====== Poisons ====== The Poisoner skill can be used (with successful check) to identify potions, poisons, toxins, acids, and alchemical products discovered in the world. If one has an alchemy kit (10gp 1 load, 2 SUP) the check is made at advantage. If one has an Alchemy Workshop (500gp, in a fixed location), one can also make any of the venoms, toxins, or acids listed below. To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, the required ingredients for the product, and a successful Poisoner check. If you have an Alchemical Laboratory and a trained assistant, the check is made with advantage. The alchemical laboratory can also be used to create new poisons, the details of which must be worked out with the Campaign Judges. ===== Venoms ===== Poisoners may coat their weapons with these poisons to deliver extra damage along with a successful weapon attack. Each dose may only be used for one fight, and takes an Active action to apply. Some venoms are more powerful and require a higher DC check reflected by the Check Modifier. When attacking with a venom-coated weapon, an attacker has a chance of poisoning themselves on a [[core mechanic|critical failure]]. Make a DEX check to see if the attacker accidentally poisons themselves in addition to any other effects. An attacker with the [[skills|Poisoner skill]], may make this check at Advantage. An attacker who poisons themselves must suffer the same effect delivered by the venom. ^Type^ Price/Dose^Check Modifier ^ Effect^ Required Ingredients^ |Blade Venom|25gp|-| 1D4 poison damage|A dram of crushed and dried [[murder fly]] maggots| |Razorbat Toxin|100gp|-|Paralysis for 1D6 rounds on a failed CON check|The corpses of at least three [[Razorbat|Razorbats]]| |Scorphemoth Poison|400gp|+4|2D6 poison damage|A dram of venom from a [[Scorphemoth]]| |Snake Venom|100gp|-|1D6 poison damage|The corpse of a [[snakes|poisonous snake]]| |Ratscorpion Venom|100gp|+1|1D4+1 poison damage|The corpse of a whole swarm of [[ratscorpion|Ratscorpions]]| |Quail Ichor|150gp|-|Death on a failed CON check after 10 minutes|The blood of a [[Spined Quail]]| |Tunneler Venom|1200gp|+6|3D6 poison damage|A dram of venom from the extinct Porphyrous Tunneler| |Vampire Spider Bile|150gp|+2|[[conditions#staggered|Staggered]] on a failed CON check for 10 minutes; Can only take a Move, Quick, or Active action each turn| The crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]| ===== Toxins ===== Poisoners may also sneak deadly toxins into food or water consumed by the target. All these toxins must be consumed by the target for them to be effective. An hearbalism check may be used to find and harvest these required ingredients. ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^ |Deadly Nightshade|20gp|1 hour|+2|Poisoned and Staggered from wretching; Death after second failed CON check after 24 hours of debilitating agony|A bushel of the small green fruit of the rare black nightshade plant which may only be found and harvested in late August| |Foxglove|10gp |1 hour |-2|Poisoned for 1 day; Death from heart failure on a second failed CON check after 12 hours|Foxglove root which is a weaker but less detectable toxin, requiring potential victims to check at Disadvantage to realize they are being poisoned| |Hemlock|5gp|10 minutes|-|2D4 Poison Damage; [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn until healed; Death after a second failed CON check after 1 hour| Hemlock Seeds| |Monkshood|5gp|1 minute|+2|Paralysis; Death from asphyxiation in 4 hours after a second failed CON check|Monkshood leaves and stems must be consumed, but it has a strong foul and bitter taste giving victims Advantage to realize they are being poisoned| |Toadstools|10gp|10 minutes|-|Inflicts 1 point of poison damage per hour until 0 reached|Toadstools| ===== Acids ===== Poisoners may harvest acids that are made to burn through organic, metalic, or mineral materials. These substances each have specific uses whether it is to help clear Atlantean locks and traps or to burn wounds to slow an opponent down like a venom. All acids can be used to make an acid bomb. The acid must be kept in a pottery flask (if the person who carries it falls down, roll DEX check or it will break on him and do damage) and can be thrown up to 50' as a thrown weapon. If it hits a target, it inflicts 2d4 points of acid damage, and 1d4 acid damage to anyone standing within 5' of the main target. Additionally, each acid type has a potential damaging effect to target's gear. ^Acid Type^ Price^ [[Load]]^[[Supply]]^Prime Ingredient^Effects^ |Oil of Vitriol (sulfuric acid)|25gp| 0.2| 5|Brimstone|A powerful agent to burn away organic material, used to treat a chest or wooden door, give advantage to breaking attempts. If used in an acid bomb, 1 in 6 chance of wrecking a shield carried by target| |Spirits of Salt (hydrochloric acid)|35gp|0.2|5|Green Vitriol|Used to clean and prepare precious metals and gemstones, a dose of this acid can grant a reroll to Appraisal checks on items that could benefit from such a treatment. If used in an acid bomb, 1 in 6 chance of doing 1 point of Durability damage to weapon wielded by the target| |Spirits of Niter (nitric acid)|35gp|0.2|5|Niter|Good from dissolving base metal, using a dose of this can grant a lockpicker a second attempt to pick a rusty lock or to disarm an ancient trap. If used in an acid bomb,1 in 6 chance of doing 1 point of durability damage to target's armor| |Aqua Regius (mixture)|50gp|0.2|6|Niter and Green Vitriol|Strong metal dissolver, also gold, silver, useful in destroying precious items, and can automatically open metallic seals on doors or boxes. If used in an acid bomb, has a 1 in 6 chance each of doing durability damage to both weapon and armor of target|