https://www.d20pfsrd.com/magic...lve-of-slipperiness/
------------------------
https://www.d20pfsrd.com/equip...mping-survival-gear/
You may spend 1 minute covering an object with camouflage netting. Make a Survival check with a –10 penalty and use the total as the Stealth check result for the object. Creatures who fail a Perception check against this Stealth DC do not recognize what the object is and usually treat it as a natural part of the terrain. For example, you can conceal a wagon as a rock or patch of brush.
Covering a Large object requires two nets. Covering a Huge or Gargantuan object requires five nets and takes 10 minutes of work, and the Survival check penalty is –20 instead of –10. Camouflaging a Colossal object depends on its shape but generally requires at least 10 camouflage nets and takes 1 hour of work, and the Survival check penalty is –30 instead of –10.
Camouflage netting 20 gp; Weight 5 lbs.
-------------------
https://www.d20pfsrd.com/equip...ubstances/tinctures/
Sorcerer’s Spirits
Source PPC:P&P Price: 300 gp Weight: —
DESCRIPTION: This silvery liquid amplifies magical energies.
EFFECTS: For 1 hour after drinking this tincture, treat your caster level as 2 higher for the purpose of determining spells’ durations and ranges. The liquid unsettles the stomach, imposing a –1 penalty on Fortitude and Reflex saves for the same duration. Whenever you fail a Fortitude or Reflex save while under these effects, you must succeed at a DC 20 Fortitude saving throw or become nauseated for 1 round.
-------------------
Prowler’s Palliative
Source PPC:P&P Price: 300 gp Weight: —
DESCRIPTION:This pitch-black liquid slows your heart rate, putting you in an almost trancelike state.
EFFECTS: For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Stealth checks, you can use Stealth while moving at full speed without penalty, and the DCs for Intimidate checks to demoralize you is 2 higher. The tincture’s sedative nature causes you to take a –4 penalty on Strength-based skill checks and a –2 penalty on damage rolls for the same duration.
-------------------
Alluring Philter
Source PPC:P&P Price: 150 gp Weight: —
DESCRIPTION: This simple, rosy liquid smells of fresh flowers and perfume.
EFFECTS
For 1 hour after drinking this tincture, you gain a +2 alchemical bonus on Diplomacy checks, and if you fail a Diplomacy check to shift a creature’s attitude by 5 or more, the creature’s attitude toward you doesn’t worsen. The increased pheromone production makes it difficult to think, causing you take a –2 penalty on Intelligence-based skill checks for the same duration. Additionally, creatures with the scent ability can detect you from twice as far away for the same duration.
------------------
https://www.d20pfsrd.com/gamem...s/poison/sweetdream/
https://www.d20pfsrd.com/gamem.../poison/drow-poison/
------------------
https://www.d20pfsrd.com/equip...ces/#TOC-Oil-Cardice
Censer, Toxic
Source PZO9487E
Price 115 gp; Weight 1 lb.
This ornately etched censer has a small hidden compartment under the heat source that can hold 1 dose of poison. When in use, the censer’s heat source indirectly heats the poison, causing it to mix with the burning incense and allow the poison to permeate the air, filling a 20-foot radius centered on the censer. The poison’s type changes to inhaled, and it is effective for 5 minutes before it is entirely burned off.
-----------
Antitoxin
Source PZO1110
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
--------------------
Liquid Ice
Source PZO1115
Also known as “alchemist’s ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
-----------------------------
Gel, Phosphorescent
Source PZO9430
Price 45 gp; Weight 1/2 lb.
This sealed vial contains 1 ounce of milky white gel. Once the vial’s seal is broken, the liquid reacts with the surrounding air and begins to rapidly heat up, glowing like a candle for 1 hour. After that hour, the oxidization of the chemical agent is complete, and the gel dissolves in a white-hot flash, dealing 3d6 points of fire damage to anything directly in contact with it. A single dose of phosphorescent gel can coat 6 square inches of a surface. Multiple doses of phosphorescent gel can be used to coat larger surfaces, but the amount of damage dealt does not stack. The conflagration occurs in an instant, and the fire generated doesn’t spread, though it can be used to ignite a larger explosive such as a fuse grenade or pot of oil.
--------------------
Paste, Shrieking
Source PZO9430
Price 35 gp; Weight 2 lbs.
Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.
--------------------
https://www.d20pfsrd.com/equip.../alchemical-weapons/
Fuse Grenade
Price 100 gp; Weight 1 lb.
DESCRIPTION
This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.
-----------------
Shard Gel
Price 25 gp; Weight 1 lb.
DESCRIPTION
This vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target’s flesh. The target’s square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area.
CONSTRUCTION REQUIREMENTS
Skill(s) Craft (alchemy) DC 20.
----------------
Firework, Skyrocket
Price 50 gp; Weight 1 lb.
DESCRIPTION
When lit, this foot-long wooden tube begins to shake and emit a handful of white sparks, shedding light as a torch. One round later it takes flight, moving at a speed of 90 feet for 1d6 rounds before loudly exploding in a burst of light and sound, dealing 2d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). Anyone who takes damage from the explosion is either blinded or deafened (50% chance of either) for 1 round.
----------------
https://www.d20pfsrd.com/equip...oxes-more/#TOC-Scarf
Scarf, Filter
Price 5 gp; Weight —
Made of heavy material, this scarf filters out dust, sand, smoke, and other airborne contaminants. When worn over your nose and mouth, this scarf grants you a +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.
-----------------
https://aonprd.com/EquipmentMi...emName=Smoke%20cover
[PFS Legal] Smoke cover
Source Dragonslayer's Handbook pg. 26
Price 75 gp; Weight 10 lbs.
Category Adventuring Gear
Description
This small cauldron of alchemically treated tar gives off thick, acrid smoke when ignited. The smoke rises to an altitude of 25 feet, then spreads horizontally, creating an artificial smoke ceiling 5 feet thick. The smoke spreads to a 100-foot radius at a rate of 20 feet per round. The cauldron smokes for 5 rounds before burning out. After the cauldron finishes burning, the smoke lasts for 3 more rounds before dissipating. A moderate wind (11+ mph) does not affect the heavy smoke, while a strong wind (21+ mph) disperses the smoke in 2 rounds.
The smoke is entirely opaque, which means creatures above the smoke can’t see the ground, and those on the ground have a visual ceiling of 25 feet. Creatures on the other side of the smoke have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
Smoke cover is noxious, and any creature that begins its turn inside the smoke must succeed at a DC 18 Fortitude save or become sickened for 1d4 rounds. Previously sickened creatures that fail their saves are instead nauseated for 1d6 rounds. Creatures immune to poison are not affected by smoke cover’s sickening effects.
https://aonprd.com/EquipmentMi...chemical%20dye%20kit
[PFS Legal] Alchemical dye kit
Source Ultimate Intrigue pg. 236
Price 160 gp; Weight 6 lbs.
Category Alchemical Tools
Description
This kit provides a variety of creamy liquids in glass jars, and allows you to temporarily change the color of your hair or skin to match that of a creature of any humanoid race. This includes exotic and unusual hues, such as gnome hair colors. If used as part of a Disguise check, this kit reduces the time required to create the disguise by 1d6 minutes (to a minimum of a full-round action), and halves the penalty to disguise yourself as a different race whenever such recoloration is necessary. Each use of the kit changes either hair or skin color. If you need to change both your hair color and your skin color, you must spend two uses of the kit to gain the benefit. Each dye takes 1 minute to apply (thus requiring 2 minutes to change both hair and skin color). Once applied, the colors are waterproof, and can’t be rubbed or burned away. An application of dye fades after 1d4+1 days unless removed earlier by magical means. Applying a new application of alchemical dye immediately covers and replaces a previous application. An alchemical dye kit is exhausted after 10 uses.
https://aonprd.com/EquipmentMi...Name=Portable%20hive
Portable hive
Source Antihero's Handbook pg. 28
Price 300 gp; Weight —
Category Alchemical Weapons
Description
This large flask holds a swarm of angry wasps. A portable hive can be thrown as a splash weapon, and when it hits a grid intersection or a creature, a wasp swarm appears in a 10-foot-by-10-foot square at the point of impact. This swarm does not have the distraction or poison special abilities, and it disperses after 1d4 rounds. Crafting a portable hive requires a successful DC 25 Craft (alchemy) check
Construction
Craft (Alchemy) DC 25
This message was last edited by the player at 08:29, Wed 20 Dec 2023.