Progressive Poisons (3.5e Variant Rule)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Magumbasauce (talk)
Date Created: January 2, 2016
Status: Discussing.
Editing: Clarity edits only please
ArticleUndiscussed.png
Rate this article
Discuss this article


Introduction[edit]

There is great agreement that the 3.5e poison rules need work. As a fairly new player, I'm done quite a bit of research on playing the game and all its aspects. I liked aspects of each of the resources I've found on poisons, but not any of them as a whole. Some I've found could be potentially too powerful, some too weak. I decided to take the aspects that I agreed with about each and combine them and the result is what is below. I've also added some aspects of my own to give it the progressive nature that most poisons have.



DISCLAIMER: This page is a work in progress, and non of this has been discussed with my DM of one of the current games I am in, and is not yet tested. Expect potential changes.


Creating[edit]

Most of the creation rules haven't changed.

  • Major and minor creation spells.
  • Craft (alchemy) or Craft (poison making) - alchemy gets -4 on checks.
  • Crafted from the specifics of the tables for the poison.
  • Cost is 1/6 for materials on hand. 3/4 if purchased.
  • Highly potent adds 25% to cost (not calculated to table yet).
  • Additional lingering effect adds specified additional cost (not yet calculated, likely between 10% and 30%).
  • Cannot be used directly from animal. Must be refined first.
  • Natural 1 on a check ruins the materials and exposes creator to poison.
  • Using an Alchemy Lab or specialized tools increases checks and allows more advanced poison creation.
  • Failing by 4 or less, no progress.
  • Failing by 5 or more, ruin 1/2 of the materials left.

    Using[edit]

    Again, most rules haven't changed.

  • 5% chance of the poisoner being exposed when readying poison.
  • Basic topical poison has single use (even on weapons).
  • Free action to apply while in combat for characters of specific class, has a specific feat, or has a "reapplication tool" on their belt.
  • Advanced poison is absorbed into weapon and has multiple "doses".
  • Application of poison expires after a certain amount of time. For example you cannot apply poison to a dagger and have it last a week. A few hours it would stay potent enough to dose someone. Absorbed poisons could last longer.
  • Natural 1 on an attack with a poisoned weapon causes the attacker to make a DC 15 Reflex saving throw or be poisoned.

    Effects[edit]

    Initial DC[edit]

    10 + 1/2 CR or HD + potency bonus + Int or Wis modifier of creator (at time of creation)

    This formula is again a combination of several I've seen.

    CR or HD would be from the specific animal taken or plant taken from, whichever is higher. In some cases smaller animals tend to have stronger poisons, but in D&D, the CR is the challenge to kill a beast or monster, which takes into account size and such. So the harder the creature is to defeat the nastier the poison generally would be.

    The potency bonus would be for any additional effects used to increase its potency.

    The Int or Wis modifier of the creator of the poison, whichever is higher. This is meant to represent the knowledge and experience and ultimately their ingenuity in making the poison as effective as they can at the time they made it.

    Progressive DC[edit]

    +1 for each failed application (successful save against application).
    +2 for each successful application (failed save)

    This is meant to reflect the body fighting off the poison and becoming more vulnerable to it the longer the target is exposed to it.

    Duration[edit]

    Base duration on first successful application.
    1/2 duration added to remaining duration on each additional application.

    Heightened Effect[edit]

    After multiple applications, the amount of poison in the target's system reaches a point where an additional effect occurs. There is a threshold for each poison, which also changes based on its size. +1 for each size above medium, -1 for each below.

    Heightened Threshold[edit]

    This is the number of applications required inside a continuous duration to trigger the heightened effect. This number is reduced by 1 each time this threshold is hit while the duration is kept up. This number resets if the duration ends or if the poison is removed. This is meant to represent more and more doses of poison being introduced into the target's body.

    Lingering Effect[edit]

    An especially potent and creative poison can have a special effect. They will be akin to the Lingering effects listed here: www.dandwiki.com/wiki/Poisons,_Variant_(3.5e_Variant_Rule) (couldn't add as link because it's blacklisted for some reason).

    Sources[edit]

    Below are the sources of the information I combine the above information from, along with adding some of my own.

  • Book of Vile Darkness: pages 44-45
  • Dungeon Master's Guide: pages 296-297
  • Better Poisons (3.5e_Variant_Rule)
  • Better Poison Implementation (3.5e_Variant_Rule)
  • Pathfinder: Poison

    Back to Main Page3.5e HomebrewVariant Rules

  • AuthorMagumbasauce +
    Identifier3.5e Variant Rule +
    RatingUndiscussed +
    SummaryCombination of many poison rules, including SRD, PF, and variant collections. +
    TitleProgressive Poisons +