Table of Contents

Craft (Chemical) (Skill)

Craft (Chemical) (Int)

Trained Only

This skill allows you to mix chemicals to create acids, bases, explosives, and poisonous substances.

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.

The statistics given on the chart represent an end result of 4 “uses” of the compound.

Acids

Type of AcidPurchase DCCraft DC AcidCraft DC BaseTime
Medium (1d6/1d10)*815101 min
Potent (2d6/2d10)*12201530 min
Concentrated (3d6/3d10)*1630201 hr

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.

Explosives

Type of Scratch-Built Explosive Purchase DC Craft DC Time
Improvised (1d6/5feet)* 6 10 1 round
Simple (2d6/5 feet)* 12 15 10 min
Moderate (4d6/10 feet)* 16 20 1 hr
Complex (6d6/15 feet)* 20 25 3 hr
Powerful (8d6/20 feet)* 25 30 12 hr
Devastating (10d6/25 feet) 30 35 24 hr

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.

Poisonous Substances: Solid poisons (such as arsenic) are usually ingested. Liquid poisons (such as scorpion venom) are most effective when injected directly into the bloodstream. Gaseous poisons (such as cyanogen) must be inhaled to be effective. The table illustrates the characteristics of various poisons.

Poisons

Poison Type Save DC Initial DamageSecondary DamagePurchase DCRestrictionsCraft DCTime
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 2d6 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 VenomInjury 15 1d4 Con 1d4 Con 14 Res (+2) n/a n/a
Chloral Hydrate Ingested 18 1d6 Dex Unconscious 1d3 hr 12 Res (+2) 28 8 hr
Chloroform* Inhaled 17 Unconscious 1d3 hr - 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 Unconscious 1d3 hr 6 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
Mort1 Injury 16 1d10 hp 4d10 hp 29 Illegal (+4) 35 48 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 Fish Poison Injury 13 1d6 Con 2d6 min. Paralysis 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 1d6 rnd. Blindness - 9 Res (+2) 21 4 hr
Two-Step Injury 15 Paralysis2 - 22 Res (+2) 18 18 hr
VX Nerve Gas Inhaled 22 1d6 Con 2d6 Con 21 Illegal (+4) 42 48 hr

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.