Stokaster: A stokaster appears as a small glass pot or length of hollow horn, the rim of which is emblazoned with tiny numbers in Enochian or Anark, which move and change all the time.
A stokaster stores unstable energy plasms like emotions or probability, allowing the bearer to use them as grenade like weapons. Pouring an unstable energy plasm into the bearer’s hand and throwing it is a standard action that draws an attack of opportunity. The range increment for thrown unstable energy plasms effects is ten feet. Emotion plasms resemble viscous, glowing liquid. Probability plasms resemble strange colored flames. A stokaster can hold five charges of an unstable energy plasm. Unstable energy plasms ruin if mixed with each other or anything else.
DC 30 Craft Alchemy check to build; Cost 100 gp.
Stokanon: This large missile weapon can be fueled with up to 16 charges of an unstable energy plasm. Unstable energy plasms ruin if mixed. It can fire 4 charges at once to affect all creatures in a ten by ten square, or 16 charges to affect all creatures in a twenty by twenty square. The team firing the stokanon decides which setting to use. A stokanon has a range increment of 150 ft.
It is a full round action to fuel and fire. If a stokanon contains between 5 and 15 charges, only four will be used at a time.
DC 35 Craft Alchemy check to build; Cost 6,400 gp.
Stoki: A Stoki looks like a baroque metal divining rod, its length twisted into angles and curves. When a Stoki is anointed with an unstable energy plasm from a Stokaster, it allows the bearer to fire that effect as a ray, with a range increment of 75 feet. Anointing a stoki with unstable energy plasm from a stokaster is a standard action.
DC 25 Craft Alchemy check to build; Cost 200 gp.
Unstable Probability Effects: In some extra planar environments, normally ephemeral energies such as raw psychic emotions, or probability, can be distilled into immediately usable forms called unstable energy plasms by the use of Craft Alchemy checks. Unstable energy plasm must be spun or distilled into a Stokaster. They are crafted like other objects, spending half the gold piece cost of the item in materials. In some places, experience points can be spent instead, at an exchange of 1 xp per 10 gp value of the item.
DC 25 Craft Alchemy check for one dose.
Chaos bombs: When a chaos bomb hits a target, that target is affected by one of the following effects, determined by the roll of 1d10:
1 Target is turned to stone for one round.
2 Target suffers as if they are within a swarm for one round.
3 Target targets nearest ally with same action that they took last round. If this is impossible, target is stunned for 1 round.
4 Target performs exact same action as they did last turn, targeting same target. If this is impossible, target is stunned for 1 round.
5 Target gains +5 on all rolls for next round.
6 Next time target goes below 0 hit points, they automatically stabilize.
7 Target gains one mirror image, as per spell effect.
8 Target automatically fails next save.
9 Target automatically has next crit rolled against them confirmed.
10 Target gain a -2 penalty to all rolls for next 3 rounds.
A creature can only have one chaos effect active upon them at any time. So, for instance, if the target gains number effect 6, they will not be subject to additional effects from chaos bombs until they go below 0 hit points and stabilize.
Cost: 120 gp each dose, 600 gp 5 charge batch.
Discord Bomb: When a discord bomb hits a target, that target is affected by lesser confusion.
Cost: 50 gp each dose, 250 gp 5 charge batch.
Misrule Pulse: When a misrule pulse hits a target, that target is affected takes a luck penalty to all their rolls for 1d3 rounds.
Cost: 200 gp (-2 penalty); 800 gp (-4 penalty); 1,600 gp (-6 penalty)
Unstable emotional effects:
Fear Bomb: A hit with a fear bomb causes the target to become shaken. If hit with a fear bomb while shaken, the target becomes frightened. If hit with a fear bomb while frightened, the target become panicked.
Cost: 100 gp.
Paxplasm: A hit with paxplasm suppresses (but does not dispel) morale bonuses granted by spells such as good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. Paxplasm lasts for 1-3 rounds, during which a suppressed spell or effect has no effect. When paxplasm ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.
Cost: 300 gp.
Angerplasm: A concentrated form of anger, a hit with angerplasm corrodes a target’s psyche, doing 1-3 wisdom damage.
Cost: 100 gp.
Fearplasm: A concentrated form of fear, a hit with fearplasm corrodes a target’s psyche, doing 1-3 intelligence damage.
Cost: 100 gp.
Griefplasm: A concentrated form of grief, a hit with griefplasm corrodes a target’s psyche, doing 1-3 charisma damage.
Cost: 100 gp.