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Here's
a variant for handling poison. This replaces
the "Perils of Using Poison" rules,
if you choose to use it.
Each
poison is assigned a handling DC along with
its damage, save DC, etc. This value shows how
dangerous it is to handle. A character attempting
to poison his blade, smear it on a lock, or
put it into food must make an alchemy check
(this can be attempted untrained) to do so without
risking harm to himself. Failure means that
the user has potentially harmed himself with
the poison and must make an immediate Fortitude
save as described for the specific poison.
Poison
|
Handling
DC
|
Huge
centipede poison
|
12 |
Greenblood
oil
|
13 |
| Huge
spider venom |
14 |
| Bloodroot |
13 |
| Purple
worm poison |
20 |
| Huge
scorpion venom |
15 |
| Wyvern
poison |
25 |
| Blue
whinnis |
13 |
| Giant
wasp poison |
15 |
| Shadow
essence |
17 |
| Black
adder venom |
16 |
| Deathblade |
25 |
| Malyss
root paste |
19 |
| Nitharit |
17 |
| Dragon
bile |
27 |
| Sassone
leaf residue |
18 |
| Terinav
root |
20 |
| Carrion
crawler brain juice |
16 |
| Black
lotus extract |
30 |
| Oil
of taggit |
2 |
| Id
moss |
3 |
| Striped
toadstool |
4 |
| Arsenic |
3 |
| Lich
dust |
5 |
| Dark
reaver powder |
6 |
| Ungol
dust |
28 |
| Burnt
othur fumes |
30 |
| Insanity
mist |
29 |
Behind
the Curtain
One thing the handling poison rule will do is
make it very unlikely that a low-level character
can use a really powerful poison. This equates
poison use to levels more closely than before
(although price helps, too).
In
general, this rule makes poison only more dangerous
to handle than before, since most characters
will have a greater than 5% chance of failure.
Note
that ingested poisons are extremely safe, and
inhalants are very dangerous (if a character
is dealing with inhalants, grant a +2 circumstance
bonus to her check if she has something covering
her face and nose). Everything else falls in
between.
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