poisons
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poisons [2019/12/12 18:40] – dave | poisons [2020/02/12 16:25] – [Toxins] andrew | ||
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The Poisoner skill can be used (with successful check) to identify potions, poisons, toxins, acids, and alchemical products discovered in the world. | The Poisoner skill can be used (with successful check) to identify potions, poisons, toxins, acids, and alchemical products discovered in the world. | ||
- | ===== Poisons and Acids===== | ||
- | Here are a list of common harmful substances produced by poisoners. | ||
- | ==== Venoms ==== | + | ===== 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. | + | 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. |
- | ^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect | + | ^Type^ Price/ |
- | |Vampire Spider | + | |Blade Venom|25gp|-| 1D4 poison damage|Crushed and dried [[murder fly]] maggots| |
- | |Snake Venom|100gp|1 attack round|-| 1D6 poison damage|The corpse of a poisonous snake| | + | |Razorbat Toxin|100gp|-|Paralysis for 1D6 rounds on a failed CON check|The corpses |
- | |[[razorbat|Razorbat Venom]]|100gp|1 attack round|-|Paralysis for 1D6 attack rounds|The corpses | + | |Scorphemoth Poison|400gp|+4|2D6 poison damage|A dram of venom from a [[Scorphemoth]]| |
- | |[[Spined Quail|Spined Quail Ichor]]|150gp|10 minutes|-|Death|The blood of a [[Spined Quail]]| | + | |Snake Venom|100gp|-|1D6 poison damage|The corpse of a [[snakes|poisonous snake]]| |
+ | |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# | ||
- | ==== 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. |
- | + | ||
- | [[https:// | + | |
^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^ | ||
- | |Deadly Nightshade| | |-| | | | + | |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| | |-| | | | + | |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|250gp|10 minutes|-|2D4 Poison Damage; | + | |Hemlock|5gp|10 minutes|-|2D4 Poison Damage; |
- | |Monkshood| | |-| | | | + | |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 | + | |Toadstools|10gp|10 minutes|-|Inflicts |
- | + | ||
- | ==== 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. | + | |
- | + | ||
- | ^ACID TYPE^ PRICE^PRIME INGREDIENT^EFFECTS^ | + | |
- | |Common Acid (face burner)|25gp|-|inflicts 2d4 damage for 2 rounds to target and all within 5'| | + | |
+ | ===== 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. | ||
+ | ^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. | ||
+ | |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. If used in an acid bomb,1 in 6 chance of doing 1 point of durability damage to target' | ||
+ | |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. | ||
poisons.txt · Last modified: 2021/03/15 23:01 by andrew