| Post/Author/DateTime | Post |
|---|---|
| rockchops12-27-06, 02:19 AM | Is crafting of poison allowed in LG? If so, what are the rules that regulate it? |
| Lupo12-27-06, 08:46 AM | Is crafting of poison allowed in LG? If so, what are the rules that regulate it? plain no ;) because poison = mundane or simple alchemical items therefore no crafting at all. but there are some modules out there that give access for BUYING poison. anyway some DMs might consider application of deadly poison as evil but "cloud kill" isn't :( double standards again ;). ciao martin m. |
| Simpi12-27-06, 11:02 AM | plain no ;) because poison = mundane or simple alchemical items therefore no crafting at all. but there are some modules out there that give access for BUYING poison. anyway some DMs might consider application of deadly poison as evil but "cloud kill" isn't :( double standards again ;). ciao martin m. I think only poison which does CON cannot be given to PCs as access. I think that technically Craft (poison) can be put as skill check to modules to allow temporary use of various poisons. Other than that, anyone who likes to get access to poison should come to Naerie. We give access to poison all the time and we have players using it and of course our NPC like to dip their swords/arrows in something as well. Sampo Haarlaa Naerie Triad |
| Arvagor12-27-06, 11:17 AM | I think only poison which does CON cannot be given to PCs as access.Is this another one of the rules that Triads have access to but players don't? ;) There's no mention of any restriction on poison in the LGCS (other than the poison needles spell from Complete Arcane, and I presume its Restricted because it's a Wu Jen spell), so my druid casting poison will continue fighting alongside his viper animal companion, happily dealing Con damage while he can... |
| Simpi12-27-06, 01:30 PM | There's no mention of any restriction on poison in the LGCS (other than the poison needles spell from Complete Arcane, and I presume its Restricted because it's a Wu Jen spell), so my druid casting poison will continue fighting alongside his viper animal companion, happily dealing Con damage while he can... There is nothing against snakes and such dealing CON damage. Merely on item access poisons dealing CON damage. Of course, we have those silly "ravages" from BoED which are not really poisons even though they drain your STR & CON because you do so in name of....good :D Sampo Haarlaa Naerie Triad |
| rockchops01-02-07, 09:34 PM | plain no ;) because poison = mundane or simple alchemical items therefore no crafting at all. but there are some modules out there that give access for BUYING poison. anyway some DMs might consider application of deadly poison as evil but "cloud kill" isn't :( double standards again ;). ciao martin m. Thanks for the reply. Another couple of questions come up now. Where is it stated that players cannot craft mundane or simple alchemical items? Also, does this also disallow players from having ranks in craft(poison) which they might use during an adventure? |
| kenobi6501-02-07, 10:12 PM | Thanks for the reply. Another couple of questions come up now. Where is it stated that players cannot craft mundane or simple alchemical items? Also, does this also disallow players from having ranks in craft(poison) which they might use during an adventure? LGCS, p. 51, "Benefits from Nonadventuring Activity". Basically, the only use for Craft is the abstract creation of GPs at the end of a regional mod. So, no, you can't craft poisons (or, for that matter, anything else) during an adventure. |
| Lupo01-03-07, 04:15 AM | Thanks for the reply. Another couple of questions come up now. Where is it stated that players cannot craft mundane or simple alchemical items? Also, does this also disallow players from having ranks in craft(poison) which they might use during an adventure? you might be able to craft mundane items during an adventure but they will disappear at the end of the module :(. from the srd: The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials. In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship. A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel. When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item. All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check. To determine how much time and money it takes to make an item, follow these steps. 1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp). 2. Find the DC from the table below. 3. Pay one-third of the item’s price for the cost of raw materials. 4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces. If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again. Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces. Creating Masterwork Items: You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials. the DCs for crafting usefull items are around 12 (simple weapons) during an adventure a character will seldom have the spare time AND the necessary tools and workshop or laboratory to complete anything really expensive. another problem would be the limited selction of craftable items, actually the campaign has to stick to the few given with the craft skill, or the ones from the PHB tables (and then each item has to be given a proper DC that is standard for the whole campaign). so in conclusion crafting of items is mostly useless in LG, sorry :rolleyes:. ciao martin m. |