So, I created a few alchemical items and have gotten mainly positive feedback so far but anyways, gonna put them here too. The purpose of adding these is to make craft skill a bit more useful so... they might be a bit more powerful than normal alchemical items but I don't really see that as a flaw. Anyways...

Alchemical acid
Market price: 52gp, 5sp
Craft DC: 13
Alchemical acid is a green shaded corrosive substance. You can throw it as a splash effect (treat this as a ranged touch attack with a range incrediment of 10 feet). A direct hit deal 1d8 acid damage. Every creature within 5 feet of the splash takes 1 point of acid damage from the splash.

Alchemical acid, Efficient
Market price: 157gp, 5sp
Craft DC: 15
Alchemical acid is a green shaded corrosive substance. You can throw it as a splash effect (treat this as a ranged touch attack with a range incrediment of 10 feet). A direct hit deal 2d8 acid damage. Every creature within 5 feet of the splash takes 2 points of acid damage from the splash.

Alchemical acid, Superior
Market price: 262gp, 5sp
Craft DC: 17
Alchemical acid is a green shaded corrosive substance. You can throw it as a splash effect (treat this as a ranged touch attack with a range incrediment of 10 feet). A direct hit deal 3d8 acid damage. Every creature within 5 feet of the splash takes 3 points of acid damage from the splash.

Caffeine
Market price: 787gp, 5sp
Craft DC: 19
Caffeine seems to speed you up - both bodily and mentally. After using it, you act as if under haste -spell for 5 rounds, and can not sleep the following night. If you stay awake with caffeine for nights equal to your con modifier, you start taking 2 points of wisdom damage for each night you continue without sleep. The wisdom damage can not be cured untill you sleep again.

Heavenbreaker
Market price: 52gp, 5sp
Craft DC: 13
Due to it's relatively cheap price, this is one of the more common drugs on the streets. Heavenbreaker makes the user feel invulnerable and allmighty and gives him +4 on saves against fear-effects and supresses any ongoing fear-effect.

Laughing-gas
Market price: 262gp, 5sp
Craft DC: 17
This heavy glass jar filled with gray gas can be thrown up to 35 feet. When the jar breaks, it releases gas wich dissipates in one round. Any creature in the square at the time of breaking feels urge to start laughing horribly. Unless it succeeds in fortitude save (DC 12), it will fall prone laughning. While laughning like this, the creature can take no actions during this time but is not concidered helpless.

Radiating powder
Market price: 340 gp
Craft DC: 16
This yellow powder radiates light. It can be used as a torch or thrown as a 15 feet cone. Any creature with light-sensitivity caught in this cone becomes dazzled for 5 rounds and any creature with light vulnerability takes 1d4 points of damage (Reflex save DC 12 for half).

Red fury
Craft DC: 14
Market price: 400gp
Red fury is a strong drug that drives it's user to a horrible rage for a moment. Red fury gives +2 STR and +2 CON for 5 rounds, after which it leaves the user fatigued for the rest of the encounter.

Red fury, Distilled
Craft DC: 20
Market price: 800gp
Distilled Red fury is a pure version of the Red fury -drug. It gives +4 STR and +4 CON for 5 rounds, then leaving the user exhausted for the rest of the encounter.

Weakening toxins
Market price: 52gp, 5sp
Craft DC: 13
A vial of weakening toxins can be thrown up 40 feet, releasing a small cloud of toxins forcing all creatures in the target square to succeed in DC 12 fortitude save against poison or take 1d6 points of strenght damage. The poisonous cloud dissipates in one round.

Weakening toxins, Strong (Yay for oxymorons!)
Market price: 210gp
Craft DC: 16
A vial of weakening toxins can be thrown up 40 feet, releasing a small cloud of toxins forcing all creatures in the target square to succeed in DC 15 fortitude save against poison or take 1d6+2 points of strenght damage. The poisonous cloud dissipates in one round.