S T O N E K E E P Special Conditions Information |
| Disease:
When a character is injured by a contaminated attack, touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage. DM: You can roll these Fortitude saving throws for the player so that he doesn't know whether the disease has taken hold. Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases. Disease: Diseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary. Infection: The disease's method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa). DC: The DC for the saving throws to prevent infection (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease. Incubation Period: The time before damage begins. Damage: The temporary ability damage the
character takes after incubation and each day afterward. |
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| Perils
of Using Poison: A character has a 5% chance to expose himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a 1 on an attack roll with a poisoned weapon must make a Reflex saving throw (DC 15) or accidentally poison himself with the weapon. Poison Immunities: |
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Making Poisons: Craft (Poisonmaking) Craft (Poisonmaking): The age-old craft of distilling toxic liquids and powders from plants, animals, and minerals is dangerous to crafter and victim alike, and is often highly illegal in civilized lands. This sub-skill includes all forms of poison preparation, from grinding mineral powders to milking serpents to deliberately concentrating the sap inside toxic plants. Check: Crafting a poison has a base DC equal to the poison’s DC, plus the following modifiers:
Materials: Raw materials for most poisons are hard to come by, and cost at least three - quarters of the market price. At the GM’s discretion , some raw mat e rials (such as foxglove and hemlock) are actually very easy to obtain, and cost just one-tenth the market price for the poison. Each successful Craft (Poisonmaking) check yields one dose of poison. †Special materials: Raw materials that can be found in the wild require a wilderness check of 20 + poison DC and cut material cost of poison by 1/3, they can only be found in Spring, Summer and Early Autumn. Home grown varieties take at least 1 month to mature, cost 1/3 of the original price for such an item to acquire seeds and require a Gardener check per day per species of plant of the same DC as the poison's Fort DC (Any failure results in 1 extra day of growth for each failed check) and any poisons made with such material suffer a -2 to the Fort DC required to overcome its effects since wild stock is more potent (Does not lower the DC required for Gardener check). You may have 5 plants of the same or differing variety per person doing checks per time. Anymore will result in ruined crops. Each plant will make 3 doses of poison, and a new plant must be grown in its place when those doses are used up. And all plantations must be declared to DMs (See channel ops) before they are grown/used. Retry : If check is failed by a margin of 5 or more half the materials are ruined and must be purchased again. Special: If the character has 5 or more ranks in Alchemy, he gets a +2 synergy bonus on Craft (Poisonmaking) checks. |
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| Special
Abilities
Special abilities are extraordinary, spell-like, or supernatural. Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities.Extraordinary abilities have a default action type of Free Action. Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are spells and magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field).Spell-like abilities have a default action type of Standard Action.Spell-like abilities must have defined caster levels, and require Concentration checks as if they were spells. Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field).A supernatural ability's effect can be dispelled if the duration is longer than instantaneous, but a supernatural ability is not subject to counterspells.Supernatural abilities have a default action type of Standard Action. Abilities use their default action types unless they indicate otherwise.
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| Ability
Score Loss: (Stat)
Various attacks cause ability score loss, either temporary ability damage or permanent ability drain. Points lost to temporary damage return at the rate of 1 point per day (or double that if the character gets total rest) per each damaged ability (in other words, if you have lost both Strength and Dexterity, you naturally regain 1 point per day of both ability scores), and the spells lesser restoration and restoration offset temporary damage as well. Drains, however, are permanent, though restoration can restore even those lost ability score points. Some spells or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the spell's or ability's duration, and the ability score immediately returns to its former value. A full hit point score, however, can't drop to less than 1 hit point per Hit Die. The ability that some creatures have to drain ability scores is a supernatural one, requiring some sort of attack. Such creatures do not drain abilities from enemies when the enemies strike them, even with unarmed attacks or natural weapons. ABILITY SCORES: |
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