Humkin
2018-02-10, 03:12 AM
I found a post that dives deep into poison crafting with a homebrew table, which lists a variety of different poisons (can't post links from this account). Based on that system, I created one that is much more simplified and altered the parameters slightly.
Looking for opinions to the rules applied below:
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The Poisoner's Tools
- Can safely hold up to 8 vials.
- Crafted doses cannot be traded or sold.
- Crafted poisons can only be for the use of the player who originally created it.
- Proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Harvesting Poisons
- Poisons can be harvested from any creature that deals poison damage or from a plant (see below.)
- The player must first make a DC 15 Nature/Survival Check to see if they can extract 1 dose of poison or 2 doses from a natural 20 roll.
- On a failed attempt of 5 or more, the character is subjected to poison damage.
- If proficient in Poisoner's Tools, poison damage applies only on a critical fail roll.
- No damage is taken from a failed antidote extraction.
Harvesting from Monsters
- A monster that deals some type of poison damage can be harvested.
- The type of poison is based on the monster's write-up.
Harvesting from Nature
- In any environment that can potentially support vegetation, the player can check the surroundings for poisonous plants.
- This check takes at least an hour.
- The player must make a Nature/Survival Check to see if they discover any plants. The check is based on the type of environment starting at 15 for jungle/forest and up to 25 for wasteland/mountain.
- On a successful discovery, the player rolls a 1d100 and finds a plant from the Table. They can then attempt to harvest the poison.
Nature Harvesting Table
1-10 ---------- Jewel Weed ------------ Antidote
11-70 --------- Hemlock Leaf --------- Injury (1d4)
71-94 --------- Morning Glory -------- Injury (1d6)
95-100 ------- Nightshade ------------ Injury (1d8)
Looking for opinions to the rules applied below:
--------------------------------------------------------------
The Poisoner's Tools
- Can safely hold up to 8 vials.
- Crafted doses cannot be traded or sold.
- Crafted poisons can only be for the use of the player who originally created it.
- Proficiency allows you to handle and apply a poison without risk of exposing yourself to its effects.
Harvesting Poisons
- Poisons can be harvested from any creature that deals poison damage or from a plant (see below.)
- The player must first make a DC 15 Nature/Survival Check to see if they can extract 1 dose of poison or 2 doses from a natural 20 roll.
- On a failed attempt of 5 or more, the character is subjected to poison damage.
- If proficient in Poisoner's Tools, poison damage applies only on a critical fail roll.
- No damage is taken from a failed antidote extraction.
Harvesting from Monsters
- A monster that deals some type of poison damage can be harvested.
- The type of poison is based on the monster's write-up.
Harvesting from Nature
- In any environment that can potentially support vegetation, the player can check the surroundings for poisonous plants.
- This check takes at least an hour.
- The player must make a Nature/Survival Check to see if they discover any plants. The check is based on the type of environment starting at 15 for jungle/forest and up to 25 for wasteland/mountain.
- On a successful discovery, the player rolls a 1d100 and finds a plant from the Table. They can then attempt to harvest the poison.
Nature Harvesting Table
1-10 ---------- Jewel Weed ------------ Antidote
11-70 --------- Hemlock Leaf --------- Injury (1d4)
71-94 --------- Morning Glory -------- Injury (1d6)
95-100 ------- Nightshade ------------ Injury (1d8)