Kalamanthis


Age of Worms Adventure Path


Read about this here and there but no clue what it does.

According to the Wormfood article in Dragon #334, it was to appear in the Age of Worms Overload.

That didn't tell me what it does either. I have two monks in the party. It would be nice to know before they move on out of Diamond Lake.

Peace and smiles :)

j.


By the way, what does Diamond Water Ale do? All it says is if you fail a Fort save you get sickened and so forth.

Peace and smiles :)

j.


Anyone?


From the Feral Dog encounter with Kullen, sickened = drunk. The effects of sickened should be defined in either the PHB or DMG (can't remember which as I'm posting from work)

There is a general description of kalamanthis in the Overload pdf available elsewhere on the site. As to it's effects, well its a psychotropic drug, so I suggest temporary Int and/or Wis damage with maybe a will save to avoid addiction where the DC increments with each use of the drug.


Yeah, well *I'd* like to know what the *writers/editors* were intending Kalamanthis to do; I'm thinking it's similar to one of the drugs listed in Book of Vile Darkness.


maybe, just maybe sometimes you have to take things into your own hands and make some of this stuff up your self? I don't think it's Dungeons plan to explain ever finite detail. I assume i'd be wis. loss (maybe a little dex too!)


tony wikeruk wrote:
maybe, just maybe sometimes you have to take things into your own hands and make some of this stuff up your self? I don't think it's Dungeons plan to explain ever finite detail. I assume i'd be wis. loss (maybe a little dex too!)

Things work a little differently with APs, though. That's why I was waiting so expectantly for the Overload. I'd hate to have characters suffer Wis/Int effects from using it and then find out in the next installment that it gives them great insights into the secrets of the universe and acts like a Pearl of Wisdom or something like that.

Paizo Employee Chief Creative Officer, Publisher

I'll throw something together this week.

--Erik


Things work a little differently with APs, though. That's why I was waiting so expectantly for the Overload. I'd hate to have characters suffer Wis/Int effects from using it and then find out in the next installment that it gives them great insights into the secrets of the universe and acts like a Pearl of Wisdom or something like that.

laff true, true!


Erik Mona wrote:

I'll throw something together this week.

--Erik

Thanks Erik.

Peace and smiles :)

j.

Sovereign Court

this week.....heard that before

Paizo Employee Chief Creative Officer, Publisher

:P


Erik Mona wrote:

:P

Erik, you are quite the card!


Erik Mona wrote:

:P

With smilies and that user pic, I just can't take you seriously, Erik! Heheh.

Sovereign Court

my pc's think kalamanthis is close to halfling pipe weed or the blue poppy from Batman Begins...I haven't confirmed or denied their theories


Cardinal_Malik wrote:

my pc's think kalamanthis is close to halfling pipe weed or the blue poppy from Batman Begins...I haven't confirmed or denied their theories

I like the comparison to the Scarecrow's fear drug. Cuz it would give player's unfamiliar with the effects of such drugs without personal experience. And, that's a good thing.

I just wouldn't have the drug as always inducing fear. That sounds like a bad trip. But, like a Will check perhaps might help determine the "enjoyment" a user might get from the drug, while failing the Will save (maybe by 5 or more) could result in the bad trip.

*AHEM* Feel free to develope upon this idea, Mr. E. Mona. HA!


Cardinal_Malik wrote:
this week.....heard that before

With Gen Con coming up, I don't think we will see it this month.

Peace and smiles :)

j.


Just a friendly bump so that it isn't forgotten.

Peace and smiles :)

j.


Cardinal_Malik wrote:

my pc's think kalamanthis is close to halfling pipe weed or the blue poppy from Batman Begins...I haven't confirmed or denied their theories

I'm thinking krrf, from Thieves' World.


Editors, any idea when there'll be an inclusion of the Kalamantis stats in future AoW Overloads????


Kalamanthis: Perhaps one of Diamond Lake’s most notorious claims to fame-a considerable statement-is the plant Kalamanthis. A potent narcotic cultivated by the monks of the Twilight Monastery outside Diamond Lake, parts of the Kalamanthis Plant can be prepared and used in three separate ways: the raw root can be chewed, the leaf can be dried and smoked, and the sap can be boiled into a concentrated paste and injected.

Type Addiction Fort Satiation Damage

Chewed High 14 2Days 1D6 Dex, 1D6 Wis, 1D2 Con
Smoked Extreme 25 1 Day 1D8 Dex, 1D8 Wis, 1D6 Con
Injected Vicious 36 1 Day 1D8 Dex, 1D8 Wis, 1D6 Con, 1D6 Str

Initial Effects:
Chewed: 1 point of ability score damage to all abilities.
Smoked: 2 points of wiz damage.
Injected: 2 points of con damage.

Secondary Effects:
Chewed: 1 point of ability score damage to all abilities.
Smoked: 1 point of ability score damage to wis and int.
Injected: 2 points of ability score damage to all abilities.

Side affects:
Chewed: All checks made with con bonus have +12 during and for 2 hours after consumption. Increased sexual appetite.
Smoked: All your senses are heightened mostly sense of touch, +6 spot, listen
-6 to all dex, cha checks. Added aggressive behavior for 2 hours past last use.
Injected: Overwhelming feelings of euphoria for 3 hours, hallucinations, and the total loss of all self inhibitions.


I just kinda came up with it its is as good as any I suppose.


Jaws wrote:
Cardinal_Malik wrote:
this week.....heard that before
With Gen Con coming up, I don't think we will see it this month.

Called it.

Peace and smiles :)

j.


Durrum wrote:
I just kinda came up with it its is as good as any I suppose.

Not bad. I had come up with something entirely different. It's very homebrewed, just to warn ya.

KALAMANTHIS
Eat Root: Costs 1gp. Character feels euphoric and gains a +2 to Perform checks. Character makes a DC 15 Fort save, failure means suffering -2 CHA & -2 WIS temporary ability damage. Character makes a DC 12 Will save, failure indicates a "bad trip" and the character becomes nauseated.

Smoke Leaf: Costs 5gp. Character feels euphoric with mild hallucinations and gains +1d4 to Perform checks. Character makes a DC 12 Fort save, failure means suffering 1d4 CHA & 1d4 WIS temporary ability damage. Character makes a DC 15 Will save, failure indicates a "bad trip" and the character becomes sickened.

Inject Sap: Costs 20gp. Character feels ecstatic with strong hallucinations and delusions of grandeur, plus the character gains +1d4 to Perform checks and +2 vs Enchantment spells and spell-like effects. Character makes a DC 10 Fort save, failure means suffering -4 CHA & -4 WIS temporary ability damage, along with -2 to Initiative checks. Character makes a DC 12 Will save, failure indicates a "bad trip" and the character becomes both nauseated and paranoid.

BASIC FUNCTION: A failed Fortitude save results in the hindrance, while a failed Will save results in the "bad trip." Unless it is otherwise noted, the benefits and hindrances last one hour.

PARANOID: The character suffers –6 to all Charisma-based skill checks. Additionally, the character assumes that others mean him harm.

Yes, this is all very hombrewed, but it goes along with how I treat drugs and alcohol, etc. in my campaign. Maybe it could be useful for inspiration, or go ahead and use it as is.

Cheers!


Erik Mona wrote:

I'll throw something together this week.

--Erik

I was hoping it was going to be included with the #126 Online Enhancement.

Peace and smiles :)

j.


Jaws wrote:
Erik Mona wrote:

I'll throw something together this week.

--Erik

I was hoping it was going to be included with the #126 Online Enhancement.

Peace and smiles :)

j.

Wasn't in the #127 Online Supplement either.


Wasn't in the Dungeon #128 Online Supplement. I guess we will never see it.

Peace and smiles :)

j.

Liberty's Edge

I suppose the above suggestions fit well enough. I know I had totally forgot about kalamanthis... Thanks to your bump, I now know what Rastophan has been smoking since my attempt at a Jamaican accent quickly deteriorated into a stoner accent...

Paizo Employee Senior Software Developer

1 person marked this as a favorite.

This chart may not come through clearly but here is my contribution. Rationale to follow perhaps...

Kalamanthis:
Perhaps one of Diamond Lake’s most notorious claims to fame (a considerable statement) is the plant Kalamanthis. A potent narcotic cultivated by the monks of the Twilight Monastery outside Diamond Lake, parts of the Kalamanthis Plant can be prepared and used in three separate ways:

Ingested - the raw root can be chewed.
Inhaled - the leaf can be dried and smoked.
Injury - the sap can be boiled, concentrated into a viscous paste, and injected.

Type void Fort Addiction Satiation Cost Damage
DC
Ingested DC 13 10 Medium 5 days 5sp 1d4 Dex, 1d4 Wis
Inhaled DC 15 10 Medium 5 days 1gp 1d4 Dex, 1d4 Wis
Injury DC 17 14 High 2 days 20gp 1d6 Dex, 1d6 Wis, 1d2 Con

Initial Effects:
Ingested: 1 point of wisdom damage.
Inhaled: 1 point of wisdom damage.
Injury: 2 points of constitution damage.

Secondary Effects:
Ingested: User becomes numbed to pain for 1d4 hours, immune to pain-induced penalties (such as from symbol of pain).
Inhaled: +2 alchemical bonus to Strength for 1d3 hours.
Injury: +2 alchemical bonus to Intelligence and Charisma for 1d2 hours.

Side Effects:
Ingested: Numbed. A numbed character takes a -2 penalty to Armor Class, initiative checks, and on most Dexterity-based skill checks. All checks and activities that rely on precise touch (such as Forgery or the capacity to feel mild to moderate physical stimulus) automatically fail.
Inhaled: -2 alchemical penalty to Charisma, treat NPC users as unfriendly (per Diplomacy rules in PHB), while under the effects.
Injury: -2 penalty to Concentration, Spot and Listen checks as feelings of intense euphoria and mild hallucinations serve to distract the user.

Overdose:
Ingested: A second dose taken while the first is still in effect causes a numbing stupor for 2d4 hours. Partial actions only while stupor persists.
Inhaled: A second dose taken while the first is still in effect causes confusion and anxiousness (treat as shaken).
Injury: If more than one dose is taken in any 12-hour period, the user immediately takes 1 point of Constitution damage, and falls unconscious for 2d4 hours of vivid and disturbing dreams. Treat user as fatigued upon waking. A DC 17 Fortitude save negates unconsciousness and fatigue.

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