Alchemical remedies are substances used to overcome a negative condition or ward against a specific kind of attack. You use most remedies by drinking them or applying them to your skin or clothing. All of these substances can be made by a character with the Craft (alchemy) skill.
Alchemical tools are adventuring items that can prove extremely useful in a variety of situations, including battles, dungeon-delving, or crafting other alchemical items. All of these tools can be made by a character with the Craft (alchemy) skill.
Alchemical weapons are designed to harm others, though they may have additional uses.
Some alchemical items allow you to accept alchemical burn. To accept alchemical burn, you voluntarily take 1 point of nonlethal damage per character level when imbibing the item to gain the listed benefit. This damage can't be healed by any means other than getting a full night's rest, which removes all alchemical burn and associated nonlethal damage. Nonlethal damage from alchemical burn can't be reduced or redirected, and if you are incapable of taking nonlethal damage, you gain no benefit from alchemical items that cause alchemical burn. You can accept alchemical burn only once per round, and can't accept both alchemical burn and burn from the kineticist class in the same round. A kineticist can use her internal buffer to avoid accepting alchemical burn. If you have accepted alchemical burn, you cannot benefit from abilities that allow you to ignore or alter the effects received from nonlethal damage. You can benefit from only one item that uses alchemical burn at a time. If you imbibe another, the second item has no effect.
Items that grant alchemical inspiration function similar to the inspiration class feature of the investigator class. Such an alchemical item typically grants a number of uses of alchemical inspiration that can be used during the duration of the item. As a free action, you can expend one use of alchemical inspiration to add 1d6 to the result of a check of the type dictated by the alchemical item (as an alchemical bonus). This can be used even if you take 10 or 20. This choice is made after the check is rolled and before the results are revealed. You can use alchemical inspiration only once per check or roll, and can't use both inspiration and alchemical inspiration on the same check or roll. In addition, if you have the inspiration class feature, you gain an additional +1 bonus when using inspiration on the appropriate type of check, whether the inspiration came from your class feature or from alchemical inspiration. You can benefit from only one item that grants alchemical inspiration at a time. If you imbibe another during the duration, the second one has no effect, even if you have already used all of your alchemical inspiration from the first item.
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.
1 The concoctions combine to form a deadly poison. You take 1d6 points of Constitution damage per round for 1d3+1 rounds.
2-3 The concoctions react explosively inside you. You take 5d12 points of fire damage.
4-7 You are rendered permanently blind or deaf (determined randomly). A remove blindness/deafness spell or similar effect is required to restore your lost sense.
8-12 The 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.
13-25 The concoctions render you violently ill. You become nauseated for 2d6 rounds
26-33 The concoctions unsettle your health. You become sickened for 3d4 minutes.
34-40 The concoctions meddle with your mind. You are confused during the first round of each combat during the next 24 hours.
41-50 The concoctions sap your energy. You are fatigued until you rest for 2d12 minutes.
51-60 The 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.
61-69 The 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.
70-75 Any 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.
76-85 The concoctions toughen your skin, granting you a +1d3 enhancement bonus to your natural armor for 3d10 minutes.
86-92 The concoctions accelerate your natural healing process. You gain fast healing 1d4 (roll each round) for 2d6 rounds.
93-99 The 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.
100 The 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.