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Table of Contents
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.
Poisons and Acids
Here are a list of common harmful substances produced by poisoners.
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.
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 |
Snake Venom | 100gp | 1 attack round | +2 | 2D6 poison damage | The corpse of a poisonous snake |
Razorbat Venom | 100gp | 1 attack round | - | Paralysis 1D6 attack rounds | The corpses of at least a dozen Razorbats |
Spined Quail Ichor | 150gp | 10 minutes | - | Death | The blood of a Spined Quail |
Toxins
Poisoners may also sneak deadly toxins into food or water consumed by the target.
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.