Disease:

When a character is injured by a contaminated attack, touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.

DM: You can roll these Fortitude saving throws for the player so that he doesn't know whether the disease has taken hold.

Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases.

Disease: Diseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary.

Infection: The disease's method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa).

DC: The DC for the saving throws to prevent infection (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease.

Incubation Period: The time before damage begins.

Damage: The temporary ability damage the character takes after incubation and each day afterward.

Name Infection DC Incubation Damage Description
Blinding Sickness Ingested 16 1d3 days 1d4 Str†† Spread in tainted water
Cackle Fever Inhaled 16 1 day 1d6 Wis Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as "the shrieks."
Demon Fever Injury 18 1 day 1d6 Con** Night hags spread it. Can cause permanent ability drain
Devil Chills Injury 14 1d4 days 1d4 Str Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills.
Filth Fever Injury 12 1d3 days 1d3 Dex,
1d3 Con
Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.
Mindfire Inhaled 12 1 day 1d4 Int Feels like your brain is burning. Causes stupor.
Mummy Rot* Contact 20 1 day 1d6 Con Spread by mummies. Successful saving throws do not allow the character to recover (though they do prevent damage normally).
Red Ache Injury 15 1d3 days 1d6 Str Skin turns red, bloated, and warm to the touch.
The Shakes Contact 13 1 day 1d8 Dex Causes involuntary twitches, tremors, and fits.
Slimy Doom Contact 14 1 day 1d4 Con** Victim turns into infectious goo from the inside out. Can cause permanent ability drain.

*Successful saves do not allow the character to recover. Only magical healing can save the character.
**When damaged, character must succeed at another saving throw or 1 point of temporary damage is permanent drain instead.
†The victim must make three successful Fortitude saving throws in a row to recover from devil chills.
††Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded.

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Poisons (As in D&D 3ED Open Game Content):

Type: The poison's method of delivery-ingested, inhaled, via an injury, or contact-and the DC needed to save.

Initial Damage: The damage the character takes immediately upon failing his saving throw against this type of poison. Ability score damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.

Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Loss marked with an asterisk is permanent drain instead of temporary damage.

Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose.

Name Type DC 
(Fort)
Initial Damage Secondary Damage Market
Price
Small centipede poison Injury 11 1d2 Dex 1d2 Dex 90 gp
Greenblood oil Injury 13 1 Con 1d2 Con 100 gp
Medium-sized spider venom Injury 14 1d4 Str 1d4 Str 150 gp
Bloodroot† Injury 12 - 1d4 Con + 1d3 Wis 100 gp
Purple worm poison Injury 24 1d6 Str 2d6 Str 700 gp
Large scorpion poison Injury 18 1d6 Str 1d6 Str 200 gp
Wyvern poison Injury 17 2d6 Con 2d6 Con 3,000 gp
Blue whinnis† Injury 14 1 Con Unconsciousness 120 gp
Giant wasp poison Injury 18 1d6 Dex 1d6 Dex 120 gp
Shadow essence Injury 17 1 Str* 2d6 Str 250 gp
Black adder venom Injury 11 1d6 Con 1d6 Con 120 gp
Deathblade† Injury 20 1d6 Con 2d6 Con 1,800 gp
Malyss root paste† Contact 16 1 Dex 2d4 Dex 500 gp
Nitharit Contact 13 - 3d6 Con 650 gp
Dragon bile Contact 26 3d6 Str - 1,500 gp
Sassone leaf residue† Contact 16 2d12 Hp 1d6 Con 300 gp
Terinav root† Contact 16 1d6 Dex 2d6 Dex 750 gp
Carrion crawler brain juice Contact 13 Paralysis - 200 gp
Black lotus extract† Contact 20 3d6 Con 3d6 Con 4,500 gp
Oil of taggit Ingested 15 - Unconsciousness 90 gp
Id moss† Ingested 14 1d4 Int 2d6 Int 125 gp
Striped toadstool† Ingested 11 1 Wis 2d6 Wis + 1d4 Int 180 gp
Arsenic Ingested 13 1 Con 1d8 Con 120 gp
Lich dust Ingested 17 2d6 Str 1d6 Str 250 gp
Dark reaver powder Ingested 18 2d6 Con 1d6 Con + 1d6 Str 300 gp
Ungol dust Inhaled 15 1 Cha 1d6 Cha + 1 Cha* 1,000 gp
Burnt othur fumes Inhaled 18 1 Con* 3d6 Con 2,100 gp
Insanity mist Inhaled 15 1d4 Wis 2d6 Wis 1,500 gp
*Permanent ability drain.
†See making poisons section below for special material rules.

Perils of Using Poison:
A character has a 5% chance to expose himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must make a Reflex saving throw (DC 15) or accidentally poison himself with the weapon.

Poison Immunities:
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures and creatures without metabolisms are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.

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Making Poisons: Craft (Poisonmaking)

Craft (Poisonmaking): The age-old craft of distilling toxic liquids and powders from plants, animals, and minerals is dangerous to crafter and victim alike, and is often highly illegal in civilized lands. This sub-skill includes all forms of poison preparation, from grinding mineral powders to milking serpents to deliberately concentrating the sap inside toxic plants.

Check: Crafting a poison has a base DC equal to the poison’s DC, plus the following modifiers:

Poison Type DC
Contact +2
Energy Drain +6
Ingested -2
Inhaled +0
Injury +2
Permanent damage +4
Two-stage* +4
Three-stage* +6
*Two-stage poisons require that the victim come into contact with two components rather than one, and three-stage poisons require that the victim come into contact with three components. The poison DC is equal to the most difficult component of the bunch. 

Conditions that stack with each other are calculated by stacking the two numbers and adding to the poison's fort DC.
E.G. Burnt othur fumes with permanent damage and energy drain at inhaled DC 18 is:
DC to make = 18 + inhaled (0) + energy drain (+6) + permanent damage (+4) = 28

Materials: Raw materials for most poisons are hard to come by, and cost at least three - quarters of the market price. At the GM’s discretion , some raw mat e rials (such as foxglove and hemlock) are actually very easy to obtain, and cost just one-tenth the market price for the poison. Each successful Craft (Poisonmaking) check yields one dose of poison.

Special materials: Raw materials that can be found in the wild require a wilderness check of 20 + poison DC and cut material cost of poison by 1/3, they can only be found in Spring, Summer and Early Autumn. 

Home grown varieties take at least 1 month to mature, cost 1/3 of the original price for such an item to acquire seeds and require a Gardener check per day per species of plant of the same DC as the poison's Fort DC (Any failure results in 1 extra day of growth for each failed check) and any poisons made with such material suffer a -2 to the Fort DC required to overcome its effects since wild stock is more potent (Does not lower the DC required for Gardener check).

You may have 5 plants of the same or differing variety per person doing checks per time. Anymore will result in ruined crops. Each plant will make 3 doses of poison, and a new plant must be grown in its place when those doses are used up.

And all plantations must be declared to DMs (See channel ops) before they are grown/used.

Retry : If check is failed by a margin of 5 or more half the materials are ruined and must be purchased again.

Special: If the character has 5 or more ranks in Alchemy, he gets a +2 synergy bonus on Craft (Poisonmaking) checks.

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Special Abilities

Special abilities are extraordinary, spell-like, or supernatural.

Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities.Extraordinary abilities have a default action type of Free Action.

Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are spells and magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field).Spell-like abilities have a default action type of Standard Action.Spell-like abilities must have defined caster levels, and require Concentration checks as if they were spells.

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field).A supernatural ability's effect can be dispelled if the duration is longer than instantaneous, but a supernatural ability is not subject to counterspells.Supernatural abilities have a default action type of Standard Action.

Abilities use their default action types unless they indicate otherwise.

  Dispel Spell Resistance Antimagic field Attack of Opportunity
Extraordinary No No No No
Spell-Like Yes Yes Yes Yes
Supernatural Yes No Yes No

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Ability Score Loss: (Stat)

Various attacks cause ability score loss, either temporary ability damage or permanent ability drain. Points lost to temporary damage return at the rate of 1 point per day (or double that if the character gets total rest) per each damaged ability (in other words, if you have lost both Strength and Dexterity, you naturally regain 1 point per day of both ability scores), and the spells lesser restoration and restoration offset temporary damage as well. Drains, however, are permanent, though restoration can restore even those lost ability score points.

Some spells or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the spell's or ability's duration, and the ability score immediately returns to its former value.

A full hit point score, however, can't drop to less than 1 hit point per Hit Die.

The ability that some creatures have to drain ability scores is a supernatural one, requiring some sort of attack. Such creatures do not drain abilities from enemies when the enemies strike them, even with unarmed attacks or natural weapons.

ABILITY SCORES:
Every character has six basic Ability Scores:
Strength (STR)
Dexterity (DEX)
Constitution (CON)
Intelligence (INT)
Wisdom (WIS)
Charisma (CHA)

The Score of these Abilities ranges from 0 to infinity.A limit, if any, will be specified in the rules.The normal human range is 3 to 18. It is possible for a creature to have a score of "none".A score of "none" is not the same as a score of "0".A score of "none" means that the creature does not possess the ability at all.The modifier for a score of "none" is +0.

STR 0 means that the character cannot move at all. He lies helpless on the ground.
DEX 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
CON 0 means that the character is dead.
INT 0 means that the character cannot think and is unconscious in a coma like stupor, helpless.
WIS 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
CHA 0 means that the character is withdrawn into a catatonic, coma like stupor, helpless.
Keeping track of negative ability score points is never necessary. A character's ability score can't drop below 0.

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