Pale Designs: A Poisoner's Handbook

Ghostwind

First Post
Poisons exist in abundance in fantasy worlds, their deadly touch waiting within ancient traps, slathered upon readied weapons, or pooling within a fanged and monstrous maw. Some poisons are magical creations, concocted by dark powers in secret laboratories. Other toxins are naturally occurring on many worlds across the planes. Still other venoms drip from the fangs and scales of fearsome beasts.

Pale Designs: A Poisoner’s Handbook presents an array of new poisons for use by both players and Game Masters. New rules for handling poisons in a campaign are presented, along with additional options to allow the heroes of the land safer access to poisons. There are also new prestige classes, equipment, and magic items for assassins and others interested in poison use.
 

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Hmm. Yummy. Bastion Press books with their full colour and glossy pages always look good. The fact that I’m making yummy noises about a book on poisons can be discounted as one of those strange things roleplayers do.

I noticed a bunch of other d20 publishers listed in the credits. Yes, sadly, I look there first. Pale Designs makes some of the best use of Open Game Content as under the d20 OGL license umbrella that I’ve seen yet. The authors, Steven Creech and Kevin Ruesch have used their own reputations and wiles, assisted no doubt by the Bastion’s prestige to win permission to re-print poisons protected as Product Identity by other publishers. This explains the extra credits. This success means that Pale Designs really is a poisoner’s handbook. It lists and describes a huge range of poisons. There’s an added bonus for GMs and players who like consistency in their games too. Since Pale Designs uses some poisons from previously published supplements and adventures you can be sure that Hog’s Breath the players encounter after their GM bought the book is the same Hog’s Breath that they encountered before the GM had the book. The GM doesn’t need to go hunting through his collection of adventures or supplements to find the one with the details for that particular poison either.

It could be easier to find a particular poison in Pale Designs though. There’s no universal alphabetical index for the poisons. Sure, poisons are presented alphabetically but also by type. If you don’t know the type then you’re in for a lot of flicking back and forth through the book. The ‘type’ is fairly arbitrary. The primary division of type seems to be whether the poison is new (seen first in Pale Designs) or not.

The introduction says "Gamemasters who use poisons in their games often do so with little or no planning." You what? I would accept swapping out ‘often’ with ‘rarely’ in the sentence but not how it stands now. Oh well, I don’t suppose it really matters. If the roleplaying hobby has a hundred thousand players then I wouldn’t be all that surprised to discover there are a hundred thousand different roleplaying styles. It certainly doesn’t matter insofar that the "poison chain" that follows describes the process of collecting the ingredients, discovering the recipe, creating the poison, buying or selling, application, effects and treatment succinctly and with appropriate emphasis on plot spinning to appeal to me. There is even a very quick look (blink and you’ll miss it) on how to use poisons to build up the tension in your game.

The core rules for poisons in d20 betray Dungeon & Dragons’ early combat crawl roots where the idea was to kill things, kill them in the space of a single melee and then take their treasure. Poisons are quick and reduce the size of numbers on character sheets; whether those numbers represent constitution or hit points. Pale Designs is quick to tempt us with an optional rule variant. I think it’s right to do so. This new rule attempts to introduce the lingering effects of poisons. Successive amounts of damage are applied to the victim in addition to the initial effect in the rounds after the failed Fortitude saving throw. It’s an attempt to bring some of the horror of being poisoned back into the game. That’s the word ‘attempt’ used twice in nearly as many sentences there. More damage will certainly encourage one breed of gamer to respect poisons more but I don’t feel it really adds to the drama. A partial success is better than none at all. I’ll be using the rule.

Then the first batch of poisons begins. Twenty pages of listed, statted and described poisons. These are the venoms, toxins and poisons taken from Necromancer Games, Mystic Eye and White Wolf (presumably in their Swords and Sorcery Studio guise) products. Most of these poisons just do damage but a few have interesting effects instead. Nicely, where possible, the description of the poison includes a quick note on the DC value for harvesting or crafting the toxin. What these notes don’t include any interesting or practical cures. It would be great if just one poison listed another as a possible cure if taken in moderation. Even if the cures were simply mentioned as an arbitrary ingredient and a rarity value (say, "moonleaf root, very rare") then this chapter would have doubled in value. I was looking for poisons that didn’t so much deal damage to targets as they played a key role in plots – preventing the ambassador from the Red Isle from attending the royal dance this /week/, for example. You can just about scrape that sort of thing. I highlighted week because we’re still looking at a majority of poisons that work only on the short term.

The new poisons, the ones introduced for Pale Designs, do a bit better. Not much better but a bit and they do have the advance of filling in the gaps. The new poisons are broken down into groupings; alchemical poisons, magical poisons, planar poisons, mineral, multi-stage and natural poisons. There are plenty more new alchemical and natural poisons. I’m glad multi-stage poisons were included. These are the poisons introduced ingredient by ingredient to the target until the combination becomes poisonous. This is the sort of approach that could make poisons suitably scary in d20. Planar poisons seem like a good idea – poisons magically attuned to the resonance of particular planes. I think they need more work though. Ice blood, for example, kicks in hugely if the target visits the Elemental Plane of Fire but who’s going to be travelling to the Plane of Fire and troubled at all by a Fortitude saving throw with DC of 13? High level games and poisons just don’t go well together. Pale Designs has a stab at dealing with this but I would have encouraged the authors to do more than stab at the mechanics, I’d be all for dynamiting them.

There’s a small chapter on drugs. Drugs are effectively entirely like poisons except their effects are more varied. There’s a little more on alchemical processes and products. Examples include Fool’s Poison which tests positive as a poison in all respects but isn’t or the tactic of mixing toxin into your smokestick and having your retreat obscured not simply by thick smoke but poisonous thick smoke.

Chapters on equipment, weapons, traps and even magic items have more bulk to them. It’s here that you’ll find your variants on blowguns and poison needle rings.

There are new feats too. They tend to fall into the "Advanced-Improved-Extended-Enhanced" category but the monster feats are nice. The monster feats include such lovely touches as venomous spittle. Oh yeah. There are some new monsters to gift these new feats too as well. The new monsters tend to be heavily influenced by poisons and toxins, some more so than others. The Bloody Tears is a large plant with challenge rating 4 and of interest to brave people wanting to harvest bits of it for the crafting of poison.

New spells? Why not? There are lots of new cleric spells, a few assassin spells and even less druid spells. I’d rather have had that the other way around but at this stage in the book we’re into the added extra stage. Pale Designs has already reached the success level and at this point is trying to climber higher. The new list of new cleric spells is long because the book includes the Murder and Poison domains. There are plenty of other Murder and Poison domains but if you don’t have one handy then you’d notice their absence if Pale Design’s didn’t introduce them.

Pheh. Prestige Classes. You knew they’d be prestige classes as soon as I mentioned the new feats. The Acolyte is presented as the temple’s assassin. Okay. If that’s the case then the 10 level prestige class is pretty good. A different name for the class might have been better though. The Anarchist also has 10 levels of progression. This prestige class has weird entropic powers (because anarchy equals entropy?) and thankfully has a chaotic alignment requirement. Bondsman is an appropriate choice for a prestige because he’s a member of an elite organisation and trained in special skills. The Infiltrator is just as good. Mage Hunters, Psi-Slayers and Nightstalkers are fine prestige classes but my conviction that they’re inherently poison related starts to wane. You’ve got access to another Sniper prestige class and you can add that to your collection of Sniper classes. The Trapmaster prestige class is a good choice for the book and can claim undisputed validity in a book about poisons. There are a couple of new NPC classes too. That’s a heck of a lot of prestige classes - 15 pages in total. It’s worth noting that each class as a section for suggest campaign use and that this includes modern usage as well as fantasy.

Colour is used liberally throughout Pale Designs. It’s rather ironic given the book’s title that bold green and red are used for chapter and paragraph headings. The illustrations have a nearly cartoon style to them at times but not in a bad way. Occasionally you’ll turn the page to find a full-page illustration.

It must have been pretty hard putting together 96 pages of poisons and related equipment. I’m sure this is reflected in all the extra prestige classes, monsters, spells and feats. There are enough poisons and venoms in the book for it to work an encyclopaedia of toxins for the GM. I was surprised that there wasn’t more in the way of traps and equipment. Perhaps they’ve been done to death already but surely then adding more in preference to prestige classes would have done no harm. Pale Designs does well. It takes a tricky subject, doesn’t wimp out and the result is a genuinely useful book.

* This GameWyrd review was first published here.
 

Pale Designs: A Poisoner’s Handbook
Written by Steven Creech and Kevin Ruesch
Published by Bastion Press
96 full color pages
$24.95
4 Stars

Now this book has it almost all together. It starts off with some ideas on how you might use poisons in your campaign not against the players, but as a plot device. You know, standard stuff where the players have to gather some rare ingredients either from plant or animal and journey far away on a great quest. Yeah, well and good, but I’m much more interested in the very comprehensive collection of poisons from various sources.

Now some may have decided that they don’t like the way poisons work. Me, I’m fine with it. However, for those who hate it, there is an alternative poison system here that causes hit point damage. Now that’s a little against the grain of what most poisons do, but for some campaigns, it’ll work fine.

For me, part of the book shines with the OGC. It collects poisons from various products. Among the contributors are Nightmares & Dreams II, Creature Collection I and II, some Freeport material, some Arcana material, some Sovereign Stone, some Occult Lore, some Spycraft, and other goodies. In other words, if you’re looking for a poison, chances are it’s in here.

Not content to leave well enough alone, there are dozens of new poisons to test out on your players. Not just ordinary poisons either. There are magical poisons, planar poisons and all sorts of stuff that can effect even the undead. Things like moss that destroy bone matter and planar poisons that only work against creatures that aren’t native to the plane they’re currently on. Seems a lot of evil outsiders use this sort of stuff against those who dare follow them to their home.

The section on equipment and weapons is a nice touch but probably not one that’s vital to the game. I mean with Arms & Armor, Encyclopedia of Weapons and other compendiums, some of this material has seen the light of day before, but it’s always good to have just that one more extra piece. Like poisoned caltrops and dueling cloaks. My favorite though has to be the needle launcher, looking like something out of a wicked spy movie with its three different chambers.

One section that I thought was way too short is the traps. Less then two full pages of material. I know, get something that pieces the individual, and poison it. Pretty simple right? Yeah, but that’s not what they do. They’ve got wines that have alchemical mixes that spray forth a cloud of poison in a 20-foot cloud radius. There are trapped carriages for the nobility and swords with poisoned hilts. Good stuff but far too short.

Those looking for some protection from all this poison will flip through the magic items with a sigh of relief. The new armor quality, purging, is able to absorb up to three different doses of poison before it can do no more and must be ‘cured’ of the poison in order to absorb more. Other goods like weapon qualities that allow a blade to ‘drink’ whatever liquid it’s placed into to be released later, will find a home in most campaigns. Another useful one, steel-phase, ignores steel, going through it as if it were not there.

Remember how I mentioned that there’s some OGC in here? Well, it doesn’t stop with the poisons friend. There are some new feats, like Adept Poisoner, and some reprinted feats like Empower Poison, Extend Poison, and others that can add some fun to any campaign. I would’ve preferred to see more new feats but it’s nice to have all the themed feats together in one spot. Now I just have to hope that there’s not too much overlap between this and the Ultimate Feat Book from Mongoose.

While the monster section does introduce some new wonders like the clockwork stirge that can inject poison or take blood samples, it’s lack of illustrations for all monsters, especially with so much OGC material, is a little disappointing. Still, those looking for poisonous plants to throw at their party will enjoy the variety here including the template, ‘Vile Shambler’.

Now let’s see, we’ve got the poisons, the weapons they’re coated on, the monsters that naturally brew them and the feats to help overcome and apply them… What are we missing? Spells. That’s right, there are new spells for every core class and the assassin and blackguard PrCs. Heck, they’ve even throught in a Murder and Poison domain to help balance out those pesky abilities the clerics and paladins have been using from the Book of Hallowed Might and Good. Next time they go on about having a cool Oath Feat, hit ‘em with a Toxic Storm that creates poisonous rain.

I know, there’s still at least one loose end. One thing that all players and even DMs love that hasn’t been covered and that’s PrCs. Well, fear not, there are numerous PrCs within the book. Some of ‘em fit right into the whole poison attitude like the Acolyte, a holy assassin who uses poison and the infiltrator, a spy who uses poison on those he has grown close to. Some of them though, don’t really look like they have anything to do with poison.

While the bondsman could use poison, they seem more ranger/rogue like in many aspects and the Mage Hunter and Psi Slayer, while perhaps apt to using poisons on their preferred victims, don’t have any special ability with it. These classes tend more towards the ‘evil’ side and look like they were put in because they were ‘kewl’ as opposed to fitting the poison profile. One of the cool things about the classes though, is that they have suggested uses not only for standard fantasy, but for modern campaigns and the Oathbound setting. Some of it seems rather common sense, but it’s good to have a slight grounding for newer players and GMs.

The book closes off with two NPC classes, the Canthartisan, masters of crafting poison, and the henchmen, street smart individual. Neither one of these did anything for me. The former could just as easily have been an expert and the latter could’ve used the thug NPC from Traps & Treachery or another variant of the expert NPC class.
The place where I was a little disappointed in the book is in it’s description of poisons. I have no more idea of what respiratory poisons do now than before I bought the book. Now Role Master had some great rules on what the different poisons did. What a circulatory poison was as opposed to a muscular poison. While the ideas on a poison chain are nice, how about some more ideas on what these poisons do? Why do certain animals and plants have them in the real world? Some interesting stuff that I can sink my teeth into, not some inane suggestions on how I might use poison in my campaign.

Some won’t like the fact that the book uses OGC. Me, I like that. There’s no reason for people to try to reinvent the wheel over and over again. Others may not like the art which hails back to the earlier products like Minions and Arms & Armor, but once again, I personally have no problem with most of it. Some of the PrCs and Feats seem a little out of place in a poisoner’s handbook, but they seem like they’re in here because they fit the ‘assassin’ model which poisoners, in one way or another, are.

In the end, if you’re looking for a complete and comprehensive treatment of poisons that ranges from everything from feats, spells, monsters and PrCs, but doesn’t include any details on how the poisons work, then Pale Designs is for you.
 


Joe: thanks for an exhaustively thorough review! Comprehensive summaries like this are invaluable for potential purchasers of any work, and thanks to your review here, I'm going to be seriously examining this the next time I go to the LGS.

What do you think the trap section really missed out on? Is it reasonable enough to consider it in the final purchase of the book, or would I be better off anticipating primaril the application, creation and use of poisons?
 

Traps? Nah. If you're really into traps, the section here is way too small. Traps & Treachery I & II, as well as the Book of Challenges, have covered that aspect for me. There's not really a lot of depth or options for traps, just some examples.

The primary use of the book is
1: Collection of OGC poisons.
2: Feats, Spells, PrCs, Monsters, new poisons.
 

By John Grigsby, Staff Reviewer, d20 Magazine Rack

Sizing Up the Target

Pale Designs: A Poisoner’s Handbook is a 96-page sourcebook from Bastion Press. It is written by Steven Creech and Kevin Ruesch (with assistance from a host of others) and retails for $24.95. Artwork from Alex Leonard, Andrew Baker, Ben Eargle, Jamie Powers, and Todd Morasch grace the full-color pages.

First Blood
Quick show of hands among DMs out there; do you like poisons? Yeah, I thought so. Let’s face it, there are few DMs who do not see poison as the oh-so-useful tool that it is. The problem is that in 3rd edition, poison became somewhat emasculated. The effects are now more varied and certainly a little more fun, but it no longer carries the same impact that it once did (where the room would go silent as the rogue made his save, wondering if he would survive the fiery burning in his veins). Enter Pale Designs.

Pale Designs is a book about poisons, but don’t get the idea that it’s nothing more than a collection of toxic cocktails. Oh, to be sure, there are plenty of poisons herein, both new and from other Open Content products, but there’s so much more. Drugs, prestige classes, monsters, magical items, traps, spells, NPC classes, and new feats grace these pages as well.

“Let’s start at the very beginning, it’s a very good place to start.”
—Julie Andrews, The Sound of Music

To truly understand poisons, you must understand the how and why. The Introduction will help you in this context. Where do poisons come from? How are they made? Why are they used, and on whom? How are they delivered? What are the possible effects (other than instant death)? How can they be best used in your campaign? All of these questions are answered in the Introduction.

Following this is a selection of delightfully toxic substances. These poisons, some drawn from other Open Game Content and some wholly original, have a variety of effects, from weakness, to hallucinations, to death. The authors also introduce two new concepts to poisons; toxicity and variant damage. Toxicity is simply a means of rating a poison as compared to others and uses a mathematical formula to arrive at a single number that approximates the relative strength of the substance. Variant damage puts the fear back into poisons by causing continual hit point damage until the poison has run it’s course or has been cured. This makes delay poison a much more valuable spell.

Of course, there’s more to poisons than simply going out into a field, grabbing a handful of herbs, and bringing them back to the cottage and boiling them into a poultice. To this end, three new skills are introduced (and some new ideas for two old ones); Knowledge (physiology), Knowledge (poisons), and Knowledge (monster). These skills are designed to work in conjunction with the new rules for harvesting poisons from deadly creatures that are also introduced.

The idea of drugs was first touched on in the Book of Vile Darkness, and Pale Designs takes that idea and runs with it. Where poisons typically simply cause damage and be done with it, drugs are a little more insidious. The damage they cause is usually masked by beneficial or “feel-good” side effects. And where poisons run their course and are done, drugs are often addictive, requiring those using them to make saving throws to avoid becoming hooked.

Where there are poisons, there are also antidotes, and this topic is given in-depth coverage as well. From alchemical creations, to natural boons, the various antitoxins are examined in detail, providing game effects as well as methods of preparation and gathering. Moreover, this section also discusses means of altering delivery methods (such as having two or three components that are inert by themselves, but form a deadly poison when combined, perhaps in the various courses of a nobleman’s meal).

So now we’ve examined the many different kinds of poisons that are known, but how about ways to deliver them? Ah, the authors have heard your plea! Whether your preference is the hidden spring dart or the more classy (and classic) Borgia ring, you’ll find it here. And the authors have come up with some truly inspired ideas, such as the poison clock, which looks like a perfectly ordinary water clock, but releases a deadly toxin into the air when the alarm goes off.

But what about weapons and traps? Oh yes, they’re covered here too, though they are given much less detail, since they have been so finely treated by previous authors. However, the selection of new magical goodies is hardly lacking, with new weapon and armor enhancements, and plenty of miscellaneous magics perfect for the delivery, detection, or resistance of poisons.

Anyone who is familiar with my reviews knows that I love new feats, and Pale Designs doesn’t disappoint, offering 18 new feats (including three for monsters) dealing with poisons or the means of making and delivering such. Some are used from other resources under the Open Gaming Content license, but there are three brand-new ones (and the other 15 were previously unknown to me, as well). I know that my players will be investing in Poison Sense after they find out I have this book, and I can’t wait to use Venomous Spittle against them!

I mentioned new monsters, didn’t I? Well, how does a selection of ten deadly denizens and a new template sound?
I thought you’d like that. Among the new ones, I was very happy to see the return of the iron cobra (from the original Fiend Folio)!

And, let’s see…oh yes, new spells! How does two new domains (murder and posion) sound? Yeah? Then you’ll love the 23 new magics that accompany them (both arcane and clerical). They’ve also revamped the assassin’s spell list, to better reflect a class that should, above all others, rely on poisons to do a lot of their work.

Nine new prestige class and two NPC classes round out the book, including the long-awaited sniper! Of course, the beguiler, the nightstalker, and the psi-slayer are no slouch at what they do, either, and every campaign will find a place for the mage hunter, the infiltrator, the bondsman, the acolyte, and the anarchist, as well. The prestige classes herein are designed to permit a player to play an assassin-like character wuthout being consigned to that particular prestige class.

Critical Hits
Doubtlessly, this is the single most comprehensive work on poisons that I have yet seen for any edition of Dungeons & Dragons! If you use poisons in your game (and what DM doesn’t?), you need this book! It’s that simple.

There’s just so much good stuff in here that it’s hard to pick out only one or two winning points. I think that the reintroduction of hit point damage back into poisons was a much-needed addition and I applaud the authors for taking the bold steps to do so. I also found the section on varying delivery methods and antidotes much needed.

Finally, I have to say that even if you don’t play D&D specifically, you should take a look into this book. Though it uses the d20 system, it contains valuable information that can be easily converted to any RPG system. As a supplement to the new d20 Modern, it adds a whole new level of excitement (especially since so many people have been requesting a sniper advanced class).

Critical Misses
Only two things come immediately to mind. First is the inclusion of the henchman NPC class. Where the canthartisian (the other NPC class) serves a definite purpose in the campaign, the henchman just seems to fill a niche that could be just as easily covered by the warrior or even a low-level rogue. They are intended to fill out the ranks of a mastermind’s thugs, but the class just doesn’t strike me as necessary.

The other thing is the illustration on page 47. It’s not that it’s bad, per say, but I question the usefulness of nipple armor. Anyway, that doesn’t really detract from the product, but it makes me wonder if the artist might not have been suffering from the effects of one of the toxins described herein.

Coup de Grace
This book makes great use of the Open Game Content clause, drawing upon the resources of three other companies in its design. On the flip side, everything in this book except that which is claimed as Product Identity by other companies is designated Open Game Content. Hey, you can’t get much more fair than that! The book abides by the standards for d20 Compliance and sets new standards for originality with the in-depth coverage of a topic that everyone draws on, but no one seems willing to talk about.

Whether you’re a DM looking to add something new to your game, or a player looking for something to give you that extra edge, Pale Designs fills the bill. Doubtless, everyone will find something of use in this product, making it a worthy addition to any gamer’s shelf. Don’t miss this one, or you may find yourself on the receiving end of something that you could have learned about in here.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Pale Designs: A Poisoner's Handbook

Pale Designs is a d20 System rules supplement detail poisons as well as a number of related rules variants, classes, creatures, and spells. Pale Designs is by authors Steven Creech and Kevin Reusch, with a number of other contributors. Pale Designs makes extensive use of open game content, drawing many poisons from other d20 System products.

A First Look

Pale Designs is a 96 page perfect bound softcover book priced at $24.95. The book is costly in part due to the full color interior.

The cover has a stony looking background, with artwork on the front by Alex Leonard depicting an elvish character poised on the side of some building against the backdrop of a moonlit city.

The interior art is color, and features art by Alex Leonard, Andrew Baker, Ben Eargle, Jamie Powers, and Bastion Press art director Todd Morasch. The interior artwork varies is quality from poor to good. I have never been a fan of Morash's artwork, but his work herein does seem to be an improvement over his early work for Bastion in that there are less malformed looking gnarl-knuckled creatures, but his work still seems to be replete with the texture of bare muscle. Ben Eargle's work seem crisp but a bit too cartoony to take seriously. The remaining artists seem to do fairly decent work, but overall, I feel the art in this book is a step down from Bastion's Spells & Magic and Guildcraft.

The interior text font is conservatively sized and tables are compact, and the book makes good use of space. However, the choice of header font is atrocious. The header font is a stylized font that uses several unusual letter shapes. For example, the "a's" in the book appear to be upside-down "e's", and vice versa, which is very aggravating to read.

A Deeper Look

A major part of the book is a collection of poisons from various OGC sources such as S&SS's Creature Collection I&II, FFG's Traps & Treachery, and Mongoose Publishing's Quintessential Rogue, among numerous others. Each poison is collected here with descriptions as well as a compiled table summarizing each poison's major statistics.

The book introduces a few conventions of its own straightaway, including a toxcicity rating and a variant rule for poison damage.

Toxicity is a numerical rating estimating the general effectiveness of a poison. Toxicity is derived by looking up various characteristics of the poison (save DC, initial and secondary damage dice and other effects.) The basic concept is sound and it yields a number that might be used in other mechanics.

However, the tables by which toxicity is derived seem flawed. First off, they provide a larger modifier for toxicity for poisons that do 1 point of ability damage than those that do 1d2 or 1d3 (and an identical modifier to that provided for 1d4 and 1d6 points of damage. At first I thought this was merely a typo and that the intention was for 1 point of damage to have a -1 modifier to toxicity. If this is the case, the authors failed to recognize the error when figuring the toxicity of the various poisons listed herein, because a few spot checks show that the table is used precisely as it is presented.

Second and more subtly, the toxicity rating fails to take into account the fact that constitution damage is more serious than other forms of ability damage. Had the authors more closely looked at the poison design system in one of their OGC resources - the Quintessential Rogue - they might have realized that.

Toxicity is used as the basis for a variant damage rule presented in the book. A poison has a "variant damage" rating equal to two times the poison's toxicity, meaning that really powerful poisons will have a high variant damage rating. Further, under this variant, the save against the secondary effect is raised by +2. If a character fails the secondary effect save, in addition to the listed effect, the character takes HP damage equal to the variant damage rating. Each subsequent round, the character takes additional damage equal to one less than the previous round.

This is a very poorly conceived option. The stated purpose of this variant is to "show how truly dangerous poison can be if left untreated." However, I think any sort of attribution to the true nature of poison is lost in this rule; it is a character-killer pure and simple and massively distorts all poisons into extremely lethal toxins, considering that the damage a character takes is on the order of the square of the toxicity.

As an example of why I think this optional rule is so ill-conceived, consider the statistics for poison ivy presented in the book. Poison ivy has a save DC of 11, initial damage "-1 to rolls", secondary damage: 1 dex, which are a reasonable facsimile of poison ivy's effect under the d20 rules. Under the rules in Pale Designs, poison ivy has a toxicity 6, variant damage 12. Twelve points of damage is more than enough damage to kill the average commoner in D&D, so poison ivy kills 60% of such unfortunates who stumble across it. A character would take 78 points of damage in just over two minutes after contact with this plant that in reality does little more than irritate the skin.

In addition to the compiled poisons from other d20 System products, Pale Designs presents a number of new poisons split into various categories. Oddly, these new poisons are not mixed with the compiled list, and are not even adjacent to the compiled list. Further, unlike the compiled lists, the new poisons are split into sections by type (alchemical, natural, magical, etc.) instead of being compile alphabetically. The content of the new poison section is well written and has some interesting concepts, but the odd arrangement results in some backwards references to rules regarding poison creation after the compiled section.

Sandwiched between the compiled poisons list and the new poisons is a short section on applying existing knowledge skills and wilderness lore to the task of collecting venom from creatures for use as poison.

After the poisons is a short section on drugs. Drugs operate similar to poisons in that they have both an initial and secondary effect. Drugs differ from poisons in that they have a much longer duration between the initial and secondary effects, and the initial effect is often something other than ability damage (like hallucinations, euphoria, or rage). The drug rules are essentially identical to those in Green Ronin's Arcana: Societies of Magic, and the sample drugs include those from that book.

A short section entitled Alchemical Processes and Products provide modifications to poison that can alter it's d20 system characteristics. A skilled alchemist can alter a poison in various ways, such as making it more potent or changing its method of delivery.

The equipment section provides a number of mundane items of interest to assassins and other practitioners of poisons. This includes new devices to deliver poisons, labs for making them, and so on.

The traps section is extremely brief, providing a grand total of eight new traps, some of which could have been safely folded into the equipment chapter.

As with the equipment, the magic items are of special interest to the poisoner. Examples include the drinking weapon quality, which allows the weapon to absorb any liquid, and upon command release it, and the staff of the scorpion, which contains a number of poison-related spells.

The new feats are likewise related to poisons, most of them being OGC, but some of them new. New feats include adept poisoner which reduces the amount of poison needed to deliver an attack, and three monster feats, venomous, venom immunity, and venomous spittle. The monster feats seem the most powerful, probably too much so for feats (whether they apply to "monsters" or not.)

Of the OCG feats, one that I did like but had not seen before was Brew Magical Poison. I liked this feat better than the poison creation feats I had seen before. Brew Poison from FFG's Traps & Treachery includes both magical and nonmagical poisons, while Malhavoc's Manufacture Magical Poison (which, frustratingly, is not OGC) requires no familiarity with poison on the part of creator. Brew Magical Poison goes about the task correctly: it is not required for nonmagical poisons (which, like most nonmagical items, is properly covered by skills) but requires ranks in the craft (poisonmaking) skill as a prerequisite.

The section on monsters provides a number of venomous creatures or creatures otherwise related to poison. For example, the bloody tears is an animate plant that has poison that can be harvested, and the clockwork stirge is a tiny construct that can inject the contents of a vial in its stomach into a victim.

The spells are directly or indirectly related to poison. Confidant is a high level illusion that makes a single target perceive the caster as a trusted friend. Call Poisonous Creature lets the caster call a random venomous creature; 4th or 5th level on this spell seems too low in comparison to core spells, as it allows the caster to summon an osyluth devil, which is normally not available as a summoned creature until caster has access to a 7th level summon monsters spell. Poison motes is a more straightforward poisoning spell, creating a number of motes that can later be directed to streak out and hit targets with a deadly poison.

There are ten prestige classes presented in the book: the Acolyte, Anarchist, Beguiler, Bondsmen, Infiltrator, Mage Hunter, Psi-Slayer, Nightstalker, Sniper, and Trapmaster. Most of these are functionally assassin variants, though some like the anarchist represent more specific concepts. Most also have little relation to poison beyond having the poison use class ability.

The prestige classes all have a section noting how the class fits into fantasy and modern settings as well as a section specific to Bastion's Oathbound setting. In truth, it is obvious that most of these classes were originally designed for fantasy; most of the concepts are not a neat fit to modern settings and the rules do not at all reflect any modern ruleset that I am aware of (for example, they lack the extra skill point and action dice rules that are part of D20 Modern advanced classes.

Finally, there are two NPC classes: the canthartisan and the henchman. The canthartisan is a specialist in creating poison, and is entirely too specialized to deserve a base class. The henchman is also too specialized to deserve a base class, and to boot, it has no poison related abilities; the class feels entirely tacked on.

Conclusion

One thing that I was hoping to see as a result of the Open Game and d20 System and Trademark Licenses was a bit of cross pollenation, with the best mechanics and conventions bubbling to the top. Another thing I expected to see was a bit of recycling. But where does Pale Designs belong?

In truth, I think it lies somewhere in between. Look at it as a compilation if you will, but I find that the best work herein is stuff that comes from other resources. With a few exceptions, I find the all-new materials to be a little weak, such as the variant poison rules and the monstrous poison feats.

But still, this is a very nice collection. If you want one stop shopping for a poison reference, this is it, and the authors did a fairly good job of choosing OGC (I think they would have done well to take a few more pages from The Quintessential Rogue.) Chances are that there is material in here that you have not been exposed to regarding poisons, and it makes a nice compilation for use at the table even if you do have many of the cited sources.

Overall grade: C+

-Alan D. Kohler
 



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