Defensive Mixing Normally, creating mixtures provokes an attack of opportunity However, that attack can be prevented if the alchemist makes a successful Defensive Mixing check Essentially this is the same as making a concentration check for defensive casting of spells (DC 15 + double the level of the mixture) In order to do this you must first determine how many points you are going to spend on a particular mixture This is simple if there is no experimentation involved If the roll is successful you complete the mixture without provoking attacks of opportunity If you fail the roll, you lose the number of points you would have spent as you spill and scatter your ingredients across the floor (Roll = d20 + Combat Alchemist level + Intelligence modifier) Mixture List All currently known alchemical mixtures are listed here by level and type Those mixtures that can be categorized as more than one type are listed under the first type listed in their description 1st-Level Mixtures Dusts Aniseed Dust: Ruins the scent ability for 1d6 hours Grenades Thunder Clap: Creates a deafening blast of sound Quick Stick: Creates a sticky substance that can immobilize an opponent Oils Quicksilver: Affected object is considered a silver weapon Potions Strength Potion: +2 alchemical bonus to Strength Salves Healing Salve, Minor: Heals 1d6 damage +1 per 2 levels (+5 max) Vapor Fog Veil: Fills an area with harmless fog 182 2nd-Level Mixtures Dusts: Dust of Drowsiness: Affected creatures fall asleep for 2d6 rounds Grenades Blinding Flash: Creates a flash of bright light that blinds onlookers Oil Slick: Creates a slippery surface, causing those moving in the affected area to fall Oils Fire Oil: Affected weapon does +1d4 fire damage for the duration of the effect Potions Pheromones: +6 alchemical bonus to Charisma for 1 race Salves Embalming Salve: Prevents decay of an affected undead creature or corpse Vapors Calming Vapor: Negates moral bonuses and calms affected creatures 3rd-Level Mixtures Dusts Revealing Dust: Reveals invisible creatures and objects Grenades Blast Bomb: Bull rushes a 10’ radius and inflicts 2d6 bludgeoning damage Fire Bomb, Lesser: Inflicts 2d6 fire damage and 1d6 bludgeoning damage to a 10 ft radius Oils Frost Oil: Affected weapon inflicts +1d4 cold damage for the duration of the effect Potions Anti-Venom: Allows additional save with a +4 bonus Catnip Cocktail: +4 alchemical bonus to Dexterity and +1 to Initiative Salves Healing Salve, Lesser: Heals 2d6 damage +1 per 2 levels (max +7)