Craft (chemical) (Int)
Trained Only
Acids and Bases: Acids are corrosives substances. Bases neutralize acids but do not deal
damage. A base of a certain type counteracts an
acid of the same type or a less potent type.
|
|
Craft DCs
|
|
Type of Acid
|
Purchase DC
|
Acid
|
Base
|
Time
|
Mild (1d6/1d10) 1 |
8
|
15
|
10
|
1 min. |
Potent (2d6/2d10) |
12
|
20
|
15
|
30 min. |
Concentrated (3d6/3d10) |
16
|
30
|
20
|
1 hr. |
1 The dice rolls in parentheses are typical contact damage/immersion damage caused per round of immersion. |
Explosives: Building an
explosive from scratch is dangerous. If the Craft (chemical) check fails, the raw materials are wasted. If the check fails by 5 or more, the
explosive compound detonates as it is being made, dealing half of its intended
damage to the
builder and anyone else in the burst radius.
If the check succeeds, the final product is a solid material, about the size of a brick. An
explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.
Type of Scratch-Built Explosive
|
Purchase DC
|
Craft DC
|
Reflex DC (save for half damage)
|
Time
|
Improvised (1d6/5 feet) 1 |
6
|
10
|
10
|
1 round
|
Simple (2d6/5 feet) |
12
|
15
|
12
|
10 min.
|
Moderate (4d6/10 feet) |
16
|
20
|
12
|
1 hr.
|
Complex (6d6/15 feet) |
20
|
25
|
15
|
3 hr.
|
Powerful (8d6/20 feet) |
25
|
30
|
15
|
12 hr.
|
Devastating (10d6/25 feet) |
30
|
35
|
18
|
24 hr.
|
1 The figures in parentheses are typical damage/burst radius for each type of explosive. |
Poisonous Substances: Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons.
Initial Damage: The
damage a character takes immediately upon failing his or her Fortitude save.
Secondary Damage:
The
damage a character takes after 1 minute of exposure to the
poison if the character fails a second
saving throw.
Ability score damage is temporary, unless marked with an asterisk, in which case the
damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.
Purchase DC: The DC for
the Wealth check necessary to obtain the raw materials to craft the
poison, or to purchase one bottle of solid or liquid
poison or one high-pressure cylinder of gaseous
poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.
Craft DC: The DC of the Craft check to create a quantity of the
poison.
Time: The amount of
time required for the Craft check.
If the Craft check succeeds, the final product is a synthesized solid or liquid
poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When released, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.
Table: Poisons
|
Poison
|
Type
|
Save DC
|
Initial Damage
|
Secondary Damage
|
Purchase DC
|
Restriction
|
Craft DC
|
Time
|
Arsenic |
Ingested
|
15
|
1d4 Str |
2d4 Con |
9
|
Res (+2) |
24
|
4 hr.
|
Atropine |
Injury
|
13
|
1d6 Dex |
1d6 Str |
3
|
Res (+2) |
14
|
1 hr.
|
Belladonna (plant) |
Injury
|
18
|
1d6 Str |
2d6 Str |
14
|
Lic (+1) |
n/a
|
n/a
|
Blue vitriol |
Injury
|
12
|
1d2 Con |
1d2 Con |
3
|
Res (+2) |
9
|
1 hr.
|
Blue-ringed octopus venom |
Injury
|
15
|
1d4 Con |
1d4 Con |
14
|
Lic (+1) |
n/a
|
n/a
|
Chloral hydrate |
Ingested
|
18
|
1d6 Dex |
Unconsciousness 1d3 hours |
12
|
Res (+2) |
28
|
8 hr.
|
Chloroform1 |
Inhaled
|
17
|
Unconsciousness 1d3 hours |
- |
9
|
Res (+2) |
24
|
4 hr.
|
Curare (plant) |
Injury
|
18
|
2d4 Dex |
2d4 Wis |
15
|
Res (+2) |
n/a
|
n/a
|
Cyanide |
Injury
|
16
|
1d6 Con |
2d6 Con |
15
|
Mil (+3) |
31
|
15 hr.
|
Cyanogen |
Inhaled
|
19
|
1d4 Dex |
2d4 Con |
12
|
Mil (+3) |
28
|
8 hr.
|
DDT |
Inhaled
|
17
|
1d2 Str |
1d4 Str |
9
|
Lic (+1) |
20
|
4 hr.
|
Knockout gas |
Inhaled
|
18
|
1d3 Dex |
Unconsciousness 1d3 hours |
12
|
Res (+2) |
26
|
8 hr.
|
Lead arsenate (gas) |
Inhaled
|
12
|
1d2 Str |
1d4 Con |
6
|
Res (+2) |
17
|
2 hr.
|
Lead arsenate (solid) |
Ingested
|
12
|
1d2 Con |
1d4 Con |
6
|
Res (+2) |
18
|
2 hr.
|
Mustard gas |
Inhaled
|
17
|
1d4 Con |
2d4 Con |
12
|
Mil (+3) |
26
|
8 hr.
|
Paris green (gas) |
Inhaled
|
14
|
1d2 Con |
1d4 Con |
9
|
Res (+2) |
20
|
4 hr.
|
Paris green (solid) |
Ingested
|
14
|
1d4 Con |
1d4 Con |
9
|
Res (+2) |
24
|
4 hr.
|
Puffer poison (fish) |
Injury
|
13
|
1d6 Str |
Paralysis 2d6 minutes |
13
|
Lic (+1) |
n/a
|
n/a
|
Rattlesnake venom |
Injury
|
12
|
1d6 Con |
1d6 Con |
12
|
Lic (+1) |
n/a
|
n/a
|
Sarin nerve gas |
Inhaled
|
18
|
1d4 Con |
2d4 Con |
15
|
Illegal (+4) |
30
|
15 hr.
|
Scorpion/tarantula venom |
Injury
|
11
|
1d2 Str |
1d2 Str |
12
|
Lic (+1) |
n/a
|
n/a
|
Strychnine |
Injury
|
19
|
1d3 Dex |
2d4 Con |
9
|
Res (+2) |
23
|
4 hr.
|
Tear gas |
Inhaled
|
15
|
Nauseated 1d6 rounds |
- |
9
|
Res (+2) |
21
|
4 hr.
|
VX nerve gas |
Inhaled
|
22
|
1d6 Con |
2d6 Con |
21
|
Illegal (+4) |
42
|
48 hr.
|
1 Chloroform gives off vapor that causes unconsciousness. Applying chloroform to an unwilling subject requires a successful grapple check and pin. |
n/a: Certain poisons can't be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in question. |
Special: A character without a chemical kit takes a -4 penalty on Craft (chemical) checks.
A character with the
Builder feat gets a +2 bonus on all Craft (chemical) checks.
Find topic in: Characters |
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