Slake would be happy to assist with any alchemical checks if needed.
Brewed Reek
Source PZO1121
Animal musk, spoiled meat, pungent plants, and any other foul-smelling substances on hand go into a batch of brewed reek. When boiled, this mixture becomes a thick alchemical slime that adheres to anything it touches. You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round. A creature that drinks brewed reek does not get a saving throw and is sickened for 2d6 rounds and nauseated for 1 round.
Create: Craft (alchemy) DC 25
Defoliant
Price 30 gp; Weight —
This milky fluid can be mixed with water to quickly kill light and medium vegetation. One flask of defoliant kills light brush and small trees in 50 5-foot squares. Light vegetation (anything but trees) dies within 1 hour and can be cleared at a rate of 10 minutes per 5-foot square (representing uprooting dead plants and breaking stumps into gravel-sized pieces), leaving barren ground. Medium vegetation (anything but massive trees) dies in 2 hours and can be cleared at a rate of 1 hour per 5-foot square. Massive trees can usually survive a single dose of defoliant, and using defoliant doesn’t make clearing them any easier. Defoliant can be used as a splash weapon against plant creatures. A direct hit with the undiluted fluid deals 1d6 hit points of damage, 1 point of Strength damage, and 1 point of Constitution damage (Fortitude DC 20 negates the Strength and Constitution damage); plant creatures within 5 feet of the target take 1 hit point of damage.
Deodorizing Agent
Source PPZO9410
Price 30 gp; Weight —
Coating a creature in a vial of this milky, odorless substance takes 1 minute and renders it scentless for 1d3 hours. Creatures that rely on scent for locating creatures do not gain the benefit of this ability against a creature affected by a dose of deodorizing agent.
Whoa:
Fungal Stun Vial
Price 75 gp; Weight 1/2 lb.
Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they’re in the area of bright light, or are confused for 1 round if in the area of dim light.
Create: Craft (alchemy) DC 30
Powder, Rusting
Price 60 gp; Weight —
This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.
Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
Scent Cloak
Price 20 gp; Weight 2 lbs.
This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can’t identify your smell as something unique. Washing for 1 full round removes the scent cloak.
Tar Bomb
Source PZO9422.
A tar bomb is an easy weapon to make, and devastating in use. A head-sized lump of tar is wrapped around a rope and set on fire. You use the rope to lob the burning tar onto an enemy’s deck, where it sticks and sets the ship alight. In many ways, a tar bomb functions as a less potent version of alchemist’s fire, as it deals less damage and lacks the splash damage of the more expensive substance. Treat this attack as a ranged touch attack with a range increment of 10 feet. Lighting a tar bomb is a move action.
A hit with a tar bomb deals 1d4 points of fire damage and has the potential to set the struck object or creature on fire, causing an additional 1d6 points of fire damage each round unless the target or an adjacent creature makes a DC 15 Reflex save to extinguish the flames as a full-round action. Knocking the tar bomb or the burning creature or object into a body of water or magically extinguishing the flames automatically smothers the fire.
Tea, Meditation
Price 30 gp; Weight —
Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.
Troll Oil
Price 50 gp; Weight 1 lb.
This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.
Troll Styptic
Source PZO9211
A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.
Create: Craft (alchemy) DC 25