LiquidBlue
First Post
Preamble:
The SRD includes rules for using poisons and market prices. However, the SRD does not include Craft DCs for the manufacture of these poisons. Furthermore the SRD mentions that poisons are generally illegal, thus it seems to me that the average, uninformed character would not know or have the contacts necessary to purchase said poisons.
Additionally, many of the poisions are found in natural environments. It has been suggested that a mechanism be put in place to harvest these poisons.
Consider each of the following proposal seperately. The DCs have been simplified from my previous proposal.
Craft(poison) DCs:
If a character fails a craft poison check by more than 10 for ingested or injury poisons, or by more than 5 for contact and inhaled poisons, the character is poisoned. This effect does not take place if the character has the poison use class ability.
12: Arsenic, Id moss, Black adder venom, Small centipede poison, Bloodroot, Drow poison, Greenblood oil, Blue whinnis, Medium spider venom
15: Striped toadstool, Oil of taggit, Lich dust, Shadow essence, Large scorpion venom, Giant wasp poison
18: Nitharit, Sassone leaf residue, Malyss root paste, Dark reaver powder
21: Terinav root, Ungol dust, Purple worm poison
24: Insanity mist, Wyvern poison, Deathblade
27: Dragon bile, Burnt othur fumes
30: Black lotus extract
Contact Poison, Injested Poison, Inhaled Poison, Injury Poison
[sblock=Explanation]
I arrived at these DCs using the following method:
Save DC 10-14:0, 15-19:1, 20+:2
Dice of Damage 1-3:0, 4-6:1 7+:2
Price 0-500:0, 501-1000:1, 1001+:2
Injested, Injury:0 Contact, Inhaled:1
Add each modifier then multiple by 5 and add 15
[/sblock]
Alternative Craft skill:
A character may use the Craft(alchemy skill) with -5 modifier instead of the Craft(poison) skill if so desired.
Purchase Poison DCs:
This are the Knowledge(local) or Gather Information DCs for each of the Poisons. A generally unlawful city may have the DC modified by -5, while a more authoritarian city may have the DC modified by +5. The DC to purchase the materials to make the poison is the same as the DC to purchase the ready to use poison, but the check may be made seperately. Thus a character may not know where to purchase the poison, but knows where to purchase the materials to make it.
10 (These are not illegal, and may be readily found): Dragon bile(not prepared), Arsenic, Oil of taggit
15: Striped toadstool, Id moss, Lich dust, Black adder venom, Small centipede poison, Bloodroot, Drow poison, Greenblood oil, Blue whinnis, Medium spider venom, Shadow essence, Large scorpion venom, Giant wasp poison
20: Sassone leaf residue, Malyss root paste, Dark reaver powder
25: Nitharit, Terinav root, Ungol dust, Purple worm poison
30: Black lotus extract, Dragon bile, Insanity mist, Burnt othur fumes, Wyvern poison, Deathblade
[sblock=Explanation]
Legal poisons: DC10
0-250gp: DC15
251-500gp: DC20
501-1000gp: DC25
1001gp: DC30
[/sblock]
Recovering Poison from slain Creatures:
A character may attempt a Craft(poison) check against a DC of 15 to poison a weapon with recently slain creature's poison. Only one weapon may be so posioned. Alternatively, with the use of a poison collectors kit (55 gp, 2lbs, may be used 10 times), with a Craft(poison) check at a DC of 15, the character can collect the materials necessay to craft 1d4+1 portions of poison.
Collecting Plant Poisons:
The following poisons may be collected from the wild. This is a Survival check that is treated similarly to a craft check. Knowledge(nature) provides a +2 synergy bonus to this check. Using the Detect Plants spell provide a +10 competence bonus to this check.
15: Striped toadstool, Id moss, Oil of taggit, Bloodroot, Blue whinnis
20: Sassone leaf residue, Malyss root paste
25: Terinav root
30: Black lotus extract, Burnt othur fumes
Example, Kolim wants to make the Malyss root paste. Kolim is not currently on an adventure, so she uses her craft points to find the materials needed to make the poison. Ready to use Malyss root paste has a market price of 500 gp, so the matierals needed to make the poison cost 250 gp. To find these materials Kolim uses 25 craft points and makes a survival check at a DC of 20.
[sblock=Original Proposal]
I suppose my proposal encompases a couple of new rules - all related to poison.
-First of all, I have included DCs for finding poison. Out of an adventure, a PC can use a knowledge(local) check while in Orusus to find a poison. While within an adventure, a PC can roll either knowledge(local) or Gather Information. With the Gather Information, a DM should be aware of the consequences of a PC searching for an illegal substance, especially when multiple Gather Information checks are tried.
There are two DCs given: Ready and Raw. The Ready DC represents the difficulty of finding the poison in a ready to use form, the raw DC represents the difficulty of finding and buying the materials used to craft the poison.
I propose that Arsenic, Oil of Taggit, and unprocessed Dragon Bile not be illegal. Arsenic being used in industry, Oil of Taggit being sold as a sleep aid, and unprocessed Dragon Bile being available for arcane purposes.
-Second I have included a Craft DC. This is the DC when using the Craft(poison) skill. When using this skill, the PC must have a source for the raw materials. This may require another roll as detailed above.
-I propose that the Craft(alchemy) skill may used in place of the Craft(poison) skill but at a -5 penalty.
As a note:
-I based the Craft DC on the poison's market value. Contact and Inhaled poisons had +5 modifier applied to them.
-I based the Ready DC on the poison's save DC, damage, and market value.
-I based the Raw DC on the poison's Ready DC and the Craft DC.
[/sblock]
The SRD includes rules for using poisons and market prices. However, the SRD does not include Craft DCs for the manufacture of these poisons. Furthermore the SRD mentions that poisons are generally illegal, thus it seems to me that the average, uninformed character would not know or have the contacts necessary to purchase said poisons.
Additionally, many of the poisions are found in natural environments. It has been suggested that a mechanism be put in place to harvest these poisons.
Consider each of the following proposal seperately. The DCs have been simplified from my previous proposal.
Craft(poison) DCs:
If a character fails a craft poison check by more than 10 for ingested or injury poisons, or by more than 5 for contact and inhaled poisons, the character is poisoned. This effect does not take place if the character has the poison use class ability.
12: Arsenic, Id moss, Black adder venom, Small centipede poison, Bloodroot, Drow poison, Greenblood oil, Blue whinnis, Medium spider venom
15: Striped toadstool, Oil of taggit, Lich dust, Shadow essence, Large scorpion venom, Giant wasp poison
18: Nitharit, Sassone leaf residue, Malyss root paste, Dark reaver powder
21: Terinav root, Ungol dust, Purple worm poison
24: Insanity mist, Wyvern poison, Deathblade
27: Dragon bile, Burnt othur fumes
30: Black lotus extract
Contact Poison, Injested Poison, Inhaled Poison, Injury Poison
[sblock=Explanation]
I arrived at these DCs using the following method:
Save DC 10-14:0, 15-19:1, 20+:2
Dice of Damage 1-3:0, 4-6:1 7+:2
Price 0-500:0, 501-1000:1, 1001+:2
Injested, Injury:0 Contact, Inhaled:1
Add each modifier then multiple by 5 and add 15
[/sblock]
Alternative Craft skill:
A character may use the Craft(alchemy skill) with -5 modifier instead of the Craft(poison) skill if so desired.
Purchase Poison DCs:
This are the Knowledge(local) or Gather Information DCs for each of the Poisons. A generally unlawful city may have the DC modified by -5, while a more authoritarian city may have the DC modified by +5. The DC to purchase the materials to make the poison is the same as the DC to purchase the ready to use poison, but the check may be made seperately. Thus a character may not know where to purchase the poison, but knows where to purchase the materials to make it.
10 (These are not illegal, and may be readily found): Dragon bile(not prepared), Arsenic, Oil of taggit
15: Striped toadstool, Id moss, Lich dust, Black adder venom, Small centipede poison, Bloodroot, Drow poison, Greenblood oil, Blue whinnis, Medium spider venom, Shadow essence, Large scorpion venom, Giant wasp poison
20: Sassone leaf residue, Malyss root paste, Dark reaver powder
25: Nitharit, Terinav root, Ungol dust, Purple worm poison
30: Black lotus extract, Dragon bile, Insanity mist, Burnt othur fumes, Wyvern poison, Deathblade
[sblock=Explanation]
Legal poisons: DC10
0-250gp: DC15
251-500gp: DC20
501-1000gp: DC25
1001gp: DC30
[/sblock]
Recovering Poison from slain Creatures:
A character may attempt a Craft(poison) check against a DC of 15 to poison a weapon with recently slain creature's poison. Only one weapon may be so posioned. Alternatively, with the use of a poison collectors kit (55 gp, 2lbs, may be used 10 times), with a Craft(poison) check at a DC of 15, the character can collect the materials necessay to craft 1d4+1 portions of poison.
Collecting Plant Poisons:
The following poisons may be collected from the wild. This is a Survival check that is treated similarly to a craft check. Knowledge(nature) provides a +2 synergy bonus to this check. Using the Detect Plants spell provide a +10 competence bonus to this check.
15: Striped toadstool, Id moss, Oil of taggit, Bloodroot, Blue whinnis
20: Sassone leaf residue, Malyss root paste
25: Terinav root
30: Black lotus extract, Burnt othur fumes
Example, Kolim wants to make the Malyss root paste. Kolim is not currently on an adventure, so she uses her craft points to find the materials needed to make the poison. Ready to use Malyss root paste has a market price of 500 gp, so the matierals needed to make the poison cost 250 gp. To find these materials Kolim uses 25 craft points and makes a survival check at a DC of 20.
[sblock=Original Proposal]
I suppose my proposal encompases a couple of new rules - all related to poison.
-First of all, I have included DCs for finding poison. Out of an adventure, a PC can use a knowledge(local) check while in Orusus to find a poison. While within an adventure, a PC can roll either knowledge(local) or Gather Information. With the Gather Information, a DM should be aware of the consequences of a PC searching for an illegal substance, especially when multiple Gather Information checks are tried.
There are two DCs given: Ready and Raw. The Ready DC represents the difficulty of finding the poison in a ready to use form, the raw DC represents the difficulty of finding and buying the materials used to craft the poison.
I propose that Arsenic, Oil of Taggit, and unprocessed Dragon Bile not be illegal. Arsenic being used in industry, Oil of Taggit being sold as a sleep aid, and unprocessed Dragon Bile being available for arcane purposes.
-Second I have included a Craft DC. This is the DC when using the Craft(poison) skill. When using this skill, the PC must have a source for the raw materials. This may require another roll as detailed above.
-I propose that the Craft(alchemy) skill may used in place of the Craft(poison) skill but at a -5 penalty.
Code:
[SIZE=1][COLOR=Orange]Poison Type Initial Secondary Price Craft Ready Raw[/COLOR]
[COLOR=Plum]Nitharit Con DC 13 0 3d6 Con 650 gp 23 19 15[/COLOR]
Sassone leaf residue Con DC 16 2d12 hp 1d6 Con 300 gp 20 23 20
[COLOR=Plum]Malyss root paste Con DC 16 1 Dex 2d4 Dex 500 gp 22 23 19[/COLOR]
Terinav root Con DC 16 1d6 Dex 2d6 Dex 750 gp 23 23 19
[COLOR=Plum]Black lotus extract Con DC 20 3d6 Con 3d6 Con 4,500 gp 35 42 36[/COLOR]
Dragon bile Con DC 26 3d6 Str 0 1,500 gp 27 33 10
[COLOR=Yellow]Striped toadstool Ing DC 11 1 Wis 2d6 Wis + 1d4 Int 180 gp 12 15 15[/COLOR]
Arsenic Ing DC 13 1 Con 1d8 Con 120 gp 11 10 10
[COLOR=Yellow]Id moss Ing DC 14 1d4 Int 2d6 Int 125 gp 11 15 15[/COLOR]
Oil of taggit Ing DC 15 0 Uncon 90 gp 11 10 10
[COLOR=Yellow]Lich dust Ing DC 17 2d6 Str 1d6 Str 250 gp 13 19 18[/COLOR]
Dark reaver powder Ing DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp 13 23 22
[COLOR=Red]Ungol dust Inh DC 15 1 Cha 1d6 Cha + 1 Cha1 1,000 gp 25 23 18[/COLOR]
Insanity mist Inh DC 15 1d4 Wis 2d6 Wis 1,500 gp 27 27 22
[COLOR=Red]Burnt othur fumes Inh DC 18 1 Con1 3d6 Con 2,100 gp 30 27 21[/COLOR]
[COLOR=Lime]Black adder venom Inj DC 11 1d6 Con 1d6 Con 120 gp 13 16 15[/COLOR]
Small centipede poisonInj DC 11 1d2 Dex 1d2 Dex 90 gp 13 16 15
Bloodroot Inj DC 12 0 1d4 Con + 1d3 Wis 100 gp 13 16 15
[COLOR=Lime]Drow poison Inj DC 13 Uncon Uncon for 2d4 hours 75gp 12 16 16[/COLOR]
Greenblood oil Inj DC 13 1 Con 1d2 Con 100 gp 13 16 15
[COLOR=Lime]Blue whinnis Inj DC 14 1 Con Uncon 120 gp 13 16 15[/COLOR]
Medium spider venom Inj DC 14 1d4 Str 1d4 Str 150 gp 13 16 15
Shadow essence Inj DC 17 1 Str1 2d6 Str 250 gp 15 19 18
[COLOR=Lime]Wyvern poison Inj DC 17 2d6 Con 2d6 Con 3,000 gp 25 27 22[/COLOR]
Large scorpion venom Inj DC 18 1d6 Str 1d6 Str 200 gp 14 17 16
Giant wasp poison Inj DC 18 1d6 Dex 1d6 Dex 210 gp 14 17 16
[COLOR=Lime]Deathblade Inj DC 20 1d6 Con 2d6 Con 1,800 gp 23 33 29[/COLOR]
Purple worm poison Inj DC 24 1d6 Str 2d6 Str 700 gp 18 27 25[/SIZE]
As a note:
-I based the Craft DC on the poison's market value. Contact and Inhaled poisons had +5 modifier applied to them.
-I based the Ready DC on the poison's save DC, damage, and market value.
-I based the Raw DC on the poison's Ready DC and the Craft DC.
[/sblock]
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