Alchemical Items

Alchemical Items
The following items are often, but not always available for sale in the Bard's Quarter of most city-states. Contacting someone willing to sell these and other associated goods usually requires proficient use of the Bluff, Diplomacy, and/or Gather Information skills.

Pre-poisoned Darts
Athasian bards sometimes sell especially prepared blowgun darts that contain a dose of injected poison inside a hollow tip, protected with a wax plug. This reduces the risk of self–poisoning to 2% rather than 5%. You can remove the wax plug as a free action while preparing to fire the dart.

Balican Sting
This mixture of many vegetal irritants is used in conjunction with the flint-tipped javelin of the Balican fleet. Bards working for the late king Andropinis developed the substance to improve the damage done by his warriors fighting against the thick-skinned giants. This mixture, which is only effective against giants of the beasthead, crag, desert, or plains variety, causes the wound made by a balican javelin that breaks within it to itch. Unless a DC 15 Wisdom check is made by the giant on each of the following 1d4 rounds, he will scratch and inadvertently rub the shallow shards deeper, causing an additional 1d4 points of damage for each failed check.

Chitin Ointment
This salve is used to cure damaged chitin on kreens and other insectoid creatures. Once applied, as a standard action, this substance mends brittle or broken chitin, effectively stabilizing the creature if it had less than 0 hit points. Applying this substance to non-chitinous creatures produces no effects.

Draxia Ointment
The draxia weed grows on the islands of the Sea of Silt. It can be turned into an ointment that repels silt spawn by mixing the plant's juices with oil or fat. The ointment, when applied to the skin, emits a smell that repels silt spawn for two hours. Silt spawn will not come within 10 feet of a creature or object coated with draxia ointment. Although adult silt horrors find the smell irritating, they are usually unaffected by it. Sometimes silt horrors are irritated to such a level, however, that they may attack the creature or object giving off the smell. There is a 60% chance that a silt horror will ignore all other targets and instead attack a character or object that smells of draxia weed.

Ignan Tallgrass
A redish plant that grows in the Burning Plains near the Last Sea, ignan tallgrass can be harvested from the plains after flashfires, when they are easily spotted in small clumps untouched by the fires. Ignan tallgrass is tough and can be used to make mats and roofs of twinned fibers that stay fireproof for several months, if the harvesters are brave enough to face the flashfires to get to it, as the plant cannot be cultivated. If ignan tallgrass is sun-dried, crushed, and ingested within a week of it being picked, unless somehow magically kept fresh (as through the nurturing seeds spell), it confers resistance to fire 1 for one hour.

Kuzza Powder
Kuzza peppers are very hot. Typically, these vivid red peppers, when ripe, measure 2 to 2 1/2 inches long. These peppers are sometimes dried and ground into a powder by unscrupulous gladiators who use a blowpipe to blow the powder on a target, causing sever irritation. Treat this blowpipe as a blowgun with half the range increment. Filling a blowpipe is a move action that provokes attacks of opportunity. A direct hit blinds a creature for 1 round unless it makes a Fortitude DC 15. Every creature within 5 feet of the target takes a -2 penalty to Search and Spot checks for 5 rounds.

Ranike Sap
The sap of the ranike tree, which constantly runs down its bark, is toxic to insects. Gulg posesses the secret of safely extracting large quantities of sap from this tree, effectively milking the tree in a process called “bleeding”. If a liter of the sap is poured in a large receptacle, such as a brazier, and lit afire, a clear smoke that impairs neither vision or breathing forms, filling a 50-foot cube (a moderate or stronger wind dissipates the smoke in 5 rounds). The smoke repels mundane insects, while giant insects, or those creatures that can be categorised as insect-like (such as antloids, kanks, and thri-kreen), that breathe or contact the smoke must make a DC 15 Fortitude save each round for one minute; failure indicates that they are sickened for that round. The sap burns 1 hour for each liter of sap in the receptacle, after which the smoke dissipates naturally. A shallow depression in the ground several feet wide can replace the need for a receptacle. The sap can also be used to deliniate an area: each liter poured on the ground can create a line a few inches wide and 10 feet long. When such a line is set afire, it burns for 1 minute and creates smoke in an area 10 feet long by 5 feet wide and high.

Splash-globes
Splash-globes are spherical glass jars containing contact poison or up to half a pint of some alchemical fluid. In addition to bursting on impact like any grenade, splash-globes can be placed in hinged pelota, thus giving the grenade additional range when fired through a splash-bow or dejada. The following types of splash-globes are available:

Acid
Standard flask acid can be placed in splashglobes.

Contact Poison
Any contact poison can be placed in a splash-globe.

Liquid Darkness
Anyone struck directly by liquid darkness must make a Reflex save (DC 15) or be blinded for one minute. Those splashed with liquid darkness have their vision blurred for one minute if they fail a DC 15 Reflex save, granting their opponents concealment. In addition, all natural fires within the splash area are instantly extinguished. Liquid darkness immediately extinguishes liquid light.

Liquid Dust
The liquid from this splash-globe turns into dust on contact with the air. You can use this liquid to cover up to 20 5-foot squares of tracks. On impact, liquid dust forms a 15-foot diameter cloud, ten feet high that lasts one round. Alternately, liquid dust can be launched via slash-globes. Anyone struck directly by liquid dust must make a DC 15 Fortitude save each round for one minute; failure dictates that they are nauseated for that round. Those splashed with liquid dust suffer the same effect for one round if they fail a DC 15 Fortitude save.

Liquid Fire
Alchemist's fire can be placed in splashglobes.

Liquid Light
This splash-globe contains two liquids that mix together when the splash-globe is ruptured. The resulting mixture glows for eight hours. If you break the liquid light globe while it is still in its pouch, the pouch can serve as a light source just like a sunrod. Anyone struck directly by liquid light must make a DC 20 Fortitude save or be temporarily dazzled (–1 on all attack rolls) for 1 minute, and will glow in darkness for eight hours unless they somehow cover the affected areas. Creatures splashed with liquid light (see grenade rules) also glow in the darkness, butare not blinded.

Kip Pheromones
This splash-globe is commonly crafted by bards using kip pheromones collected by dwarven kip herders. The liquid contained within the globe is an alchemical mixture that turns into smoke on contact with air. The smoke produced is clear and does not impair vision or breathing, filling a 10-foot cube for one minute (a moderate or stronger wind dissipates the smoke in 1 round). Those within the smoke must make a DC 15 Fortitude save each round they are in contact with it or become fascinated for the as long as the smoke remains. Dwarves gain a +4 racial bonus on their Fortitude save against kip pheromones.

Ranike Sap Smoke
The liquid from this splash-globe is an alchemical mixture of ranike sap that turns into smoke on contact with air. The smoke produced is clear and does not impair vision or breathing, filling a 10-foot cube (a moderate or stronger wind dissipates the smoke at the end of the character's action). The smoke repels mundane insects, while giant insects, or those creatures that can be categorised as insect-like (such as antloids, kanks, and thri-kreens), that breath or enter in contact with the smoke must make a DC 15 Fortitude save each round for one minute; failure indicates that they are sickened for that round. This small quantity of sap only reacts with the air for 1 round, after which the smoke dissipates naturally.

Stench Cloud
The liquid inside this splash-globe is crafted from fordorran musk and stinkweed extract. The foul liquid turns into smoke on contact with air. The smoke produced is clear and does not impair vision or breathing, filling a 10-foot cube for one minute (a moderate or stronger wind dissipates the smoke in 1 round). Those within the smoke must make a DC 15 Fortitude save each round they are in contact with it or become nauseated for as long as they remain in contact with the cloud.

Stun Cloud
The liquid inside this splash-globe is crafted from boiled floater jelly combined with the pulped spines from a poisonous cactus. The liquid turns into smoke on contact with air. The smoke produced is clear and does not impair vision or breathing, filling a 10-foot cube for one minute (a moderate or stronger wind dissipates the smoke in 1 round). Those within the smoke must make a DC 15 Fortitude save each round they are in contact with it or become stunned for as long as they remain in contact with the cloud.

Metempiric Components
Useful for spellcasters, these items are special material components that have a chance of influencing the casting of certain spells while held in hand. Since a metempiric component must be held in one hand to use, it cannot be used in conjunction with the Still Spell feat and, being optional for the casting of a spell, does not count as a normal material component for the purpose of the Eschew Materials feat. Metempiric components are consumed during the casting of a spell, unless otherwise noted.

Aviarag Horn
A horn willingly given by an aviarag for use by someone after its passing into death is a powerful weapon for those seeking to do good. When presented while casting a spell, the goodness still emanating from the beast's horn is so tangible that the spell itself benefits from it.

When used as a component for any spell with the good descriptor, the aviarag horn increases the spell's effective caster level by 1d4. An aviarag horn is not consumed after being used.

Beasthead Blood
As sorcerous mutations of normal Athasian giants, the blood of beasthead giants has some magical properties. When beasthead blood is used as a component in any transmutation spell, it increases the spell's saving throw DC by +1. Inexplicably, only druids and preservers may use beasthead blood this way; it provides no benefit for other types of spellcasters.

Dagorran Crystal
This green crystal growth is extracted from the body of a daggoran. Daggorans come in two sizes, which affect the size and potency of the crystal: a Medium daggoran provides a Diminutive crystal while a Large daggoran provides a Tiny crystal.

When used as a component for a spell with the mind-affecting descriptor, a Diminutive daggoran crystal increases the spell's saving throw DC by +1, while a Tiny daggoran crystal increases the spell's saving throw DC by +2.

Defiler's Ash
Mixed in with a special mixture of blood, these ashes must be taken from at least three different spellcasters' ashen circles caused by powerful spellcasting (spell level 6th and above). When used in the casting of a spell with the necromancy descriptor, defiler's ash empower the spell as if the caster had applied the Empower Spell feat (but without changing the spell's effective level or increasing its casting time).

Defiled Poisonweed Petals
The bright orange petals of a poisonweed plant turned undead by the action of defiling represent the epitome of noxiousness. When used as a component for any spell with the death descriptor, the petals of a defiled poisonweed increase the spell's saving throw DC by +2.

Eagle Beasthead Feather
If a feather from an eagle-headed beasthead giant is in hand when falling, it can be used as a component when casting feather fall, doubling the duration of the spell.

Roc Feather
These huge feathers―from anywhere between 2 and 4 feet long―come from an Athasian rock. When used as a component for a spell confering flight, a roc feather doubles the spell's duration.

Royal Justice Token
Only used by templars in the service of the sorcerer-monarch for which the token was created, the royal justice token shows graven symbols associated with the justice system used in a particular city-state. Symbols include ever-vigilant eyes, readied swords, and open hand or closed fist. When used as a component for the wrath of the sorcerer-king spell, the token increases the spell's effective caster level by +2. A royal justice token is not consumed after being used.

Shadow Giant Fumes
If bottled, the black, cold fumes that emanate from a shadow giant's mouth as it speaks can be used to enhance spells that have a connection to the Black. When used as a component for the spells greater shadow conjuration, shades, or shadow conjuration, the potency of the spell is one-fifth (20%) better than normal.

Sun Paraelemental Essence
This bright and blinding essence comes from a dead sun paraelemental of at least Huge size. The essence must be trapped in a clear crystal container within one minute of the elemental's death and must always be kept under the light of the sun during the day, or else losing its potency. During the night, the light fades and gives off the same illumination as a candle. When used as a component for any spell with the light descriptor, the essence increases the effective caster level by +2.

T'chowb's Thalamus
The thalamus of a recently fed (within the last 24 hours) t'chowb is said to be seething with absorbed intelligence. When used as a metempiric component, the t'chowb's thalamus gives the caster a +10 circumstance bonus on caster level checks made to overcome a target's spell resistance.

Psychoactive Components
Useful for manifesters, these items are components that have a chance of influencing the manifestation of certain powers when used properly. Unlike metempiric components, each psychoactive component must be used in a specific fashion in order to provide its benefits to the manifester. Unless otherwise noted, psychoactive components are consumed during the manifesting of a power. Also included in this category is a creature sometimes used by psionic characters to access the residual psionic energy their mind's produce throughout the day.

Aviarag Horn Melange
The great horn of the noble aviarag, when crushed and mixed with a specially treated wine, preserves some of the psionic power of the aviarag and can expand the reach and power of the drinker's mind. A manifester drinking this psychoactive substance no more than 1 minute before using the mindwipe power increases the power's save DC by +2, and drinking it before manifesting mindlink doubles the power's range, as per the Enlarge Power feat (but without changing the power's effective level or requiring the expendature of a psionic focus). Drinking this melange is a standard action that provokes attacks of opportunity.

Bouyan Crystal
From salt formations found within the great salt plains, the clear gray bouyan stone is cut to a great degree of perfection, allowing a manifester to focus his mind upon it. A manifester that concentrates upon a held bouyan crystal when manifesting any telepathy power (a free action, assuming the manifester is already holding the component) increases the power's effective manifester level by +1.

Cilops Compound Eye
Crushing the central compound eye of a cilops produces a thick jelly that may extend the user's senses of his surroundings. If this jelly is spread over the eyes of a character (a full-round action) before he manifests object reading, and the temporary blindness it induces is endured for the extent of the power's duration, then this power always successfully identifies all other former owners of an object in sequence, with no chance that former owners will be skipped and thus not identified. Removing the jelly from one's eyes, thus negating the blindness, takes 1 minute. Eating the jelly before manifesting sensitivity to psychic impressions reduces the manifesting time of that power to 10 minutes.

Dagorran Crystal
This green crystal growth is extracted from the body of a daggoran. Manifesters use these crystals to harness the dagorran's ability to sense the psionic nature of creatures. A Diminutive daggoran crystal gives manifesters a +2 competence bonus to Psicraft checks made when using the psychic tracking psionic power, while a Tiny daggoran crystal gives a +5 competence bonus. Such a crystal is not consumed when used.

Tas'l Worm
Tas'l worms are worms of Diminutive size, similar in appearance to ock'n, but without eyestalks. Only found on living psionic creatures, these 1-inch long worms snake slowly between the skin and the skull of their host, accumulating and living off of residual psionic energy. A tas'l worm can be removed by cutting open the skin. A character can remove a worm by taking 10 minutes to locate and extract it from the host's scalp. The extraction does 1d6 points of damage to the victim, and has a 75% chance of killing the worm in the process. If a successful Heal check (DC 20) is made, the cutting damage is reduced to 1d2, with no chance of killing the worm. A worm outside of its host lives for 1 hour. The worm, when put against the skin of a psionic creature, burrows into its flesh, causing 1 point of damage. Afterwards, the worm must stay within the host for at least 24 hours before it amasses enough residual energy to be used. Tas'l worms use the innocuous vermin statistics. A worm linked to a host has a lifespan of 2d6 months. If more than one worm live on the same scalp, there is a 55% chance for 1d2 worms to spawn each month thereafter.

The creature hosting tas'l worms can make a Concentration check (DC 20) as a free action, once per day, to tap the energy they contain. If the check is successful, each tas'l worm hosted by a creature provides 1 power point. All worms must be tapped at once, or none at all. These power points are considered a part of the creature's own power point reserve for the purpose of using stored power points. A failed check can be retried on the character's next turn.

The hosting creature receives a cumulative –1 circumstance penalty to Will saves against telepathic powers for each worm living within its body, as the worms make their host more responsive to outside psionic influence.

A tas'l worm registers as psionic to detect psionics.

T'chowb's Thalamus
The thalamus of a recently fed (within the last 24 hours) t'chowb is said to be seething with absorbed intelligence. If crushed in one's hand during the manifestation of a power (a free action, assuming the manifester is already holding the component), the t'chowb's thalamus gives a manifester a +10 circumstance bonus on manifester level checks made to overcome a target's power resistance.