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|Concentrated (3d6/3d10)||16||30||20||1 hr.
|Concentrated (3d6/3d10)||16||30||20||1 hr.
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==Explosives==
==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.
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.
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.
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.
{| class="wikitable" style="float:right; margin-left: 10px;"  
{| class="wikitable" style="10px;"  
! style="text-algin:left;"|Type of Scratch-Built Explosive  
! style="text-algin:left;"|Type of Scratch-Built Explosive  
! Purchase DC
! Purchase DC
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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.
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.


{| class="wikitable" style="float:right; margin-left: 10px;"
{| class="wikitable" style="10px;"
|+ Table: Poisons
|+ Table: Poisons
! style="text-algin:left;"|Poison
! style="text-algin:left;"|Poison

Revision as of 07:48, 5 September 2014

This skill allows a character 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.

Type of Acid Purchase DC Acid Craft DC Base Craft DC Time
Mild* (1d6/1d10) 1 8 15 10 1 min.
Potent (2d6/2d10) 12 20 15 30 min.
Concentrated (3d6/3d10) 16 30 20 1 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. 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.

Type of Scratch-Built Explosive Purchase DC Craft DC Reflex DC (save for half damage) Time
Improvised (1d6/5 feet) 1 6 10 10 1 round
Simple (2d6/5 feet) 12 15 12 10 min.
Moderate (4d6/10 feet) 16 20 12 1 hr.
Complex (6d6/15 feet) 20 25 15 3 hr.
Powerful (8d6/20 feet) 25 30 15 12 hr.
Devastating (10d6/25 feet) 30 35 18 24 hr.

Poisonous Substances

Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes 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 or her Fortitude save.

Secondary Damage: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

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.

Table: Poisons
Poison Type Save DC Initial Damage Secondary Damage Purchase DC Restriction Craft DC Time
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 1d6 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 venom Injury 15 1d4 Con 1d4 Con 14 Lic (+1) n/a n/a
Chloral hydrate Ingested 18 1d6 Dex Unconsciousness 1d3 hours 12 Res (+2) 28 8 hr.
Chloroform1 Inhaled 17 Unconsciousness 1d3 hours 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 Unconsciousness 1d3 hours 12 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.
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 poison (fish) Injury 13 1d6 Str Paralysis 2d6 minutes 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 Nauseated 1d6 rounds 9 Res (+2) 21 4 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.