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craft_chemical_skill

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
  • *Thrown weapon damage/Immersion damage per round

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
  • * Typical damage/burst radius for each type of explosive.

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.

  • Save DC: The Difficulty Class of the Fortitude save to negate the effects of the poison.
  • Initial Damage: The damage a character takes immediately upon failing his Fortitude save.
  • Secondary Damage: The damage a character takes after 1 minute of exposure to the poison. if he fails a second saving throw. Ability score damage is temporary. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes, unless otherwise noted.
  • 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.
  • Restriction: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.
  • 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.

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
  • *Chloroform gives off a vapor that causes unconsciousness. Applying it to an unwilling target requires a successful grapple check and pin, or a helpless target.
  • n/a: Certain poison can’t be made with the Craft skill. Instead, they must be obtained by extracting them from a creature or plant, which can be risky…
  • 1 Even on a successful save against its initial damage, Mort causes 1d10 points of damage and causes the victim to be nauseous for 1d4 rounds. Mort can only be produced at PL 7 and above.
  • 2 Paralysis lasts up to 24 hours. After 12 hours, victim gets a new Fort save (DC 15) every hour to recover. This drug has a residual effect that leaves the victim with only the vaguest impressions of what occurred while he was paralyzed. Two-Step can only be produced at PL 6 and above.

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.

craft_chemical_skill.txt · Last modified: 2021/12/04 00:39 (external edit)