| Post/Author/DateTime | Post |
|---|---|
| WeezelDS09-17-07, 02:42 AM | Is there a kit for poisonmaking? Hopefully masterwork? What book is it in? I just need another +2 for those lovely Wyvern tails. Is there a way to talk a DM into ad hoc'ing this one? Thanks |
| Kouk09-17-07, 02:47 AM | I would probably say something similar to an Alchemist's Lab would work... |
| KitsuneSoup09-17-07, 03:14 AM | There's a masterwork kit for any skill you want to think of. The question is just what is it, and how big is it. Forgery? Royal parchments and inks. Knowledges? Library. Diplomacy? Trimmings on outfits and perfumes. Use Rope? Rope waxes. Escape Artist? Smash packs of oil in your sleeve. Be rational, be realistic in your description. KS |
| Leress09-17-07, 03:18 AM | what skill are you using to make the poison? If it is craft just use an Artisan's kit, if is custom than use an alchemy lab type Or you can just get an ally use the aid another action. |
| KitsuneSoup09-17-07, 03:40 AM | what skill are you using to make the poison? If it is craft just use an Artisan's kit, if is custom than use an alchemy lab type Or you can just get an ally use the aid another action. This. However, I would rule that if you use aid another, and you fail, you've poisoned yourself and your partner. KS |
| Kouk09-17-07, 04:23 AM | This. However, I would rule that if you use aid another, and you fail, you've poisoned yourself and your partner. KS Player 1: Hehe, I rolled a '1', I don't think that's enough huh? DM: '1'? Er, no. You drop the beaker of ingredients you were working on, and lose all the materials. Player 2: Wait! I'll use Aid Another! Uh, I have a 7 total. DM: Do you even have ranks in Poisonmaking? Player 2: No... DM: OK, you begin to help him clean up the broken beaker. With your bare hands. Make a Fort save... |
| WeezelDS09-17-07, 04:35 AM | Just take 10 on Craft[Poison] checks...you aren't under duress...that solves those horrible problems...besides that, you can't critically fumble a skill check...since a natural 20 isn't always a success But I bet my DM will say alchemist's lab or artisan's tools...whichever is fine, just so we can do it... Thanks guys :) |
| KitsuneSoup09-17-07, 04:45 AM | Just take 10 on Craft[Poison] checks...you aren't under duress...that solves those horrible problems...besides that, you can't critically fumble a skill check...since a natural 20 isn't always a success You can't critically fail, but there is a chance of failure. It's a craft, and they have fails. So unless your friend has that handle poison ability, which you have to have to avoid poisoning yourself when you play with nasties, I'd say you could in fact hurt someone. Anyway, glad it helped. KS |
| Cifer09-17-07, 09:35 AM | You can't critically fail, but there is a chance of failure. However, that doesn't matter with Taking Ten. Take Ten means you simply do a "routine performance" and try nothing fancy that could go wrong. Taking 20 means you try until you succeed, which can't be done when you don't know when you succeed (e.g. disguise) or when there are consequences for failure (e.g. craft). |
| Kouk09-17-07, 11:23 AM | Just take 10 on Craft[Poison] checks...you aren't under duress...that solves those horrible problems...besides that, you can't critically fumble a skill check...since a natural 20 isn't always a success A roll of '1' isn't an auto-fail, but until you are very skilled it often means a fail. :P |
| KitsuneSoup09-17-07, 11:31 AM | However, that doesn't matter with Taking Ten. Take Ten means you simply do a "routine performance" and try nothing fancy that could go wrong. Taking 20 means you try until you succeed, which can't be done when you don't know when you succeed (e.g. disguise) or when there are consequences for failure (e.g. craft). I just meant it as pointed out that's not enough to beat every DC. See post above. ^^ KS |