Tuesday, July 28, 2020

Sorghum Festival Exclusives

Doomhammer
Martial Weapon
Class: 1 hand
Category: Melee Weapon
Damage: B
Critical: x3
Cost: 15 gp
Weight: 5 lbs.
A doomhammer isn’t strictly speaking an alchemical item, but it is designed specifically to work with them. It is a specialized warhammer (1d8 damage) with a notch in the striking head. The notch can be filled with any one of a number of alchemical materials (acid flask, alchemist’s fire, tanglefoot bag, thunderstone, itching dust, as well as vials of holy water and similar). On a successful hit, the doomhammer also delivers the effect of the alchemical material loaded into it. A loaded alchemical material works only once, and reloading a doomhammer is a full-round action.

Blacklight Oil: (Lormer) Blacklight oil is pressed from the fat of creatures with natural abilities to hide in shadow, including those with natural abilities of displacement. The light produced by a lantern burning blacklight oil only provides dim illumination, but it goes out to three times the lantern’s normal range. This allows creatures with low-light vision to see normally, and the dim light is less obvious from far away than normal lantern light would be. 20 gp.

Shadow Paste: (Lormer) Shadow paste is a dark, smoky material that can be applied to the skin, clothes, or armor of a subject (a process which takes one minute). For one hour, the shadow paste covers the subject with shifting patches of color that match the surrounding landscape, breaking up visual lines and making the wearer harder to spot. An application of shadow paste grants a +4 alchemical bonus to Stealth checks for 1 hour and allows the wearer to make Stealth checks even in normal or bright light (though not when he is already observed). 50 gp. 

Boompot: A boompot is a variant on alchemist’s fire that creates a bright, sudden flash of light like flash powder, alchemical fire plus a loud explosion as a thunderstone. Any target within 15 feet that can see the explosion is effected and as if struck by all three alchemy weapons. If thrown, a boompot has a range increment of 10 feet.  120 gp.

Dawnleaf: Dawnleaf is a mixture of various dried plant matter, tinged with alchemical enhancers during the drying process. It is designed to be loaded into a pipe and smoked during diplomatic ceremonies and peace negotiations. Doing so produces mellow, soothing scents and actually reduces tension in those who smell it. If two or more creatures are smoking dawnleaf, they gain a +4 alchemical bonus to all Diplomacy checks made with one another. This has no effect on creatures nearby that aren’t smoking dawnleaf. 5 gp.

Wayfarer Loaf:  (Wemics) wayfarer loaf is a compact food made from dried fruits, grains, nuts, and heavy doses of thick, sweet saps. The result is a dark-tasting, sticky cross between bread and candy. While many consumers note that it’s not particularly appetizing after a meal or two, the wayfarer loaf is filling enough that just a few bites keeps most humanoids going for hours. As a result, it is lighter and less bulky than an equal number of servings of normal travel rations. It also has a shelf-life of three years, allowing groups carrying it to go great distances without buying fresh supplies (or to keep some in reserve for emergencies). 5 gp/ week

Bloodbind Bandage: is a cloth bandage that has been soaked in healing herbs and alchemical materials. A target given a fresh bloodbind on an injury gains a +1 alchemical bonus to his effective level when determining the number of hit points recovered during a short rest or with any heal check. A successful Heal check (DC 15) increases this to a +2 alchemical bonus. A single bloodbind grants its bonus only for one day. 25 gp. 

Bladesharp Stone: A fragile, chalk-like, bloodred stone pressed from ground rocks, ash, and glass. A slashing or piercing weapon sharpened for one hour on a bladesharp has a +2 bonus to the confirmation roll of the next critical threat rolled. A bladesharp stone can be used once before it crumbles into useless dust. Cost 30 gp.

Pesh Cactus Flower

Refined Pesh
Type ingested or inhaled;
Addiction minor,
Fortitude DC 10
The milk of this vibrantly flowering green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though pesh comes in several different varieties, refined pesh is both the most potent and expensive type. Taking refined pesh gives a person 15 temporary hit points for 1 hour,
Initial Effects 1 hour; +1 alchemical bonus to Strength and Constitution plus 15 temporary hit points; a +2 morale bonus on saves versus fear effects for 1 day but a -2 penalty on saves against illusions and mind-affecting effects including dream magic.
Effect after 1 hour; 1 hour of fatigue
Damage 1 Dex damage and 1 Wis damage


Golden Pesh
Type ingested or inhaled;
Addiction moderate,
Fortitude DC 18
Effects 1 hour; + 1d2 alchemical bonus to Strength and Constitution, -2 penalty on saves against illusions and mind-affecting effects, +2 alchemical bonus on saving throws against the effects of drugs that are not a type of pesh (this bonus also applies to saves to recover from addiction to non-pesh drugs). If the user takes a dose of golden pesh while under the effects of another drug that causes a penalty on saves or skill checks, such penalties are decreased by 1 (to a minimum penalty of -1).
Effect after 1 hour; 1d2 hours of fatigue
Damage 1d2 Con damage and 1d2 Wis damage


Black Pesh
Type ingested or inhaled;
Addiction major,
Fortitude DC 22
Effects 1 hour; +1d4 alchemical bonus to Strength and Constitution, -2 penalty on saves against illusions and mind-affecting effects. Anytime the user could attempt a Strength check as a standard action or quicker, she can elect to attempt the check as a full-round action, adding a +2 alchemical bonus to the check. Doing so deals 1d6 points of nonlethal damage to the user as she strains herself. If the user takes lethal damage from any source while under the effects of black pesh, she must succeed at a DC 16 Will save or become confused for 1d4 rounds.
Effect after 1 hour; 1d3 hours of fatigue
Damage 1d4 Con damage

Tuesday, July 21, 2020

Prayer Rug (Lion of Night)

The Lion of Night
This rug was used by worshipers of a distant religious order thought long dead. Clerics, and priests would kneel upon the opened rug and prayed to their deity. The coloring signifies that this rug was used by one of the holy warriors of the religion. This carefully-made rug is bright red with the image of the Lion of Night holding a sword. It’s a thick rug and, when found, is tightly rolled and secured with ancient lengths of black cloth. Opened the rug measures 27” x 43” and weighs 5 lbs.

The name of the god was the Lion of Night. According to tales told by the priestly scribes, the Lion of Night fathered a son on the Maiden-Made-of-Light. This son was the God-on-Earth, who ruled the Great Empire of the Dawn for ten thousand years before ascending to the heavens.

The descendants of the 'God-on-Earth' ruled the empire after him, each ruling a shorter time than the previous one, until the brother of the Amethyst Empress usurped her in the Blood Betrayal and crowned himself as the Bloodstone Emperor, ushering in the Long Night.

The Maiden-Made-of-Light turned her back upon the world and the Lion of Night came forth in all his wrath to punish the wickedness of man.

If a divine spellcaster performs his daily prayers upon this rug; for the next 24 hours he gains a +8 bonus to Knowledge (Religion) checks. The Prayer Rug can only be used for once each day.

Sunday, July 19, 2020

Transport Via Dreams Elixir (Morpheus)


This elixir allows you to travel through your dreams, taking objects and willing creatures with you to travel physically through the Dreamscape. One TRANSPORT VIA DREAMS elixir can accommodate up to 5 Medium or smaller subjects. Large subjects count as two creatures, Huge creatures as four, and so on. You and each subject can carry objects up to a heavy load.

This elixir has no immediate effect when imbibed; it remains dormant until all subjects fall asleep. Once asleep, you and all other targets of the elixir that are currently sleeping dream of growing wings and flying calmly across a cloudy skyscape for several hours. After you have had eight hours of sleep, the effect ends and you and all targets who are asleep at that moment are transported to a distant location of your selection. You all arrive awake, upright, and ready for action.

If your sleep is interrupted you can go back to sleep to finish the sleep required by the elixir, however you must add one hour to the total amount of sleep needed to discharge the elixir.

The destination of a TRANSPORT VIA DREAMS elixir must be a place that is well-known to you or one of the elixir’s subjects and may be as far away as 1,000 miles. This will not transport any of the targets to another plane of existence than the one you started on. The sole exception to this is travel to and from the Dreamscape, which may be accessed by this elixir if you or a subject of the elixir have been to the Dreamscape previously. If used in this way, TRANSPORT VIA DREAMS takes all recipients physically to the Dreamscape.

Craft Requirements: brew potion, three water shards, two spirit shards, and one air shard. 750 gp.

Sunday, July 12, 2020

Exceptional Ability (New Spell)

Exceptional Ability (New Spell)
School transmutation; Level 2
Casting Time: 1 standard action
Components: V, S, M (two [animal based] elemental shards)
Range: touch
Target: creature touched
Duration: 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
The subject becomes better, faster, or stronger. The spell grants a +2 enhancement bonus to one ability score for 24 hours, adding the usual benefits to melee attack rolls, melee damage rolls, saving throws, and skill checks when applicable. As a side-effect the subject gains the following animal class skills Acrobatics, Climb, Fly, Perception, Stealth, and Swim; and Low-light vision. The target also become proficient with unarmed attacks (d4 damage, does not grant extra attacks). This spell replaces Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Foxes Cunning, and Owl's Wisdom. A character can only benefit from one Exceptional Ability effect at a time. 



Wednesday, July 1, 2020

Useful Salves and Desert Gear

Salves: Salves are herbs and other natural ingredients with healing properties that have been brought to peak potency within alchemical infusions, forming a topically applied paste after that they lose efficacy. In additional to all normal methods for identifying alchemical items, salves can be identified with a DC 10 Heal check.

Milk of the poppy is powerful holistic medicine, drunk as a liquid, which is used as both a painkiller and an anesthetic. Higher doses will induce unconsciousness, so patients can undergo surgery. It is commonly used throughout the Seven Kingdoms for those who have suffered severe injuries. Maesters make it from crushed poppy flowers and it has a white color, hence "milk of the poppy". A single dose automatically stabilizes a dying creature, provides a +5 alchemical bonus to any Heal skill check made to restore wound points to a creature and adds +1 to the total wp healed. Furthermore milk of the poppy allows the subject to sleep fully for 8 hours after which the subject naturally heals an additional 1 wp. 50 gp. 

Blue Salve: Made from a combination of waxes and animal additives, blue salve is a topical treatment for burns. An application of blue salve heals 4 hp of acid or fire damage (including sunburn) to a living creature and provides a +4 alchemical bonus to First Aid Heal checks. 50 gp. 

Red Salve: Made from a combination of purified oils and crushed herbs, red salve is a topical treatment for damage caused by freezing temperatures. An application of the salve heals 4 hp of cold damage (including frostbite) to a living creature and provides a +4 alchemical bonus to First Aid Heal checks. 50 gp.  

Golden Salve: A thick unguent made from plant sap and the ash of various animal hides. An application of golden salve heals 1 wp to a living creature and provides a +4 alchemical bonus to any Heal check made to stabilize a target that is suffering from the bleeding condition. 25 gp. 

White Salve: White salve is a tincture of plant essences designed to restore sight to damaged eyes. If a creature is blinded by spell or injury and receives a dose of white salve within 24 hours, he may attempt a new Fortitude save (same DC as the effect that blinded him, or DC 20 if the original effect had no DC). If this save is successful, eyesight is restored 2d12 minutes later. This salve immediately removes the dazzled condition caused by the sun glare of desert environments and snow blindness in the Lands of Always Winter. 50 gp

Black Salve: Black salve is commonly used by Dark Folk to overcome their sensitivity to bright light. Made by the dark alchemists black salve appears like a thick dark paint and when applied across the eyes it reduces the illumination level for the wearer by one step. Therefore any source of bright light is reduced to normal light conditions. A single use of black salve lasts only one hour. 50 gp. 

Universal Solvent: This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action. 50 gp. 

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Desert Gear: Special gear of the waste helps its denizens deal with particular hazards and difficulties of desert terrain. Natural hazards include extreme heat, dehydration, sun blindness and sun exposure  

Desert Outfit: This outfit consists of loose, billowy clothing to keep the wearer cool and protected from the sun while in hot, dry desert terrain. It includes a caftan, turban, scarf, loose pantaloons, and sandals or high cloth boots. This outfit counts as light clothing and offers limited protections against some waste hazards. The protection it offers against heat is negated if the wearer also dons armor. Wearing a desert outfit is sufficient to prevent sunburn. 6 gp. 

Ironthorn Extract: The ironthorn plant has extremely tough tissues to prevent water loss. This extract of the plant is used to harden delicate items, make containers waterproof, and stiffen clothing to provide some protection. One flask of ironthorn extract is enough to treat a typical outfit, increasing the clothing’s armor bonus to +1. Ironthorn extract does not improve materials that already provide an armor bonus. When applied to outfits, clothing, leather (not armor), or similar material, ironthorn extract improves its hardness by 1, to a maximum of 5. Both benefits last for one week or until the item are thoroughly washed. 25 gp./flask 

Armorbright: This metallic paint is applied with a brush to the outside of a suit of armor (requiring 1 minute to apply), producing a shiny surface that reflects the light of the sun to reduce the effects of hot weather on the wearer. For 24 hours after applying armorbright to a suit of armor, you gain a +2 bonus on Fortitude saving throws to avoid heat dangers. Armorbright also raises your level of protection against heat by one step. 50 gp./flask 

Sunshade Lotion: This translucent green lotion contains extracts of succulent plants, mixed with oils from the skin of chameleons. It darkens slightly on exposure to sunlight. One flask is sufficient to protect a Medium creature from nonlethal damage due to sunburn and increases your level of protection from heat by one step for 8 hours. 20 gp./flask 

Keepcool Salve: This small clay pot contains several ounces of a pearly ointment, enough to cover one medium creature. Applying the ointment to your skin increases your level of protection against heat by one step. The salve also grants a +1 alchemical bonus on Fortitude saves to resist damage from hot environments for 24 hours. 50 gp/pot 

Blackeye: This oily paint is smeared around your eyes and on your cheeks to reduce the effects of bright sun, protecting you from sun glare for 4 hours. 1gp/vial

Sun Lenses: Made of thin slabs of obsidian affixed to curved frames, can protect your eyes from being dazzles by bright light. If you are already dazzled when you don the lenses, you are treated as if you had entered an area of shade; you recover from the dazzled condition 1 hour if you continue to wear the lenses. 10 gp. 

Filter Mask: A filter mask is a fi ne cloth mesh, usually of silk or cotton, that covers your mouth and nose. Cords or straps fasten the cloth around the back of your head to provide a good seal. A filter mask grants a +2 bonus on saves against gas-based effects. It negates the effects of suffocation from dust and sand, as well as the effects of supernatural or magic dust (such as slumber sand) for up to 4 hours. After this time, the mesh is clogged with grit and can no longer allow air to pass through freely. A clogged filter mask requires thorough laundering before it can be reused, but most travelers simply replace it with fresh fabric. 1 gp. 

Deep Draught: This powder is a mixture of salt, dried herbs, and extracts of desert plants. Adding it to water increases your body’s retention of fluid and helps counteract the effects of dehydration. One packet of deep draught is enough for 1 gallon of solution, which grants a +5 bonus on the Heal check to treat dehydration. 10 gp

Frostbite Salve: This pale yellow cream provides instant relief from frostbite damage. It does not cure frostburn damage, but temporarily suppresses up to 2 points of ability score damage caused by frostbite. The salve’s effectiveness lasts for just one hour, after which point the ability score damage suppressed by the salve returns. 50 gp. 
































Imbued Votive

Imbued votives are simple, short candles of beeswax (or paraffin, if an alchemist can be found to produce the material) set in a small ceramic or metal bowl. Most have been heavily perfumed and might give off spicy or musky smells. They can be lit easily, and no matter how long they burn (shedding light as a normal candle), they do not burn down.

If a divine spellcaster who prepares spells in the presence of a lit imbued votive, the spellcaster can name one creature or elemental type. Any spell prepared during this time has its saving throw DC increased by +1 against creatures of the named type. An imbued votive can be used only once per day to enhance the spells of a single spellcaster.