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poisons [2019/12/10 20:45] – [Venoms] andrewpoisons [2019/12/14 11:56] dave
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 ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^ ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^
-|Spider Venom|50gp|1 attack round|+2| 1D6 poison damage| The crushed and concentrated remains of a Vampire Spider Swarm| +|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|The corpse of a poisonous snake| +|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|The corpses of at least a dozen [[Razorbats]]|+|[[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|The blood of a [[Spined Quail]]| |[[Spined Quail|Spined Quail Ichor]]|150gp|10 minutes|-|Death|The blood of a [[Spined Quail]]|
  
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 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.
  
 +[[https://www.sarahwoodbury.com/medieval-poisons/|Midevil Poisons]]
 +
 +// It turns out that ACTUAL medieval poisons are kind of lame. I believe we should we add more FANTASY toxins for poisoners and herbalists. //
 +
 +^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^
 +|Deadly Nightshade| | |-| | |
 +|Foxglove| | |-| | |
 +|Hemlock|250gp|10 minutes|-|2D4 Poison Damage;  Sickened; Can only take a Move, Quick, or Active action each turn until healed| Hemlock Seeds|
 +|Monkshood| | |-| | |
 +|Toadstools|10gp or herbalism check|10 minutes|-|1 point per hour until 0 reached| toadstools|
  
 ==== Acids ==== ==== 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. +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.    
 + 
 +**Maybe Acids belong to Alchemy, all of these were discovered by real Alchemists** 
 +**Ah hah, the answer is simple, Acids belong in both places, it can be 2 things** 
 + 
 +//I could go either way. I like acids with the Poisoner because they are applications that are thematically appropriate for Specialists such as backstabbing and giving a reroll to open an ancient lock or something. If you think this belongs with Alchemy I won't argue though. // 
 + 
 +^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, splashing this caustic fluid inflicts 2d4 damage to target and 1d4 to all within 5'| 
 +|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| 
 +|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| 
 +|Aqua Regius (mixture)|50gp|0.2|6|Niter and Green Vitriol|Strong metal dissolver, also gold, silver \\   //Maybe this acid attacks armor? I'm not sure how we use this. //|
  
  
  
  
poisons.txt · Last modified: 2021/03/15 23:01 by andrew