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Tuesday Magic Item- Puissant Warrior Elixir (for Pathfinder and D&D5)

18 October, 2016

Charge!“While I have used potions now and then, but these warriors seem to use them . . . a lot,” said Voddick quietly, sipping his ale.

“I had noticed,” agreed Gollaon, equally quietly.  “I think we should let them take the lead in, well, everything.”

“Agreed,” replied Voddick with a slight nod.  He noticed the warriors looking their way and raised his mug to them.  “To our victory on the battlefield tomorrow!”

They cheered and Voddick and Gollaon exchanged glances.

Puissant Warrior Elixir

These potions smell of iron and alcohol, and taste of strong ale with a sharp metallic undertone, they are a clear deep red and generate their own heat when poured out.

The elixir takes 1d4 rounds to take effect, the drinker’s flesh becoming flushes as it surges through their system.  The drinker gains a +2 alchemical bonus to Constitution and temporary hit point equal to their level plus Constitution modifier, additionally, whenever they suffer real damage (i.e., not temporary hit point damage) they gain temporary hit points equal to their Constitution modifier.  As long as they have temporary hit points, they add their Constitution modifier to saves against fear, gain a +2 alchemical bonus to melee weapon damage and gain a +5′ enhancement bonus to movement when closing with an enemy.

However, each use of the potion causes the drinker to become aggressive and disdainful of danger, partly represented 1d2 points of Wisdom damage (which will not reduce Wisdom below one) and a -4 penalty to resist any effect that encourages or increases anger.

The elixir’s positive effects last for 5d6+15 minutes and the negative effects persist for 1d4 hours afterward (except for the Wisdom damage which heals normally).

Aura faint necrourgy; CL 5th
Slot none; Price 275; Weight
Construction Requirements
Brew Potion, bear’s endurance, bull’s strength, false life; Cost 137.5

For D&D5:

Potion, rare

Description as above.

The elixir takes 1d4 rounds to take affect, the drinker’s flesh becoming flushes as it surges through their system.  The drinker gains a +2 bonus to Constitution and temporary hit point equal to their level plus Constitution modifier, additionally, whenever they suffer real damage (i.e. not temporary hit point damage) they gain temporary hit points equal to their Constitution modifier.  As long as they have temporary hit points, gain advantage to saves against fear, gain a +2 bonus to melee weapon damage and gain a +5′ bonus to movement when closing with an enemy.

However, each use of the potion causes the drinker to become aggressive and disdainful of danger, partly represented by the loss 1d3 points of Wisdom (which will not reduce Wisdom below one, recovered after a long rest) and disadvantage on any save or roll to resist an effect that encourages or increases anger.

The elixir’s positive effects last for 5d6+15 minutes and the negative effects persist for 1d4 hours afterward (except for the Wisdom loss whose recovery is noted above).

Notes: Another crossover between the Potions theme for this month’s RPG Blog Carnival, and my monster theme for October.

Photo by Brad Hammonds and used under a Creative Commons Attribution 2.0 Generic license.

 

 

 

 

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One comment

  1. Iron and alcohol, eh? Still better than Tab!



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