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Liquid alchemist
Liquid alchemist











liquid alchemist

When you light the fuse (a move action), it creates a 3-foot-long, blazing fountain of red-hot fiery sparks. This hollow metal or wooden tube contains slow-burning powder. Crafting this item is a DC 25 Craft (alchemy) check. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. One round later on your turn, the liquids react and explode with concussive force. It shatters on impact, covering the target with a mixture of the two liquids. This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. Crafting bottled lightning is a DC 25 Craft (alchemy) check. Any creature in a line between you and the target (including the target) takes 1 point of sonic damage from the terrific clap of thunder the bolt generates (Reflex DC 15 negates). This is a ranged touch attack that deals 1d8 points of electricity damage. You can open the bottle as a standard action, unleashing a small bolt of lightning toward an enemy within 20 feet of you. Crafting this item is a DC 30 Craft (alchemy) check.Įlectricity crackles along a metal filament inside this small glass bottle. A banshee ballerina firework burns for 1d4+1 rounds before extinguishing itself with a quiet puff of smoke. Any creatures within 5 feet of the noise are effectively deafened while they remain in the area, as even the loudest sounds they make are drowned out by the piercing sound. It can be thrown to target an intersection as a splash weapon. This small firework burns brightly and makes a loud, eerie whistling sound. Crafting this item is a DC 20 Craft (alchemy) check. Against oozes and other acid-based creatures, the alkali flask inflicts double damage. Against non-ooze creatures, an alkali flask functions as a normal flask of acid. You can throw an alkali flask as a splash weapon with a range increment of 10 feet. This flask of caustic liquid reacts with an ooze's natural acids. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Rolling on the ground provides the target a +2 bonus on the save. Extinguishing the flames requires a DC 15 Reflex save. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. On the round following a direct hit, the target takes an additional 1d6 points of damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. Treat this attack as a ranged touch attack with a range increment of 10 feet.Ī direct hit deals 1d6 points of fire damage.

liquid alchemist

You can throw a flask of alchemist's fire as a splash weapon. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.Īlchemist's fire is a mix of several volatile liquids that ignite when exposed to air. A direct hit deals 1d6 points of acid damage. Treat this attack as a ranged touch attack with a range increment of 10 feet. You can throw a flask of acid as a splash weapon.













Liquid alchemist