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poisons [2020/02/12 13:43] andrewpoisons [2021/03/15 23:01] (current) – [Venoms] 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. 
  
-^Type^ Price/Dose^ Onset Time^ Check Modifier ^ Effect on Failed CON check^ Required Ingredients^ +When attacking with a venom-coated weapon, an attacker has a chance of poisoning themselves on a [[core mechanic|critical failure]]. Make a DEX check to see if the attacker accidentally poisons themselves in addition to any other effects. An attacker with the [[skills|Poisoner skill]], may make this check at Advantage. An attacker who poisons themselves must suffer the same effect delivered by the venom. 
-|Blade Venom|25gp|Immediate|-| 1D4 poison damage|Crushed and dried [[murder fly]] maggots| + 
-|Razorbat Toxin|100gp|Immediate|-|Paralysis for 1D6 rounds|The corpses of at least three [[Razorbat|Razorbats]]| +^Type^ Price/Dose^Check Modifier ^ Effect^ Required Ingredients^ 
-|Scorphemoth Poison|400gp|Immediate|+4|2D6 poison damage|A dram of venom from a [[Scorphemoth]]| +|Blade Venom|25gp|-| 1D4 poison damage|A dram of crushed and dried [[murder fly]] maggots| 
-|Snake Venom|100gp|Immediate|-| 1D6 poison damage|The corpse of a [[snakes|poisonous snake]]| +|Razorbat Toxin|100gp|-|Paralysis for 1D6 rounds on a failed CON check|The corpses of at least three [[Razorbat|Razorbats]]| 
-|Quail Ichor|150gp|10 minutes|-|Death|The blood of a [[Spined Quail]]| +|Scorphemoth Poison|400gp|+4|2D6 poison damage|A dram of venom from a [[Scorphemoth]]| 
-|Tunneler Venom|1200gp|Immediate|+6|3D6 poison damage|A dram of venom from the extinct Porphyrous Tunneler| +|Snake Venom|100gp|-|1D6 poison damage|The corpse of a [[snakes|poisonous snake]]| 
-|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]]| +|Ratscorpion Venom|100gp|+1|1D4+1 poison damage|The corpse of a whole swarm of [[ratscorpion|Ratscorpions]]| 
-==== Toxins ==== +|Quail Ichor|150gp|-|Death on a failed CON check after 10 minutes|The blood of a [[Spined Quail]]| 
-Poisoners may also sneak deadly toxins into food or water consumed by the target.+|Tunneler Venom|1200gp|+6|3D6 poison damage|A dram of venom from the extinct Porphyrous Tunneler| 
 +|Vampire Spider Bile|150gp|+2|[[conditions#staggered|Staggered]] on a failed CON check for 10 minutes; Can only take a Move, Quick, or Active action each turn| The crushed, dried, and concentrated remains of a [[Vampire Spider Swarm]]| 
 + 
 +===== Toxins ===== 
 +Poisoners may also sneak deadly toxins into food or water consumed by the target. All these toxins must be consumed by the target for them to be effective. An hearbalism check may be used to find and harvest these required ingredients.
  
 ^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|20gp | |-| | | +|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|10gp | |-| | | +|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|5gp|10 minutes|-|2D4 Poison Damage;  [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn until healed| Hemlock Seeds| +|Hemlock|5gp|10 minutes|-|2D4 Poison Damage;  [[conditions#staggered|Staggered]]; Can only take a Move, Quick, or Active action each turn until healed; Death after a second failed CON check after 1 hour| Hemlock Seeds| 
-|Monkshood|5gp | |-| | | +|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 or herbalism check|10 minutes|-|1 point per hour until 0 reached| toadstools|+|Toadstools|10gp|10 minutes|-|Inflicts 1 point of poison damage 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.1581515028.txt.gz · Last modified: 2020/02/12 13:43 by andrew