The last part of the Alchemist advanced class for Auro. We'll see if the other expanded classes get to be as long as this.
- Envenomer (Combat) (Gain 1 to Agility and the Stealth skill)
Level 6) While generally individuals that the University doesn't like to make a big fuss about Envenomers are in high demand. Be that the University, banks, city guard, or wealthy individuals. There are often so many things that cause stress in ones life. You are happy to assist in lessoning those issues. While you are still able to mix your standard potions you can also, with a good clean before hand, mix things far worse now.
While Envenomers tend to be a fairly secretive bunch their handiwork is for sale in many potion shops. Sure you may be given funny looks and put on a list for some of them. But sometimes you do just need to really cause some pain to someone. Just like buying a sword.
Despite being trained in Auro many Envenomers are found in the Flatlands. Where they get more work - less payment per job but more jobs per month to equal more pay. And the lower class nature of the citizens there make them and their work harder to discover. The words after the venoms indicate how long the effect takes to activate. In addition to your standard potions you can now also mix;
- Stinging Rash (Hour+): 1 Root, 1 Flower. A potion that is opened and left in an area before you leave. The liquid is shiny black and odorless. Over several hours it expands to roughly two large rooms, able to go through doors. Any beast who stays a significant time in the room, often through sleep, will develop a very painful rash across their arms and shins. Making it difficult for them to move at anything more than a walk. Fighting will also be painful and difficult. Those afflicted move at half speed and suffer a -2 to both Agility and Brawn. If they are forced to fight they take 2 damage every time they attack. Effect lasts until they are able to take a long bath in clean warm water. But without continued exposure it will start to fade in three days. Can affect an entire small building.
- Clenched Throat (Meal): 1 Vegetable, 1 Food. A liquid that is applied to food or drink. It takes effect about twenty minutes after ingestion to activate - to allow all in a group to consume it before they realize that something is wrong. It does taste very salty but unless one is trained they would just think it odd. When the effect is triggered those affected will find it difficult to speak. Able to barely make a squeak. In addition they will find their ability to cast from any of their points badly stifled. Those suffering cannot speak full sentences, have only half their available casting points, and if they are able to regenerate it do so at 1/4th the speed rounded up. When trying to cast a spell anyway the caster takes 6 damage per spell but are able to sling spells. The effect lasts until they are able to drink an Antidote. Or failing that able to hold near boiling purified water in their mouth to slosh it around and then spit it out. It causes damage but does get rid of it. Can affect a dinner party.
- Lockpaw (Round): 1 Cooking Oil, 1 Crafting oil. Poured onto weapons striking parts, including ranged tools. Tend to make the weapons glisten and catch the light. The venom lasts until a successful strike is made or the weapon is wiped off. When a hit is made the venom needs one full round to activate. Giving the one hit a chance to clear the effect either through magic, a high Vitality check, or an Antidote. But if they have no way to stop it or fail the save they are afflicted with Lockpaw. A debilitate tightening of their muscles, joints, and often slightly deafened. Suffering a -3 to AC, -3 to their attack and damage dice, and a massive -5 to ranged attack rolls. Each time they are hit they take and extra 4 damage. They can still talk and move their fingers so casters are not that affected. Lasts 2 rounds and can be re applied but just resets the duration not stacking time. Affects one target.
Level 8) While your venoms are great at all its often harder for you to apply them and get away with it. Assuming you don't pay someone else to do it for you. And that cuts into profits! So to fix this you dedicated some of your mixing time to practicing how to better sneak, maneuver, and strike! You now gain a sneak attack bonus equal to a level 5 Rogue and double your Sneak skill. In addition you have worked out variants for a few of your venoms. These must be decided before the venom is complete and cannot be changed.
- Clenched Throat -> Silence (Round): A more potent version of Throat but only affecting one target. Rather than food Silence is applied to a weapon and takes one turn to activate. Unless delivered by a sneak attack. In which case it activates instantly. Silence disables a spell casters ability to cast entirely for two rounds. Can refresh the duration but not stack. Bards can still play their instruments but any other caster is left helpless if they have no support or fallback combat skill. Affects one target.
- Lockpaw -> Blind (Round): While it can also be applied to your weapon and activated after one round Blind has the benefit of if it is delivered by a sneak attack, either yours or someone else's, it activates instantly. As the name suggests this blinds the target. Lowering their AC by 3 as well as making them unable to attack any specific target around them and can only swing with a 1/4 chance to swing the correct direction and makes any attack on them count as a basic sneak attack (lvl 1 Rogue). But if the one attacking has a higher sneak attack dice that is used instead. Lasts two rounds, can be reapplied. Affects one target.
Level 10) With your experience is Roguery you have decided to take it to the next step. Its such a fun thing to do really - so why not give others the chance to experience it! At a fee of course. But before your 'Silent Finale' is revealed the extra benefit of being lvl 10 is all your venoms deal twice the damage and/or last twice as long by default. But onto the fun part. Combining a Clenched Throat/Silence, two Energy potions, and one Mana Potion creates a very bitter potion but one with an immediate effect. Of making the imbiber, and all their equipment, vanish. They are still there, just now invisible, at a level that would even impress high ranking Assassins. Should they pick anything up that will still be visible, so Assassins still have you there, but the imbiber is now essentially impossible to detect. Just as long as they stay quiet and don't knock things over. The effect lasts an entire hour (30 minutes boosted by your level ten effect) but is dispelled when the imbiber takes a hostile action. Should this action be an attack against a target their first attack will strike with the extra force of a lvl 8 Assassin - regardless of the weapon they are using. Maw Claws have been known to tear targets in half with their bear hands under this effect.
- Envenomer (Combat) (Gain 1 to Agility and the Stealth skill)
Level 6) While generally individuals that the University doesn't like to make a big fuss about Envenomers are in high demand. Be that the University, banks, city guard, or wealthy individuals. There are often so many things that cause stress in ones life. You are happy to assist in lessoning those issues. While you are still able to mix your standard potions you can also, with a good clean before hand, mix things far worse now.
While Envenomers tend to be a fairly secretive bunch their handiwork is for sale in many potion shops. Sure you may be given funny looks and put on a list for some of them. But sometimes you do just need to really cause some pain to someone. Just like buying a sword.
Despite being trained in Auro many Envenomers are found in the Flatlands. Where they get more work - less payment per job but more jobs per month to equal more pay. And the lower class nature of the citizens there make them and their work harder to discover. The words after the venoms indicate how long the effect takes to activate. In addition to your standard potions you can now also mix;
- Stinging Rash (Hour+): 1 Root, 1 Flower. A potion that is opened and left in an area before you leave. The liquid is shiny black and odorless. Over several hours it expands to roughly two large rooms, able to go through doors. Any beast who stays a significant time in the room, often through sleep, will develop a very painful rash across their arms and shins. Making it difficult for them to move at anything more than a walk. Fighting will also be painful and difficult. Those afflicted move at half speed and suffer a -2 to both Agility and Brawn. If they are forced to fight they take 2 damage every time they attack. Effect lasts until they are able to take a long bath in clean warm water. But without continued exposure it will start to fade in three days. Can affect an entire small building.
- Clenched Throat (Meal): 1 Vegetable, 1 Food. A liquid that is applied to food or drink. It takes effect about twenty minutes after ingestion to activate - to allow all in a group to consume it before they realize that something is wrong. It does taste very salty but unless one is trained they would just think it odd. When the effect is triggered those affected will find it difficult to speak. Able to barely make a squeak. In addition they will find their ability to cast from any of their points badly stifled. Those suffering cannot speak full sentences, have only half their available casting points, and if they are able to regenerate it do so at 1/4th the speed rounded up. When trying to cast a spell anyway the caster takes 6 damage per spell but are able to sling spells. The effect lasts until they are able to drink an Antidote. Or failing that able to hold near boiling purified water in their mouth to slosh it around and then spit it out. It causes damage but does get rid of it. Can affect a dinner party.
- Lockpaw (Round): 1 Cooking Oil, 1 Crafting oil. Poured onto weapons striking parts, including ranged tools. Tend to make the weapons glisten and catch the light. The venom lasts until a successful strike is made or the weapon is wiped off. When a hit is made the venom needs one full round to activate. Giving the one hit a chance to clear the effect either through magic, a high Vitality check, or an Antidote. But if they have no way to stop it or fail the save they are afflicted with Lockpaw. A debilitate tightening of their muscles, joints, and often slightly deafened. Suffering a -3 to AC, -3 to their attack and damage dice, and a massive -5 to ranged attack rolls. Each time they are hit they take and extra 4 damage. They can still talk and move their fingers so casters are not that affected. Lasts 2 rounds and can be re applied but just resets the duration not stacking time. Affects one target.
Level 8) While your venoms are great at all its often harder for you to apply them and get away with it. Assuming you don't pay someone else to do it for you. And that cuts into profits! So to fix this you dedicated some of your mixing time to practicing how to better sneak, maneuver, and strike! You now gain a sneak attack bonus equal to a level 5 Rogue and double your Sneak skill. In addition you have worked out variants for a few of your venoms. These must be decided before the venom is complete and cannot be changed.
- Clenched Throat -> Silence (Round): A more potent version of Throat but only affecting one target. Rather than food Silence is applied to a weapon and takes one turn to activate. Unless delivered by a sneak attack. In which case it activates instantly. Silence disables a spell casters ability to cast entirely for two rounds. Can refresh the duration but not stack. Bards can still play their instruments but any other caster is left helpless if they have no support or fallback combat skill. Affects one target.
- Lockpaw -> Blind (Round): While it can also be applied to your weapon and activated after one round Blind has the benefit of if it is delivered by a sneak attack, either yours or someone else's, it activates instantly. As the name suggests this blinds the target. Lowering their AC by 3 as well as making them unable to attack any specific target around them and can only swing with a 1/4 chance to swing the correct direction and makes any attack on them count as a basic sneak attack (lvl 1 Rogue). But if the one attacking has a higher sneak attack dice that is used instead. Lasts two rounds, can be reapplied. Affects one target.
Level 10) With your experience is Roguery you have decided to take it to the next step. Its such a fun thing to do really - so why not give others the chance to experience it! At a fee of course. But before your 'Silent Finale' is revealed the extra benefit of being lvl 10 is all your venoms deal twice the damage and/or last twice as long by default. But onto the fun part. Combining a Clenched Throat/Silence, two Energy potions, and one Mana Potion creates a very bitter potion but one with an immediate effect. Of making the imbiber, and all their equipment, vanish. They are still there, just now invisible, at a level that would even impress high ranking Assassins. Should they pick anything up that will still be visible, so Assassins still have you there, but the imbiber is now essentially impossible to detect. Just as long as they stay quiet and don't knock things over. The effect lasts an entire hour (30 minutes boosted by your level ten effect) but is dispelled when the imbiber takes a hostile action. Should this action be an attack against a target their first attack will strike with the extra force of a lvl 8 Assassin - regardless of the weapon they are using. Maw Claws have been known to tear targets in half with their bear hands under this effect.
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