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    Default [3.5 Base] The Perfumer (PEACHES)

    The Perfumer

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    "Ahhh, can you smell it? The sweet scent of your defeat." – Jacques Villeu, a Perfumer


    Adventures: Perfumers roam the lands in search for new scents. It can be said that it is their nose that drives them, taking them to wherever new scent captivates them. They are constantly in search for new herbs and other sources for their perfumes, and most of the rarest ingredients can be found at the most dangerous of places. Conversely, they are looking to gain fame for their products, and what better way to advertise their fragrances than having mighty warriors and wizards wear them.

    Characteristics: The signature of any Perfumer is his use of his parfums. Parfums can boost the Perfumer and his allies or bring debilitating effects to his enemies, gaining more advantage for each effect that his enemies suffer.
    Perfumers are decent combatants, relying on finesse and clever strategies rather than outright physical prowess. They also have learned to take advantage of enemies suffering from their parfum effects, timing their attacks on openings given by the effects to do additional damage.

    Alignment: Perfumers can be of any alignment. Those who like to venture out onto the world value their freedom to go anywhere they decide, and wherever there is news of a rare ingredient for his perfumes. Those who prefer to stay in cities opt to abide the law or use underhanded methods to achieve fame and a place for their perfumes in the markets.

    Religion: Most Perfumers would worship Farlanghn, being on the roads more often than not. Others even look to Corellon Larethian, patron god of music and the arts, even those Perfumers who are not elves. Good Perfumers also look to Pelor to guide them on their travels. Evil Perfumers might even look to Erthynul for guidance.

    Background: A Perfumer usually trains as an apprentice under a master Perfumer until he is deemed ready to be called a Perfumer. Others who possess prodigious talents start out on their own, mimicking perfumes or even coming upon formulations by themselves. All of them though, share the common prerequisite of having an uncanny olfactory sense.

    Races: Perfumers could come from any race, as the art of perfumery takes many forms. Humans, with their propensity to adorn themselves with colors and scents produce lots of Perfumers. Elves, orcs, dwarves, and gnomes also have Perfumers.

    Other Classes: Perfumers are generally tolerable with other classes. Indeed they perform best with others, boosting them with parfums, and benefitting from their melee protection as well as magic. Perfumers generally possess very good social skills, and can pose as the part leader.

    Role: Perfumers are primarily support, though they can also fill the rolls of secondary melee or ranged fighter. Parfums give them the ability to do almost all roles at a lesser degree, and the ability to use scrolls and wands also give the more options.

    Adaptation: Perfumers can easily fit into any campaign setting.

    GAME RULE INFORMATION
    The Perfumer has the following game statistics.
    Abilities: Charisma is the most important ability for the Perfumer, as it affects the effectiveness of his parfums, as well as some of the effects. Strength or Dexterity also helps to hit and do some damage with their attacks. Constitution always helps for the Perfumer’s rather low hit die.
    Alignment: Any.
    Hit Die: d6.
    Starting Age: As bard.
    Starting Gold: As bard

    Class Skills
    The Perfumer's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
    Skill Points at First Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    The Perfumer
    Level BAB Fort Ref Will Special Parfum Grades and Moods Known Essential Oils per Day
    1st +0 +2 +0 +2 Aromachology, Bee Sting +1d6, Scent Grade VI, 2 moods 2
    2nd +1 +3 +0 +3 Flame Tricks, Test Subject - 3
    3rd +2 +3 +1 +3 Bee Sting +2d6, Parfum Concentrations (Eau de Cologne) - 4
    4th +3 +4 +1 +4 Allergic Reaction 20% Grade V, 2 moods 8
    5th +3 +4 +1 +4 Bee Sting +3d6 - 10
    6th +4 +5 +2 +5 Haphazard Reformulation - 12
    7th +5 +5 +2 +5 Bee Sting +4d6 Grade IV, 3 moods 18
    8th +6/+1 +6 +2 +6 Parfum Concentrations (Eau de Toilette) - 21
    9th +6/+1 +6 +3 +6 Bee Sting +5d6 - 24
    10th +7/+2 +7 +3 +7 Perfumer Elite Grade III, 3 moods 32
    11th +8/+3 +7 +3 +7 Bee Sting +6d6 - 36
    12th +9/+4 +8 +4 +8 Formulation SP - 40
    13th +9/+4 +8 +4 +8 Bee Sting +7d6, Parfum Concentrations (Eau de Parfum) Grade II, 4 moods 50
    14th +10/+5 +9 +4 +9 Allergic Reaction 50% - 55
    15th +11/+6/+1 +9 +5 +9 Bee Sting +8d6, Hidden Tones - 60
    16th +12/+7/+2 +10 +5 +10 Achieving Harmony Grade I, 4 moods 72
    17th +12/+7/+2 +10 +5 +10 Bee Sting +9d6 - 78
    18th +13/+8/+3 +11 +6 +11 Parfum Concentrations (Perfume Extract) - 84
    19th +14/+9/+4 +11 +6 +11 Bee Sting +10d6 Grade I, 5 moods 90
    20th +15/+10/+5/ +12 +6 +12 Perfumer Extraordinaire - 96

    Class Features
    All of the following are class features of the Perfumer.


    Weapon and Armor Proficiencies: The Perfumer is proficent with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. The Perfumer is proficient with light armor and shields (except tower shields).


    Aromachology: Through experience and research, Perfumers grasp the vital connection between the different scents and other components of perfumes to the mind and body. Through time, they have perfected this art to produce parfums.

    Parfums are volatile types of perfume that drastically affect the mind and body of any creature. Due to their volatile nature, they only last for 24 hours. The need for meticulous handling in preparation limits the Perfumer to a specific number of parfums he can create per day in terms of essential oils as shown in the table above. Furthermore, they can only prepare parfums from 2 different moods at level 1, 3 at level 7, 4 at level 13, and all moods at level 19.

    Parfums exist in varying grades, from Grade VI to Grade I, with Grade VI being the lowest grade and Grade I the most potent of parfums. The Perfumer begins play knowing Grade VI parfum, and at 4th, 7th, 10th, 13th, and 16th levels, he can create and use Grades V, IV, III, II, and I parfums respectively.

    Creating one perfume costs a certain dose of essential oil plus a specific amount to cover the various aromatic compounds from different herbs required for one particular parfum. Grade VI parfums cost one dose of essential oil to create, and higher grades cost 1 additional essential oil per grade higher than VI; Grade V cost 2 doses, Grade IV cost 3, and so on.

    Parfums effects are extraordinary effects, and act as inhaled poisons, unless otherwise noted. They can either be personal, sprayed by using perfume sprays, affecting a single target and including the 5-foot radius around, or splash, thrown in perfume bottles that affect an area of 30 feet in radius upon breaking. Applied parfums last 1 hour per class level, and they can affect any creature that comes within its range. A moderate wind or stronger disperses parfum effects after 1 round. Duration for each parfum effect (when it affects a creature) varies for each parfum, as shown in their description. The save DC for a parfum effect is 10 + Parfum Grade Value + the Perfumer's Charisma modifier. Parfum Grade Value for Grade VI Parfums is 1, 2 for Grade V, 3 for Grade IV, and so on.

    Parfums attack the brain, subsequently affecting the whole body. As such, parfums do not work on constructs, undead, and other mindless creatures, as well as creatures with Intelligence scores lower than 3.


    Essential Oils: The base component of any perfume is essential oils. The Perfumer gains the ability to process a number of essential oils per day as given in the table above. The Perfumer also gains bonus number of essential oils per day equal to his Charisma modifier divided by 2 rounded down (0 minimum).

    Essential oils are readily available to be bought in bulk or pieces from perfumeries, or can be crafted by the Perfumer himself if he has the necessary raw materials. Each dose costs 10 gold pieces, and this cost is separate from the cost shown in each parfum’s description.


    Bee Sting: Beginning at 1st level, whenever a creature is affected by a parfum effect, the Perfumer can do a swift action Bluff check to perform a feint. When the feint is successful, he inflicts 1d6 more damage for each of his attacks on that target until the next round. This bonus damage increases by an additional 1d6 damage every 2 levels thereafter.


    Scent (Ex): Born with the gift of superior olfactory faculties and enhanced by training, the Nose can distinguish any form of scent from each other on a level similar to creatures such as hounds. At 1st level, the Nose gains the Scent ability. Furthermore, he can locate any creature within 30 feet as if he has blindsense. This uses his sense of smell; any creature that has an ability to hide its scent cannot be detected by the Perfumer.


    Flame Tricks (Ex): At 2nd level, the Perfumer can use his parfums to set ablaze his enemies. As a standard action, the Perfumer can use his perfume spray to light one adjacent creature on fire, dealing damage equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. The target can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod. This ability needs one dose of parfum. The Perfumer also needs to be holding a fire source to work, like a torch. This also works when the creature is already on fire.

    Alternatively, whenever a parfum is used as a splash weapon, when it comes in contact with a fire source within its range, this results in an explosion, causing fire damage to every creature within range equal to 1d6 multiplied by the Perfume Grade Value of the parfum used. All creatures caught in the area can roll a Reflex save with DC equal to 10 + the Perfume Grade Value of the parfum used + Cha mod to half the damage. This uses up all the parfum in the area, ending the parfum effect. Parfums are very volatile and lose their flammability fast, so he fire source must be introduced into the area within 3 rounds that the parfum is used, else the parfum becomes inert.


    Test Subject (Ex): By using himself as a test subject for creating new parfums, the Perfumer becomes more resistant to their effects. At 2nd level, the Perfumer becomes immune to harmful effects of his parfums. He also becomes immune to diseases and poisons from non-magical sources.


    Parfum Concentrations: At 3rd level, the Perfumer can mix more potent versions of his parfums. Starting at 3rd level, the Perfumer can make an Eau de Cologne version of his parfums, and he can make more concentrated versions every 5 levels after level 3. These higher concentrations increase the DCs, duration (add number to total class level for purpose of calculating duration), and area of effect of parfum effects (values given are for splash area; for personal area bonus, divide values by 2 rounded down). However, they cost more essential oils than their normal versions, as shown in the Table: Parfum Concentrations.

    Table: Parfum Concentrations
    Concentration DC Duration Intensity Area of Effect Essential Oil Cost
    Eau de Cologne +1 +1 level Strong +5 feet x1.5
    Eau de Toilette +2 +2 levels Strong +10 feet x2
    Eau de Parfum +3 +3 levels Severe +15 feet x2.5
    Perfume Extract +4 +4 levels Severe +20 feet x3

    Allergic Reaction (Ex): At 4th level, when a creature successfully saves against any perfume effect, it can develop an allergic reaction. The creature has a 20% chance to develop an allergic reaction, which increases to 50% at level 14. Roll the percentage die to determine the type of allergic reaction the creature suffers from the following table:

    Table: Allergic Reactions
    %d Allergic Reaction Effect
    0-19 Sneezing The target creature sneezes uncontrollably. Any ability or spell that the creature would perform while still afflicted by sneezing would require a DC 15 or fail (DC 20 for those with verbal component). Also, creatures receive a -10 penalty to Hide checks and ends invisibility or similar effects.
    20-39 Watery Eyes The target creature’s eyes produce tears at an abnormal rate. The creature receives a -2 penalty to attacks and -4 to Spot checks.
    40-59 Runny Nose The target creature produces uncontrollable amounts of mucous. The creature must spend a move action each round this allergic reaction is in effect to clear this mucous or suffocate.
    60-79 Skin Rashes The target creature is stricken with itchy skin rashes. The creature receives a -2 penalty to AC for leaving openings when it tries to scratch itself.
    80-99 Migraine The target creature suffers a head splitting migraine. The creature receives a -2 to all saves.
    00 2 Allergies Roll for 2 Allergies to affect the target. Roll again for another 2 if you get another 100 (3 total Allergies), get affected by all Allergies above when you roll 3 00s or more.

    This ability only triggers once per round, and lasts for 2 round at level 4 and 5 rounds at level 14. The creature has to succeed a Fort save with a DC of 10 + 1/2 class levels + Cha mod to negate this effect. Creatures who succeed in their Fort save are immune to this ability for 24 hours. The effects bestowed by this ability are treated as diseases for the purpose of harmful-effect removing spells.


    Haphazard Reformulation (Ex): At 6th level, the Perfumer can alter his existing perfumes to create another perfume. By using one perfume of a certain mood and grade as a base, he can create another perfume of the same mood and grade by spending half the cost of the new perfume in materials. This is a full round action that provokes an attack of opportunity. Also, with the haphazard way of creating the perfume, this ability has a Success chance of 50%, a Failure chance of 40%, and a Random chance of 10%. Success means the Perfumer successfully creates the intended parfum. Failure means the attempt is a failure and all the materials used are wasted. Random means the Perfumer produces a random parfum of the same grade and the same mood. This could mean he gets the same parfum as well.

    At level 12, the chances improve to Success 60%, Failure 30%, and Random 10%. The perfumer can now also reformulate his parfums into another parfum of a different mood, as long as it is still of the same grade as the original. The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.

    At level 18, the chances improve to Success 70%, Failure 20%, and Random 10% for reformulation to a parfum of the same mood and Success 40%, Failure 50%, and Random 10% for reformulation into a parfum of a different mood. The Perfumer can now also reformulate his parfums into a parfum of higher grade. The Perfumer can only create parfums of the same mood, and he would need the equivalent number of essential oil as raw material for the new parfum (to create a grade I parfum, you would need 2 grade IV parfums of the same mood, 3 grade V parfums, or 1 grade VI and 1 grade II parfums, or other similar combinations). The chances for this type of reformulation are Success 30%, Failure 60%, and Random 10%.


    Perfumer Elite (Ex): The Perfumer has become one of the best in the business of creating parfums. Due to his renowned status as a perfumer, the Perfumer's mundane versions of his perfumes fetch 3 times their original market value.

    As an elite Perfumer, he can obtain raw materials for making his perfumes at half the original price.


    Formulation SP (Ex): At 12th level, whenever the Perfumer hits a creature immune to his parfums with a melee attack, he can spend the next round to modify an existing parfum to affect it. This is a full round action, and must be done within 3 rounds after a successful melee attack. The Perfumer can only modify one parfum per instance of this ability and the parfum effect can affect any other creature with the same type and subtype as the target.


    Hidden Tones (Ex): At 15th level, when a creature fails its save against any parfum effect, every parfum effect that will affect it after that have their DCs increased by 4. Every parfum effect after 5 (total) automatically succeeds.


    Achieving Harmony (Ex): At level 16, the Perfumer learns to create more stable parfums that last longer. Parfums now last for 2 days instead of 1. Unused parfums do not count against the total number of parfums that can be created the next day.


    Perfumer Extraordinaire (Ex): The Perfumer has become the master of creating parfums. Due to his legendary status as a perfumer, the Perfumer's mundane versions of his perfumes now fetch 10 times their original market value.

    As a master Perfumer, his preparation of parfums now becomes so efficient that he only requires half of the normal essential oils required in creating them, as well as half the additional cost of the added raw materials (stacks with the effect of Perfumer Elite, effectively reducing cost to 1/4 the original value).

    Also, some of his abilities improve as follows: cost of higher concentration parfums created by the Concentrations ability are lowered by .5; Haphazard Reformulation percentages improves to Success 80%, Failure 10%, Random 10% for same grade same mood reformulations, Success 60%, Failure 30%, Random 10% for same grade different mood reformulations, and Success 50%, Failure 40%, Random 10% for higher grade reformulations; the Test Subject ability now makes him immune even to poisons and diseases of any source.
    Last edited by GuyFawkes; 2014-04-02 at 01:41 AM.

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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    Parfums

    Grade VI

    Another You - gain bonus to disguise as if under the Disguise self spell against affected creature.
    Citrus Energy - target falls prone in laughter.
    Enigma - gain +4 competence bonus to Bluff checks.
    Explosion - target are deafened.
    Fierce - gain a + 4 competence bonus to Intimidate checks.
    Focus - become immune to parfum effects from the Hallucination mood.
    Halloween - creatures of 5 or less HD become frightened or shaken.
    Head Over Heels - creatures are affected by an effect similar to charm person.
    Intuition - gain a +5 competence bonus to Spot and Listen checks.
    Liberty - become immune to parfum effects from the Compulsion mood.
    Live Jazz - become immune to parfum effects from the Debilitation mood.
    Only The Brave - gain a +4 morale bonus against fear effects, suppress existing fear effects.
    Panacea - gain a +4 morale bonus against poison and disease effects, suppress existing poison and disease effects.
    Passion - gain a +4 competence bonus to Diplomacy.
    Spring Rain - creatures become sleepy, suffer penalty to Spot, Listen, Will saves against sleep.
    Wild Musk - gain a +4 morale bonus against sleep effects, suppress existing sleep effects.
    Youth Dew - gain fast healing 1.
    Zen - gain a +2 competence bonus to all saves.

    Grade V

    Blanc - gain a +4 enhancement bonus to Constitution.
    Blv - gain a +4 enhancement bonus to Dexterity.
    Forbidden Flower - Humanoid target is paralyzed.
    La Verite - Creatures affected are compelled to tell only the truth.
    Midnight - Target is blinded.
    Noir - gain a +4 enhancement bonus to Intelligence.
    Purple Haze - Targets suffer a 20% miss chance on all their attacks.
    Quicksilver - Target gains a 30 ft increase to its base land speed.
    Rose - gain a +4 enhancement bonus to Charisma.
    Rouge - gain a +4 enhancement bonus to Strength.
    Suggestion Eau Cuivree - Single target is placed under the effect similar to a suggestion spell.
    Vendetta - Subject enters into a rage.
    Vert - gain a +4 enhancement bonus to Wisdom.
    Vol de Nuit - Targets suffer 1 damage each round.

    Grade IV

    Afternoon Drizzle - gain fast healing 3.
    Arrogance - gain a +4 morale bonus against paralysis and stun effects, suppress existing paralysis and stun effects.
    Delirium - Target becomes confused, as the confusion spell.
    En Passant - gain immunity to fatigue, suppress existing fatigue effects.
    Midnight Terrors - Creature becomes panicked or shaken.
    Mystique - Affected creatures suffer a 50% chance to all attacks.
    Rush - gain haste.
    Serenity - Creatures are slowed, as the slow spell.
    Silver Tongue - gain bonus to Bluff, as the glibness spell.
    The Scent of Peace - Affected creatures are overcome by sleep.
    Wings - gain a +2 bonus to dodge AC.

    Grade III


    Bandit - Creatures's memory is altered, as modify memory spell.
    Black Orchid - Target creature is paralyzed.
    Fire and Ice - suffer 2d4 Constitution damage or half each round.
    Ignorance is Bliss - suffer 2d4 Wisdom damage or half each round.
    Lune - suffer 2d4 Intelligence damage or half each round.
    Narcisse Noir - suffer 2d4 Charisma damage or half each round.
    Obsession - same effect as Head Over Heels, but not limited to humanoids.
    Still - suffer 2d4 Dexterity damage or half each round.
    Vacuum - All creatures begin to suffocate if they stay in the area of effect.
    Versus - gain damage bonus equal to the Parfumer's Cha mod.
    Zero - suffer 2d4 Strength damage or half each round.

    Grade II

    Envy - Affected creatures suffer the effects of Song of Discord.
    Euphoria - Affected creatures are fatigued.
    Pride - Targets suffer a -4 penalty to attack rolls, AC, and all saves.
    Reverie - Targets are stunned for 1d4 rounds.
    Quintessence - gain a +4 morale bonus against mind affecting effects, suppress existing mind affecting effects.
    Silver Rain - gain fast healing 5.
    Sublime - gain the effects of greater heroism.
    Suggestion Eau D’argent - Same effect as Suggestion Eau Cuivree, except can be used as splash weapon, DC +2.

    Grade I

    Arpege - Subject does not die when hit points is reduced to 0 or less until duration ends.
    Dancing Time - Target is compelled to dance, as the Irresistible Dance spell.
    Joy - Affected creatures cannot attack/be attacked.
    Liquid Luck - Roll twice for any one roll and choose higher for each round.
    Midnight Poison - Target sufferes the effects of the Eyebite spell.
    No. 5 - gain +5 untyped bonus to all ability scores.
    Suggestion Eau D’or - Same effect as Suggestion Eau D'argent, DC +4.


    Parfum Descriptions

    The description of each parfum is presented in a standard format. Each category of information is explained and defined below.

    Name

    The first line of every parfum description gives the name by which the parfum is generally known.

    Mood

    Beneath the parfum name is a line giving the mood that the parfum belongs to.

    Every parfum belongs to one of five moods of parfums. A mood is a group of related parfums that work in similar ways. In terms of composition, parfums of the same mood have more ore less the same ratio between top, heart, and base notes.

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    Enhancement

    Enhancement parfums enhance the physical and mental capabilities of those that are under its effects. Parfums of this mood tend to be light and energizing, and affect immediate statistics such as abilities, AC, and saves.

    Augmentation

    Augmentation parfums boosts the user's defenses against harmful effects. Parfums of this mood tend to be calm and soothing, and bring immunities and abilities such as fast healing. Effects that boost a creature that are not directly increasing any stat generally fall under this mood.

    Debilitation

    Debilitation parfums wears down the mind and body, either through outright physical and mental damage or through lowering the target's performance in some skills or abilities. Parfums of this mood have dark and powerful tones, with some even bearing more characteristics of poison rather than perfumes.

    Hallucination

    Hallucination parfums deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Parfums of this mood tend to be deceivingly sweet and tempting.

    Compulsion

    Compulsion parfums forces the subject to act in some manner or changes the way her mind works. Some compulsion parfums determine the subject’s actions or the effects on the subject, some compulsion parfums allow you to determine the subject’s actions, and others give you ongoing control over the subject. Parfums of this mood are rather discrete and almost odorless.

    Grade

    A parfum's grade is a relative measure of the quality of the parfum, with VI being the lowest and I being the highest. In terms of effects, higher grades have more profound effects than lower ones.

    Cost

    Cost shows the cost needed to make one dose of the specific parfum. This is the value of the raw materials needed in terms of gold pieces, and is separate from the cost of the essential oils needed to produce the parfum.

    Range

    A parfum's range is either personal or splash. Personal means the target is one creature plus the 5 foot radius around it, and this is administered by means of a perfume spray. Splash means the parfum is being thrown as a splash weapon in perfume bottles, which have a range of 10 feet. Upon impact, the parfum spreads into mist form with an area of effect of 30 feet in radius.

    Duration

    Duration is how long a parfum effect lasts when a creature is affected by it.

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    Timed Durations

    Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the effect just simply disappears.

    Instantaneous

    The parfum effect acts immediately upon contact, though the consequences might be long-lasting.

    Permanent

    The parfum effect brings permanent effects to the target. This may be removed by magical means.

    Saving Throw

    Usually a harmful parfum effect allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a parfum description defines which type of saving throw the parfum effect allows and describes how saving throws against the parfum effect work.

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    Negates

    The parfum has no effect on a subject that makes a successful saving throw.

    Partial

    The parfum causes an effect on its subject. A successful saving throw means that some lesser effect occurs.

    Half

    The parfum deals damage, and a successful saving throw halves the damage taken (round down).

    None

    No saving throw is allowed.

    (harmless)

    The parfum effect is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

    Saving Throw Difficulty Class

    A saving throw against parfum effects has a DC of 10 + the Parfum Grade Value + your Charisma modifier.

    Succeeding on a Saving Throw

    A creature that successfully saves against a parfum effect that has no obvious physical effects can only sense the parfum's smell, and will not notice it to be an attack. A perfumer always knows when the target is affected by his parfum effects or not.

    Automatic Failures and Successes

    A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success.

    Voluntarily Giving up a Saving Throw

    A creature can voluntarily forego a saving throw and willingly accept a parfume effect's result.



    Grade VI
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    Another You

    Hallucination
    Grade: VI
    Cost: 1 gp
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)

    Made from vitex, this parfum attacks the perceptions of the target creature. Targets affected by the parfum recognize you or any one creature to be someone else. This grants you or any one creature the effects of Disguise Self. Before using this parfum, you must mix a hair, saliva, or some part of the creature that you want to receive the Disguise Self bonus, else the parfum will just be wasted.


    Citrus Energy

    Compulsion
    Grade: VI
    Cost: 1 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of orange, this parfum induces the mind to trigger fits of laughter. Targets affected by the parfum with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the effect ends, it can act normally.

    A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.


    Enigma

    Enhancement
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of ylang ylang, this parfum gives off an air of mystery. Targets affected by the parfum gains a +4 competence bonus to Bluff.


    Explosion

    Hallucination
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates

    Made from oils of savin and tansy, this parfum attacks the mind, sending false impulses to the auditory nerves, making it seem like the target is hearing extraordinarily loud noises all the time. Targets affected by the parfum are deafened.


    Fierce

    Enhancement
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of eucalyptus, this parfum has a strong aroma that imbibes the target with a strong presence. Targets affected by the parfum gains a + 4 competence bonus to Intimidate checks.


    Focus

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of clove, this parfum gives off a feeling of protection. Targets affected by the parfum become immune to parfum effects from the Hallucination mood.


    Halloween

    Hallucination
    Grade: VI
    Cost: 1 gp
    Duration: 1d4 rounds or 1 round; see text
    Saving Throw: Will partial

    Made from oils of southernwood, this parfum weakens one’s will and fills the mind with image of horrors. Targets affected by the parfum become frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.


    Head Over Heels

    Compulsion
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of rose, this parfum evokes the emotions of love and friendship. Targets affected by the parfum see the Perfumer in high regard, as if they are under the effects of charm person. This parfum affects humanoids only.


    Intuition

    Enhancement
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of frankincense, this parfum uplifts the nerves and calms the senses, attuning the wearer to his surroundings. Targets affected by the parfum gains a +5 competence bonus to Spot and Listen checks.


    Liberty

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of basil, this parfum gives off a feeling of protection. Targets affected by the parfum become immune to parfum effects from the Compulsion mood.


    Live Jazz

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of lavender, this parfum gives off a feeling of protection. Targets affected by the parfum become immune to parfum effects from the Debilitation mood.


    Only The Brave

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 10 minutes; see text
    Saving Throw: Will negates (harmless)

    Made from oils of petitgrain, this parfum instills courage. Targets affected by the parfum gain a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


    Passion

    Enhancement
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of rose, this parfum surrounds the target with an air of affability, and give it confidence and charm. Targets affected by the parfum gains a +4 competence bonus to Diplomacy.


    Panacea

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 10 minutes; see text
    Saving Throw: Will negates (harmless)

    Made from oils of white fir, this parfum stimulates the body’s immune system. Targets affected by the parfum gain a +4 morale bonus against poisons and diseases for 10 minutes. If the subject is under the influence of a poison or diease effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


    Spring Rain

    Debilitation
    Grade: VI
    Cost: 1 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of valerian, this parfum dulls the mind and senses. Targets affected by the parfum become drowsy and inattentive, taking a -5 penalty on Listen and Spot checks and a -2 penalty on Will saves against sleep effects while the parfum is in effect.


    Wild Musk

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 10 minutes; see text
    Saving Throw: Will negates (harmless)

    Made from oils of coffee, this parfum awakens the body and wards off sleep. Targets affected by the parfum gain a +4 morale bonus against sleep effects for 10 minutes. If the subject is under the influence of a sleep effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


    Youth Dew

    Augmentation
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of tea tree, this parfum revitalizes and heals any type of injury. Targets affected by the parfum gains fast healing 1.


    Zen

    Enhancement
    Grade: VI
    Cost: 1 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of lavender, this parfum relaxes the mind and body, uplifting the overall defenses. Targets affected by the parfum gains a +2 competence bonus to all saves.

    Grade V
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    Blanc

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and basil, this parfum improves blood circulation and digestion. Targets affected by the parfum gain a +4 enhancement bonus to Constitution.


    Blv

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and grapefruit, this parfum improves the target’s reflexes. Targets affected by the parfum gain a +4 enhancement bonus to Dexterity.


    Forbidden Flower

    Hallucination
    Grade: V
    Cost: 25 gp
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and Thuja, this parfum induces strong hallucinations and attacks the nerves. Targets affected by the parfum are paralyzed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.) This parfum works on humanoids only.


    La Verite

    Compulsion
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates

    Made from oils of sandalwood and vetiver, this parfum revitalizes and heals any type of injury. Targets affected by the parfum are compelled to tell only the truth. When a creature fails its save, it can roll for a Wisdom check with DC 15 to know that it is under this sort of effect.


    Midnight

    Debilitation
    Grade: V
    Cost: 25 gp
    Duration: Permanent
    Saving Throw: Fortitude negates

    Made from oils of manchaneel and cashew, this parfum attacks the membranes of the eyes, causing irritation and complication. Targets affected by the parfum are blinded.


    Noir

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and sandalwood, this parfum enhances the target’s focus. Targets affected by the parfum gain a +4 enhancement bonus to Intelligence.


    Purple Haze

    Hallucination
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates

    Made from oils of wormwood and cedarleaf, this parfum induces haziness, and reduces focus. Targets affected by the parfum suffer a 20% miss chance on all their attacks.

    Quicksilver

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of orange and nutmeg, this parfum gives energy and supplies blood to the leg muscles. Targets affected by the parfum gains an increase to its base land speed equal to 30 feet. This stacks with any other bonus to the target’s land speed.


    Rose

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and rose, this parfum’s sweet scent enhances the target’s confidence. Targets affected by the parfum gain a +4 enhancement bonus to Charisma.


    Rouge

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and pine, this parfum improves circulation to the muscles. Targets affected by the parfum gain a +4 enhancement bonus to Strength.


    Suggestion Eau Cuivree

    Compulsion
    Grade: V
    Cost: 30 gp
    Duration: 1 hr./level or until completed
    Range: Personal only
    Saving Throw: Will negates

    Made from oils of cedarwood and chamomile, this parfum gives a sense of calmness, clearing the mind and making it easy for outside influence to affect it. Targets affected by the parfum become easily susceptible to suggestions, as per the suggestion spell. This parfum is very unstable, and can only be administered through sprays.


    Vendetta

    Augmentation
    Grade: V
    Cost: 25 gp
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)

    Made from oils of black pepper, this parfum allows the target to enter into a state of rage. Targets affected by the parfum gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.


    Vert

    Enhancement
    Grade: V
    Cost: 25 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of marjoram and peppermint, this parfum improves one’s judgment. Targets affected by the parfum gain a +4 enhancement bonus to Wisdom.


    Vol de Nuit

    Hallucination
    Grade: V
    Cost: 25 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of jaborandi, savin, and ivy, this parfum inflicts trauma into the mind that is so real that it affects the body. Targets affected by the parfum suffer 1 point of damage each round. This damage can hinder any action that round that needs concentration by forcing the target to make a Concentration check against the damage. A healing effect of any source or a Heal check of DC 15 ends the parfum effect.


    Grade IV
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    Afternoon Drizzle

    Augmentation
    Grade: IV
    Cost: 70 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of tea tree and thyme, this parfum revitalizes and heals any type of injury. Targets affected by the parfum gains fast healing 3.


    Arrogance

    Augmentation
    Grade: IV
    Cost: 70 gp
    Duration: 10 minutes
    Saving Throw: Will negates (harmless)

    Made from oils of lavender, peppermint, and lemon, this parfum helps keep the mind and body to perform its functions unhindered. Targets affected by the parfum gain a +4 morale bonus against paralysis and stun effects for 10 minutes. If the subject is under the influence of a paralysis or stun effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


    Delirium

    Hallucination
    Grade: IV
    Cost: 70 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of tea tree, wormwood, and thujone, this parfum attacks the brain and causes the thought processes to collapse. Targets affected by the parfum are confused, as the confusion spell.


    En Passant

    Augmentation
    Grade: IV
    Cost: 70 gp
    Duration: 10 minutes
    Saving Throw: Will negates (harmless)

    Made from oils of lemongrass, sage, and basil, this parfum invigorates the body, soothes the muscles, and helps prevent accumulation of excess lactic acid. Targets affected by the parfum are immune to fatigue for 10 minutes. If the subject is fatigued when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


    Midnight Terrors

    Hallucination
    Grade: IV
    Cost: 70 gp
    Duration: 1 round/level or 1 round; see text
    Saving Throw: Will partial

    Made from oils of tea tree, southernwood, and thujone, this parfum creeps into the subconscious, conjuring images of innate fears. Targets affected by the parfum become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.


    Mystique

    Hallucination
    Grade: IV
    Cost: 80 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of thujone, wormwood, and cedar leaf, this parfum clouds the mind, making it impossible for the target to focus. Targets affected by the parfum suffer a 50% chance to all attacks.


    Rush

    Augmentation
    Grade: IV
    Cost: 40 gp
    Duration: 1 round/level
    Saving Throw: Fortitude negates (harmless)

    Made from oils of peppermint, ravensara, and nutmeg, this parfum invigorates the body, making every movement feel light and precise, and enhances one’s natural reactions. Targets affected by the parfum gains haste.


    Serenity

    Debilitation
    Grade: IV
    Cost: 70 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of tea tree, white cedar, and tansy, this parfum dulls the mind and body, and lowers reflexes. Targets affected by the parfum are slowed, as per the slow spell.


    Silver Tongue

    Enhancement
    Grade: IV
    Cost: 80 gp
    Duration: 10 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of rose, helischrysum, and juniper, this parfum gives the wearer an air confidence, and his mind is clearer, his speech more fluent. Targets affected by the parfum gains a bonus to Bluff checks made to convince others of the truth in his words, as the glibness spell.


    The Scent of Peace

    Compulsion
    Grade: IV
    Cost: 70 gp
    Duration: 10 min./level or until
    Saving Throw: Will negates

    Made from oils of sandalwood, valerian, and vetiver, this parfum soothes and calms any creature that it affects. Targets affected by the parfum are overcome by sleepiness.

    Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

    Sleep does not target unconscious creatures.


    Wings

    Enhancement
    Grade: IV
    Cost: 40 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of orange, this parfum lifts the body, giving a feeling of lightness and ease of movement. Targets affected by the parfum gains a +2 bonus to dodge AC.

    Grade III
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    Bandit

    Compulsion
    Grade: III
    Cost: 150 gp
    Duration: Permanent
    Saving Throw: Will negates

    Made from oils of wormwood, cedarleaf, jaborandi, and savin, this parfum attacks the target’s memories. Targets affected by the parfum have their memories modified, as the modify memory spell.


    Black Orchid

    Hallucination
    Grade: III
    Cost: 100 gp
    Duration: 1 round/level
    Saving Throw: Will negates; see text

    Made from oils of marjoram, patchouli, wormwood, and Thuja, this parfum induces strong hallucinations and attacks the nerves. Targets affected by the parfum are paralyzed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)


    Fire and Ice

    Debilitation
    Grade: III
    Cost: 150 gp
    Duration: Instantaneous; see text
    Saving Throw: Fortitude half

    Made from oils of parsley seed, southernwood, tansy, and sassafras, this parfum wears down the body. Targets affected by the parfum suffer 2d4 Constitution damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


    Ignorance is Bliss

    Debilitation
    Grade: III
    Cost: 150 gp
    Duration: Instantaneous; see text
    Saving Throw: Will half

    Made from oils of parsley seed, southernwood, tansy, and wormwood, this parfum clouds the target’s judgment. Targets affected by the parfum suffer 2d4 Wisdom damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


    Lune

    Debilitation
    Grade: III
    Cost: 150 gp
    Duration: Instantaneous; see text
    Saving Throw: Will half

    Made from oils of parsley seed, southernwood, tansy, and savin, this parfum slows down the mind’s processing capacity. Targets affected by the parfum suffer 2d4 Intelligence damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


    Narcisse Noir

    Debilitation
    Grade: III
    Cost: 150 gp
    Duration: Instantaneous; see text
    Saving Throw: Will half

    Made from oils of parsley seed, southernwood, tansy, and balsam, this parfum distorts the target’s character. Targets affected by the parfum suffer 2d4 Charisma damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


    Obsession

    Compulsion
    Grade: III
    Cost: 500 gp
    Duration: One day/level
    Saving Throw: Will negates

    Made from oils of rose, ylang ylang, lavender, and chamomile, this parfum evokes the emotions of love and friendship. Targets affected by the parfum experience the same effects as Head Over Heels, except this parfum is not limited to humanoids.


    Still

    Debilitation
    Grade: III
    Cost: 150 gp
    Duration: Instantaneous; see text
    Saving Throw: Fortitude half

    Made from oils of parsley seed, southernwood, tansy, and sandalwood, this parfum slows down the body’s metabolism. Targets affected by the parfum suffer 2d4 Dexterity damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.


    Vacuum

    Hallucination
    Grade: III
    Cost: 120 gp
    Range: Splash only
    Duration: Instantaneous
    Saving Throw: None

    Made from oils of thujone, savin, hydrangea, and parsley seed, this parfum tricks the brain into rejecting oxygen. Targets that stay within the area of the parfum effect are deprived of air until they move out of the area of effect. The target can try to hold its breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

    When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to -1 hit points and is dying. In the third round, she drowns.


    Versus

    Enhancement
    Grade: III
    Cost: 100 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of black pepper, patchouli, sage, and cypress, this parfum imbues the target with energy and strength. Targets affected by the parfum gains a circumstance bonus to all melee damage equal to the Perfumer’s Cha mod.


    Zero

    Debilitation
    Grade: III
    Cost: 150 gp
    Duration: Instantaneous; see text
    Saving Throw: Fortitude half

    Made from oils of parsley seed, southernwood, tansy, and sandalwood, this parfum disturbs the body’s natural processes, making it hard for the target’s body to function properly. Targets affected by the parfum suffer 2d4 Strength damage each round they stay in the area of the parfum effect or half that amount if they roll successfully (minimum 1). The target can roll to end the effect each round.

    Grade II
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    Envy

    Compulsion
    Grade: II
    Cost: 700 gp
    Duration: 1 round/level
    Saving Throw: Will negates

    Made from oils of tansy, wormwood, ylang-ylang, savin, and jaborandi, this parfum attacks the mind, inciting jealousy and insecurity. Targets affected by this parfum suffer the effects of Song of Discord.


    Euphoria

    Debilitation
    Grade: II
    Cost: 700 gp
    Duration: Instantaneous
    Saving Throw: No

    Made from oils of mugwort, wormwood, ylang ylang, sandalwood, and thyme, this parfum overwhelms the senses. Targets affected by the parfum are fatigued. This does not affect creatures that are already fatigued.


    Pride

    Debilitation
    Grade: II
    Cost: 700 gp
    Duration: 1 hr./level
    Saving Throw: Will negates

    Made from oils of tansy, wormwood, ylang-ylang, savin, and southernwood, this parfum attacks the target’s judgment, making it look down on any opponent. Targets affected by the parfum gain a -4 penalty to attack rolls, AC, and all saves.


    Reverie

    Debilitation
    Grade: II
    Cost: 900 gp
    Duration: 1d4 rounds
    Saving Throw: Will negates

    Made from oils of hydrangea, southernwood, sassafras, cedar lead, and tansy, this parfum overloads the brain with noise signals, rendering the target unable to move. Targets affected by the parfum are stunned for 1d4 rounds.


    Quintessence

    Augmentation
    Grade: II
    Cost: 700 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of chamomile, rosemary, jasmine, marjoram, and bergamot, this parfum keeps the mind focused and protects it from any outside tampering. Targets affected by the parfum gain a +4 morale bonus against mind affecting effects for 10 minutes. If the subject is under the influence of a paralysis mind affecting effect when receiving the parfum effect, that effect is suppressed for the duration of the parfum effect.


    Silver Rain

    Augmentation
    Grade: II
    Cost: 700 gp
    Duration: 1 hr./level
    Saving Throw: Will negates (harmless)

    Made from oils of tea tree, thyme, and cinnamon, this parfum revitalizes and heals any type of injury. Targets affected by the parfum gains fast healing 5.


    Suggestion Eau D’argent

    Compulsion
    Grade: II
    Cost: 900 gp
    Duration: 1 hr./level or until completed
    Saving Throw: Will negates

    Made from oils of cedarwood, chamomile, goldenrod, lavender, and coriander, this parfum is a more stable form of Suggestion Eau Cuivree. It has similar effects, but can be also used as a splash weapon, and the DC to overcome the effect is increased by 2.


    Sublime

    Enhancement
    Grade: II
    Cost: 700 gp
    Duration: 1 min./level
    Saving Throw: Will negates (harmless)

    Made from oils of lemon, spearmint, lavender, basil, and black pepper, this parfum gives uncanny focus, lightness of movement, determination, and courage. Targets affected by the parfum gains the effects of greater heroism.

    Grade I
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    Arpege

    Augmentation
    Grade: I
    Cost: 10,000 gp
    Duration: 5 rounds
    Saving Throw: Will negates (harmless)

    Made from oils of secret herbs and flowers, this parfum gives the wearer an indomitable spirit that allows him to ignore all damage he takes. Targets affected by the parfum do not become unconscious even when their hit points are brought down to 0 or below. They can act as normal until the effect wears off, wherein all the effects of the damage they received take effect immediately; those with hit points at -10 or below die, those with hit points from -9 to -1 become unconscious, and those with 0 hit points are staggered. If the target is healed by any means during the duration of the effect and his hit points is at 1 or more at the time the effect wears off, then he does not suffer any ill effect.

    This parfum can only affect a creature once in a day; using it on a creature that has already received its benefits would have no apparent effect and waste the parfum.


    Dancing Time

    Compulsion
    Grade: I
    Cost: 5,000 gp
    Duration: 1 hr./level
    Saving Throw: None

    Made from oils of orange, lemon, spearmint, melissa, bergamot, and myrrh, this parfum gives the target a sense of overwhelming energy. Targets affected by the parfum feel the irresistible urge to dance, as if under the effect of the Irresistible Dance spell.


    Joy

    Compulsion
    Grade: I
    Cost: 10,000 gp
    Duration: 1 hr./level
    Saving Throw: None

    Made from oils of secret herbs and flowers, this parfum gives off an overwhelming sense of joy and happiness. Targets affected by the parfum lose the will to fight, and immediately end all forms of hostility. As long as this parfum is in effect, the target cannot do anything that involves hurting another creature or oneself, else it suffers 3d6 points of damage to all ability scores. This damage accumulates each time the target tries to harm someone, but does not bring down any ability score less than 1. This damage disappears as soon as the parfum effect wears off.

    Creatures that try to harm creatures under this effect are also afflicted with this effect, with the duration similar to the duration left on the creature it tried to attack.


    Liquid Luck

    Augmentation
    Grade: I
    Cost: 7,000 gp
    Duration: 3 rounds
    Saving Throw: Will negates (harmless)

    Made from oils of the purest and rarest of herbs, this parfum is pure luck in liquid form. Targets affected by the parfum gains uncanny luck with anything they do. They can choose to roll for any roll (attack, skill check, saves, etc.) twice and choose the better result once per round that this effect is active. This parfum can only affect a creature once in a day; using it on a creature that has already received its benefits would have no apparent effect and waste the parfum.


    Midnight Poison

    Debilitation
    Grade: I
    Cost: 2,000 gp
    Duration: 1 round per three levels; see eyebite
    Saving Throw: Fortitude negates

    Made from oils of sage, wormwood, cedar leaf, savin, southernwood, and jaborandi, this parfum is odorless, and destroys the mind and the senses, rather a poison than a perfume. Targets affected by the parfum suffer debilitating effects that mimic the Eyebite spell.


    No. 5

    Enhancement
    Grade: I
    Cost: 10,000 gp
    Duration: 1 round/level
    Saving Throw: Will negates (harmless)

    Made from oils of secret herbs and flowers, this parfum gives an overall sense of empowerment. Targets affected by the parfum gains a +5 untyped bonus to all ability scores. This parfum can only affect a creature once in a day; using it on a creature that has already received its benefits would have no apparent effect and waste the parfum.


    Suggestion Eau D’or

    Compulsion
    Grade: I
    Cost: 1,400 gp
    Duration: 1 hr./level or until completed
    Saving Throw: Will negates

    Made from oils of cedarwood, chamomile, goldenrod, lavender, coriander, and marjoram, this parfum is the finest in the Suggestion line of parfums. It has similar effects to Suggestion Eau D’argent, except the DC to overcome the effect is increased by 4.



    Feats

    It's all in the Wrist [General]
    Your range with throwing weapons and splash weapons increase.
    Requirement: Dex 15, BAB +7
    Benefits: You become more adept at throwing thrown weapons or splash weapons. The range of thrown weapons and splash weapons increase to 30 feet.


    Essential Efficiency
    You become more efficient at creating perfumes.
    Requirement: Aromachology ability
    Benefits: You have an increased knowledge in creating different kinds of scents, reducing the time it takes to create parfums. You gain the ability to process 1 additional essential oil per day.
    Special: This feat can be taken multiple times.


    Improved Intensity
    You learn to make your parfums more intense, making them harder to disperse due to wind effects.
    Requirement: Aromachology ability
    Benefits: Your parfums become dispersed by wind effects one category higher. This does not stack with the similar benefits given by the Parfum Concentrations ability.
    Normal: Parfums require only a moderate wind to disperse.
    Special: This feat can be taken more than once, and the effects stack, achieving up to a maximum effect of the parfums being dispersed only by severe winds.


    New Items

    Perfume Bottle – a fragile bottle of different designs, usually depending on the perfumer. Each of these bottles can hold one dose of parfum. These can be thrown as splash weapons. Cost: 5 sp.

    Perfume Spray – a device that allows perfumes to be delivered in mist form. Each dose of perfume contains up to 6 sprays. Cost: 50 gp. Weight: 1/2 lb.

    Essential Oils – essential ingredients for making parfums. Each dose costs 10 gp, but can be bought in bulk as sets of 12 for 100 gp or 110 bottles for 1,000 gp. Weight: 5 lbs per 100 bottles.

    Skills

    Craft: Perfumes – this skill allows for the creation of perfumes. Mundane versions of parfums can be made; they are of the same notes without the added effects. These are pretty much stable and lasts quite long unless exposed to air. DC required to make these mundane versions is equal to 12 + the Parfum Grade, and requires raw materials amounting to 1/3 of the combined cost for essential oils and 1/5 the value of the additional cost for each type of parfum.
    Last edited by GuyFawkes; 2012-01-25 at 02:05 AM.

  3. - Top - End - #3
    Ogre in the Playground
     
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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    Reserved for the heck of it.

  4. - Top - End - #4
    Ogre in the Playground
     
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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    Reposted for ease of access and PEACHing. I hope to add more parfums when I have more time. Any ideas are welcome as well.

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    Ogre in the Playground
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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    Flavorful (well, odiferous) and unique! I love it! (The names are awesome too -- Purple Haze!)

    Roll for 2 effects. Roll again for another 2 if you get another 100 (3 total effects max).
    In the case where someone gets two 100s in a row (and thus has to roll for 4 effects) but can suffer a max of three effects, do they get to choose which three effects they get stuck with? The way I read it, the unlucky person who gets two 100s has to roll 4 times but they can only be affected by 3 effects, so can they choose which one they drop or do they just have to take the first three rolled?

    Made from vitex, this parfum attacks the perceptions of the target creature. Targets affected by the parfum recognize you or any one creature to be someone else. This grants you or any one creature the effects of Disguise Self. Before using this parfum, you must mix a hair, saliva, or some part of the creature that you want to receive the Disguise Self bonus, else the parfum will just be wasted.
    So it's like disguise self, only you have to use it on each person you want to mislead? That sounds like it might have limited utility, don't you think?
    Last edited by Steward; 2012-01-16 at 02:28 PM.

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    Ogre in the Playground
     
    GuyFawkes's Avatar

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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    Quote Originally Posted by Steward View Post
    Flavorful (well, odiferous) and unique! I love it! (The names are awesome too -- Purple Haze!)
    Thanks. Well, if it isn't obvious most of the names are names of real perfumes. Though with Purple Haze, who wouldn't want to buy a perfume named Purple Haze? The effect kinda matches the lyrics as well, so yeah.

    In the case where someone gets two 100s in a row (and thus has to roll for 4 effects) but can suffer a max of three effects, do they get to choose which three effects they get stuck with? The way I read it, the unlucky person who gets two 100s has to roll 4 times but they can only be affected by 3 effects, so can they choose which one they drop or do they just have to take the first three rolled?
    Yes, I forgot to add that in. The 100 roll after the second gets to choose what kind of effect you place. Thanks for the catch. Wait, I think I'll put in being affected by all effects if you do get to roll 3 consecutive 100s. That's just too sucky to happen and therefore needs to be punished.

    So it's like disguise self, only you have to use it on each person you want to mislead? That sounds like it might have limited utility, don't you think?
    I do admit it limits utility, but that's the only logical way I can get it to work for that level. I think changing your own appearance without magic is too farfetched, and if it gets to work, too powerful. Something like Polyjuice Potion in perfume form (read extraordinary ability) would be quite powerful since you can't detect it with True Sight or Detect Magic. Hmmm, although maybe I could make a higher version of this, like grade II or I parfum, and put it as useable once per day, maybe it would be more balanced.
    Last edited by GuyFawkes; 2012-01-16 at 11:34 PM.

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    Firbolg in the Playground
     
    DracoDei's Avatar

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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    wikipedia-like cross-indexing: Combat Aroma-Therapist.

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    Ogre in the Playground
     
    GuyFawkes's Avatar

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    Default Re: [3.5 Base] The Perfumer (PEACHES)

    Lol that's kinda like what I did, but added more options. And the most important change here is that all of the parfum effects are extraordinary rather than magical, hence the limited amount of things I can translate from the bard spell list. Unless it can pass off as something that can be done by affecting the mind or the body directly without magic, I can't put it in as a parfum.

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