| Post/Author/DateTime | Post |
|---|---|
| pheron03-07-08, 01:29 PM | I have an NPC in my games who is making a poison based on the central eye of the beholder. I figure people who are does with the poison -- injested only -- lose all spell, spell like, and supernatural abilities for 1d3 days. After that I want a Fort roll for the poison to be cleansed from the system, and that fort roll would go down by two each day. What do you think is a fair number to start the Fort DC at? |
| cjhobbitbane03-07-08, 01:42 PM | do they get an initial save? if so what is it? if not, id say 15 is good, no sense being mean about it. |
| wrecan03-07-08, 02:44 PM | Using my Variant Poison Rules (http://www.gleemax.com/Comms/Pages/Communities/BlogPost.aspx?blogpostid=41412&pagemode=2&blogid=36770), I advise the following... Consider "Antimagicked" to be an 8th level Condition. 1-3 days is an outrageous duration. Use my suggestion for duration: Subtract the second failed Fort save from the DC and make that the duration in hours. Any prisoners would have to be forcefed the poison. I'd allow anybody diagnose how long someone will be poisoned with a Heal or Craft (Poisonmaker) check of 15. I'd make the DC equal to 10 + the APL (Average Player Level). That's generally a fair advantage. I wouldn't make the DC ever less than 18 on a poison that effective, though. Now, keep in mind, there's always the chance that the players will get a hold of some doses of this poison. That's a good reason not to make the duration last days. PCs can definitely use that to their advantage. Plus it should be so expensive that they could easily sell it and break your treasure charts. A DC 20 Antimagick Toxin would cost 60 gp/dose. |