
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. 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.

The gate is one-way only and can’t be reopened.You can throw a flask of acid as a splash weapon. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate originates where the one item was placed inside the other.
#Liquid alchemist portable
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. Retrieving an item from the bag requires an action.

The bag weighs 15 pounds, regardless of its contents. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep.
