Poisons: Difference between revisions
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{{Template:Boxtext2|Title=Languishroot (Injury; Potency 8)|Body=Favored by drow, this poison comes from a plant grown in the Unterwelt. | |||
* Fort save: DC 18 | |||
* Onset: instant | |||
* Frequency: 1/round | |||
* Duration: 2 rounds | |||
* Effects: | |||
** 2d8+7 points of non-lethal damage | |||
** 1d4+1 points of Dex damage | |||
* Cure: 1 save | |||
* Cost: 656 gp/dose | |||
}} | |||
==Designing New Poisons== | ==Designing New Poisons== | ||
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::{| border="1" cellpadding="5" style="text-align: | ::{| border="1" cellpadding="5" style="text-align:left" | ||
|- style="Background:LightBlue" | |- style="Background:LightBlue" | ||
! width="70" | Category || width="70" | Onset || width="70" | Frequency || width="70" | Default Duration || width="70" | Cost Modifier | ! width="70" | Category || width="70" | Onset || width="70" | Frequency || width="70" | Default Duration || width="70" | Cost Modifier | ||
|- | |- | ||
| Contact || 1 minute || 1 minute || 5 minutes || x2 | | Contact || 1 minute || 1 minute || 5 minutes || align="center"| x2 | ||
|- | |- | ||
| Ingested || 10 minutes || 1 minute || 5 minutes || x0.75 | | Ingested || 10 minutes || 1 minute || 5 minutes || align="center"| x0.75 | ||
|- | |- | ||
| Inhaled || immediate || 1 round || 5 rounds || x1.5 | | Inhaled || immediate || 1 round || 5 rounds || align="center"| x1.5 | ||
|- | |- | ||
| Injury || immediate || 1 round || 3 rounds || x1 | | Injury || immediate || 1 round || 3 rounds || align="center"| x1 | ||
|} | |} | ||
: ''' | : '''Adjusted Duration:''' The duration of a poison can be increased or decreased, but doing so modifies the cost of the poison. For each additional Frequency increment (e.g. 1 additional round for an Inhaled or Injury, or 1 additional minute for Contact or Ingested), the total cost of the poison increases by 25%. If the duration is decreased, the total cost is decreased by 20% per increment (e.g. 1 less round for an Inhaled or Injury, or 1 less minute for Contact or Ingested). A poison whose duration is reduced to 0 does nothing, and is no longer a poison. | ||
: '''Save Quantity:''' The base cost of a poison assumes that a single successful save will end the poison's effects. However, some poisons require more than one save, and in some extreme cases, those saves must be consecutive successes. These changes to the save quantity adjust the base cost of the poison as described in the table below: | : '''Save Quantity:''' The base cost of a poison assumes that a single successful save will end the poison's effects. However, some poisons require more than one save, and in some extreme cases, those saves must be consecutive successes. These changes to the save quantity adjust the base cost of the poison as described in the table below: | ||
::* For each additional required save beyond the first, the cost of the poison is doubled. | ::* For each additional required save beyond the first, the total cost of the poison is doubled. | ||
::* If all of the additional saves must be consecutive, the cost is doubled again. | ::* If all of the additional saves must be consecutive, the total cost is doubled again. |
Revision as of 20:21, 25 May 2016
- Go back to the Epic Path page.
Poison
A poison is a substance that interferes with the natural functions of a living creature's body, causing injury or death, typically requiring only a very small amount. The target of a poison may resist with a successful saving throw. Poisons can be delayed or cured with spells such as delay poison and neutralize poison.
Broadly speaking, when someone fails a saving throw against any poison, the poison deals some amount of non-lethal damage, which always ignores the target's defenses, and inflicts a status condition. The most common status condition inflicted by poison is Ability Damage (or ability drain).
Poisons have four categories, based on how they reach the target: contact, ingested, inhaled, or injury.
- Contact: These poisons are delivered the moment a creature touches the poison with its bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute.
- Ingested: These poisons are delivered when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute.
- Inhaled: These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation. If a creature is holding its breath and fails the constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area).
- Injury: These poisons are primarily delivered through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round.
Applying Poison
One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it).
Applying poison to a weapon or single piece of ammunition is a standard action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. If you have the poison use class feature (such as from the assassin prestige class or the alchemist base class), you do not risk accidentally poisoning yourself when applying poison.
Multiple Doses of Poison
The effects of poison cannot be stacked, unless different poisons are used. However, if a poisoned target is afflicted with the same poison an additional time, the non-lethal damage is applied each time the target fails the save. Multiple applications of poison do not raise the save DC of the poison, nor do they increase duration or effects of the status condition inflicted.
Types of Poison
The following poisons are some of the more commonly available poisons which can be purchased. Note that selling and buying poison is nearly always illegal, and therefore poisons are not available in traditional shops. Instead, a poison seller must be sought out, typically via connections with a thieves' guild or some other black market connection.
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Designing New Poisons
Since the above list is not exhaustive, GM's and players may wish to design additional poisons that exist in their campaign. These rules provide a way to determine the characteristics and cost of new poisons.
Poisons have several characteristics, each of which are limited by the potency level of the poison. These characteristics are: damage, status, onset, frequency and save DC.
- Damage: All poisons deal non-lethal damage, the amount of which is based on their potency level (see Table:Potency below).
- Status: All poisons inflict a single status condition. Note, when reading the table below, the listed values for Ability Damage and Energy Drain only apply if the poison inflicts that particular status condition.
- Poisons with potency levels between 1 and 12 can inflict any Weak status condition except Bloodied, Concealed, Energy Drain and Nebulous. If one of these poisons inflicts Ability Damage, reference the table to see how much Ability Damage it can deal.
- Poisons with potency levels between 13 and 24 can inflict Moderate or Weak status conditions, except Bloodied, Concealed, Incorporeal, Invisible, Nebulous, Prone and Staggered. If one of these poisons inflicts Ability Damage or Energy Drain, reference the table to see how much Ability Damage it can deal.
- Poisons with potency levels of 25 or higher can inflict any status condition except Bloodied, Concealed, Faded, Incorporeal, Invisible, Nebulous, Phased, Prone, Staggered and Unconscious. If one of these poisons inflicts Ability Damage or Energy Drain, reference the table to see how much Ability Damage it can deal.
- Save DC: The save DC of a poison is determined by its potency level (see Table:Potency below). Note that once a creature fails the saving throw to resist the poison, it may not make another save to get rid of the poison until the end of any round after which the poison's effects have triggered. Note that poison effects always trigger at the beginning of a character's turn on the round they trigger. That is, an ingested poison, which has a frequency of 1 minute would trigger at the start of a character's turn 10 rounds after that creature failed its save to resist the poison, and may only be saved against at the end of that round. Assuming it fails the save, it could not attempt another save until another minute had passed and the poison's effects had once again triggered. Similarly, character afflicted with an injury poison suffers the poison's effects at the start of each of the creature's turns, but gets a new saving throw at the end of that creature's turn.
- Craft DC: A successful Profession check, using either Profession (Alchemist), Profession (Herbalist) or Profession (Brewer) can be used to create poisons, rather than buying them. Raw materials, equal to half the retail price of the poison, must still be purchased or acquired in order to create the poison. If the poison is not crafted in an appropriate workshop, the DC is increased by 10. Poisons require 8 hours to brew, and a successful result produces a single dose of poison. For every 5 by which a skill check exceeds the required DC, the time to produce the poison is reduced by 1 hour, to a minimum of 1 hour. Poisons are considered alchemical creations for purposes of an Alchemists "Swift Alchemy" and "Instant Alchemy" class features.
Table: Poison Potency
Potency Level Non-Lethal Damage Ability Damage Energy Drain Save DC Craft DC Cost 1 1d8+0 1 - 10 18 40 2 1d8+1 1d2 - 12 20 80 3 1d8+3 1d2 - 13 21 160 4 1d8+4 1d3 - 13 23 240 5 1d8+6 1d3 - 14 25 360 6 1d8+8 1d3+1 - 16 27 480 7 1d8+10 1d3+1 - 16 28 640 8 2d8+7 1d4+1 - 18 32 820 9 2d8+8 1d4+1 - 19 33 1,000 10 2d8+10 1d6 - 19 35 1,220 11 2d8+6 1d6 - 20 37 1,440 12 2d8+7 1d6+1 - 21 39 1,700 13 2d8+9 1d6+1 1 22 40 1,960 14 2d8+10 1d6+2 1 22 42 2,260 15 3d8+8 1d6+2 1d2 23 44 2,560 16 3d8+10 2d6-1 1d2 24 47 2,900 17 3d8+11 2d6-1 1d2 25 48 3,240 18 3d8+12 2d6-1 1d2 26 50 3,620 19 3d8+14 2d6 1d3 27 51 4,000 20 3d8+17 2d6 1d3 28 53 6,000 21 3d8+20 2d6 1d3 29 67 8,000 22 4d8+18 2d6+1 1d3 31 69 12,000 23 4d8+20 2d6+1 1d4 32 71 16,000 24 4d8+23 2d6+1 1d4 33 75 24,000 25 4d8+27 2d6+2 1d4 35 77 32,000 26 4d8+29 2d6+2 1d4 36 79 60,000 27 4d8+32 2d6+2 1d6 37 82 100,000 28 4d8+34 3d6 1d6 39 84 180,000 29 5d8+34 3d6 1d6 40 86 240,000 30 5d8+36 3d6 1d6 41 88 300,000 31 5d8+40 3d6+1 2d4-1 42 91 380,000 32 5d8+44 3d6+1 2d4-1 43 94 460,000 33 5d8+47 3d6+1 2d4-1 44 96 580,000 34 5d8+49 4d6-2 2d4-1 45 99 700,000 35 5d8+52 4d6-2 2d4-1 46 102 870,000 36 6d8+51 4d6-2 2d4-1 47 110 1,040,000 37 6d8+53 4d6-1 2d4 48 118 1,300,000 38 6d8+56 4d6-1 2d4 49 126 1,560,000 39 6d8+60 4d6-1 2d4 50 133 1,950,000 40 6d8+63 4d6 2d4 51 142 2,340,000
In addition, poison costs (and craft DC's) are modified by three other characteristics: category, duration and save quantity. Use the tables below to adjust the base cost accordingly.
- Category: The base cost of a poison assumes it is an injury poison. The category of the poison also sets its onset and frequency.
- Onset: The onset of a poison is the time it takes for a successfully poisoned creature to succumb to the effects of the poison. Poison onset is determined by the category of the poison used and cannot be adjusted. The poison's damage and status condition does not trigger on the poisoned creature until the onset occurs.
- Frequency: The frequency of a poison is how often the poison's effects renew or trigger again. A poison's frequency only applies if the victim of the poison has not successfully saved against the poison yet. Poison frequency is determined by the category of poison used and cannot be adjusted.
- Default Duration: A successfully poisoned creature will suffer under the effects of that poison for the listed duration. With the exception of injury poisons,
Category Onset Frequency Default Duration Cost Modifier Contact 1 minute 1 minute 5 minutes x2 Ingested 10 minutes 1 minute 5 minutes x0.75 Inhaled immediate 1 round 5 rounds x1.5 Injury immediate 1 round 3 rounds x1
- Adjusted Duration: The duration of a poison can be increased or decreased, but doing so modifies the cost of the poison. For each additional Frequency increment (e.g. 1 additional round for an Inhaled or Injury, or 1 additional minute for Contact or Ingested), the total cost of the poison increases by 25%. If the duration is decreased, the total cost is decreased by 20% per increment (e.g. 1 less round for an Inhaled or Injury, or 1 less minute for Contact or Ingested). A poison whose duration is reduced to 0 does nothing, and is no longer a poison.
- Save Quantity: The base cost of a poison assumes that a single successful save will end the poison's effects. However, some poisons require more than one save, and in some extreme cases, those saves must be consecutive successes. These changes to the save quantity adjust the base cost of the poison as described in the table below:
- For each additional required save beyond the first, the total cost of the poison is doubled.
- If all of the additional saves must be consecutive, the total cost is doubled again.