Post by Xxsuperheroxx on Feb 18, 2023 16:15:22 GMT -6
Assassins' Use of Poison
Assassins use poison just as any other character does, according to the dictates of the DM. That is, they use the normal tables for poison types (q.v.). When as assassin reaches 9th level (assassin), he or she may apt to make a study of poisons. This decision should come from the player in the case of a player character, i.e. do not suggest it or even intimate that such a study can be undertaken. The study will require many weeks and cost from 2,000 to 8,000 g.p. per week. The assassin must find a mentor - an assassin who has already made such a study and actually has put the techniques into practice. In most cases this will be a non-player character assassin of 12th or higher level, who will charge the variable amount. If a player character is involved, he or she must actually have a wide variety of animal, vegetable and mineral poisons on hand for the training; but he or she can also set the fee as he or she sees fit.
It is not the place of this work to actually serve as a manual for poisons and poisoning. Not only is such a subject distasteful, but it would not properly mesh with the standard poison system used herein. Therefore the assassin must spend 5-8 weeks to learn each of the following poison skills:
Thus, after 20-32 weeks of study, the assassin will have complete knowledge of 90% of all poisons known. He or she can then use poisons at full normal effect and have the following options:
The assassin must compound the poison of course. The DM will have to adjudicate this manufacture as he or she deems best. To simulate such manufacture, it is suggested that a week of time and a relatively small outlay (200-1200 g.p. for materials, bribes, etc.) suffice for any poison. Instantaneous and very slow, undetectable poisons should be more time-consuming and cost, but not greatly so.
This does not guarantee the assassin success naturally, for he or she must still manage the poisoning and then escape. However, it will give a far better chance and also provide leverage with regard to a slow poison by any point, knowing only the knowledge gained in the completed course of study. Also during any course of study, the assassin may engage in any other activity, or he or she must begin studying again from the beginning of the course. This means that during from 5-8 games weeks the assassin character will be out of play.
One type of poison which assassins can learn to compound is blade venom. Blade venom (always an insinuative poison; see Poison Type) evaporates quickly. For the first day after its application it does full damage, the second day half and the third day none. it is likewise removed by use: on the first hit it will do full damage, on the second hit half damage, and the third it will be gone. Partially evaporated or used death poisons allow the victim a +4 on his or her saving throw.
Poison Types:
The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage or they kill the victim within a minute or so. Poison potions generally do the same, although you may notice for 1-10 hours after quaffing it. Monsters poisons are all effective by either ingestion or insinuation into the body and blood stream of the victim. Poison potions must be ingested. If you allow poison use by characters in your campaign, users can purchase ingestive or insinuative poisons only, Having to obtain dual-use poisons from monsters.
Purchased Poisons are classified and priced as follows:
Ingestive
Insinuative
*Saving throw at +4, chance of tasting/smelling/seeing poison 80%
** Saving throw at +3, chance of tasting/smelling/seeing poison 65%
***Saving throw at +2, chance of tasting/smelling/seeing poison 45%
****Saving throw at +1, chance of tasting/smelling/seeing poison 15%
Assassins use all forms of poison, other than those listed above, at an efficiency which gives the victim +1 on the saving throw; all other character types use them at an efficiency level which allows the victim +2 on saves (in all cases), Assassins who have studied poisoning have no penalty. (seeASSASSINS' USE OF POISON.
Assassins use poison just as any other character does, according to the dictates of the DM. That is, they use the normal tables for poison types (q.v.). When as assassin reaches 9th level (assassin), he or she may apt to make a study of poisons. This decision should come from the player in the case of a player character, i.e. do not suggest it or even intimate that such a study can be undertaken. The study will require many weeks and cost from 2,000 to 8,000 g.p. per week. The assassin must find a mentor - an assassin who has already made such a study and actually has put the techniques into practice. In most cases this will be a non-player character assassin of 12th or higher level, who will charge the variable amount. If a player character is involved, he or she must actually have a wide variety of animal, vegetable and mineral poisons on hand for the training; but he or she can also set the fee as he or she sees fit.
It is not the place of this work to actually serve as a manual for poisons and poisoning. Not only is such a subject distasteful, but it would not properly mesh with the standard poison system used herein. Therefore the assassin must spend 5-8 weeks to learn each of the following poison skills:
- proper use of all poisons effective in the blood stream only
- proper use of poisons effective through ingestion only
- proper use of contact poisons and poisons effective when in the blood stream of ingested
- the manufacture of poison and their antidotes
Thus, after 20-32 weeks of study, the assassin will have complete knowledge of 90% of all poisons known. He or she can then use poisons at full normal effect and have the following options:
- choose to assassinate by an instantaneous poison
- elect to use a slow acting poison which will not begin to affect the victim for 1-4 hours after ingestion
- elect to use a poison which gradually builds up after repeated doses and kills 1-10 days after the final doses.
The assassin must compound the poison of course. The DM will have to adjudicate this manufacture as he or she deems best. To simulate such manufacture, it is suggested that a week of time and a relatively small outlay (200-1200 g.p. for materials, bribes, etc.) suffice for any poison. Instantaneous and very slow, undetectable poisons should be more time-consuming and cost, but not greatly so.
This does not guarantee the assassin success naturally, for he or she must still manage the poisoning and then escape. However, it will give a far better chance and also provide leverage with regard to a slow poison by any point, knowing only the knowledge gained in the completed course of study. Also during any course of study, the assassin may engage in any other activity, or he or she must begin studying again from the beginning of the course. This means that during from 5-8 games weeks the assassin character will be out of play.
One type of poison which assassins can learn to compound is blade venom. Blade venom (always an insinuative poison; see Poison Type) evaporates quickly. For the first day after its application it does full damage, the second day half and the third day none. it is likewise removed by use: on the first hit it will do full damage, on the second hit half damage, and the third it will be gone. Partially evaporated or used death poisons allow the victim a +4 on his or her saving throw.
Poison Types:
The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage or they kill the victim within a minute or so. Poison potions generally do the same, although you may notice for 1-10 hours after quaffing it. Monsters poisons are all effective by either ingestion or insinuation into the body and blood stream of the victim. Poison potions must be ingested. If you allow poison use by characters in your campaign, users can purchase ingestive or insinuative poisons only, Having to obtain dual-use poisons from monsters.
Purchased Poisons are classified and priced as follows:
Ingestive
Poison | Cost/Doses | Onset Time | Damage if Save | Damage if No Save |
A* | 5 g.p. | 2-8 rounds | 10 h.p. | 20 h.p. |
B** | 30 g.p. | 2-5 rounds | 15 h.p. | 30 h.p. |
C*** | 200 g.p. | 1-2 rounds | 20 h.p. | 40 h.p. |
D**** | 500 g.p. | 1 segment | 25 h.p. | death |
E | 1,000 g.p. | 1-4 turn | 30 h.p. | death |
Insinuative
Poison | Cost/Doses | Onset Time | Damage if Save | Damage if No Save |
A* | 10 g.p. | 2-5 rounds | 0 h.p. | 15 h.p. |
B** | 75 g.p. | 1-3 rounds | 0 h.p. | 25 h.p. |
C*** | 600 g.p. | 1 round | 0 h.p. | 35 h.p. |
D**** | 1,500 g.p. | 1 segment | 0 h.p. | death |
*Saving throw at +4, chance of tasting/smelling/seeing poison 80%
** Saving throw at +3, chance of tasting/smelling/seeing poison 65%
***Saving throw at +2, chance of tasting/smelling/seeing poison 45%
****Saving throw at +1, chance of tasting/smelling/seeing poison 15%
Assassins use all forms of poison, other than those listed above, at an efficiency which gives the victim +1 on the saving throw; all other character types use them at an efficiency level which allows the victim +2 on saves (in all cases), Assassins who have studied poisoning have no penalty. (seeASSASSINS' USE OF POISON.