Antitoxin

Wippit Guud

First Post
As it stands, antitoxin gives a geneeric saves bonus across the board.

Are there any existing rules to making specific antivenoms to combat specific poisons, giving a higher bonus to just that specific poison's save?
 
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kreynolds

First Post
The closest I've seen to such a thing are antidotes. For example, if you get nailed by purple worm poison or something, you can pop an antitoxin for the save bonus. Conversely, there might be an antitode for that very type of poison. It won't have any bonuses to saves or anything. It simply negates the poison.

I'm not aware of any antitoxins that provide a high bonus to a tight group of poisons, or a higher bonus to a single poison though. Shouldn't be difficult. I'd suggest taking a look at the poison crafting bit in Song & Silence. That might get you started.
 

MerakSpielman

First Post
I would have an antidote follow exactly the same crafting rules as the poison - gp cost, time, and all. I would also make it so you could take it before getting poisoned and remain immune to the poison for a set amount of time, say 2 or 3 hours.
 

Hypersmurf

Moderatarrrrh...
I would have an antidote follow exactly the same crafting rules as the poison - gp cost, time, and all. I would also make it so you could take it before getting poisoned and remain immune to the poison for a set amount of time, say 2 or 3 hours.

Of course, the best poisons are the ones where the antidote is a lethal poison as well, unless the original poison is already in your system to counteract it...

-Hyp.
 

MerakSpielman

First Post
Well, perhaps the hours of immunity is a bit much.

What I was thinking at the time was that, if you wait 'till after you're poisoned to take it, you've already taken half the damage from the poison. If the anidote then only prevents the secondary damage, it was only half as useful as you would have wanted it to be.

So I gave a chance to take it beforehand...

Now that I think about it, I would prefer the antidote heal the ability damage caused by the poison (instead of the immunity duration), or at least a good portion of it.

Having the antidote be toxic by itself is a neat idea, and perhaps realistic, but kind of complicated to impliment, I think.
 

kreynolds

First Post
MerakSpielman said:
Now that I think about it, I would prefer the antidote heal the ability damage caused by the poison (instead of the immunity duration), or at least a good portion of it.

Lesser Restoration should get you started on that idea.
 


Wippit Guud

First Post
I too like the idea of it preventing the secondary damage. IRL, antivenoms are given after being poisoned not before.

Think I'll go with that.
 

kreynolds

First Post
MerakSpielman said:
I think we're trying to do it alchemically, not magically, kreynolds.

That's the impression I got, and its even what I suggested in my first post. But that should give you an idea as to how expensive the antitoxin should be. If you plan for the antitoxin to be completely free, then I guess that's a different story. :cool:
 
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