This thick bitter brew heals 8 HP of damage but the consumer suffers -2 AC for the rest of the room. Characters may drink multiple Orcish Stouts and heal 8 HP each time, but the AC penalty is cumulative. E.g., if a character drinks 3 Orcish Stouts, that character will heal a total of 24 HP and suffer a -6 AC penalty.
slotless
Drinking this potion allows a cleric or druid to immediately re-try a failed healing skill check. It cannot be used to re-try a failed skill check if the spell does not heal HP damage.
Grants immunity to fear effects
This potion must be used proactively to prevent fear. It cannot be used after the fact to remove fear.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals 16 Fire damage to the monster. If the victim succeeds on a DC 15 Reflex saving throw, only half damage is dealt. It is usable only once, whether the attack succeeds or misses.
Imbiber gains +2 to hit when making ranged attacks (missiles as well as spells which require an attack slide)
Transforms the character into an asp and Poison damage inflicted upon the wearer is reduced by 5 points per attack.
Transforms the character into a bear. The transformation from human(oid) to bear, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Transforms the character into a brownie (the Fey creature, not the confection), adds +3 to AC, and adds +1 to all saving throws. The transformation from human(oid) to brownie, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.









