| Daspolo |
I have an idea for a new item in my game and would like some help balancing it.
Medical syringe
25 gp
These may be used to inject potions, poisons, or infused extracts; filling a syringe is a full round action.
To successfully inject the injector must make a DC 10 heal check and a DC 10 dexterity check. Failing either cancels the injection. Failing the dexterity check has a 30% chance to break the needle off inside the injectee, causing 1 point bleed damage for 3 rounds and increasing the chance of infection from a dirty needle to 90%. The injector can purposely break the needle after the injection if desired. Injecting into a willing target requires both the injector and injectee to stand, sit, or lay still; otherwise the dexterity check increases to DC 20. This provoke an attack of opportunity for both parties. Injecting into an unwilling target requires the targetto be grappled, flat footed, or otherwise lose there dexterity bonus. An injection is a full round action.
Once a needle is used it becomes a dirty needle and needs to be sanitized before used on anyone but the original injectee. If it isn't sanitized the second injectee has a 30% chance to be infected with any disease affecting the earlier users of the needle (roll for each disease, saves apply ad always. If the original users had no disease the new user may still be infected with ( I need help picking a few weak but still problematic and common diseases.) A needle can be sanitized with an alchemists lab taking 2 full rounds. Alternatively fire or strong alcohol may be used but this takes 3 full rounds and has a 20% chance to fail.
When someone is injected the person is affected by the infusion, potion, or poison as normal in most instances; however exceptionally talented healers can perform extremely accurate injections into specific veins and arteries creating stronger effects. When using a potion or infusion and scoring a 30 or higher on the heal check the potion or infusion is treated as if effected by the empowered or maximized metamagic feats as applies but not both. When using a poison the DC increases by 1 for every 5 above 20 for the heal check.
I like what I've come up with but don't know if it's properly balanced and would like your opinions on balancing or any other suggestions.