Bluemarrow

The legendarily life-ruining drug harvested from the bones of a dead god

Price: 1000 GP   ABOUT   A lethally dangerous iridescent drug that can only be found through a complicated mining process meant to extract the marrow that lies within the bones of the titanic skeleton that lays over the city of Scalemoor, Bluemarrow is infamous for its high addiction rate and horrible side-effects...mutation, insanity, and blindness/deafness amongst them. Outlawed within the lands of Draconia and actively destroyed in the neighboring countries of The Inhuman Coalition and The Dwarven Peaks where it has begun to make inroads, it has also wormed its way over the sea to The Endless Sands, where the slavemasters there use it to keep their slaves docile.   Exorbitantly expensive due to the secretive, complicated mining process neccesary to extract the unrefined substance from the marrow of Scalemoor's patron skeleton as well as the inherent danger that comes with dealing with it, Bluemarrow is an infamously lethal narcotic that Draconia hunts with zealous vigor, eradicating and often preferring to execute those who deal in it rather than worry about imprisoning them, so dangerous is it.   DETAILS   Type: Ingestion, Inhalation, Injury   Addiction: Major/Severe, Fortitude DC 25   EFFECT   User gains a +2 morale bonus to all Reflex and Will Saves, as well as attack rolls. +1d6 profane bonus to three skills chosen at random for 1 hour. User gains effects of a Haste spell for 1 minute.   DAMAGE   1d4 Int damage and 1d4 Wis Damage. 20% chance of permanent mutation(Roll a 1d12, User gains designation mutation. User cannot gain the same mutation multiple times unless otherwise noted. If an invalid mutation is rolled, reroll). 15% chance of blindness and deafness for 1 hour. 10% Chance of taking a Confusion effect with no save for 24 hours.
 
MUTATION TABLE:   1: Blind (Ex) The user can’t see, and gains the blinded condition unless it possesses a means of seeing other than normal vision, darkvision, or low-light vision. This blindness can’t be magically removed.   2: Deaf (Ex) The user can’t hear, and gains the deafened condition. This deafness can’t be magically removed.   3: Fragile (Ex) When the user fails a Fortitude save, it is staggered for 1 round.   4: Fractured Mind (Ex) When the user fails a Will save, it is confused for 1 round.   5: Lame (Ex) The user’s stunted legs reduce its base speed by 10 feet. This mutation can’t be received if the user’s base speed is already slower than 20 feet. Can be recieved multiple times.   6: Light Blindness (Ex) The user has the light blindness special ability. This mutation can’t be received if the user has the blind deformity.   7: Mindless (Ex) The user gains the mindless trait. A mindless user has no Intelligence score, loses all feats and skills, and is immune to mind-affecting effects. A creature with class levels retains its hit points, base attack bonus, and base saves from its class levels, but loses all weapon and armor proficiencies and other class abilities. This deformity could prevent the user from being eligible to take certain special abilities, at the GM’s discretion.   8: Misshapen (Ex) Humanoid only. The user can’t wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit the user costs twice as much.   9: Poor Ability (Ex) The user takes a –4 penalty to one ability score in addition to the normal ability score penalties applied by the template. Can be received multiple times.   10: Mutant Spasms (Ex) When the user fails a Reflex save, for 1 round it can’t take attacks of opportunity or immediate actions and loses its Dexterity bonus to AC, on ranged attack rolls and attack rolls made using finesse weapons, and on ability checks and skill checks.   11: Useless Arm (Ex) One of the user’s arms is malformed and useless. Can be received a number of times equal to the number of arms the user has.   12: Vulnerability (Ex) The user is vulnerable to one energy type. If the base creature has innate resistance or immunity to that energy type, it loses those abilities. Can be received multiple times, until the user is vulnerable to all energy types.

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