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poisons [2020/02/12 13:51] – [Toxins] andrewpoisons [2020/02/12 13:52] 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.  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.  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===== 
-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. Some venoms are more powerful and require a higher DC check reflected by the Check Modifier.  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. 
  
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 |Tunneler Venom|1200gp|Immediate|+6|3D6 poison damage|A dram of venom from the extinct Porphyrous Tunneler| |Tunneler Venom|1200gp|Immediate|+6|3D6 poison damage|A dram of venom from the extinct Porphyrous Tunneler|
 |Vampire Spider Bile|150gp|Immediate|+2| [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn| The crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]| |Vampire Spider Bile|150gp|Immediate|+2| [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn| The crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]|
-==== 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.
  
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 |Toadstools|10gp or herbalism check|10 minutes|-|1 point per hour until 0 reached| toadstools| |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.   
  
poisons.txt · Last modified: 2021/03/15 23:01 by andrew