Jallorn
2013-01-23, 11:07 AM
So I've got a player who's looking to use poisons, and I like my players to find their decisions to actually be worthwhile, so I'm working on a fix (probably with a much smaller list of generally more effective poisons).
So first thoughts: Short of immunity or an incredibly high fortitude save, you're not going to have no effect from poisons of sufficient quantity. So, my poisons will have two DCs. Beat one, and you suffer a lesser effect. Beat the second, and you take no damage. The second is going to be incredibly high though. I'm figuring between five and ten levels of scaled DC.
Real world poisons first save will be scaled against level five characters, since still being within the limits of the real world, they'll be fully susceptible to real world poisons. Second save, then, will vary depending on the poison, but will probably be scaled against level ten characters.
I'll also be looking to create some magical or otherwise super virulent poisons that are fully dangerous to even higher level characters, like the Hydra blood poison that took down Heracles/Hercules.
That said, only ingested or inhaled poisons will have the potential to drop someone with a single dose, at least until you get into the truly super poisons, and injury poisons will merely cause debilitating pain or the like.
Some first looks:
Clorich Extract: Extracted from the nectar and pollen of the Clorich plant's flowers, Clorich Extract is an effective poison that burns on contact with the blood.
Clorich Extract is an Injury poison with an initial Fortitude DC of 18, and a secondary DC of 22. If the target fails its save completely, they take 1d6 points of damage, 2d6 points of nonlethal damage, and is Sickened for two rounds. If they successfully save against the first DC, the target takes 1d6 damage and 1d6 nonlethal damage. If they succeed on both saves, they take no damage.
Two doses of Clorich Extract can be applied to a single weapon. If two doses are applied, there's a 50 percent chance of both doses being applied to the first target hit. If this happens, the DCs are increased by 2 and 4, respectively, and any damage, both lethal and nonlethal, is increased by 1d6.
So first thoughts: Short of immunity or an incredibly high fortitude save, you're not going to have no effect from poisons of sufficient quantity. So, my poisons will have two DCs. Beat one, and you suffer a lesser effect. Beat the second, and you take no damage. The second is going to be incredibly high though. I'm figuring between five and ten levels of scaled DC.
Real world poisons first save will be scaled against level five characters, since still being within the limits of the real world, they'll be fully susceptible to real world poisons. Second save, then, will vary depending on the poison, but will probably be scaled against level ten characters.
I'll also be looking to create some magical or otherwise super virulent poisons that are fully dangerous to even higher level characters, like the Hydra blood poison that took down Heracles/Hercules.
That said, only ingested or inhaled poisons will have the potential to drop someone with a single dose, at least until you get into the truly super poisons, and injury poisons will merely cause debilitating pain or the like.
Some first looks:
Clorich Extract: Extracted from the nectar and pollen of the Clorich plant's flowers, Clorich Extract is an effective poison that burns on contact with the blood.
Clorich Extract is an Injury poison with an initial Fortitude DC of 18, and a secondary DC of 22. If the target fails its save completely, they take 1d6 points of damage, 2d6 points of nonlethal damage, and is Sickened for two rounds. If they successfully save against the first DC, the target takes 1d6 damage and 1d6 nonlethal damage. If they succeed on both saves, they take no damage.
Two doses of Clorich Extract can be applied to a single weapon. If two doses are applied, there's a 50 percent chance of both doses being applied to the first target hit. If this happens, the DCs are increased by 2 and 4, respectively, and any damage, both lethal and nonlethal, is increased by 1d6.