Created Sunday 06 July 2014
Alchemical poisons can be used as described in the d20 SRD.
Poisoning weapons: Poison applied to a weapon is always injury poison, never contact poison. If a creature has enough damage reduction to avoid taking physical damage from the weapon, then the poison does not affect it.
Using poison as a thrown weapon: Poisons are usually stored in glass vials which are relatively durable and insensitive to physical damage. If it is desired to use poison as a throwing weapon, it must be put into a grenade-like shell which costs 1 gp. On impact, the grenade explodes and releases a cloud of poison gas the size of a 10ft cube. The gas dissipates after 1 round.
Using poison as a projectile weapon: Poison grenades can be thrown from slings. The poison grenade deals no physical damage itself.
Refer d20 SRD: Special Abilities - Poison.
The fortitude save DC against alchemical poisons is 10 + 2 * the elixir level. (Refer Alchemy:Solvents for information on elixir levels.)
A level 1 poison elixir, as would be available to a level 1 character, has fortitude DC 12 to resist.
A level 9 poison elixir, as would be available to a level 20 character, has fortitude DC 28 to resist.
Those poisons that inflict ability point damage follow the usual rules for such poisons. (Refer d20 SRD - ability damage.)
Poisons causing abilty point damage are:
Those poisons that inflict status conditions, such as blindness or confusion, allow the affected creature a Fortitude saving throw each round. The poison effects last until the affected creature makes a successful Fortitude saving throw, which removes the effects of the poison.
Poisons of this type are:
Feats:
The Toxic weapon property from Drow of the Underdark is a +1 enchantment that lets poisoned weapons retain their poison for two hits. (Normal: Poison only lasts for one hit.)
Consult Akalsaris' Arsenic and Old Lace: The Poison Handbook for more fun ideas.
2014-07-06
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