Toxicology Advanced Image
Prerequisite: must be either a Cleric, Druid, Ranger, or have the healer feat. Must have Toxicology for five levels to be able to gain advanced Toxicology
 

This ability allows anyone with the prerequist of being a cleric, druid, Ranger, or have the healer feat have the ability to work with poisons in their creation, anti toxin as well as improvement of lessening of said poison. This ability raises a persons Wisdom score by two up to the maximum of 20. The person with this feat knows how to gather ingredients, mix, prepare and store poisons in a safe manner. They also have the ability to identify, analysis, and neurtalize poisons with the aid of a poisoners kit, Alchemy kit, or with the aid of a knowledgeable character who has the proper equipment. If the person has this feat for more then five levels, they are able to use their profiency bonus to the roll as well.

To identify / analysis a poison the person must have an active sample of the poison ready for analysis. On a DC vs. the DC of the poison the person can identify how the poison effects the subject, any way it is or could be used, and how best to protect against it. As well as what will slow the poison from killing of injury subject.

To Create a poison that mimics the properties of another already existing poison the DC is one half the characters level plus 1 for every level (+1) above 10 that the poison has. If an active sample is available then that DC at one four the characters level plus one for every point over 13 the poison has.  

To create an antidote for a poison the character must have a viable working sample of the poison they want to counter. Must spend at least 10gp per point over 10 of the DC of the poison in materials and subjects to test their antidote on. They must also have a safe place or recepticle to place the antidote in once they have created it. They must roll a wisdom check of DC 8+ 1/2 the DC of the poison they are making an antidote to. If the roll is under by five or more, it is a failure. If the roll is over by five then double the amount of antidote is created. An antidote can be created against the effects of a person who is poisoned. This is a DC12+ 1/2 the DC of the poison the person is effected by. No profeicence bonuses are used on this roll.

To neutrize or lessen a poison the character must have a working viable amount of the poison. They must spend 5gp per point over 10 of the DC of the poison in materials and test subjects to run trials on. Once result achieved, they must have a safe recepticle to place the poison in for storage.

To create a new poison without any proper equipment of resources is a DC 16 + 1/2 the DC of the poison being made. This can be a one time roll only and no profiency bonuses is added to it. One a success the poison works as described upon the DC level of the poison.

poisons under a DC 13 cannot do anymore then 3d6 poisoning damage. They cannot have any lasting effects longer then two hours or just immediate damage. They can only effect poison damage over three rounds and then stop to work and it is at 1/2 original damage dice. (1d6)

Gains the ability to create a topical saluve or ointment that can by used to reverse or delay the effects of petrification on living targets. This ability has a starting DC of on half the level of DC of the pertrication ability of poison. If the actual animal or creature or beast that made the Petrification happen that DC base level is only one fourth original to start. To only halt the petrification of a limb, it is a plus of one half the character level to the DC needed to over come if the ability is under DC 15. If the petrification ability is above DC 15 then the difficulty is at +5 automaticly from the base of the original DC of the petrifiying ability. The soulve will have a number of days it is able to reverse the hardening of the skin. Reversing any slowing or immovability by half the number of the original DC of the stoning ability.

Poisons that have no damaging effects yet a condition effect are DC 15 to create. If a poison does damage and has a condition effect it is a DC 19 to create. No profiency bonus is applied to the roll. The Toxicologist does get advantage on the roll of creation if in a secure lab or room with a poisoners , alchemy, or healers kit. A poison cannot have more then two conditions apply to it and it adds +3 to the DC (22) without the increase in the base damage of 2d6. If an increase in damage is needed, then only one condition maybe applied and a maximum of 5d6 poison damage dealt. If a lingering poisoning effect ( round by round until another save is made) then no additional condition may be applied. If a minimal amount of damage (1d6) of damage is made upon poison application, then an unconscious condition, or level of exhaustion may be applied but no lingering damage effect can be applied. Exhaustion effects will not stack with multiple applications. The greatest (level two exhaustion) level of the exhaustion will apply only.

 

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Toxicology Advanced Image

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