Drogorn
2010-06-29, 01:01 AM
Custom Poison Creation Rules
{table=head]Trait | Craft DC Modifier
Ingested poison | -5 or +2, see text
Injury poison | +0 or +2, see text
Inhaled poison | +5
Contact Poison | +5
Exotic | +1/level
Fortitude DC +1 | +2/level
Affects single type of creature | +0
Affects all creatures | +0
Affects all creatures with exceptions | +5 per exception
Affects several types of creatures | +5 per type after the first
No antidote | +5
Tenacious effect | +1 per level
Persistent | +2 per additional use, multiplies final cost
Overwhelming | +5
Corrosive | +10
Wounding | +2 per point of damage
Poison has a trigger condition | +5
Poison deals ability damage | +0
Poison deals ability drain | +5
Poison causes a condition | varies, see text
Poison requires expensive substance | -5, triples cost
Poison is cheap | +5, divide cost by 3, rounded up
[/table]
Cost: The cost in gold pieces to craft a poison is equal to its craft dc times 7. Normal market price is six times this.
Primary and secondary effects: Poison has both primary effects, which take effect immediately, and secondary effects, which take effect one minute afterward.
Improved die type and additional die: Each die used in a poison has a specific cost. These dice are assigned to effects. If more than half of the dice are assigned to the poison's secondary effect, all primary effect dice cost only half. Secondary effect dice always cost only half. Round the total cost of the dice down.
{table=head]Die | Craft DC Modifier
d4 | +3
d6 | +4
d8 | +5
d10 | +6
d12 | +7
[/table]
Ingested poison: The poison takes effect when ingested. An ingested-only poison subtracts 5 from the craft dc of the poison. If the poison has multiple vectors, this trait adds 2 to the craft dc.
Injury poison: This poison takes effect when it contacts a wound. This poison is normally smeared on a weapon. Injury-only poison adds nothing to the craft dc, but if the poison has multiple vectors, it adds 2 to the craft dc.
Inhaled poison: Inhaled poison in usually wafted into the air or thrown in a breakable container. Inhaled poison adds +5 to the craft dc.
Contact poison: Contact poison takes effect when it touches a creature. Contact poison adds +5 to the craft dc.
Fortitude DC: The fortitude dc of the poison is equal to 10 plus 1 per point assigned to this trait. +2 craft dc per point.
Exotic: The poison is rare and therefore less known. Every point assigned to this trait increases dcs to recognize or detect the poison by 3.
No antidote: This poison itself is not affected by any attempt to delay or neutralize it. The poison's effect, however, may be healed or repaired normally. This trait does not bypass any immunities a creature might possess. This trait adds 5 to the craft dc.
Tenacious effect: The poison's effects cannot be repaired easily. Any magical or mundane attempts to remove or heal the poison's effects require a heal check equal to the poison's fort save plus 2 per point in this ability. This trait does not apply to natural healing.
Persistent: The poison can be used multiple times after being applied. Add +2 to the craft dc for each additional use, and multiply the final cost of the poison by the total number of time the poison can be used.
Overwhelming: This poison affects living creatures otherwise immune to poison, and ignores any immunity to the poison's effects a living creature might possess. Add 5 to the craft dc of the poison.
Corrosive: The poison ignores the immunity to poison of nonliving creatures and objects. Additionally, the poison ignores any immunity to this poison's effects that nonliving creatures and objects may possess(though it cannot affect abilities that do not have a score). Add 10 to the craft dc of the poison.
Wounding: A creature affected by this poison slowly takes damage. The creature takes a given amount of hit point damage each round. A dc 15 heal check or any amount of magical healing stops this damage. Add +2 to the craft dc for each point of damage the creature will take each round.
Poison requires expensive substances: This trait reduces the craft dc by 5, but the poison's final cost is tripled.
Poison is cheap: This trait increases the craft dc by 5, but the poison's final cost is divided by three.
Affects single type of creature: The poison affects only a single category of creature. This category may be as broad or narrow as the creature chooses. This trait costs nothing.
Affects all creatures: The poison affects all creatures. This trait costs nothing.
Affects all creatures with exceptions: The poison affects all creatures except for categories of the creator's choosing. These categories may be as broad or narrow as the creator chooses. Each exception adds 5 to the craft dc of the poison.
Affects several types of creatures: The poison affects multiple categories of creatures. These categories may be as broad or narrow as the creator chooses. Each category of creature after the first adds 5 to the craft dc of the poison.
Poison deals ability damage: Assign dice to ability score damage. This trait costs nothing.
Poison deals ability drain: Assign dice to ability score drain. This trait adds 5 to the craft dc.
Poison causes deafness: Creature becomes deaf. Assign dice to the duration of the deafness. This trait costs nothing when the duration is measured in rounds, +1 in minutes, +2 in hours, and +3 in days.
Poison causes dazzling: Creature becomes dazzled. Assign dice to the duration of the dazzling. This trait costs nothing when the duration is measured in rounds, +1 in minutes, +2 in hours, and +4 in days.
Poison causes sickness: Creature becomes sickened. Assign dice to the duration of the sickness. This trait costs -2 when the duration is measured in rounds, +0 in minutes, +1 in hours, and +2 in days.
Poison causes fascination: Creature becomes fascinated with some nearby object or creature. Assign dice to the duration of the fascination. This trait costs -2 when the duration is measured in rounds, 0 in minutes, +1 in hours, and +2 in days.
Poison causes knockdown: Being affected by the poison forces the creature to be prone, and the creature can only move at half speed. This trait costs 0 when the duration is measured in rounds, +1 in minutes, +2 in hours, and +4 in days.
Poison causes blindness: Creature becomes blind. Assign dice to the duration of the blindness. This trait costs +0 when the duration is measured in rounds, +1 in minutes, +2 in hours, and +3 in days.
Poison causes nauseated: Creature becomes nauseated. Assign dice to the duration of the nauseation. This trait costs +2 when the duration is measured in rounds, +3 in minutes, +5 in hours, and +8 in days.
Poison causes stunning: Creature becomes stunned. Assign dice to the duration of the stun. This trait costs +3 when the duration is measured in rounds, +5 in minutes, +8 in hours, and +12 in days.
Poison causes dazing: Creature becomes dazed. Assign dice to the duration of the daze. This trait costs +4 when the duration is measured in rounds, +6 in minutes, +9 in hours, and +14 in days.
Poison causes paralysis: Creature becomes paralyzed. Assign dice to the duration of the paralyzation. This trait costs +6 when the duration is measured in rounds, +9 in minutes, +14 in hours, and +21 in days.
Poison causes unconsciousness: Creature becomes unconscious. Assign dice to the duration of the unconsciousness. This trait costs +7 when the duration is measured in rounds, +11 in minutes, +17 in hours, and +26 in days.
Example poisons:
Heartwither
Injury DC 20 Primary 2d8, Secondary 0
{table=head]Trait | Craft DC Modifier
Injury poison | +0
2d8 | +10
Fort dc +10 | +20
affects all creatures | +5
deals ability damage(2d8 con) | +0
Total craft DC | 35
Total Cost | 700 gp
[/table]
As soon as heartwither enters a creature's bloodstream, its arteries shrivel, starving the heart and provoking a heart attack.
Gunge
Ingestion Fort dc 21 (triggered) Primary Nausea 1d4 days, Secondary none
{table=head]Trait | Craft DC Modifier
Ingested poison | -5
1d4 | +3
Fort dc +11 | +22
Affects all creatures | +0
Causes nausea(days) | +8
Trigger condition | +5
Expensive | -5
Total craft DC | 22
Total Cost | 1320 gp
[/table]
Gunge is an ingested poison used to prevent particularly high-value individuals from escaping. When a creature who has ingested gunge attempts to take more than one move action in a round, it begins to retch and vomit.
Thud
Inhaled DC 15 Primary prone 1d4 rounds, secondary none
{table=head]Trait | Craft DC Modifier
Inhaled poison | +5
Fort dc +5 | +10
Affects all creatures | +0
1d4 | +3
Causes knockdown (1d4 rounds) | 0
Cheap | +5
Total craft DC | 24
Total Cost | 160 gp
[/table]
Thud is a misty yellow gas normally thrown using a glass bottle. When the bottle breaks, it releases the gas and all creatures within ten feet who fail their saves collapse to the ground.
Bloodletter
Injury DC 15 Primary 1d4 con, secondary none
{table=head]Trait | Craft DC Modifier
Injury poison | +0
Fort dc +5 | +10
Affects all creatures | +0
1d4 con damage| +3
Cheap | +5
Persistent 1 | +2
Total craft DC | 20
Total Cost | 267 gp
[/table]
Bloodletter is a thick sticky substance applied to bladed weapons. When a creature is affected by bloodletter, its blood becomes thinned, causing heavy bleeding whenever it takes damage.
Gutrot
Ingested DC 25 Primary 2d8 con, secondary 3d8 con
{table=head]Trait | Craft DC Modifier
Ingested poison | -5
Fort dc +15 | +30
Affects all creatures | +0
5d8 con damage, majority secondary | +12
Expensive | -5
Total craft DC | 32
Total Cost | 1920 gp
[/table]
So named for the blackened mess that its victims become, Gutrot is a powerful, though expensive, tool of assassination. The number of known survivors can be counted on one elbow.
{table=head]Trait | Craft DC Modifier
Ingested poison | -5 or +2, see text
Injury poison | +0 or +2, see text
Inhaled poison | +5
Contact Poison | +5
Exotic | +1/level
Fortitude DC +1 | +2/level
Affects single type of creature | +0
Affects all creatures | +0
Affects all creatures with exceptions | +5 per exception
Affects several types of creatures | +5 per type after the first
No antidote | +5
Tenacious effect | +1 per level
Persistent | +2 per additional use, multiplies final cost
Overwhelming | +5
Corrosive | +10
Wounding | +2 per point of damage
Poison has a trigger condition | +5
Poison deals ability damage | +0
Poison deals ability drain | +5
Poison causes a condition | varies, see text
Poison requires expensive substance | -5, triples cost
Poison is cheap | +5, divide cost by 3, rounded up
[/table]
Cost: The cost in gold pieces to craft a poison is equal to its craft dc times 7. Normal market price is six times this.
Primary and secondary effects: Poison has both primary effects, which take effect immediately, and secondary effects, which take effect one minute afterward.
Improved die type and additional die: Each die used in a poison has a specific cost. These dice are assigned to effects. If more than half of the dice are assigned to the poison's secondary effect, all primary effect dice cost only half. Secondary effect dice always cost only half. Round the total cost of the dice down.
{table=head]Die | Craft DC Modifier
d4 | +3
d6 | +4
d8 | +5
d10 | +6
d12 | +7
[/table]
Ingested poison: The poison takes effect when ingested. An ingested-only poison subtracts 5 from the craft dc of the poison. If the poison has multiple vectors, this trait adds 2 to the craft dc.
Injury poison: This poison takes effect when it contacts a wound. This poison is normally smeared on a weapon. Injury-only poison adds nothing to the craft dc, but if the poison has multiple vectors, it adds 2 to the craft dc.
Inhaled poison: Inhaled poison in usually wafted into the air or thrown in a breakable container. Inhaled poison adds +5 to the craft dc.
Contact poison: Contact poison takes effect when it touches a creature. Contact poison adds +5 to the craft dc.
Fortitude DC: The fortitude dc of the poison is equal to 10 plus 1 per point assigned to this trait. +2 craft dc per point.
Exotic: The poison is rare and therefore less known. Every point assigned to this trait increases dcs to recognize or detect the poison by 3.
No antidote: This poison itself is not affected by any attempt to delay or neutralize it. The poison's effect, however, may be healed or repaired normally. This trait does not bypass any immunities a creature might possess. This trait adds 5 to the craft dc.
Tenacious effect: The poison's effects cannot be repaired easily. Any magical or mundane attempts to remove or heal the poison's effects require a heal check equal to the poison's fort save plus 2 per point in this ability. This trait does not apply to natural healing.
Persistent: The poison can be used multiple times after being applied. Add +2 to the craft dc for each additional use, and multiply the final cost of the poison by the total number of time the poison can be used.
Overwhelming: This poison affects living creatures otherwise immune to poison, and ignores any immunity to the poison's effects a living creature might possess. Add 5 to the craft dc of the poison.
Corrosive: The poison ignores the immunity to poison of nonliving creatures and objects. Additionally, the poison ignores any immunity to this poison's effects that nonliving creatures and objects may possess(though it cannot affect abilities that do not have a score). Add 10 to the craft dc of the poison.
Wounding: A creature affected by this poison slowly takes damage. The creature takes a given amount of hit point damage each round. A dc 15 heal check or any amount of magical healing stops this damage. Add +2 to the craft dc for each point of damage the creature will take each round.
Poison requires expensive substances: This trait reduces the craft dc by 5, but the poison's final cost is tripled.
Poison is cheap: This trait increases the craft dc by 5, but the poison's final cost is divided by three.
Affects single type of creature: The poison affects only a single category of creature. This category may be as broad or narrow as the creature chooses. This trait costs nothing.
Affects all creatures: The poison affects all creatures. This trait costs nothing.
Affects all creatures with exceptions: The poison affects all creatures except for categories of the creator's choosing. These categories may be as broad or narrow as the creator chooses. Each exception adds 5 to the craft dc of the poison.
Affects several types of creatures: The poison affects multiple categories of creatures. These categories may be as broad or narrow as the creator chooses. Each category of creature after the first adds 5 to the craft dc of the poison.
Poison deals ability damage: Assign dice to ability score damage. This trait costs nothing.
Poison deals ability drain: Assign dice to ability score drain. This trait adds 5 to the craft dc.
Poison causes deafness: Creature becomes deaf. Assign dice to the duration of the deafness. This trait costs nothing when the duration is measured in rounds, +1 in minutes, +2 in hours, and +3 in days.
Poison causes dazzling: Creature becomes dazzled. Assign dice to the duration of the dazzling. This trait costs nothing when the duration is measured in rounds, +1 in minutes, +2 in hours, and +4 in days.
Poison causes sickness: Creature becomes sickened. Assign dice to the duration of the sickness. This trait costs -2 when the duration is measured in rounds, +0 in minutes, +1 in hours, and +2 in days.
Poison causes fascination: Creature becomes fascinated with some nearby object or creature. Assign dice to the duration of the fascination. This trait costs -2 when the duration is measured in rounds, 0 in minutes, +1 in hours, and +2 in days.
Poison causes knockdown: Being affected by the poison forces the creature to be prone, and the creature can only move at half speed. This trait costs 0 when the duration is measured in rounds, +1 in minutes, +2 in hours, and +4 in days.
Poison causes blindness: Creature becomes blind. Assign dice to the duration of the blindness. This trait costs +0 when the duration is measured in rounds, +1 in minutes, +2 in hours, and +3 in days.
Poison causes nauseated: Creature becomes nauseated. Assign dice to the duration of the nauseation. This trait costs +2 when the duration is measured in rounds, +3 in minutes, +5 in hours, and +8 in days.
Poison causes stunning: Creature becomes stunned. Assign dice to the duration of the stun. This trait costs +3 when the duration is measured in rounds, +5 in minutes, +8 in hours, and +12 in days.
Poison causes dazing: Creature becomes dazed. Assign dice to the duration of the daze. This trait costs +4 when the duration is measured in rounds, +6 in minutes, +9 in hours, and +14 in days.
Poison causes paralysis: Creature becomes paralyzed. Assign dice to the duration of the paralyzation. This trait costs +6 when the duration is measured in rounds, +9 in minutes, +14 in hours, and +21 in days.
Poison causes unconsciousness: Creature becomes unconscious. Assign dice to the duration of the unconsciousness. This trait costs +7 when the duration is measured in rounds, +11 in minutes, +17 in hours, and +26 in days.
Example poisons:
Heartwither
Injury DC 20 Primary 2d8, Secondary 0
{table=head]Trait | Craft DC Modifier
Injury poison | +0
2d8 | +10
Fort dc +10 | +20
affects all creatures | +5
deals ability damage(2d8 con) | +0
Total craft DC | 35
Total Cost | 700 gp
[/table]
As soon as heartwither enters a creature's bloodstream, its arteries shrivel, starving the heart and provoking a heart attack.
Gunge
Ingestion Fort dc 21 (triggered) Primary Nausea 1d4 days, Secondary none
{table=head]Trait | Craft DC Modifier
Ingested poison | -5
1d4 | +3
Fort dc +11 | +22
Affects all creatures | +0
Causes nausea(days) | +8
Trigger condition | +5
Expensive | -5
Total craft DC | 22
Total Cost | 1320 gp
[/table]
Gunge is an ingested poison used to prevent particularly high-value individuals from escaping. When a creature who has ingested gunge attempts to take more than one move action in a round, it begins to retch and vomit.
Thud
Inhaled DC 15 Primary prone 1d4 rounds, secondary none
{table=head]Trait | Craft DC Modifier
Inhaled poison | +5
Fort dc +5 | +10
Affects all creatures | +0
1d4 | +3
Causes knockdown (1d4 rounds) | 0
Cheap | +5
Total craft DC | 24
Total Cost | 160 gp
[/table]
Thud is a misty yellow gas normally thrown using a glass bottle. When the bottle breaks, it releases the gas and all creatures within ten feet who fail their saves collapse to the ground.
Bloodletter
Injury DC 15 Primary 1d4 con, secondary none
{table=head]Trait | Craft DC Modifier
Injury poison | +0
Fort dc +5 | +10
Affects all creatures | +0
1d4 con damage| +3
Cheap | +5
Persistent 1 | +2
Total craft DC | 20
Total Cost | 267 gp
[/table]
Bloodletter is a thick sticky substance applied to bladed weapons. When a creature is affected by bloodletter, its blood becomes thinned, causing heavy bleeding whenever it takes damage.
Gutrot
Ingested DC 25 Primary 2d8 con, secondary 3d8 con
{table=head]Trait | Craft DC Modifier
Ingested poison | -5
Fort dc +15 | +30
Affects all creatures | +0
5d8 con damage, majority secondary | +12
Expensive | -5
Total craft DC | 32
Total Cost | 1920 gp
[/table]
So named for the blackened mess that its victims become, Gutrot is a powerful, though expensive, tool of assassination. The number of known survivors can be counted on one elbow.