Many alchemists lost their lives perfecting these volatile mixtures, which allow the imbiber to breath fire, freezing cold, acid, lightning or poisonous gas over their enemies. Each is a specific type of potion, declared when acquired, with a different damage keyword, although the damage done is the same regardless. Drinking the potion is a quick action and releasing the breath is a standard action which must be done on the same or next player turn.
Attack: level + dex/con/cha mod (pick highest) vs PD against 1d3 nearby enemies in a group.
Damage: See table. Additionally the following effects apply:
Fire Type - Miss deals half damage
Cold Type - On a hit of 16+ the target is stuck, save ends.
Acid Type - On a hit of 16+, the target suffers ongoing damage equal to 5/10/15 depending on tier, save ends.
Lightning Type - On a natural even hit the target is also dazed.
Poison Type - This gas does half damage but the target is also hampered, save ends.
| Tier | Cost | Damage |
|---|---|---|
| Adventurer | 210gp | 4d6 |
| Champion | 425gp | 5d8 |
| Epic | 650gp | 6d10 |