text:
Image (c) "Standard Stock Art" created by
Rick Hershey, Empty Room Studios
This page includes various chemicals, herbs, salves, balms, oils, and other substances which require special preparation before use (such as use of a Craft (alchemy) skill check.)
Alchemical Items
Characters with skill ranks in Craft (alchemy) can create some of these items, and they are usually available in the same places where you can buy alchemical items. Items with a DC listed in the Craft DC column use the Craft (alchemy) skill to create.
Alchemical Power Components
Source Adventurer's Armory
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spell's normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.
In both cases, the alchemical item does not have its normal effect and does not affect any other parameters of the spell. You cannot use the same item as both a focus and a material component at the same time.
Alchemical reagents (Alchemy Manual) may also be used as an alchemical power component, augmenting the effects of certain spells when used as an additional material component. Using a reagent as an alchemical power component requires a number of doses of the reagent, affects only spells that meet the listed criteria, and augments only an effect the spell already produces (for example, you can use black powder as an alchemical power component only for a spell that deals energy damage). Reagents do not stack with either themselves or one another, and are expended after use.
Oils and Flammables
Oil, Alchemist's Fire
Source Core Rulebook
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target 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 lake or magically extinguishing the flames automatically smothers the fire.
Source Adventurer's Armory
This dwarven favorite can make fire spells last longer.
Using Splash Weapons
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss: First, roll 1d8 to determine the misdirection of the throw.
1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
Oil, Anointing
Source Advanced Race Guide
This sacred oil, infused with aromatic spices and distilled holy water, may be applied to a creature while casting a harmless divine spell with a range of touch, increasing the casting time to a full-round action but also increasing the caster's effective caster level by +1 for that spell.
Oil, Kerosine
Source Adventurer's Armory
Also known as firebreather's oil, this bitter liquid is harder to ignite than common oil but burns quickly at a low temperature, making it ideal for exotic performers. You may spit a mouthful of kerosine past an open flame (such as a candle, tindertwig, or torch) to ignite it, creating a brief burst of fire. If you use it to attack, the attack is a ranged touch attack with a maximum range of 5 feet that deals 1d3 points of fire damage. If you roll a 1 on your attack roll, you accidentally inhale or swallow some of the burning fuel; you take 1d6 points of fire damage and are nauseated for 1 round. A bottle of kerosine holds enough for 10 mouthfuls; taking a mouthful from the bottle is a standard action (the Rapid Reload feat reduces this to a move action).
Create: Craft (alchemy) DC 15
Oil, Quick Freeze
Source Dungeoneer's Handbook
Price 50 gp; Weight 1 lb.
This bottle of viscous blue oil sublimates slightly when exposed to air. When poured over water, the oil pools on the surface and takes 1 round to spread out from the point of origin in a 20-foot radius. At the end of this round, the oil flash-freezes the surface of the water, creating an ice sheet over the affected area. Any 5-foot square of this ice can support up to 200 pounds of weight. Weight in excess of this amount causes the entire sheet to crack and quickly break up. This ice sheet becomes unstable and breaks up on its own after 1 hour, or 20 minutes in a hot climate. Any creature whose bare skin comes in contact with this oil takes 1d6 points of nonlethal damage each round because of the chemical's volatile nature, but the oil is ineffective as a splash weapon.
Oil, Lamp
Source Core Rulebook
A pint of lamp oil burns for 6 hours in a common lantern or lamp. You can also use a flask of lamp oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Using Splash Weapons
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss: First, roll 1d8 to determine the misdirection of the throw.
1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
Oil, Stink
Source Animal Archive
Price 15 gp; Weight 1 lb.
This glass container of foul-smelling oil shatters easily upon impact. You can throw a vial of stink oil as a splash weapon with a range increment of 10 feet. If a creature with the scent ability is standing in the square of impact, it must succeed at a DC 14 Fortitude save or be nauseated for 1d4+1 rounds. Any creature with scent in an adjacent square must succeed at a DC 12 Fortitude save or be sickened for 1 round. Creatures without the scent ability are not affected by stink oil.
Oil, Wing
Source Advanced Race Guide
Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours.
Tools, Devices and Kits
Alchemist's Lab
Source Core Rulebook
This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Alchemist's Lab, Portable
Source Adventurer's Armory
This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks.
Artificer's Lab, Portable
Source Advanced Race Guide
The portable artificer's lab contains everything needed to create magic items, though many of the tools and implements are of only the most basic type. This lab allows the artificer to spend 4 hours crafting each night while out adventuring, and net 3 hours' worth of work (instead of 2). However, because the tools are all designed to fulfill multiple functions and the portable lab lacks the space and quiet that provide ideal circumstances for creating magic items, the skill check to complete a magic item that had any of its work done using a portable lab takes a –5 penalty.
Bomb Launcher
Source Advanced Race Guide
These odd looking, egg-shaped contraptions have cleverly placed fins that improve bombs' accuracy. Goblin alchemists use these special containers to make their bombs more accurate when thrown long distances. Using a bomb launcher when throwing a bomb increases the bomb's range increment to 30 feet (or increases the range increment of a bomb with the rocket bomb discovery to 70 feet). Bomb launchers are destroyed when used.
Buoyant Balloon
Price 10 gp; Weight 1 lb.
This fist-sized alchemically treated animal bladder is tightly sealed around a small wooden grip. By giving the handle a sharp twist you break a tiny glass ampoule just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 3-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. The balloon can lift up to 20 pounds of weight as it rises, though carrying more than 10 pounds reduces its speed to 30 feet per round. Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.
Price 1 gp; Weight 1 lb.
Similar to but weaker than a sunrod, this stick glows like a candle when struck and lasts for 12 hours.
Light Detector
Price 1 gp; Weight —
This hand-sized metal plate is covered with a thin layer of light-sensitive transparent paste. If exposed to light, the paste darkens and becomes opaque, depending on the amount of light. Bright light causes it to fully darken in 1 round, normal light in 3 rounds, and dim light in 10 rounds. It is mainly used by creatures with darkvision to determine whether creatures carrying light have recently passed through an area. The plate is sold wrapped in a thick black cloth to prevent accidental light exposure from ruining the plate.
Pox Burster
Source Advanced Race Guide
A pox burster is an alchemically preserved animal bladder or gourd that has been filled with toxic, rotting materials. You can throw a pox burster as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit forces a target to immediately make a DC 13 Fortitude save or contract filth fever. Every space adjacent to the target square of the pox burster is covered in disease-causing filth. For the next minute, any creature that is injured while in one of these spaces must also make a DC 9 Fortitude save or contract filth fever.
Price 2 gp; Weight 1 lb.
This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.
Source Adventurer's Armory
When filled with coal and common herbs worth 2 sp, this miniature brazier fills an area 30 feet in diameter with light smoke for 1 hour. Any creature in the area of this smoke gains a +2 circumstance bonus on Fortitude saves to resist inhaled diseases.
Water Purification sponge
Price 25 gp; Weight 1 lb.
This fist-sized blue sponge absorbs up to 1 pint of water; squeezing the water out of the sponge filters and purifies it, making it safe for drinking, washing, and similar activities. Filling and emptying the sponge is a full-round action. The filtration is enough to remove mundane impurities and common diseases, but does nothing to protect against poisons, magic, and other exotic threats. Each sponge can cleanse 25 pints of water before deteriorating and becoming useless.
Medicines and Tonics
All of the items in this section are meant to be ingested or applied to a wound.
Source Advanced Player's Guide
If you drink a vial of this foul-tasting, milky tonic, you gain a +5 alchemical bonus on Fortitude saving throws against disease for the next hour. If already infected, you may also make two saving throws (without the +5 bonus) that day and use the better result.
Create: Craft (alchemy) DC 25
Source Adventurer's Armory
Certain healing spells have greater effects when used with antiplague.
Source Core Rulebook
If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Source Adventurer's Armory
Like antiplague, antitoxin can augment certain healing spells.
Price 25 gp; Weight —
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).
Create: Craft (alchemy) DC 25
Source Adventurer's Armory
When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.
Create: Craft (alchemy) DC 25
Clear Ear
Source Adventurer's Armory
This green gel is poured into the user's ear and takes effect 2 hours later, enhancing senses and memory but increasing irritability. For 6 hours, the user gains a +2 alchemical bonus on Perception and Knowledge checks and a –2 penalty on all Charisma-based checks.
Healy Myrrh
Source Qadira: Gateway to the East
When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack.
Create: Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp
Source Advanced Race Guide
Sneaky goblin chieftains give this orange paste to the tribe's warriors before proposing a particularly bold raid. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you gain a +5 alchemical bonus versus fear effects. However, while under the effects of mellowroot, you must make a DC 15 Will saving throw when you try to leave the threatened area of an opponent. If you fail the saving throw, you cannot leave the threatened area with that action but do not lose the action.
Smelling Salts
Source Advanced Player's Guide
These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened.
Create: Craft (alchemy) DC 20
Soothe Syrup
Source Advanced Player's Guide
This sweet and wholesome-tasting blue liquid creates a sense of warmth and comfort. Soothe syrup coats your stomach and makes it much more difficult for you to succumb to queasiness. For 1 hour after drinking soothe syrup you gain a +5 alchemical bonus on saving throws made to resist effects that would make you nauseated or sickened.
Create: Craft (alchemy) DC 15
Source Advanced Race Guide
Drinking a vial of this bland, bluish liquid grants you a +5 alchemical bonus on Fortitude saves to avoid nausea or sickness for 1 hour. If you are already nauseated, you can drink stillgut as a move action. Drinking it in this fashion grants you a second saving throw (without the +5 bonus). Goblins often use stillgut so they can choke down meat or other foods in stages of rot or decay.
Soul Stimulant
Price 300 gp; Weight —
This soothing elixir was created to counter the energy-draining effects of vampires, wights, and similar horrible creatures. If you have a negative level (whether temporary or permanent), you can drink a dose of soul stimulant, negating the negative level's penalty for 12 hours. You can only benefit from 1 dose of soul stimulant at a time, though you can continue to take a dose every 12 hours to stave off the negative level's effects.
Troll Oil
Price 50 gp; Weight 1 lb.
This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.
Troll Styptic
Source Seekers of Secrets
A witch's brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.
Create: Craft (alchemy) DC 25
Unguent of Revivification
Source Pathfinder Campaign Setting
The preservation of dead flesh is important in undead-friendly cultures. In such places this alchemical ointment is commonly used as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves off the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no effect on the time limit for raising creatures from the dead.
Source Adventurer's Armory
This gritty black paste is a poison that interferes with an afflicted creature's ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.
Type poison, injury; Save Fortitude DC 18
Onset 1 round; Frequency 1/day
Effect impaired healing (see above); Cure 2 consecutive saves
Herbs and Plants
Source Adventurer's Armory
This treated wafer dissolves into a chalky paste when placed under the tongue and then gives the imbiber a jolt of restless energy. It eliminates the effects of fatigue for the next 8 hours; when the drug's effect ends, the user is exhausted. Allnight makes its users jittery and unable to focus; they suffer a –2 penalty on all skill checks until its effects wear off.
Source Adventurer's Armory
Also known as deadly nightshade, this plant, with its distinctive greenish-purple leaves and dull black berries, has served as a cosmetic and medicine for longer than memory despite its toxicity. It can also induce vivid but usually unpleasant hallucinations, particularly ones dealing with flight. Herbalists and others trained to use it safely believe it has numerous applications, including pain relief.
Source Adventurer's Armory
These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.
Source Adventurer's Armory
These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.)
Golden Maple Leaves
Source Advanced Race Guide
These potent additives can only be culled from a rare maple tree known to grow exclusively in urban areas. These small, elaborately twisting trees are extremely slow to grow and mature—the leaves reach maturity only once every 3 years—and they are almost always grown and cultivated by half-elves. Additionally, half-elves are keenly aware of the effort put into the leaves' growth and normally only sell the products of their labors to others of their kind. When the golden maple's delicate, five-pointed leaves finally take on their namesake's color, they can be cut, dried, and then ground into a fine powder, a process that requires a DC 15 Knowledge (nature) or Profession (herbalist) check. When used in conjunction with the Craft (alchemy) skill to create special substances and items like alchemical grease or tanglefoot bags, golden maple leaves reduce the Craft DC by 5 and add +1 to the DC of any save required by the alchemical item. A single dose of golden maple leaf powder is sufficient to augment the crafting of three alchemical items.
Source Adventurer's Armory
The bright red berries of the holly tree have many uses as decorations and ritual objects. Druids harvest holly berries with specially prepared tools and during sacred times of the year.
Source Adventurer's Armory
This golden-colored parasitic plant grows on many different sorts of trees. Druids harvest mistletoe with specially prepared tools and during sacred times of the year.
Holly and Mistletoe
Source Core Rulebook
Druids commonly use these plants as divine focuses when casting spells.
Poppy Tears
Source Adventurer's Armory
Price 15 gp
The milk of this vibrant green cactus, when mixed with resins and other ingredients, congeals into sticky, black chunks with an exceedingly sour taste. Though poppy tears comes in several different varieties, it's refined form is both the most potent and expensive type.
Type ingested or inhaled; Addiction moderate, Fortitude DC 20; Initial Effect(s) 1 hour; +1d2 alchemical bonus to Strength, –2 penalty on saves against illusions and mind-affecting effects Secondary Effect(s) after 1 hour; 1d2 hours of fatigue Damage 1d2 Con and 1d2 Wis damage
Barbarian Chew
Source Adventurer's Armory
This bitter red chew comes from dried leaves of a stunted bush found in northern climates. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.
Source Adventurer's Armory
These crushed and shredded leaves range in color from peppery red to black; users can either smoke or chew them. Tobacco users experience a certain level of calm and are more easily able to shrug off hunger pangs. Tobacco is addictive (Fort DC 10 to resist), and long-term users suffer Constitution damage.
Source Adventurer's Armory
The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.
Hunting Aids
Beast Lure
Source Adventurer's Armory
This light brown oil works similar to wild animal musk but attracts one specific kind of creature (dogs, giant bees, and so on).
Create: Craft (alchemy) DC 20
Beast Scent
Source Seekers of Secrets
This is a mixture of scent gland extracts and aromatic herbs that serves as both attractor and olfactory camouflage. It masks the natural scent of a creature with an appealing if pungent musk that is alluring to most animals. Beast-scent provides a +2 circumstance bonus to Handle Animal and wild empathy checks and a –5 penalty to attempts to track the wearer by his original scent. If the tracking creature is following the smell of beast-scent itself, track checks are made at a +10 circumstance bonus instead. A single vial of beast-scent masks the scent of one Medium creature or two smaller creatures; larger creatures require proportionally more to gain the item's benefits. Beast-scent is rendered inert after 1 hour of exposure to air. Applying a vial is a full-round action that provokes attacks of opportunity.
Create: Craft (alchemy) DC 25
Hound's Blood
Source Advanced Race Guide
If you apply the thick, red paste known as hound's blood to your nostrils or upper lip, it greatly enhances your sense of smell. For most creatures, this grants a +2 circumstance bonus on Perception checks for 1 hour. For gnomes, it briefly grants a super-heightened sense of smell, granting the scent ability for 5 minutes, before the potency is reduced to a +2 circumstance bonus on Perception checks for an additional 1 hour.
Musk, Wild Animal
|2 gp
|10 gp
|25 gp
|75 gp
Invisible ink is a staple of spies, rebels, and secret societies everywhere. Messages written with invisible ink only become visible under specific circumstances. Revealing the secret message with the proper triggering agent is a full-round action per page of text. A successful Craft (alchemy) check reveals the message without the proper trigger and takes 1 hour (the DC varies by ink quality).
- Simple: This ink is keyed to a single, fairly common trigger, such as heat or vinegar (DC 20 to reveal without the trigger).
- Average: This ink is keyed to either two common triggers or one uncommon trigger, such as blood or acid (DC 25 to reveal without the trigger).
- Good: This ink is keyed to either two uncommon triggers or one rare trigger, such as a specific vintage of wine or a specific kind of monster's blood (DC 30 to reveal without the trigger).
- Superior: This ink is keyed to either two rare triggers or one unique trigger, such as the blood of a specific person (DC 35 to reveal without the trigger).
Lichen, Camouflage
Source Advanced Race Guide
Though oreads with obviously stony features are rare, almost all oreads have an essentially earthen quality to their skin that makes it perfect for cultivating plant life. Where other races would be appalled at the thought of plants taking root in their flesh, oreads see it as a natural and healthy extension of their elemental nature. For this reason, oread herbalists developed several strains of moss and lichen specifically adapted to grow on their bodies. Camouflage lichen is the most common variety of these oread plants. It takes 1 minute to apply a paste of camouflage lichen spores to the skin, and an additional 24 hours for the fungus to sprout. After this time, the oread is covered in a thin green layer of living plant matter, granting her a +4 bonus on Stealth checks made in green forest and jungle environments. Red-orange and white varieties exist, providing bonuses in appropriately colored environments (red-orange among autumn leaves or in red deserts, white in snow, and so on). Camouflage lichen has a short lifespan; it withers and dies 3 days after being applied, crumbling away into harmless powder. This item only works on oreads and other creatures with rock-like bodies.
Liquid Ice
Source Advanced Player's Guide
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.
Create: Craft (alchemy) DC 25
Source Adventurer's Armory
Liquid ice augments cold magic.
- Cone of Cold (M): The spell deals +1 point of damage per caster level.
- Gentle Repose (M): The spell's duration increases to 2 days per level.
- Ray of Frost (F): The spell deals +1 point of damage.
- Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
- Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
- Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36.
Ointment, Armor
Price 30 gp; Weight 1 lb.
This thick lubricant makes the joints of armor move more freely. Applying the ointment takes 1 minute and reduces your armor's armor check penalty by 1 (to a minimum of –1) for 8 hours.
Ooze, Grease
Source Dungeon Denizens Revisited
This alchemical concoction can be spread over a Medium or Small creature's body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, CMD checks to avoid a grapple, and Reflex saves to avoid an ooze's improved grab or engulf abilities, but gives a –5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin, and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.
Create: Craft (alchemy) DC 25
Ooze, Petrified
Source Dungeoneer's Handbook
Price 80 gp; Weight 1/2 lb.
This tiny blob of ooze looks like a small disc of green stone when inactive, and is stored in a circular dish with an airtight cover. When the cover is removed and the ooze is exposed to air, the user has 1 minute to handle the rapidly softening ooze before it regains its former viscosity (as well as toxicity) and springs back to life. Although much smaller than an actual ooze creature, this coin-sized blob still deals 1d6 points of acid damage to anything it comes in contact with. Due to its unpredictable nature, petrified ooze is typically only good for breaking or melting whatever object or device on which the user originally sets the ooze, after which the blob quickly scurries into the nearest corner or crevice so it can feed on particles of dust and diminutive prey. Once restored to its viscous form, a petrified ooze moves at a rate of 60 feet per round, and any creature that comes in contact with the ooze must succeed at a DC 12 Reflex save to avoid taking acid damage from it.
Paste, Blackfingers
Source Pathfinder Campaign Setting: Rival Guide.
This inky paste aids unskilled poison-users. When smeared on the fingers, a dose of blackfingers paste prevents accidental poisoning while applying poison to a weapon, as if the user possessed the poison use ability. A single dose of blackfingers paste lasts for 1d6 hours, but the black stains the stuff creates on the user's fingers lasts for days. A single dose of this alchemical item costs 50 gp.
Paste, Bone
Source Dungeoneer's Handbook
Price 75 gp; Weight 1 lb.
Typically stored in an airtight leather wineskin cured with rare preservative unguents, bone paste is a powerful alchemical sealant with special deteriorative properties. When squeezed out of its container and exposed to air, bone paste quickly hardens, so in order to apply it to a surface or object one must typically squeeze the paste directly onto the material to be affected. Once applied, bone paste cements itself to the object in just seconds, and hardens into a flaky cast. If applied to any unattended organic material or surface (such as wood, paper, hide, or rope), after 1 hour, bone paste undergoes another alchemical reaction and begins to eat away at the material, dealing 1d4 points of damage each round for 1d6+1 rounds, eating away first at the part of the object to which it was applied and spreading briefly to other parts of the object before dissipating and leaving a small amount of residual dust. Bone paste ignores an organic object's hardness, and does not deal damage to inorganic objects or surfaces (such as metal, stone, or ceramic). One pouch of bone paste is enough to cover 1 square foot of surface, or (because of waste and spills) up to 20 smaller applications of approximately 2 square inches each.
Paste, Mending
Price 25 gp; Weight 1/2 lb.
You can use this smelly, silvery paste to temporarily repair metal objects. It is sold in a sealed flask and reacts with air, turning solid in 1d6+4 minutes. You must make an appropriate DC 20 Craft check to repair a metal item with the broken condition; success means the object loses the broken condition but gains the fragile condition. Increase the DC by +5 if the broken object is a magic item or by +5 if it is a firearm (add both modifiers if the item is a magical firearm). If the check fails, the mending paste is consumed but you may try again with another flask or conventional repair methods.
Paste, Paper Wall
Price 10 gp; Weight 2 lb.
This jar of thick, gritty paste is made from coarsely ground plant matter, weak epoxy, and bat guano. When exposed to air, the moldable substance quickly creates a thin, paper-like surface, which is ideal for creating false earthen walls. Creating a 5-foot-by-5-foot section of paper wall requires a full-round action. Though this false wall is easy to punch through, it requires a successful DC 13Perception check to identify the wall as a fake. If the creator of the paper wall spends an additional full-round action disguising the wall with dirt and pebbles, the DC increases by 2.
Create: Craft (alchemy) DC 15
Paste, Shrieking
Source Dungeoneer's Handbook
Price 35 gp; Weight 2 lbs.
Created by suspending the spores of a shrieker mushroom in a thick mixture of wheat paste and vermiculite, this thick sludge comes in a soundproof, stone container. Shrieking paste creates an obnoxious piercing noise when exposed to even minute amounts of movement or light. This makes applying the paste a very noisy endeavor at best. However, once the paste is applied and left alone for several rounds, it once again becomes silent. Thereafter, any light source or movement within 10 feet of the paste causes it to shriek for 1d3 rounds. A single container contains enough shrieking paste to coat 1 square foot of a surface. If left undisturbed for several weeks in a dank, lightless setting, shrieking paste might eventually grow into a colony of shrieker mushrooms.
Peptus Salix
Price 30 gp; Weight —
This pink liquid has a horrible chalky taste, but is quite effective at counteracting nausea, indigestion, and diarrhea. A vial taken in small doses during the day, alleviates these symptoms. If you drink an entire vial, for 1 hour you get a +2 alchemical bonus on Fortitude saving throws against effects that inflict the nauseated or sickened condition. If you drink a vial of it while suffering from the nauseated or sickened condition, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day. Drinking a vial (whether over the course of a day or all at once) usually turns your tongue black for about a day, though this is a harmless side effect.
Plaster, Casting
Price 5 sp; Weight 5 lbs.
This white, dry powder mixes with water to form a paste, which hardens over the course of an hour to create a solid material. It can be used to make casts of footprints or carvings, fill in gaps or cracks in walls, or (if applied over a cloth wrapping) create a cast for a broken bone. Hardened plaster has hardness 1 and 5 hit points per inch of thickness. A 5-pound clay pot of plaster can cover about 5 square feet of flat space to a depth of 1 inch, five Medium forearm or lower-leg casts, two Medium full-arm or full-leg casts, or twice as many casts for a Small creature.
Powder, Flash
Source Advanced Player's Guide
This coarse gray powder ignites and burns almost instantly if exposed to flame, significant friction, or even a simple force such as throwing it against a floor (a standard action). Creatures within the 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
Create: Craft (alchemy) DC 20
Source Adventurer's Armory
Useful as a distraction, flash powder makes light-burst spells more dangerous.
- Flare (M): Increase the saving throw DC of the spell by 2.
- Pyrotechnics (M): When used to create fireworks, increase the DC by 1 and the blindness duration by 1 round.
Powder, Foaming
Price 10 gp; Weight 1 lb.
When you add this 1-pound bag of green powder to a gallon of water, the two combine to form 50 cubic feet of thick green foam. Unless contained, in 1 round the foam fills a 5-foot-square to a depth of 2 feet. When multiple pounds of powder are used, the foam expands at a rate of one 5-foot square per round. Ground covered with the foam is treated as difficult terrain, but is otherwise harmless. After 1 hour, the foam hardens to form a buoyant material roughly the density of honeycomb. The cured foam is easy to cut, with hardness 0 and 5 hit points per foot of thickness. The cured foam breaks down over a few days, and even faster if exposed to water. Casting transmute mud to rock on uncured foam converts it into a soft, pumice-like stone (hardness 2, 5 hit points per inch of thickness).
Powder, Insomnia
Source Dungeoneer's Handbook
Price 60 gp; Weight 2 lbs.
This fine white powder is a powerful stimulant that affects the nervous systems of any creatures that inhale or ingest it, preventing them from sleeping for 24 hours. A packet of insomnia powder can be thrown as a splash weapon with a range increment of 10 feet. A creature struck by a direct hit must succeed at a DC 12 Fortitude save to avoid the effect, while those in the splash radius must succeed at DC 8 Fortitude saves. This is a poison effect.
Although it causes no severe damage, insomnia can cause a creature to be more prone to fatigue or exhaustion. Though it prevents sleep (and thus prevents wizards and some other spellcasters from regaining their spells), insomnia powder does not prevent a creature from meditating or praying. The effects of insomnia powder can be countered by sleep, neutralize poison, or similar effects.
Powder, Itching
Source Adventurer's Armory
This fine gray powder causes targets to suffer from uncontrollable itching until they spend at least 1 round washing it off. Throwing a packet of itching powder is a splash attack with a range increment of 10 feet. Anyone standing on the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make a DC 8 Fortitude save. Creatures that fail the save take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Create: Craft (alchemy) DC 25
Source Adventurer's Armory
Itching powder can make an otherwise innocuous spell especially irritating.
- Glitterdust (M): For each packet of itching powder used as a power component, you may designate one creature in the area to be affected by itching powder (DC 12).
- Repel Vermin (M): The first vermin that enters the emanation is subject to the effects of itching powder (DC 15). Each packet of itching powder beyond the first means the spell affects another vermin that enters the emanation. A swarm of vermin counts as one vermin for the purpose of this effect.
- Summon Swarm (M): Increase the swarm's distraction DC by 2.
Powder, Normal
Source Advanced Player's Guide
Powdered chalk, flour, and similar materials are popular with adventurers for their utility in pinpointing invisible creatures. Throwing a bag of powder into a square is an attack against AC 5, and momentarily reveals if there is an invisible creature there. A much more effective method is to spread powder on a surface (which takes 1 full round) and look for footprints.
Powder, Rusting
Price 60 gp; Weight —
This flaky brown powder derived from rust monster fluids causes iron and similar metals to corrode and fall apart. If you apply a dose of rusting powder to a metal lock or trap as part of using the Disable Device skill, you gain a +5 alchemical bonus to open the lock or disable the trap, but there is a 75% chance that the mechanism is destroyed and cannot be used afterward. If the check fails, the mechanism is destroyed. A destroyed lock cannot be unlocked (but still counts as locked for the purpose opening the locked object). A destroyed trap mechanism immediately triggers the trap. If you fail the DC by 5 or more, the powder also lands on an object in your square (including possibly your armor or weapon), dealing 5 hit points of damage to the object.
Rusting powder is sold in a paper tube; you apply it by tearing the ends off the tube and blowing the flakes into the target device. Rusting powder does not affect gold, silver, copper, bronze, brass, or mithral, but easily affects iron, steel, and adamantine.
Powder, Sneezing
Source Advanced Player's Guide
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed on a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn.
Create: Craft (alchemy) DC 25
Powder Ball
Source Pathfinder Campaign Setting: Castles of the Inner Sea
Price Powder ball (empty) 400 gp; Weight 4 lbs.
Price Powder ball fuel 300 gp; Weight 1 lb.
This steel sphere is about the size of a standard cannon ball, though it's significantly lighter. Small holes pock the surface of the sphere, which can be unscrewed into two hemispherical pieces. By filling the intricate hollows in an opened powder ball with a specific mixture of volatile chemical reagents (which can typically be purchased for around 200 gp) and inserting a proprietary fuse, an individual can use the weapon as a time-delayed explosive device, throwing it as a splash weapon or simply placing it where she wants it to explode. The fuse can be ignited as a move action; 1d4 rounds afterward, the powder ball explodes, dealing 2d6 points of fire damage to anything in a 10-foot-radius burst (DC 15 for half). A powder ball explodes in this way three times— the second explosion occurs 1d3 rounds after the initial explosion, and the third explosion occurs 1d2 rounds after the second. After the third explosion, the empty powder ball can be refilled and used again.
Repellent, Vermin
Source Adventurer's Armory
This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.
Create: Craft (alchemy) DC 20
Salve, Stonechipper
Source Advanced Race Guide
This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object's hardness by 3 for 10 minutes. As a standard action, a creature can apply the paste to affect one 5-foot-square or a Medium or smaller creature. The paste only affects hardness, not damage reduction or similar defenses.
Scent Cloak
Price 20 gp; Weight 2 lbs.
This collection of coarsely ground spices, seeds, and alchemical reagents overrides your scent, increasing the DC of tracking you by scent by +10 for 24 hours. Because you still have a smell, creatures with scent can still detect and pinpoint if you are cloaked; they just can't identify your smell as something unique. Washing for 1 full round removes the scent cloak.
Source Advanced Race Guide
This thin black liquid is stored in airtight flasks because it evaporates quickly when exposed to air. Its cloying vapors cling to a target, obscuring vision for a short period of time. You can throw a shadowcloy flask as a splash weapon with a range increment of 10 feet. A direct hit means the target treats the ambient light as one category darker than normal, with a creature already in natural darkness treating it as supernatural darkness. This effect lasts for 1 round. A thrown shadowcloy flask has no effect on adjacent creatures or if it misses.
Source Qadira: Gateway to the East
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.
Requirements Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp
Sky Mine
Source Pathfinder Campaign Setting: Castles of the Inner Sea
Price 1,000 gp; Weight 500 lbs.
Dwarves fill these 20-foot-diameter cloth balloons with a secret and highly flammable gas (included in the price) and then release them into the sky over their enemies. To transform the balloons into decoys, dwarven siege warriors place dummies in cargo baskets beneath the balloons to look like balloonist scouts or snipers. Whoever releases the balloon can attempt a DC 15 Profession (driver), Knowledge (nature), or Wisdom check; if the check is successful, the balloon can be guided out to a maximum range of 300 feet, a far enough distance for archers to safely shoot the balloon with flaming arrows, causing it to explode in a devastating ball of fire. A detonated sky mine creates a 50-foot-radius burst of flame that deals 10d6 points of fire damage to anything in the area.
Source Advanced Race Guide
Refined from rare underground crystals, this poison causes a burning headache that impedes spellcasting. If the target fails its Fortitude save, for the next minute the target must make a Concentration check with a DC equal to 10 + spell level to cast a spell, and all other concentration checks to cast spells take a –5 penalty.
Type poison (injury); Save Fort DC 14;
Onset —; Frequency 1/rd. for 4 rds.;
Effect see text; Cure 1 save;
Cost 200 gp/dose
Spider Sac
Source Advanced Race Guide
Despite their name, spider sacs have nothing to do with spiders but rather are alchemical devices with a unique delivery system. Used for climbing as well as combat, these grayish, gourd-like pouches are made of a specially grown fungus with a tough but rubbery exterior. The fungoid is carefully harvested, pierced at one end, hollowed out, and then injected with a strong alchemical adhesive that hardens to a fibrous material almost instantly when exposed to air. When squeezed, a spider sac's adhesive shoots out to a maximum range of 10 feet and sticks to whatever it strikes, whereupon the strand dries instantly into a durable fibrous rope. For the purposes of climbing, treat a spider sac as a grappling hook except that all surfaces are AC 5. A spider sac can also be used as a lasso except with AC 10, 4 hit points, and a DC 24 Strength check to burst. A spider sac is a single-use item.
Smoke Pellet
Price 25 gp; Weight —
This small clay sphere contains two alchemical substances separated by a thin barrier. When you break the sphere, the substances mingle and fill a 5-foot square with a cloud of foul but harmless yellow smoke. The smoke pellet acts as a smokestick, except the smoke only lasts for 1 round before dispersing. You may throw a smoke pellet as a ranged touch attack with a range increment of 10 feet.
Create: Craft (alchemy) DC 20
Smoke pellet, pepper
Source Dungeoneer's Handbook
The smoke from a pepper pellet is an ocular and respiratory irritant, and creatures that are hit by a pepper pellet or pass through the smoke must succeed at a DC 12 Fortitude save or be sickened for 1 round.
Price 60 gp; Weight —
Smoke pellet, smog
Source Dungeoneer's Handbook
The smoke from a smog pellet is oily, and creatures that are hit by a smog pellet or pass through the smoke are covered in thick residue. This residue makes invisible creatures visible for 1d4 rounds.
Price 40 gp; Weight —
Price 20 gp; Weight 1/2 lb.
This alchemically treated wooden stick instantly creates thick, opaque smoke when burned. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally after 1 minute.
Source Adventurer's Armory
Smokesticks work best with spells that create clouds or smoke.
- Fog Cloud (M): Increase the radius of the cloud by 5 feet.
- Obscuring Mist (M): The spell creates a smoky haze instead of mist. This haze cannot be dispersed by fire spells and dissipates naturally after 1 minute.
- Pyrotechnics (M): Increase the radius of the cloud by 5 feet and the duration by 2 rounds.
Tanglefoot Bag
Source Core Rulebook
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Source Adventurer's Armory
Tanglefoot bags can make troublesome spells even worse when used as a power component.
- Black Tentacles (M): For each tanglefoot bag used as a power component, you may reroll the tentacles' grapple check against one creature of your choice.
- Slow (M): For each tangelefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.
- Web (M): Increase the DC of breaking free by making a combat maneuver or Escape Artist check by 1.
Tar Bomb
Source Pirates of the Inner Sea.
A tar bomb is an easy weapon to make, and devastating in use. A head-sized lump of tar is wrapped around a rope and set on fire. You use the rope to lob the burning tar onto an enemy's deck, where it sticks and sets the ship alight. In many ways, a tar bomb functions as a less potent version of alchemist's fire, as it deals less damage and lacks the splash damage of the more expensive substance. Treat this attack as a ranged touch attack with a range increment of 10 feet. Lighting a tar bomb is a move action.
A hit with a tar bomb deals 1d4 points of fire damage and has the potential to set the struck object or creature on fire, causing an additional 1d6 points of fire damage each round unless the target or an adjacent creature makes a DC 15 Reflex save to extinguish the flames as a full-round action. Knocking the tar bomb or the burning creature or object into a body of water or magically extinguishing the flames automatically smothers the fire.
Tattoo, Poison
Source Advanced Race Guide
This henna-like paste creates a dark brown tattoo on the hands or feet that fades over the next 2d6 days. The tattoo temporarily boosts the strength of a vishkanya's natural poison, increasing the DC of the next weapon envenomed with the vishkanya's blood or saliva by +2 (once used, the tattoo is merely decorative and does not affect the creature's poison). A typical tattoo consists of intricate whorls and spiritual symbols on the hands or feet.
Tea, Meditation
Price 30 gp; Weight —
Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.
Tea, Night
Source Adventurer's Armory
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.
Terrap Sap, Distilled
Source Adventurer's Armory
When first opened, this sealed jar releases such an overwhelmingly antiseptic odor that it covers other smells until it disperses (1d6 rounds after opening). Creatures within 20 feet of the jar get a +5 alchemical bonus on all saves against scent-based attacks while the sap's odor remains, but they automatically fail any scent-based Perception checks during that time.
Create: Craft (alchemy) DC 15
Source Core Rulebook
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Source Adventurer's Armory
While they are effective enough on their own, thunderstones have useful interactions with some spells.
- Alarm (M): If cast as a mental alarm, you may have the spell activate a mental and audible alarm. If cast as an audible alarm, the alarm is as loud as a thunderstone and affects creatures in a 10-foot-radius spread as if a thunderstone had detonated there.
- Glyph of Warding (M): Creatures that fail their saves against a blast glyph are also deafened as if by a thunderstone.
Price 1 gp; Weight —
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.
Tonic, Blight
Source Advanced Race Guide
Blight tonic increases the potency of a creature's disease attack transmitted by physical contact, such as a dire rat's filth fever. The next time a creature must save against the drinker's disease save DC, the DC for the initial infection increases by +2. The tonic lasts for 10 minutes or until the next time a creature must save against the drinker's disease DC, whichever comes first.
Tonic, Twitch
Price 45 gp; Weight —
This thick syrup is extracted from bitter herbs and enhanced by alchemy to ward against sleep, paralysis, and the staggered condition. If you drink twitch tonic, you gain a +2 alchemical bonus on saving throws made against these effects for the next hour. If you drink twitch tonic while suffering from any of these effects, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day. You can administer twitch tonic to an unconscious or paralyzed creature as a full-round action, similar to administering a potion.
Unguent, Fiendgore
Source Advanced Race Guide
When this unguent—prepared with vile alchemical reagents and the gore of fiends—is applied to a wounded tiefling or evil outsider (not currently at maximum hit points), it momentarily transforms the essence of the target into something even more fearsome and demonic. While under the effects of a fiendgore unguent, a tiefling or an evil outsider gains a +2 circumstance bonus on Intimidate checks and a +1 circumstance bonus to the DC of all spells with the fear descriptor that they cast. Applying the unguent is a delicate process, requiring a full-round action, and can only be properly applied to a willing or helpless creature. If applied to a creature other than a tiefling or an evil outsider, it sickens the creature instead. The unguent's effects (either beneficial or harmful) last for 1 minute.
Unstable Accelerant
Source Advanced Race Guide
A volatile mix of incendiary reagents, unstable accelerant can be thrown just like alchemist's fire. In the hands of an alchemist, a flask of unstable accelerant can be used as part of creating a bomb, increasing its fire damage by +1d6 points. It has no effect on bombs that do not deal fire damage. If the bomb lasts for more than an instant, the extra damage only applies to the first round's damage.
Create: Craft (alchemy) DC 25
Vitus Flask
Price 80 gp; Weight —
Drinking this crystal-clear liquid accelerates the natural process of healing Constitution damage. Resting for 1 hour after drinking a vial heals the drinker of 1 point of Constitution damage as if the drinker had benefited from a full night's rest. Taking multiple doses in an hour does not increase the rate of healing; as each dose must be taken individually, followed by an hour of rest, for it to have any effect. Using more than 4 doses in 1 day has no effect.
Weapon Blanch
Source Advanced Player's Guide
These alchemical powders have a gritty consistency. When poured on a weapon and placed over a hot flame for a full round, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until the weapon makes a successful attack. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.
Ghost Salt: This gritty alchemical powder is made from exotic minerals mixed with an infusion crafted from the ectoplasmic remains of destroyed incorporeal undead. When rubbed onto a weapon that is then placed over a hot flame for a full round, ghost salt melts and forms a temporary coating on the weapon. The blanching gives the weapon the ability to do full damage to incorporeal creatures, even if the weapon itself is non-magical. An application of ghost salt remains effective until the weapon makes a successful attack. Each dose of weapon blanch can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time.
|Craft (alchemy) DC
|100 gp
|1/2 lb.
|Cold iron
|20 gp
|1/2 lb.
|Ghost salt
|20 gp
|1/2 lb.
|5 gp
|1/2 lb.
These silver, alchemical powders have a gritty consistency, appearing at first glance to be simple metal shavings. When poured on a weapon and placed over a hot flame for a full round, however, they melt and form a temporary coating on the weapon. The blanching gives the weapon the ability to bypass one kind of material-based damage reduction, such as adamantine, cold iron, or silver. The blanching remains effective until you make a successful attack with the weapon. Each dose of blanching can coat one weapon or up to 10 pieces of ammunition. Only one kind of weapon blanch can be on a weapon at one time, though a weapon made of one special material (such as adamantine) can have a different material blanch (such as silver), and counts as both materials for the first successful hit.


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subset: commoncrawl


text: Strict Standards: Redefining already defined constructor for class XML_Parser in /home/sites/www.americanpoems.com/web/store/aom/includes/os.php on line 1188 Strict Standards: Declaration of XML_Parser::raiseError() should be compatible with PEAR::raiseError($message = NULL, $code = NULL, $mode = NULL, $options = NULL, $userinfo = NULL, $error_class = NULL, $skipmsg = false) in /home/sites/www.americanpoems.com/web/store/aom/includes/os.php on line 1604 Strict Standards: Declaration of XML_Unserializer::startHandler() should be compatible with XML_Parser::startHandler($xp, $elem, &$attribs) in /home/sites/www.americanpoems.com/web/store/aom/includes/os.php on line 3503 Strict Standards: Declaration of Cache_Lite_File::get() should be compatible with Cache_Lite::get($id, $group = 'default', $doNotTestCacheValidity = false) in /home/sites/www.americanpoems.com/web/store/aom/includes/cache.php on line 1020 American Poems: Books: Molecules of Emotion: Why You Feel the Way You Do Home Apparel Appliances Books DVD Electronics Home & Garden Kindle eBooks Magazines Music Outdoor Living Software Tools & Hardware PC & Video Games Search All Products Apparel Appliances Arts & Crafts Automotive Baby Beauty Books Computers DVD Electronics Gourmet Food Grocery Health Home & Garden Industrial & Science Jewelry Kindle eBooks Kitchen Magazines Miscellaneous Mobile Apps MP3 Downloads Music Musical Instruments Office Products Outdoor Living Pet Supplies Photo & Camera Shoes Software Sporting Goods Tools & Hardware Toys VHS Video On Demand PC & Video Games Watches Wireless Wireless Accessories Advanced Search Sitemap View Cart Checkout Location: Home » Books » Molecules of Emotion: Why You Feel the Way You Do Molecules of Emotion: Why You Feel the Way You Do enlarge Author:Candace Pert Creator:Deepak Chopra Publisher:Pocket Books Category:Book Buy New: $7.54 as of 12/20/2014 17:06 EST details In Stock New (23) Used (22) from $0.78 Seller:the_book_depository_ Sales Rank:1,791,782 Languages:English (Unknown), English (Original Language), English (Published) Media:Paperback Number Of Items:6 Pages:368 Shipping Weight (lbs):0.4 Dimensions (in):5.1 x 0.9 x 7.8 Publication Date:March 1, 1999 ISBN:0671033972 EAN:9780671033972 ASIN:0671033972 Availability:Usually ships in 1-2 business days Also Available In: Paperback - Molecules of Emotion: The Science Behind Mind-Body Medicine Paperback - Molecules of Emotion Paperback - Molecules of Emotion Audio Cassette - MOLECULES OF EMOTION CASSETTE: Why You Feel The Way You Feel Paperback - Molecules of Emotion: The Science Behind Mind-Body Medicine Paperback - Molecules Of Emotion: The Science Behind Mind-Body Medicine Audible Audio Edition - Molecules of Emotion: Why You Feel the Way You Feel Hardcover - Molecules of Emotion: Why You Feel the Way You Feel Kindle Edition - Molecules of Emotion: The Science Behind Mind-Body Medicine Similar Items: Your Body Is Your Subconscious Mind Everything You Need to Know to Feel Go(o)d The Biology of Belief: Unleashing the Power of Consciousness, Matter, & Miracles Psychosomatic Wellness: Guided Meditations, Affirmations and Music to Heal Your Bodymind Quantum Healing: Exploring the Frontiers of Mind/Body Medicine Editorial Reviews: SynopsisWhy do we feel the way we feel? How do our thoughts and emotions affect our health? Are our bodies and minds distinct from each other or do they function together as part of an interconnected system? In MOLECULES OF EMOTION, neuroscientist Candace Pert provides startling and decisive answers to these long-debated questions, establishing the biomolecular basis for our emotions and explaining these new scientific developments in a clear and accessible way. Her pioneering research on how the chemicals inside us form a dynamic information network, linking mind and body, is not only provocative, it is revolutionary. In her groundbreaking book, Candace Pert offers a new scientific understanding of the power of our minds and our feelings to affect our health and well-being. CERTAIN CONTENT THAT APPEARS ON THIS SITE COMES FROM AMAZON SERVICES LLC. THIS CONTENT IS PROVIDED 'AS IS' AND IS SUBJECT TO CHANGE OR REMOVAL AT ANY TIME. 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Four ATVs catch fire at Cabela's
Published On: Jan 16 2013 12:31:13 PM CST
Updated On: Jan 16 2013 01:26:06 PM CST
Updated On: Jan 16 2013 01:26:06 PM CST
Four ATVs caught fire in the Cabela's parking lot in Rogers Wednesday just before noon.
The vehicles were about 15 to 20 feet away from the building. No one was hurt during the fire, and the building.
A mechanical problem with one of the ATVs may have started the fire, a member of the Rogers Fire Department told 40/29 News.
Copyright 2013 by 4029tv.com. All rights reserved. This material may not be published, broadcast, rewritten or redistributed.
The views expressed are not those of this site, this station or its affiliated companies. By posting your comments you agree to accept our terms of use.blog comments powered by Disqus


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'The Umbrellas of Cherbourg' ★★★★
Maybe this is true of most films worth revisiting. But each time I see "The Umbrellas of Cherbourg" after a few years have passed, its qualities and cumulative impact are never quite what I remembered. It's a tougher-minded creation than its reputation for gushy romanticism suggests. Well, it's both, really: gushy romanticism with a clear-eyed c'est la vie maturity about the way love goes sometimes.
Michael Phillips
December 26, 2013


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Beta Testing
It's free to register, to post a question or to start / join a discussion
Norton 360 post-installation reactions?
« previous 1 2 3 4 5 … next » last »
Likes # 0
Posted January 7, 2009 at 4:44PM
Please use this thread to let us know about anything which seems to be a worry - or a delight - immediately following your installation of the software.
Please DO NOT use this thread to report on your download or installation experience - use the initial 'welcome' thread for that information.
So, how's it running - are you generally pleased with what you see, or do you have 'issues' of any description? Don't worry too much about any specific anti-virus points at this juncture - we'll come to that aspect of things later. What we want to know now is how 360 is getting along with your hardware/software mix.
Likes # 0
Posted January 10, 2009 at 10:19AM
norton insight still fails to complete, otherwise running well.
Likes # 0
Posted January 10, 2009 at 4:04AM
hello everyone. After some initial problems
which I have already posted, everything seems to be running smoothly: In particular the registry cleaner seems to have accellerated my clunk vista startuo somewhat...
Likes # 0
Posted January 9, 2009 at 11:53PM
Installed it on my laptop,went in effortlessly & has been fine until tuesday when Vista reported an error.I missed where it was saying I had to look in Vista but not had any further issues reported.
Likes # 0
Posted January 9, 2009 at 8:02PM
It's burbling along in the background nicely. No problems to report.
Likes # 0
Posted January 9, 2009 at 7:32PM
Nothing to report, seams stable, I've seen no reports, errors, warning or anything else. As an additional comment my setup is Vista Ultimate SP2 with IE8 beta1.
Likes # 0
Posted January 9, 2009 at 7:24AM
My initial reaction is very positive but I have found some odd interface irregularities which I`ll post in the appropriate thread subject.
Likes # 0
Posted January 8, 2009 at 10:25PM
Sorry to report that up to now every thing has been running very smoothly, in fact web pages have been loading even faster.
I downloaded IE8 about 2 months ago and found that even thought it was more stable than IE7 web pages took longer to open, I thought at the time that it was just a glitch in IE8 but it must have been the older version of Norton 360 slowing it down.
One other thing I have noticed is that every photo I have downloaded from the web has now been scanned by Norton and given a nice green tick.
I was happy with the old version but this seems even better.
I've run the back up 3 times now to see if it's all right and to be honest I can't fault it, it's quicker and does a better job.
Starting the PC up takes about the same time as before with no problems at all.
Likes # 0
Posted January 8, 2009 at 5:50PM
Have now turned everything on to see if I could get some of the problems listed; still no problems.
I have a standard HP Laptop 3Gb Ram 160Gb HDD 256mb Graphics, with wireless connection, and use only Microsoft software.
Likes # 0
Posted January 8, 2009 at 5:32PM
Just had an instance of the Runtime Error reported by perpetual motion but in my case this was with Firefox.
Minor observation - No toolbar installed on Safari.
Likes # 0
Posted January 8, 2009 at 5:00PM
Ok FE we are ready to roll!
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Guest Reviews | Key West Hotel Reviews
Key West, Florida 33040 USA | Telephone: 800-549-4430
We had a great experience, personnel were very nice and helpful giving us suggestions about where to go and eat.
The room was very nice decorated and neat. We will come back to Chelsea House!!!
Thank you,
LeidaBy: Leida on July 30, 2014
Hotel Reviewed: Chelsea House Pool & Gardens
4 / 5
My girlfriend and I live in Ft. Lauderdale and we were looking for a weekend adventure and get-away in Key West. Since it was just the two of us and we wanted to be close to the action, we were hoping to find a little place near the historic area of Key West so that we could easily get around on foot during the day & night.
After browsing online for a couple of nights, we found that the Merlin Guesthouse still had vacancy. With a reasonable rate compared to other options, an excellent central location, and images of a very clean and well maintained property, we decided to book a smaller, Queen Economy room.
Before booking, we had read that parking could be a little tricky, but to be quite honest, I didn't expect parking to exactly be plentiful on 4.2 sq. mi. Key West. Since we arrived around 10pm on a Friday night, we did need to look a little harder for parking, but we found safe (read: non-towing!) parking within walking distance on nearby Truman Ave (just past the Duffy's).
Our room was small but not cramped, and was all a young couple needed for a weekend getaway. It was very well appointed and well maintained. The dark, natural wood floors were beautiful and the exposed ceiling beams provided charm. The four post bed was also a nice touch. Our queen economy room was one on the side "deck" facing the street, but noise didn't seem to be an issue at all. If anything, the friendly property cat would typically welcome us on the deck.
The rest of the property looked very cozy and quaint. While the property is in the middle of the action, management does a great job of fencing and maintaining landscaping that provides plenty of privacy within the sanctuary that is the courtyard. Lush vegetation (I'm a big fan) provided a very tropical feel while the small pool and the surrounding deck chairs and a nearby hammock were very inviting. I regret that we weren't able to truly enjoy this aspect of the property – since we were only in town Friday night to Sunday afternoon and, with a trip to Dry Tortugas on Saturday, we were always on the go!
The friendly lady at the front desk was very helpful and cheery when we checked in and checked out, unfortunately I didn't catch her name. I feel that she could turn around anybody's day just by talking to them for a few minutes. Housekeeping did a great job of keeping the room clean while being respectful of our belongings inside.
As for local attractions – I highly recommend the trip to Fort Jefferson in the Dry Tortugas. Personally I'm always a fan of any adventure, big or small, and Fort Jefferson is a picturesque gem off of the beaten path. As for a restaurant – I feel that every visitor in Key West needs to have brunch @ Blue Heaven. If you're a big breakfast person like me and you don't make it, you're not fully experiencing Key West!
I highly recommend the Merlin Guesthouse to anyone looking for a clean, warm, cozy place to stay while enjoying a get away in Key West. Whenever I visit KW again with my girlfriend, we will try to stay here again! Thanks for the great stay!By: Matias F. on July 30, 2014
Hotel Reviewed: Merlin Guesthouse
5 / 5
We had an amazing stay at Key Lime Inn. Within walking distance of Duval street and SMP, great rooms and professional staff. There were some minor problems with check in, which were processed perfectly. Will recommend KLI to all who are planning to go to Key West.By: Ruhnau on July 30, 2014
Hotel Reviewed: Key Lime Inn
5 / 5
After a long search online I came across the key lime inn. It looked like exactly what my partner and I were looking for. We looked forward to our trip to key west for months. When we arrived to the key lime inn we were greeted by two very friendly people at the front desk who quickly checked us into our room. We found our room and instantly fell in love. It was like our very own cottage. It was very up to date and exceptionally clean. It was also very close to everything we wanted to see in town, yet very quiet at night for sleeping. The pool area and breakfast were fantastic. We will definitely be back and will (and already have),recommend it to anyone we talk to.
Thank you and your staff for a wonderful stay.
Mr K BannisterBy: Kerri bannister on July 30, 2014
Hotel Reviewed: Key Lime Inn
5 / 5
Our stay at Albury Court Hotel was wonderful. The rooms were very clean, a little small, but we did not go to Key West to stay in the room. The front desk staff ( all we encountered) were extremely helpful, friendly, informative about the area and very willing to provide us with local coupons. I would definitely recommend this place to a friend and hope to return. It was a nice walk to Duval street, but far enough away to not be bothered by noise when we didn't want it. Breakfast by the pool each morning was delightful.By: Connie & Jeff Banfield on July 30, 2014
Hotel Reviewed: Albury Court Hotel
5 / 5
We stayed at Chelsea House for our 25th Wedding Anniversary. We had a very positive experience. Although we arrived a little early, we were quickly checked in. That was very much appreciated since we walked from the pier to the hotel.
Everyone was very pleasant, and we will definitely come back to Chelsea House when we visit Key West in the future.By: Nancy Doxy on July 30, 2014
Hotel Reviewed: Chelsea House Pool & Gardens
4 / 5
We were pleasantly greeted by the receptionist and treated to an upgraded room. Room # 25 was just what we needed. Roomy, clean, clean clean. Bed was very comfortable room was large enough and quiet at night. Our linens were clean and crisp. Breakfast was pleasant outside on the pool patio and plenty to choose from. More of a continental breakfast which is good for early morning getaways. Convienent walking distance to Duval Street and all restaurants, shops and museums. We parked our car and never drove it again until we left Key West.
Kayak and snorkeling reservations were made and travel to meeting areas were clearly defined. By the way Clearly Unique Charters for clear kayaks is he only way to go! They are an awesome company…….one thing I needed at the Inn was a changing room after the Kayak trip. We checked out before the trip and didn't have a place to change. But the receptionist advised me to go next store to the lobby bathroom at the Key Lime Inn, no problems. Done.
I am sorry I didn't write the receptionists names down but all three were awesome, courteous, professional and a pleasure to talk to. Oh, and a restaurant nearby that is sooooooo good is Santigo bodaga. Reservations are absolutely needed for dinner. Tapas still small plates to be shared with another. All in all we couldn't have picked a better hotel to stay in KW. Absolutely recommend. We will return.By: Punki on July 29, 2014
Hotel Reviewed: Chelsea House Pool & Gardens
5 / 5
We've stayed at the Lighthouse Court Hotel several times. It is run well and the staff is knowledgeable and courteous.
We have visited, on several occasions, the historic Lighthouse Museum, which is next door and Hemingway's home, which is across the street.
This location has a nice bar near the pool. It is a great place to grab a refreshing drink to cool off or relax on a hot day.
They serve a nice, varied breakfast in a timely fashion each day. We did not experience any type of disruptive noise during our stay and that is always a plus.
I would recommend this hotel to anyone who wants a true feel for Key West's historic past.
By: Gerard Bourgeois on July 29, 2014
Hotel Reviewed: Lighthouse Court Hotel
4 / 5
Awsome, awsome, awsome. Great location for everything we wanted to do. Great staff. Great rooms. No kids! Could not ask for anything more. Will be back!By: shawna on July 29, 2014
Hotel Reviewed: Cypress House Hotel
5 / 5
My wife and I had a very good experience at Key Lime Inn during our honeymoon in Key West. Michelle (sp?) and Caroline (?) were very professional, friendly and helpful during our check-in and check-out. The room was clean and comfortable and the grounds were a refuge from the tourist hustle of Key West. We would typically go out in the morning and do the things we wanted to for the day, then return late afternoon for a swim in the pool and then venture back out for dinner. KLI is in a good location – close enough to many sites and restaurants (if you don't mind walking) but not so close to Duval to be loud. I would definitely recommend KLI to friends as a place to stay in Key West.By: Mike Coleman on July 29, 2014
Hotel Reviewed: Key Lime Inn
4 / 5


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Sharp LC32LD145K 32 Inch HD Ready LED TV
An excellent quality 2nd hand SHARP LED 32!" TV. The TV's are less than a year old and in perfect working order, we have 7 for sale Manufacturers details below: Television picture quality: •Screen size: 32 inches •Resolution 1366 x 768 pixels.


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Family-friendly incentive conferences can boost not just production, but loyalty.
In 2007, 15 percent of incentive programs managed by Maritz Travel included children. By 2010, it was 21 percent. "It's a different era," says Jim Ruszala, director of marketing. "People are more time-pressed than ever." And when an incentive conference means more time away from the family, it can sometimes feel like a burden instead of a reward. There's a range of options for companies considering the shift to family-friendly incentives. They might ...
Register for Complete Access (Valid Email Required)
By registering on MeetingsNet now, you'll not only gain access to Kids at Incentive Conferences: A Growing Trend, you'll get exclusive access to a large archive of premium content.


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So I've been trying to decide between these two computers for quite some time to match up with a powertap wheel I'm going to be building up, but I just can't seem to choose!! It's not so much the price that's the problem, but the features, reliability, durability, and overall quality.
I also looked at the Garmin 500, but it just doesn't appeal to me.
Overall, I love the 705 for the GPS/mapping capabilities, but the Joule 2.0 just has so much info available!
Does anyone have experience with either of the two that could lend a hand? Thanks!
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Thread: Garmin Edge 705 vs Joule 2.0
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Cornell Minds Matter promotes the overall mental and emotional health of all Cornell students, works to reduce the stigma of mental illness, and holds events open to the entire Cornell community that foster a healthy, balanced lifestyle. Whether your interest stems from personal experience, academic interest, curiosity or desire for social action; we welcome you to join us in our quest. College is difficult enough as it is; silence leads to no positive outcome.
Healthy and Disordered Eating Panel
Mondays from 10/20, 7:00PM
Garden Room, Willard Straight Hall
Interested in how eating behaviors can affect your mental health and overall well-being? Come hear from your peers and
professionals in the field, Mondays at 7pm in the Willard Straight Garden Room.
Topics will include eating disorders in adolescents, spotting disorder eating, when to be concerned about yourself or loved ones, and effects of nutrition and vegetarianism on health and academic performance.
* Free and open to the public!
See our calendar for more details.
Fall 2014 Semester
Tuesdays, 4:30-5:30pm
9/2 through 10/21
5th Floor Lounge, Willard Straight Hall
Each session will teach one technique for staying in balance at Cornell; stress reduction, healthy eating, self defense, relationships, how to help a friend, advocating for yourself, developing resilience, and more!
Mondays and Thursdays, 5:00-6:15PM
9/11 through 12/8
215 Willard Straight Hall (Garden Room)
No experience necessary. Come and try it – you'll be glad you did! Relax to increase your brain power!!!
Friday, 2/21, and 28; 3/7, 14, 21; 4/18 and 25, 12:20PM
5th Floor Lounge Willard Straight Hall
Enjoy a free lunch and discussion with a Cornell professor. Each Friday will focus on a
different topic to help you remain healthy and happy.
An informal lunch discussion series where faculty, staff, community members, and students are invited to lead a discussion and answer questions with students over free lunch on their area of expertise such as sleep, bipolar disorder, etc.
Wednesday, 9/10, 10/8 and 11/12, 6:00-9:00PM
Willard Straight Hall 4th floor lobby
Relax with a free back massage, crafts, cookies, hot chocolate, popcorn and puppies to pet!
CMM organizes this event in WSH one Wednesday per month and brings activities such as free massage, arts and crafts, Cornell Tea Club, harpist, and Cornell Companions to provide an opportunity for students to relax mid-week.


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Talk to a personal shopper Monday-Friday
Take the pressure off a sore back or strengthen a leaner waistline with this pressurized air belt. It wraps comfortably around your waistline and reaches into every contour to support and massage strained muscles. Supplied with an AC adapter and car charger.
Ready for immediate shipment.


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Unbiased Reviews by Real People
Having heard of Val d'Isere as the jewel in Europe's crown for skiing I drifted over there from Tignes several times to sample the delights - and was hugely disappointed!
Tignes blew it away!
As a boarder I need steep, I need wide and I need long. If you catch my drift.
The amount of times I had to take the board off and walk or push myself along was embarassing for such a highly regarded snowsport resort. So can't recommend it for boarders, for skiers a different matter, but I prefer one piece of wood strapped to my feet.
Isn't it time/wouldn't it be nice if piste maps, signs had recommendations as to whether the slope in question is suitable for boarding. Would save all those sweaty, panting moments pushing your board along, or even more annoyingly having to carry it, to get to the next slight incline in the right direction.
Sorry Val d'Isere - despite all of your celebrity sightings, opulent descriptions and rave reviews - you don't cut he mustard for boarding.
The nightlife however rocks! Enough bars/clubs to choose from that are pumping into the early hours to keep you well entertained for your 7 nights. However the average age of the dancing masses there sis seem to be around 15.
Au revoir Val d'Isere. Now if I could just snowboard in Chamonix during the day and hit Val d'Isere at night, that would be a holiday worth remembering...
Level of Experience Needed: AllBest Time to Visit: JanuaryBest Suited For: Friends


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Improving data (I, II, III) pushes Deutsche Bank analysts to believe housing has entered a real...
Improving data (I, II, III) pushes Deutsche Bank analysts to believe housing has entered a real recovery: "We wonder if forecasters have counted this sector out for so long that they are overlooking the possibility that it could pose an unexpected mild boost to the [economy] in the year ahead." But it's too soon to declare victory, as millions of homes still wait to be put on sale by distressed owners and banks.
Comments (3)
I don't know if I call it a recovery more like a return to reasonability for most markets sans Detroit, Vegas, Florida and few other troubled areas. In my neighborhood we have 3 homes under construction in the past 4 months and a multi-family unit about a mile away.
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Curryville, Missouri
For population 25 years and over in Curryville:
For population 15 years and over in Curryville city:
2 residents are foreign born
Median real estate property taxes paid for housing units with mortgages in 2012: $557 (0.8%)
Nearest city with pop. 50,000+: St. Peters, MO (55.8 miles , pop. 51,381).
Nearest city with pop. 200,000+: St. Louis, MO (77.2 miles , pop. 348,189).
Nearest city with pop. 1,000,000+: Chicago, IL (258.5 miles , pop. 2,896,016).
Nearest cities: Bowling Green, MO (2.8 miles ), Vandalia, MO (2.9 miles ), St. Clement, MO (2.9 miles) , Tarrants, MO (2.9 miles) , Ashley, MO (3.0 miles) , Frankford, MO (3.2 miles ), Farber, MO (3.7 miles ), Center, MO (3.9 miles ).
Single-family new house construction building permits:
Number of permits per 10,000 residents
Average cost (in $1000s)
Latitude: 39.34 N, Longitude: 91.34 W
Area code commonly used in this area: 573
Unemployment in July 2013:
Unemployment by year (%)
Population change in the 1990s: -11 (-4.2%).
Work and jobs in Curryville: detailed stats about occupations, industries, unemployment, workers, commute
Average climate in Curryville, Missouri
Based on data reported by over 4,000 weather stations
Tornado activity:
Curryville-area historical tornado activity is near Missouri state average. It is 91% greater than the overall U.S. average.
On 3/13/2006, a category F3 (max. wind speeds 158-206 mph) tornado 20.4 miles away from the Curryville city center injured 6 people and caused $3 million in damages.
On 3/13/2006, a category F3 tornado 20.4 miles away from the city center injured 6 people and caused $3 million in damages.
Earthquake activity:Curryville-area historical earthquake activity is significantly below Missouri state average. It is 98% smaller than the overall U.S. average.
On 7/31/2005 at 07:07:07, a magnitude 3.3 (3.3 LG, Depth: 3.1 mi, Class: Light, Intensity: II - III) earthquake occurred 86.0 miles away from the city center
Magnitude types: regional Lg-wave magnitude (LG)
Natural disasters:The number of natural disasters in Pike County (17) is greater than the US average (12).
Major Disasters (Presidential) Declared: 12
Emergencies Declared: 5
Causes of natural disasters: Floods: 8, Storms: 7, Winter Storms: 4, Tornadoes: 3, Tornadoes: 2, Heavy Rain: 1, Winter Storm: 1, Drought: 1, Flood: 1, Hurricane: 1, Snowstorm: 1 (Note: Some incidents may be assigned to more than one category).
Hospitals/medical centers near Curryville:
Political contributions by individuals in Curryville, MO
Colleges/universities with over 2000 students nearest to Curryville:
Drinking water stations with addresses in Curryville and their reported violations in the past:CURRYVILLE (Population served: 261, Purch_surface_water):
Past monitoring violations:
Percentage of residents living in poverty in 2012: 17.0%
(17.4% for White Non-Hispanic residents, 0.0% for Black residents, 0.0% for two or more races residents)
Average household size:
Percentage of family households:
Percentage of households with unmarried partners:
No gay or lesbian households reported
Detailed information about poverty and poor residents in Curryville, MO
Curryville compared to Missouri state average:
Educational Attainment (%) in 2012
School Enrollment by Level of School (%) in 2012
Most commonly used house heating fuel:
Presidential Elections Results
1996 2000 2004 2008 2012
1996 Presidential Elections Results
2000 Presidential Elections Results
2004 Presidential Elections Results
2008 Presidential Elections Results
2012 Presidential Elections Results
Graphs represent county-level data. Detailed 2008 Election Results
Religion statistics for Curryville city (based on Pike County data)Percentage of population affiliated with a religious congregations: 51.99%
Breakdown of population affiliated with a religious congregations
Tables represent county-level data.
Food Environment Statistics:
Number of grocery stores: 4
Number of convenience stores (with gas): 14
Number of full-service restaurants: 12
Adult diabetes rate:
Adult obesity rate:
Low-income preschool obesity rate:
Curryville government finances - Expenditure in 2002 (per resident):
Curryville government finances - Revenue in 2002 (per resident):
Curryville government finances - Cash and Securities in 2002 (per resident):
5.38% of this county's 2006 resident taxpayers lived in other counties in 2005 ($30,417 average adjusted gross income)
10 or fewer of this county's residents moved from foreign countries between 2005 and 2006.
Top counties from which taxpayers relocated into this county between 2005 and 2006:
6.42% of this county's 2005 resident taxpayers moved to other counties in 2006 ($28,669 average adjusted gross income)
10 or fewer of this county's residents moved to foreign countries between 2005 and 2006.
Top counties to which taxpayers relocated from this county between 2005 and 2006:
Strongest AM radio stations in Curryville:
Strongest FM radio stations in Curryville:
TV broadcast stations around Curryville:
FCC Registered Antenna Towers:5
FCC Registered Microwave Towers:2
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text:
- Posted February 8, 2013 by
- Jordanaack Follow
Nantucket, Massachusetts
This iReport is part of an assignment:
Northeast blizzard: Your stories
- Nantucket Island Under Attack From Pounding November Storm
- The six seasons of the Brant Point Lighthouse Nantucket Island
- STERLACE and DURANGO Bring Home the Gold for the United States at the ISU Adult Figure Skating International Competition in Obersdorf Germany
- Shay Sterlace and Yovanny Durango win 2014 US Adult Figure Skating Championship title by 20 points
- Adult Figure Skating National Championships- Adult Dance Competition
8 Am- South Shore of Nantucket just as the flakes begin to fly
Just as the flakes begin to fly as the Island braces for Weather for Nantucket... ...Currently Under...HIGH WIND WARNING IN EFFECT FROM 1 PM THIS AFTERNOON TO 7 PM EST SATURDAY... THE NATIONAL WEATHER SERVICE IN TAUNTON HAS ISSUED A HIGH WIND WARNING...WHICH IS IN EFFECT FROM 1 PM THIS AFTERNOON TO 7 PM EST SATURDAY. * WINDS...NORTHEAST 30 TO 50 MPH WITH GUSTS UP TO 60 MPH. * TIMING...TONIGHT INTO SATURDAY * IMPACTS...STRONG DAMAGING WINDS WILL BRING DOWN TREES AND TREE LIMBS...RESULTING IN SCATTERED POWER OUTAGES. UNSECURED OUTDOOR OBJECTS WILL BECOME AIRBORNE AND DAMAGE TO STRUCTURES IS ANTICIPATED. TRAVEL WILL BE DIFFICULT FOR BOTH MOTORISTS AND PEDESTRIANS.
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