Post by brent on Sept 23, 2012 23:52:11 GMT -5
This is the list of items the guild sells. These are the only items you can buy after we start playing. This list will grow as you guys play, finding more shops will add to the stores.
The guild will buy and sell items only while you are not on a mission, so no shopping while we play, only between missions. However the guild will buy 90% of items at full price. The only thing they will not buy is one of a kind items, that your DM will be clear about and not give a sell price too. The guild will buy any items it sells for 100% of its value as well as repairing those items for free. Anything given out by DMs that is not on the list below the players can keep at the DMs discretion.
All prices and details can be found on the SRD.
Item List
All Mundane Armour and Weapons.
Standard ammunition, plus alchemical cartridges and silver bullets.
From this list: Link you may buy anything from the following sections.
-Books, Paper, & Writing Supplies
-Clothing and Accessories
-Containers (Bags, Boxes & More)
-Food, Drink, & Lodging
-Hunting, Camping & Survival Gear
-Tools & Kits
-Weapon & Armor Accessories
Magical Armour & Weapons up to +3
All potions up to 300gp.
All wands, fully charged only.
All scrolls up to 525gp.
Oil of Silence, Dry-Load Powder Horn, Amulet of Bullet Protection (+1/+2/+3)
Amulet of Mighty Fists (+1/+2/+3)
Bracers of Armour (+1/+2/+3)
Cloak of Resistance (+1/+2/+3)
+1 weapon bonus enchantments excluding:thundering, bane, spell storing
+4*(updated from +2) stat items, slotted only. Belt for physical stats, Head for mental stats.
Wondrous items to 10000g*(updated from 2000) (from srd list)
Adamantine Equipment
Miss Carebetter now is willing to aid the Guild in a number of ways. First off she has pleaded to protect a few of it's members, secondly she now is able and willing to grant healing to you folks, at a small donation.
Services
Remove Curse: 300gp
Remove Disease: 300gp
Neutralize Poison: 100gp
Restore 52 HP: 100gp
Side note, some folks who have been fired by Tom Wolfe, and it seems have been pretending to be him even, are now selling dangerous unstable Mega-Mystery potion to the guild at cut throat prices.
Mega-Mystery Potion: 500gp
Dane's Alchemical Items! (below). No Formatting, see lower posts for easier readability
Recent additions to the store mean that all Herbs Oils and Special Substances 100GP or less, found here: www.d20pfsrd.com/equipment---fina....ther-substances are now unlocked.
Specialty alchemist throwing weapons:
Deodorizer 25gp: Dungeons, caves, and musty libraries smell bad. Often, this smell is just unpleasant and foul. Other times, these smells can be dangerous. Deodorizer eliminates these nasty odors not by masking them, but by removing them completely from the air.Deodorizer eliminates foul smells in a 30’ sphere. Often, this merely makes an unpleasant area more bearable. It also provides a +5 alchemical bonus to saves against troglodyte stench, ghasts, stinking cloud and similar effects that induce sickness. Deodorizer provides no benefit to counteracting inhaled poisons, although it can be used to mask toxic fumes. Deodorizer is a dark red liquid that evaporates instantly upon contact with air. It is most commonly used by smashing the bottle against the ground.
Liquid Sunlight 20gp: Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire,
vampire spawn, or any other creature similarly harmed by daylight.
Powdered Silver 20gp: This fine silvery dust sparkles when held in the light and is contained in a half-inch-diameter glass sphere. A powdered silver pellet can be thrown as a ranged touch attack with a range increment of 5 feet Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, the pellet bursts and sprays out the powder within. Any creature with damage reduction that is overcome by silvered weapons takes 1d6 points of damage and is sickened for 1 round if hit by a powdered silver pellet (a DC 12 Fortitude save negates the sickened condition, but not the damage). Other creatures take no damage from a powdered silver pellet.
Alchemist’s Spark 25gp: Alchemist’s spark combines two substances that react violently when mixed. A flask of alchemist’s spark has two compartments that keep the two substances separate; throwing the fl ask shatters it and allows the substances to mix, releasing a powerful electrical discharge. Otherwise, alchemist’s spark functions like alchemist’s fire except that it deals 1d8 points of electricity damage on a direct hit (and 1 point of electricity damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage.
Liquid Ice 40gp: Also known as “alchemist’s ice,” this sealed
jar of crystalline blue fluid immediately starts to evaporate
once opened. During the next 1d6 rounds, you can use it to
freeze a liquid or to coat an object in a thin layer of ice. You
can also throw liquid ice as a splash weapon. A direct hit
deals 1d6 points of cold damage; creatures within 5 feet of
where it hits take 1 point of cold damage from the splash.
Silver, Alchemical Special Material, found here:
www.d20pfsrd.com/equipment---fina....lver-Alchemical
Aurorum Special Material: This luminous steel gleams with varying hues of pink and indigo. An aurorum weapon, shield, or suit of armor that has been sundered can be reformed by bringing together its fragments (a full-round action). The broken pieces bond quickly and seamlessly, restoring the item to its previous state.
Paul is also a specialist at the creation of Bloodspikes:
Bloodspike: A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. The interior of the slender tube is filled with one of several varieties of alchemical substance (see below). To use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an ideal location). Doing this deals 1 point of piercing damage (damage reduction does not apply when using a bloodspike) and causes the fluid in the narrow vial to be absorbed directly into the user’s body.
Alternatively, a bloodspike can be thrown as a ranged weapon with a range increment of 5 feet. The bloodspike deals 1 point of piercing damage if used in this way, with the target subject to the effects of the bloodspike’s contents on a successful hit. (Since most bloodspikes provide a beneficial effect, an adventurer will typically throw a bloodspike at an ally to grant him its benefits in a combat situation.) No proficiency is required to use a bloodspike in this way.
Regardless of the method of delivery, using a bloodspike is a standard action that provokes attacks of opportunity. The effects of multiple doses of a bloodspike’s alchemical contents do not stack. Constructs, elementals, oozes, plants, and undead are unaffected by bloodspikes. An empty bloodspike makes up about 25gp of the cost of a bloodspike, and thus is an empty bloodspike is given to Paul he can make you a new bloodspike for 25gp off the asking price.
Defiling 150gp: A defiling bloodspike is filled with a degenerative alchemical mixture. Unlike other bloodspikes, defiling bloodspikes are used only against an enemy. If a defiling bloodspike deals damage to a creature, the tainted mixture is absorbed into its blood, causing the target to be nauseated for 1 round (Fortitude DC 12 negates).
Glowbug 50gp: A glowbug bloodspike interlaces your blood with an alchemical substance that reacts by emitting a luminous radiance. For 1 hour after a bloodspike is used, this radiance leaks from every inch of your skin. So long as some part of your body is exposed (hands, arms, head, and so on), the effects of the bloodspike provide bright light to a radius of 10 feet and shadowy illumination out to 20 feet. At any time the effect is active, you can exhaust the remaining illumination as a swift action, causing your skin to fl are once before guttering out. This fl ash dazzles all creatures within 30 feet for 1 minute (Fortitude DC 11 negates). This fl ash attack ends the bloodspike’s effects.
Spatter 50gp: The spatter bloodspike interlaces your blood with an alchemical substance that temporarily acidifies your spittle. For 1 hour after the bloodspike is used, your bite attack deals an extra 1 point of acid damage. At any time the effect is active, you can spit acid at a creature in an adjacent square as a free action (resolve as a ranged touch attack that does not provoke attacks of opportunity). If the acid spittle successfully strikes the target, the creature takes 1d6 points of acid damage. This spit attack ends the bloodspike’s effects.
Tempo (Paul (and thus the guild) charges 600gp for this, the real price is around 150gp): The tempo bloodspike interlaces your blood with an alchemical substance that grants you a secret reservoir of energy. At any time in the hour after the bloodspike is used, you can draw upon this energy to take one additional move action on your turn (either before or after your other actions). If not used within 1 hour, the alchemical substance fades from your blood and is lost.
Thickener 100gp: A thickener bloodspike interlaces your blood with an alchemical substance that helps stem blood fl ow should you take damage. For 1 hour after the bloodspike is used, any weapon damage dealt to you is reduced by 1 point, to a minimum of 1 hp (if you take just 1 point of damage, the thickener has no effect).
Posted by Warhammer Exec (Dane) on Oct 1, 2012, 1:19am
Paul has recently found one of his very close friends catapulted into a place of much greater power in the Neutral City. The success of his Whatsit shop all but secured, Paul has decided to diversify his investments and has opened a pet shop.
Store: Paul's Alchemical Pet Arboretum
Owner/Operator: Paul (Lava Child)/Tiriel (Quickling)
Items made available:
Cages:
Cages may be bought for Small, Diminutive, Tiny, Medium and Fine creatures for the price listed here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Other:
Animal Feed
Critters:
Toad (Vision), Cat (Common), Toad (Common), Canary, Bat (Common), Raven (Common), Lizard (Common), Weasel
Found here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Spitespikes:
A spitespike resembles a sewing needle about the length of a human finger. The interior of the slender tube is filled with one of several varieties of alchemical substance (see below). Doing this allows the fluid in the narrow vial to be absorbed directly into the animal's body. Spitespikes are treated as normal ranged throwing weapons by any character with the 'Throw Anything' feat, otherwise they are improvised weapons.
Alterations:
Doses do not stack. Indiscriminate does stack with doses.
Concentrated Dose: Increase the DC of a single Spite-spike by +5. Add 1D6 fire damage to the user, not the target.
Unhealthy Dose: Increase the DC of a single Spite-spike by +10. Add 2D6 fire damage to the user, not the target.
Indiscriminate: Change “Any tiny or smaller animal” to “Any living thing.”
If the price for an alteration isn’t listed, it isn’t available for that Spike as Paul and Tom jealously guards the more dangerous alchemical equipment.
Spitespike: 1D2 damage, Crit: x2, Piercing, Range: 10 feet.
Using a Spitespike is a standard action that provokes attacks of opportunity. The effects of multiple doses of a Spitespike’s alchemical contents do not stack, but a single animal may be under the effect of multiple different types of Spitespikes.
Spike Name: The Name of the Spitespike in question
Cost: Cost in gp
Animals Associated: The types of animals a Spitespike can be used on.
Effect: What the Spitespike does when you jab it into an animal.
Duration: How long the effect of the Spitespike lasts.
Horrible Mishap: What happens when the effects of the Spitespike wear off.
Spike Name: Sightspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +200gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. The animal also sees through your eyes and might be a little freaked out.
Duration: 2D6 Minutes.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are blinded for 1D4 minutes.
Spike Name: Switchspike
Cost: 150gp, Concentrated Dose: +100gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. You also have full control of the animal in question, and the animal has full control over you. While using the creature’s body you may attempt to do anything that the creature could reasonably do: you use its physical stats, and your mental stats. Skills do not carry over unless they are based on mental stats.
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are paralyzed for 1D4 minutes.
Spike Name: Speakspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +150gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You control what the target says, and the target controls what you say. (If you have Still Spell, or Verbal only spells you may cast the target's spells(they lose the spell slot) so long as you know the spell[on Spells Known], they can do the same.)
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are deafened for 1D4 rounds.
Spike Name: Brightspike
Cost: 50gp, Concentrated Dose: +50gp, Unhealthy Dose: +50gp, Indiscriminate: +50gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal hit by the spike glows with the light of a torch and turns a sickly luminescent green.
Duration: 2D6 hours.
Horrible Mishap: When the effects of the spite spike wear off the effected creature takes 1D6 acid damage and is sickened.
Spike Name: Flamespike
Cost: 50gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal becomes a ticking time-bomb.
Duration: Roll 1D6 each round the effect is active, on a roll of one the effect ends.
Horrible Mishap: When the effects of the spite spike wear off: The creature explodes, dying. Creatures within 5ft. take 1D6 fire damage and a reflex save DC: 15 or be lit on fire.
Cages:
Cages may be bought for Small, Diminutive, Tiny, Medium and Fine creatures for the price listed here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Other:
Animal Feed
Critters:
Toad (Vision), Cat (Common), Toad (Common), Canary, Bat (Common), Raven (Common), Lizard (Common), Weasel
Found here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Spitespikes:
A spitespike resembles a sewing needle about the length of a human finger. The interior of the slender tube is filled with one of several varieties of alchemical substance (see below). Doing this allows the fluid in the narrow vial to be absorbed directly into the animal's body. Spitespikes are treated as normal ranged throwing weapons by any character with the 'Throw Anything' feat, otherwise they are improvised weapons.
Alterations:
Doses do not stack. Indiscriminate does stack with doses.
Concentrated Dose: Increase the DC of a single Spite-spike by +5. Add 1D6 fire damage to the user, not the target.
Unhealthy Dose: Increase the DC of a single Spite-spike by +10. Add 2D6 fire damage to the user, not the target.
Indiscriminate: Change “Any tiny or smaller animal” to “Any living thing.”
If the price for an alteration isn’t listed, it isn’t available for that Spike as Paul and Tom jealously guards the more dangerous alchemical equipment.
Spitespike: 1D2 damage, Crit: x2, Piercing, Range: 10 feet.
Using a Spitespike is a standard action that provokes attacks of opportunity. The effects of multiple doses of a Spitespike’s alchemical contents do not stack, but a single animal may be under the effect of multiple different types of Spitespikes.
Spike Name: The Name of the Spitespike in question
Cost: Cost in gp
Animals Associated: The types of animals a Spitespike can be used on.
Effect: What the Spitespike does when you jab it into an animal.
Duration: How long the effect of the Spitespike lasts.
Horrible Mishap: What happens when the effects of the Spitespike wear off.
Spike Name: Sightspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +200gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. The animal also sees through your eyes and might be a little freaked out.
Duration: 2D6 Minutes.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are blinded for 1D4 minutes.
Spike Name: Switchspike
Cost: 150gp, Concentrated Dose: +100gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. You also have full control of the animal in question, and the animal has full control over you. While using the creature’s body you may attempt to do anything that the creature could reasonably do: you use its physical stats, and your mental stats. Skills do not carry over unless they are based on mental stats.
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are paralyzed for 1D4 minutes.
Spike Name: Speakspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +150gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You control what the target says, and the target controls what you say. (If you have Still Spell, or Verbal only spells you may cast the target's spells(they lose the spell slot) so long as you know the spell[on Spells Known], they can do the same.)
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are deafened for 1D4 rounds.
Spike Name: Brightspike
Cost: 50gp, Concentrated Dose: +50gp, Unhealthy Dose: +50gp, Indiscriminate: +50gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal hit by the spike glows with the light of a torch and turns a sickly luminescent green.
Duration: 2D6 hours.
Horrible Mishap: When the effects of the spite spike wear off the effected creature takes 1D6 acid damage and is sickened.
Spike Name: Flamespike
Cost: 50gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal becomes a ticking time-bomb.
Duration: Roll 1D6 each round the effect is active, on a roll of one the effect ends.
Horrible Mishap: When the effects of the spite spike wear off: The creature explodes, dying. Creatures within 5ft. take 1D6 fire damage and a reflex save DC: 15 or be lit on fire.
Speaking Rings:
You may only purchase a single speaking ring.
You may only purchase a speaking ring if you have the patronage of Tom Wulfe or James "Strange" Weather, or Littlevoice OR if you have been inside warehouse 13.
If you posses more than two speaking rings at a time, they both become mundane stone rings.
Speaking rings cost 1500gp. They essentially offer a bonus language, and 10 ranks in a skill, with some drawbacks or the price would be higher. Note: rings DO NOT add a +10 bonus to your skill, they have that skill at +10 and you may ask them questions, or they may roll to assist your own roll.
Speaking rings do not take up a ring slot.
Speaking rings do not have to answer your questions.
Speaking rings have one area of expertise.
Speaking rings cannot be easily muffled or silenced. (They yell loudly.)
Speaking rings have a motivation.
Speaking rings will not help - and may try to mislead - anyone who attempts to use their advice to achieve a goal which conflicts with their alignment.
Rings may use suggestion on their wearers 3/day as a supernatural ability. (DC: 17): www.d20pfsrd.com/magic/all-spells/s/suggestion
Lawful Good:
Voice: Clark Kent/Superman.
Languages: Common, Celestial
Appearance: A plain gold ring.
Skills: Knowledge Engineering +10.
Motivation: Uphold laws. Cause the death of Evil entities.
Lawful Neutral:
Voice: Judge Dread
Languages: Common, Undercommon
Appearance: A spiraling silver ring.
Skills: Knowledge History +10
Motivation: Uphold laws.
Lawful Evil:
Voice: Darth Vader
Languages: Common, Giant
Appearance: A carved onyx ring.
Skills: +10 Knowledge Dungeoneering
Motivation: Uphold laws/traditions. Cause the death of entities of a different race than the wearer.
Neutral Good:
Voice: Mal (Firefly)
Languages: Common, Goblin
Appearance: A red-ivory ring.
Skills: Heal +10 (Note: this means the ring can assist a heal roll, or identify how an individual died. The ring may not bandage people.)
Motivation: The common good.
True Neutral:
Voice: Hugh Laurie (House)
Languages: Common, Orc
Appearance: A glass ring that blinks different colours.
Skills: +10 Profession Alchemy (The ring can't make items either.)
Motivation: SCIENCE!
Neutral Evil:
Voice: Doctor Victor Von Doom
Languages: Common, Terran
Appearance: A polished steel ring.
Skills: +10 Knowledge Religion (+15 where cults are involved.)
Motivation: Trickery, and inconvenience: it doesn't want to cause death.
Chaotic Good:
Voice: Rorschach (Watchmen)
Languages: Common, Aquan
Appearance: Red dyed cloth tied in a knot.
Skills: +10 Knowledge Nature
Motivation: Kill evil people, or those who commit evil acts.
Chaotic Neutral:
Voice: Deadpool
Languages: Common, Auran
Appearance: Topaz.
Skills: +10 Knowledge Geography
Motivation: Pursue things to the fullest extent they can be pursued.
Chaotic Evil:
Voice: The Joker
Languages: Common, Aklo
Appearance: Ruby.
Skills: +10 Knowledge Nobility
Motivation: Kill things, especially orphans.
The guild will buy and sell items only while you are not on a mission, so no shopping while we play, only between missions. However the guild will buy 90% of items at full price. The only thing they will not buy is one of a kind items, that your DM will be clear about and not give a sell price too. The guild will buy any items it sells for 100% of its value as well as repairing those items for free. Anything given out by DMs that is not on the list below the players can keep at the DMs discretion.
All prices and details can be found on the SRD.
Item List
All Mundane Armour and Weapons.
Standard ammunition, plus alchemical cartridges and silver bullets.
From this list: Link you may buy anything from the following sections.
-Books, Paper, & Writing Supplies
-Clothing and Accessories
-Containers (Bags, Boxes & More)
-Food, Drink, & Lodging
-Hunting, Camping & Survival Gear
-Tools & Kits
-Weapon & Armor Accessories
Magical Armour & Weapons up to +3
All potions up to 300gp.
All wands, fully charged only.
All scrolls up to 525gp.
Oil of Silence, Dry-Load Powder Horn, Amulet of Bullet Protection (+1/+2/+3)
Amulet of Mighty Fists (+1/+2/+3)
Bracers of Armour (+1/+2/+3)
Cloak of Resistance (+1/+2/+3)
+1 weapon bonus enchantments excluding:thundering, bane, spell storing
+4*(updated from +2) stat items, slotted only. Belt for physical stats, Head for mental stats.
Wondrous items to 10000g*(updated from 2000) (from srd list)
Adamantine Equipment
Miss Carebetter now is willing to aid the Guild in a number of ways. First off she has pleaded to protect a few of it's members, secondly she now is able and willing to grant healing to you folks, at a small donation.
Services
Remove Curse: 300gp
Remove Disease: 300gp
Neutralize Poison: 100gp
Restore 52 HP: 100gp
Side note, some folks who have been fired by Tom Wolfe, and it seems have been pretending to be him even, are now selling dangerous unstable Mega-Mystery potion to the guild at cut throat prices.
Mega-Mystery Potion: 500gp
Dane's Alchemical Items! (below). No Formatting, see lower posts for easier readability
Recent additions to the store mean that all Herbs Oils and Special Substances 100GP or less, found here: www.d20pfsrd.com/equipment---fina....ther-substances are now unlocked.
Specialty alchemist throwing weapons:
Deodorizer 25gp: Dungeons, caves, and musty libraries smell bad. Often, this smell is just unpleasant and foul. Other times, these smells can be dangerous. Deodorizer eliminates these nasty odors not by masking them, but by removing them completely from the air.Deodorizer eliminates foul smells in a 30’ sphere. Often, this merely makes an unpleasant area more bearable. It also provides a +5 alchemical bonus to saves against troglodyte stench, ghasts, stinking cloud and similar effects that induce sickness. Deodorizer provides no benefit to counteracting inhaled poisons, although it can be used to mask toxic fumes. Deodorizer is a dark red liquid that evaporates instantly upon contact with air. It is most commonly used by smashing the bottle against the ground.
Liquid Sunlight 20gp: Shining with the light of a torch, a pellet of liquid sunlight is a half-inch-diameter sphere of glass that contains a gold-colored liquid. The pellet can be thrown as a ranged attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, it bursts and sprays out the liquid within. The liquid continues to glow with the light of a torch for 1 round after exposure to the air. Creatures with light sensitivity are dazzled for 1 round if struck by a liquid sunlight pellet. The pellet deals 1d6 points of damage to a vampire,
vampire spawn, or any other creature similarly harmed by daylight.
Powdered Silver 20gp: This fine silvery dust sparkles when held in the light and is contained in a half-inch-diameter glass sphere. A powdered silver pellet can be thrown as a ranged touch attack with a range increment of 5 feet Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, the pellet bursts and sprays out the powder within. Any creature with damage reduction that is overcome by silvered weapons takes 1d6 points of damage and is sickened for 1 round if hit by a powdered silver pellet (a DC 12 Fortitude save negates the sickened condition, but not the damage). Other creatures take no damage from a powdered silver pellet.
Alchemist’s Spark 25gp: Alchemist’s spark combines two substances that react violently when mixed. A flask of alchemist’s spark has two compartments that keep the two substances separate; throwing the fl ask shatters it and allows the substances to mix, releasing a powerful electrical discharge. Otherwise, alchemist’s spark functions like alchemist’s fire except that it deals 1d8 points of electricity damage on a direct hit (and 1 point of electricity damage to those it splashes), rather than fire damage. It deals no additional damage after the initial damage.
Liquid Ice 40gp: Also known as “alchemist’s ice,” this sealed
jar of crystalline blue fluid immediately starts to evaporate
once opened. During the next 1d6 rounds, you can use it to
freeze a liquid or to coat an object in a thin layer of ice. You
can also throw liquid ice as a splash weapon. A direct hit
deals 1d6 points of cold damage; creatures within 5 feet of
where it hits take 1 point of cold damage from the splash.
Silver, Alchemical Special Material, found here:
www.d20pfsrd.com/equipment---fina....lver-Alchemical
Aurorum Special Material: This luminous steel gleams with varying hues of pink and indigo. An aurorum weapon, shield, or suit of armor that has been sundered can be reformed by bringing together its fragments (a full-round action). The broken pieces bond quickly and seamlessly, restoring the item to its previous state.
Paul is also a specialist at the creation of Bloodspikes:
Bloodspike: A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. The interior of the slender tube is filled with one of several varieties of alchemical substance (see below). To use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an ideal location). Doing this deals 1 point of piercing damage (damage reduction does not apply when using a bloodspike) and causes the fluid in the narrow vial to be absorbed directly into the user’s body.
Alternatively, a bloodspike can be thrown as a ranged weapon with a range increment of 5 feet. The bloodspike deals 1 point of piercing damage if used in this way, with the target subject to the effects of the bloodspike’s contents on a successful hit. (Since most bloodspikes provide a beneficial effect, an adventurer will typically throw a bloodspike at an ally to grant him its benefits in a combat situation.) No proficiency is required to use a bloodspike in this way.
Regardless of the method of delivery, using a bloodspike is a standard action that provokes attacks of opportunity. The effects of multiple doses of a bloodspike’s alchemical contents do not stack. Constructs, elementals, oozes, plants, and undead are unaffected by bloodspikes. An empty bloodspike makes up about 25gp of the cost of a bloodspike, and thus is an empty bloodspike is given to Paul he can make you a new bloodspike for 25gp off the asking price.
Defiling 150gp: A defiling bloodspike is filled with a degenerative alchemical mixture. Unlike other bloodspikes, defiling bloodspikes are used only against an enemy. If a defiling bloodspike deals damage to a creature, the tainted mixture is absorbed into its blood, causing the target to be nauseated for 1 round (Fortitude DC 12 negates).
Glowbug 50gp: A glowbug bloodspike interlaces your blood with an alchemical substance that reacts by emitting a luminous radiance. For 1 hour after a bloodspike is used, this radiance leaks from every inch of your skin. So long as some part of your body is exposed (hands, arms, head, and so on), the effects of the bloodspike provide bright light to a radius of 10 feet and shadowy illumination out to 20 feet. At any time the effect is active, you can exhaust the remaining illumination as a swift action, causing your skin to fl are once before guttering out. This fl ash dazzles all creatures within 30 feet for 1 minute (Fortitude DC 11 negates). This fl ash attack ends the bloodspike’s effects.
Spatter 50gp: The spatter bloodspike interlaces your blood with an alchemical substance that temporarily acidifies your spittle. For 1 hour after the bloodspike is used, your bite attack deals an extra 1 point of acid damage. At any time the effect is active, you can spit acid at a creature in an adjacent square as a free action (resolve as a ranged touch attack that does not provoke attacks of opportunity). If the acid spittle successfully strikes the target, the creature takes 1d6 points of acid damage. This spit attack ends the bloodspike’s effects.
Tempo (Paul (and thus the guild) charges 600gp for this, the real price is around 150gp): The tempo bloodspike interlaces your blood with an alchemical substance that grants you a secret reservoir of energy. At any time in the hour after the bloodspike is used, you can draw upon this energy to take one additional move action on your turn (either before or after your other actions). If not used within 1 hour, the alchemical substance fades from your blood and is lost.
Thickener 100gp: A thickener bloodspike interlaces your blood with an alchemical substance that helps stem blood fl ow should you take damage. For 1 hour after the bloodspike is used, any weapon damage dealt to you is reduced by 1 point, to a minimum of 1 hp (if you take just 1 point of damage, the thickener has no effect).
Posted by Warhammer Exec (Dane) on Oct 1, 2012, 1:19am
Paul has recently found one of his very close friends catapulted into a place of much greater power in the Neutral City. The success of his Whatsit shop all but secured, Paul has decided to diversify his investments and has opened a pet shop.
Store: Paul's Alchemical Pet Arboretum
Owner/Operator: Paul (Lava Child)/Tiriel (Quickling)
Items made available:
Cages:
Cages may be bought for Small, Diminutive, Tiny, Medium and Fine creatures for the price listed here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Other:
Animal Feed
Critters:
Toad (Vision), Cat (Common), Toad (Common), Canary, Bat (Common), Raven (Common), Lizard (Common), Weasel
Found here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Spitespikes:
A spitespike resembles a sewing needle about the length of a human finger. The interior of the slender tube is filled with one of several varieties of alchemical substance (see below). Doing this allows the fluid in the narrow vial to be absorbed directly into the animal's body. Spitespikes are treated as normal ranged throwing weapons by any character with the 'Throw Anything' feat, otherwise they are improvised weapons.
Alterations:
Doses do not stack. Indiscriminate does stack with doses.
Concentrated Dose: Increase the DC of a single Spite-spike by +5. Add 1D6 fire damage to the user, not the target.
Unhealthy Dose: Increase the DC of a single Spite-spike by +10. Add 2D6 fire damage to the user, not the target.
Indiscriminate: Change “Any tiny or smaller animal” to “Any living thing.”
If the price for an alteration isn’t listed, it isn’t available for that Spike as Paul and Tom jealously guards the more dangerous alchemical equipment.
Spitespike: 1D2 damage, Crit: x2, Piercing, Range: 10 feet.
Using a Spitespike is a standard action that provokes attacks of opportunity. The effects of multiple doses of a Spitespike’s alchemical contents do not stack, but a single animal may be under the effect of multiple different types of Spitespikes.
Spike Name: The Name of the Spitespike in question
Cost: Cost in gp
Animals Associated: The types of animals a Spitespike can be used on.
Effect: What the Spitespike does when you jab it into an animal.
Duration: How long the effect of the Spitespike lasts.
Horrible Mishap: What happens when the effects of the Spitespike wear off.
Spike Name: Sightspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +200gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. The animal also sees through your eyes and might be a little freaked out.
Duration: 2D6 Minutes.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are blinded for 1D4 minutes.
Spike Name: Switchspike
Cost: 150gp, Concentrated Dose: +100gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. You also have full control of the animal in question, and the animal has full control over you. While using the creature’s body you may attempt to do anything that the creature could reasonably do: you use its physical stats, and your mental stats. Skills do not carry over unless they are based on mental stats.
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are paralyzed for 1D4 minutes.
Spike Name: Speakspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +150gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You control what the target says, and the target controls what you say. (If you have Still Spell, or Verbal only spells you may cast the target's spells(they lose the spell slot) so long as you know the spell[on Spells Known], they can do the same.)
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are deafened for 1D4 rounds.
Spike Name: Brightspike
Cost: 50gp, Concentrated Dose: +50gp, Unhealthy Dose: +50gp, Indiscriminate: +50gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal hit by the spike glows with the light of a torch and turns a sickly luminescent green.
Duration: 2D6 hours.
Horrible Mishap: When the effects of the spite spike wear off the effected creature takes 1D6 acid damage and is sickened.
Spike Name: Flamespike
Cost: 50gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal becomes a ticking time-bomb.
Duration: Roll 1D6 each round the effect is active, on a roll of one the effect ends.
Horrible Mishap: When the effects of the spite spike wear off: The creature explodes, dying. Creatures within 5ft. take 1D6 fire damage and a reflex save DC: 15 or be lit on fire.
Cages:
Cages may be bought for Small, Diminutive, Tiny, Medium and Fine creatures for the price listed here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Other:
Animal Feed
Critters:
Toad (Vision), Cat (Common), Toad (Common), Canary, Bat (Common), Raven (Common), Lizard (Common), Weasel
Found here: www.d20pfsrd.com/equipment---final/goods-and-services/animals-animal-gear
Spitespikes:
A spitespike resembles a sewing needle about the length of a human finger. The interior of the slender tube is filled with one of several varieties of alchemical substance (see below). Doing this allows the fluid in the narrow vial to be absorbed directly into the animal's body. Spitespikes are treated as normal ranged throwing weapons by any character with the 'Throw Anything' feat, otherwise they are improvised weapons.
Alterations:
Doses do not stack. Indiscriminate does stack with doses.
Concentrated Dose: Increase the DC of a single Spite-spike by +5. Add 1D6 fire damage to the user, not the target.
Unhealthy Dose: Increase the DC of a single Spite-spike by +10. Add 2D6 fire damage to the user, not the target.
Indiscriminate: Change “Any tiny or smaller animal” to “Any living thing.”
If the price for an alteration isn’t listed, it isn’t available for that Spike as Paul and Tom jealously guards the more dangerous alchemical equipment.
Spitespike: 1D2 damage, Crit: x2, Piercing, Range: 10 feet.
Using a Spitespike is a standard action that provokes attacks of opportunity. The effects of multiple doses of a Spitespike’s alchemical contents do not stack, but a single animal may be under the effect of multiple different types of Spitespikes.
Spike Name: The Name of the Spitespike in question
Cost: Cost in gp
Animals Associated: The types of animals a Spitespike can be used on.
Effect: What the Spitespike does when you jab it into an animal.
Duration: How long the effect of the Spitespike lasts.
Horrible Mishap: What happens when the effects of the Spitespike wear off.
Spike Name: Sightspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +200gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. The animal also sees through your eyes and might be a little freaked out.
Duration: 2D6 Minutes.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are blinded for 1D4 minutes.
Spike Name: Switchspike
Cost: 150gp, Concentrated Dose: +100gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You see through the creature’s eyes, and not your own. For all intents you are blind while the power remains active. You also have full control of the animal in question, and the animal has full control over you. While using the creature’s body you may attempt to do anything that the creature could reasonably do: you use its physical stats, and your mental stats. Skills do not carry over unless they are based on mental stats.
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are paralyzed for 1D4 minutes.
Spike Name: Speakspike
Cost: 50gp, Concentrated Dose: +50gp, Indiscriminate Dose: +150gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: You control what the target says, and the target controls what you say. (If you have Still Spell, or Verbal only spells you may cast the target's spells(they lose the spell slot) so long as you know the spell[on Spells Known], they can do the same.)
Duration: 2D6 rounds.
Horrible Mishap: When the effects of the spite spike wear off the user and the creature are deafened for 1D4 rounds.
Spike Name: Brightspike
Cost: 50gp, Concentrated Dose: +50gp, Unhealthy Dose: +50gp, Indiscriminate: +50gp.
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal hit by the spike glows with the light of a torch and turns a sickly luminescent green.
Duration: 2D6 hours.
Horrible Mishap: When the effects of the spite spike wear off the effected creature takes 1D6 acid damage and is sickened.
Spike Name: Flamespike
Cost: 50gp
Animals Associated: Any tiny or smaller animal. Fort save negates: DC 10.
Effect: The animal becomes a ticking time-bomb.
Duration: Roll 1D6 each round the effect is active, on a roll of one the effect ends.
Horrible Mishap: When the effects of the spite spike wear off: The creature explodes, dying. Creatures within 5ft. take 1D6 fire damage and a reflex save DC: 15 or be lit on fire.
Speaking Rings:
You may only purchase a single speaking ring.
You may only purchase a speaking ring if you have the patronage of Tom Wulfe or James "Strange" Weather, or Littlevoice OR if you have been inside warehouse 13.
If you posses more than two speaking rings at a time, they both become mundane stone rings.
Speaking rings cost 1500gp. They essentially offer a bonus language, and 10 ranks in a skill, with some drawbacks or the price would be higher. Note: rings DO NOT add a +10 bonus to your skill, they have that skill at +10 and you may ask them questions, or they may roll to assist your own roll.
Speaking rings do not take up a ring slot.
Speaking rings do not have to answer your questions.
Speaking rings have one area of expertise.
Speaking rings cannot be easily muffled or silenced. (They yell loudly.)
Speaking rings have a motivation.
Speaking rings will not help - and may try to mislead - anyone who attempts to use their advice to achieve a goal which conflicts with their alignment.
Rings may use suggestion on their wearers 3/day as a supernatural ability. (DC: 17): www.d20pfsrd.com/magic/all-spells/s/suggestion
Lawful Good:
Voice: Clark Kent/Superman.
Languages: Common, Celestial
Appearance: A plain gold ring.
Skills: Knowledge Engineering +10.
Motivation: Uphold laws. Cause the death of Evil entities.
Lawful Neutral:
Voice: Judge Dread
Languages: Common, Undercommon
Appearance: A spiraling silver ring.
Skills: Knowledge History +10
Motivation: Uphold laws.
Lawful Evil:
Voice: Darth Vader
Languages: Common, Giant
Appearance: A carved onyx ring.
Skills: +10 Knowledge Dungeoneering
Motivation: Uphold laws/traditions. Cause the death of entities of a different race than the wearer.
Neutral Good:
Voice: Mal (Firefly)
Languages: Common, Goblin
Appearance: A red-ivory ring.
Skills: Heal +10 (Note: this means the ring can assist a heal roll, or identify how an individual died. The ring may not bandage people.)
Motivation: The common good.
True Neutral:
Voice: Hugh Laurie (House)
Languages: Common, Orc
Appearance: A glass ring that blinks different colours.
Skills: +10 Profession Alchemy (The ring can't make items either.)
Motivation: SCIENCE!
Neutral Evil:
Voice: Doctor Victor Von Doom
Languages: Common, Terran
Appearance: A polished steel ring.
Skills: +10 Knowledge Religion (+15 where cults are involved.)
Motivation: Trickery, and inconvenience: it doesn't want to cause death.
Chaotic Good:
Voice: Rorschach (Watchmen)
Languages: Common, Aquan
Appearance: Red dyed cloth tied in a knot.
Skills: +10 Knowledge Nature
Motivation: Kill evil people, or those who commit evil acts.
Chaotic Neutral:
Voice: Deadpool
Languages: Common, Auran
Appearance: Topaz.
Skills: +10 Knowledge Geography
Motivation: Pursue things to the fullest extent they can be pursued.
Chaotic Evil:
Voice: The Joker
Languages: Common, Aklo
Appearance: Ruby.
Skills: +10 Knowledge Nobility
Motivation: Kill things, especially orphans.