| knightstar4 |
There's a hole in the rules, as far as I can tell, with regard to poisons.
I'm looking at making them. Sure, the sample list given of them is great, but are there any guide lines for making different ones than what is on the list? As far as cost/dc/type/frequency/effect?
If there aren't, are there any house rules out there for it?
Thanks in advance.
Nefreet
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The rules for crafting poisons are the same for crafting other items, as far as I've seen. Pick a poison from the list in the CRB, use it's Fort DC as your crafting DC, and spend 1/3 it's purchase price in raw materials. I've houseruled it in the past to have a lower creation cost if you already had, say, a wyvern's stinger to make wyvern's poison.
| Troubleshooter |
I believe he's asking for how to make custom poisons. One with a higher DC ... one that deals Con damage instead of Wisdom ... one with an instant onset time ... another with an onset time of 1 week ... I can see why somebody would want this. I've even had poisoner players in my group.
No, I don't really know of any rules for doing that. However, you should keep in mind that there is a feat or ability somewhere that allows a character to increase a poison's save DC by coating a weapon with two doses and using up both on a single attack.
So once you've spent a feat, you can decide on the spot to spend double the normal price to increase a poison's DC by +2 (if you have an additional dose). Any house-ruling on crafting custom poisons should keep that in mind, otherwise you might end up under-cutting an existing ability.
| Movin |
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Poison creation is one of the corners that DnD was never solidly focused on expanding. You won't find a great deal for a system to such things like you will for magic item creation.
Heres some homebrew that has filled the gap quiet nicely for me.
send all thanks, babies and burnt offerings to Maxximilius for his time and effort.
Maxximilius's Cookbook for poisons, venoms, toxins and marshmallows : a brainy Guide to toxicants.