Search Posts
I started this house-rule set for POSION because I felt the rules are poorly written and make it very difficult to use poison. Due to the recent additions of Alchemists and Ninjas who have “Poison Use” class features I felt the system need to be updated to make the abilities worthwhile, rather than taking an option available that would trade them away for something useful.
In car terms it is said: you can have two of three: fast, cheap, or reliable. In D&D it is: action time / duration, power of effect, or ability to resist. These three determinates scale by level, the power you are capable of performing. To say it bluntly I would like to customize poisons to change, cost per use, applications per action, the save DC, and the effect. 1) Since many poisons are deemed “save or die” I would first get rid of those poisons or push them into “only at high levels”. This requires some sort of level dependencies. The easiest to enforce is based on HD for everyone and 2xHD for classes with “poison use” to give it some benefit. 2) To make poisons more costly for their specialty I would consider craft(Poison) the relevant skill rather than craft(alchemy). 3) I like the idea of making poisons akin to creating an eidolon. • Number of base poisons
4) Poison’s crafted by someone that require more HD then you have, greatly increase chance of poisoning yourself, or can’t use at all. Since a natural 1 on applying poison is a 5% chance. I would say applying a higher level poison is 5%xHD difference in level (minimum of 5% if you don’t have “poison us”).
I'm a but confused on how many doses are made when you craft(alchemy) or when you buy it.
Also as a side note, can you make other poisons than what is in the table? Or make stronger versions of the poisons?
Say someone throws out a whip-token which will just fly over and make a trip attempt. Anyone have good ideas to counter? or more in general, if tripping is a major PC tactic what are some decent/ reasonable ways to counter without specifically building an enemy that can't be tripped, just trip resistant? (1st-8th character level type solutions for ease of discussion)
There are a number of new feats for lay on hands in UM. I'd like to use some of these for an ANTI-PALADIN enemy for my PC's. Do all of them transfere straight over from lay-on-hands to touch-of-corruption? If not, which ones make sense to excluded and what would make a fair replacement. For example: Since Reward of life acts like resurrection, a negative energy conterpart might be Create Undead.
Sweeping Fend (Ex): At 13th level, a polearm master
Is this a free trip attempt? Like as part of an attack? Cause I don't understand how it would be useful otherwise. |