2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 09-09-2012, 10:24 AM   Top  -  End  -  #1
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Poisons for Advanced Scoundrels

What you are looking at is an overhaul of the D&D 3.5 poison system.

Longer intro:
Spoiler


Poison

Poisons are a diverse group of natural and alchemical substances whose unifying trait is that they cause creatures some kind of distress, harm, or even death.

Saving against a poison
Most poisons require one or more Fortitude saves to negate or mitigate their effects, although some poisons offer no saving throws at all.

The save DC against a creature's natural poison attack is equal to 10 + ½ poisoning creature's racial HD + poisoning creature's Con modifier. Stronger, larger creatures are generally able to effectively deliver large amounts of poison into creatures' bloodstream.
The exact DC is given in the creature's descriptive text.

The save DC against a manufactured poison is equal to 10 + ½ the craft ranks required to craft the poison + poisoner's Int modifier. While correctly crafted poisons of the same type are all similarly dangerous on their own, a clever poisoner is significantly more likely to successfully deliver the poison's effect.
A trap uses its creator's intelligence modifier for this purpose. If unknown, assume an Intelligence score of 10 + the trap's challenge rating.

Some poisons have increasing (or simply varying) penalties depending on the number of saving throws failed against the poison. In such a case, immunity or resistance against the earlier conditions does not stop the poison, the later effects take place normally if further saves are failed.

Morality and legality
Poisons are illegal in most civilized cultures, and their use seen as dishonorable.
Using poison is not an evil act in and of itself, although the subterfuge and willful risk of collateral damage involved may very well be. Additionally, many sacred vows, such as those sworn by knights, paladins, and some exalted paragons, forbid the use of poison.

Perils Of Using Poison
A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a Reflex save or accidentally poison himself with the weapon, DC 15 for Injury potions, and DC 25 for contact poisons. A natural 1 on an attack roll to throw a vial of inhaled poison does not ruin the throw (although it will miss its intended square, as normal), but the thrower is exposed to the trailing fumes of the vial as well.
A creature with a poison attack is immune to its own poison and the poison of others of its kind.
A character with the Poison Use ability suffers none of these dangers.

A Poison Entry
The description of each individual poison contains the following elements:

Cost
The black market cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose.
Most of a poison's price tag ultimately goes to pay for smugglers, bribes, and the merchant's risk fees. This price is therefore up to 50% lower in places where the use, manufacture, and ownership of poison and its components is legal and readily available (but such communities are rare).
Since poison crafting is quick compared to the crafting of other items of similar value (such as suits of armor), track the progress of poison crafting in gold pieces if tracking by the week, or in silver pieces if tracking progress by the day.

Type
Each poison is of one of four specific types: contact, inhaled, ingested, or injury.
  • Contact poisons are activated by the merest touch. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.
    For purposes of Contact poisons, the poisoner is whoever applies the poison to the object (or creature, in case of a direct exposure).
  • Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to a helpless creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat. To slip a poison into a drink or food plate while being observed, make a Sleight of Hand check opposed by the observers' Spot checks as a standard action.
    All ingested poisons offer a Wisdom check to notice that something is amiss with the food, listed as "taste DC". If successfully tasted, the poison can be identified (see Crafting, below).
    For purposes of Ingested poisons, the poisoner is whoever slips the poison into the drink or food (or administers the poison to a helpless or willing creature).
  • Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet at a certain creature or square, as if it were a splash weapon. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one's breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)
    For purposes of Inhaled poisons, the poisoner is whoever releases the poison from its container (usually the one who throws the vial).
  • Injury poisons must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it, and the poison is wasted. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.
    For purposes of Injury poisons, the poisoner is whoever makes the attack that deals damage.

Source
Each poison is created from plant, creature, and/or mineral components.
Some poisons require magic as part of its creation process. Such poisons can only be crafted by characters with spellcasting abilities, or by nonspellcasters who succeed on a Use Magic Device check with a DC equal to the poison's crafting DC. Even though magic is used in the creation process, the end product is nonmagical unless otherwise noted.
Spells and powers such as Major Creation can be used to create poison, but never more than one dose per casting. The caster must have the requisite ranks in Craft (poisonmaking), and succeed on the craft skill check to make the poison. Poisons that require a magical component can not be created via such spells alone.

Crafting
Like all mundane items, poisons have craft DC. In addition, in order to make each individual poison, the crafting character must have a minimum number of ranks in the Craft (poisonmaking) skill to craft the poison. Poison recipes are usually closely guarded secrets, even the most gifted layman is unlikely to stumble upon them.
The craft DC is also used as the DC required to identify a dose of poison. To identify a dose of unused poison by smell or appearance, use the Craft (poisonmaking) skill as if it were a knowledge check. To identify a poison from its symptoms or taste (if you're unlucky), or to detect its presence in a corpse, use either the Heal skill or the Craft (poisonmaking) skill.

Duration
A poison's duration denotes the time or conditions under which the poison stops doing further damage . Damage and status conditions the poison has already inflicted do not expire at the end of its duration, however.
Unless otherwise noted, spells such as Neutralize Poison can prematurely end a poison's duration and its temporary effects (a temporary effect is one with a stated duration of its own, not effects that merely heal on their own, such as ability damage).
Some poisons have a duration of Instantaneous. Such poisons do their harm immediately, and can sometimes not be cured directly.

Stacking
Each poison explains the effect of applying additional instances of the that poison before the first poison's duration has expired. Different poisons rarely interact with one another.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.

Last edited by Ernir : 09-09-2012 at 11:20 AM.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:26 AM   Top  -  End  -  #2
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Manufactured Poisons (A-I)

Aphrodin
Spoiler

Arsenic
Spoiler

Black Adder Venom
Spoiler

Black Lotus Extract
Spoiler

Bloodgate
Spoiler

Blue Acid
Spoiler

Centipede Venom
Spoiler

Centipede Venom, Fortified
Spoiler

Deathblade
Spoiler

Dragon Bile
Spoiler

Drow Poison
Spoiler

Ettercap Poison
Spoiler

Fat Man's Mercy
Spoiler

Giant Wasp Venom
Spoiler

Hemlock
Spoiler

Id Moss
Spoiler

Insanity Mist
Spoiler

Irondoom
Spoiler
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:27 AM   Top  -  End  -  #3
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Manufactured Poisons (J-Z)

Jitter
Spoiler

Lich Dust
Spoiler

Nitharit
Spoiler

Oil of Taggit
Spoiler

Purple Worm Poison
Spoiler

Scorpion Venom
Spoiler

Spider Venom
Spoiler

Spider Venom, Purified
Spoiler

Striped Toadstool
Spoiler

Tonguelock
Spoiler

Ungol Dust
Spoiler

Veritas
Spoiler

Viper Venom, Crude
Spoiler

Viper Venom
Spoiler

Viper Venom, Purified
Spoiler

Wolfbane
Spoiler

Wyvern Poison
Spoiler
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.

Last edited by Ernir : 09-14-2012 at 03:19 PM.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:28 AM   Top  -  End  -  #4
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Natural Poisons

The poison attacks of creatures refer to "initial damage" and "secondary damage". To obtain a full poison statblock from this limited information, fill in the following:

Generic Creature's Poison
Cost: N/A
Type: Injury
Source: Creature
Crafting: N/A
Duration: 1 minute

Immediately upon suffering the poison, make a saving throw against the poison's initial damage. One minute later, make a saving throw against the poison's secondary damage.

Stacking: This poison does not interact with others. Roll both initial and secondary saving throws indepently of other poison instances affecting the victim.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:29 AM   Top  -  End  -  #5
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Tools of the Trade

Weapons
Exotic WeaponsCostDmg (S)Dmg (M)CriticalRange IncrementWeightType
Light Melee Weapons
Poisoner's Dagger100 gp1d31d4x3-2 lb.Slashing or Piercing
Poisoner's Needle5 gp 11d2- -- Piercing

Poisoner's Dagger
This double-edged dagger contains two furrows along each edge, designed to better contain poison. Each furrow can contain one dose of poison.
When using the dagger as a piercing weapon, both doses of poison are discharged at once upon a successful attack. When using it as a slashing weapon, only one dose is released at a time. When only one furrow is filled, the dagger can be used as a slashing weapon without releasing the poison.
The furrows render a Poisoner's Dagger less aerodynamic, making it unsuitable as a throwing weapon.
You get a +2 bonus on Sleight of Hand checks made to conceal a Poisoner's Dagger on your body (see the Sleight of Hand skill).

A character who is proficient in the use of Daggers and has the Poison Use ability is automatically proficient in the use of Poisoner's Daggers as well.

Poisoner's Needle
This weapon is so tiny it can barely be called a weapon at all, resembling a sewing needle more than an actual dagger. It is slightly hollowed out, and strengthened to better fulfil its purpose.
When attacking a flat-footed (or unaware) target with this weapon as a standard action, you may roll a Sleight of Hand check opposed by the target's Spot check as part of the attack. If you succeed, the target does not immediately realize it has been stung, although it does realize you touched it.
The size and frailty of the weapon means you can never add your strength score or any other damage bonuses on to your damage roll with the weapon (not even Sneak Attack damage).
You get a +4 bonus on Sleight of Hand checks made to conceal a Poisoner's Needle on your body (see the Sleight of Hand skill)

A character who has at least 4 ranks in Sleight of Hand as well as the Poison Use ability is automatically proficient in the use of Poisoner's Needles.

Other Tools
GoodsCostWeight
Antivenom100 gp1/5 lb

Antivenom
Poisons are rarely dangerous to the well-prepared. By administering a dose of antivenom as part of making a Heal check to treat Poison, the poison is immediately ended as if its duration had expired should the Heal check succeed.
Each dose of antivenom affects only one type of poison, or in the case of creature poisons, all poisons derived from one type of creature.
Antivenoms do not generally exist for poisons that require magic to create. Some such poisons may have rare, special, or even unique antivenoms.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.

Last edited by Ernir : 09-14-2012 at 04:50 PM.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:30 AM   Top  -  End  -  #6
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

A Table of Poisons

Poison's name Type Base DCCostDescription
Aphrodin* Ingested 14300 gp Victim experiences need to become physically intimate.
Arsenic Ingested 12120 gp Slow-working poison nauseates and deals Con damage.
Black adder venom Injury 161500 gp Poison staggers, paralyzes, and causes loss of breath.
Black lotus extract Contact 194500 gp Poison renders victim Unconscious and dead at record speeds.
Bloodgate* Injury 1250 gp Wound is prevented from closing properly.
Blue acid* Ing. or Inh.173000 gpDeals massive Constitution damage until cured.
Centipede venom** Injury 1290 gp Deals Dex damage over time.
Centipede venom, fortified**Injury14300 gpDeals Dex damage over time.
Deathblade Injury 211200 gp Instantaneously deals Con damage based on weapon damage.
Dragon bile Contact 231500 gp Instantaneously deals massive Str damage.
Drow poison Injury 1290 gp Knocks victim Unconscious.
Ettercap poison* Injury 17900 gp Deals Dex damage over time.
Fat Man's Mercy* Ingested 115 gp Poison enforces bowel movements.
Giant wasp poison Injury 15500 gp Deals Dex damage over time.
Hemlock* Ingested 1125 gp Deals Dex damage over time, loss of breath if reduced to 0 Dex.
Id Moss Ingested 14125 gp Deals Int damage over time.
Insanity mist Inhaled 131000 gp Deals Wis damage and Confuses.
Irondoom* Ingested 13100 gp Deals Con damage and Paralyzes fey creatures.
Jitter* Injury 14300 gp Causes shakes, with various consequences
Lich Dust Contact 191500 gp Permanently Paralyzes victim.
Nitharit Contact 14650 gp Deals Con damage over time, hard to shake off.
Oil of taggit Ingested 1375 gp Victim slips into Unconsciousness.
Purple worm poison Injury 19800 gp Deals Str damage over time.
Scorpion venom** Injury 14200 gp Deals Str damage over time.
Spider venom** Injury 13100 gp Deals Str damage over time.
Spider venom, purified**Injury 15500 gp Deals Str damage over time.
Striped Toadstool Ingested 12180 gp Deals Wis and Int damage, once.
Tonguelock* Contact 14300 gp Paralyzes victim's tongue, with various consequences
Ungol dust Inhaled 12300 gp Deals Cha damage, Fascinates.
Veritas* Ingested 14300 gp Deals Cha damage, reduces ability to tell lies.
Viper venom, crude** Injury 13120 gp Deals Con damage over time.
Viper venom** Injury 14300 gp Deals Con damage over time.
Viper venom, purified**Injury 15600 gp Deals Con damage over time.
Wolfbane* Ingested 14150 gp Forces lycanthropes out of their animalistic forms.
Wyvern poison Injury 171400 gp Deals Con damage over time.

*New poison.
**Derived from old poison. For example, small centipede poison -> centipede venom.

Core poisons that have yet to be converted:
  • Bloodroot
  • Blue whinnis
  • Burnt othur fumes
  • Dark reaver powder
  • Greenblood oil
  • Malyss root paste
  • Sassone leaf residue
  • Shadow essence
  • Terinav root
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:31 AM   Top  -  End  -  #7
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Other Updates

Lolth's Caress [DIVINE] (Feat, updated from Drow of the Underdark)
You can channel negative energy to accelerate poisonous effects.
Prerequisite: Rebuke undead, drow or Lolth as patron deity.
Benefit: You can spend a rebuke undead attempt to speed up the effects of a non-instantaneous poison, affecting all creatures within 20 feet of you. Any poisoned creature in the area that has yet to make saving throws due to a poison whose duration has not yet expired must make the next saving throw immediately. This may shorten the poison's total duration.
Normal: Non-instantaneous poisons enforce saving throws at set intervals, or when certain conditions arise.

Virulent (Weapon enhancement, updated from Drow of the Underdark)
Price: +1 bonus
Property: Melee weapon or ammunition
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: -
Oozing pits mar the surface of this weapon.
When you apply contact or injury poison to a virulent weapon, the poison becomes fast acting.
Targets struck by a virulent weapon coated by a poison that enforces saving throws on certain intervals has the length of those intervals halved (to a minimum of 1 round). If the length of the intervals is random, roll the appropriate die and divide the result by two.
Prerequisite: Craft Magic Arms and Armor, poison.
Cost to Create: Varies.

Heal (Skill, updated from the Player's Handbook)
Treat Poison
To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.
If you succeed on your Heal check to treat poison by ten or more, the poison is instead immediately ended, as if its duration had expired.
Identify Poison
To identify a poison from its symptoms or taste, or to detect its presence when examining a corpse, make a Heal check with a DC equal to the poison's craft DC. Much like a Knowledge skill, this use of the Heal skill does not require an action of its own. No retry.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.

Last edited by Ernir : 09-14-2012 at 04:53 PM.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:33 AM   Top  -  End  -  #8
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Soooo, I think I'm done for now!

PEACH! PEAR!
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-09-2012, 10:34 AM   Top  -  End  -  #9
Raiki
Barbarian in the Playground
 
 
Join Date: Dec 2008
Location: 
Upstate NY
Gender: Male
Default Re: Poisons for Advanced Scoundrels

I just got off a 14 hour shift, so I don't have time to read all the stat-blocks right now, but I want to go on record saying that I've always hated the 1-save, 2-save (red-save, blue-save) mechanic as well, and that I like your solution to the problem. I'll be back in to look this over some more when I wake up.

~R~
__________________
Avatar by grubblybubbly.

Proud supporter of LGBTitP.

My Homebrew
The Feruchemist: A warrior of metal.

The Eidolon Binder: Summoner of mystical beings.

The Sa'Kage: A Knife in the Shadows.
Raiki is offline   Reply With Quote
Old 09-09-2012, 08:20 PM   Top  -  End  -  #10
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Well, I look forward to seeing what you have to say.

I have made some minor adjustments and typo corrections to the text above. Most notably, I nerfed (Psionic) Minor/Major Creation to the ground when it comes to making poisons.
(Although they are still probably the best way to get some.)
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-11-2012, 02:57 PM   Top  -  End  -  #11
peterpaulrubens
Bugbear in the Playground
 
 
Join Date: Nov 2009
Gender: Male
Default Re: Poisons for Advanced Scoundrels

This is fantastic.

Are there rules for mitigating the costs of crafting poisons? Like, a Beast Heart Adept can have a Wyvern as a pet, which would seem to make the harvesting of wyvern venom much much easier.

Also, one problem I noticed: under Oil of Taggit, you have the type listed as "injury" but the description says "One minute after ingestion".
__________________
The Good Reverend
Just call me PPR, no need to type the whole thing.
peterpaulrubens is offline   Reply With Quote
Old 09-11-2012, 03:45 PM   Top  -  End  -  #12
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Quote:
Originally Posted by peterpaulrubens View Post
This is fantastic.
Whoo! \o/

Quote:
Originally Posted by peterpaulrubens View Post
Are there rules for mitigating the costs of crafting poisons? Like, a Beast Heart Adept can have a Wyvern as a pet, which would seem to make the harvesting of wyvern venom much much easier.
Having a pet Wyvern to milk should qualify you for the "materials available without going through the black market" discount.

I should probably just make that explicit.
Quote:
Originally Posted by peterpaulrubens View Post
Also, one problem I noticed: under Oil of Taggit, you have the type listed as "injury" but the description says "One minute after ingestion".
I think it's the "one minute after ingestion" that's the copypasta error.

Will fix.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.

Last edited by Ernir : 09-11-2012 at 03:45 PM.
Ernir is offline   Reply With Quote
Old 09-11-2012, 06:20 PM   Top  -  End  -  #13
radmelon
Bugbear in the Playground
 
 
Join Date: Feb 2010
Location: 
The Blind Eternities
Gender: Male
Default Re: Poisons for Advanced Scoundrels

This is really nicely made, I never liked the poison rules. Also, a mixture of aphrodin and fat man's mercy is possibly the most evil ingested toxin on the planet.
__________________
Homebrew:

Misc:
Spoiler
radmelon is online now   Reply With Quote
Old 09-11-2012, 09:36 PM   Top  -  End  -  #14
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: Poisons for Advanced Scoundrels

I really like this, it actually makes poisons useful. I'll definitely be using this in my game.
In addition it improves the power of my Spider Blood Assassins which rely on poisons.
__________________
My Homebrew (180+ and still counting) Horribly Out of Date

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
Previous Avatar
Spoiler
Milo v3 is offline   Reply With Quote
Old 09-13-2012, 07:15 PM   Top  -  End  -  #15
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Glad you like it.
Quote:
Originally Posted by radmelon View Post
Also, a mixture of aphrodin and fat man's mercy is possibly the most evil ingested toxin on the planet.
Doesn't matter what happens, they'll keep trying. Oh, yes, evil.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-13-2012, 07:48 PM   Top  -  End  -  #16
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Poisons for Advanced Scoundrels

This is rather awesome.

I think I like it.

Might even want to make a magic system based off of it...
Amechra is offline   Reply With Quote
Old 09-13-2012, 08:09 PM   Top  -  End  -  #17
Yitzi
Ogre in the Playground
 
Join Date: Sep 2009
Default Re: Poisons for Advanced Scoundrels

I see a lot of poisons that might as well be "die, no save" if you don't have a magical cure handy. You might want to at the very least provide a manner for Heal checks to help cure even those poisons that have a duration of "until cured".
__________________
My general 3.5 balance fix.
My psionics remix.
My common-sense houserules.
More minor homebrew (weapons, races).

Complete system remake (under construction, barely started)

Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
Come visit the Core Coliseum today, for a totally different style of optimization.
Yitzi is offline   Reply With Quote
Old 09-13-2012, 08:25 PM   Top  -  End  -  #18
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Poisons for Advanced Scoundrels

Well...

Heal checks already let you substitute them for saves vs. Poison...

And it wouldn't be that hard to just have a skill trick that let's you give a person saves against poisons, or that let's you remove a poison if they successfully save against that poison twice.

Really, we need to buff up the Heal skill, and not just in making it heal HP damage (I actually think that it should, in the short term, give you Temporary HP, which converts into real HP with a night's rest; not much, just enough to get you up and running.)
Amechra is offline   Reply With Quote
Old 09-13-2012, 09:36 PM   Top  -  End  -  #19
Yitzi
Ogre in the Playground
 
Join Date: Sep 2009
Default Re: Poisons for Advanced Scoundrels

Quote:
Originally Posted by Amechra View Post
Well...

Heal checks already let you substitute them for saves vs. Poison...

And it wouldn't be that hard to just have a skill trick that let's you give a person saves against poisons
That doesn't help if it's an "until cured" poison.

Quote:
or that let's you remove a poison if they successfully save against that poison twice.
Now this is more like what I was thinking of.
__________________
My general 3.5 balance fix.
My psionics remix.
My common-sense houserules.
More minor homebrew (weapons, races).

Complete system remake (under construction, barely started)

Ever want to try your hand at optimizing, but dislike heavy emphasis on splatbooks and/or the rocket tag phenomenon?
Come visit the Core Coliseum today, for a totally different style of optimization.
Yitzi is offline   Reply With Quote
Old 09-14-2012, 05:05 PM   Top  -  End  -  #20
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Hmm, fair point about the Heal skill not being useful enough against these.

Added a special use update to the Heal skill. Should be difficult/impossible to pull off with nothing but the raw Wisdom modifier, but hardly if you're actually good at healing.

Also added mundane antivenom. Should be easier to stock up on that than Neutralize Poison potions when you know you're heading off towards Monstrous Scorpion territory.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-14-2012, 08:29 PM   Top  -  End  -  #21
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Poisons for Advanced Scoundrels

I just realized something...

Deathblade+Poisoner's Needle+Palm Toss (Master Thrower PrC)=6-8 Con damage a round, depending on how many attacks land.

Also, can Poisoner's Needles be enchanted?

And roughly how large is one dose?
Amechra is offline   Reply With Quote
Old 09-15-2012, 06:28 AM   Top  -  End  -  #22
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Quote:
Originally Posted by Amechra View Post
I just realized something...

Deathblade+Poisoner's Needle+Palm Toss (Master Thrower PrC)=6-8 Con damage a round, depending on how many attacks land.
Hmm, problems I see with that:
  • Cost. Throwing a 1200gp poison multiple times per round gets expensive fast.
  • The needle is not a throwing weapon, it does not have a range increment.
  • Plain efficiency. Deathblade deals more damage the larger the delivering weapon's die, I imagined that one would be put on Blackguards' enlarged greatswords, not needles.
Quote:
Originally Posted by Amechra View Post
Also, can Poisoner's Needles be enchanted?
Yes, they are weapons.
Quote:
Originally Posted by Amechra View Post
And roughly how large is one dose?
I guess they'd be stored in a D&D vial. Some abstraction has to happen, though, unless you like the idea of a dose always being measured by volume, rather than the minimum amount required to make a poison deliver its intended effect.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Old 09-15-2012, 06:52 AM   Top  -  End  -  #23
Acanous
Ettin in the Playground
 
OldWizardGuy
 
Join Date: Nov 2009
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Would like to add:
Manufactured Poison
Alcohol
Cost: 2cp
Type: Ingested, taste DC 5
Source: Plant matter (Varies by type and region)
Craft DC: 5
Onset: 3d4 minutes.
Duration: 1d4 hours
Effect: 1 point of temporary Wisdom and constitution damage. Fortitude negates.
Additional doses are cumulative, and each additional dose within a 24 hour period gives +1 to the save DC. (This effect stacks)
Special: Alcohol can also be created with Craft: Brewmaking. Profession: Brewer adds a synergy bonus. There is no minimum ranks neccesary to craft Alcohol, although nonproficient attempts to do so take a -4 penalty.
Alcohol is made in vats, kegs, or stills, and is rarely made as a single dose, and is the most common form of poison, only illegal in the most restrictive communities.
Acanous is offline   Reply With Quote
Old 09-15-2012, 01:57 PM   Top  -  End  -  #24
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Poisons for Advanced Scoundrels

Deathblade is plant-based; minor creation can create single doses of it for pretty much free.

Plus, (and this is what I was getting at with the whole "can you enchant it"), what about enchantments that add damage? Because I don't see them as being something that the fragility of the item would prevent.

Other than that... Throw Anything is your fwiend.

Still, yeah, you would want to put it on a greatsword, but still...

Or, if you really want to be silly, use Expansion to hit Huge, and wield a Poisoner's Needle that has been resized so that it is large enough to be a 2-handed weapon.

Attack as a standard action.

They didn't notice you impale them with the needle.
Amechra is offline   Reply With Quote
Old 09-15-2012, 02:02 PM   Top  -  End  -  #25
Amechra
Ogre in the Playground
 
 
Join Date: Dec 2010
Location: 
Where I live.
Default Re: Poisons for Advanced Scoundrels

Forum Hiccup, Please Ignore.

Last edited by Amechra : 09-15-2012 at 02:03 PM.
Amechra is offline   Reply With Quote
Old 09-16-2012, 07:51 AM   Top  -  End  -  #26
Ernir
Ettin in the Playground
 
 
Join Date: Jan 2009
Location: 
Iceland
Gender: Male
Default Re: Poisons for Advanced Scoundrels

Quote:
Originally Posted by Acanous View Post
Would like to add:
Manufactured Poison
Alcohol
Cost: 2cp
Type: Ingested, taste DC 5
Source: Plant matter (Varies by type and region)
Craft DC: 5
Onset: 3d4 minutes.
Duration: 1d4 hours
Effect: 1 point of temporary Wisdom and constitution damage. Fortitude negates.
Additional doses are cumulative, and each additional dose within a 24 hour period gives +1 to the save DC. (This effect stacks)
Special: Alcohol can also be created with Craft: Brewmaking. Profession: Brewer adds a synergy bonus. There is no minimum ranks neccesary to craft Alcohol, although nonproficient attempts to do so take a -4 penalty.
Alcohol is made in vats, kegs, or stills, and is rarely made as a single dose, and is the most common form of poison, only illegal in the most restrictive communities.
Hmm, interesting. There's a thread about how to handle alcohol (poisoning) is going on in the 3.5 subforum, going to see what comes out of that. Will probably add something like this.

Quote:
Originally Posted by Amechra View Post
Deathblade is plant-based; minor creation can create single doses of it for pretty much free.

Plus, (and this is what I was getting at with the whole "can you enchant it"), what about enchantments that add damage? Because I don't see them as being something that the fragility of the item would prevent.

Other than that... Throw Anything is your fwiend.

Still, yeah, you would want to put it on a greatsword, but still...

Or, if you really want to be silly, use Expansion to hit Huge, and wield a Poisoner's Needle that has been resized so that it is large enough to be a 2-handed weapon.

Attack as a standard action.

They didn't notice you impale them with the needle.
Deathblade requires magic as part of its creation process, no Minor Creation for you.

But yes, oversized, super-enchanted needles can get very funny.
__________________
Halfling healer avatar by Akrim.elf.

My sarcasm is never blue.

Personal stuff: PbP characters, The Diablo 2 game (DMing), BBCode syntax highlighter for KDE
CharOp: Lists of Necessary Magic Items
Homebrew: My proudest achievement, a translation of vancian spellcasting to psionic mechanics. Other brew can be found in my Homebrewer's Extended Signature.
Ernir is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 07:00 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.