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Potions, Oils, and Grenades

Alchemy produces consumable potions, weapon oils, and grenades from elementally aligned ingredients. Their quality and effects are determined by the elemental portions used to create them and the skill of the alchemist who prepared them.

The following prices are for completed, ready-to-use alchemical items purchased from a merchant or alchemist. A character using Craft (Alchemy) pays only for the required ingredients and containers, making self-crafted products substantially less expensive.

Premade Alchemical Pricing

The market price of a premade alchemical item is calculated as follows:

Premade Price = Twice the ingredient cost + a labor fee equal to 2 + the recipe's Complexity Modifier portions of the selected quality.

The labor fee represents preparation, refinement, consumed workshop supplies, difficult quality control, failed batches, merchant overhead, and the alchemist's expertise. More complicated recipes therefore carry a larger markup than simple two-portion products.

Quality Price per Elemental Portion Base Labor Fee before Complexity
Poor 0.5 gp 1 gp
Average 1.5 gp 3 gp
Good 10 gp 20 gp
Excellent 50 gp 100 gp
Flawless 250 gp 500 gp

The item's vial, stopper, ampule, applicator, and other ordinary packaging are included in its listed price and weight. Local scarcity, elemental affinity, legality, and merchant access may modify the final price.

Using Alchemical Items

Potions

A potion is a small sealed vial containing an alchemical substance that must be imbibed. Drinking a potion is normally a swift action. Retrieving one from an ordinary pack or container is a move action; retrieving one from a Potion Belt is a free action.

Drinking another potion that provides the same named effect replaces the previous potion rather than stacking with it unless that potion states otherwise.

Oils

An oil is stored in a small vial with a built-in applicator that breaks and coats a weapon, piece of ammunition, natural weapon, or other attacking implement when rubbed across its surface. Applying an oil is a swift action. Retrieving one from an ordinary pack is a move action; retrieving one from a Potion Belt is a free action.

Unless stated otherwise, an oil remains active until the beginning of the user's next turn. An oil applied to a weapon affects every attack made with that weapon for its duration. An oil applied to a piece of ammunition affects only the attack made with that ammunition for the round. Only one alchemical oil can be active on an item at a time; applying another immediately ends the previous oil.

Grenades

Alchemical grenades are sealed ampules approximately the size of a full-grown human male's pinky. Throwing a grenade is a standard action requiring a ranged Martial Touch attack against the intended creature or square. A grenade has a range increment of 20 feet.

On a successful attack, the grenade affects the target struck and everything within a 5-foot radius. On a missed attack, it lands in a randomly determined adjacent square and releases its effect there.

Each grenade states which saving throw resists it. A Reflex save represents avoiding the released effect; a creature directly struck by a grenade does not receive a Reflex save unless the grenade states otherwise. Other save types represent resisting the effect after exposure and may be attempted by a directly struck target.

Potions

Potion of Healing

A Potion of Healing accelerates natural recovery and closes recent injuries.

Quality Effect Premade Price
Poor Restores 1d10 Hit Points 3 gp
Average Restores 2d10 Hit Points 9 gp
Good Restores 3d12 Hit Points 60 gp
Excellent Restores 5d12 Hit Points 300 gp
Flawless Restores 8d12 Hit Points 1,500 gp

Potion of Cure Disease

A Potion of Cure Disease helps the body identify and destroy infections, parasites, and other diseases. Life strengthens the body while a controlled portion of Death attacks or arrests the foreign organism.

Quality Effect Premade Price
Poor Grants a +2 bonus to the next Fortitude save against one disease 6 gp
Average Grants a +4 bonus to all Fortitude saves against one disease for 24 hours 18 gp
Good Immediately allows a new Fortitude save against one disease with a +6 bonus 120 gp
Excellent Cures one nonmagical disease 600 gp
Flawless Cures one disease, including a magically created disease 3,000 gp

Fortifying Potions

Fortifying Potions temporarily reinforce a particular part of the drinker's body or mind. These are for Ego, Fortitude, and Reflex saves. Will save potions are more expensive and pricing is shown on the second table.

Quality Bonus Duration Premade Price
Poor +1 3 rounds 5 gp
Average +2 1 minute 15 gp
Good +4 1 minute 100 gp
Excellent +5 10 minutes 500 gp
Flawless +7 1 hour 2,500 gp


Quality Potion of Will Price
Poor 7 gp
Average 21 gp
Good 140 gp
Excellent 700 gp
Flawless 3,500 gp

Potion of Soothed Fear

A Potion of Soothed Fear suppresses panic and steadies an overwhelmed mind without deadening awareness.

Quality Effect Premade Price
Poor Grants a +2 bonus to the next Ego save against fear made within 1 minute 5.5 gp
Average Grants a +3 bonus to Ego saves against fear for 10 minutes 16.5 gp
Good Immediately allows a new save against one fear effect with a +5 bonus 110 gp
Excellent Removes one nonmagical fear effect and grants +4 against fear for 10 minutes 550 gp
Flawless Removes one fear effect and grants immunity to fear for 10 minutes 2,750 gp

Potion of Elemental Resistance

A Potion of Elemental Resistance protects the drinker from damage associated with one selected element. The elemental portions teach the potion which energy it must recognize, while Life allows the drinker's body to survive exposure to it.

Quality Resistance Duration Premade Price
Poor 5 3 rounds 5 gp
Average 10 1 minute 15 gp
Good 20 10 minutes 100 gp
Excellent 35 1 hour 500 gp
Flawless 50 8 hours 2,500 gp

The element resisted is chosen when the potion is purchased. A creature may benefit from multiple Elemental Resistance Potions protecting against different elements. Drinking another potion protecting against the same element replaces the previous potion rather than stacking with it.

Quality Potion of Life Resistance Price
Poor 4.5 gp
Average 13.5 gp
Good 90 gp
Excellent 450 gp
Flawless 2,250 gp

Potion of Magical Purging

A Potion of Magical Purging uses Void to weaken or remove magic affecting the drinker.

Quality Effect Premade Price
Poor Grants a +2 bonus to the next save against a spell or magical effect made within 1 minute 8.5 gp
Average Grants a +3 bonus to saves against spells and magical effects for 1 minute 25.5 gp
Good Allows a new save against one ongoing magical effect with a +5 bonus 170 gp
Excellent Negates 2d10 spell levels affecting the drinker 850 gp
Flawless Removes all hostile ongoing magical effects affecting the drinker 4,250 gp

Grenades

Elemental Grenade

An Elemental Grenade violently releases a concentrated amount of elemental energy. Its element is chosen when purchased and determines the type of damage it deals.

Quality Damage Save DC Premade Price
Poor 1d10 11 3 gp
Average 2d10 14 9 gp
Good 4d10 18 60 gp
Excellent 7d10 23 300 gp
Flawless 12d10 30 1,500 gp


Element Damage Type
Air Electric
Death Negative
Earth Desiccation
Fire Heat
Force Force
Ice Cold
Life Positive
Void Entropic
Water Corrosive

A creature directly struck by an Elemental Grenade does not receive a Reflex save against its damage. Other creatures within the radius may make a Reflex save for half damage.

Dispelling Grenade

A Dispelling Grenade releases a burst of Void that severs ongoing magical effects. It can be thrown at a creature, object, or unattended square.

Quality Spell Levels Nullified Save DC Premade Price
Poor 1d4 11 7 gp
Average 1d6 14 21 gp
Good 1d10 18 140 gp
Excellent 2d10 23 700 gp
Flawless 4d10 30 3,500 gp

Every creature and object within the grenade's radius is affected. A creature may make a Will save to negate the effect; objects receive no save. A willing creature may choose which magical effects are nullified first. For an unwilling creature or unattended object, the highest-level magical effects are nullified first. The grenade does not distinguish between helpful and hostile magic.

Slow Grenade

A Slow Grenade coats affected creatures in an alchemical mixture that interferes with movement, reactions, and coordination.

Quality Duration Save DC Premade Price
Poor 1 round 11 5.5 gp
Average 2 rounds 14 16.5 gp
Good 3 rounds 18 110 gp
Excellent 5 rounds 23 550 gp
Flawless 10 rounds 30 2,750 gp

Every creature within the grenade's radius must make a Will save or become slowed. A slowed creature has its movement speed halved or reduced to 15 feet, whichever is slower. It suffers a -1 haste penalty to attacks, Armor Class, and Reflex saves and can make only one attack during a round. Haste immediately ends the Slow effect.

Bad Luck Grenade

A Bad Luck Grenade releases a clinging alchemical haze that twists probability against affected creatures.

Quality Duration Save DC Premade Price
Poor 1 round 11 7.5 gp
Average 2 rounds 14 22.5 gp
Good 3 rounds 18 150 gp
Excellent 5 rounds 23 750 gp
Flawless 10 rounds 30 3,750 gp

Every creature within the grenade's radius must make a Reflex save or suffer Bad Luck. While affected, all damage dice rolled by that creature produce their minimum possible values. For example, an affected creature that would normally deal 3d10 + 6 damage instead deals 9 damage.

Oils

Elemental Weapon Oil

An Elemental Weapon Oil briefly coats a weapon in concentrated elemental energy. Its element is chosen when purchased, and successful attacks made with the treated weapon deal additional damage of the associated type.

Quality Additional Damage Premade Price
Poor 1d4 3 gp
Average 1d8 9 gp
Good 2d8 60 gp
Excellent 3d10 300 gp
Flawless 5d10 1,500 gp

The additional damage is not multiplied on a critical hit.

Keen Oil

Keen Oil sharpens the effective striking edge or point of a weapon beyond what its physical construction would ordinarily allow.

Recipe: 1 Force portion and 1 Air portion. Complexity Modifier: +1 DC.

Quality Duration Premade Price
Poor For a single attack 3.5 gp
Average 1 round 10.5 gp
Good 3 rounds 70 gp
Excellent 1 minute 350 gp
Flawless 10 minutes 1,750 gp

The treated weapon's critical range increases by 2. For example, a weapon with a critical range of 20 gains a critical range of 18-20. Keen Oil does not stack with another effect that increases critical range and has no effect on a weapon that cannot deal critical hits.

Dispelling Oil

Dispelling Oil coats a weapon in a thin layer of unstable Void. When the weapon strikes, the Void transfers into the target and severs ongoing magical effects.

Quality Spell Levels Nullified Premade Price
Poor 1d4 7 gp
Average 1d6 21 gp
Good 1d10 140 gp
Excellent 2d10 700 gp
Flawless 4d10 3,500 gp

The first successful attack made with the treated weapon consumes the oil and nullifies the listed number of spell levels affecting the target. The highest-level magical effects are nullified first. The target receives no save because the weapon attack has already delivered the oil. Dispelling Oil deals no additional damage and does not distinguish between helpful and hostile magic.

Driving Oil

Driving Oil releases a concentrated burst of Force when the treated weapon strikes, throwing the target off balance and driving it backward.

Quality Opposed Strength Bonus Maximum Distance Premade Price
Poor +0 5 ft. 5 gp
Average +1 10 ft. 15 gp
Good +2 15 ft. 100 gp
Excellent +3 20 ft. 500 gp
Flawless +5 30 ft. 2,500 gp

Once while the oil is active, after the treated weapon successfully hits a creature, the attacker may immediately initiate a Shove attempt against that creature as a free action. The successful attack satisfies the Shove's Martial Touch attack, so the attacker proceeds directly to the opposed Strength checks. Size modifiers apply normally, and the attacker gains the listed alchemical bonus.

If the attacker succeeds, the target is pushed 5 feet plus the additional distance allowed by the oil's quality. This replaces the normal additional distance gained from exceeding the defender's Strength check. The attacker does not provoke an attack of opportunity for this Shove.

Availability

Poor and Average alchemical items are commonly available from ordinary alchemists in settlements that support the trade. Good items generally require an established specialist. Excellent items are rare commissions or limited stock in major markets. Flawless products require an extraordinary alchemist and ingredients that are seldom sold openly.

The listed price does not guarantee availability. A settlement must possess both an alchemist capable of meeting the required Craft DC and access to elemental portions of the appropriate quality and affinities.