Saturday, December 25, 2010

Tamros' Teachings

Alchemical Items

Alchemist's Mercy: A fine powder that, when mixed with water or fruit juice and consumed, eliminates the effects of a hangover. Author: Jesse Decker and Stephen Kenson. Source: #280. Alchemist's Mercy 1 gp

Armor Soft: This slippery red oil has a mild corrosive effect on most metals. Although long-term use of armor soft is detrimental to any suit of armor, it provides the short-term benefit of easier movement and less noise.  Any suit of metal armor treated with armor soft has its armor check penalty reduced by one. The effects of armor soft last for 1 hour. Each application of armor soft causes a cumulative 5% chance of the armor failing. The check is made after the duration of the armor soft has expired. Any armor that fails as a result of armor soft's corrosive effect is rendered useless. Armor soft does not reduce the armor check penalty of nonmetal armor, but the corrosive properties still apply.  Author: Jesse Decker and Stephen Kenson. Source: #280. Armor Soft 50 gp

Blackwater: A single vial of blackwater rapidly affects a 10-foot cube of water. Any aquatic creature that breathes blackwater must make a DC 10 Constitution check each round or begin to drown. The DC for this check increases by 1 on each round after the first. The creature can also try to "hold its breath" (as a creature going underwater would normally do), using the rules from the DUNGEON MASTER'S Guide. Blackwater affects creatures that can  Breathe water due to a spell or effect, such as water breathing, but it has no effect on creatures that can only breathe air. Author: Eric Cagle. Source: #298. Blackwater 100 gp

Catstink: Given the penchant of the powerful to guard their estates with dogs, more than one spy has had to make a quick getaway pursued by a pack of barking canines. A dose of catstink (which is actually an alchemical  Compound, not the urine or musk of felines) on your trail temporarily confuses the scent ability of any creature. The creature must make a successful DC 15 Survival check to regain the scent of any target it pursued before exposure to the catstink. Catstink does not prevent a creature with scent from using the ability in any other way (such as to detect or pinpoint a hidden creature); it only makes it more difficult for the creature to track by scent alone.  Author: Eric Cagle & Evan Michael Jackson. Source: #316. Catstink 250 gp

Cooling Gel: This cold blue gel can be applied to the skin. It provides fire resistance 1 for 1 hour or heals 1d6 points of fire or heat damage dealt within the last 5 rounds. Author: Jesse Decker and Stephen Kenson. Source: #280. Cooling Gel 100 gp

Firestone: This small orange stone can be hurled as a grenade like weapon. When it hits a hard surface, it bursts into a puff of flame that deals 1d6 points of fire damage and ignites any flammable materials within the 5-foot square where it strikes. Fires lit by a firestone burn normally. Author: Jesse Decker and Stephen Kenson. Source: #280. Firestone 50 gp

Flash Powder: This silky gray powder is a mild explosive. Flash powder burns too quickly to cause more than minor burns even in large quantities. What the powder lacks in explosive force it makes up for in visual effect. Used occasionally in warfare as a diversionary tool, flash powder has become a mainstay of a burglar's equipment. The blinding light it produces often provides enough of a distraction for a skilled rogue to get out of danger. Even a small quantity of the powder burns brightly enough to cause those looking directly at it to take a -5 penalty on Spot checks for the next 5 rounds. The flash also provides enough distraction to allow someone under observation to make a Hide check. Author: Jesse Decker and Stephen Kenson. Source: #280. Flash Powder 20 gp

Flashstone: The flashstone is a hard, shiny pellet that glistens in light and glows slightly under both normal vision and darkvision. It is the same size and shape as a sling bullet, and it is used in a sling as often as it is thrown. When a flashstone strikes a  hard surface, it vaporizes instantly, releasing a blast of light (15-footdiameter burst). Any creature caught in the blast must make a DC 16 Fortitude save or be blinded for 1 round. Once the 1-round blindness has passed, the creature takes a -2 penalty on Search and Spot checks for 1 minute while its eyes recover. Author: Eric Cagle. Source: #298. Flashstone 30 gp

Holdfast: Since the tanglefoot bag's invention, scholars and adventurers alike have looked for more ways to use the powerful but short-lived adhesive. One of the most successful variations is holdfast, a small bundle of the same adhesive attached to the end of a rope. When the rope is thrown with enough force and accuracy, the bundle breaks, creating a temporary means of securing the rope to the surface it was thrown against. Quieter than a grappling hook and easy to transport, holdfast has become an item of choice for those who must infiltrate a walled structure or cross a dangerous chasm. To attach the rope to the desired target, the character must make a ranged attack. A holdfast container has a range increment of 10 feet. Armor Class modifiers for size apply. Thus a character trying to hit any point high on a 30-foot wall must try to hit AC 0 (the desired area of the wall is Huge, but Armor Class can go no lower than 0) with a -4 range penalty (three range increments). A character who wants to hit a spot within 1 foot below a 2-foot-wide window high on a 40-foot wall would have to hit AC 2 (+2 size modifier to AC because the desired target area is Tiny) with a -6 range penalty. Any missed attack has a 50% chance of causing the holdfast bundle to break against another surface (use the rules for the deviation of grenade like weapons to determine where the holdfast struck on such a failed throw). One bag of holdfast can support 200 pounds until the adhesive loses its effectiveness. Holdfast lasts 1d4+3 rounds before becoming too weak to hold the rope in place. Creatures struck by holdfast can pull off the sticky bag with a successful DC 27 Strength check. Author: Jesse Decker and Stephen Kenson. Source: #280. Holdfast 50 gp

Ice Crystal: When immersed in liquid, this small piece of rock crystal becomes as cold as a piece of ice and remains that way until it is removed from the liquid, whereupon it reverts to its normal temperature. Ice crystals are used to cool liquids in laboratories and keep drinks cold. Author: Jesse Decker and Stephen Kenson. Source: #280. Ice Crystal 5 gp

Insect Repellent: This strong-smelling liquid can be applied to the skin to repel insects. It keeps Tiny or smaller insects at bay for 4 hours per application. Larger insects and those under the control of a spell must make a DC 12 Will save to approach a protected  character. This benefit is lost if the character attacks the insect. Author: Jesse Decker and Stephen Kenson. Source: #280. Insect Repellent 5 gp

Liquid Ice: This viscous liquid becomes extremely cold when exposed to air. A vial of liquid ice can freeze the surface of a 10-foot-square area of water or smother a like area of fire. Used as a grenade like weapon, a vial of liquid ice deals 1d6 points of cold damage on a direct hit and 1 point of splash damage. Author: Jesse Decker and Stephen Kenson. Source: #280. Liquid Ice 30 gp

Night Eyes: This thick grease, when applied to the naked eye, grants temporary low-light vision. The grease takes one full-round action to apply and lasts for 10 minutes. Torches and other faint light sources provide light normally for a character, but any source of bright light (like sunlight or the daylight spell) causes the night eyes user to take a -1 penalty on attack rolls. Author: Jesse Decker and Stephen Kenson. Source: #280. Night Eyes 25 gp

Powdered Water: This fine white powder sparkles faintly. An ounce, mixed with a single drop of water, becomes a gallon of drinkable water. The powder is usually put in a vessel that can contain the full gallon of water before the drop of activating liquid is added. The vessel is then shaken to agitate the mixture. It takes a full round for the gallon of water to form. The powder must be kept in a watertight container to remain effective, but it is an easy way to transport large amounts of water over great distances. Author: Jesse Decker and Stephen Kenson. Source: #280. Powdered Water 5 sp

Shriek Paste: The shrieker, a common fungus found in the bowels of the Underdark, is sometimes cultivated by drow societies, creating a first line of defense against intrusion around their cities. In addition, drow alchemists harvest the fungus and render it down to a base substance capable of reproducing the shrieker's howl. Shriek paste is an oily, smelly substance with a slightly purplish color. When smeared on a surface, it retains the same consistency almost indefinitely. When the paste is exposed to a light source equivalent to torchlight or greater, it rapidly crystallizes. During this process, the paste emits a high-pitched screeching noise, making it a useful signaling device. The shriek is loud and easy to hear (Listen DC -10) This sound lasts for 1 round before the paste dries up entirely and is rendered inert. Author: Eric Cagle. Source: #298. Shriek Paste 50 gp

Slimebane: This concoction breaks down oozes of all types (see the Monster Manual). When used as a grenade like ranged weapon, it deals 1d6 points of damage on a successful hit and 1 point of splash damage. On the round following a direct hit, the ooze must make a DC 15 Fortitude save or take an additional 1d6 points of damage. Slimebane does not affect creatures not of the ooze type. Author: Jesse Decker and Stephen Kenson. Source: #280. Slimebane 15 gp

Slippery Oil: This oil provides a +5 bonus on Escape Artist checks for up to 1 hour or until removed with an alcohol-based liquid. Author: Jesse Decker and Stephen Kenson. Source: #280. Slippery Oil 50 gp

Slumberweed: When dried, ground to a powder, and inhaled or ingested, the leaves of this plant induce a sleeplike state resembling death for 8 hours. Sometimes spies pack a dose of slumberweed into specially made necklaces with holes on either end that can act as an impromptu blowgun (usable only for delivering the powdery toxin). At other times, slumberweed is ingested by the spy himself, for the purpose of feigning death. A successful DC 12 Fortitude save negates the sleep. Author: Eric Cagle & Evan Michael Jackson. Source: #316.  Slumberweed 500 gp

Sneezing Powder: This fine powder can be thrown as a grenade like weapon. On a direct hit, the target must make a DC 12 Fort save or take a -1 penalty on all attack rolls, saving throws, ability checks, and skill checks for 1d4 rounds because of sneezing and watery eyes. Creatures immune to gases or poisons are immune to sneezing powder. Author: Jesse Decker and Stephen Kenson. Source: #280.  Sneezing Powder 60 gp

Softshoe Powder: Rubbing this powder on feet or footwear makes moving silently easier. Applying softshoe powder provides a +2 competence bonus on Move Silently checks. Unless all of a creature's feet or footwear are treated, there is no benefit from the powder. The effects of the powder last for 10 minutes after its application. Author: Jesse Decker and Stephen Kenson. Source: #280.  Softshoe Powder 25 gp

Soupstone: When dropped into a container of water, this small smooth stone turns the water into a hot, nourishing broth of a flavor chosen when the stone is made. A soupstone can transform up to 10 gallons of water before it becomes inert. It has no effect on water based creatures like water elementals. Author: Jesse Decker and Stephen Kenson. Source: #280. Soupstone 300 gp

Spy Button: Several versions of these specially designed buttons exist. They can be fancy or plain and are made to blend in with the clothing they are sewn on. To use a spy button, the wearer must rip it free from the article of clothing to which it is attached as a free action and throw it against a hard surface. The most common types of spy buttons are as follows. Flash: This button creates a brilliant burst of light on impact. If a flash button detonates within 5 feet (1 square) of a creature, that creature must make a DC 15 Fortitude save or be dazzled for 1d3 rounds. Sightless creatures are not affected. Smoke: This button produces a cloud of impenetrable black smoke that fills a 10-foot cube. It dissipates in 2 rounds, or a single round if affected by moderate or stronger winds. Thundering: This button mimics the effect of a thunderstone (Player's Handbook, page 129). Author: Eric Cagle & Evan Michael Jackson. Source: #316. Spy button, flash 50 gp Spy button, smoke 30 gp Spy button, thundering 40 gp

Stonecloth: This heavy, gray cloth is woven from special mineral fibers. Making it requires the Craft (tailoring) skill in addition to the Craft (alchemy) skill. The fire-retardant cloth does not catch fire unless exposed to flame for more than a minute. Thus, Someone wearing stonecloth takes the initial damage from a fire attack, but does not catch fire and take burning damage on later rounds. Author: Jesse Decker and Stephen Kenson. Source: #280. Stonecloth 100 gp

Tangle Wire: Tangle wire, a thin spiked wire coated with a less-adhesive, longer-lasting form of the substance found in tanglefoot bags, is made in strands of up to 10 feet long. The adhesive makes tangle wire hard to transport and handle, but easy to string across a narrow opening and doubly effective against those who encounter it. Tangle wire comes wrapped in a tight bundle, and once unwound, it cannot be rewound and stored for later use. To avoid tangle wire, a character must make a successful  DC 15 Spot check. A character who fails this Spot check is caught by the tangle wire and takes 1d2 points of damage per round unless he remains completely immobile and cannot move out of the square containing the wire until freed of its grip. Anyone caught by a tangle wire can make a DC 20 Escape Artist check to escape or a DC 15 Strength check to pull away. A caught creature with a slashing weapon can free himself as a full-round action. As long as the creature is willing to take the damage from the wire he can act normally while caught. Author: Jesse Decker and Stephen Kenson. Source: #280. Tangle Wire 25 gp

Tongueloose: When ingested—usually dissolved in a drink or sprinkled over a meal—a vial of this powder induces a lethargic state for 1d3 hours, during which the subject is highly susceptible to suggestion. A successful DC 14 Fortitude save negates this effect. Anyone interacting with someone who has failed the save against a dose of tongueloose receives a +4 circumstance bonus on Bluff, Diplomacy, and Intimidate checks against that person. Author: Eric Cagle & Evan Michael Jackson. Source: #316. Tongueloose 150 gp

Traveler's Solace: This fiery, unpleasant liquid allows the user to temporarily circumvent the effects of fatigue and exhaustion for a short time. Fatigued or exhausted characters that drink a vial of traveler's solace can run and charge normally. Fatigued characters under the effects of traveler's solace take no penalties to their Strength or Dexterity. Exhausted characters take a -4 penalty to both ability scores (instead of the usual -6 penalty). The beneficial effects of traveler's solace last for 1d4 hours, but the aftereffects last much longer. Exhausted characters who use traveler's solace to lessen the effects of exhaustion require a full 8 hours of rest before they become fatigued. Fatigued characters who use traveler's solace require at least 8 hours of bed rest before they become fully rested. A vial of traveler's solace has no effect if another has been taken within the past 8 hours. Author: Jesse Decker and Stephen Kenson. Source: #280. Traveler's Solace 50 gp

Truth Wine: This sweet white wine of elven origin loosens the tongue more effectively than other alcohol based drinks. In addition to suffering the wine's normal intoxicating effects, a character who drinks truth wine must make a DC 15 Will save to tell a lie. The wine's effects are short-lived, lasting only 10 rounds -1 round per point of the drinker's Constitution bonus. (For example, a character with a +2 Constitution bonus would suffer truth wine's effects for 8 rounds.) Creatures must drink at least 1 glass (8 oz.) of truth wine to suffer its effects. Elves are unaffected by truth wine. Author: Jesse Decker and Stephen Kenson. Source: #280. Truth Wine 75 gp

Vapors of Sleep: When applied to a cloth and held over the nose and mouth (or other breathing orifices), this liquid forces the target to make a DC 13 Fortitude save or fall asleep, as if affected by a sleep spell, for 1d4 hours. The attacker must successfully grapple the target in order to use the vapors of sleep on her. A vial of the liquid can also be thrown as a grenade like weapon. It does not cause the target creature to fall asleep, but the creature must make a DC 13 Fortitude save on a direct hit or take a -1 penalty on all actions for 1d4 rounds due to drowsiness and disorientation. Author: Jesse Decker and Stephen Kenson. Source: #280. Vapors of Sleep 50 gp
Free Foot:This quick-drying oil makes one 5-foot square exceptionally slippery. Creatures moving through the affected area must make a DC 15 Dexterity check to keep their feet. Trying to stand requires a similar check, as does moving out of the square once footing has been regained. Large or multilegged creatures only suffer the effects of free foot if all of their legs are in the covered area. Free foot and tangle wire can make a fearsome improvised trap. If either check to move out of the square is failed, the victim cannot move out and is subjected to the effects of both substances again on the following round. Author: Jesse Decker and Stephen Kenson. Source: #280. Free Foot 25 gp

Courier's Ink: Courier's ink is a special invisible ink that becomes visible only when dipped into a revealing solution. The efficient formula for the ink actually produces the revealing solution as a byproduct of the creation process, making the two relatively inexpensive. Courier's ink is common enough that blank pages found among captured documents are routinely dipped in a revealing solution to look for information hidden with the ink. Revealed courier's ink is always red, so most people with sensitive information to hide write or draw on a page first in a differently colored ink. This serves to draw suspicion away from pages treated with the special ink. Once the revealing solution is applied, messages written in courier's ink are permanently visible. Courier's ink cannot be used to record a spell. Until it is dipped in the revealing solution, courier's ink is invisible. This makes drawing the precise symbols used in magic spells impossible. Author: Jesse Decker and Stephen Kenson. Source: #280. Courier's Ink 20 gp

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