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The combined efforts of the most unique and

Venatorio> skilled of sages and mystics from all over the


nations, came to an agreement and united under one
The Beginning of the Order project, resulting in the independent, monster
hunting organization Venatorio,
Venatorio, later refereed to by
After humanity's conquest of the continent of the people, simply as Venatori.
Venatori.
Khorvir, and the movement of The Old Faith,
Many attempts to grant these warriors an edge
currently known as Menoth, lead the tribal lives of
were used; unique crafted equipment, unique and
humans to leave the wild and settle into cities across
specialized training. Alchemical compounds was
the lands, it also quickly became clear that humanity
later used, but all but the latter failed. However, the
had to share the world with monsters, and they had
warriors seemed to have a great assistance from the
existed before man and most likely remain long
alchemical potions and salves. The use of alchemy
after, no matter any attempt established to
had proved to give the best results; antidotes,
exterminate or somehow else lower the casualties
healing salves, helpful potions, and effective oils,
and dangers to the people of the land. While
seemed to give the last and most needed edge to
humanity hid behind walls of stone, the wilds hid
help against the monsters, the Slayers was fighting.
beasts and terrors of great dangers.
This resulted in more and deeper research into
The current kingdoms have always had their alchemy and its effects onto the human body.
problems and conflicts. But the monsters of the land Mostly very secretive, as the research wasn't exactly
doesn't distinguish between nationalities or ethnic accepted at the time, especially due to the high
groups, and when the lands realized the threats mortality rate, but the greatest progresses in
roaming the roads outside their safe city walls. chemistry, medicine, biology and alchemy came
Many knights and heroes saw it as their duty to from these secret experiments. And it did,
combat these horrors and beasts. And it was a additionally grant the powers involved a new
known tradition for knights to go on quests to slay a viewpoint.
monster, saving a young maiden, or a village from
danger, but despite their prowess, it didn't do the The Science
greatest difference. The roads was still dangerous.
It's unknown exactly when or what they would The sages and alchemists started over from a new
gain, but certain secret powers agreed to do perspective. It quickly became clear that new forms
something rather drastic, and with united resources of alchemical concoctions and affixes could grant
and the combined skills of some of the greatest great mutations and supernatural powers to the
sages, alchemists, and scholars of the time, have all users, but the effects would last temporary and the
contributed, somehow, to create a solution to the human body couldn't handle the stress and toxins
problem. There are even some undocumented of the alchemy enhancing drugs. The powers of
rumors, that illegal use of arcane powers have alchemy had proved their powers, but the dangers
played a part in the process for the solution. was to great, as such more research into making
these augmenting substances more safe to use.
Training and education of great warriors could
only prepare a soldier or knight to the dangers they Through decades of research into biology and
would face, however, it couldn't provide them with both the human and beastly physiology, aligned
the edge to fight such monstrosities in equal battle. with the developments of science and alchemical
After all, the strongest knight can wield a skilled improvements, these ancient alchemists and
sword in a strong hand, but against an immortal scientists managed to create unique surgical
creature, able to split an armored man in two with a procedures and alchemy-created biological organs,
single blow, it would always be an unequal fight to become surgically-inserted into the bodies of
that humanity would end up loosing by time. willing (and sometimes unwilling) subjects, which
granted them unique metaphysical probabilities to
No matter how skilled and heroic the knights of absorb and utilize the powers of these affixes,
the time was, each time a village settled, whenever a without dying of poison exposure.
road was constructed, whenever a settlement rose
by human hands, fore as long as a wild beast These procedures were extremely dangerous to
roamed the woods, a terrifying dragon foraging the recipient of the augmented metabolisms. Later
within the nearest mountains, a basilisk nesting discovered documents, have reveled that it wasn't
close by, or a ghost haunting the local fields, there uncommon that only one out of ten survived these
wasn't really much to do. Some heroes could procedures. But the results was to extraordinaire to
perhaps slay the local rampaging manticore, but the ignore.
loses was always to great, and a better solution was Additionally, the use of magic had always been
a must. something out of mortal reach. Magic powers come

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from infernal sources, and being able to cast spells is the existing Venatori, until they too were strong
usually confined to the old witch in the dark forest. enough to handle the surgical procedures and drug
However, the most recent of Venatoro's scientific injections. Once fully trained, the new monster
developments, is the field of Mechacana. The power hunter often returned home, prepared to defend
to reap and host magic energies into specially themselves and their country men from unnatural
crafted physical items, granting pseudo-magic threats.
properties to Mechacana items. It's even possible to In recent times, however, the tradition to take in
craft prosthetics, able to be grafted onto the body any those no ones wants, training them to become
and given power to function as normal limbs. Venatori, is not as necessary anymore as it originally
The result was a caste with the strength to was in the time of the order's creation. Now, no
capture, relocate or simply kill, extraordinarily more than about three new Venatori are added to
dangerous and terrifying monsters. The result was the caste within a period of one or two years.
the creation of The Venatori! The Order of Usually only when to many of the current Venatori
Venatorio. have fallen, do the order finally take in new
applicants. This is the norm in these resent times,
Recent Ages and often it's voluntary ex-soldiers, village heroes,
or ex-knights
Both back then, and those still created into the
Very rarely in present times, have an individual
present days, aren't always welcomed by the
entered the order without a choice in the matter.
frightened and often xenophobic people of the
outskirts. Sometimes these warriors are by more
vulgar tongues called 'Wanderers', as an indication
for them not having a home or swearing patriotism
to a nation. It's also an indication for showing that
once their job is done, many hopes they go on to
some other job somewhere else.
They possess technology that no other nation Alchemicals>
have access to, and their skills and education, The Venatori inject themselves with strange
combined with their drugs and enhancements, alchemical substances and drugs which enhance and
makes them a great threat to any nation, should they add capabilities beyond human means. These drugs
ever decide to attack a kingdom, they could easily or 'Affixes' grant enhanced strength, endurance,
conquer it; they only need to enhance more subject resistances, enhanced senses and even metaphysical
to create an army, and not even the most powers.
experienced soldiers could stand the battle.
Throughout their training, once the Venatori are
As a result the order of the Venatori have agreed deemed ready, they undergo some surgical
to sign treaties and placed themselves under strict procedures, which changes their metabolism and
observations and laws of behavior. Should a immune systems to become able to absorb the
Venatori go rogue and start killing or take action poisons and drugs they are later to inject. These
against national matters, the individual will be affixes quite literally alters (mutates) the users
deemed a renegade and to dangerously for the physical makeup, causing tremendous stress and
Venatori to ignore, which more than usually results injury to the body. Therefore it became necessary to
in other Venatori to seek out and kill the renegade if make some pre-alterations to the user's body, so
able. better to adjust, these biological and psychological
Recently they Protectorate of Menoth has stresses.
deemed the order 'Heretic!' This is mostly due to the Without these prior surgical enhancements, the
recent spreading faith of the Temple of Menoth, who Venatori would die immediately when injecting
condemn the arrogance of trying to surpass these drug enhancements. Any other normal human
humanity, who are already 'perfectly' created in the die in mere seconds from even the most minor of
image of the divine Menoth. So the very act of trying toxicity of the affixes.
to insinuate that they can do better than Menoth, is
Even though a Venatori can handle these enhancing
an act of pure blasphemy.
injections, there are even a limit to how much stress
Back in the old days it was, at times, a necessity to their body and mind they can take, before they
to send slaves, sentenced prisoners or exiled succumb to the injury of these poisons.
unwanted to the Venatorio who took in these
All affixes have a Toxicity Level, indicating how
prodigies, typically also orphans and abandoned
dangerous they are to inject. The limit of how much
children if they possessed the desired qualities.
toxic threshold a character can handle at a time,
There, they became initiates who were trained by

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equals their Health subability score. For every two the user's Movement Rate is increased to 20 yards
points of toxic levels, above the character's and enables him to make astounding leaps,
threshold, they take -1 penalty to a save vs. poison.
poison. If bounding up to 10 yards forward or 3 yards into the
successful, the character may feel a little nauseated, air from standing point.
but nothing else of importance; however, another Leaping to close with an enemy is considered a
saving throw has to be made one hour later at one charge attack, and the character suffers double
less penalty, and the toxic level has dropped by one, damage if he lands on a spear or similar weapon set
and so it continues until either the saving throw is a against a charge.
failure, or until all toxic level points are equal to or
Duration: 3 hours Toxicity: 7 Alchemy: -1
lower than the threshold.
If the roll is a failure, however, the character loses
Rage: When injected with this alchemical affix, the
1d6 hit points per point of toxic level above the
character gains an inherent Muscle subability score
threshold, additionally (if surviving) the character is
bonus of +2 and +20 bonus Hit Points. Further, the
weakened for one to two days of which their ability
user gains Damage Reduction of 3 against physical
scores are halved. No further saving throws are
attacks.
allowed.
All of their injury have to be healed naturally, as Duration: 2 hours Toxicity: 9 Alchemy: -2
additional injections and alchemies will just add to
the toxin, and thereby additional damage. Rock: When injected the user gains denser and
If not poisoned by the injections, Toxicity tougher muscles than the average person, with a
automatically vanish when the injection's duration higher durability, capable of withstanding situations
expire. that the average person cannot. The injection
provides a +2 bonus to Constitution and +3
additional temporary Hit Dices.
Duration: 3 hours Toxicity: 9 Alchemy: -1
AFFIX INJECTORS
An affix injector looks like a glass Griffon: This alchemical affix, when injected gives
cylinder, or cartridge, in a specially the ability for the body to use less energy when
crafted and sometimes, sculpted or working, highly developed musculature and cleaner
inscribed iron framed syringe, all about 6 neurons that generate less fatigue toxins.
inches long and 2½ inch in diameter. This enables the user to run for dozens of miles and
When its injected, intramuscular, into not lose breath. Additionally, they can exert
the body, the content is released into the themselves at peak capacity for several hours
bloodstream via a hollow hypodermic without use of rest before showing any sign of
needle. The whole injector can be fatigue.
dismantled and a new refilled affix vial
can be placed within the frame, and the Duration: 12 hours Toxicity: 5 Alchemy: 0
injector reassembled, ready for next use.
A new injector can be bought from the Fortress: This alchemical affix remain within the
Venatori's special vendors throughout bloodstream after injection. If the user experience a
the lands, for about 100-200 gp, so most horrible attack that destroys his organs, crush his
Venatori are careful not to brake or lose bones, or even damages his entire system, this affix
their injectors, for multiple reasons. The immediately repairs it, rendering any fatal injury
money could be useful otherwise and nonlethal. When this affix is injected, the user can
there are far between these vendors. still take damage and will die as any other if below
-10 hit points, but for the duration of the drug, the
With the proper materials and ingredients, a
user is immune to Death from Massive Damage and
Venatori, who's proficient in the different crafts, as
Death Effects (saves death).
(saves vs death).
well as alchemy, can create the injector and brew the
affixes himself at a far cheaper price. Duration: 2 hours Toxicity: 9 Alchemy: -2

Mamba: This injection powers boosts the uses


system to neutralize all existing detrimental
contaminants in the body, toxins, alcohols,
ENHANCING ALCHEMICAL contamination etc. Alchohols and addictive
AFFIXES substances are ineffective, and if exposed to poisons,
diseases and hazardous gasses, the user receives a
Jackrabbit: When this alchemical affix is injected,

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+4 bonus to saves vs poisons and against disease, and oxygen becomes very effectively, as well as
even if failed the duration of the poisons, as well as influence their breathing process, including
any numbering of damages, is halved. adaptation to various environmental temperatures,
Duration: 10 hours Toxicity: 4 Alchemy: 0 oxygen levels, efficiency of gas exchange,
causing/preventing/reversing various respiratory
ailments.
Manticore: This powerful antidotes, when injected
into the body, makes the user Immune to all known This enabling them to hold their breath up to their
diseases, viruses and illnesses. The user's immunity, Constitution score in minutes while staying active,
digestive, and other organ systems are enhanced or and remain completely functionally in environments
evolved far beyond that of a normal human's. They of very low oxygen, or situations where breathing
are completely immune to every form of disease actually can be hazardous, such as in very hot or
brought on by bacteria, viruses, or even parasites, cold temperatures, low or high pressure, poisonous
granting immunity to all diseases, both natural and gas, or very moist and dense air.
unnatural. Duration: 5 hours Toxicity: 4 Alchemy: -1
Duration: 5 hours Toxicity: 4 Alchemy: -1
Fish Lung: The user's lungs, once injected with
Wyvern: Once the user has injected himself with this affix, can function like the gills of a fish, by
this alchemical affix, he becomes immune to all filtering out oxygen in water, practically allowing
forms of poisons, toxins and venom. the character to breathe under water.

Duration: 6 hours Toxicity: 4 Alchemy: -1 Duration: 1 hour Toxicity: 3 Alchemy: -1

Renewel: This injection restore the user to full Adapter: This injection has the power to maintain a
strength whenever they are low on energy or are in certain body temperature for extended periods of
any state of fatigue. They can restore their strength time. The user can maintain different levels of their
as well as the ability to use their powers if they have own body temperature for extended periods of time.
any. Some users may even be able to manipulate their
own body temperatures at will.
Duration: Instant Toxicity: 2 Alchemy: 0
The user can ignore the penalties and risks from
extreme and hazardous temperatures. The character
Pain Block: Users of this injection can block pain are technically impervious to the effects of
at will or are incapable of feeling pain outright or hypothermia and hyperthermia. He could sprint in
highly resistant to physical pain of any kind, the hot desert, in black fur garments during a
allowing them to think clearly and continue to move heatwave, without shredding a drop of sweat. Or
despite grievous injury. Users can think clearly, stand in a frozen tundra during a blizzard while
continue to move, ignore torture and generally wearing nothing but his undergarments, and still
function in situations where pain would disable a not feel any cold at all.
normal person, making him unaffected by the
The user also gains a resistance of 3 to fire and cold
penalties of physical pain. Additionally if below 0
damage.
hit points and to a maximum of -10, the user can
make a Health subability roll, to remain active and Duration: 20 hours Toxicity: 7 Alchemy: -1
conscious.
Duration: 5 hours Toxicity: 5 Alchemy: -1 Bull's Strength: This injection boosts the powers
of muscle fibers, reduce their consumption of
oxygen and energy and reduces the production of
Vigor: When this alchemical affix becomes injected
toxins, granting the user an inherent enhancement
into the bloodstream it boosts adrenal chemicals,
bonus of +4 to Strength.
granting the user a boost of energy and speed. The
user can take an additional move action during a Duration: 2 hours Toxicity: 9 Alchemy: -1
round. Further, the user gains a +1 bonus to
Strength, Dexterity and Constitution, as well as Cat's Grace: When injected into the body, this affix
enjoys a +1 defense bonus to Armor Class during enhances the nerve systems and thereby the reflexes
the round as well. granting a better balance than ordinary humans. The
Duration: 1/2 hour Toxicity: 10 Alchemy: -1 user's balance is at the peak of perfection and may
ignore any penalties to Balance roll checks. They are
able to run on tight-rope effortlessly, do a hand
Iron Lung: When the user injects himself with this
stand on the edge of a building or cliff without
affix, his lung capacities and the ability to extract
tilting, and even walk effortless along a dangerous

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ledge with ease. The injection also increase the user's Energy Drain, and Paralyzing effects from special
Balance subability score by +2 bonus. attacks, stunned or knocked unconscious is also
Duration: 4 hours Toxicity: 8 Alchemy: -2 ignored, as are Death from Massive Damage.
Duration: 1 hour Toxicity: 13 Alchemy: -4
Lightning Reflexes: The alchemical affix has
the power to grant reflexes beyond human potential Cure: This affix cures blindness, deafness, disease,
and perfection. The user receives a +4 bonus to his feeble-mindedness, insanity, infection, infestation,
overall Dexterity score, and also gains the ability to poisoning, and rot. It will not heal wounds or
dodge thrown or fired missiles with a roll of 10 or restore hit points lost through any of the above
better on a d20. He can literally catch or deflect an causes.
arrow in midair, dodge offensive attacks, and Duration: Instant Toxicity: 6 Alchemy: -1
perform amazing physically defensive feats; He can
evade strikes from monsters with supernatural
Invulnerability: This affix confers immunity to
speed, and evade dangerous areal effects with ease.
nonmagical weapons. It also protects against attacks
The user can't be caught off guard, surprised or out from creatures (not characters) with no magical
maneuvered by speed. He additionally gain the properties or with fewer than 4 Hit Dice. Thus, an
effects of the high-level proficiency Evasion for free, 8th-level character without a magical weapon could
and if his Reaction Modifier is equal to, or higher, not harm the injector of an Invulnerability affix. The
than an enemy's. He doesn't have to roll any affix also improves Armor Class rating by 2 and
Initiative at all, he'll always attack first. gives a bonus of +2 to the individual on his saving
Duration: 1 hour Toxicity: 12 Alchemy: -2 throws versus all forms of attack.
Duration: 4d4 rounds Toxicity: 16 Alchemy: -4
Fast Healer: This injection gives the user rapid
healing. In other words, they recreate lost or Wolfe's Ear: After this injection the user's ears can
damaged tissues, and organs. Healing naturally is pick up every single sound, and can decipher layer
slow (1 HP per day's rest), however a user of this upon layer of noise; he has the ability to pick up a
alchemical affix can regain 1/3 their Constitution conversation from 100 yards away in a busy city.
score in HP per hour of rest. However, this is only His sense of hearing is beyond normal, which allows
natural healing, lost limbs cannot be regained. Can't that any task or skill based on auditory, or of which
regain lost limbs. sound is present, the character gains +100% to
Duration: 8 hours Toxicity: 5 Alchemy: 0 Detect Noise, and +5 to any task rolls involving
sound.
Close Knit: This affix heals the body when Additionally, the user can use Detect Noise at a
injected, instantly healing 3d8+7 hit points. Can't -10% penalty to hear whispers from the beyond in a
regain lost limbs. haunted area.
Duration: Instant Toxicity: 6 Alchemy: -1 Duration: 1 hour Toxicity: 7 Alchemy: -2

Hydra's Head: When this alchemical affix is Blanched Bat:


Bat: Users of this alchemical affix emit
injected, the user's body have actual regeneration of sound-waves (merely by walking, breathing or
all types of damaged tissues, regaining lost hit speaking makes enough sounds for the echolocation
points at a rate of 1 Hit Point per minute. to work) out to the environment and listen to the
Additionally granting a +2 bonus to saving throws vs. echoes of those calls that return from various objects
death, and paralyzing.
death, paralyzing. Additionally the character near them. He can use these echoes to locate and
gains an automatic System Shock chance of 100% identify the surroundings and any objects,
and a Resurrection Survival chance of 100%, the inanimate or animated. Alternately, the user can use
character regain 1 lost Ability Damage points per ambient sounds to do the same. Since this ability
half hour. Can't regain lost limbs. isn't based on sight or light, such things as
Invisibility is useless against it, as are all forms of
Duration: 3 hours Toxicity: 10 Alchemy: -3
Camouflage.
The echolocation works up to 40 yards perfect, but
Phoenix: This powerful affix gives the user actual
like normal senses looses its effectiveness slows
regeneration of damage tissue with 1 Hit Point per
thereafter. A down side to this ability is that the user
round, and have a System Shock chance of 100% and
can become temporarily 'blinded' by loud sounds
a Resurrection Survival chance of 100%.
and masses moving, or hindered by many different
Additionally, the user ignores all Ability Damage,
sounds, or reflections.

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Duration: 1 hour Toxicity: 6 Alchemy: -2 about people if they taste something the person
they're describing ate/drank previously, such as
Whisperer: This affix, once injected, grants the gender.
ability to focus auditory senses to certain areas, the The user's sense of taste is so keen, that if previously
user can quit literally pinpoint or filter all sounds tasted, he could identify, which farmer's crops were
from their senses, focusing on only one particular used for the making of this particular bread, or from
frequent. For example, the user could stand in the which well the water in his mug originated. The
middle of a thunderstorm, on a ship in the middle of character is never fooled if someone claims this
the windy ocean, with sailors shouting for all of expensive wine originates from the northern part of
their ability, and the user could still filter out Filiisse, when in truth it's a mere cheap replica from
unnecessary noise. Or he could sit in a tavern full of out behind the backdoor. The character can take a
music, and still focusing in on the rouges talking in fine touch with his tongue on a piece of food, and
opposite end of the room. immediately sense the nutrition value of this
This effect reaches as far as 20 yards and can even particular ”fruit or berry”, or if the very same fruit
travel through objects such as walls, but at lesser or berry is poisonous to eat.
effects. Duration: 6 hours Toxicity: 4 Alchemy: 0
Duration: 1 hour Toxicity: 8 Alchemy: -2
Touched: When this affix has been injected, it
Bloodhound: Users of the affix gain enhanced enhances the user's sense of touch. Some can feel so
olfactory senses and can detect specific smells, and acutely that to rub the users hand reveals much
locate their origin. Some may even be able to tell if information without oneself knowing it, sensing
some one is lying by which hormones they excrete every bump ripple or wave. Much like smell can
gaining a +5 bonus to investigation rolls, if applying reveal a persons state of health, so can their touch,
to interrogations or somehow has to do with by giving hand or laying an arm around another, the
detecting a lie. user can literally feel their heart rate sensing if a
The user can track others down easily via scents person is nervous, afraid or calm. Even the tiniest
receiving a +4 bonus to Tracking. With enough crack or scar in the skin, wrinkle or corns and
experience, the user can follow scents that are days calluses reveals much about working experience,
or even weeks old. Some users may be able to age and health.
reconstruct what has happened by sniffing around The user's sense of touch enables him to sense the
the area they are searching. The user can also surrounding air currents.
currents. The user can predict and
recognize others by their odor alone, and can even react to incoming attacks, by sensing the change in
pick up unseen targets. For example and individual the air currents. He could even read the best way to
hidden from sight could easily be detected by their use the currents to better aim, and let ranged attacks
smell, or a disguised character can also be revealed ride the winds for better results, providing an
by their odor, making it impossible to Ambush the additional +2 bonus to the Aim subability score, in
user or sneak up on him, making him impossible to addition to receiving a +2 AC bonus. Additionally
Surprise, and even immune to certain types of the character cannot become robbed of their Defence
Illusions from which the truth can be detected by Adjustments, if attacked from behind.
scent. Duration: 1 hour Toxicity: 9 Alchemy: -1
At very close distance, 1½ yards radius and a
Alertness proficiency roll at a +4 bonus, a user can Worm Eye: This alchemical affix makes the user
even smell information from objects, such as poisons able to pick up even the slightest vibrations through
in foods, diseases in persons, or even if a woman is physical contact with the ground, enabling him to
ovaluating or menstruating, eww!. perceive the surroundings as precisely as normal
Duration: 4 hours Toxicity: 6 Alchemy: -1 sight. Users are able to sense the structure and
materials of solid substances, including the presence
Tongue: Users may be able to detect poisons or of caves, material changes, structural weaknesses,
other problems by even the tiniest sense of taste. etc. The user can sense vibrations (up to 5 yards in
radius) through the ground, or anything he touches.
The user has accurate sense of taste, allowing them
The user cannot be Surprised or caught off guard by
to sense both harmful and beneficial things, as all
opponents trying to sneak up on him. These
basic tastes are classified as either aversive or
bonuses, however, requires that the subjects are
appetitive, depending upon the effect the things
somehow moving and touching the ground.
they sense have on their bodies.
The user might even be able to tell certain things Duration: 3 hours Toxicity: 9 Alchemy: -2

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Falcon: This injection makes the user's eyesight so detected, irrespective of the structure or color of the
acute that he can clearly detect even the smallest surface the fluid is deposited upon.
details in the scenario, writings, paintings, facial This vision takes 1 round to adjust and another
expressions and features within a crown, up to round to adjust back to normal, while active,
several meters away. The user can negate all range ultraviolet vision, give a +4 bonus to any Alertness,
penalties and any check roll, based on sense of sight, Tracking, Investigation, Awareness and any type of
receives a +5 bonus. rolls that rely on previously above mentioned
Duration: 4 hours Toxicity: 9 Alchemy: 0 examples. It has a 20 yards range.
Duration: 1 hour Toxicity: 8 Alchemy: -1
Spirit Sight: After injection the user can perceive
auras, normally invisible fields of energy that Crystal Gaze: After injection, the user must
surround every living thing, this can be used to concentrate while using this vision and it takes 1
sense emotions, health, power levels, or the targets round for adjustments, but it allows to see whats on
moral alignment. They are also able to see into the other sides of walls and other solid matter, as well
spiritual netherworld, allowing them to see ghosts, as see hidden weapons or objects on a person, the
and hidden targets, even if they try to remain internal skeleton, or internal organs in use, or not, in
invisible, this awareness of astral phenomena, gives the case of a vampire, or even the fetus in a pregnant
the user a +2 bonus to surprise checks against astral woman. All visuals in this spectrum are usually
or ethereal monsters. The character also has an grayish and difficult to see details with, as
automatic 55% chance to see invisible entities, and everything seems transparent.
ghosts from the beyond.
Substance Maximum Thickness
Maximum range is 20 yards. Requires a round of
concentration to initiate, and a round to negate. Organic matter 3 yards
Stone 1½ yard
Duration: 1 hour Toxicity: 11 Alchemy: -2
Iron, steel 3 inches
Viper: This alchemical affix provides visual Lead, gold, platinium Can't
information of heat-signatures. The warmer the
It can also be used to see through clothes to a lesser
brighter, the cooler the darker (following the
degree, if the character wish to live life dangerously.
spectrum of light—white, red, orange, yellow,
Specially if revealed.
green, indigo, blue, purple, black). Gives no detailed
information, but shapes can be discerned, not Duration: 1/2 hour Toxicity: 8 Alchemy: -2
individual details, but even creatures hidden by
illusions, are visible under this spectrum. This vision Bluebird: This affix has the ability to enhance
has a maximum range of 20 yards. However, the accuracy at the highest limits of human efficiency.
user can become 'blinded' by sudden bright light, it The user's brain and reflexes becomes attuned for
needs 1 round to adjust after using normal light. advanced precision superior to any mortal human,
Duration: 2 hours Toxicity: 7 Alchemy: 0 as well as combat efficiency enhanced to that of the
very zenith of mortal potential, automatically ignore
any penalties to ranged attacks, gaining a +1 bonus
Night Owl: Users of this affix gain excellent night
to the Aim subability score and may halve all
vision. It takes 1 round to adjust to the darkness, as
penalties for Called Shot.
well as his eyes capturing any available light source
present. Afterwards the user has perfect night-vision Duration: 4 hours Toxicity: 8 Alchemy: -1
up to 20 yards range, ignoring all penalties from
darkness. It requires 1 round to adjust back to Raven's Call: Users of this alchemical affix gain an
normal. Can be 'blinded' by sudden bright light. increased +2 bonus to Intelligence and Wisdom and
Duration: 3 hours Toxicity: 5 Alchemy: 0 easier connection between their brain neurons,
feeling more clear in the head and have easier and
are faster to solve reasoning abilities.
Blue Eye: This injection provides the ability to see
in ultraviolet spectrum of light, revealing many Duration: 3 hours Toxicity: 7 Alchemy: -3
substances and information, that is normally
undetectable by normal vision, for example, certain Iron Will: This affix makes the user able to face
beings and fungi, glow or fluorescence under great mental pain, psychological traumas,
ultraviolet light. It allows to locating and identifying influenced suggestions, outside influences through
bodily fluids even if attempted cleaned away. For hypnotic gestures and refuse to surrender no matter
example, ejaculated fluids, blood or saliva can be how much the odds are stacked against them. This

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injection strengthen the user's mental power and Flame Ward: Flame Ward is an oily substance
resilience to the point that all Charms, Suggestions used to treat garments, fabrics, and other flamable
and Mind-Influencing effects are completely surfaces. This substance protects objects from open
pointless against the user. flames, granting a protection to fire. This substance
Duration: 5 hours Toxicity: 10 Alchemy: -3 can absorb 50 points of fire damage before it loses
it's effect.
Bravery: This injection can affects all neurological Duration: 1 hour Applicability: Unguent Alchemy: 0
transmissions of fright, and treats the fight-or-flight
response, making the host completely calm and in Liniment of Insulation: A sticky, tarry
full control during even the most disturbing or substance, Liniment of Insulation provides
outright terrifying situations. The user are so protection from electricity. The liniment provides
unaffected by all effects of Fear, that he could stare a protection from 60 points of electricity damage or
dragon in the eyes and not feel the suppressing feel lasts until duration expires, whatever comes first.
to flee for his life, which in some situations can
Duration: 1 hour Applicability: Unguent Alchemy: 0
actually become an advantage, but also in other
cases a disadvantage, and while affected by this
affix, the user looses all sense of danger, not that he Ghost Oil: This clear oil has a slight tint of gray,
can't recognize a dangerous situation, he's just not and strange, wispy forms seem to swirl through it.
frightened. When applied to a weapon, Ghost Oil (if the
creature fails a save vs. spell)
spell) allows it to affect
Duration: 2 hours Toxicity: 6 Alchemy: -1 incorporeal creatures normally for the duration.
Duration: 1 hour Applicability: Unguent Alchemy: -1
Shield: Shortly after the injection of this alchemical
affix, the user's body-tissue, skin, muscles, bones,
etc. begins to grow extremely dense/solid, allowing Vicious Bleeder: This thick blue gel is a powerful
to withstand greater harmful strains on the body anticoagulant. A wound caused by a weapon coated
such as shattering, tearing, pressure, burns, with Vicious Bleeder suffers from the Major
disintegration, absorption of shock, and slashes, etc. Bleeding effect; loosing an additional 1d2 HP per
Even incineration and corrosion can be resisted, round until treated and properly healed.
gaining a Damage Reduction of 5 and an Energy Duration: 1 hour Applicability: Unguent Alchemy: 0
Resistance of 5
Duration: 2 hours Toxicity: 10 Alchemy: -2 Oil of Ichorage: This oddly named oil is utterly
harmless if touched, eaten, or smeared onto items. If
Purge: If the user's body is injected with to much it is exposed to blood (whether by coincidence or
concoctions, and the Toxicity is getting to severe, it's injury), the oil becomes highly acidic and causes
would be a very dangerous solution to ignore the immense burning in blood and in connected
symptoms and just inject another alchemical, even muscles and skin. Its initial activation creates a lot of
though facing a dangerous monster and the heat and can permanently damage muscles, so a
situation are dire. However, there are one save vs. poisons must be successful to prevent a
alchemical affix that can cure all toxicities and purge permanent loss of 1 point of Strength. The
the user's system of any affix toxins. When injected, “ichorage” also induces 1d6 points of damage per
all effects of other injections are neutralized, round for 1d4 rounds, unless the victim makes
however so are all Toxicity points, with the another successful save vs. poison each round for the
exception of this injection's toxicity. However, it's duration. Oil of Ichorage leaves angry red welts as
very low in toxic value. permanent scars at its wound points.

Duration: Instant Toxicity: 1 Alchemy: 0 Duration: 2 hours Applicability: Unguent Alchemy: -1

Royalscar: This chymical toxin, if injected into a


person by a weapon's blade or simply poured into
ALCHEMICAL ANOINTMENTS an open orifice or wound, causes instant paralysis of
Polar Skin: This dull white cream provides limited the entire body for 1d4 hours (save paralyzation).
(save vs. paralyzation).
protection against cold-based damage. Polar Skin It can also cause permanent damage to the nerves
becomes ineffective once it has absorbed 50 points of and muscles (1 point of Constitution damage if a
cold damage or until it's duration expires. second save is a failure). Lastly, the location where
the poison enters the person's system gains a
Duration: 1 hour Applicability: Unguent Alchemy: 0
permanent taint or scar in livid red-purple (thus its

8
name). Duration: 1 hour Applicability: Unguent Alchemy: -2
Duration: 1 hour Applicability: Unguent Alchemy: 0

Trollbane: Trollbane is a sticky blue substance that ALCHEMICAL OILS


resembles tar, usually stored in metal jars.
Discovered by long gone alchemists as a safe
Defoliator: This vile liquid has a muddy brown
alternative to flaming weapons, Trollbane interferes hue and smells of rotten plant life. You can throw a
with the natural ability of trolls to regenerate their flask of defoliator as a grenade-like weapon. On a
flesh. Dubbed trollbane because it is frequently used direct hit, it deals 3d8 points of damage to plant
against those particular monsters, this poison is creatures and kills normal minor plant-life outright,
effective against any living creature that rapidly but though it severally damages trees it's outright
naturally heals its wounds. withers and smolders all other foliage in the affected
area. Even wooden objects such as wooden doors
Any creature struck by a weapon that has been and wooden weapons also take damage from
coated in Trollbane loses the benefit of its Defoliator.
regeneration ability (if any) against those attacks.
Reach: 3 yards radius Alchemy: 0
Duration: 1 hour Applicability: Unguent Alchemy: -2

Motelight: This flask contains a clear liquid filled


Bloodwine: This thick, crimson alchemical toxin is with faintly glowing sparks of light. When thrown
particularly harmful to vampires. Such creatures
as a grenade-like weapon, the flask breaks as it
must make a saves vs. poison to resist damage.
strikes a hard surface, filling a small 3 yards area
Though normally delivered by injury, it can also be
with rapidly moving sparks. The sparks are very
consumed by a living creature to deliver it to a
distracting, they they cause no damage. However,
vampire via ingestion. A single dose, if consumed
creatures within the affected area attempting to cast
by a living creature, remains in the bloodstream for
spells, must make roll a Spell Failure check at 30% +
12 hours. Bloodwine has a poison strength of 25/5.
2d10%
If draining blood from a victim, who's be ingested
the Bloodwine positoxin, a vampire must feud of a Reach: 3 yards radius Alchemy: -2
poison strength 10/5.
Duration:1 hour Applicability: special Alchemy: -1
Scentbreaker: This small flask contains an
aromatic, strongly scented alchemical mixture,
which can confound any creature’s sense of smell.
Boneshard Paste: This positoxin have a pale color When tossed as a grenade-like weapon it spreads
and isn't a paste but an oil, contrary to its name. It's within a 3 yards radius, and remain active in that
greatly effective to corporeal grave-risen undead area. Any creature passing through that area, or is
such as revenants. A save vs. poison must be made, or outright splashed by the mixture, looses their sense
the undead will suffer poison damage 30/0. of smell, and thereby their ability of tracking by
Duration: 2 hours Applicability: Unguent Alchemy: -1 scent.
Reach: 3 yards radius Alchemy: 0
Soul Venom: This pale green alchemical liquid
smells like incense. Against living creatures, this oil Liquid Salt: This deadly, water clear, alchemical
have no effect, whatsoever. However, against substance can be used as a grenade-like weapon. It
manifested ghosts, this substance acts as poison, has a very powerful ability to destroy water, even
with poison strength 15/0. that within living creatures, making it dangerously
Duration: 1 hour Applicability: Unguent Alchemy: -1 dehydrating to the touch. A direct hit deals 3d8
points of 'desiccation' damage (3d10 points to
Lichbane: Lichbane is a purple paste, but when plants). Every creature within 3 yards of the point
smeared unto a blade it turns into an oil and more where the flask hits takes damage from the splash.
transparent. It's begins slowly to smolder and burns Reach: 3 yards radius Alchemy: -1
any sentient, spell casting undead entity. Any
weapon slashing or piercing weapon coated with Liquid Ice: This viscous pale blue liquid becomes
Lichbane, burns the target for an additional 1d3 extremely cold when exposed to air. A vial of Liquid
damage, which can't be healed by magical means. In Ice can freeze the surface of a 3 yards square area of
addition to the extra damage, a target must make a water or smother a like area of fire. Used as a
save vs. poison or be effected by a poison strength -2 grenade-like weapon, a vial of Liquid Ice deals 3d6
HD/10. points of cold damage on a direct hit.

9
Reach: 3 yards square Alchemy: 0 slashing and piercing damage per step while
remaining within the area. Razor Ice is difficult to
Entanglobe: This small glass globe holds a unique see; a successful Alertness, Observation or Danger
fertilizer and plant food that induces rapid growth Sense roll reveals the danger, otherwise, a victim
on exposed plants. By throwing this fist-sized globe won't realize the true nature of the painful ice until
as a grenade-like weapon and impacting it on a hard she treads upon it.
surface containing any kind of vegetation, the globe Reach: 1½ yard square Alchemy: 0
bursts, releasing a brownish liquid compound
which causes all grass, weeds, bushes and the like to
Angle's Breath: Angle's Breath, a golden glowing
twist and entwine about creatures in a 3 yards
substance, damages outsiders almost as if it were
radius or those trying to enter the area, holding
acid. A flask of Angle's Breath can be thrown as a
them pinned.
grenade-like weapon, dealing 3d8 points of damage
Reach: 3 yards radius Alchemy: -1 to outsiders on a direct hit. Each such creature
within 3 yards of the point where the flask hits takes
Oozebane Dust: Oozebane Dust crystallizes the 1d10 point of damage from the splash.
moist surface of most slime or slime-skinned Reach: 3 yards radius Alchemy: -1
monsters. It acts as an acid against any and all slime
types creatures but does not kill, so if used as a
Oil of Fiery Burning: When this oil is exposed to
grenade-like weapon, it inflicts 2d6 points of
air, it immediately bursts into flame, inflicting 5d6
damage per round for 1d3 rounds.
points of damage to any creature directly exposed to
Reach: 1½ yard radius Alchemy: 0 the substance (save
(save vs. spell for half damage).
Reach: 3 yards radius Alchemy: 0
Blue Mold Oil: A flask of Blue Mold Oil, a
strange bluish substance, resembling sapphire-
colored water, can be used as a grenade-like
weapon, in which case the oil freezes the very ALCHEMICAL SUBSTANCES
instance it's exposed to air. A direct hit deals 3d6 Candle, Restful: This thick bluish wax, used for
points of cold damage, while all creatures within 3 candles, when slowly burned along a wick, fills the
yards take 2d6 points of nonlethal cold damage
air with a sweet, relaxing fume which sticks in no
from the splash. windy conditions for 6 hours. When inhaling these
Reach: 3 yards radius Alchemy: 0 fumes, beings feels more relaxed and can easier
battle stress, mental pressure and remain calm when
Oil of Nausea: Odorous resins and shines are facing fears or trauma.
used to create Oil of Nausea. If used as a grenade- Duration: 6 hours Applicability: Alchana Alchemy: 0
like weapon, a flask of the oil, hitting a hard surface,
releases a terrible gas requiring a saving throw vs. Gravebane: This thick white liquid evaporates
poison or be nauseated for 2d6 rounds. almost instantly upon contact with air, creating a
Reach: 3 yards radius Alchemy: 0 thin, nearly invisible smoke. The smoke is nearly
odorless, and it has no effect on most creatures.
Shadow Haze Dust: Shadow haze dust is a Undead, however, are usually repulsed by the
potent eye irritant that obscures its victims' vision smoke and can only pass though it with an effort of
with dark hazes. One bag fills a 3 yards radius cloud will. When opened, a flask of Gravebane fills a 3
with the dust. Those within the cloud must make a yards square area with smoke. Undead cannot enter
save vs breath weapon or suffer a -4 penalty to attack an area filled with Gravebane smoke unless they
rolls and a +4 penalty to AC for 1 hour or until a succeed on a save vs. spell. Undead can attack into a
whole gallon of water is used to flush the characters Gravebane-filled area normally, just as long as they
eyes. doesn't enter the area to do so. The effect lasts for as
long as an hour, although strong winds may
Reach: 3 yards radius Alchemy: -1
decrease this duration.

Razor Ice: This granular white powder can be Duration: 1 hour Applicability: Alchana Alchemy: 0
sprinkled over any icy surface; one vial is enough to
coat one 1½ yard square. The area coated Verminbane: This tightly sealed flask contains a
immediately grows hundreds of tiny razor-sharp pale green smoke. When released into the air, the
crystals of ice; if barefooted these crystals functions smoke fills a 3 yards area. Most creatures are
as small nails and knife points, dealing 1d4 point of unaffected by the smoke, although many generally

10
finds the smell unpleasant. Vermins, such as insects mercenaries while out in the field, or if too far from
and insect-like monsters, find the smoke completely a blacksmith to easily get metal implements fixed or
intolerable, and have to pass a save vs. spell to pass reforged.
through the affected area. The effect lasts for an Duration: Instant Applicability: Alchana Alchemy: -1
hour before expiring, unless strong winds disperses
it before the duration ends.
Cleansing Crystal Dust: This orange dust
Duration: 1 hour Applicability: Alchana Alchemy: 0 crystallizes on contact with any and all topical
substances (unguents, polishes, etc.) and helps
Glowpowder: This luminescent dust clings to negate their effects. The dust causes all external
surfaces and creatures, making them slightly glow. liquids or solvents to be absorbed into a growing
The grains of Glowpowder glows about as brightly crust of powder (changing from orange to white)
as sparks from a campfire. They don’t provide that can be flaked or broken away immediately. This
actual illumination, but they are noticeable. When will help someone covered in dragon spittle, slime,
sprinkled on an object or surface, the powder helps or some other topical solution like disease-riddled
reveal edges and details, granting a +2 circumstance brackish water.
modifier on any perceptive usable proficiency rolls This effect provides and additional save of any kind
made on the treated area. A creature sprinkled with against the effects of whatever topical substance is
the powder is likewise easier to detect, gaining a +2 covering the person or object.
circumstance bonus. An invisible creature sprinkled
Duration: Instant Applicability: Powder Alchemy: -1
with the dust only counts as having a 20%
concealment. Once applied, the dust clings and
glows for 1 minute. Jharul's Ointment of Noncorruption: Jharul's
Ointment of Noncorruption is an embalming
Duration: 1 minute Applicability: Powder Alchemy: 0
ointment that slows the decomposition of dead
tissues. This oil simply slows down the
Slumberweed: When dried, ground to a powder, decomposition rate of a dead body to one hour per
and ingested, usually as a tea, the leaves of this day. It's not uncommon for a huntsman to use this
plant induce a peaceful sleep state. If suffering from oil to keep their game as fresh as possible while
insomnia and are in great need of sleep, or perhaps camping in the wilds, before finally returning to
to calm someone who's experienced a terrifying their village. There's a chance that the meat could
encounter with a monster and need to get some begin to spoil before returning home, so this helps
sleep, the Slumberweed is ideal for the job. keeping it fresh for use longer. Many Venators also
Duration: 1 hour Applicability: Ingested Alchemy: 0 use this ointment to keep their trophies a fresh as
possible, so that when they return to their employer
Tongueloose: When ingested—usually dissolved to show that their job is finished, they doesn't carry
in a drink or sprinkled over a meal—a vial of this a decomposing, maggot filled, smelly trophy at their
powder induces a lethargic state for about thirty person.
minutes, during which the subject is highly Duration: Special Applicability: Unguent Alchemy: -1
susceptible to interrogation and questioning. To
resist the effect an imbiber must succeed on a save Marael's Tisane: Marael's Tisane, while
vs. spell each time he tries to lie. technically an ingestible, is rarely used as such due
Duration: 15 minutes Applicability: Ingested Alchemy: 0 to its awful-smelling and bad tasting tea. Instead, its
brewed leaves and herbs are generally used as a
Chyra's Polish: Chyra's Polish is a thick white restorative for healing, closing lethal wounds and its
chymical paste that quickly darkens to purple, then most outstanding property, restoring lost limbs.
blue, then black as it interacts with any metals upon Pack the tisane as a moist poultice between severed
which it is placed. Assuming an item has not lost ends of a limb within 5 minutes of their severing
more than 1/2 its total hit points, Chyra's Polish can and the limb can be restored to the person if the
restore up to 3 material hit points by alchemical poultices remain in place and the person receives an
restoring and rebounding the metals. By spreading injection with, at least the Blood Work affix injection
it onto the metal and leaving it undisturbed, the within 3 hours. It has secondary effect of
polish transforms any lost hit points (and damage anesthetizing the wounded area, reducing the
by fractures and imperfections in the weapon or victim's pain.
armor) into subdual damage and slowly repairs the Duration: Special Applicability: special Alchemy: 0
weapon at the rate of one an hour.
Chyra's Polish is mostly used by Venators and some Maxar's Antiseptic Ointment: Whether applied

11
in advance of an attack or after a wound is inflicted, paralytic effects of supernatural powers or poisons.
Maxar's Antiseptic Ointment counteracts the effects However, this does not negate the effects beyond
of any contact or injury poisons and infections. It loosening the muscles and skin of paralyzed person,
automatically provides a +1 bonus save vs. poison for allowing them to slowly perform movement again.
up to 3 hours after appliance, though it fully When rolling a save vs. paralyzation to resist lingering
neutralizes infections in the system if applied after a effects of paralysis, this lotion provides a +2 bonus
wound is delivered. to the save.
Duration: 3 hours Applicability: Unguent Alchemy: 0 Duration: Instant Applicability: Unguent Alchemy: 0

Saragun's Blackout Oil: Saragun's Blackout Oil Chain Breaker: This foul concoction brewed from
douses flames and lights upon contact, making it a pulverized buzzard beetle, Chain Breaker is an
highly useful product for stealth or firefighting infallible cure for paralysis caused by magic powers
alike. This greasy black liquid is icy-cold to the or toxins. Slow acting, the pasty liquid must first be
touch, and it snuffs out fire or touches upon impact. placed underneath the victim's tongue where it can
Saragun's Blackout Oil is commonly packaged in an be slowly absorbed by the body. Once the victim
ounce glass vial. begins to regain some motion, he must consume the
remainder of the dose. Within a couple of minutes,
Duration: Instant Applicability: Unguent Alchemy: 0
the paralysis is completely removed. The character
may feel nauseated for up to half an hour later
Satrian's Wildernesssalve: Satrian's
Wildernesssalve acts as an olfactory camouflage for Duration: Instant Applicability: Ingested Alchemy: 0
those within the wild. It conceals all scents making it
impossible to be tracked by smell, for a duration of 4 Blood Polyp Draught: Blood Polyp root contains
hours, at a -4 penalty to all Tracking attempts using a highly-concentrated form of the sap that is so
scent from other creatures. useful in fending off insects when burned. If this
root is dried, further concentrating the active agents
Duration: 4 hours Applicability: Unguent Alchemy: 0
and grounded into powder, a potent drug for killing
parasites can be extracted. Slowly dissolved and
Smolder Bottle: When opened this glass bottle, purified through a process of evaporation and
containing a strange chymical green gel, begins to condensation. When the pure extract is finally
produce thick billows of opaque smoke. It fills a 3 attained, it is mixed with alcohol, creating the potent
yards cube within one round, continuing to pump elixir known as Blood polyp Draught. A 1-dram
out more smoke if left unstopped until it fills a dose will cure nearly all parasitic infestations (95%
maximum radius of 10 yards cube around itself. The chance of success), though occasionally a second
smoke dissipates naturally only after the bottle is dose is necessary.
resealed. If left unstopped, the smolder bottle
produces and maintains its maximum amount of Duration: Instant Applicability: Ingested Alchemy: 0
smoke for 2 days, until it exhausts.
Freeze Powder: Freeze Powder looks like salt but
Duration: Up to 2 days Applicability: Alchana Alchemy: 0
is much finer to touch. One vial of Freeze Powder
sprinkled into any liquid is enough to instantly
Tarasta's New Day Tea: While an herbal freeze solid 1 cubic foot of liquid. If introduced into
restorative has been hailed by many as the greatest a larger body of water or liquid, the powder freezes
hangover cure across dozen nations. This tea wakes into a 1-foot diameter ball of ice. Sprinkled on a wet
up its drinkers, clears their heads, and sets them on floor, a vial of Freeze Powder can coat a 3 yards
their way. Drinking four ounces of this brewed tea, square area with ice. Anyone sprinkled with
hot or cold, removes 1d6 points of nonlethal Freezing Powder if wet, takes 1d6 points of cold
damage, removes all lingering side effects of minor damage as the powder freeze-burns his skin.
toxins (such as alcohol) from the body, and removes
the need for sleep for 2d8 hours. The only drawback Duration: Instant Applicability: Powder Alchemy: 0
is the tea's scent—it smells like rotten oranges and
overripe apples and another underlying scent close Frostbite Salve: This pale yellow cream provides
to freshly tanned leather. instant relief from frostbite damage. It does not cure
frostburn damage, but temporarily suppresses up to
Duration: Instant Applicability: Ingested Alchemy: 0
2 points of ability damage caused by frostbite. The
salve's effectiveness lasts for just 2 hours, after
Tragar's Lotion: This gummy, sweet-smelling which only 1 point the ability damage suppressed
lotion is an anti-paralytic agent. Spreading it on the by the salve returns.
flesh of a paralyzed person help counteracts most

12
Duration: 2 hours Applicability: Unguent Alchemy: 0 Elf Hazel: If Elf Hazel fluid is applied to any scar
(from a healed wound) the scar slowly vanishes. It
Melt Powder: Utilizing some of the same takes a week of daily applications for the scar to
principles as Freeze Powder, melt powder causes ice vanish completely.
it is sprinkled upon to instantly melt. One vial of Duration: Instant Applicability: Unguent Alchemy: 0
Melt Powder is enough to melt 1 cubic foot of ice.
Sprinkled on an icy surface of up to 3 square yards,
Lantern Stars: A fist-sized glass vial with a pale
a vial of melt powder makes a 1-inch-deep pool of
blue liquid, and if shaken the lichen sheds a bluish
water that quickly refreezes. Melt Powder is bitter
light equal to a torch for a time, after which it burns
tasting, but only harmful to creatures with
out. These lights, called Lantern Stars, last for a few
association with cold if touched. Such creatures take
hours before burning out, but if shaken again they
2d6 points of acid damage as the powder desiccates
begin to glow again. They do not give off heat or
and dissolves their tissues.
smoke, and the light is constant and unwavering. A
Duration: Instant Applicability: Unguent Alchemy: 0 Lantern Star can be used and reused for over a year
before it looses it's usage.
Whale Grease: Whale grease is a thick clear Duration: 1 hour Applicability: Unguent Alchemy: 0
grease fashioned from a combination of melted
whale blubber and various powdered minerals and
waxy plants. This foul-smelling stuff must be
Icewalker Oil: A thin blue liquid that if applied to
boots and/or hands grants uncanny ability to walk
applied directly to the skin to be effective; once
and climb on ice. The effects of Icewalker Oil are
applied, the grease insulates the user from
identical to the spider climb spell, but the substance
hypothermia, providing complete protection from
functions only on icy or snow-covered surfaces. The
hypothermia effects for as long as 1 hour after
effects of icewalker last for 10 minutes.
application. It is not water soluble, but can be
quickly removed with alcohol. While worn, the Duration: 10 minutes Applicability: Unguent Alchemy: -1
pungent odor the grease gives off allows creatures
with the scent ability to detect you at double normal Ghostwall Shellac: It can be difficult to ward off
range. creatures that have the ability to float through solid
Duration: 1 hour Applicability: Unguent Alchemy: 0 walls. A quick coat of Ghostwall Shellac will keep
spirits at bay. Concentrated Ghostwall Shellac is a
Burn Salve: Burn Salve is an excellent remedy for thick green sludge that is always warm to the touch.
It is usually stored in metal vials and mixed with
even severe burns. As its name implies, Burn Salve
water when needed. Prepared shellac is lime green
mitigates some of the effects of fire damage, but
and runny, and it smells like dead flesh.
only if it is applied within 2 rounds of the injury. If
applied in time, the smooth white salve heals Ghostwall Shellac must be mixed with 1 gallon of
removes 3 points of damage, but it cannot heal water to become active. The mixture is then spread
damage that was not inflicted by fire. over any nonliving surface (not armor), most
commonly the walls of a room. 1 gallon of the green
Duration: Instant Applicability: Unguent Alchemy: 0
liquid covers 10 squares. Whether it is applied to a
surface or left in a container, the shellac dries and
Frost Lotion: This warm, porridge-like substance hardens 1 hour after being mixed with water.
called Frost Lotion. The pleasant-smelling topical
When Ghostwall Shellac dries, it changes the
heals injuries caused by extreme cold. Frost lotion
composition of the surface upon which it has been
can mitigate some of the effects of cold damage, but
spread. Incorporeal creatures can no longer pass
only if it is applied within 2 rounds of the injury. If
through a coated wall any more than normal
applied in time, the thick lotion heals 1d6 points of
creatures can.
damage, but it cannot heal damage that was not
inflicted by cold. Duration: 4 hours Applicability: Alchana Alchemy: -2

Duration: Instant Applicability: Unguent Alchemy: 0


Gravesalt: Not a true salt mineral, however,
created artificially through alchemy, this powder of
Gash Glue: A thick, gray glue called Gash Glue. silvery crystals have a deflective effect on
Soldiers often use Gash Glue to seal a fallen
incorporeal entities. If spread out in a line or
companion's wounds quickly. One application of
smeared across a 1½ yards square, any ghost or
Gash Glue stabilizes a dying creature.
other restless spirit are unable to pass through,
Duration: Instant Applicability: Unguent Alchemy: 0 unless succeeding on a save vs. spell,
spell, the Gravesalt
doesn't harm the incorporeal creatures, it just

13
deflects them and if successful in the save, they still illuminates it's surroundings in a greenish glow,
receive a -1 penalty to all attack rolls while within which shows the shadows of invisible creatures and
the area. And if they failed their save, the spirit can't ghosts within the ethereal plane. This light allows
pass the Gravesalt, at all. visual detection of ghosts and hidden entities
This is no bulletproof method, however, as an beyond the veil between worlds. It illuminates up to
incorporeal creature is allowed to make a save each 5 yards radius, but if placed in a bullseye lantern,
round to try and pass, so it's usually used as a the cone of light becomes focused to 15 yards cone.
method to buy time Can burn for 8 hours.
Duration: Special Applicability: Powder Alchemy: -1 Duration: 8 hours Applicability: Alchana Alchemy: -2

Sunrod: This 1-foot-long and golden, alchemically


created, ceramic tile, glows brightly when snapped
in the hands of a user. It clearly illuminates a 10
yards radius and provides shadowy illumination in
a 20 yards radius. It glows for up to 6 hours, after
which it turns more reddish, before it turns
completely dark and burn out.
Duration: 6 hours Applicability: Alchana Alchemy: 0

Sleep Gas: A chalky gray stick that looks like a


candle, when lit this item releases a gas that puts
creatures to sleep. The gas fills a 3 yards square
within 3 rounds, though it disperses within 1 round
in even mind wind. Anyone breathing this gas must
succeed on a save vs. poison or fall unconscious 10d6
minutes, unless physically roused. Prematurely
woken cause grogginess and provide a -1 penalty to
AC and all check and attack rolls.
Duration: Special Applicability: Alchana Alchemy: 0

Witchweed Stick: This paste, which smells like


tobacco, is refined from the stalks and leaves of the
witchweed plant. It is packed into stick paper tubes
about the size of a smokestick. When ignited it
creates a 3 yards cube of light smoke that provides
no concealment. Each time anyone attempts to cast
spells within the smoke must succeed at a save vs.
poison if casting defensively. If the roll fails, the spell
is lost. The smoke loses its alchemical abilities after 5
rounds, and dissipates normally.
Duration: 5 rounds Applicability: Alchana Alchemy: -1

Oil of Disenchantment: This oil enables the


removal of all enchantments and charms placed
upon a target, and the suppression of such effects on
objects. If the oil is rubbed in a creature, all
enchantments and charms on it are immediately
War-forge>
removed. If rubbed onto objects bearing an PROSTHETICS
enchantment, the magic will be lost for 1d10 + 20 The Venatori's life is not an easy one, and odds are
turns. After this time, the oil loses potency and the that sooner or later, someone is going to be missing
item regains its enchantment. something. While alchemical healing is an amazing
Duration: Special Applicability: Unguent Alchemy: -2 thing, the truth is that most parties aren’t going to
have a healing substance of sufficiency to regenerate
Spirit Light: When burned, the type of candle and replace a missing limb, or maybe they aren't in
possession of a vial of Marael's Tisane oil to help

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reattach a lost limb. And if loosing an arm by crossbow, but the host cannot load it more than once
fighting an opponent, who's managing a severing per round. + 4.000 gold coins + weapon price.
maneuver, a dragon biting off the arm, or a
• Storage Compartment: This secret
maleficar using a foul fire spell which results in
compartment in the steel arm can hold anything up
cindering the arm to ashes.
to 4 inches wide and 8 inches long. + 500 gold coins.
These prosthetics, called 'Warforged' are a powerful
augmentation in itself, and while many get these Procedure Time eight hours; Recovery Period two weeks;
replacements due to the loss of a limb, many also Price 8.000 gold coins.
voluntarily have a limb replaced to get stronger.
The technology behind the powers of Warforged Legs, Steel: Legs constructed mostly of metal
replacements are perhaps the most guarded secret, replace both the host’s legs. A Venatorio surgeon
as well as the most infamous and feared among must replace both legs or there is no net effect, other
outsiders of the Venatori. than allowing a host missing a single leg to walk
normally. The legs grant an inherent +2 bonus to
Strength, a +2 competence bonus to jump rolls, and
Arm, Steel: A mostly metal arm replaces one of a 10-foot bonus to speed. Further, the steel legs can
the host’s arms. The arm increases the host’s weight
have one of the following built-in features, for an
by about 10 percent. When using the arm, the host
additional cost:
gains a +1 bonus to damage, and Strength. Having
two replacement steel arms results in an overall +2 Warforged prosthetics have the disadvantages of
inherent bonus. Further, the steel arm can include causing discomfort in the ignorant and the
one of the following built-in features, for an xenophobic: -1 reaction modifier.
additional cost: • Built-In Blade: As a blade built in an arm,
Warforged prosthetics have the disadvantages of except it can be up to the size of a shorts word, and
causing discomfort in the ignorant and the the host can retract the blade into the leg as a move
xenophobic: -1 reaction modifier. action. The leg blade cannot be used as a part of a
full attack action, only as a single attack. + 3.000
• Built-In Blade: A small blade, usually the size of
gold coins + weapon price.
a large dagger, can be built into the arm. The host
can retract the blade into the arm as a move action. + • Storage Compartment: This secret
3.000 gold coins + weapon price. compartment can hold anything up to 6 inches wide
and 12 inches long. +500 gold coins (+1.000 gold
• Built-In Crossbow: As a blade, except that the
coins for a compartment in each leg).
weapon is a
hand crossbow Procedure Time eight hours; Recovery Period three
that the host weeks; Price 9.000 gold coins.
can retract into
the arm as a Eye: An eye made of an alchemical created gem,
move action. It implanted within the eye socket and replaces the
is a free subject’s normal eye. The replacement eye when
action finished and the rituals are done, the implanted gem
to load provides the host with ordinary vision, as if never
the lost the eye to begin with. Further, the eye can have
one of the following built-in features, for an
additional cost:
Warforged prosthetics have the disadvantages of
causing discomfort in the ignorant and the
xenophobic: -1 reaction modifier.
• Darkvision: The host can see in the dark up to
20 yards. Price 1.000 gold coins.
• Accurate Vision: The host ignores the first range
increment of any ranged weapon and gains a +1
competence bonus to all vision related rolls. Price
1.500 gold coins.
Procedure Time one hour; Recovery Period three days;
Price 2.000 gold coins.

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