Saturday, 10 October 2015

Poisoner


Potion name

Cost

Downtime   Cost

Effect
Simple Poison
100
10
DC10[Wound] if failed 1D4 damage for 10 rounds[1 min] DC10 Con check each turn to stop effect
Exhaustion Poison
200
20
DC13 [Wound]if failed target gains 1 exhaustion
Sandman Potion
200
20
DC11 [Inhaled] 5ft /thrown 20ft if failed target falls asleep for 1D4 hours or until attacked
Vertigo Poison
200
20
DC12[Wound]if failed target becomes stunned DC10 Con check each turn to stop effect
Nightmare Poison
200
20
DC11 [Wound/Ingested]if failed creature becomes frightened
Rage Powder
150

15
DC13 [Wound] target become frenzied and attacks closest creature can make tests every turn to regain sanity gets 1
easier every turn
Gutwrencher Poison
150
15
DC14[ingested]  If failed after 5 minutes of stomach pain target vomits uncontrollably and takes 4D12 Bludgeoning damage
Alchemists Fire
50

5
5ft /thrown 20ft if a Hit target takes 1d4 fire damage at the start of each of targets turns.  DC 10 Dexterity check each turn to
stop effect
Basic Acid
25
5
5ft /thrown 20ft if a Hit target takes 2d6 acid damage.
Basic Anti-toxin
50
5
Gain advantage on your next Constitution save against Poison lasts 1min
Widowmaker Poison
300
30
DC 13 Constitution saving throw, taking 4D6 poison damage and is poisoned on a failed save, or half as much damage on a
successful one and not poisoned. While poisoned the creature takes D4 damage every turn (6 secs) while poisoned in this way.
After 10 turns or if the creature becomes unconscious the creature gains 1 fatigue and is no longer poisoned.

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