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sigh. not free. can't be. this would make them very very common, and otherwise my Alchemist is going to start cranking them out pretty fast (how long does it take to craft something that costs 0 silver? why, 0 time).
Stingchuck: A stingchuck is a foul bag made of a
humanoid’s head with the brain removed and the skull
heavily scored so that it bursts open when thrown. Normally
filled with biting vermin, it acts as a splash weapon. When
it hits, the vermin bite and sting the target, dealing 1d6
points of damage and forcing a DC 11 Fortitude
save to avoid being nauseated for 1d3 rounds.
Each round a creature remains nauseated by a
stingchuck, it takes 1 additional point of damage
from the biting vermin. All creatures within the
splash effect take 1 point of damage from the
vermin but do not risk being nauseated.
a weapon with a high "Eeeewww" factor.

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Well, the damned things weigh 9 lbs each and have living creatures inside them so there is plenty to work with if the GM feels they become an actual issue for a game.
Agreed, that seems to be the limiting factor. Fortunately (or unfortunately), a Handy Haversack and the Quick-Draw feat would let a player have at least a few rounds worth of them on hand.

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If stingchucks are anything... they're splash weapons.
Frankly, I'd classify them as their own category of "weapon." They're different enough that they should be treated as pretty unique.
Also, keeping your stingchucks fed and taking care of them is important, and if you ignore that, your GM has the right to have your stingchucks escape and get in your hair or pants or whatever.