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I was thinking about making a fighter/rouge thats was good with a crossbow and good at poison making. my question is: is the skill craft alchemy or is it some other kind of skill. also, are there any good feats that i could take that would make it easier to make poison or make a more potent poison?
This is my first time dealing with poison so all the help you could give me would be great.

Jeremy Mac Donald |

thanks for your suggestions. but unfourtunatly, i think that the DM is going to limit my book choice to the core ruleooks, PHB, MM, and the DMG. if it were up to me, i would take advantage of all this but the man is keeping me down.
If the DM is going to be strict about RAW then I'd just skip the whole concept as I doubt the DM will let it fly.

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Kosivo0121 wrote:
I was thinking about making a fighter/rouge....I'd recommend something bold, maybe even a brick red. Fuchsia and rose just aren't aggressive enough for a fighter.
Unless, of course, you meant fighter/rogue. Then never mind.
i never thought i would be the one to make this mistake. my friend does it all the time and we always give him a hard time about it, but i never thought that i would fall so far into the pit of grammical errors. nooooo!
but brick red does sound like a bolder choice, it would match my designer bag of holding... i mean uhh... and the blood of my enemies!

EarthTremor |

There was a recentish Dragon article on poisob making... I can't recall which issue unfortunately, mine are on loan to a friend... but it covered the ins-and-outs of making poisons. The Complete Adventurer and Arms & Equipment Guide both have detailed rules on creating poisons, but even without those books you could just use the standard craft rules.
1) The skill you need is Craft (poision making). Your DM might allow you to use Craft (alchemy) instead though, given that it's the skill you use to identify a posion with the Detect Poison spell. Also check with your DM if he/she wants to handle the "harvesting" of poisons from dead creatures or plants; if they go with the idea they might ask for a Survival check to "extract" the neccesary glands.
2) Poison descriptions and costs are on pg 297 of the DMG. You can use the standard craft rules from those values given there, though the Adventurer/A&EG rules are a little more realistic.
3) If you want to make big use of poisons, the Poison Use ability (which is not available as a feat) is very useful to have. You can get it with Assassin and Blackguard PrCs, though both require you to be evil. I've had DMs 'stretch' the Assassin class to neutral PCs before though, yours might be willing to do the same.
3) If you can't get Poison Use, pick a race with a racial immunity or resistance to poisons. Dwarfs are probably your best bet; even the standard dwarf gets +2 vs poison. Deep Dwarves increase this bonus to +3 and Duergar are completely immune (though they have a +1 LA).
4) If all else fails, consider playing a rogue/druid instead. Druids get the Poison spell at 5th level and have a bunch of stealth-enhancing abilites and spells.
Hope all that helps.