Poison Crafting

**These rules are presently locked until further notice.**

## POISON CRAFTING RULES:

The Poison Use ability is replaced with the following :

The character benefiting from this ability cannot poison himself accidentally when applying poison to a blade. In addition, he gains the Poison Crafting feat, even if he does not meet the prerequisites.

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Prerequisites : 3 ranks in Craft (Alchemy), must voluntarily try and survive to one poison of each type (ingested, inhaled, injury, contact)
The character possesses a natural affinity with the vilest and most dangerous substances able to deter health. If he has access to the body of a creature dead for no more than a day (or plant faded for no more than a week) by Craft (Alchemy) rank, he can extract any of the sample poisons it is usually extracted from at ¼ the price by succeeding at a Craft (Alchemy) check with a DC equal to 10 + the poison’s fortitude DC. If the creature or plant is still alive at the time of extraction, this is a Heal check equal to the poison’s fortitude DC. He may also enhance the DC of sample poisons he possesses by multiplying the poison’s base price by the new poison’s DC divided by 10, spending half the final result in GP.
Finally, he may also craft custom poisons for any situation, following the normal custom poison crafting rules and spending half the total base price of the poison in detergents, venoms, research and foul decoctions.

Prerequisites : Poison Crafting feat or Poison Use class feature, 5 ranks in Craft (Alchemy)
Whenever the character extracts a poison from a creature, enhances the DC of a sample poison or crafts a custom poison, he applies a 10% discount on the gold piece price he has to spend in the process. This reduction also quickens the crafting process.

## Custom Poison Crafting Rules :

Refer to the poison’s effect to determine it’s base price, and multiply this base price step by step with the various multipliers to determine the final poison’s base price. 1d(x) refers to the ability damage dice inflicted by the poison, where x is the number of faces on the dice.

### **Examples of reproduced sample poisons :**

Black adder venom : Injury, 1d2 Con, 1/rd. for 6 rds ; DC 11, 1 save.

1d((2²)+1) x 20 = 5x20 = 100 x 1(Injury) = 100 x (DC 11/10) = 110 x 1 (normal frequency) = 110 x 1 (1 save required) = 110 gp.

Giant wasp poison : Injury, 1d2 Dex, 1/rd. for 6 rds ; DC 18, 1 save.

1d(2²) x 20 = 4x20 = 60 x 1 (Injury) = 60 x (DC 18/10) = 108 x 1 (normal frequency) = 108 x 1 (1 save required) = 108 gp.

Dragon bile : Contact, 1d3 Str, 1/rd. for 6 rds. ; DC 26, no save

1d(3²) x 20 = 9x20 = 180 Gp x 1.1 (Contact) = 198 x (DC 26/10) = 514.8 x 1 (normal frequency) = 514.8 x 2.5 (no cure) = 1287 x 1.23 (instant onset for contact) = 1544 gp.

#### Examples of new poisons :

Giant wasp queen poison : Injury, 1d4 Dex and 4d6 hp, 1/rd. for 6 rds ; DC 28, 2 saves.

1d(4²) x 20 = 16x20 = 320 Gp x 1 (Injury) = 320 x (DC 28/10) = 896 x 1 (normal frequency) = 896 x 2 (2 saves) = 1792 x 2,2 (3x4d6 hp damage) = 3942 gp.

Adventurer’s Bane : Ingestion, 1d3 Con, 1/rd. for 6 rds ; DC 20, 2 saves ; odorless, tasteless, colorless.

1d(3)²+1 x 20 = 200 x 1.1 (ingested) = 220 x 2.0 (DC 20) = 440 x 2 (2 saves) = (((880 x1.1 (odorless)) x 1.1 (tasteless)) x 1.1 (colorless) = 1171 gp.

Marshmallow : Ingestion, Death, 1/rd. for 6 rds ; DC 420, 2 saves.

2000 x 1 (Injury) = 2000 x (DC 420/10) = 84 000 x 1 (normal frequency) = 84 000 x 2 (2 saves) = 168 000 = 168 000 x 1.1 (instantaneous for ingested) = 184 800 gp.