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so you wanna be an assassin?
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<blockquote data-quote="Brazeku" data-source="post: 3739082" data-attributes="member: 48916"><p>It'll probably need some tweaking for any particular campaign, but the jist of it is:</p><p></p><p>-It's a WILL save (usually an obscenely high one in the region of a DC 40-50, it is intended to basically be a guaranteed kill outside of highly extenuating circumstances. Adjust this as you see fit depending on level and intended lethality)</p><p></p><p>-It is not a biological poison and is unaffected by normal poison resistances and immunities</p><p></p><p>-It has no real impact if the saving throw is made. If it fails, death is rapid, followed by the destruction of the soul. This takes some extra time ('speed of plot' time: allowing a period during which a quest can be completed to possibly save the poisoned individual as a plot point, or alternately instantaneous if you want a surefire execution).</p><p></p><p>-Administered through a wound. The calling card of the poison is that through the ability to see astral entities and phenomina, you can perceive bits of the soul tattering away. The pieces look like dandelion plumes when they detach and dissolve into the aether. </p><p></p><p>-Outsiders are not too fond of it, as you may imagine, although they are also not above using it. (There is a stiff trade in the venom on the black market). This ties in a bit to finding the venom, below.</p><p></p><p>-The 'monster' that the venom is harvested from is actually a pretty unassuming deep sea creature from around the oceans at the base of mount celestia. It looks a bit like a luminous jellyfish that kills and possesses various other smallish sea life as a form of camouflage and protection. Getting down to the bottom of the sea around mount celestia can be a bit of a problem (you will likely need friends in high or very low places), but actually harvesting them is just a matter of wearing gloves and being able to detect and draw them from their host. EDIT: this is all campaign specific, you could reasonably have the venom come from any source.</p><p></p><p>-This stuff is pricey, and if you're the kind who likes final 'bad guy' fights to be about epic combat (...a couple rounds of trading power attacks and special abilities), it may not be for your campaign. However, in an intrigue campaign, it is basically the 'great equalizer' and it can be fun to have players stage an assassination. If you're into dealing with the fallout of such events as opposed to the combats themselves, it is a good addition.</p><p></p><p>Just be sure to take into account that with something like this floating around, no npc is sacred; anyone can go down for good.</p></blockquote><p></p>
[QUOTE="Brazeku, post: 3739082, member: 48916"] It'll probably need some tweaking for any particular campaign, but the jist of it is: -It's a WILL save (usually an obscenely high one in the region of a DC 40-50, it is intended to basically be a guaranteed kill outside of highly extenuating circumstances. Adjust this as you see fit depending on level and intended lethality) -It is not a biological poison and is unaffected by normal poison resistances and immunities -It has no real impact if the saving throw is made. If it fails, death is rapid, followed by the destruction of the soul. This takes some extra time ('speed of plot' time: allowing a period during which a quest can be completed to possibly save the poisoned individual as a plot point, or alternately instantaneous if you want a surefire execution). -Administered through a wound. The calling card of the poison is that through the ability to see astral entities and phenomina, you can perceive bits of the soul tattering away. The pieces look like dandelion plumes when they detach and dissolve into the aether. -Outsiders are not too fond of it, as you may imagine, although they are also not above using it. (There is a stiff trade in the venom on the black market). This ties in a bit to finding the venom, below. -The 'monster' that the venom is harvested from is actually a pretty unassuming deep sea creature from around the oceans at the base of mount celestia. It looks a bit like a luminous jellyfish that kills and possesses various other smallish sea life as a form of camouflage and protection. Getting down to the bottom of the sea around mount celestia can be a bit of a problem (you will likely need friends in high or very low places), but actually harvesting them is just a matter of wearing gloves and being able to detect and draw them from their host. EDIT: this is all campaign specific, you could reasonably have the venom come from any source. -This stuff is pricey, and if you're the kind who likes final 'bad guy' fights to be about epic combat (...a couple rounds of trading power attacks and special abilities), it may not be for your campaign. However, in an intrigue campaign, it is basically the 'great equalizer' and it can be fun to have players stage an assassination. If you're into dealing with the fallout of such events as opposed to the combats themselves, it is a good addition. Just be sure to take into account that with something like this floating around, no npc is sacred; anyone can go down for good. [/QUOTE]
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