Professional Documents
Culture Documents
credits
-----,~
!])esigners
Alex Riggs, Joshua Za ba ck
Sfiort S tory
Alex Riggs
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Success
Ivan shouted triumphandy as he held the flask up to the light, watching as the unusually bright and
pall', alchemically-created lights shone through its contents, illuminating them a vibfant green. His
gleeful cry awoke theVMious creatures kept in small cages and pens at one end of his laboratory, and so it
was I'<:hoed by a dozen or so indignant animal noi5l's ranging from squawks to clicks to hissing.
Ivan's 5I'rvant, Boris, shuffled down the stairs, concern filling his flat , drollingvoice as much as he
was capable of it. "Master? Is everything all right down there , master?"
~Is everything all right?" Ivan cried back, a slight edge of mania in his voice. "Oh, it's more than all
right. It's fantastic. Wonderful. Everything a man could ever dream of. I've done it, Boris! All tho51' weeks
of painstaking research, poring over tomes to find ingredients with the right kind of mystical properties!
All tho51' months of trying to perfl'<:t the mixing method!"
Here Boris gavea brief shudder, remember some of the ~kinks" that had had to be worked out of the
mixing method, including a nasty habit of venting psychedelic fumes through the entire manor, or
congealing the mixture into .Inanimate- and very hungry- slime, or theweek where explosions had
issued forth from the ba5l'ment every five minutes. So many dropped plates and dishware had been
sacrificed fOf the mastef's experiments.
~And ,
let us not forget , even once the mix was perfl'<:ted, therewefe still all tho51' sleepless nights
working and toiling to find ways around the side-effects! But no amount of giant, mutated, murderous
lab-rats could stop me! Oh, no ! My genius knows no bounds!"
Boris reflected with some surpri5l' that he had never rea.llyworried about the mutated lab rats. HI'
supposed it was becau5l' of the steady stream of adventurers that had been coming to the manor to
provide the various rare and exotic reagents and ingredients the master had needed--wyvem eggs,
aboleth mucus, strange plants that onlygrowon other planes of existence- that there had always been
someone around for him to call on to exterminate the pests. After a while, he'd begun to just insist that
the adventurers deliver the goods directly into the lab, usually forcing them to kill anything that had
gotten loose and giving Borisa two -for-one.
~But
now, now Boris, the 5I'rum is finally perfected! The fonnula is sound, the kinks arl' all worked
out, the side-effects taken carl' of. Theysaid that it couldn't be done! They told me I was mad fo r trying!
But 111 show them. Oh, yes, 111 show them all! TIlls latest invention, Boris: it's going to change the world!
Of course, there a re other things to consider, of cour5l'. We'll need to find a means of
mass-production. That will require a lot more raw ingredients. We'll probably need to makea wyvem
fann of some kind ...and a delivery system, of cour5l'. It won't do to have stockpiles of my glorious
invention with no means to distribute it. And, of course, I have yet to do any human triais ...\ol'ell, there's
always morl' \,.ork to be done, I suppose:
Boris smiled "Another long night , master ? I1l go make your tea."
~... and if wewere to keep the aboleths in some sort of containment field ... hmm? What?Yes, yes, of
COUJ5I'. Tea. Wonderful, Boris, wonderful. Now, where was I ?~
Introdllctjon
11Us book is for alchemists, and players
who 10Vl' alchemy, but it has nothing to do with
the alchemist cbdracterclass. Instead. it focuses
on making alchemy a more interesting and
rewarding part of your game by giving you a
variety of new uses for your Craft (alchemy) skin,
allawingyou 10 creale the sorts of fun a nd
exciting porions, elixirs, oils, and other items of
mad sciellC't or gTNt arcana. Rather than being
limiled 10 the mass production of tindertwigs
and vials of acid, alchemists using this book gain
access loa wide range of things to craft. Chief
among these are two new groups of alchem ical
items: infusions (which are poY<'t'rful substances
that pennanent!y and substantially alter the
infused creature) and serums (potion-like
substances that must be injected directly into
the subject's blood, and which have a more
pronounced effect the more seru m is used),
In fusions
The following items, known to most
alchemists as infusions, are potent chemicals (or
more often, mixtures of chemicals) that can be '
added directly to an individual's blood (or other
vi tal fluids), and causes a permanent and
pronounced change in the subject. Some make
the subject immune to certain energies, while
others run rampant with his body, making him
stronger, or faster, or more alert.
Once an infusion has been introduced
succ~fully to the subject's body (see below), its
effect 15 permanent unless it is removed. A
character ciln only hiM- one infusion ilt iI time
ilnd any ilttempts to ilpply iln infusion to iI
'
charilcter tha.t illready ha.s one automatiCillly
fails.
Crafting Infu sions
For the most part, cl"ilfting iln infusion is a
lot like crilfting any other item using the Craft
skill, but there are some slight differences.
Information on crilfting iln infusion is given in
the infusion's item block, under the Creation
section.
Unlike most items made with the Crilft
skill, all infusions hitw requirements that the
crafter must meet in order to successfully crilft
them. These typically include a number of ranks
in Craft (ilkhemy), ilnd mily include ildditional
(or illternative) requirements, such ilS ranks in
other skills reLlted to the infusion'seffect. A
cha.rilcterwho does not meet these requirements
cannot grasp the necess,uy concepts to create an
infusion from its base components. These
requirements ilre giwn in the infusion's item
block ilS Requirements.
.
~other difference between crilfting
mfuslOns ilnd crafting other items with the Craft
skill is that the amount of gold expended on faw
Pu rchasing Infusions
Instead o f making and applying an infusion
himself, a chilracter can pun:hase an infusion
and have it applied by a highly-skilled alchemist.
The market price for an infusion pun:hased in
this way (listed in the infusion's item block as its
market price) includes the cost of applying the
knowledgeable of alchemists.
Table
I-I :
Infusions By Cost
Infusion
Alche mist's Cou rage
wrong.~
Cost
gp
000
5.
gp
5.000 gp
} ,OOO
6,000 Sp
6,000 gp
Market
Price
10,000 gp
12,000
gp
16.000 SP
10.000 Sp
.8.000 gP
Removing Infusions
Once an infusion has been applied to a
creature, it can bevery difficult to remove. A
successful Heal check, with a DC equal to 10 ...
the DC of the Heal check to a pply the infusion in
the first place, and 12 hours of work can remove
an infusion fro m a subject, but doing so inflicts
Id6 points of Constitution damage, regardlessof
whether the attempt is successful or not.
Alternatively, a greater restoration spell can
remove an infusion without any harmful
side-effects. Such spells do not always remove
infusions in their targets, however, and will only
do so if the target of the spell is actively
attempting to have the infusion removed. This is
part of the magic of the spell, and there is no way
to use greater restoratio n to strip a target of an
infusion he does no t want to be rid of.
Infusions
The following infusions are listed in
alphabetical order. Each of the infusions listed
here has both a benefit and a drawback, as
drastic changes to a creature's physiology I"drely
come without some kind of cost. While many
alchemists talk of infusions with no side-effects
whatsoever, there are no reliable reports of such
infusions, and any that do exist are no doubt the
closely-guarded secrets of the most powerful and
,\( IDIlHl
10
RORIUS
,
either Kn owledge (arcana) 8 ranks or Knowledg'
(na ture ) 8 ranks; Craft DC 25: Cost 15,000 gp
APPLICATION
Prerequisites Constitution
12
, ==='==========
FLEXIUM
Marke t Price 38,000 Sp
CREATION
m,
Co nsti tution 12
Infusion Knowledge (du ngeoneering) DC 18.
Heal DC 26; Fo rt DC 18
E~PECTS
=====:===
10
~'
GHFRIl JM
INFERI\:ITF.
Ma rk et Pr ice 40.000 Sp
CREATIO N
, ='=======
!O
Core Rulebook.
Drawb<tck: The subject is vulnerable to fire
damage, and takes 1.5X as much dan13ge as he
nOlTIlilllywould from sourcesde.tlillg fire
damage. Additiornlly, the subject takes a -8
penalty on any Fortitude saves Irnde to resist the
effects of wry hot conditions, severe heat, and
extreme bedt. For more information on he.tt
dangers, see the Pathfinder Rolepl.Jying G.:Ime
Cort'Ru/ebook.
Appliation: If the subject fails his
Fortitude SiJ\.-e, be also suffers ul6 points of cold
damage, in additio n to the nOnTh'li effects.
IlllI S III OOIl
DC 25: Cost
;:;;~;;;;;i
Infusion Heal DC
22 :
i
20.
Spell craft DC
Market Price
10.000 gp
CRfATI ON
12
I
This potent alchemical liquid infu5t'S the
m uscles of the subject, making them lither and
nimbler, and increasing his man ual dexterity. By
making the muscles more quick and fleldble,
hOl'.'ever, it robs them of some of their power.
Bmefit: The subject gains a +4 alchemical
bonus to his Dexterity score.
Drawb<tck: The subject suffe rs a -4 penalty
to his Strength score.
Fort DC
'7
~FFECTS
MOJ.TORllJM
Market Price
'YP"'-
1'1iRITF
Ma rket Price 1 5 ,000 gp
~()R("fRFR S
CREAT ION
CREATION
APPUCATION
ArPLICAnON
11
15;
Fort DC
'1
EfFECTS
Serums
Serums are potion-like substances that can
have dramatic effects on creatures that use them .
Unlike potions, however, serums must be
injected directly into the user's bloodstream,
typically through a device such as a serum
injecwr (see below).
Further, unlike potions, multiple doses of
serums can have cumulative effects, medIling
that a character who uses large quantities of
muscle serum will have a greater increase to his
Strength score than a character who uses only
small quantities. Each serum will have a table
that lists its effect based on the number of doses
that are currently affecting the user.
EFFECTS
VITIUS
Market Price 18,000 Sp
CREATION
Craftin g Serums
Any character with at least 7 ranks in Craft
(alchemy) can attem pt to c~te serums from
their various componenl ingredienls. This uses
the Craft (alchemy) skill, and the DC for crafting
a serum is 15.
Determining the amounl of time it takes to
craft a serum is different than for most
alchemical items. Use the serum's value in gold
pieces, rather than silver pieces, to calculi!te how
long it takes to create a dose of serum.
Serum s
The following serums are presented in
alphabetical order.
Table I -I: Serums By Price
Price
".
'0.
".
Drawback
None
None
None
- I Reflex, - 1 Will
-z Reflex. z Will
-z Refl ex, -z Will
Drawback
None
None
-z Con, -z Int
-l Con, -z Int
4 Con. 4lnt
-4 Con, -4lnt
Drawback
Drawback
None
None
- 2 Su, - 2 Con
-l Str, -l Con
4 Str. -1 Con
-4 SIr, -4 Con
Drawback
None
None
None
Fatigued
Fatigued
E ~h,lusted
Drawback
None
None
1 Con damage
1 Con damage
3 Con damage
4 Con d,lmage
f......d.
T ab le Z-lI: I nvu l n erability Serum , U n s tabl e
Dra wback
Doses Benefi t
Table
2 -2 1:
Will Serum
To~
feeling.
,~
Drawhaclo;
None
None
None
None
Sickened
Sickened
poison s
Although few alchemists and apothecaries
will openly admit it, the fact relll3ins that many
who makea living in the mixing and conrocting
of various ingredients also do a brisk trade in
illicit and hannfulsubstances, as \\."ell. In most
cities it is illegal to makeorsell poisons, and so
most alchemists who do so are either very
secretive about it, o r else lIl<lke a show that their
poison is only for rats and othervemJ..in (and, in
Cact, such alchemists do sell poisons well-suited
for that purpose, but also well-suited for killing
much larger targets). As such, a book on
alchemical substances wouldn't be complete
without at least a few poisons. The following
poisons are among the more exotic, and their
prices reflect both their power and the unusual
effects they can achieYe. They are presemed in
alphabetical order.
Po iso n
Ivory Slug Poison
Alchemist's Polralysis
Poisoner's Friend
Hero's Bane
Molge's Frie nd
Bleeding Vision
Essence ofNightm" res
Mageoone
Churning Bowels
Methuselah S('fUm
Alchemist's Oeol th
Anti-Panacea
Price
400 gp
750 gp
750 gp
gp
1,000 gp
1,200 gp
1.000
I,SOO gp
1,750 gp
2,000
gp
gp
7,000 gp
2.000
7,500 Sp
AI CHF MI ST S n r,UH
I SS~N l FO I
H FROSMAN I
HI fFDl M, VI SION
\l ,<{. fBM\ [
Wondrous Item s
Most scholars and wizards view alchemy as
a limited field of study, one that is almost
completely dwarfed by arcane achil'\"t'ment.
They point to alchemist's fire and tindertwigs,
and compare them with the sorts of enchanted
items that a powerful wizard can create. While
it's true that most alchemists can rarely craft
anything more potent than a tanglefoot hag or a
sunrod, it isa mistake to belil'\"t' that these are
the limits o f the craft.
Particularly skilled and curming alchemists
can use their craft to replicate rar more magical
effect, and by correctly mixing the right
ingredients- those whose properties react not
only physically and scientifically, but also
magically and spiritually-an alchemist can
catalyze reactions that arewholly magical in
nature, creating the kinds of items that one
would normally consider the p rovince of
sorcerers and wizards
Wondrous Items
The following items are presented in
alphabetical order.
,\MNFSIA DRAl)(, Hl
~~~'~~~~~~~::~::::'::::::~
memory; Cost
Alchem ical
!J
=:~~;::;~~====~=m=="'='==
m INDlN(,
POWIHR
Aura faint
==~.co,,~,oo~gp~==
Alchem ical Requirements Crafl Alchemy 3
HRFA 1 H OF W!I'\TF R
Cos t 400 gp
Alchemical Requirements Craft Alchemy 5
R"q"h.,,,.,,., ,:"f,
~~:::~~'~"~hOnCer;
rs FSSFN( F.
DESCRIPTION
DUST OF
CON STRUCTION
~.JADM:SS
II
DI'.SCRIf'TlO N
gp
Alchemical Requi reme nt s Craft Alch emy 9
I
&10
F (I X I H.
or (IAH.lTI
CONSTR UCTION
CONSTRUCTION
F I IX I H.
or UH.t\(,()r\
2.000
F:lIXIH.
H F:All H
1,000
II
or FNF:H.(.\
llJH.NIM.
FAST FROST
; Cost 350 gp
Alchemical Requirements Craft Al chemy 9
(,HOST "()WUFR
FVFH. HlJRr\IN(, SAl TS
HEAl FR"SOINTMH';T
~C~O':":;:'~::::'~:;'C"'f' Alchemy 15
blast fireball"
Alchem
ical ~
INSTANTSlFO\M
fire;
'~SR':~""'m''''' ' ,:"r. Alchemy 9
AlcheCost
m ic:1
This }"Cllow-green liquid reeks of sulfur and
reacts with o rdinary water, superheating it in a
limited area in a short time. A single dose of
instant steam contains enough of the substance
to affect 5 cubic feet of water, causing it to chum
and froth and boil for Id4 rounds. Because of the
strange alchemical process involved, this heat
does not spread throughout the water, but
remains contained within a single Soft. sphere.
AnYcreilture that enters or begins its turn in the
affected area suffers Sd6 points of fire damage
(Reflex DC 15 for half). Each additional dose of
inSldlll Sll'dm causes it to affect an additional 5
cubic feet of water, but has no other effect.
011 Of ,\UHf IU M F
M>\c.n; IUUlVFR\
Au ra modera te tra nsmu ta tio n Cl llth
~::::'~C~o~st gp~~~~~~;:::
-:::
'
615
climb: Cost
II
MORKHAI S RFA(,FNT
Aura mod erate transm uta tio n: Cl9th
Slot -: Price 750 gp: Weight CO NSTRUCTIO N
Df.SCRI P'TION
011 OF ,\I',IMlJS
011 OF MASKIN(,
'~~
R"q"h'.,,,.,,,,
'"
I'HOE!,;IX FUMES
OMr\IlJM
9,h
l'lJRIFYIN{, TONI(
CON:.T R UCfIO N
CONSTRUCTION
poison;
Alchemica
l~
SlJSTAH\IN{, SHOT
drink ; Cos t 75 gp
Alchemica l Requirements Craft Alche my 3
CONSTR UCTION
lONI( OF MINI)
TONI( OF NFRVFS
gp
Al chem ical Requi rem e nt s Craft Alchemy 3
i
100
='~
I
person; COS I 100 gp
Alc hemical Requirements Craft Alchemy 5
Cos t 75 gp
Alchemical Requ ireme nts Cra ft Alchem y I
VFRMINIIANF
II
DESCRIPTIO N
w.
lifoor hide from undead; Cos t 600 gp
Alchemical Requirements Craft Alchemy 9
VIAl OF IIiUlTAllTY
~~~'~~.~,~,g~,~,=
Cos t 1,750 gp
Alchemical Requi reme nt s Craft Alchemy II
'~~
Cost 500 gp
Alchemical Requ irements Craft Alchemy 9
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