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)

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