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2 Table of Contents The Alchemist in Your Game .............................4 Acids ..................................................................5 Super Acids ...................................................6 Super Acid Effects ...................................6 Eruptive Acid ................................................6 Eruptive Acid Effects ...............................6 Magic Acid ....................................................7 Magic Acid Effects ..................................7 Shadow Acid .................................................8 Shadow Acid Effects ................................8 Bases ..................................................................9 Super Bases .................................................10 Aqua Olfactus..............................................10 Aqua Olfactus Effects ............................10 Pyros Powder .............................................. 11 Pyros Powder Effects ............................. 11 Thirst Powder .............................................. 11 Thirst Powder Effects............................. 11 Alchemical Liquids ..........................................12 Aqua Blanca ................................................12 Aqua Blanca Effects ...............................12 Pyridine .......................................................13 Pyridine Effects ......................................13 Ferroxida .....................................................13 Ferroxida Effects ....................................13 Azide ...........................................................14 Azide Effects ..........................................14 Capsaicin .....................................................14 Capsaicin Effects ...................................15 Dew of Death ..............................................15 Dew of Death Effects .............................15 Leaf Be Gone ..............................................16 Leaf Be Gone Effects .............................16 Fungicide.....................................................16 Fungicide Effects ...................................17 D420............................................................17 D420 Effects ..........................................17 Gases ................................................................17 Priest Gas ....................................................18 Priest Gas Effects ...................................18 Hoar Gas .....................................................18 Hoar Gas Effects ....................................18 Hyena Gas ...................................................19 Hyena Gas Effects..................................19 Mustard Gas ................................................19 Mustard Gas Effects ...............................19 Nerve Gas....................................................20 Nerve Gas Effects ..................................20 Tear Gas ......................................................21 Tear Gas Effects .....................................21 Alchemical Metals ...........................................21 Cerium ........................................................22 Auermetal ..............................................22 Thallium ......................................................22 Thallium Effects .....................................22 Alkali Metals ...............................................23 Sodium (Na) ................................................23 Potassium (K)..............................................23 Oiled Potassium .........................................24 Explosive Rubidium....................................24 Flame Rubidium..........................................24 Table 1: Acids & Bases ....................................26 Table 2: Alchemical Liquids ............................27 Table 3: Gases ..................................................28 Table 4: Alchemical Metals .............................28 OPEN GAME LICENSE Version 1.0a ................... 29 Sample file

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Page 1: Sample file - DriveThruRPG.comBetter Damage Through Alchemistry, detailed three basic types of acids: strong, average, and weak. These acids covered the basic types of acids an adventurer

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Table of ContentsThe Alchemist in Your Game .............................4Acids ..................................................................5 Super Acids ...................................................6 Super Acid Effects ...................................6 Eruptive Acid ................................................6 Eruptive Acid Effects ...............................6 Magic Acid ....................................................7 Magic Acid Effects ..................................7 Shadow Acid .................................................8 Shadow Acid Effects ................................8Bases ..................................................................9 Super Bases .................................................10 Aqua Olfactus ..............................................10 Aqua Olfactus Effects ............................10 Pyros Powder ..............................................11 Pyros Powder Effects .............................11 Thirst Powder ..............................................11 Thirst Powder Effects .............................11Alchemical Liquids ..........................................12 Aqua Blanca ................................................12 Aqua Blanca Effects ...............................12 Pyridine .......................................................13 Pyridine Effects ......................................13 Ferroxida .....................................................13 Ferroxida Effects ....................................13 Azide ...........................................................14 Azide Effects ..........................................14 Capsaicin .....................................................14 Capsaicin Effects ...................................15 Dew of Death ..............................................15 Dew of Death Effects .............................15 Leaf Be Gone ..............................................16 Leaf Be Gone Effects .............................16

Fungicide .....................................................16 Fungicide Effects ...................................17 D420 ............................................................17 D420 Effects ..........................................17Gases ................................................................17 Priest Gas ....................................................18 Priest Gas Effects ...................................18 Hoar Gas .....................................................18 Hoar Gas Effects ....................................18 Hyena Gas ...................................................19 Hyena Gas Effects ..................................19 Mustard Gas ................................................19 Mustard Gas Effects ...............................19 Nerve Gas ....................................................20 Nerve Gas Effects ..................................20 Tear Gas ......................................................21 Tear Gas Effects .....................................21Alchemical Metals ...........................................21 Cerium ........................................................22 Auermetal ..............................................22 Thallium ......................................................22 Thallium Effects .....................................22 Alkali Metals ...............................................23 Sodium (Na) ................................................23 Potassium (K)..............................................23 Oiled Potassium .........................................24 Explosive Rubidium....................................24 Flame Rubidium..........................................24Table 1: Acids & Bases ....................................26Table 2: Alchemical Liquids ............................27Table 3: Gases ..................................................28Table 4: Alchemical Metals .............................28OPEN GAME LICENSE Version 1.0a ...................29

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The large chamber was filled with corpses, their bodies stacked like cordwood at the feet of Durgin. “They keep coming,” the Dwarf said as he swung his axe through the leg of a zombie shambling toward him. “We need to slow them down so we can make it up the stairs.”

“Lyzar’s power has preserved us so far,” said Kendra as she held her holy symbol high. “But even my power to call upon Lyzar is limited. I need time to rest and pray to deal with so many undead.” She backed up several spaces and pulled out her short spear to threaten a zombie trying to cut off their only exit.

A burst of magical light lit the dim chamber, as bolts of blue-green magical energy struck several zombies, dropping them in their tracks. “I have nearly spent my prepared spells,” said Lantos. “There are just too many of them coming through that crumbling hole in the wall.”

“Well, then it’s about time somebody did something about it,” grumbled Jantra. “And I guess I’m the one to do it.” She reached into her pack and pulled out two blue-green flasks. “Be ready to run for the stairs,” she yelled. With a quick jab of her thumbs, she pressed the small bubbles of glass holding the alchemical metal. The glass broke, dropping the caesium into the water in the flasks, which immediately began to roil and bubble with a violent alchemical reaction.

With a deft throw, both flasks arced over the heads of several zombies, landing at the feet of a pair of zombies entering through the opening. The two flasks erupted in a violent explosion that shook the ceiling of the ancient chamber. The two zombies were blown apart by the force of the explosion, and several nearby zombies also fell to the double blast. Stone and dust fell as the hole in the wall collapsed into a pile of rubble.

Durgin sliced his axe through another zombie then yelled, ‘Qucikly, run for the stairs before they figure out how to dig through the rubble!”

The others turned and headed for the stairs. Lantos said to Jantra as they fled, “I take back what I said about the alchemist you bought those from. I’ll set him up in alchemical supplies for life if we can make it out of here.”

Jantra chuckled. “Heh, he’s the best alchemist I know and I’d trust his weapons to get me out of any scrape. Those two flasks of caesium,” the metallic name sounded oddly musical as she said it, “were the best investment I made.”

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Page 3: Sample file - DriveThruRPG.comBetter Damage Through Alchemistry, detailed three basic types of acids: strong, average, and weak. These acids covered the basic types of acids an adventurer

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The Alchemist in Your GameIn many campaign settings and games, the alchemist is a non-entity. Sure, the wizard or other spellcaster in the party might pick up some ranks in the Craft (Alchemy) skill, but after about 5th level the usefulness of the alchemist and the Craft (Alchemy) skill diminishes. This book, and our previous book, Better Damage Through Alchemy, attempts to make the alchemist a viable tool for use in your game.

On Earth, alchemy is seen as one of the earliest sciences, its practitioners devoted to investigations of the natural world, philosophy, and spiritualism. Alchemists were knowledgeable in many of the sciences including chemistry, metallurgy, physics, medicine, as well as more spiritual aspects such as astrology and mysticism. Alchemists are most commonly associated with the quest for the formula to transform base metals (such as lead) into gold. Certainly many alchemists did this, but alchemists were also responsible for laying the foundation of much of our modern scientific principles.

So how should you use the alchemist in your game? Alchemists in your world might fill a need among the adventuring community by providing alchemical weapons to parties of adventurers. This is generally the standard role of the alchemist, and is not a bad way to use them in your game. Another interesting role would be that of a person seeking knowledge. This type of alchemist would be willing to provide alchemical items (weapons and the like) for the fee of having the party acquire hard to get ingredients, or to retrieve an ancient alchemical text. Alchemists might also compete with the main religious faith in your world, possibly to the point where alchemists and their seemingly magical creations are considered to blaspheme against a god or gods. In this way, the alchemist and those who seek them and their creations must exist and do business in the shadows, always looking over their shoulder for danger.

Even in a high magic setting the alchemist can play an important role in the world. As gatherers of lore and knowledge they can be sought out to learn important information. While their alchemical creations may be beneath a high-level character, the alchemist will often have access to long-forgotten or hard to acquire knowledge. In this way, the alchemist becomes a seller of information in addition to alchemical items. Making use of this untapped knowledge can be beneficial to characters of any level.

Craft (Alchemy) Skill:In addition to using the Craft (Alchemy) skill to create the different acids, bases, and other alchemical items in this book, a PC with this skill can attempt to identify an alchemical substance. When doing this, the alchemist must make a skill check equal to the craft DC for the item being identified. If the substance is stored in a container that bears an alchemical mark, as listed with many of the items in this book, then the alchemist receives a +5 circumstance bonus to the check.

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AcidsAcids have always been ideal alchemical weapons for the adventurer. They are portable and react with most substances (especially flesh) sufficiently to deal damage. Our first book of alchemy, Better Damage Through Alchemistry, detailed three basic types of acids: strong, average, and weak. These acids covered the basic types of acids an adventurer might find or purchase from an alchemist.

While useful for most situations, these three types of acids are not the only ones in the alchemical cupboard. Alchemists have to hide many secrets and like to hoard their knowledge. Few possess the skill needed to create the acids described here, but it is worth finding an alchemist who does.

As with normal acids, the acids described here can be neutralized to a non-hazardous point with water or other appropriate base. It takes five times the volume of the acid to neutralize it with water. For example, 1 flask of acid requires 5 flasks of water to make it non-hazardous.

Game Rules for AcidsAnybody can throw an acid and have it deal damage. But an acid is so much more than simply a weapon that deals acid damage. Acids might injure the eyes, be inhaled, or even ingested. The acids presented here can also be natural or magical attacks for monsters.

A flask of acid is considered to be a glass or clay vessel that holds approximately 100 mL of liquid and weighs 1 pound. Each entry lists the Craft (Alchemy) skill check needed to manufacture the acid, the cost in materials to make it, and the market value of the acid.

Acid damage occurs when an acid comes into contact with the body – usually by having acid spray onto the body or being hit with an acid flask that breaks open. Most clothing and armor does not protect a person from acid unless it has been specially prepared to be impermeable to liquids.

Eye contact damage is applied when an acid damages a person’s eyes. This can be done through well-thrown flasks. A critical hit with an acid usually indicates that the acid made contact with the eyes. Along with the eye contact, acid damage is also applied to the victim along with any damage done to the eyes.

Inhalation effects occur if the listed amount of acid is exposed to the person, such as having a flask of acid burst on your person, or in the square where you are standing. Inhalation effects also occur with large amounts of acid in closed rooms. Usually an open barrel (about 25 gallons) in a 10 x 10 foot room is enough to cause the listed damage within 1d4 rounds of exposure.

Ingestion can occur from drinking an acid, being dunked into a large vat, or falling into a lake or pool of acid. To calculate damage from being immersed in acid (such as a vat or lake) multiply the damage result by 10 for each round of exposure.

Acids can affect creatures with immunity to bases.

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Super AcidsAlchemists long touted strong acids such as sulfuric acid or nitric acid as being the most dangerous types of acid. For a time they were right, until alchemists stumbled upon the super acids. Alchemists also call these exotic acids, mighty acids, or regal acids due to their unique properties and difficulty in working with them. Super acids are very dangerous in the wrong (or poorly trained) hands, which is what attracts adventurers to them. They deal high amounts of acid damage and have overpowering odors, although this does make them less likely to be accidentally ingested.

Super Acid EffectsSplash Damage: A flask of super acid thrown as a splash weapon will deal 3d6 points of acid damage per round of exposure. A person hit with a super acid, or standing within 5 feet of where a flask of a super acid burst must also make a save for inhalation damage. In addition, super acid deals an automatic 10 points of damage to metal, clothing, paper, and wood. This damage ignores any damage reduction.

Eye Contact: A well-aimed throw (generally a critical hit) with a flask of super acid will strike the eyes of the victim. The victim must make a DC 22 Fortitude save or suffer permanent blindness in addition to the listed acid damage. A successful save still results in the damage and the victim is blinded for 1d10 hours. Creatures that are immune to blinding effects or that function without sight are immune to the blinding effects of the acid, although they still take the acid damage.Ingestion: A victim that ingests a super acid must make a DC 10 Fortitude save or die. A successful save drains 3 points of Constitution and deals 3d10 points of damage. Inhalation: A person that inhales the fumes of a super acid must make a DC 18 Fortitude save or suffer 2d8 points of damage and 2 points of Constitution drain. Half damage and 1 point of Constitution damage on a successful save.

Craft (Alchemy) skill check: DC 30Cost to create: 333 sp in supplies.Market Price: 100 gp per flask.

Eruptive AcidAlchemists have known that some acids have special qualities. Aqua Regia, for example, will dissolve gold and platinum. Eruptive acid is one acid that has its own special quality. In addition to being a strong acid, eruptive acid will cause cloth and wood to explode into flame. This alchemical reaction often gives the victim a deadly surprise.

Eruptive Acid EffectsSplash Damage: A flask of eruptive acid thrown as a splash weapon will deal 2d6 points of acid damage per round of exposure. A person hit with eruptive acid, or standing in the square where a flask of an eruptive acid burst must also make a save for inhalation damage. In addition, a person wearing cloth (i.e., cloaks, tunics, regular clothes, or vestments) or who is holding a wooden weapon, shield, or item

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takes 1d6 fire damage 1d4 rounds after the flask strikes them. The cloth or wooden object takes 10 points of fire damage that ignores damage reduction. Magical items can receive a Fortitude save to avoid taking damage. Unattended wooden objects or cloth automatically take 10 points of fire damage that ignores damage reduction in addition to the regular acid damage. Eye Contact: A well-aimed throw (generally a critical hit) with a flask of eruptive acid will strike the eyes of the victim. The victim must make a DC 18 Fortitude save or suffer permanent blindness in addition to the listed acid damage. A successful save still results in the damage and the victim is blinded for 1d10 minutes. A remove blindness spell can cure permanent blindness caused by eruptive acid. Creatures that are immune to blinding effects or that function without sight are immune to the blinding effects of the acid, although they still take the acid damage.Ingestion: A victim that ingests eruptive acid must make a DC 10 Fortitude save or take 3d6 points of Constitution damage. A successful save deals 1 point of Constitution drain and 2d8 points of damage. Inhalation: A person that inhales the fumes of an eruptive acid must make a DC 14 Fortitude save or suffer 1d8 points of damage and 1 point of Constitution drain. Half damage and no Constitution drain on a successful save.

Craft (Alchemy) skill check: DC 30Cost to create: 167 sp in supplies.Market Price: 50 gp per flask.

Magic AcidAnother acid with unique properties is magic acid. Upon first hearing the name, many people incorrectly assume that magic acid has magical properties. It is a normal alchemical item, though one with a dangerous nature for practitioners of the arcane arts. Magic acid is a special type of super acid that has the unique ability to drain magical powers. This has made magic acid a desired and feared alchemical creation.

Magic Acid EffectsSplash Damage: A flask of magic acid thrown as a splash weapon will deal 3d6 points of acid damage per round of exposure. A person hit with magic acid, or standing within 5 feet of where a flask of magic acid burst must also make a save for inhalation damage. In addition, if the victim is an arcane spell caster, they lose 1 spell slot of the highest level spell they can cast. This spell slot returns the next time the

spell caster rests and regains spells. A magic item or effect that is hit by magic acid must make a DC 20 Fortitude save or have its magic suppressed for 1d4 rounds.Eye Contact: A well-aimed throw (generally a critical hit) with a flask of magic acid will strike the eyes of the victim. The victim must make a DC 22 Fortitude save or suffer permanent blindness in addition to the listed acid damage and other effects. A successful save still results in the damage and the victim is blinded for 1d10 hours. A remove blindness spell can cure permanent blindness caused by magic acid. Creatures that are immune to blinding effects or that function without sight are immune to the blinding effects of the acid, although they still take the acid damage.Ingestion: A victim that ingests magic acid must make a DC 10 Fortitude save or die. A

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