, it has an area effect that damages everything in the 5' square without a
Ref save. Ranged touch attacks are pretty easy to begin with, but targeting a
stationary square rather than a creature makes them even ridiculously more so. This
might allow you to throw a whole bag full of these into a square for Xd6 fire
damage, X = however many firestones fit in the bag. Another interesting tactic
might be to give this bag to an unseen servant, and have it drop or empty the bag
into a square from above (doesn't require an attack roll). No weight was given in
the Dragon Compendium or the original Dragon article, so I'm assuming a firestone
weighs the same as a sling bullet (1/2 lb). Thus, an unseen servant could put 39
into a sack (20 lbs total) and drop it in a square for 39d6 fire damage, no save.
Craft (Alchemy) DC: 25

Flint & Steel


Price: 1 GP
Weight: --
(PHB)
If your sparker burns out and your magnifying glass won't work, best to have this
as a fallback.

Flour Pouch (x4, 1 SP ea.)


Price: 4 SP
Weight: --
(Dungeonscape p. 32)
Thrown as splash weapon, 5' burst. Locates invisible creatures, reduces their
concealment to 20%, and reduces their hide bonus.

Ghostblight
Price: 100 GP
Weight: --
(Complete Adventurer p. 122)
Can be used with a Weapon Capsule Retainer (100 GP, Complete Adventurer) or applied
as an oil with a standard action. Used against incorporeal creatures to ignore the
50% miss chance, lasts for 3 rounds. There's a similar substance in Libris Mortis
called Ghostoil, but it takes a full round action to apply and only lasts for 2
rounds.
Craft (Alchemy) DC: 35

Liquid Smoke
Price: 20 GP
Weight: 1#
(Oriental Adventures p. 78)
Same price as a smokestick, but reacts with air and thus does not need to be lit.
Provides concealment, blocks LOS, or a cheap theatrical effect.
Craft (Alchemy) DC: 20

Manacles, Masterwork
Price: 50 GP
Weight: 2#
(PHB)
Requires a Strength check DC 28 or Escape Artist check DC 35 to get out of. Useful
for keeping hostages/prisoners (particularly spellcasters) out of trouble.

Marbles (x4, 2 SP ea.)


Price: 8 SP
Weight: 8#
(Arms & Equipment Guide p. 24)
These are deployed much like caltrops, so it takes a standard action to spread.
Basically a 5' x 5' square of non-magical grease. Dump them under an opponent
without 5 ranks of Balance to deny his Dex bonus and make the party rogue happy.

Piton (x10, 1 SP ea.)


Price: 1 GP
Weight: 5#
(PHB)
Attach ropes, spike doors, trepanize your friends and neighbors.

Periscope, Hand
Price: 50 GP
Weight: 2#
(Dungeonscape p. 32)
Peek around corners (with a +7 Hide bonus).

Flask Belt, Masterwork


Price: 60 GP
Weight: 1#
Once per round, you can retrieve a flask as a free action. Holds up to 10 flasks.

Quickspark
Price: 25 GP
Weight: --
(Complete Adventurer p. 122)
Of all the various alchemical items that do energy damage, Quickspark is the
easiest to use and you're less likely to run into electricity resistance than fire
or cold. It can be applied to a weapon as on oil with a standard action, or as a
swift action when used with a Weapon Capsule Retainer (100 GP, Complete
Adventurer). It can't be thrown on its own and does no splash damage, but you can
apply it to any grenade-like weapon just like any other weapon. A Quickspark +
Acidic Fire, for example, does an average of 11 energy damage over 2 rounds.
Alchemist's Spark (Eberron Campaign Setting) is easier to throw, does a little more
damage (1d8) and also splashes for 1 damage, but can't be applied to a weapon. A
Sparkstone (Arms & Equipment Guide) can be thrown as a grenade-like weapon for 1d6
electricity damage and it will arc to one adjacent opponent (but only one) for half
damage.
Craft (Alchemy) DC: 25

Screaming Flask
Price: 40 GP
Weight: 1#
(Complete Mage p. 135)
1d8 sonic damage in a 15' cone, Fort save DC 15 vs. deafness.
Craft (Alchemy) DC: 25

Sprayer
Price: 15 GP
Weight: 4#
(Arms & Equipment Guide p. 25)
Spray a 10' long cloud of oil, holy water, an inhaled poison, etc. It's an area
effect, essentially a 5' x 10' line, but it doesn't require an attack roll and can
be given to an unseen servant. The description says acid won't work, but doesn't
mention alchemist's fire (which should work if the storage drum is airtight, but
I'm not sure it is). Quickflame, Quickfrost, or Quickspark (Complete Adventurer)
might also work, as well as Alchemist's Frost (Eberron Campaign Setting), but
Alchemist's Spark requires two liquids in separate containers to be mixed. Atramen
Oil, Liquid Smoke, or Stonebreaker Acid could also be interesting options when
delivered by a sprayer.

Stonebreaker Acid
Price: 20 GP
Weight: 1#
(Arms & Equipment Guide p. 35)
Thrown as grenade-like weapon. Against stone objects/creatures, 5d10 damage over 2
rounds that ignores hardness. While Delver Slime (150 GP, Savage Species) may deal
more damage per application, Stonebreaker Acid is a lot cheaper.
Craft (Alchemy) DC: 20

Tanglefoot Bag (x3, 50 GP ea.)


Price: 150 GP
Weight: 12#
(PHB)
Ranged touch attack that entangles (-2 attack penalty, -4 Dex penalty, restricts
movement), a chance to immobilize, and makes life difficult for flying creatures.
Check with your DM if the Dex penalty from multiple sources stack (net, lasso,
etc.).
Craft (Alchemy) DC: 25

Torch Bug Paste (x4, 25 GP ea.)


Price: 100 GP
Weight: --
(Complete Scoundrel p. 120)
Thrown as a splash weapon, non-magical faerie fire effect, which pinpoints
invisible creatures and completely negates concealment.

Wine, Bottle
Price: 10 GP
Weight: 1.5#
(PHB)
There are several alchemical substances and adhesives that can be washed off or
dissolved with an alcoholic liquid, so it's best to have a little bit of "liquid
courage" on tap.

Unguent of Timelessness
Price: 150 GP
Weight: --
(DMG)
Used primarily to extend the duration of some alchemical items by 365 times. It can
be applied to any item that was once alive, which basically means it has to consist
primarily of organic materials. Candles and torches burn for 15 days (365 hours =
15.21 days). Lamp oil (created from whale fat or crude oil) burns for 91.25 days.
Certain alchemical items could also be considered organic, such as a Focusing
Candle (Complete Adventurer), Icewild Lichen Paste (Secrets of Sarlona), Fire
Beetle Lamp (Races of Dragon) or Torch Bug Paste (Complete Scoundrel). There's no
restriction to non-magical items, so you could add this to a section of Troll Gut
Rope and it would last 182.5 days instead of 12 hours. It can also be used to keep
a corpse fresh for raise dead. Each flask contains 8 doses (19 GP per dose).

Universal Solvent
Price: 50 GP
Weight: --
(DMG)
Gets you out of sticky situations. In addition to countering Sovereign Glue, it can
dissolve tanglefoot bags, kuo-toa shields, and other adhesives.

Talisman of the Disck


Price (Item Level): 500 gp (3rd)
Body Slot: (held)
Caster Level: 3rd

Activating a talisman of the disk creates a Tensers floating disk (PH 294). The
disk can hold 300 pounds and lasts for up to 3 hours (or until dismissed with
another standard
action). The disks maximum range from you is 30 feet.
If you are also wearing a magic item that provides an enhancement bonus to
Strength, the disks carrying capacity
increases by 100 pounds per point of bonus granted by the item.

764 gp

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