- Pharmaceutical: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
This skill allows a character to | This skill allows a character to create medicinal drugs to aid in recovery from treatable illnesses as well as other Pharmaceuticals. A medicinal drug gives a +2 circumstance bonus on Constitution saves made to resist the effects of a disease. The Craft (Pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Conn save needed to resist it. | ||
The Character must first identify the illness or Poison inflicting the person. Following the rules noted on the [[-_Chemical|Chemical]] page. A Character with either [[Knowledge#Physical_Sciences|Physical Sciences]] or [[Knowledge#Life_Sciences|Life Sciences]] can make a check to attempt to identify the substance. The DC is 15 + Procure Diff. It takes 5 Minutes to identify however only a Take 20 will auto succeed. Also a Chemist Kit or Pharmacist Kit found in General Equipment can provide a +2 bonus. | |||
{| class="wikitable" style=" margin-left: 10px;" | {| class="wikitable" style=" margin-left: 10px;" | ||
Line 17: | Line 18: | ||
|23 or higher||$1200 ||30||12 hr. | |23 or higher||$1200 ||30||12 hr. | ||
|} | |} | ||
The Character can also craft these Pharmaceutical items that can be injected ahead of time to provide an ongoing defense against possible exposure. A Cost and Craft DC increase is added for the extra chemical's used to slowly release the compound over time so that it's effect can last. How long as single dose lasts it based on the extra cost and DC. Every 6 hours of bonus defense is a +$25 and 1 Craft DC. However this item can only help defend a Character from one specific type of alignment/infection/poison. | |||
A Player can find a list of possible items to construct in the [[General_Equipment]] page. | A Player can find a list of possible items to construct in the [[General_Equipment]] page. |
Revision as of 06:58, 2 March 2016
This skill allows a character to create medicinal drugs to aid in recovery from treatable illnesses as well as other Pharmaceuticals. A medicinal drug gives a +2 circumstance bonus on Constitution saves made to resist the effects of a disease. The Craft (Pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Conn save needed to resist it.
The Character must first identify the illness or Poison inflicting the person. Following the rules noted on the Chemical page. A Character with either Physical Sciences or Life Sciences can make a check to attempt to identify the substance. The DC is 15 + Procure Diff. It takes 5 Minutes to identify however only a Take 20 will auto succeed. Also a Chemist Kit or Pharmacist Kit found in General Equipment can provide a +2 bonus.
Disease Fortitude Save DC | Crafting Cost | Craft DC | Time |
---|---|---|---|
14 or lower | $25 | 15 | 1 hr. |
15–18 | $100 | 20 | 3 hr. |
19–22 | $400 | 25 | 6 hr. |
23 or higher | $1200 | 30 | 12 hr. |
The Character can also craft these Pharmaceutical items that can be injected ahead of time to provide an ongoing defense against possible exposure. A Cost and Craft DC increase is added for the extra chemical's used to slowly release the compound over time so that it's effect can last. How long as single dose lasts it based on the extra cost and DC. Every 6 hours of bonus defense is a +$25 and 1 Craft DC. However this item can only help defend a Character from one specific type of alignment/infection/poison.
A Player can find a list of possible items to construct in the General_Equipment page.
More rules regarding crafting, the costs, and the time it takes can be found here.
Special
- A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks.
- A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.