User Tools

Site Tools


poisons

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
Next revisionBoth sides next revision
poisons [2019/12/10 20:39] – created andrewpoisons [2019/12/12 16:12] dave
Line 2: Line 2:
  
  
-The Poisoner skill can be used (with successful check) to identify potions, poisons 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 poisons or acids listed below.  To make a product it takes 1d4 days plus 1 day per 50gp (or fraction thereof) of list price, 1/4 the list price in components, 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 and acids, the details of which must be worked out with the Campaign Judges. +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. 
  
 ===== Poisons and Acids===== ===== Poisons and Acids=====
Line 10: Line 10:
 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. 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.
  
-^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ +^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients
-|Spider Venom|50gp|1 attack round|+2| 1D6 poison damage+|Vampire Spider Venom|50gp|1 attack round|+2| Sickened; Can only take a Move, Quick, or Active action each turn until healed| The crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]
-|Snake Venom|100gp|1 attack round|+22D6 poison damage| +|Snake Venom|100gp|1 attack round|-1D6 poison damage|The corpse of a poisonous snake
-|[[razorbat|Razorbat Venom]]|100gp|1 attack round|-|Paralysis 1D6 attack rounds| +|[[razorbat|Razorbat Venom]]|100gp|1 attack round|-|Paralysis for 1D6 attack rounds|The corpses of at least a dozen [[Razorbats]]
-|[[Spined Quail|Spined Quail Ichor]]|150gp|10 minutes|-|Death|+|[[Spined Quail|Spined Quail Ichor]]|150gp|10 minutes|-|Death|The blood of a [[Spined Quail]]|
  
 ==== Toxins ==== ==== Toxins ====
 Poisoners may also sneak deadly toxins into food or water consumed by the target. Poisoners may also sneak deadly toxins into food or water consumed by the target.
  
 +^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^
 +|Arsenic|300gp|10 minutes|-|2D8 Poison Damage; Confusion for 1D4 hours|??? |
 +|Hemlock|250gp|10 minutes|-|2D4 Poison Damage;  Sickened; Can only take a Move, Quick, or Active action each turn until healed| Hemlock bark|
 +|Toadstools|10gp or herbalism check|-|10 minutes|1 point per hour until 0 reached|
  
 ==== Acids ==== ==== Acids ====
poisons.txt · Last modified: 2021/03/15 23:01 by andrew