Difference between revisions of "Feats/Poisoner"
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|Benefit=You gain the ability to gain and expend [[martial focus]], as well as the following ability: | |Benefit=You gain the ability to gain and expend [[martial focus]], as well as the following ability: | ||
{{ | {{AbilityCard|Poison|{{:Feats/Poisoner School/Poison}}}} | ||
|Special=Gain a number of ranks in Crafting (alchemy) equal to your level. Whenever you gain a level your ranks in Crafting (alchemy) increases by +1. | |Special=Gain a number of ranks in Crafting (alchemy) equal to your level. Whenever you gain a level your ranks in Crafting (alchemy) increases by +1. | ||
If you already have ranks in the Crafting (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat. | If you already have ranks in the Crafting (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat. | ||
|OGL=SoM}} | |OGL=SoM}} |
Latest revision as of 21:38, 20 January 2022
Main > Feats |
(Combat)
Poison
You may create a special poison as a standard action, or a move action if you have access to an alchemist’s lab or alchemist’s crafting kit.
This special poison forces the opponent to make a successful Fortitude save against it (saving throw DCs are determined using the normal formula for combat sphere feats but substituting ranks in Crafting(alchemy) for base attack bonus) or become Fatigued for 1 minute.
This poison may be contact, ingested, inhaled, or injury (chosen when created), but you cannot increase its DC by using multiple doses.
Some (toxin) feats have additional effects when a creature fails multiple saving throws against a poison; these toxins can affect a creature who has already failed a saving throw against their effects if the target is exposed to additional applications of the same toxin on subsequent rounds, requiring an additional saving throw, though a single target cannot be affected by the same (toxin) more than once per round.
The necessary ingredients for creating poison are contained within an alchemy crafting kit or alchemist’s lab and are otherwise gathered over the course of a given day; there is no monetary cost to creating a poison.
You may apply this poison to a weapon as part of the same standard or move action used to create it and do not risk poisoning yourself when doing so.
After creating a poison, you may make a melee touch attack against a target (if using a contact poison) or throw the poison (if using an inhaled poison) as a standard action.
A poison remains potent until used or for 1 round +1 per 4 ranks in Crafting(alchemy) you possess, whichever comes first.
Inhaled poisons are considered splash weapons that fill up a 10 ft. cube when used.
If you already have ranks in the Crafting (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.
15. COPYRIGHT NOTICE
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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