| 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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