Alchemical reagents. Cost: See text. Weight: See text.

A variety of common materials — solvents, catalysts, indicators, thickeners, and other things — are used in various alchemical processes (identification of substances, crafting of alchemical items, etc.). Alchemical reagents include organic and inorganic substances, harvested or extracted from many different sources and produced in many different ways. Reagents may be purchased in 1 gp increments; 50 gp of reagents weighs 1 lb. Reagents purchased in bulk generally come in cases containing various bottles, vials, and packets. It is not necessary to track quantities of any specific reagent, as it is assumed that whenever an alchemist purchases some quantity of alchemical reagents, he stocks up on whatever is necessary.


Alchemist’s lab, basic. Cost: 200 gp. Weight: 100 lbs.

This set of equipment includes beakers, bottles, assorted measuring, mixing, distilling, and heating equipment, scales, stands, at least one good-sized cast-iron cauldron, and many other tools and devices. The supplies and implements for a basic alchemist’s lab are usually available for purchase in most cities, though they may need to be specially ordered in smaller communities. In order to use an alchemist’s lab, the equipment that makes it up must be set up in an appropriate space, with tables, shelves, racks, and good ventilation. This is usually a large room in a private residence, although particularly lenient innkeepers might allow a long-term guest to set up an alchemist’s lab in a rented suite or additional room.

An alchemist’s lab provides a +2 circumstance bonus on Alchemy checks made to craft items or identify substances.

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. See the Alchemy skill description for details.


Alchemist’s lab, full. Cost: 1,000 gp. Weight: See text.

This is a complete laboratory designed for alchemical work, with a fireplace, workbench, brazier, and several dozen alembics, flasks, dishes, mortar and pestle, basins, jugs, retorts, measuring devices, scales, and so forth. Such implements are not easily obtained, being found only at alchemical shops or produced upon special orders by stone masons, potters, glass blowers, etc. The heavy equipment and furniture (such as that for the storage of delicate equipment and supplies) must be set up in a permanent space dedicated to the laboratory (hence no weight is given for the full lab); this space should have proper insulation, drainage, and should be stable against the occasional (and inevitable) explosion or other mishap.

A full alchemist’s lab provides a +4 circumstance bonus on Alchemy checks made to craft items or identify substances.

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. See the Alchemy skill description for details.


Alchemist’s lab, portable. Cost: 75 gp. Weight: 20 lbs.

This is a large, rigid suitcase, about four feet across and a foot thick, made of thin wood or similar material; inside are portable versions of beakers, retorts, and other glassware and equipment, and various small shelves and pockets. There is enough space in the suitcase for 200 gp worth of reagents (for crafting alchemical items, and for identifying substances), although these are not included in the portable lab’s price or weight. In order to make use of the portable alchemist’s lab, a character must have a spacious, solid, flat surface (such as a large dinner table), on which to lay out the equipment (which usually takes about 10 minutes).

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. Though the portable alchemist’s lab provides no bonus on Alchemy checks, it does allow those uses of the skill which require a lab. See the Alchemy skill description for details.


Alchemist’s lab, superior. Cost: 10,000 gp. Weight: See text.

Exceptionally dedicated alchemists sometimes build spaces for the specific purpose of serving as high-end laboratories. Such labs have elaborately constructed heating and ventilation systems; heavy, almost indestructible granite counters; special, magically heated or cooled storage areas for storing delicate ingredients; and the most well-made and expensive (i.e., masterwork) versions of all the usual tools and equipment. Labs like this are usually found in mages’ towers and the guildhouses of alchemists’ guilds, although the occasional wealthy alchemist may convert a wing of his residence into such a lab. (No weight is given for this item, because it includes permanent fixtures, immovable furniture, plumbing, etc. The cost includes the price of paying workers to set up the space.)

A superior alchemist’s lab provides a +6 circumstance bonus on Alchemy checks made to craft items or identify substances.

An alchemist’s lab of some type is necessary for most uses of the Alchemy skill. See the Alchemy skill description for details.


Alchemist’s safety gear. Cost: 50 gp. Weight: 20 lbs.

Worn by alchemists, especially those who engage in alchemical research, this set of protective equipment includes a heavy, full-length leather apron, protective goggles, thick gloves, and a face mask for the nose and mouth, all alchemically treated to resist energy and corrosion. Wearing the complete ensemble grants a +4 circumstance bonus on saving throws against the effects of mishaps that occur during alchemical crafting and research (explosions, clouds of poison gas, exposure to dangerous substances, and the like). However, the bulky gear interferes with the alchemist’s ability to handle tools and substances, imposing a −2 penalty on Alchemy checks while it’s worn.


Alchemy textbook, advanced. Cost: 200 to 600 gp. Weight: 3 lbs.

Advanced alchemy texts are usually written by alchemists’ guilds for use in teaching apprentice alchemists. Such guilds may allow access to their library to non-members, for a fee. Textbooks may also sometimes be purchased from skilled alchemists who have mastered all the recipes in the book, and are no longer in need of it. A book of this type generally contains recipes for 1d6+5 of the following items: alchemical solvent, alkali flask, antiplague, bladeguard, bloodblock, light detector, liquid ice, nushadir, smoke pellet, sneezing powder, weapon blanch. A particular textbook’s price depends on how many recipes it contains.


Alchemy textbook, basic. Cost: 50 to 150 gp. Weight: 3 lbs.

Basic alchemy texts can be found in most well-stocked libraries, such as those found in major cities or mage’s towers, or purchased from some alchemists’ guilds. A book of this type generally contains the recipe for acid, plus recipes for 1d6+7 of the following items: alchemist’s fire, antitoxin, healing potion, smokestick, sunrod, tanglefoot bag, thunderstone, tindertwig, alchemical grease, alchemist’s kindness, flash powder, smelling salts, soothe syrup. A particular textbook’s price depends on how many recipes it contains.


Alchemy textbook, masterwork. Cost: See text. Weight: 4 lbs.

Written by the most talented alchemists, and lavishly illustrated with drawings of alchemical processes, diagrams of equipment setups, and detailed and vivid sensory descriptions of ingredients and results, masterwork versions of alchemy textbooks provide a +2 bonus on Alchemy checks made to learn the recipes within, or to craft the described items “from the book”. There are masterwork versions of both basic and advanced alchemy textbooks, and they generally cost 1.5 times as much as common versions of the same type of textbook. Masterwork alchemy textbooks are rarely available for sale, however, as very few copies of them usually exist. The most common way to gain access to such a textbook is to borrow it from one of the few alchemists who have a copy in their possession.


Holy water (flask). Cost: 25 gp. Weight: 1 lb.

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.

A direct hit by a flask of holy water deals 2d6 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 2 points of damage from the splash.

Temples to good deities sell holy water at cost (making no profit).

Holy water created by more powerful clerics does more damage, depending on the cleric’s level. Such superior holy water is generally not available for purchase, as its production is necessarily limited by the availability of powerful clerics; it is reserved by temples for use by their holy warriors in battle against evil.

Unholy water: The evil version of holy water, called unholy water, does damage to celestial beings and other inherently good creatures; it also deals half damage to ordinary living creatures.

Main/

Mundane Items