- Pharmaceutical: Difference between revisions

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(Created page with "This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made t...")
 
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This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.
This skill allows a character to create medicinal drugs to aid in recovery from treatable illnesses, poisons, as well as other Pharmaceuticals.  
The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
== Crafting Antidotes ==
{| class="wikitable" style="float:right; margin-left: 10px;"  
{| class="wikitable" style="float:right; margin-left: 10px;"  
|+ Crafting Antidote
! style="text-algin:left;"|Disease Fortitude Save DC
! style="text-algin:left;"|Disease Fortitude Save DC
! Purchase DC
! Crafting Cost
! Craft DC
! Craft DC
! Time
! Time


|-
|-
|14 or lower||5||15||1 hr.
|14 or lower||$25 ||15||1 hr.
|-
|-
|15–18||10||20||3 hr.
|15–18||$100 ||20||3 hr.
|-
|-
|19–22||15||25||6 hr.
|19–22||$400 ||25||6 hr.
|-
|-
|23 or higher||20||30||12 hr.
|23 or higher||$1200 ||30||12 hr.
|}
|}
The Craft (Pharmaceutical) check is based on the severity of the disease and/or Poison to be countered as measured by the DC of the Constitution save needed to resist it.


12 hr.
The Character must first identify the illness or Poison inflicting the person. They can use the rules from [[Treat Injury]] to attempt to Identify the problem in the patient. However if the inflection is Chemical based then a character can choose to follow the rules noted on the [[-_Chemical|Chemical]]. Lastly a Character can also choose to use there Knowledge of the [[Knowledge#Science|Sciences]] to attempt to Identify the inflection. The DC is 15 + Procure Diff. It takes 5 Minutes to identify however only a Take 20 will auto succeed. Also a Pharmacist Kit found in [[General_Equipment|General Equipment]] can provide an advantage bonus to Identify.
 
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 disease/infection/poison.
 
== Crafting Pharmaceuticals (For HP) ==
 
A Player can find a list of possible items to construct in the [[General Equipment]] page on the [[General_Equipment#Medical_Items|Medical Items]] section.
 
The Player needs a Pharmacist Kit located in the [[General_Equipment#Profession_Kits|Profession Kits]] section in order to craft any Antidote or Pharmaceutical item. An advanced kit provides an advantage bonus.
 
More rules regarding crafting, the costs, and the time it takes can be found [[Craft|here]].


==Special==
==Special==
* A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks.
* A character with the [[Medical_Expert|Medical Expert]] feat gets to Misc +1 bonus to this Skill.
* A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.

Latest revision as of 05:22, 28 June 2017

This skill allows a character to create medicinal drugs to aid in recovery from treatable illnesses, poisons, as well as other Pharmaceuticals.

Crafting Antidotes

Crafting Antidote
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 Craft (Pharmaceutical) check is based on the severity of the disease and/or Poison to be countered as measured by the DC of the Constitution save needed to resist it.

The Character must first identify the illness or Poison inflicting the person. They can use the rules from Treat Injury to attempt to Identify the problem in the patient. However if the inflection is Chemical based then a character can choose to follow the rules noted on the Chemical. Lastly a Character can also choose to use there Knowledge of the Sciences to attempt to Identify the inflection. The DC is 15 + Procure Diff. It takes 5 Minutes to identify however only a Take 20 will auto succeed. Also a Pharmacist Kit found in General Equipment can provide an advantage bonus to Identify.

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 disease/infection/poison.

Crafting Pharmaceuticals (For HP)

A Player can find a list of possible items to construct in the General Equipment page on the Medical Items section.

The Player needs a Pharmacist Kit located in the Profession Kits section in order to craft any Antidote or Pharmaceutical item. An advanced kit provides an advantage bonus.

More rules regarding crafting, the costs, and the time it takes can be found here.

Special

  • A character with the Medical Expert feat gets to Misc +1 bonus to this Skill.