Вы находитесь на странице: 1из 21

Dungeons & Dragons 3.

5 Homebrew:

Alchemical Poisons
& Crafting
Made by Bringer-of-Doom
Foreword

These rules were written firstly for my own use: seeing that the available rules
for not just alchemical products, but especially for poisons, was woefully
underdeveloped, and frankly non-existent. This led to some brainstorming
with the very lenient and helpful Dungeon Master of our group, Keeper M,
and eventually, it led to these rules.

Technically speaking, these rules were made to be used with rules for Dun-
geons & Dragons Edition 3.5, and most of it’s supplementary rules. However I
am certain that these rules could be adapted with relative ease to be used with
other editions of our beloved game for those who deem they would benefit
from these rules.

I can only hope that the rules and ideas written here for you, my fellow
players, proof to be of use to you all.

Sincerely, Bringer-of-Doom
This is NOT an official release. The rules described here are the work of a dedicated fan
of the Roleplaying Game Dungeons & Dragons, which is trademarked by Wizards of the
Coast.
This product was not created for monetary gain. Please support the official Dungeons &
Dragons Products and Supplements.
When a character takes damage from an attack with a poisoned weapon,
touches an item smeared with contact poison, consumes poisoned food or drink,
or is otherwise poisoned, he must make a Fortitude saving throw, at a DC de-
pending on the poison. If he fails, he takes the poison’s initial damage and effect
(usually ability damage) at the end of his next round. Even if he succeeds, he
typically needs to take another Fortitude Save at same DC 1 minute later, or he
will suffer the poisons Effects regardless of his intial succesful save.

One dose of poison smeared on a weapon or some other object affects just a sin-
gle target. A poisoned weapon or object retains its venom until the weapon scores
a hit or the object is touched (unless the poison is wiped off before a target comes
in contact with it). Any poison smeared on an object or exposed to the elements
in any way—if the vial containing it is left unstoppered, for instance— remains
potent until it is touched or used. Applying poison is free action, if the poison
is within easy reach.Although supernatural and spell-like poisons are possible,
poisonous effects are almost always extraordinary, and do not count as Magical
Attacks.

Poisons can be divided into four basic types according to the method by which
their effect is delivered, as follows.

Contact: Merely touching this type of poison necessitates a saving throw. It can
be actively delivered via a weapon or a touch attack. Even if a creature has suf-
ficient damage reduction to avoid taking any damage from the attack, the poison
can still affect it.

Ingested: Ingested poisons are virtually impossible to utilize in a combat situa-


tion. A poisoner could administer a potion to an unconscious creature or attempt
to dupe someone into drinking or eating something poisoned.

Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells.


They can be thrown as a ranged attack with a range increment of 10 feet. When
it strikes a hard surface (or is struck hard), the container releases its poison. One
dose spreads to fill the volume of a 10-foot cube. Each creature within the area
must make a saving throw. (Holding one’s breath is ineffective against inhaled
poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)

Injury: This poison must be delivered through a wound. If a creature has suf-
ficient damage reduction to avoid taking any damage from the attack, the poison
does not affect it.
Poison Crafting Fort. Neg. Cost Primary Secondary
Type DC DC Effect Effect
Contact 15 12 500 Gp -1D4 Ability -1D6 HP
(Touch) Score
Ingested 5 20 200 Gp -1D4 Ability -1D6 HP
Score
Inhaled 18 12 800 Gp -1D4 Ability -1D6 HP
(Gass) Score
Injury 10 14 300 Gp -1D4 Ability -1D6 HP
Score
Table 1: Poison Types
If you craft a poison with no added effects, simply use the above chart. However,
as a poison is being crafted, it can have up 3 Lesser Effects added to it, or one
Lesser and one Major Effect that would replace the Primary Effect of a poison, as
long as they don’t clash with each other, the Crafter has enough currency/
ingredients, and they can succesfully roll the required crafting DC.
Major Effect + To Crafting DC + To Crafting Cost
Paralyzing 10 800 Gp
Fear-Inducing 15 600 Gp
Diseased 10 300 Gp
Petrifying 20 1000 Gp
Nauseating 5 200 Gp
Sleep Inducing 10 400 Gp
Sense Blocking 10 300 Gp
Rage Inducing 15 600 Gp
Hallucinogenic 10 500 Gp
Transmogrifying 20 1000 Gp
Table 2: Major Effects for Poisons
All of the effects marked on the above list will replace the poisons primary effect.
Lesser Effect + To Crafting DC + To Crafting Cost
False-Form 5 100 Gp
Slow Acting 5 100 Gp
Splash Grenade 5 200 Gp
Virulent 10 300 Gp
Corrosive 10 300 Gp
Silvered 10 800 Gp
Iron Sulfate 10 300 Gp
Dead Man’s Bane 10 400 Gp
Warrior’s Bane 13 400 Gp
Dragon’s Bane 15 600 Gp
Table 3: Lesser Effects for Poisons
No poison may have more than 3 Lesser Effects OR 1 Lesser and One Ma-
jor Effect. If the Poison has completely different Primary and Secondary Effects
chosen from the above list, the victim inflicted with this type of poison has to
take both saving throws, even if they pass the first fortitude saving throw.

All effects of a poison must be marked down before and after the crafting pro-
cess. Some example Poisons would be:
Poison (Ingested, False-Form, Paralyzing) = to Craft DC20, Cost 700 Gp
Poison (Touch, Virulent, Fear Inducing) = to Craft DC40, Cost 1600 Gp
Poison (Gas, Transmogrifying ( Medium, Mindflayer, height 6,9 feet, Pink Skin,
Blue Eyes, 3 feet tentacles with pale blue tips)) = to Craft DC40, Cost 1800 Gp
These are just examples of how to mark your poisons. Ultimately it doesn’t mat-
ter how you make sure that the poison and it’s effects are marked down, just that
they are.

Below are explanations of what the different Poison Effects actually do:

Paralyzing: A paralyzed character cannot move, speak, or take any physical ac-
tion. He is rooted to the spot, frozen and helpless. Not even friends can move his
limbs. He may take purely mental actions, such as casting a spell with no com-
ponents. A winged creature flying in the air at the time that it becomes paralyzed
cannot flap its wings and falls. A swimmer can’t swim and may drown.

Once paralyzed, the victim will stay paralyzed unless treated with an anti-venom
or an effect that would cure paralysis. The Paralysis lasts for 1 hour.

Fear Inducing: A victim who fails their saving throw against this poison will
become Frightened. A frightened creature flees from the source of its fear as best
it can. In this case, that would be either the the one who inflicted the poison, or
the situation it was administrated in. If unable to flee, it may fight. A frightened
creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and
ability checks. A frightened creature can use special abilities, including spells, to
flee; indeed, the creature must use such means if they are the only way to escape.
The effect lasts for 2 minutes.

False-Form: This poison has been disguised to appear as something else appro-
priate to itself, for example, a liquid poison would appear as some other liquid,
and a gas potion as some other gas. The poison could appear as water, a common
healing potion, wine, etc. The False-Form will make the poison appear exactly
like the chosen substance, which includes touch, smell, feel and taste.
A character may attempt to recognize the Poison for what it is by succeeding in
either Craft:Alchemy, Knowledge:Arcana or Knowledge: Nature roll that beats
the poisons FortNegSave DC. The Victim may attempt to make this roll when he
get’s inflicted succesfully with poison (for example, when he ingests the Ingest
type poison with this Effect), and when he has failed his Fortitude save against
the poisons effect/s. If he fails the roll/s to recognize the poison for what it is, he
has no idea what may be causing the symptoms he’s suffering from.

Slow-Acting: A poison with this effect does not take effect immediately. Instead,
a victim succesfully inflicted with a Slow-Acting Poison will take his first forti-
tude saving throw 1 hour after being inflicted, and if the first save is succesfull,
they have to take the second saving throw 12 hours later.

Petrifying: This Effect will make the victim turn to stone. Petrified characters are
considered unconscious. If a petrified character cracks or breaks, but the broken
pieces are joined with the body as it returns to flesh, he is unharmed. Otherwise,
the DM must assign some amount of permanent hit point loss and/or debilitation.
The Petrification lasts for 5 days.

Virulent: This Effect makes the poison more deadly by increasing the FortNeg-
Save DC of the poison by 5. Unless the Primary or Secondary Effect has been
changed to something else, Virulent Effect also increases the Ability Score De-
creased from 1D4 to 1D6 on the Primary Effect, and the Damage to Hit Points
from 1D6 to 1D10 on the Secondary Effect.

Iron Sulfate: Any creature that would be weak to iron or cold iron can not only
be affected fully by this poison, but will also count the Fortitude Save DC to ne-
gate this poison as being 5 points higher. This includes any creatures with Dam-
age Reduction/Cold Iron or Iron ability.

Diseased: This Effect instead of some clear immediate effect will infect the vic-
tim with one of the diseases on the following list.Normally when a character
comes in contact with a disease they must make an immediate Fortitude saving
throw. If he succeeds, the disease has no effect—his immune system fought off
the infection. Of course, the victim will firstly treat it as poison when it comes to
the actually getting infected. Aside from the way the disease was administered on
to the victim, it works afterwards as a regular disease (for example, it can passed
on, can be cured, etc.) Only one disease can be chosen per poison no matter what.
Name Incubation Description
time
Anthrax 1-3 days This is the pneumatic version of an-
thrax, not the subcutaneous. Anthrax
causes flu-like symptoms, then sudden
respiratory collapse; it can also cause
stomach ache and vomiting of blood,
and bloody diarrhea.
If the PC fails the check by more than
5 points, s/he suffers the ability dam-
age (1d6 Con) and falls unconscious.
If the PC fails the check by more than
10 points, s/he is considered dead.
Blackwater Fever 1-6 days Blackwater fever is a complication of
malaria caused by bleeding into the
abdomen. It causes flu-like symptoms,
jaundice, vomiting, severe anemia, and
red or black urine (hence the name).
Death is usually imminent with black-
water fever, as it is difficult to treat and
and occur within 1 week of catching
malaria.
If the PC fails their check by more than
5 points, s/he takes 2d4 Con and 1d6
Str damage instead of becoming nause-
ated and fatigued.
If the PC fails their check by more than
10 points, s/he takes ability damage of
2d4 Con and 1d6 Str, plus the initial
2d4 Con and 1d6 Str.
If the PC rolls a natural one, s/he falls
into a coma (unconsciousness) and
must be healed within one day or die.
Cholera 1 day The PC makes a Fortitude save of DC
18 or becomes fatigued and shaken.
If said PC fails by more than 5 points,
s/he is rendered prone and helpless;
failure by more than 10 points results
in death.
Name Incubation Description
time
Demon Blood Corruption 1-4 days This disease is spread through corrupted
blood, via injury or ingestion. After 1-4 days
PC must make DC 17 fort save or incur 1D4
Str and 1D4 Con damage. Once infected, can
only be removed by wish, cure disease or
death.
Every 24 hours past first symptoms, the
creature must make DC 17 Fortitude saves
or incur constant damage until either dead or
cured. Infected persons show signs of confu-
sion, blindness and paralysis, if
cured, Recovery time is 1d6 days of bed rest.
If a creature dies as a result of this disease,
it rises as a Zombie 1d4 days later. It retains
none of the abilities it had in life.
Dysentry 1-4 weeks Dysentery was a stomach and intestinal dis-
ease caused by contaminated food and water.
It’s usual symptoms were diarrhea (occasion-
ally with blood and mucus), and occasional
vomiting. If the PC fails the check by more
than 5 points, s/he becomes nauseated instead
of sickened.
Orc Flu 1-5 days for To an average Orc or Half-Orc, the Orc Flu
Orc/Half- is no big deal; some sniffles here, and a little
Orcs, 1-2 nausea there, etc. For anything that’s not an
days for Orc, it’s one hot ass mess. Cramps, diahhrea,
non-Orcs vomiting, overall nausea, runny nose, watery
eyes and nosebleeds.
Don’t be around a sick Orc, because to Orcs
this flu will only have a -1 on skill checks,
but to non-Orcs it gives a -2 check on all
saves and skill checks.
Small Pox 1-4 days Smallpox causes fever, muscle pain, head-
ache, nausea, and vomiting; within 12-15
days small white lesions appear in and
around the mouth, these will grow and rup-
ture.
If the PC fails the check by more than 5
points, s/he becomes exhausted instead of
fatigued.
If the PC fails the check by more than 10
points, s/he suffers 1d6 Con damage.
Table 3: Available Disease Effects for Poisons
Nauseating: This Effect makes the victim suffer from stomach distress. Nauseated
creatures are unable to attack, cast spells, concentrate on spells, or do anything else
requiring attention. The only action such a character can take is a single move ac-
tion per turn, plus free actions (except for casting quickened spells).
The Effect lasts 10 minutes.

Corrosive: This poison deals Acid Damage instead normal damage. Because of
this, the poison is able to affect the following creature types that would normally be
immune to poisons; Constructs, Plants, and corporeal Elementals.
This Effect replaces the Secondary Effect of a poison with “Deal 1D6+2 Acid Dam-
age, 2D6 +2 if Inhaled or Ingested”. This is a Lesser Effect.

Splash Grenade: This Effect transforms the poison from a small vial that you
empty to apply to your chosen target, into a slightly larger, fragile jar that you use
as a Throw Splash Weapon. A splash weapon is a ranged weapon that breaks on
impact, splashing or scattering its contents over its target and nearby creatures or
objects. To attack with a splash weapon, make a ranged touch attack against the
target. Thrown weapons require no weapon proficiency, so you don’t take the –4
nonproficiency penalty. A hit deals direct hit damage to the target, and splash dam-
age to all creatures within 5 feet of the target.
All creatures within the Splash Damage Area will be affected by the poison as long
as they are not immune. All affected must take the Fortitude Save against the poi-
sons effects normally. This Effect can only be applied to Touch and Inhale types of
poisons. If added to Inhale type of poison it increases the cube volume affected by
the poison from 10 Cubic Feet to 15 Cubic Feet.

Sleep Inducing: As the name suggests, this effect will cause the victim to instantly
lose conciousness at the end of their next turn after failing the Fortitude save. The
Victim can be awoken with any effect that would normally wake the victim,
including physical damage, but they won’t react to any noice (unless it would be
sufficient to deal Sonic Damage) or regular non-magical or non-alchemical ways
of awakening.
The Sleep lasts for 3 hours.

Dead Man’s Bane: Any creature that has the Undead Creature Type can not only
be affected fully by this poison, but will also count the Fortitude Save DC to negate
this poison as being 5 points higher.
Sense Blocking: Poison with this effect can block up to 2 different senses of the
victim upon failed Fortitude Save. These senses include, but are not limited to,
Touch, Sight, Hearing, Taste and Smell. You can also specify that it will affect some
other type of sense a creature might have naturally such as dark vision. If the victim
has a sense due to a spell having been cast on them, and the poison would affect
that sense, the spell overrides the poison. Same is true of Spell-like abilities that
would grant the victim a sense. Only senses that the victim would naturally possess
can be affected.
The effect lasts for 2 hours.
Rage Inducing: This effect will send the victim into unthinking rage, attempting
to attack and kill the nearest creature/s no matter what. The victim will be unable
to use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance,
Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that
require patience or concentration, nor can he cast spells or activate magic items that
require a command word, a spell trigger (such as a wand), or spell completion (such
as a scroll) to function. He can use any feat he has except Combat Expertise, item
creation feats, and metamagic feats.
The only way to cancel this effect is with an effect to cancel the poisoning.
The effect lasts for 2 minutes.

Hallucinogenic: Poison with this Effect will cause the victim to experience vivid
and very disturbing hallucinations. These include but are not limited to visual hal-
lucinations, strange smells and tastes, disturbing noises, feeling like something is
caressing you.
For the duration of the poisons effect, the victim has to pass Will Save DC 20 at the
start of their turn or be unable to act, too engrossed in the possibly horrible things
they are seeing. Furthermore, victim counts all possible targets as having Conceal-
ment (20% chance to miss them) while the poison is in effect.
The only way to cancel this effect is with an effect to cancel the poisoning.
The effect lasts for 2 minutes.

The Warrior’s Bane: The Poison with this effect uses the victim’s Will save in-
stead of their Fortitude save to see if the poison takes effect. All the other rules for
poisons still apply (including the re-roll of first failed save that isn’t nat 1).

Dragon’s Bane: Any creature that has the Dragon or Draconic Creature Type can
not only be affected fully by this poison, but will also count the Fortitude Save DC
to negate this poison as being 5 points higher. This includes Dragonborn characters,
but only direct descendants.
Silvered: This Poison has been treated with a mixture of quicksilver and powdered
silver, not only making it a very costly poison, but also make it able to affect a wide
range of powerful supernatural foes.

Any creature that would be weak to silver can not only be affected fully by this
poison, but will also count the Fortitude Save DC to negate this poison as being 5
points higher. (Example, a Virulent Silvered Gass Poison would have a FortNeg DC
of 22 against a creature weak to silver, instead of the DC 17 that would be marked
in the poison.) Against creatures that are not weak to silver the poison has no extra
effect.

Transmogrifying: This is a very rare and costly Effect, but result is also quite
grandiose: the victim is changed to look like something else. However, the ways
this poison can change other beings is somewhat limited, and not permanent, so this
poison is far more “custom-made” for a specific individual than any other.

The crafter decides upon succesful crafting the size of the creature being affected
(Medium, Large, Small etc.), the kind of creature the victim will turn to and the
physical characteristics of the being the victim will transform to (the poison can get
into the very specific things such as scars, eye/skin/hair color etc.). These things
need to be noted down when the poison is crafted, and not when using it on victim.
In effect, this could be used to turn human to werewolf, kobold to gnome and so
forth.

However, any changes to the victim are purely superficial: The victim merely has
the appearance of another being, but they still are the same underneath. This means
that if a human paladin is turned into a mindflayer, they do not lose their abilities
and spells, and coversly they don’t gain any abilities a mindflayer would have.

It should be noted that any new body parts the new form would have that the origi-
nal doesn’t have are grown, and that they work just like with the actual creature
they would belong to, however that doesn’t mean that the victim knows how to use
them. The transformation is by default painful but swift, taking only 2 rounds of
combat to finish.

The only way to cancel this effect is with an effect to cancel the poisoning.
The effect lasts for 5 days.
Harvesting, Crafting &
Poison Reagents

The Actual Crafting of a poison requires the same tools and is affected by all the
bonuses and negatives that would affect a regular Craft:Alchemy Check. However,
instead of using the method to calculate the Crafting DC and the time to spend
crafting and materials required, you may use the following formulas:

One (1) Crafting Roll = 3h + (number of Effects x hours) - (1/2 hour / 3 ex-
tra points over the required DC to Craft) = 1 dose of poison + (1 extra poison
dose/3 extra points over the required DC to Craft)

This means that the time required to craft a poison is 3 hours plus 1 hour per every
effect of the poison, which is reduced by half an hour for each 3 points rolled over
the required DC to craft the poison. The number of doses created also goes up by 1
per extra 3 points over the required DC.

Additionally, these rules introduce the concept of Collaborative Crafting And Re-
search. Simply put, having more people help the crafter in his crafting roll will add
a bonus to the roll. Of course, not every person can be helpful in thee delicate al-
chemical procedure of creating poisons. Only characters with Craft:Alchemy or
Knowledge:Arcana or Knowledge:Nature can help in the crafting roll by col-
laborating, and adding their Skill modifier for one of these skills (only one!)as
a misc modifier to the Crafter’s Craft:Alchemy roll.

The DC and the cost to of the ingredients for each poison to craft is easily calcu-
lated simply by adding together the base Crafting DC of the type of poison with the
added extra points from any and all effects of the poison, and the total you gain is
your Crafting DC for the poison. Same method is used to calculate the cost of the
poison. Thus:

Poison Crafting DC=Poisontype + Effect/s Added Crafting DC’s


Poison Value/Cost= Poisontype + Effect/s Added Cost
As for the materials to craft the poison, if you are able to simply buy them you
calculate what would be 1/3rd of the cost to craft the poison (rounding decimals up)
and pay that for each attempted crafting roll. You may also buy Alchemy reagents
to be used later, in which case you buy any effect reagents or poison types at 1/3rd
of the cost marked earlier on them.

However, an alternate method is Harvesting the reagents. This means searching


either your immediate surroundings or corpses for useful alchemical components.
Doing so requires rolling a Craft:Alchemy and consulting an appropriate chart
down below. It takes a character 30 minutes to scour the nearby enviroment or
harvest a corpse per each attempt. (Not per each roll however.) You get naturally
2 rolls when doing Enviromental Harvesting, 2 rolls when Harvesting Common
Humanoids, 3 rolls when Harvesting Rare Humanoids, 3 rolls when Harvesting
Common Monsters and 5 Rolls when Harvesting Rare Monsters. No Source can be
Harvested more than twice.

DC Result
1-5 You find nothing.
6-10 1 Nauseating Effect
11-15 1 Ingested Poison Type
16-20 1 Diseased Effect
21-25 1 Touch Poison Type
26-30 1 Splash Grenade Effect
31-35 1 Hallucinogenic Effect
36+ Roll 2 more times on this Chart. Re-roll
any further results that land here.
Table 4: Wilderness Harvesting (2 rolls/attempt)

DC Result
1-5 You find nothing.
6-10 1 Slow-Acting Effect
11-15 1 Injury Poison Type
16-20 1Paralyzing Effect
21-25 1 Gas Poison Type
26-30 1 Iron Sulfate Effect
31-35 1 Fear-Inducing Effect
36+ Roll 2 more times on this Chart. Re-roll
any further results that land here.
Table 5: Underground Harvesting (2 rolls/attempt)
DC Result
1-5 You find nothing.
6-10 1 Corrosive Effect
11-15 1 Ingested Poison Type
16-20 1 Sense-Blocking Effect
21-25 1 Touch Poison Type
26-30 1 Silvered Effect
31-35 1 Rage-Inducing Effect
36+ Roll 2 more times on this Chart. Re-roll
any further results that land here.
Table 6: Urban Harvesting (2 rolls/attempt)

DC Result
1-5 You find nothing.
6-10 1 Slow Acting Effect
11-15 1 Ingested Poison Type
16-20 1 Sense-Blocking Effect
21-25 1 Touch Poison Type
26-30 1 Paralyzing Effect
31-35 1 Virulent Effect
36+ Roll 2 more times on this Chart. Re-roll
any further results that land here.
Table 7: Underwater/ Oceanic Harvesting (2 rolls/attempt)

DC Result
1-5 You find nothing.
6-10 1 Sleep-Inducing Effect
11-15 1 Injury Poison Type
16-20 1 Dead Man’s Bane Effect
21-25 1 Gas Poison Type
26-30 1 Warrior’s Bane Effect
31-35 1 Hallucinogenic Effect
36+ Roll 2 more times on this Chart. Re-roll
any further results that land here.
Table 8: Desert/Wasteland Harvesting (2 rolls/attempt)
DC Result
1-5 You find nothing.
6-10 Enough raw material for 1 small bucket of glue
11-15 1 Nauseating Effect
16-20 1 False-Form Effect
21-25 1 Ingested Poison Type
26-30 1 Diseased Effect
31-35 1 Injury Poison Type
36+ Roll 2 more times on this Chart. Re-roll any further
results that land here.
Table 9: Common Humanoid Harvesting (2 rolls/attempt)

DC Result
1-5 You find nothing.
6-10 Enough raw material for 1 small bucket of glue
11-14 1 Touch Poison Type
15-18 1 Sleep-Inducing Effect
19-22 1 Gas Poison Type
23-26 1 Virulent Effect Reagent
27-30 1 Dragon’s Bane Effect
31-34 1 Petrifying Effect Reagent
35-38 1 Transmogrifying Effect
39+ Roll 2 more times on this Chart. Re-roll any further
results that land here.
Table 10: Rare Humanoid Harvesting (3 rolls/attempt)

DC Result
1-5 You find nothing.
6-10 Enough raw material for 1 small bucket of glue
11-15 1 Slow Acting Effect
16-20 1 Splash Grenade Effect
21-25 1 Injury Poison Type
26-30 1 Sense-Blocking Effect
31-35 1 Touch Poison Type
36+ Roll 2 more times on this Chart. Re-roll any further
results that land here.
Table 11: Common Monster Harvesting (3 rolls/attempt)
DC Result
1-3 You find nothing.
4-6 Enough raw material for 1 small bucket of glue
7-9 1 Touch Poison Type
10-12 1 Sleep-Inducing Effect
13-15 1 Gas Poison Type
16-18 1 Paralyzing Effect
19-21 1 Silvered Effect
22-24 1 Hallucinogenic Effect
25-27 1 Warrior’s Bane Effect
27-30 1 Fear-Inducing Effect
31-33 1 Petrifying Effect
34-36 1 Transmogrifying Effect
37+ Roll 2 more times on this Chart. Re-roll any further
results that land here.
Table 12: Rare Monster Harvesting (5 rolls/attempt)

Finally, there are few pieces of craftable alchemical equipment that can be crafted
by those with Craft:Alchemy skill. These pieces of equipment can be crafted with
the regular D&D 3.5 rules for item creation skills. Alternatively, a modified formula
based on the Alternative Poison Crafting Formula can be used instead, which could
technically be used to craft any item, not just those linked to Craft:Alchemy.

Crafting Time=Required Crafting DC x 1/2 hours – (30 minutes/each 3 points


over the required DC to craft)

Additionally, you may use Collaborative Crafting And Research with the crafting
of below items. Only characters with Craft:Alchemy or Knowledge:Arcana or
Knowledge:Nature can help in the crafting roll by collaborating, and adding
their Skill modifier for one of these skills (only one!)as a misc modifier to the
Crafter’s Craft:Alchemy roll.
Name DC Description Weight Cost
Harvesting Kit 18 This is a collection small blades, 5 lbs. 15 Gp
scalpels and small scissors in a
small leather parcel, all neatly in
their little pockets. This tool gives
you a +3 on Harvest rolls.
Glue, Small Bucket 15 A small bucket of glue, made of 10 lbs. 5 Gp
various creature parts to form a
sticky substance that can be used
to seal small gaps and glue things
together.
Alchemical Solvent 20 This bubbling purple gel eats 1/2 lbs. 20 Gp
through adhesives. Each vial can
cover a single 5-foot square. It
destroys most normal adhesives
(such as tar, tree sap, or glue) in
a single round but takes 1d4+1
rounds to deal with more power-
ful adhesives (alchemical glue,
tanglefoot bags, spider webbing,
and so on). It has no affect on
fully magical adhesives, such as
sovereign glue.
Syringe 25 A small metallic tube with a snug - 20 Gp
plunger on one end, and a hollow
needle at the other. It can be used
to easily inject creatures with
various liquids by piercing the
skin and the vein and then simply
pumping the liquid in. It can also
be used to suck in a small amount
of liquid in.
Anti-Venom 30 A small vial of golden liquid. - 50 Gp
If you drink this after you have
been poisoned, and after you have
failed the Fortitude save to resist
the poisons effects, the linger-
ing effects of the poison will be
negated UNLESS the effect was
a disease and the poisoning hap-
pened more than 24 hours ago.
Name DC Description Weight Cost
Masterwork Bolts, Vial 20 A crossbow bolt with a small 1 lbs. 100 Gp
(5) glass container at the tip which
can be filled with most alchemi-
cal concoctions. However the vial
bolt needs to be used as the con-
tainer of such concoction during
the creation of the concoction; A
bolt can’t be filled with the cre-
ation afterwards. A vial bolt used
as a melee weapon is treated as
a light improvised weapon (–4
penalty on attack rolls) and deals
damage as a dagger of its size
(crit ×2), along with delivering
what concoction it was filled with
to the target hit. Bolts come in a
wooden case that holds 10 bolts.
A vial bolt that hits its target is
destroyed; one that misses has a
70% chance of being destroyed
or lost. If the missed bolt was
containing poison and it breaks,
consider that the poison was spent
at the location where it landed. A
single succesful crafting roll cre-
ates 5 bolts normally.
Fire Pot 20 This is a large ceramic container 20 lbs. 100 Gp
(DRAGON magazine filled with Alchemist’s Fire and
#334) sealed with a metal cap. It explodes
upon impact, forcing all creatures
within a 20-foot radius burst to
take 4D6 Fire Damage. A succesful
DC15 Reflex save halves this dam-
age. All affected creatures take 2D6
Fire Damage the following round
unless the fire is extinguished. This
ammunition is for heavy catapults.
It can be thrown like thrown splash
weapon by Large or larger Creatures
capable of of grasping and throwing.
Name DC Description Weight Cost
Alchemist’s Explosive 30 A large Ceramic Container with 5 30 lbs. 600 Gp
Device internal compartments, each with a
seperate metal lid. The central com-
partment is filled with Alchemist’s
Fire that will on impact explode the
contents of the surrounding com-
partments in a 25-foot radius. The
Device deals 2D6 Fire Damage in
addition to any other damage.
Shrapnel: The Device is filled with
scrap metal, glass shards, and other
painful scrap and bits. The Device
deals 5D6 normal damage minus the
target’s AC total.

Terror Mist: The Device is filled


with a horrifying mixture of mind-
affecting gasses. Every Target within
the radius (25 feet) is Nauseated for
3 rounds. In addition, each Target
will have to pass a Fort. Save DC
20 (re-rolling once unless Nat 1 was
rolled) or be affected by the
Hallucinogenic and Fear-Inducing
Poison Effects for 2 minutes.
+10 to Crafting DC.

In addition, the compartments can be


filled with other substances as well,
including any pre-existing poisons.
Please make sure to discuss with
your DM about the particulars of
filling the Explosive Device with
something else than what is marked
here.

This ammunition is for heavy cata-


pults. It can be thrown like thrown
splash weapon by Large or larger
Creatures capable of of grasping and
throwing.
Table 11: Special Craftable Alchemical Items
“I just want to put it down in writing that
trying to intelligently word out D&D crafting
formulas so that other carbon-based lifeforms
besides myself can understand them is fucking
hard and annoying, even without the extra
difficulty of being me.”
- Bringer-of-Doom, on writing these rules

Вам также может понравиться