
beholderbob |

Ok, I'm making 12 magic items for my game, though I only have descriptions for 3 of them so far. I'm going to post more as time goes on if this post draws any attention. Well, let me know!
Pouch of Stability – this stained leather pouch has a bitter smell and slightly oily texture. It prevents food, drink, and alchemical bombs, from spoiling or going inert. Food and drink is as fresh as when it was placed in the pouch, and alchemical bombs are held stable for a moment before exploding. The bomb’s effects are determined when placed in the pouch by the alchemist and are not alterable. Due to limited stability, the delay bomb and precise bomb discoveries may not be applied to bombs from the pouch. Additionally, there is a risk of a bomb exploding prematurely – when thrown by an alchemist, an attack roll of natural ‘1’ causes the bomb to blow up in the alchemist’s hand, while a natural ‘2’ explodes midway towards the target. If a non-alchemist throws a bomb, a natural ‘1-2’ explodes in their hand, and a natural ‘3-4’ explodes midway to the target.
The pouch has no affect on elixirs or mutagens.
Golden Alembic – this piece of alchemical gear is trimmed in gold. In addition to its normal function in creating alchemical reagents, can alter potions poured into it twice a day by adding 20 gp worth of chemicals into the mix (requires a DC 15 + 2*LV of the potion craft-alchemy check or the potion is ruined). Once a potion is drunk from the alembic, it stays dormant in the user until 1 hour passes, or as a swift action by the drinker (as an immediate action for 3rd level or higher alchemists). It takes an hour for the chemical reaction to complete when mixing chemicals with a potion, as well as a source of fire to warm the mixture. Drinking from the Alembic is a full round action that provokes an attack of opportunity (the fluid’s volume is more then double the amount of the initial potion).
The Golden Alembic grants an alchemist a +2 circumstance bonus with alchemy checks when used to brew potions or create alchemical items. Tougher then mundane glassware, the alembic has 2 hardness and 4 HP.
Sanguine Bracers – leather bracers, each with raised vampiric face made of bronze and with braided hair that is made up of twisting sequences of alchemical script. The inside of the bracers feature the same face, though flat against the surface rather then raised. The alchemical script that makes up the hair is different then that on the outside. A DC 20 perception check is required to notice this minor detail.
A linguist DC 25 check, or craft-alchemy 18 check, allows for the script to be interpreted into the command words, requiring a check for each side (if the difference is even noted). The first command word causes the vampiric face to open its mouth for a full round – during which time fluid (up to a potions worth) can be poured into it. Once the face consumes fluid, it may not be opened again until the second command word has been given. When the second command word is given, the face on the inside of the bracers open and bite the arm wearing it, inflicting 1d3 damage, but causing the fluid inside the bracer to be injected into the wearer, as if drunk by the wearer. In the case of potions, poisons, drugs, and elixirs – treat as if consumed by the wearer. In the case of inappropriate fluids (alchemical acid, glue, etc), the wearer is stunned for d4 rounds unless they make a successful fortitude DC 18 save. If the fluid has damage associated with it (alchemical fire, acid, etc) the wearer suffers double damage as well.
The command words may be made as move actions that do not provoke an attack of opportunity, though pouring a potion into a bracer as a standard action that does provoke an attack of opportunity.
The bracers provide little in the way of protection but they have 10 resistance to fire and acid damage. Most pairs of Sanguine Bracers have only 1 capable of holding fluid, but there are superior sets that are each capable of holding fluid and have slightly different command words (both do not trigger with a single command word).
Hyde’s Mask – these disturbing masks varies in appearance, but all share distorted features, a sweaty or oily sheen, and alter the voice and eyes of the wearer to convey barely restrained rage and insanity...
I haven't even determined what the requirements and prices are for these yet, though I plan to when I get more time - suggestions would be great!