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*Pathfinder & Starfinder
PC creating his own poison
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<blockquote data-quote="JadeLyon" data-source="post: 356808" data-attributes="member: 3919"><p>I have a player who wants his Drow character to develop a very powerful poison.  He uses throwing darts, which his character makes himself, to administer the poison.</p><p></p><p>He has maxed out two professions: dart maker and apothecary.</p><p>He has also maxed out his alchemy skill.</p><p></p><p>The poison he suggested gets more has a fairly low Fort save (I said 16, he wants 20).  He wanted to give it properties that increased likelihood of paralysis each round.  </p><p></p><p>I suggested this:  Fort Save of 16 negates.  Each round, for 3 rounds, the victim must make another will save.</p><p></p><p>This gives him 3 rounds and three chances to fail.  I think a character that has obviously devoted his skills towards this, and obviously has lived in a society where this would be a valid profession compels me to allow this.  The NPCs they go against will usually have pretty decent will saves, so 16 is not incredibly hard to beat, even with three rolls.</p><p></p><p>When he used it the first time in battle, he peppered a guy with these darts.  Each round, putting 1-2 darts in the NPC.</p><p></p><p>His contention is that each dart gets a will save for the 3 rounds.  After the 3rd round, he had 5 darts in him, and was making 5 Fort Saves.</p><p></p><p>I feel like I should create a more balanced rule, perhaps one save per round, with increasing DC for each dart?</p><p></p><p>Maybe more drastic, and say one dart or 30, if he makes his Fort Save 3 rounds in a row, he is immune to the poison for a certain period of time.</p><p></p><p>Again, I want to note that as far as gameplay goes, I think it is VERY valid that he would have ability to create a very powerful poison.</p><p></p><p></p><p>Just looking for everyon'e input and suggestions.  This is a major part of his character's abilities, so I don't want to shun it.  Its creative, and he has come up with very good background.</p></blockquote><p></p>
[QUOTE="JadeLyon, post: 356808, member: 3919"] I have a player who wants his Drow character to develop a very powerful poison. He uses throwing darts, which his character makes himself, to administer the poison. He has maxed out two professions: dart maker and apothecary. He has also maxed out his alchemy skill. The poison he suggested gets more has a fairly low Fort save (I said 16, he wants 20). He wanted to give it properties that increased likelihood of paralysis each round. I suggested this: Fort Save of 16 negates. Each round, for 3 rounds, the victim must make another will save. This gives him 3 rounds and three chances to fail. I think a character that has obviously devoted his skills towards this, and obviously has lived in a society where this would be a valid profession compels me to allow this. The NPCs they go against will usually have pretty decent will saves, so 16 is not incredibly hard to beat, even with three rolls. When he used it the first time in battle, he peppered a guy with these darts. Each round, putting 1-2 darts in the NPC. His contention is that each dart gets a will save for the 3 rounds. After the 3rd round, he had 5 darts in him, and was making 5 Fort Saves. I feel like I should create a more balanced rule, perhaps one save per round, with increasing DC for each dart? Maybe more drastic, and say one dart or 30, if he makes his Fort Save 3 rounds in a row, he is immune to the poison for a certain period of time. Again, I want to note that as far as gameplay goes, I think it is VERY valid that he would have ability to create a very powerful poison. Just looking for everyon'e input and suggestions. This is a major part of his character's abilities, so I don't want to shun it. Its creative, and he has come up with very good background. [/QUOTE]
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