Mordenkainen
2012-12-22, 09:54 PM
Recently, I've decided to redo the Craft (pharmaceutical) skill for my d20 Modern/Future campaign. The original skill provides you with a +2 bonus to Fortitude saves to resist disease to succeed, making the skill practically useless (details below).
Craft (pharmaceutical) (Int; Trained Only)
Check: This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
{table]Disease Fortitude Save DC|Purchase DC|Craft DC|Time
14 or lower|5|15|1 hr.
15-18|10|20|3 hr.
19-22|15|25|6 hr.
23 or higher|20|30|12 hr.[/table]
Special: A character without a pharmacist kit takes a -4 penalty on Craft (pharmaceutical) checks. A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.
To change this skill I am seeking input. What I want to do to the skill is make it applicable to a futuristic campaign. I want players to be able to use this skill to make futuristic medicines (i.e., stimpaks, biofoam, cellular reproduction gels). What do you think should be added?
Craft (pharmaceutical) (Int; Trained Only)
Check: This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease. The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
{table]Disease Fortitude Save DC|Purchase DC|Craft DC|Time
14 or lower|5|15|1 hr.
15-18|10|20|3 hr.
19-22|15|25|6 hr.
23 or higher|20|30|12 hr.[/table]
Special: A character without a pharmacist kit takes a -4 penalty on Craft (pharmaceutical) checks. A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.
To change this skill I am seeking input. What I want to do to the skill is make it applicable to a futuristic campaign. I want players to be able to use this skill to make futuristic medicines (i.e., stimpaks, biofoam, cellular reproduction gels). What do you think should be added?