Alcahest Alchemical Universal Solvent Key

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Define alcahest. Alcahest synonyms, alcahest pronunciation, alcahest translation, English dictionary definition of alcahest. N a variant spelling of alkahest Noun 1. Alcahest - hypothetical universal solvent once sought by alchemists alkahest, universal solvent dissolvent. The Great Work of the art of alchemy is the creation of the Philosopher's Stone. The liquid form of the Stone, called the Universal Solvent, dissolves all old forms.The key is surrender and dissolution of boundaries, dissolution of the ego.'

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Don't read it! I've got some general crafting questions for a budding alchemist.To start, our team is level 2 and consists of: Me (Goblin Grenadier (alchemist bomber archetype)), a Psychic, a Bard (storyteller (as opposed to singer), if that helps), another Alchemist (can brew potions and poisons) and a Slayer (elven).I already know to make Alchemist Fire, Acid Flasks, Holy Water and Tanglefoot Bags (pairs well with the Psychic's telekinetic attacks), but I'm looking for items and wondrous items I should keep on a list, since I'm looking into being the team's crafter.(I mean, hey, I'm a Goblin. I'm already the Meg Griffin of the group because I'm short with a 7 CHA, so of course I'm going to hide behind a crafter's table, looking for some sort of value lol)Are there perhaps some mental aides I can give our Bard, or items that can help in tracking/slaying opponents (other than poisons) for the Slayer? Thanks in advance!. Minor caveat to the bit on Fuse Grenades:The bit that allows you to shorten/precisely time fuses is technically from a ruleset that deals with fireworks, not grenades. Sensibly they'd be the same thing, but its not explicit.Also, dude, FIREWORKS.

The Desnan Skyrocket is only 50gp market value, and while it can be a bit difficult to aim, it has a 50% chance to inflict NO-SAVE BLINDNESS. If that wasn't good enough, it simultaneously has a 50% shot to do the same with Deafness, all in a respectable 10ft AoE.Those same fuse-manipulation rules you mentioned before also allow you to 'light multiple fuses (1+DEX) with the same action'. There's no particular reason that throwing a bundle of a half-dozen fireworks or grenades into a room would be any different from throwing a single grenade - at least not so long as you're aiming for 'about the center of the room' instead of an actual creature.This was one of the key winning cheeses I applied in my Mummy's Mask solo run as an Archaeologist Bard a while back. Many a random encounter was written off by me eyeing a suspicious-looking sarcophagus and Mage Hand-ing a bundle of explosives over to it.

Turns out that even if you make your reflex saves, 15d6 of grenades HURTS. A normal firework that hits an unexpected obstacle will just boop off of it (certainly no more than 1 damage) and either ricochet in a random direction or slide along the ground or wall until it gets trapped by something larger.That's why reverse-pickpocketing lit fireworks into someone's belt, tying them to a heavy rock, or precisely aiming them from a distance for an airburst are the best solutions here. Enclosed spaces where you don't care about the ricochets can also work, or if you're faced with a Troop or other large group of bad guys you can just kind of lob them in and let them explode wherever they feel like.A tactic I haven't ever used, but would probably be even more effective than any of the above would be to just tie a nail onto the end of the firework and fire them from some kind of elevation (a flying familiar?) such that they stick into the ground rather than ricocheting. My Favorites (sorted by price) Acid 2.5gp DC15 10hrs DC20 5hrs DC25 3.34hrs DC30 2.5hrs DC35 2hrsYou can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.Pheromone Bolt 3.75 DC25 3.75hrs DC30 1.88hrs DC35 1.25hrs DC40 0.94hrsAny creature with the scent ability gains a +2 bonus on attack and damage rolls made against a target marked with a pheromone arrow. This effect lasts for 1 hour or until the target spends 1 minute washing.Chill cream 3.75gp DC15 15hrs DC20 7.5hrs DC25 5hrs DC30 3.75hrsThis sticky light blue paste grows pleasantly cool to the touch whenever it is exposed to light.

Spreading a dose on your face and hands takes a full-round action and grants you a +2 alchemical bonus on saves to resist hot weather. In areas of bright light this bonus increases to +4, while in areas of dim light or darkness it is negated. A dose of chill cream lasts for 1 hour after being applied.

A newly crafted bottle of chill cream holds 5 doses.Repellent, Vermin 1.25gp DC20 2.5hrs DC25 1.25hrs DC30 0.84hrs DC35 0.63hrs DC40 0.5hrsThis 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.-Make all your crossbow bolts Cold Iron for double price and add silver blanch to them allWeapon Blanch (Silver) 1.25gp DC20 2.5hrs DC25 1.25hrs DC30 0.84hrs DC35 0.63hrs DC40 0.5hrsThese 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.Alchemist Fire 5gp DC20 10hrs DC25 5hrs DC30 3.34hrs DC35 2.5hrs DC40 2hrs DC45 1.67hrs DC50 1.43hrsYou 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.Impact Foam 6.25gp DC20 12.5hrs DC25 6.25hrs DC30 4.17hrs DC35 3.13 DC40 2.5hrsThis milky white liquid bubbles into a 1-foot-thick semisolid sheet of foam when splashed across the ground. You can spend a minute to apply a flask of impact foam to a 10-foot-radius area, or you can throw the flask as a splash weapon. The foam does not interfere with movement, but reacts strongly to sudden force. A creature that falls onto a sheet of impact foam ignores the first 1d6 points of falling damage and converts the second 1d6 points of falling damage into nonlethal damage.

A sheet of impact foam dissolves after 10 minutes or when exposed to at least a gallon of water.-the only good form of caltrops, stop using them after level 6-8Shard Gel 6.25gp DC20 12.5hrs DC25 6.25hrs DC30 4.17hrs DC35 3.13hrs DC40 2.5hrsThis vivid green gel instantly crystallizes into needle-like shards upon contact with the air. You can throw a flask of shard gel as a splash weapon. A direct hit deals 1d4 points of piercing damage as the shards penetrate the target's flesh. The target's square and each square adjacent to it are covered in shards that function like caltrops. The caltrops last for 5 rounds before dissolving into harmless green sludge. Any effect that deals sonic damage to an area (such as sound burst or shout) immediately destroys all gel shards in that area.-Really really cool, can also permanently seal wooden doors in wooden frames:)Mimic Fibers 7.5gp DC20 15hrs DC25 7.5hrs DC30 5hrs DC35 3.75 DC40 3hrsThese alchemically prepared fungal spores are suspended in a thick green ichor. They grow in patterns that match any plant or fungal material they touch, even dead wood, causing any cuts or breaks in the matter to mend as if it had never been damaged.

Bloodstained

When applied as a full-round action, mimic fibers heal 1d10+10 points of damage to one object made of wood, paper, earth, or other living or once-living material. Even a destroyed item can be repaired (treat as if at 0 hit points) as long as the item is in no more than two pieces and is held together at the break as the spores are applied.-Guaranteed sickened AOE, and if you get the nauseated all the betterGhast Retch Flask 12.5gp DC20 25hrs DC25 12.5hrs DC30 8.34hrs DC35 6.25hrs DC40 5hrsHarvested and concentrated from the remains of slain ghasts, this foul-smelling powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition.

Creatures within 5 feet of where the flask hits are sickened for 1 round. This is a poison effect.Antitoxin 12.5gp DC25 12.5hrs DC30 6.25hrs DC35 4.17hrs DC40 3.13hrsIf you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.Antiplague 12.5gp DC25 12.5hrs DC30 6.25hrs DC35 4.17hrs DC40 3.13hrsIf 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-Guaranteed Entangle:)Tanglefoot bag 12.5gp DC25 12.5hrs DC30 6.25hrs DC35 4.17hrs DC40 3.13hrsA 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.

Image of Alchimia, the embodiment of alchemy. Woodcut published by Leonhard Thurneysser in 1574. Thurneysser was a student of Paracelsus.

Alkahest is a hypothetical 'universal solvent': able to dissolve every other substance, including gold. The famous alchemist Philippus Paracelsus described alkahest in the 1500s.Because of its perceived invaluable medicinal qualities, alchemists of the time were concerned with its plausibility and existence.

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Etymology[edit]

The name is believed to have been invented by Paracelsus from Switzerland, who modeled it on similar words taken from Arabic, such as 'alkali'. Paracelsus' own recipe was based on caustic lime, alcohol, and carbonate of potash.[1] He believed that alkahest was, in fact, the philosopher's stone.

Issues with the concept[edit]

A potential problem involving alkahest is that, if it dissolves everything, then it cannot be placed into a container because it would dissolve the container. However, the alchemist Philalethes specified that alkahest dissolved only composed materials into their constituent, elemental parts;[2] hence, a hypothetical container made of a pure element (say, lead) would not be dissolved by alkahest. The old remark 'spit is the universal solvent' satirizes the idea, suggesting that instead of a solvent that would easily dissolve anything, the only 'real' solvent to anything is a great deal of hard work. In modern times, water is sometimes called the universal solvent, because it can dissolve a large variety of substances, due to its chemical polarity and amphoterism.

Paracelsus's successor[edit]

A later alchemist, Franciscus Mercurius van Helmont, picked up where Paracelsus had left off. In his major texts he also gave attention to transmutation of metals, to techniques for separating the pure from the impure parts of nature, and, of special significance, to a substance, called the liquor alkahest, which he accepted as one of the greatest secrets of Paracelsus and which he referred to as incorruptible dissolving water that could reduce any body into its first matter.

Van Helmont's writings pointed to even earlier medieval descriptions of a substance called sal alkali. Sal alkali, in turn, appears to have been a solution of caustic potash in alcohol, which dissolves many substances. Helmont described a process in which his alkahest (sal alkali) was applied to olive oil. The result was identified as a sweet oil, which was glycerol.[3]

See also[edit]

Notes[edit]

  1. ^Paracelsus' recipe is popular with chemists even today; a bath of potassium hydroxide in ethanol leaves laboratory glassware sparkling clean
  2. ^Philalethes, Eirenaeus. 'The Secret of the Immortal Liquor Called Alkahest or Ignis-Aqua'. Retrieved 14 May 2014.
  3. ^Leinhard, John. 'No.1569 Alkahest'. University of Houston. Retrieved 14 May 2014.
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