Madder Alchemist's Assaulting Potion


A large alchemy flask filled with contents that roil and shift, constantly changing. Strangely, the contents of the flask never seem to spill out.

Madder Alchemist’s Assaulting Potion
  • Type: Innately Magical Oversized Alchemy Flask
  • Material: Glass (Average quality material)
  • Craft Check: 16
  • Caster level: 13

Three times per day as a standard action, when the flask is shaken, unstoppered, and pointed away from it’s user a random magical effect duplicating an overcharged alchemical item is triggered. Roll a d6 and compare it to the following list:

  1. Incendiary Tindertwigs: A mass of tindertwigs, lit, fly out of the mouth of the flask in a line 60 ft long. This deals 2d4 points of fire damage to the first 1d10 creatures in the line (according to the number of tindertwigs). Creatures can make a DC 15 Reflex save for half damage. Any creature that fails this save and any unattended flammable objects in the line must make a DC 10 Reflex save or catch fire.
  2. Overcharged Sunrods: 1d4 brilliantly glowing golden spheres, like sunrod heads, fly out and land randomly within 60 ft of the wielder. Any undead or any creature vulnerable to light within 10 ft of a landing sunrod head is dazzled for 1 round (an undead vulnerable to light additionally takes 1d6 points of light damage). This effect only occurs once when the sunrod heads are launched from the flask. Otherwise, these function just like regular sunrods but only last for 2 minutes.
  3. Spider-strung Tanglefoot Bags: 1d6 blobs of tanglefoot goo, each suffused with sticky spider web, spray out, striking out at random creatures within a 30ft cone (any given creature may only be targeted once). These gobs make a ranged touch attack at +10. Otherwise they function just like tanglefoot bags, except that their Reflex save DC is 17 and they only last for 1d4+1 rounds.
  4. Shocking Thunderstones: 1d6 small thunderstones, fly outward from the flask, striking randomly within a 30 ft cone. They function just like regular thunderstones except all creatures in the area take 1d6 points of electricity damage (the DC 15 Fort save additionally halves this damage).
  5. Explosive Alchemist’s Fire: 1d4 gobs of alchemists fire fly outward from the flask’s head, striking randomly in a 30 ft cone. These gobs of alchemist fire explode upon landing and deal 2d6 points of fire damage to all creatures within a 5 ft radius. A successful DC 17 Reflex save halves this damage. On the round following, creatures damaged by the initial explosion take an additional 1d6 points of fire damage. If desired, the creatures can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. The fires extinguish automatically out after this second round.
  6. Roll twice more; ignore further rolls of 6.

The flask’s ability to safely maintain shifting ingredients and volatile reactions can be of great use to an alchemist. If working with an alchemists lab of Masterwork or lesser quality, using the flask grants a +2 circumstance bonus on all Craft (Alchemy) checks the flask could reasonably assist with. The flask may also be used by an alchemist to “lock” a reaction. Any alchemical work in-progress may be stored in the flask, which will then be kept stable until drawn out again at a later date – effectively allowing an alchemist to divide up their work hours as they see fit. The flask may only hold between 1 and 10 doses of the same product, depending on the size of a dose (though large alchemical creations cannot fit at all). Mixing two different products within the flask will universally ruin both.


Madder Alchemist's Assaulting Potion

Skies of Glass Planeswalker JJPyro