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General Tabletop Discussion
*Pathfinder & Starfinder
Poison use and extraction
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 3290546" data-attributes="member: 23094"><p>The rules would be the Craft (Poison) rules (you can use the basic Crafting rules, or the expanded ones from Complete Adventurer). Assuming the basic rules ...</p><p></p><p>Natural poison degrades very quickly, so the PCs could soak their weapons in dead spider venom, and it would maybe work for a couple minutes before it broke down and became useless. This would happen, though maybe slightly slower, if the poison was placed into sealed bottles.</p><p></p><p>If they want to make a longer-lasting poison, then you have some work to do. First, determine the cost per dose of the poison (for an example, we'll assume that it's 100gp per dose). Then, determine how many doses are in the spider at any one time (we'll say four).</p><p></p><p>The PCs, then, can carefully harvest the poison glands (a mid-DC Craft (Poison) or Survival check). Doing so they gain the raw materials* required to make four doses of Awesome Spider Venom. Raw materials cost 1/3 of the price of the finished product, so they have (100 / 4) * 3 = 133.3gp worth of venom.</p><p></p><p>Then, they get to make Craft checks to turn the venom into stable doses of poison. Each week, they make a Craft check vs. DC ... call it 30, based on your poison, and make Check * 30 sp of progress. Assuming they hit DC 30, they make 900sp of progress every week, or 90gp of progress every week. Thus, it takes a little over 1 week of work to turn a shot of giant spider venom into a stable, long-lasting poison.</p><p></p><p>Doing this, of course, takes a set of poisonmaking tools.</p><p></p><p>* - Technically, raw materials costs also include things like alchemical stabilizers, fuel for the burners, etc. Charge a couple extra GP if you feel so inclined.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3290546, member: 23094"] The rules would be the Craft (Poison) rules (you can use the basic Crafting rules, or the expanded ones from Complete Adventurer). Assuming the basic rules ... Natural poison degrades very quickly, so the PCs could soak their weapons in dead spider venom, and it would maybe work for a couple minutes before it broke down and became useless. This would happen, though maybe slightly slower, if the poison was placed into sealed bottles. If they want to make a longer-lasting poison, then you have some work to do. First, determine the cost per dose of the poison (for an example, we'll assume that it's 100gp per dose). Then, determine how many doses are in the spider at any one time (we'll say four). The PCs, then, can carefully harvest the poison glands (a mid-DC Craft (Poison) or Survival check). Doing so they gain the raw materials* required to make four doses of Awesome Spider Venom. Raw materials cost 1/3 of the price of the finished product, so they have (100 / 4) * 3 = 133.3gp worth of venom. Then, they get to make Craft checks to turn the venom into stable doses of poison. Each week, they make a Craft check vs. DC ... call it 30, based on your poison, and make Check * 30 sp of progress. Assuming they hit DC 30, they make 900sp of progress every week, or 90gp of progress every week. Thus, it takes a little over 1 week of work to turn a shot of giant spider venom into a stable, long-lasting poison. Doing this, of course, takes a set of poisonmaking tools. * - Technically, raw materials costs also include things like alchemical stabilizers, fuel for the burners, etc. Charge a couple extra GP if you feel so inclined. [/QUOTE]
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