Idenfiying Poisons [Archive] - Wizards Community

Post/Author/DateTimePost
hastur_nz

12-03-07, 06:21 PM
Hi folks, I haven't managed to find any official rules on how one works out what a poison is. This is especially relevant given I've got a Ninja in my Ruins of Greyhawk campaign - he's interested in poisons, and luckily for him there's some available on some NPC's. But if he sees some black, sticky stuff, how does he work out exactly what it is?

The only 3.5 rule I see is the cantrip Detect Poison, which of course a Ninja can't use.

As a house-rule, I've said he can use craft (alchemy) against DC 25 - like identifying a potion, but it's not a magical substance, and uses the same skill check as the cantrip detect poison.

Am I missing anything?
Artector

12-03-07, 06:32 PM
Most people use Craft (poison) but Craft (Alchemy) isn't completely unreasonable.

He could always get a rat and see what happens when it take a tiny prick.
Bob Loblaw

12-03-07, 07:22 PM
A few options you have:

1) Poisons that come from specific creatures: Use the appropriate Knowledge check. I would give a bonus for any poison found on the master poison list in the DMG. Maybe +5 or so to the check since those are supposed to be "common."

2) Use the Heal skill with the save DC as the Heal check to determine the poison type.

3) Do what you've been doing. The only problem I would have is that Craft (alchemy) is only useful to casters so any non-casters who want to identify poisons will be unable to do so.

4) I would give synergy bonuses if the character also had 5 or more ranks in the following skills:

Craft (alchemy)
Craft (poison)
Knowledge (appropriate)
Heal


I honestly prefer the Heal skill for this one since Heal allows you to treat poisons. In order to treat them, you should be able to identify them. Not every poison will be treated the same way.
hastur_nz

12-04-07, 03:48 PM
Thanks, good ideas there. Upon reflection, I think that I'll say:

A DC 25 craft (poison making) should be used for identifying poisons, as (alchemy) isn’t going to be useful for anything else (leave that option for the spell casters via Detect Poison). You can get a +2 synergy bonus to the check via 5 ranks in the appropriate Knowledge skill if it’s poison from a creature, and also a +2 synergy bonus to the check via 5 ranks in the Heal skill.

Heal sounds a viable alternative too, the player is a Ninja, so actually that would make him well able to treat the effects of poisons given his 18 Wisdom, but ultimately I like the fact that with one craft skill you can make and identify poisons, but still have no idea how to save someone from them (makes sense to me - "don't drink that Jonny, I won't be able to save you...")

I like the rat idea, especially as one of my players always has a wizard with a Rat familiar...
Bob Loblaw

12-04-07, 07:25 PM
Thanks, good ideas there. Upon reflection, I think that I'll say:

A DC 25 craft (poison making) should be used for identifying poisons, as (alchemy) isn’t going to be useful for anything else (leave that option for the spell casters via Detect Poison). You can get a +2 synergy bonus to the check via 5 ranks in the appropriate Knowledge skill if it’s poison from a creature, and also a +2 synergy bonus to the check via 5 ranks in the Heal skill.

Heal sounds a viable alternative too, the player is a Ninja, so actually that would make him well able to treat the effects of poisons given his 18 Wisdom, but ultimately I like the fact that with one craft skill you can make and identify poisons, but still have no idea how to save someone from them (makes sense to me - "don't drink that Jonny, I won't be able to save you...")

I like the rat idea, especially as one of my players always has a wizard with a Rat familiar...
The only thing I would change is the DC. By making it so that the DC is equal to the save DC for the poison (or to make it tougher, save DC +5), you make some poisons easier to identify than others (it's colorless, odorless, and dissolves instantly in water compared to a more common poison such as rattlesnake venom).