Price | Name | Effect
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60 | Acidic Fire *2 | Deal 1d4 acid, 1d4 fire, with 1+1 splash damage.
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45 | Alchemical Flare Stake | Dagger, lodges in undead. Deals 1d6/round to undead until they pull it out (standard).
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50 | Atramen Oil | Splash weapon; hit causes -4 on fort for 1 minute; splash is -1 for 1 minute.
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60 | Auran Mask | +5 v inhaled toxins, breathe underwater; lasts 1 hour above water, 10 minutes below.
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150 | Black Fan Talisman | +10 on Diplomacy for 1 hour
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150 | Bloodspike, Tempo | Inject, then within 1 hour, expend for an extra move action
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100 | Bloodspike, Thickener | Inject; all damage within 1 hour is reduced by 1.
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175 | Cablespool | Winch with 100' of cable too narrow to climb. Pulls with STR 16 (lift 230, drag 1150), or fall 100' no damage.
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100 | Candle, Focusing | +1 on Appraise, Decipher Script, Forgery, and Search checks for 1 hour.
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1 | Candle, Insectbane | Keeps nonmonstrous vermin out of a 5' radius for 1 hour, and monstrous if they fail FORT DC15.
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20 | Defoliator | Deals 2d4 damage to [Plant] creatures in 5' radius burst and kills medium or smaller noncreature plants in the same area.
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0.3 | Earplugs | +1 on saves v deafness and Sonic attacks.
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5 | Expandable Pole | Pole; can be switched between 1', 5', 7', 9', and 11' lengths.
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200 | Everfull Mug | Produces up to 36oz of alcoholic beverage per day.
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15 | Fast Torch *3 | Light something on fire with a swift action.
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200 | Feather Token, Fan | Create a gust of wind (clear smoke + fog, etc)
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450 | Feather Token, Swan Boat | Create a 20'x40' wooden boat.
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400 | Feather Token, Tree | Create a 5' diameter trunk, 60' tall, 40' crown oak tree.
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50 | Firestone | Splash; deal 1d6 fire to everything in 5' burst.
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1 | Flint & Steel | Light stuff on fire as a full-round action.
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0.4 | Flour Pouch *4 | Hit an invisible creature to locate them + reduce concealment to 20%. Also explodes (dust fires)
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0.1 | Garlic *10 | 10 cloves of garlic. Vampires don't like it.
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150 | Ghostwall Shellac | Spend 1 gallon of water & 1 hour to make up to 100 square feet ghost touch for 4d6 hours.
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1500 | Hammersphere | 1/day Spiritual Weapon; hammer that deals 3d6 on a hit, lasts 7 rounds. No need to concentrate.
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900 | Hand of the Mage | Necklace, gives Mage Hand at will.
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25 | Holy Water | Splash weapon; 2d4 damage versus undead + evil outsiders.
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50 | Icewild Lichen Paste | Reduce fatigue/exhaustion 1 step for 2d4 hours, then fatigued 2d4 minutes. Multiple doses = 1d4 CON damage each.
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50 | Ipecac | 10 uses; either force creature to throw you up (swallow whole) + nauseate 1d4 rounds (no save), or +5 on secondary save v poison (throwing up).
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30 | Liquid Ice | Freeze 10'x10' water, extinguish 10'x10' fire, or splash weapon 1d6 cold / 1 cold.
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20 | Liquid Smoke | Create a 5' cube of smoke (concealment, block LoS)
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50 | Masterwork Manacles | DC 28 STR check or DC 35 Escape Artist to escape.
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0.8 | Marbles *4 | Create 5' square where people need to balance. Hello, flat-footed enemies.
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25 | Mordrei'in | +2 alchemical to Concentration + Spot for 10 minutes.
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1 | Needle *2 | Sew stuff. Magnetize it for a compass, too, I guess.
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20 | Net | Exotic thrown weapon, ranged touch attack (10' increment), hit creature is entangled (-2 attack, -4 DEX) and must Concentration DC 15 to cast a spell. Escape Artist 20 to escape, or STR 25 to burst. Refolding takes 4 rounds, or take a -4 penalty.
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80 | Noxious Smokestick | 10' cube of smoke, creatures inside FORT DC 15 or nauseated for 1 round.
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0.1 | Oil | For lighting things on fire.
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1 | Piton | Attach ropes to stuff, or use it as a spike, it's a useful thing.
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50 | Periscope, Hand | Look around corners; grants +7 to hide while doing so.
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50 | Quicksilver | Apply to a weapon; lasts 3 rounds, weapon counts as silvered.
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25 | Quickspark | Apply to a weapon, it deals +1d6 electric for the next round.
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50 | Razor Ice Powder | Turns a 5' square of ice into 1d4 slashing / 1d6 cold damage, difficult terrain. DC 20 Survival to notice.
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10 | 50' Silk Rope | 50' of rope; +2 on Use Rope checks, DC 24 STR to burst, 4 HP/ 0 Hardness.
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160 | Rust Monster Wand | Little baby rust monsters; eat metal. 6 rounds for small object, 9 for medium, 12 for large. Feed it 5 coins/ day, or it dies.
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0.3 | Sack *3 | Hold 20lbs of loot, each.
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40 | Screaming Flask | 1d8 sonic damage in 15' cone, FORT DC 15 or deaf for 1 minute.
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50 | Slippery Oil | +5 on escape artist for 1 hour.
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15 | Sprayer | Turn a splash weapon (not acid), oil, holy water, inhaled poison into a 10'x5' cloud. No save (unless the ammo gives one), no to-hit.
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20 | Stonebreaker Acid | Throw; hit deals 3d10 (no hardness) to stone objects/ creatures, and 2d10 more the round after.
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10 | Sundark Goggles | +2 v Gaze attacks, negate Light Sensitivity
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20 | Suregrip | +1 alchemical on climb checks for 1 minute.
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40 | Tarpaulin, Honey Leather | Waterproof 6'x6' tarp; +1 Survival to resist severe weather, +2 if stationary.
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50 | Tanglefoot Bag | Ranged touch; hit entangles for 2d4 rounds, REFLEX DC 15 or glued to the floor for the duration. DC 17 STR to escape, or deal 15 slashing damage.
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100 | Torch Bug Paste *4 | Splash weapon, non-magical faerie fire effect.
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90 | Trollbane | Weapon damage ignores regeneration for 1 attack.
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250 | Planar Touchstone (Catalogues of Enlightenment) | Consumed when I took the feat.
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50 | Universal Solvent | Dissolve ANYTHING, dammit! (Well... unstick anything, but the point is made.)
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20 | Vermin Ointment | Diminuitive or smaller vermin can't come within 5' unless magically compelled, and larger must FORT DC 15 or be sickened while in the area.
|
1 | 50' Candle Wick, *5 | 50' rolls; burns at 1 inch every 30 seconds. Traps, string, invisibility detector.
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2000 | Handy Haversack | Hold 120 pounds, retrieve anything as a move action
|
2600 | Necklace of Natural Weapons +1 | Spines are +1 magic weapons
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1000 | Least Fiendslayer Weapon Crystal | +1d6 dmg v evil outsiders
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3000 | Lesser Demolition Weapon Crystal | +1d6 dmg v construct, bypass DR/adamantine
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5000 | Lesser Truedeath Weapon Crystal | +1d6 dmg v undead, ghost touch
|
750 | Healing Belt | +2 Heal, 3 charges; heal 1d8+1d8/charge as touch
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15000 | Banner of the Storm's Eye | Allies in 20' can't be feared, stunned, or confused
|
3400 | Scout's Headband | +2 Spot, 3 charges; 1=darkvision 60', 1hr | 2=see invisibility 10m | 3=true seeing 1m
|
1800 | Hat of Disguise | Disguise Self at will
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8100 | Healing Hands | +9 Competence on Heal
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300 | Copper coins | Money |