Proficiencies
Aikido originates from Den Gylne Keisers Rike, and is an unarmed combat style kept alive by secretive, closed family schools. The objective of Aikido is not to defeat your opponent, but rather to make sure everyone stays out of harm’s way. This is accomplished by turning your body movements fluid as water, thus making you a much more elusive target, while using the power and momentum of your opponent to your advantage.
Weapon Proficiency
Requirements:
You cannot dedicate any slots to Aikido until you have found an Aikido Master who is willing to teach you the most rudimentary techniques. Once you have been accepted as a student, you can continue your progression on your own. But in order to unlock the (much more effective and lethal) secrets of Aikido, you have to become an Aikido Fighter (fighter class).
Every proficiency slot in Aikido gives you +1 hit and +1 attack.
Aikido hit rating is not based upon STR, but DEX.
Aikido is a defensive art, and can only be used when you are attacked and unarmed. In addition, it requires that you do not wear any kind of armor.
If someone attacks you and scores a hit, you can use Aikido to try to counter the attack (DC = opponent’s thaco +12). If you succeed, you avoid the blow and can move either yourself or your opponent 5 feet in any direction. On a natural 20, you also end your opponent’s turn.
Aikido can be used against any opponent up to one size category larger than you.
The martial art of Jiu Jutsu was developed by the Shaolin Monk order, and quickly became known as the most effective defensive style when Shaolin monks started defeating all and any opposition in tournaments and contests (sumo wrestlers gave them a run for their money at first, but they soon adapted a more aggressive approach against the massive wrestlers). Another defensive art, Aikido, is practiced by some, but it has its shortcomings compared to Jiu Jutsu.
Weapon Proficiency
Requirements:
Anatomy Humanoids NWP
Using Jiu jutsu:
Whenever someone attacks you, regardless of whether they actually hit or not, you can chose to use an attack to try to counter their attack. normal parry rules apply (DC = opponent’s hit + 12). If your attack is successful, you negate their hit (with a few exceptions).
Hindrances:
Only characters who start out in Vest, Solriket or den Gylne Keisers rike can chose Jiu Jutsu at level 1. Other characters either have to travel to said countries to learn it or practice under someone who knows the art already.
Jiu Jutsu cannot be used aggressively, only to counter attacks. And since it is an unarmed combat style, you cannot be armed when using it. In addition, it cannot be used against armed opponents until you have designated 3 slots to the art.
Also, you can only use Jiu Jutsu against humanoids up to one size category larger than yourself.
Benefits:
When using Jiu jutsu, you get as many counters as the art allows you, and they do not count towards your attacks/actions the next round.
Jiu Jutsu and Specialization:
The first slot gives you +1 attack, +1 hit/dmg and +1 modifier on the Jiu Jutsu table.
The second and subsequent slots give you +1 hit/dmg/table modifier.
The third slot allows you to use Jiu Jutsu against armed opponents.
Jiu Jutsu Table:
Roll Dmg KO% Maneuver
20 2 15 *Throw
19 2 10 **Pressure Point Strike to the head
18 1 10 ***Choke Lock
17 0 0 Grab
16 2 7 **Pressure Point Strike to the neck
15 2 5 *Throw, and the opponent must save vs Paralyze on his attacking arm
14 0 0 Regular Parry
13 1 3 ***Wristlock
12 1 2 ****Body Punch
11 0 0 Sudden Sidestep (5 feet in any direction)
10 1 1 *Trip
9 1 2 ****Low kick
8 0 0 Disarm
7 1 3 ***Elbow Lock
6 1 5 **Pressure Point Strike to the chest
5 2 7 *Throw
4 2 8 **Pressure Point Strike to the stomach
3 0 0 Sudden Leap (10 feet in any direction)
2 1 15 ***Choke Lock
1 2 20 *Throw
*The opponent ends up on the ground and must use a move action to get up or continue fighting on the ground.
**You take damage if you were hit, but can be quite powerful if you also know Dim Mak.
***See wrestling rules on Locks. Choke Locks also makes opponents pass out if they are unable to free themselves when it’s their turn. They die after 1/3 CON rounds if the lock is maintained.
****You take damage if you were hit.
The Black Sand Fighting Style is used by the Black Sand Assassins, and is unavailable for everyone else. The assassins can use all their WPs on this style if they want, and even though it is an unarmed combat style, its benefits work on exotic weapons as well.
When chosing the first slot on Black Sand Fighting, the Black Sand Assassin must choose between 3 different approaches. This choice cannot be changed later. The 3 variations of the style are:
Accurate: +1 hit/lvl
Damaging: +1 dmg/lvl
Defensive: +1 natural AC/lvl
The benefits from the first slot is either the bonus from Accurate, Damaging or Defensive, in addition to +1 attack/hit/dmg/AC and +1 range on the Martial arts table.
From the 2nd slot onwards, the Assassin gains +1 attack/hit/dmg/AC and one maneuver from Table 19 in The Complete Ninja’s Handbook. All Maneuvers in all Principal Merhods are available, but you still must have chosen all earlier Maneuvers in a Principal Method to chose one that comes later.
For every 5 slots taken, the Assassin also gets to choose between the following abilities:
Hide in Plain Sight
Freedom of Movement
Fast Healing 1/lvl
Vanish – once daily, disappear just before taking damage and reappear up to 5 feet/lvl with an automatic attempt to MS/HS
Improved Unarmed Strike
Stunning Fist
Ki Strike
Dimension Step – once daily at will, disappear and reappear nearby during your own turn, range is 10 feet/lvl
Ki Breath – hold breath for 1 turn/lvl daily
Ki Strength – increase STR by +5 one round/lvl daily
Ki Movement – able to walk on water 5 feet/lvl or through solid material 1 feet/lvl twice each daily
Ki Power – allowed a second save if the first fails, once daily
Greater Ki Power – requires Ki Power, allowed a save against effects which do not have saves once daily, save vs Death DC 20

Advanced Epic Potion Maker (Int DC 100)
Requirements:
5 slots in Epic Potion Maker NWP
Character level 30
Int 25
An advanced epic potion maker is able to create potions which are not only epic, but also regarded as epic items. These potions are hard to make, take a long time to research, but once completed, can do almost anything. The base DC of learning and creating a potion is 100. The time spent learning the recipe equals the DC, and the cost is 1.000g per day spent (while the xp gained from learning it is ten times the gold cost). Creating the potion takes 1 day pr DC and the cost is 100g pr day spent (while the xp for creating it equals 1 pr. gold cost). If you fail a learning or creation roll, you get a new roll after DC days, but with a +1 to your roll. Repeat this until you succeed (this means that an advanced epic potion maker WILL succeeed eventually). However, a natural 1 is not an automatic failure, and a natural 20 is not an automatic success.
What kind of potion do you want to create? You can choose from the following list of effects, and choose your own as well (as long as the DM approve them):
*Wild Shape Ability (+10 DC)
**Shape Change Ability (+20 DC)
New Form (+1 DC pr. 1k xp – if your Wild Shape or Shape Change alters you into a 975xp creature, the DC is +1, and it it is a 100k xp creature, the DC is +100)
+1 Ability (not above 25) (+2 DC)
+1 Ability (above 25) (+10 DC)
+1 Initiative (+4 DC)
+1 hit (+2 DC)
+1 natural AC (+2 DC)
+1 hp (+2 DC)
+1 physical dmg (+2 DC)
+1 all damage (+10 DC)
+1 Regeneration (+4 DC)
+1 Fast Healing (+2 DC)
+1 DR/All (+2 DC)
+1 SR/All (+2 DC)
+1% MR (+1 DC)
+1 all saves (+2 DC)
+1 encounter reaction vs specific types (+2 DC)
+1 universal encounter reaction (+4 DC)
+10% Base Ground Movement (+4 DC)
+10% Base Movement (+8 DC)
Low-Light Vision (+1 DC pr. 60 feet)
Infravision (+2 DC pr. 60 feet)
Darkvision (+4 DC pr. 60 feet)
Darkvision, no range (+50 DC)
Heal automatically at the beginning of every round (+100 DC)
Able to cast a spell once a day (+2 DC pr. spell level – being able to cast a lvl 3 spell once daily adds +6 DC)
Able to cast a spell more than once a day (+3 DC pr. spell level and +1 DC pr additional casting – being able to cast a lvl 3 spell 3 times daily adds +11 DC)
Able to cast a spell at will (+5 DC pr. spell level – being able to cast a lvl 3 spell at will adds +15 DC)
Permanent spell effect (+5 DC pr. spell level)
WP/NWP/Proficiency/Feat (+10 DC)
Epic Feat (+20 DC)
*Wild Shape is a move action, and the new form must be an animal from the MM. On top of your own stats, you add the animal’s AC, movement, hit, damage and MR. You also gain its abilities, attack types, number of attacks, special attacks and special defenses. See also the New Form DC.
**Shape Change is a move action and the new form must be from the MM. On top of your own stats, you add the creature’s AC, movement, hit, damage and MR. You also gain its abilities, attack types, number of attacks, special attacks and special defenses. See also the New Form DC.
Modifiers to the potion DC:
If you decide to make a potion whose powers only manifest while you are Wild Shaped or Shape Changed, the DC of the powers is halved.
You can also add some cons to the potion, which will lower its DC:
Survive an ability check when drinking potion or die (-1 DC pr DC of check)
-1 Ability (-1 DC)
-1 encounter reaction vs specific types (-1 DC)
-1 universal encounter reaction (-2 DC)
Restrictions to your Wild Shape/Shape Change ability:
Alignment change during wild shape or shape change (-5 DC)
Only useable at specific times (-2 DC)
Possible Fatigue (-2 DC)
Possible hit/dmg/AC loss (-3 DC pr combined hit/dmg/AC lost)
Possible movement penalties (-1 DC pr. 10% penalty)
Possible penalties to saves/ability & proficieny checks (-1 DC pr combined penalty)

Epic Potion Maker NWP (Int DC 100)
In order to choose the Epic Potion Maker NWP, you need:
Brew Epic Potions Feat
Character level 20
5 slots in Potion Maker NWP
For every additional slot in Epic Potion Maker NWP, you add +4 to your roll. There is NO maximum amount of slots you can dedicate to Epic Potion Maker NWP.
The base DC of learning and brewing epic potions is 100. The research required to learning a new epic potion recipe costs 100 gold per day of research. In addition, the time spent equals 1 day pr DC of the potion. A successful discovery grants 1k xp pr. DC of the potion. If you add more days to your research, you do not get any modifiers to your roll. Creating an epic potion takes 1d100 days, and spending more days creating it does not add any modifiers to your roll either.
The cost of potions is the cost besowed upon the imbiber, not the brewer. Non-specific costs such as 1d3 etc. mean 1d3 of a random ability score. Potions can be imbibed, while Oils are meant for items. Unless otherwise noted, all effects are [Su] or [Sp], and can be turned off and on at will (as a free action), but will not be affected by anti-magic zones. They will, however, be neutralized in dead-magic zones unless the player is powerful enough not to be affected by such zones. The [Ex] effects cannot be turned off.
# Name Duration Cost
1 Comprehend Languages Permanent 1 CON
2 Detect Evil Permanent 1 CON
3 Detect Invisibility Permanent 1 CON
4 Detect Magic Permanent 1 CON
5 Infravision 120 feet Permanent 1 CON
6 Protection from cantrips Permanent 1 CON
7 Protection from Evil Permanent 1 CON
8 Protection from normal missiles Permanent 1 CON
9 Read Magic Permanent 1 CON
10 Tongues Permanent 1 CON
11 Unseen Servant Permanent 1 CON
12 Enlarge Permanent 1 CON
13 Invisibility Permanent 1 CON
14 Chill Touch Permanent 1d3
15 Detect Undead Permanent 1d3
16 Feather Fall Permanent 1d3
17 Spider Climb Permanent 1d3
18 Ventriloquism Permanent 1d3
19 Blur Permanent 1d3
20 Oil of Deeppockets Permanent None
21 ESP Permanent 1d3
22 Oil of Fool’s Gold 10 years None
23 Know Alignment Permanent 1d3
24 Locate Object Permanent 1d3
25 Oil of Magic Mouth Permanent None
26 Pyrotechnics Permanent 1d3
27 Blink Permanent 1d3
28 Clairaudience Permanent 1d3
29 Clairvoyance Permanent 1d3
30 Fly Permanent 1d3
31 Non-detection Permanent 1d3
32 Water Breathing Permanent 1d3
33 Wraith Form Permanent 1d3
34 Detect Scrying Permanent 1d3
35 Fire Shield Permanent 1d3
36 Teleport Instant None
37 Oil of Stone to Flesh Permanent None
38 True Seeing Permanent 1d3
39 Teleport Without Error Instant None
40 Vision Instant None
41 Mind Blank Permanent 1d3
42 Oil of Symbol As spell None
43 Astral Spell As spell None
44 Shape Change As spell None
45 Time Stop As spell None
46 Wish As spell As spell
47 Pass Without Trace Permanent 1d3
48 Sanctuary Permanent 1d3
49 Speak with Animals Permanent 1d3
50 Negative Plane Protection Permanent 1d3
51 Free Action Permanent 1d3
52 Plane Shift As spell None
53 Heal As spell None
54 Regenerate As spell None
55 Restoration As spell As spell
56 Resurrection As spell As spell
57 Wind Walk As spell None
58 *Fishman [Ex] Permanent 1d6
59 Negate first killing effect [Ex] Until triggered 1d6
60 +20 hp [Ex] Permanent 1d6
61 **Birdman [Ex] Permanent 1d6
62 +5 hit [Ex] Permanent 1d6
63 +5 all dmg [Ex] Permanent 1d6
64 +5 natural AC [Ex] Permanent 1d6
65 +20% MR [Ex] Permanent 1d6
66 +20% Spell Penetration [Ex] Permanent 1d6
67 +5 DR/All [Ex] Permanent 1d6
68 +5 SR/All [Ex] Permanent 1d6
69 +5 all saves [Ex] Permanent 1d6
70 +5 Fast Healing [Ex] Permanent 1d6
71 Bypass +5 DR [Ex] Permanent 1d6
72 +5 DC on saves [Ex] Permanent 1d6
73 +1 Crit Range [Ex] Permanent 1d6
74 +5 Initiative [Ex] Permanent 1d6
75 +50% Base Movement [Ex] Permanent 1d6
76 Current HPX10 [Ex] 1d4+1 rounds 2d3
77 +100% MR [Ex] 1d4+1 rounds 2d3
78 +100 natural AC [Ex] 1d4+1 rounds 2d3
79 +100 DR/All [Ex] 1d4+1 rounds 2d3
80 +100 SR/All [Ex] 1d4+1 rounds 2d3
81 +50 all saves [Ex] 1d4+1 rounds 2d3
82 +25 all ability checks [Ex] 1d4+1 rounds 2d3
83 +100 Fast Healing [Ex] 1d4+1 rounds 2d3
84 +50 Regeneration [Ex] 1d4+1 rounds 2d3
85 Immune to Critical hits [Ex] 1d4+1 rounds 2d3
86 Immune to non-epic spells [Ex] 1d4+1 rounds 2d3
87 Immune to non-epic weapons [Ex]1d4+1 rounds 2d3
88 All damageX10 [Ex] 1d4+1 rounds 2d3
89 +100% spell penetration [Ex] 1d4+1 rounds 2d3
90 +100 hit [Ex] 1d4+1 rounds 2d3
91 Bypass +100 DR [Ex] 1d4+1 rounds 2d3
92 +50 DC on saves [Ex] 1d4+1 rounds 2d3
93 +25 DC on ability checks [Ex] 1d4+1 rounds 2d3
94 +10 crit range [Ex] 1d4+1 rounds 2d3
95 +20 Initiative [Ex] 1d4+1 rounds 2d3
96 +1d6 random ability [Ex] Permanent 1d3
97 ***Improved Fishman [Ex] Permanent None
98 ****Lingering Life [Ex] Permanent None
99 ?Wild Green Potion [Ex] Permanent None
100 ??Flaming Red Potion [Ex] Until triggered None
101 ???Oil of Armor [Ex] Permanent None
102 ????Scent [Ex] Permanent None
103 #Oil of Toughness [Ex] Permanent None
104 ##Oil of Prowess [Ex] Permanent None
105 ###Improved Spider Climb [Ex] Permanent None
106 ####Evasive Oil [Ex] Permanent None
*Grow gills and skin between fingers and swim at double land movement.
**Sprout wings and fly at double land movement.
***Grow gills when immersed in water and survive dives down to lvlX1000m
****Able to survive and keep on fighting/staying concious until – lvl hp. You automatically stabilize, and only die at -lvl+1 hp. You cannot be healed by spells or spell-like abilities until you return to 0 hp or more.
?Your magic works normally in Wild Magic zones (including the Wild World)
??A flame in a bottle. Drink the flame and the first time you die, you burst into flames and ashes until you reappear from the ashes the next round, fully restored.
???+1 natural armor to skin or +5 AC [Su] to armor or shield. This bonus is cumulative with any other previous bonuses.
????Scent ability. Able to track anything ground based with 50% certainty. No circumstances will affect this percentage positively or negatively.
#+5 DR/All to skin or +20 DR/All [Su] to armor or shield.
##+1 hit/dmg to skin or +5 hit/dmg [Su] to weapon. This bonus is cumulative with any other previous bonuses.
###Able to climb any surface during any conditions at base land movement.
####Add Evasion to skin or Improved Evasion [Su] to armor or shield.
Potion Maker NWP (Int DC 20)
Requirements for this NWP:
Reading/Writing NWP
Chemistry NWP
Advanced Chemistry NWP
Alchemy NWP
Advanced Alchemy NWP
Brew Potion Feat
Character level 12
Every additional slot in the 4 required NWPs add +2 to the Potion Maker roll, and every additional slot in Potion Maker NWP adds +4. A maximum of 5 slots is possible in any NWP, and the best bonus you can achieve is +48 to the roll. However, Poisons NWP adds +2 for every slot, bringing the possible bonus up to +58.
Lastly, the following NWPs add +1 to your roll regardless of how many slots you have:
Brewing, Cooking, Field of Study (all and any of the required NWPs), Herbalism, Mathematics, Observation, Pharmacy, Scribing, Spellcraft and Wine Making.
Learning a new potion recipe:
Learning a new recipe grants 10xp pr. gold it costs to create the potion. The cost of discovering a new recipe is 10 times the manufacture cost of the potion per day spent researching. When you want to learn a new recipe, you decide upon which recipe you want to learn, and then spend a full day at the lab, paying the relevant cost in materials. At the end of the day you roll a Potion Maker check with the relevant DC (an Animal Control recipe is DC 20 while Tongues recipe is DC 75). If the roll is successful (a natural 1 is always a failure and a natural 20 is always a success), you have learned a new recipe. If you fail your roll, you can continue researching the next day, and pay the same cost again, but now add +1 to your roll. You can continue doing this until you have learned the recipe.
Creating a potion:
Brewing regular potions take one day once you know how to make them. The DC and cost is on the table below. If the DC of making the potion is a bit high, you can decide to spend more than just one day creating it. Decide in advance how many consecutive days you want to spend making it. Once those days are up (and you have spent the same creation cost every day), you get your roll, but with a +1 to your roll per additional day spent creating the potion. Note that this process differs from the recipe learning process, since you only get one roll when creating potions.
Standard Potions (AD&D 2nd Ed)
1 Animal Control, DC 20, 250g
2 Clairaudience, DC 20, 250g
3 Clairvoyance, DC 20, 250g
4 Climbing, DC 20, 250g
5 Diminuition, DC 30, 300g
6 Dragon Control, DC 70, 700g
7 Elixir of Health, DC 35, 350g
8 Elixir of Youth, DC 50, 500g
9 ESP, DC 50, 500g
10 Extra-Healing, DC 40, 400g
11 Fire Breath, DC 40, 400g
12 Fire Resistance, DC 25, 250g
13 Flying, DC 50, 500g
14 Gaseous Form, DC 30, 300g
15 Giant Control, DC 60, 600g
16 Giant Strength, DC 55, 550g
17 Growth, DC 25, 250g
18 Healing, DC 20, 200g
19 Heroism, DC 30, 300g
20 Human Control, DC 50, 500g
21 Invisibility, DC 25, 250g
22 Invulnerability, DC 35, 350g
23 Levitation, DC 25, 250g
24 Longevity, DC 50, 500g
25 Oil of Acid Resistance, DC 50, 500g
26 Oil of Disenchantment, DC 75, 750g
27 Oil of Elemental Invulnerability, DC 50, 500g
28 Oil of Etherealness, DC 60, 600g
29 Oil of Fiery Burning, DC 50, 500g
30 Oil of Impact, DC 75, 750g
31 Oil of Slipperiness, DC 40, 400g
32 Oil of Timelessness, DC 50, 500g
33 Philter of Glibness, DC 50, 500g
34 Philter of Love, DC 20, 200g
35 Philter of Persuasiveness, DC 40, 400g
36 Plant Control, DC 25, 250g
37 Polymorph Self, DC 20, 200g
38 Rainbow Hues, DC 20, 200g
39 Speed, DC 20, 200g
40 Super-Heroism, DC 45, 450g
41 Sweet Water, DC 20, 200g
42 Treasure Finding, DC 60, 600g
43 Undead Control, DC 70, 700g
44 Ventriloquism, DC 20, 200g
45 Vitality, DC 30, 300g
46 Water Breathing, DC 40, 400g
Advanced Potions (3.5 Ed) (these potions mimic the spells described in 3.5 Ed)
47 Cure Light Wounds, DC 25, 250g
48 Endure Elements, DC 25, 250g
49 Hide from Animals, DC 25, 250g
50 Hide from Undead, DC 25, 250g
51 Jump, DC 25, 250g
52 Mage Armor, DC 25, 250g
53 Magic Fang, DC 25, 250g
54 Oil of Magic Stone, DC 25, 250g
55 Oil of Magic Weapon, DC 25, 250g
56 Pass Without Trace, DC 25, 250g
57 Protection from (alignment), DC 25, 250g
58 Remove Fear, DC 25, 250g
59 Sanctuary, DC 25, 250g
60 Shield of Faith +2, DC 25, 250g
61 Oil of Shillelagh, DC 25, 250g
62 Oil of Bless Weapon, DC 30, 300g
63 Enlarge Person, DC 45, 450g
64 Reduce Person, DC 45, 450g
65 Aid, DC 50, 500g
66 Barkskin +2, DC 50, 500g
67 Bear’s Endurance, DC 50, 500g
68 Blur, DC 50, 500g
69 Bull’s Strength, DC 50, 500g
70 Cat’s Grace, DC 50, 500g
71 Cure Moderate Wounds, DC 50, 500g
72 Oil of Darkness, DC 50, 500g
73 Darkvision, DC 50, 500g
74 Delay Poison, DC 50, 500g
75 Eagle’s Splendor, DC 50, 500g
76 Fox’s Cunning, DC 50, 500g
77 Oil of Invisibility, DC 50, 500g
78 Lesser Restoration, DC 50, 500g
79 Oil of Levitate, DC 50, 500g
80 Misdirection, DC 50, 500g
81 Owl’s Wisdom, DC 50, 500g
82 Protection from Arrows 10/magic, DC 50, 500g
83 Remove Paralysis, DC 50, 500g
84 Resist Energy (type) 10, DC 50, 500g
85 Shield of Faith +3, DC 50, 500g
86 Spider Climb, DC 50, 500g
87 Undetectable Alignment, DC 50, 500g
88 Barkskin +3, DC 60, 600g
89 Shield of Faith +4, DC 60, 600g
90 Resists Energy (type) 20, DC 70, 700g
91 Cure Serious Wounds, DC 75, 750g
92 Oil of Daylight, DC 75, 750g
93 Displacement, DC 75, 750g
94 Oil of Flame Arrow, DC 75, 750g
95 Fly, DC 75, 750g
96 Gaseous Form, DC 75, 750g
97 Greater Magic Fang +1, DC 75, 750g
98 Oil of Greater Magic Weapon +1, DC 75, 750g
99 Haste, DC 75, 750g
100 Heroism, DC 75, 750g
101 Oil of Keen Edge, DC 75, 750g
102 Magic Circle against (alignment), DC 75, 750g
103 Oil of Magic Vestment +1, DC 75, 750g
104 Neutralize Poison, DC 75, 750g
105 Nondetection, DC 75, 750g
106 Protection from energy (type), DC 75, 750g
107 Rage, DC 75, 750g
108 Remove Blindness/Deafness, DC 75, 750g
109 Remove Curse, DC 75, 750g
110 Remove Disease, DC 75, 750g
111 Tongues, DC 75, 750g
112 Water Breathing, DC 75, 750g
113 Water Walk, DC 75, 750g
114 Barkskin +4, DC 75, 750g
115 Shield of Faith +5, DC 80, 800g
116 Good Hope, DC 80, 800g
117 Resist Energy (type) 30, DC 80, 800g
118 Barkskin +5, DC 80, 800g
119 Greater Magic Fang +2, DC 80, 850g
120 Oil of Greater Magic Weapon +2, DC 80, 800g
121 Oil of Magic Vestment +2, DC 80, 800g
122 Protection from Arrows 15/magic, DC 80, 800g
123 Greater Magic Fang +3, DC 85, 850g
124 Oil of Greater Magic Weapon +3, DC 85, 850g
125 Oil of Magic Vestment +3, DC 85, 850g
126 Greater Magic Fang +4, DC 90, 900g
127 Oil of Greater Magic Weapon +4, DC 90, 900g
128 Oil of Magic Vestment +4, DC 90, 900g
129 Greater Magic Fang +5, DC 95, 950g
130 Oil of Greater Magic Weapon +5, DC 95, 950g
131 Oil of Magic Vestment +5, DC 95, 950g
Brewing a successful (or broken, but not failed) potion grants 1xp pr gold cost of the potion.
The Potion Maker NWP check is rolled by the DM. On a natural 1, broken potions will be created. The exact nature of these potions can only be revealed by an identify spell or better, and they have all the same characteristics of the potion the maker was trying to create. So a failed result is not evident until the effects manifest themselves after imbibing the broken potion. And if the check is merely failed, the materials and time spent creating the potion are lost while the potion itself turns into a grey, watery, foul-smelling substance which has no positive or negative effect should it be imbibed.
Potion of Delusion
Elixir of Madness
Oil of Fumbling
Philter of Stammering and Stuttering
Poison