5 starAlchemical Flare Stake(15 gp, 0.1 lbs)(Expedition to Castle Ravenloft p. 208)Craft(Alchemy)20
One-shot item, treated as a dagger, does 1d6 fire damage against corporeal undead. It also lodges into the undead's body and does an additional 1d6 fire damage every round (the undead creature, assuming it isn't mindless, can remove all stakes with a standard action). There's no duration listed, so it apparently continues to burn until the creature is dead or the stake is removed. There are also alchemical flare bolts for the same price, but they don't do additional damage on subsequent rounds. Although the description says treat the stakes like daggers for proficiency purposes, I'm not clear on whether they can be thrown Buffy-style like daggers... but it would be pure awesomesauce if they could.
Aboleth Mucus(20 gp, 1 lbs)(Savage Species p. 46)
This is one of the cheapest and deadliest poisons in the game, although not actually a poison so there are no rules to check and see if you accidentally poison yourself. Thrown as a grenade-like weapon, so it can hit one creature with a ranged touch attack (no splash effect). If the creature fails a Fort save DC 19, it loses the ability to breathe air for 3 hours. A creature can hold it's breath for a number of rounds equal to twice its Constitution score. The creature essentially has that many rounds to find someone who can cast water breathing or air breathing. Delay poison and neutralize poison won't help (it's not a poison), dispel magic won't help (it's non-magical), deep breath (Spell Compendium) won't work (it fills your lungs with air, but you can't breathe air), sticking your head in a bucket of water won't help (the mucus does not confer the ability to breathe water), and there may be a good argument that a heal spell won't work, either (unable to breathe is not one of the conditions listed in the spell description). Once the creature fails a Con check, the creature starts to suffocate and falls unconscious, and two rounds after that it dies. So while it may take a little longer than poison (2-3 minutes), getting hit with this stuff is pretty much a death sentence for most creatures.
Liquid Sunlight(20 gp, 0 lbs)(Complete Scoundrel p110)Craft(Alchemy)30
On impact, the liquid continues to give off light like a torch for 1 round. A struck creature who is light sensitive becomes Dazzled for 1 round. A creature that is actually harmed by sunlight, such as a Vampire, takes 1d6 damage.
Hollow Boot Heel(20 gp, 0 lbs)(Complete Scoundral)
A hollow boot heel unscrews like a jar lid to reveal the hidden compartment. The maximum size of the space contained in the heel is 4 sizes smaller than the boot. Price
20gps.
Torch Bug Paste(25 gp, 0 lbs)(Complete Scoundrel p. 120)
Thrown as a splash weapon, non-magical faerie fire effect, which pinpoints invisible creatures and completely negates concealment.
Ironhorn Extract(25 gp, 0 lbs)(Sandstorm)Craft(Alchemy)20
+1 Armor bonus for 1 week.....stacks with regular armor
Dastana(25 gp, 4 lbs)(Arms & Equipment Guide 15)Craft(Armorsmithing)11
+1 AC ontop of shield and armor, but heavy. Anyone with a Craft(armorsmithing) bonus of 7 can make this @ 1/3 price
Sleep-Smoke(25 gp, 0 lbs)(Waterdeep, City of Splendors)Craft(Poisonmaking)15
DC 14 fort, unconcious for a minute/unconcious for 1d3 minutes
Scroll 1st lvl spell(25 gp, 0 lbs)(DMG 237)
Power word pain, color spray, entangle, weildskill, lesser restoration,Lay of the Land(rngr1)
Acidic Fire(30 gp, 1 lbs)(Eberron Campaign Setting p. 120)Craft(Alchemy)25
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.
Chain Shirt(Self crafted)(33.3 gp, 25 lbs)(PHB)Craft(Armorsmithing)14
Stun Gas(40 gp, 0 lbs)(Arms & Equipment Guide)Craft(Poisonmakng)15
Stuns!!!
Forgery Kit(40 gp, 5 lbs)(Complete Adventurer p. 122)
+2 circumstance bonus on Forgery checks. This kit includes a variety of inks, papers, pens, and seals. Unfortunately, there was a price and weight increase from where it was first printed in the Arms & Equipment Guide, and any mention of waxes, guides and
Poison ring(45 gp, 0 lbs)(DR316 p46)Craft(Weaponsmithing)15
holds poison, touch attack. Drow Poison(fort DC 13/unconcious) is 12.5 gp crafted
Alchemical Sun Flash(50 gp, 1 lbs)(Expedition to Castle Ravenloft p. 208)Craft(Alchemy)25
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.
Tanglefoot Bag(50 gp, 4 lbs)(PHB)Craft(Alchemy)25
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.). Add with Silent Spell to really screw up an enemy caster
Darkeye(50 gp, 0 lbs)(Sharn, City of towers)Craft(Alchemy )25
Paralysis!!
Lamellar(self crafted)(50 gp, 35 lbs)(Races of the Wild, Arms and Equipment Guide)Craft(Armorsmithing)15
5AC, max dex=+3, medium armor
Roach paste(50 gp, 0 lbs)(DoTU)Craft(Poisonmaking)12
Nauseates!!!
Dragonbreath arrows(50 gp, 0 lbs)(Races of the Wild 164)Craft(Weaponsmithing)15
+1 fire damage, reflex DC 15 or catch fire(1d6/round on fire)
Masterwork Tools(50 gp, lbs)(PHB)
These are frequently overlooked, and they shouldn't be. Buy a book to aid you in a Knowledge skill, or a snappy outfit to aid your Diplomacy check.
Feather Fall Talisman(50 gp, 0 lbs)(Sharn City of Towers p. 170)
One-shot item, activate feather fall as a free action. While there are a variety of similar items to prevent falling damage, this is the cheapest.
Potion Belt, Masterworked(60 gp, 1 lbs)(Forgotten Realms Campaign Setting p. 97)Craft(Leathermaking)
This extremly well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round.
Chahar-aina(75 gp, 10 lbs)(OA 76)Craft(Armorsmithing)11
Like Dastanas, it's free AC+1
Noxious Smokestick(80 gp, lbs)(ECS p. 121)Craft(Alchemy )25
Works like a standard smokestick, but anyone inside the fumes must make a Fort save DC 15 or become nauseated for 1 round.
Doppelganger Bile(95 gp, lbs)(CC, 132)
Double duration for any spell that grants invisibility or a bonus to Disguise checks. That includes Shapechange.
Shapesand (jug)(100 gp, 12 lbs)(Sandstorm p. 102)Craft(Alchemy)25
Through the exertion of your will (Wisdom check DC 16), you can create any mundane non-magical object out of sand that supposedly "serves as a normal item of the same sort". (So... does that mean I can turn it into 12 lbs of acid or alchemist's fire? How about explosives or poisons? How about a masterwork gatling gun? Hmm...) It retains that shape as long as it stays within 100' of you, but you can also reshape it whenever you like by making another Wisdom check. While the question of acid/explosives/poisons will have to be settled by your DM, you have any tool you can possibly imagine at your fingertips. Need a hammer? Done. Don't need the hammer anymore, need a shovel? Done. It's particularly useful for tools that wear out after a certain number of uses, such as hacksaws and drills. How about exotic weapons or armor (Shapesand Fullplate = 500 GP, shapesand Mechanus Gear = 700 GP)? It can do that, too, although be aware, if an enemy recognizes you're using shapesand, he could try to reshape it under his control with a Wisdom check of his own.
Thieves’ Tools, Masterwork (100 gp, 2 lbs)(PHB 130)
+2 DD, open lock
Chaos Flask(100 gp, 0.5 lbs)(Planar Handbook p. 76)
As a free action once per round, you can make a Wisdom check DC 13 and shape this material into almost any non-magical object of the same volume or smaller (depending on the material or density). Somewhat like a one-shot Marvelous Pigments, but there is no price limit. Most alchemical items are quite small and non-magical, so this is a great wild card to have up your sleeve if you run into something you didn't anticipate. But that's not the best thing you can do with a Chaos Flask. Know what else is non-magical and very small? Vials of poison. So for only 100 GP, you can whip up a vial of Black Lotus Extract at a 4400 GP discount. (The nastiest poison in print is Megapede Poison, DC 44, primary/secondary 2d6 Con damage + 1d4 Dex penalty, 24000 GP price tag, Dungeonscape p. 129.) It only lasts a number of rounds equal to your Wisdom score, but as long as your Wisdom is 11+, that should be just long enough for the poison's secondary effect to kick in. Another good use for a Chaos Flask would be expensive material components for spells. Need 5,000 GP diamond for a raise dead? (Sadly, this won't quite work for resurrection's 10 minute casting time unless your Wisdom score is 100+.)
4 starMead, elven(15 gp, 2 lbs)(Arms & Equipment Guide 22)
Vey fine ale (DC 12), 1 pint
Scale Mail(self crafted)(16.66 gp, 30 lbs)(PHB)Craft(Armorsmithing)14
Magnet(20 gp, 2 lbs)(Dungeonscape p. 32)
Attach to candle wick or pole to pick up ferrous objects, up to 2 lbs. Also useful for attaching notes or art projects to your shield or breastplate.
Titan Gum(25 gp, 1 lbs)(Dragon Mag 301)Craft(Alchemy)16
DC 20 Strength check to seperate things glued together. DC 16 craft(Alchemy) makes this easy to make
Alchemical Sleep Gas(30 gp, 1.25 lbs)(FR)Craft(Alchemy)25
10' range increment,Fort DC 15 or sleep 1 min
Tower shield+UnseenServent(30 gp, 45 lbs)(PHB 128)Craft(Armorsmithing)14
Total Cover. Give to your Unseen servent
Frostfire(40 gp, 1 lbs)(Savage Species p. 47)Craft(Alchemy)20
Much like Alchemist's Fire, Frostfire is thrown as a grenade-like weapon and does 1d6 cold damage on the first round and another 1d6 cold damage on the next round if it isn't scraped off (full round action, Ref save DC 15 to remove or automatically wash it off with alcoholic/acidic liquid). No splash damage. More expensive but better damage than Alchemist's Frost or Quickfrost.
Slumber Sand(50 gp, lbs)(Sandstorm)Craft(Alchemy)12
grenade weapon,save DC 15 or sleep,5HD or less
Atramen Oil(50 gp, 1 lbs)(Planar Handbook p. 75)Craft(Alchemy)20
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.
Firestone(50 gp, 0.5 lbs)(Dragon Compendium p. 117)Craft(Alchemy)25
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.
Blasting Pellets(50 gp, lbs)(Races of Stone p159)Craft(Alchemy)25
One bag’s worth of pellets covers a 5’ square. Any creature going through the square steps on a pellet and sets them all off by a chain-reaction (Reflex save vs. DC 15 to not set them off). Anyone in the square takes 1d6 Sonic damage (no save).
Chainmail(self crafted)(50 gp, 40 lbs)(PHB)Craft(Armorsmithing)15
Wizard with 18 int, familiar(aid another), and 4 ranks in craft(armorsmithing) has a +10, meaning he has to roll a 1 5 times in a row. Seeing he can fail You should read the Craft skill entry and walk through it as there's a chance you won't have that many rolls
False Bottom(50 gp, 0 lbs)(Complete Scoundrel)
A false bottom can be added to any container with a hard base. The false bottom will slightly reduce the volume of the container but does not add any additional weight. To access the false bottom, the container must be emptied. The largest size for a false bottom is two sizes smaller than the container it is built into. Price
50gps.
Kyo Crystals(50 gp, 0 lbs)(Expedition to Undermountain p. 217)
One-shot items similar to potions, but unlike potions activating them with a standard action does not provoke an AoO. They cost the same as potions (I've listed a cost above for a 1st level spell because I thought they were the most useful), but the spell must be chosen from a limited list: burning hands, cure light wounds, cure moderate wounds (150 GP), cure serious wounds wounds (250 GP), light (25 GP), mage armor, magic missle, magic weapon, mirror image (150 GP), or ray of frost (25 GP). Oddly enough, you don't have to have these spells on your spell list to create these items, so wizards can create cure crystals. Of the available spells, magic missle (autohit force damage) and magic weapon (easier than applying an oil) look like the most useful.
Periscope, Hand(50 gp, 2 lbs)(Dungeonscape p. 32)
Peek around corners (with a +7 Hide bonus).
Soil of Stone(65 gp, 0 lbs)(CC, 132)
Double the duration of Earth spells for 60 gp. Not bad when you're summoning an Earth Elemental monolith or casting an Earthquake.
Taxine(100 gp, 0 lbs)(
http://www.wizards.com/default.asp?x=dnd/al/20041208a)
(Yew tree poison. Ingested, 1d3 Con/2d6, each subsequent exposure increases DC by 2 and +1d2 Con damage)
Candle, Focusing(100 gp, 1 lbs)(Complete Adventurer p. 118)Craft(Alchemy)25
+1 circumstance bonus on Appraise, Decipher Script, Forgery, and Search checks. Note
if you think you'll need this for longer than an hour, you can increase the duration to 15 days (365 days / 24 hours = 15.21 days) with a little Unguent of Timelessness
Weapon Capsule Retainer (100 gp, 0 lbs)(Complete Adventurer)
Swift action to apply 1, 2, or 3!!! Injury poison installed to target of melee attack