Poison Use? crafting?

Demoquin

First Post
I was just wondering if you could take up a craft of actually making different poisons (if you have the materials for it). And if so what kind of materials would they be? where to get them? EX. Taking the venom of some poisonous creatures (scorpions, centipedes, spiders?, snakes) or maybe some fungi that if released in the air.


Im only 3rd level but i like to plan out my character as much as possible :) Ill get Asn 1 at lvl 6
 

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Ya, you can do this. Crafting poisons can be like milking snakes, extracting the venom from spiders, grounding up the right mushrooms, etc. IT depends on the poison to determine what the materials would be.
 

Check out Complete Adventurer for crafting prices and rules, and Pale Designs: A Poisoners Handbook for the gory details of what poisons do what damage and come from where.
 


Pale Designs is a book written for D&D by a spereate company then Wizards, the people who write D&D. You should be able to find both at local gaming stores in your area.
 

Complete Adventurer also has rules on poison crafting.

Basically, if you have materials on-hand, then the materials cost to craft the poison is ~1/6 (IIRC) of the finished price, and you make your progress in terms of GP per week, rather than SP per week.

If you don't have the materials on-hand, then the materials cost to craft the poison can be as high as 3/4 (again, IIRC) of the finished price. You still make progress in terms of GP per week, rather than SP per week.

Otherwise, it is identical to the normal Craft rules.

By "on-hand," it means, "You've just killed a purple worm. You have a fresh purple worm venom sac on hand, preserved with gentle repose."
 

Depends on your DM...

We run it this way: Craft Poisons allows you to create 'basic' poisons (types that don't require extreme amounts of specoalized knowledge).

Alchemy can be used to create synthetic piosons, or enchanted poisons.

Profession (Herbalist) can be used to create poisons from plant matter

Evil DM's can force a Handle Animal (or similar) check before milking them snakes :]
 

The BoVD has rules for this, too. I think any poison crafting assumes that the cost of crafting the posion accounts for acquiring all the requisite ingredients, including black-market items.

For crafting valuable items, I rule the PCs must be in a population center where the GP limit for purchases would allow the purchase of the poison in question. This allows the requisite ingredients to be present somewhere in the local economy.

edit: I also seriously reduce the cost of crafting should the PC have an obvious ingredient. The tail of a wyvern, head of a giant snake, stuff like that. Most naturally-occuring venom isn't distilled, long-lasting, or "sticky" enough to apply to weapons as-is, and will still require some additional ingredients and processing time. But I'd allow posessing the raw ingredients to cut the price to craft the poison by 50%.
 
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Storyteller01 said:
Depends on your DM...

We run it this way: Craft Poisons allows you to create 'basic' poisons (types that don't require extreme amounts of specoalized knowledge).

Alchemy can be used to create synthetic piosons, or enchanted poisons.

Profession (Herbalist) can be used to create poisons from plant matter

Evil DM's can force a Handle Animal (or similar) check before milking them snakes :]

You know that in 3.5 alchemy is now a craft skill that has a prerequisite of being a spellcaster to it right? I like that Complete Adventurer expaned on the poison use/manufacturing system and pretty much made it it's owncraft skill. Eliminates that alchemy- spellcaster prerequisite. How many ninja's or rogues are spellcasters?

Also that profession skills specifically don't create anything (whihc is what separates them from the craft skills). Craft is manufacturing, profession is service is a very good simplified sytem to help keep the two separated.

also ranks in the applicable craft skill provide bonuses to the associated profession skill, but not vice-versa - another important distinction.

And yes the use of specific skills like handle animal makes sense in certain circumstances.
 

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