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Concoctions

Description Source: Adventurer's Armory 2
Some alchemical creations are less stable than others. Concoctions are notorious for their side effects and for their dangerous unpredictability when mixed together.

All concoctions last for 1 hour, even if their benefits are expended before then. Drinking a second concoction before this duration expires causes unpredictable effects as their unstable alchemical compounds mix inside the body. To determine the effects of admixture, roll on the Concoction Miscibility Table. For each additional concoction consumed before the initial duration expires, rolls on the Concoction Miscibility Table take a cumulative –10% penalty. Mixing concoctions outside the body ruins both substances’ potency. All concoctions have a Craft DC of 15.

Concoction Miscibility Table

d%Effect
1The concoctions combine to form a deadly poison. You take 1d6 points of Constitution damage per round for 1d3+1 rounds.
2-3The concoctions react explosively… inside you. You take 5d12 points of fire damage.
4-7You are rendered permanently blind or deaf (determined randomly). A remove blindness/ deafness spell or similar effect is required to restore your lost sense.
8-12The concoctions thin your blood so that any injury causes rapid bleeding. Whenever you take piercing or slashing damage during the next 24 hours, you also take 1 point of bleed damage. This bleed damage stacks with itself and with other bleed effects.
13-25The concoctions render you violently ill. You become nauseated for 2d6 rounds
26-33The concoctions unsettle your health. You become sickened for 3d4 minutes.
34-40The concoctions meddle with your mind. You are confused during the first round of each combat during the next 24 hours.
41-50The concoctions sap your energy. You are fatigued until you rest for 2d12 minutes.
51-60The concoctions sharpen your senses. You gain low-light vision and a +2 alchemical bonus on Perception checks; if you already have low-light vision, increase the bonus on Perception checks to +4. This effect lasts for 1d6 minutes.
61-69The concoctions grant you a sudden burst of energy. You gain the benefits of the haste spell for 1d3+1 rounds. This effect is nonmagical and cannot be dispelled.
70-75Any melee attacks you make with natural weapons or metal manufactured weapons deal an extra 1d4 points of electricity damage. Any electricity spell you cast deals 1 extra point of damage per die rolled. This effect is magical and lasts for 3d6 rounds.
76-85The concoctions toughen your skin, granting you a +1d3 enhancement bonus to your natural armor for 3d10 minutes.
86-92The concoctions accelerate your natural healing process. You gain fast healing 1d4 (roll each round) for 2d6 rounds.
93-99The concoctions fill you with euphoric morale. For the next 10d6 minutes, you gain the benefits of the good hope spell. This effect is nonmagical and cannot be dispelled.
100The concoctions unleash the full potential of your body and mind, transforming you into a paragon of your race and class. Choose two ability scores. You gain a +4 enhancement bonus to each of those ability scores for 24 hours.


1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 These items weigh approximately three-quarters this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.