playing with Poison

BlackSeed_Vash

Explorer
Greetings everyone! I have several questions involving poisons. The more information that comes directly from 3.5 books the better (silly DM believes 3.0 is 'dead'); however, house rules and 3.0 books are excepted at times.

1) What does Craft(Poison) do beyond making the poison?

2) Is there any 3.5 rules that allow you to alter the detection difficulty, increase the potency, change delivery method, and increase/reduce the damage while crafting the poison? (Have the 3.0 rules from the "Kingdoms of Kalamar Player's Guide")

3) Is there a simple way to determine how many doses a player can remove from the primary source?

4) For primary sources that are none animal, is there a way of determining if and when I would come across the source? Like a random encounter chart per terrain.

Thank for any and all help.

Also, the group/dm has access to all Completes, all Core, DMG2, BoVD, BoED, AaE, Dracomicon, Epic HB, Expanded Psionics, LM, MM2+3, Planar HB, RoS, RoD, RotW, SS, and UA.
 

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hmm that problem never came up in my group. we usually buy the poison. but about the doses one can take from the source. I'd say it could vary with the roll on the craft poison? the higher the more doses?
 

BlackSeed_Vash said:
1) What does Craft(Poison) do beyond making the poison?

Well, it allows you to take raw materials and turn them into 3x* their worth in finished poison ... but that's about it. :) (* - More or less, depending on whether or not you're using the Complete Adventurer rules.)

2) Is there any 3.5 rules that allow you to alter the detection difficulty, increase the potency, change delivery method, and increase/reduce the damage while crafting the poison? (Have the 3.0 rules from the "Kingdoms of Kalamar Player's Guide")

None that I'm aware of.

3) Is there a simple way to determine how many doses a player can remove from the primary source?

Assign it a gp value. Then, under standard Craft rules, you can turn it into a number of doses equal to (3* x recovered amount) / price per dose. So, let's say you found 100gp worth of materials for a 50gp / dose poison. You can turn those raw materials into 100 * 3 / 50 = 6 doses.

* - Note that, in reality, it should be a little more than this, since part of the raw materials cost will cover glass vials to hold the poison in, reagents to stabilize it, etc. Succinctly, you'd need something like 20gp worth of actual poison component and 13.3 gp worth of related materials to make a single 100gp dose of poison. However, the above is much easier to play with.

4) For primary sources that are none animal, is there a way of determining if and when I would come across the source? Like a random encounter chart per terrain.

There are random encounter charts out there. However, I'd recommend that you talk your DM into allowing a Survival roll (modified by synergy for Craft (Poison) and the various Knowledge skills) to determine what likely specimens are in your area.
 

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