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General Tabletop Discussion
*Pathfinder & Starfinder
Poison use and extraction
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<blockquote data-quote="Three_Haligonians" data-source="post: 3295130" data-attributes="member: 19546"><p>Dragon #349 has a Class Acts article called "Poisionmaking Guide"</p><p></p><p>It details making poison with the Craft: Poisonmaking skill - following the normal crafting rules with the exceptionsthat it deals in GP per week, not SP and the raw material cost can be anywhere from one-sixth to three-quarters of the base price.</p><p></p><p>The other thing it does is call for a Gather Info check in order to be able to locate the raw materials for purchase. The base DC is 10 and it gives a list of modifiers - examples include +1 per CR of the creature is comes from, if your in the creature's or plant's natural habitat. The local laws on poison use.. etc.</p><p></p><p>If you make this check by 5 or more, the cost is 1/6. If you fail, you can't find it and if you fail by 5 or more, you have alerted the local authorities that you are looking for poison.</p><p></p><p>It also has rules on Harvesting: A survival check with a DC equal to the craft DC of the poison is needed. Success equals raw materials equal to 10 sp x your check result. Knowledge: Nature gives a synergy bonus to this when harvesting from plants. </p><p></p><p>If a creature leaves no body behind after death (the example they give is a Shadow) the DC is upped by 5 and you must make the check in the round after death (a full round action).</p><p></p><p>Raw materials last for 1d6 days before spoiling. A DC 12 Knowledge: Nature check will tell you exactly how long (i.e. what the die rolled). A DC 15 Craft: Alchemy check prolongs the "shelf life" by one week plus one week per 5 points you beat the DC by. Agains, failure within 5 simply fails while failure by 5 or more destroys the raw materials. You can only extend potency once this way. Magic can be used to though - <em>gentle repose</em> and <em>ungent of timelesness</em> are listed examples.</p><p></p><p>I really like these rules, though I tweaked them here and there: If knowledge: nature gives a synergy bonus to harvesting from plants, then Knowledge: [relative creature knowledge] should do the same for creatures.</p><p></p><p>Hope that helps</p><p></p><p>J from Three Haligonians</p></blockquote><p></p>
[QUOTE="Three_Haligonians, post: 3295130, member: 19546"] Dragon #349 has a Class Acts article called "Poisionmaking Guide" It details making poison with the Craft: Poisonmaking skill - following the normal crafting rules with the exceptionsthat it deals in GP per week, not SP and the raw material cost can be anywhere from one-sixth to three-quarters of the base price. The other thing it does is call for a Gather Info check in order to be able to locate the raw materials for purchase. The base DC is 10 and it gives a list of modifiers - examples include +1 per CR of the creature is comes from, if your in the creature's or plant's natural habitat. The local laws on poison use.. etc. If you make this check by 5 or more, the cost is 1/6. If you fail, you can't find it and if you fail by 5 or more, you have alerted the local authorities that you are looking for poison. It also has rules on Harvesting: A survival check with a DC equal to the craft DC of the poison is needed. Success equals raw materials equal to 10 sp x your check result. Knowledge: Nature gives a synergy bonus to this when harvesting from plants. If a creature leaves no body behind after death (the example they give is a Shadow) the DC is upped by 5 and you must make the check in the round after death (a full round action). Raw materials last for 1d6 days before spoiling. A DC 12 Knowledge: Nature check will tell you exactly how long (i.e. what the die rolled). A DC 15 Craft: Alchemy check prolongs the "shelf life" by one week plus one week per 5 points you beat the DC by. Agains, failure within 5 simply fails while failure by 5 or more destroys the raw materials. You can only extend potency once this way. Magic can be used to though - [i]gentle repose[/i] and [i]ungent of timelesness[/i] are listed examples. I really like these rules, though I tweaked them here and there: If knowledge: nature gives a synergy bonus to harvesting from plants, then Knowledge: [relative creature knowledge] should do the same for creatures. Hope that helps J from Three Haligonians [/QUOTE]
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