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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Poison Resource Thread For 3.5e
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<blockquote data-quote="_Michael_" data-source="post: 9536515" data-attributes="member: 7045276"><p>So, I'm looking to make a poison for what is essentially an improved lizardfolk creature that has 4HD, 2 claws and a bite (the bite being the injury delivery method for the poison), and the following ability scores in order: 14, 12, 13, 9, 10, 8. It stands about seven and a half feet tall, and has racial bonuses to Climb (+8), allowing them to take 10 even when rushed or threatened (the idea being that they can move fast, even when crawling on the ceiling), and +4 on Hide and Spot checks.</p><p></p><p>The problem is the DMG and MM don't really give good advice on creating poisons tailor-made. I was thinking of having the poison be a minor thing, but leave scarring (i.e., damage to charisma that must be treated with more than just healing to regenerate the tissue), but I'm not sure how to gauge how big a CR boost this would be:</p><p></p><p>Poison (Ex): Injury--Fortitude Save DC13, initial damage 1d4 Con, secondary damage 1 (or 1d2?) Cha (Permanent unless healed by a regeneration spell or the like).</p><p></p><p>Otherwise, it would just be: Injury--Fortitude Save DC13, initial damage 1d4 Con, secondary damage 1d4 Cha. Still represents a poison that leaves a mark.</p><p></p><p>Is there anything out there that I could base something like that on? Any help would be appreciated. Pic related.</p><p></p><p>[ATTACH=full]389534[/ATTACH]</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9536515, member: 7045276"] So, I'm looking to make a poison for what is essentially an improved lizardfolk creature that has 4HD, 2 claws and a bite (the bite being the injury delivery method for the poison), and the following ability scores in order: 14, 12, 13, 9, 10, 8. It stands about seven and a half feet tall, and has racial bonuses to Climb (+8), allowing them to take 10 even when rushed or threatened (the idea being that they can move fast, even when crawling on the ceiling), and +4 on Hide and Spot checks. The problem is the DMG and MM don't really give good advice on creating poisons tailor-made. I was thinking of having the poison be a minor thing, but leave scarring (i.e., damage to charisma that must be treated with more than just healing to regenerate the tissue), but I'm not sure how to gauge how big a CR boost this would be: Poison (Ex): Injury--Fortitude Save DC13, initial damage 1d4 Con, secondary damage 1 (or 1d2?) Cha (Permanent unless healed by a regeneration spell or the like). Otherwise, it would just be: Injury--Fortitude Save DC13, initial damage 1d4 Con, secondary damage 1d4 Cha. Still represents a poison that leaves a mark. Is there anything out there that I could base something like that on? Any help would be appreciated. Pic related. [ATTACH type="full" width="282px" alt="1734538100080.png"]389534[/ATTACH] [/QUOTE]
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Poison Resource Thread For 3.5e
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