Potion Maker > Apothecary
Potion Maker
Req. Skimmed the Big Book of Potions and 16 Intelligence.
1. Mix and Swirl: At-Will Action
Mix potions together. 1d20+INT MOD. +11 to succeed.
2. Knowledge Mastery: Passive
Trade a feat point for two knowledge marks. Marks can be spent for potion recipes, they don’t trade back.
3. Pot Up: Encounter Free Action
You may consume or give a potion dose.
4. Forage Herb: Daily^5 Action
Spend some time looking for herbs. 1d20+INT MOD. Over 10, you find 3d4 herbs. Over 17 you find 5d4 herbs. Can only be done once per area, unless it’s your home base. On critical, all the herbs you find are the ones you need, except for Cadentine.
5. Flask Fabrication: At-Will Action
With sufficient heat and time, you can forge one vial into three flasks. You can also forge two vials into a jar. Flasks hold the same amount of liquid as a vial, jars hold double. Jars cause bleed when smashed on someone.
6. Splicing: At-Will Action
Add half the effects of one potion to another, consuming it. This can be done a maximum of three times. All the potions must be different.
7. Trial and Error: Passive
Any random potion you make heals for 1d10+INT MOD in addition to its effects. +1 INT every 10 levels.
8. Minor Painkiller: At-Will Action
[Requires: Poppy Flower + Guam] +INT temp HP. Lasts INT MOD turns. Single Dose.
9. Potion of Rejuvenation: At-Will Action
[Requires: Cadentine + Ground Horn or Hooves] When consumed refreshes 1 cooldown and heals for 3d12+INT MOD. Single Dose.
Apothecary
Req. Potion Maker Completed and 25 Intelligence.
1. This’ll Be A Blast: Passive
Thrown potions deal an additional 1d20+INT in damage or healing.
2. Pot and Kettle: At-Will Action
If you use a cauldron to make potions, you yield 2 additional potions. You still require 3 containers.
3. Mega Milk: Passive
You can use enchanted milk instead of water for making potions, doubling the effectiveness of healing potions.
4. Rivers Run Red: Passive
You can use blood instead of water for making potions, doubling effectiveness of damaging potions.
5. Shaken Not Stirred: Passive
If you’ve read the Big Book of Potions, all the potions with the word Minor are changed to Greater and calculate with INT*2 and d20’s not d12.
6. Splash Potion: Passive
You make potions with magical vials that explode when thrown, and hit any adjacent targets.
7. Mix Master Brewski: Passive
Potions you make last twice as long.
8. Minor Warrior Brew: At-Will Action
[Requires: Poppy Seed + Alcohol] Knock out occurs at –INT stat damage, instead of 0. Lasts until end of combat.
9. Resurgence: Daily^20 Action
[Requires: Witch Blood + Fairy Dust] When used on a fresh corpse gives a player a secondary death saver, automatically revives NPC, healing them of all wounds.
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