Poison?

Greenfield

Adventurer
How does anyone prepare/brew/create poisons?

I know that the Assassin class has the "Use Poison" class feature, which eliminates the chance of poisoning themselves, but where do the rules specify the needed class features/feats/skills needed to actually create them.

I'd think it might involve Alchemy, but where would I find the DCs for formulating them?
 

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There's actually a Craft: Poisonmaking skill in one of the expansion books. Craft: Alchemy can do it, but the DC is higher by either 5 or 10 points.
 




I can only wonder why poisonmaking needs it's own Craft checks when it can just be Alchemy. I mean, when you think about it, wouldn't it make sense that the same checks used for making chemical mixtures of all sorts would apply to poisons (which are chemicals in their own right) as well?

Also, this kind of reminds me of one discussion I had with a player about maybe making some houseruling that removes Craft (Poisonmaking), so that making poisons is done with a Craft (Alchemy) check instead.
 

I can only wonder why poisonmaking needs it's own Craft checks when it can just be Alchemy. I mean, when you think about it, wouldn't it make sense that the same checks used for making chemical mixtures of all sorts would apply to poisons (which are chemicals in their own right) as well?

Alchemy requires you to be a spellcaster. That doesn't make sense for poisons.

SRD said:
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster.
 


Well, one of the inherent differences between being an Assassin and a Rogue is that the Assassin *is* a spellcaster, and can thus be an Alchemist.

That point aside, lets pretend that Alchemy is the skill. Or we'll pretend that it has a parallel for Craft: Poisons.

How would we establish the DC's for creating the various poisons?
 

I usually go by th Book of Vile Darkness for poisons, drugs, etc.

Reason I could think of why Craft (poisonmaking) exists:

To prevent Craft (alchemy) from becoming to powerful.
Making poisons requires some specialty in handling the toxins that isn't involved in other alchemical procedures.

You might consider synergy bonuses between the two if you feel they should be different yet related, but nothing prevents a DM from merging them.

Perhaps the problem lies more in the generalized thought created by the phrasing of Craft (alchemy).

You could look at it like a General Practitioner compared to a Psychiatrist or something. It's both medicine but the Psychiatrist is much better when dealing with mental issues.
This is supported by some books allowing alchemists to make poisons at higher DCs.
 

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