Gift
Gift
Der spilles i det store hele med reglerne fra NetBook of Poisons. Der er foretaget enkelte ændringer for at holde sig til AD&D 2nd ed / players option reglerne. Desuden er enkelte ting ændret for at passe bedre til Augamore. Nedenstående skulle dække højdepunkter og ændringer.
hvem kan bruge gift.
Ens alignment påvirker ens genrelle holdning til gift. Følgende tommelfinger regler gælder for brugen af gift. Hvis de overholdes kommer man helt sikkert ikke i problemer pga. alignment.
Good: Bruger højst bedøvende, paralyse og sove-gifte.
Neutral: Bruger sove, bedøve og skadende gifte.
Evil: Bruger en hvilken som helst gift de kan få fat i.
Det er vigtigt at understrege, at fordi ens alignment tillader bruger af gift, er det ikke ensbetydende med at man kan finde ud af det. Hvis man ønsker at bruge gift på en sikker måde, skal man have skillen ”Venom handling.”
Samtidig skal det også understreges at ovenstående blot er tommelfingerregler. Ingen type af gift er i sig selv ond – det er ikke værktøjet, men hånden der fører det der er afgørende.
Hvem kan lave gifte?
Folk med herbalism kan frembringe simple plantegifte. For at kunne fremstille gifte selv, kræver det at man har skillen Toxocology.
Alle der har venom handling kan forsøge at tage gift fra giftige dyr, og gemme den til anden brug.
Relevant Non-Weapon Proficiencies
Venom Handling.
Rogue, Wizard, Priest 3 CP, knowledge 7.
Denne skill gør det muligt at håndtere gifte frembragt af andre. Et check (modificeret efter situation) gør det desuden muligt at tage gift fra gift producerende dyr.
Herbalism.
This non-weapon proficiency is detailed on page # of the Player’s Handbook. This non-weapon proficiency enables an herbalist to manufacture herbal poisons with a successful proficiency check.
Toxicology.
Rogue, Wizard 5 CP, knowledge 6
A character with this skill is an expert on poisons, both natural and manufactured. The toxicology proficiency includes elements of herbalism, animal lore, brewing and minor alchemy.
A skilled toxicologist can:
-Identify poisons from samples
-Identify poisons from a victim’s symptoms
-manufacture complex poisons & their antidotes (naturally occurring poisons cannot be manufactured.)
-knows the proper use of the various types of poison, ingestive, inhalant, insinuative, etc.
In addition, the toxicologist gains a +1 when combining this skill with any healing proficiency check dealing with poison, therefore granting the poison victim an additional +1 to save.
Concoct Poisons.
Rogue, Wizard 4 CP, knowledge 5
The ability to concoct various toxic powders and poisons. Powders may be contained in fragile capsules and propelled by the use of a blowtube (area of effect: five foot radius circle) or added to food or drink. Venoms are usually used to coat blades or other sharp objects. Time required to mix and prepare is eight hours.
Possession of this skill also allows a character to make powder or contact poisons. Time required to mix and refine is one day. Ingredients per single, four-dram dose are as indicated. Powders may be added to food or drink, hurled in vials, expelled in capsule form from a blow tube (range: twenty feet), or dispersed into the air by hand (range: 5 feet a risky proposition). Duration of non-lethal powders is as indicated. The effects of most powders can be resisted by making a successful saving throw vs. poison. Area of effect for propelled/dispersed powders is a five foot diameter cloud, which subsides in 1-4 minutes.