Poison Master (Rogue) in Vechaunus | World Anvil
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Poison Master (Rogue)

Everyone needs poison, whether its to kill rats in a barn or a stubborn adversary that just won’t die, the Poison Master ensures neither are without supply. These individuals are often seen as strange and on the outside of society until their wares are needed that is.   Class: Rogue   Requirement: Intelligence 3 and Intelligence (Natural Lore) Focus.   Novice: You know two recipes from the Novice list and are able to craft poisons from the Novice poison list. Additionally, you are resistant to poison, only taking half damage from poison sources.   Journeyman: You are able to craft poisons from the Journeyman poison list and are able to make your poisons more effective. Targets hit with your poisons suffer a -2 to Attack and Damage rolls until they succeed on a Constitution (Stamina) vs. 10 + your Intelligence test.   Master: You are able to craft poisons from the Master poison list. With your knowledge of toxins, you have learned to craft them into grenades. You can make a grenade which disperses a toxic cloud of one of the poisons from the Novice or Journeyman lists.   The Art of Poisons To learn a new recipe, a poisoner must find a teacher, which is generally either a poisoner of greater talent or a written record such as a book or scroll. Most high-level poisoners guard their knowledge jealously, paranoid that it will be used against them or will undermine a monopoly they enjoy in their homeland. Books are hard to find. Those not destroyed by the zealous are often held under lock and key.   Rules for poison use can be found here.  

Poisons

    Novice   Poison              Effect               Make Cost   Buy Cost   Crow Poison: 1d6 Poison Damage 20 sp 1 go   Deathroot Extract: Hallucinations 5 sp 25 sp   Hale's Dust:-2 Strength 10 sp 50 sp   Spider Venom: -2 Dexterity 10 sp 50 sp   Journeyman   Poison                Effect:         Make Cost Buy Cost   Adder's Kiss 2d6 + 4 Poison Damage 1 GP 5 gp   Concentrated Crow Poison: 2d6 Poison Damage, Delayed Initiative, Stunt Restriction 70 sp 350 sp   Concentrated Spider Venom: -4 Dexterity 60 sp 3 go   Fleshrot: 1d6 Poison Damage, Actions lost to pain 80 sp 4 go   Magebane: Lose 2d6 Magic Points 80 sp 4 gp   Master   Poison                            Effect                     Make Cost Buy Cost   Concentrated Magebane: Lose 4d6 Magic Points 130 sp 650 go   Marrow Lock: Major actions difficult and damaging 150 sp 750 sp   Quiet Death: 2d6 Poison Damage, Fall to 0 Health 2 gp 10 gp

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