Avoiding drug exposure on a natural 1


Advice


Is there a way to do what the title says when crafting drugs with craft(alchemy)?


Drugs? Not poison?

There are many ways to get the "Poison Use" ability that means you can never risk accidentally poisoning yourself. I know that Pathfinder does have a system for drugs, but they're underused at best.

With craft (alchemy) you can almost always simply take 10 anyways.


I have poison use ability, but I need to avoid drug. Though I am not sure if this is actually a drug as I can't find an official classification. I would still like an answer. I am making a drug lord for a evil campaign.


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Simple answer? Say "No" to drugs.

Almost-as-simple answer? Say "Take-10" to Craft (Alchemy) and never worry about drugging yourself.

Seriously, if you can't succeed on a roll of a 10, then you probably should not be risking your raw materials and other resources on trying to make something that has at least a 50% chance of failure PLUS a 5% chance of causing significant harm to yourself. Certainly no "drug lord" would want to risk his career, his reputation, his wealth, and even his life - anyone that does won't be a drug lord for very long.

And if you can succeed on a roll of 10, then don't roll at all. Just Take-10 and guarantee your success.


Artifix wrote:
I have poison use ability, but I need to avoid drug. Though I am not sure if this is actually a drug as I can't find an official classification. I would still like an answer. I am making a drug lord for a evil campaign.

What do you mean when you say you need to 'avoid the drug' since the ability poison use does not seem to fit the bill for you somehow?

And --> as the 'drug lord' that sounds like that's a problem for your minions aka underlings. Cartel Lords don't typically make the stuff them selves they have others doing that.

Failing that maybe find some way to become a creature that is not effected or otherwise immune to the particular drug you're concerned about. Something undead or of the construct type perhaps.


Kayerloth wrote:
Failing that maybe find some way to become a creature that is not effected or otherwise immune to the particular drug you're concerned about. Something undead or of the construct type perhaps.

That sounds SOOOOOO much more complicated than just using the Take-10 rules.


DM_Blake wrote:
Kayerloth wrote:
Failing that maybe find some way to become a creature that is not effected or otherwise immune to the particular drug you're concerned about. Something undead or of the construct type perhaps.
That sounds SOOOOOO much more complicated than just using the Take-10 rules.

True, but maybe more fun for the GM after you work up a Jekyll/Hyde template for the 5(or maybe 1%) of the times there is an "issue" in the lab. Cost of doing business, maybe even 1% of the users get some kind of Jekyll/Hyde affect. Take 10 for the king-pin, but lab-rats are expendable. It is an evil campaign after all.


DM_Blake wrote:

Simple answer? Say "No" to drugs.

Almost-as-simple answer? Say "Take-10" to Craft (Alchemy) and never worry about drugging yourself.

Seriously, if you can't succeed on a roll of a 10, then you probably should not be risking your raw materials and other resources on trying to make something that has at least a 50% chance of failure PLUS a 5% chance of causing significant harm to yourself. Certainly no "drug lord" would want to risk his career, his reputation, his wealth, and even his life - anyone that does won't be a drug lord for very long.

And if you can succeed on a roll of 10, then don't roll at all. Just Take-10 and guarantee your success.

I have managed to make a build staring off as a small drug cartel at level 1, and working up to drug lord. Anyway if I take 10 (which I forgot is a thing) I can reach 22, the craft DC for the specific item is 22. Would this beat it? If so then you have solved my problem!

GM 1990 wrote:
DM_Blake wrote:
Kayerloth wrote:
Failing that maybe find some way to become a creature that is not effected or otherwise immune to the particular drug you're concerned about. Something undead or of the construct type perhaps.
That sounds SOOOOOO much more complicated than just using the Take-10 rules.

True, but maybe more fun for the GM after you work up a Jekyll/Hyde template for the 5(or maybe 1%) of the times there is an "issue" in the lab. Cost of doing business, maybe even 1% of the users get some kind of Jekyll/Hyde affect. Take 10 for the king-pin, but lab-rats are expendable. It is an evil campaign after all.

This sounds Awesome! It could activate a barbarian rage maybe? The drug destroys your wisdom, and I am also going be fighting with a gas version of it, created by burning the raw material, that my enemies would inhale. Meanwhile I am protected because gas mask (figured out a way I could get one at level 1 in the campaign).

Also me and my friend who is playing the antipaladin, are mainly going have our underlings defend the cartel, by taking out knights and police who come after us to shut us down. Also send some ahead to spread the word of how great our drug is. We won't trust anyone but me to make the drug (at level 5 I can make over 44 per week due to crafting rules being how they are). We will run a small business and just go from town to town selling the drug, then when there is no money left let our sadistic characters kill everyone.


Artifix wrote:
I have managed to make a build staring off as a small drug cartel at level 1, and working up to drug lord. Anyway if I take 10 (which I forgot is a thing) I can reach 22, the craft DC for the specific item is 22. Would this beat it? If so then you have solved my problem!

Yes, meeting the DC succeeds at a check.


Artifix wrote:
then when there is no money left let our sadistic characters kill everyone.

If you're going to give in to mindless violence, then just kill them without making drugs - there's more profit (because you won't be spending the cash for 44 raw materials to make the drugs). Just kill them and take their cash. Making the drugs just slows down your psychotic murderous rampage and also cuts down your profit.

But if you're going to play your characters like they have half a brain between them (yep, a quarter-brain each), then maybe make the drugs, get them addicted, keep them addicted, and watch the cash flow in as a residual income stream - in the long run, you make more money, leave a less bloody trail (all those goody paladin types might overlook some addiction here or there, but never overlook psychotic bloodbaths), and you build a veritable army of addicted "customers" who just might be easily persuaded to do anything for their next fix - maybe even killing some paladins or other investigators who get too close (if the addicted townsfolk do that, then the next investigators won't find a trail that leads directly to you - because you didn't do it).

You know, that's assuming you want to play like a crime lord rather than just a sadistic psychopath.


DM_Blake wrote:
If you're going to give in to mindless violence, then just kill them without making drugs - there's more profit (because you won't be spending the cash for 44 raw materials to make the drugs).

That part was a joke...

Anyway yeah we plan on getting them addicted, then recruiting underlings from the strongest addicts. But any other tips for what we could do to better the business?


Pathfinder Rulebook Subscriber

an option (though a risky one) is to get a member of the town guard/police on your side. Be he naturally corruptible, someone with a family to threaten, someone with a secret to expose, someone who is incredibly gullible, or even just someone who you can payroll. He can tip you off/misdirect guards, though isnt an infinite resource.

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