ADVANCED DUNGEONS & DRAGONS
HOUSE RULES
STRENGTH (WEIGHT ALLOWANCE)
The rules
for weight allowance due to strength in the PLAYER’S HANDBOOK page 9 are vague.
“Normal” weight allowance is never actually defined, but is hinted at in the
example provided. This example states the following:
If a character could normally carry 500 gold pieces
without encumbrance, but the character had strength of 17 instead of the normal
8-11 range, 1,000 gold pieces could be carried without incurring movement
penalty.
This
passage seems to state that “normal” weight allowance is 500 gold pieces in a
most roundabout way. Therefore, this solution will use 500 coins as the actual value. It appears, however,
according to the text in the beginning of the strength ability description that
a character with a strength of 3 is assumed to be able to press 30 pounds (300
coins) over his or her head in a military press, while a character with an 18
strength is assumed to be able to press 180 pounds (1800 coins). This does not
match the table provided. If a 3 strength equals 300 coins, then the weight
allowance listed on the table at -350 would mean that normal is equal to 650
coins. If that is the case, then 18 Strength should have a total of 1400 coin
weight allowance, but this is not so. The table does not match the text, and
the example matches neither the table nor the assumption. However, the example
does match the table mathematically. Therefore normal weight allowance is set
at 500 coins, and that value is applied to the table in all instances.
INTELLIGENCE (BONUS SPELLS)
Just as
high Wisdom grants bonus spells to clerics and druids, high Intelligence grants
a similar bonus to magic-users and illusionists. The chart used is the same as
that on page 11 of the PLAYER’S HANDBOOK
for clerics. It is reproduced here:
INTELLIGENCE TABLE III.: ADJUSTMENT FOR MAGIC-USERS
Ability
Score
|
Spell
Bonus
|
Chance of Spell
Failure
|
9
|
None
|
20%
|
10
|
None
|
15%
|
11
|
None
|
10%
|
12
|
None
|
5%
|
13
|
One 1st level
|
0%
|
14
|
One 1st level
|
0%
|
15
|
One 2nd level
|
0%
|
16
|
One 2nd level
|
0%
|
17
|
One 3rd level*
|
0%
|
18
|
One 4th level**
|
0%
|
Retaining
the entire chart indicates that magic-users (and illusionists) of low
intelligence should have a percentage to miscast spells as well.
RACIAL LEVEL MAXIMUMS
The table
on page 14 of the PLAYER’S HANDBOOK
lists the maximum level attainable for each character race by class. This table
is now superseded by the charts in UNEARTHED
ARCANA. A note to the tables on page 8 of this rulebook states that a
single-classed character who could have become a multi-classed character in the
given class can exceed the listed maximum by two levels. This has important
implications for Hamlin. Since he is a single-classed Halfling Fighter with 14
Strength, his normal maximum should be 4th level. However, since fighter/thief
is a valid multi-class combo, he can actually advance to 6th level maximum.
CHARACTER RACES
Halflings:
Per the
MONSTER MANUAL page 50, in natural terrain they must be treated as invisible if
they have any form of vegetation in which to conceal themselves. Halflings gain
+3 to hit with sling or short bow. When halflings are in melee with gnolls,
bugbears, ogres, trolls, or giants their opponents must deduct 4 from their
dice rolls to hit the halflings because of their small size and their combat
skill against these much bigger creatures. They do NOT save as four levels
higher, since the adjustments granted to the character race make up for the
lack of stats granted to NPC Halflings. It is assumed that Stout Halflings are
mixtures of dwarf and Halfling, and that Tallfellow Halflings are mixtures with
elves (although this is not stated anywhere, the abilities tend to support this
conclusion).
Unearthed Arcana Races
In the
MYSTARA campaign, no player character may select dark elf (drow), svirfneblin,
or duergar as a starting race. All other non-standard versions of elves,
dwarves, and halflings are permitted.
GAINING LEVELS AND TRAINING COSTS
All
characters must spend (1,000 gp x current level) to advance in level as soon as
the level threshold is achieved. If the character does not immediately train,
all future experience points are forfeited until training occurs.
If a
character somehow gains enough experience to increase by more than one level in
a single adventure, they lose any extra experience points beyond the maximum
for the next level. For example, if Gustav (3rd level dwarven fighter) gains
enough experience to make him 5th level, he is now a 4th level fighter with 1
point shy of making 5th and MUST train for 4th and adventure again (i.e.,
participate in an adventure that gains him experience points) before achieving
another level.
Multi-classed
characters with two classes have 1/2 training costs for each level attained.
Multi-classed characters with three classes have 1/3 training costs for each
level attained.
MOVEMENT
Base
movement for Medium creatures is 12”.
Base
movement for Small creatures is 9”.
Base
movement for Large creatures is 15”.
Adjust base
movement by armor worn/encumbrance, using the worst value for movement.
SPELLS
Call Lightning
Duration
changed from 1 turn/level to 1 round/level and requires concentration or the spell
ends prematurely. May call down one bolt of lightning per round instead of per
turn. All other requirements remain the same.
Chant
Casting
time has been changed to 1 round (to match that of bless). The effects of the chant then remain for the duration
listed in the PLAYER'S HANDBOOK.
Create Water (clarification)
1 cubic
foot of water = 7.5 gallons
Cure Wounds Spells (clarification)
Cure spells
can be cast on targets as low as -3 hp and still regain the normal number of
hit points. Cure spells cast on a person at -4 to -9 hp will only restore hit points up to 1 hp and no
further magical healing will function until the character obtains bedrest (see
DEATH AND UNCONSCIOUSNESS below).
Detect Magic
When cast
by an NPC magic-user the cost is 300 gp/casting; note that both strength and
type of magic can be determined.
No longer
requires a time limit to be used. Can be cast upon the object at any time. If
cast by an NPC magic-user, this spell will cost 50 gp/spellcaster level + 1
pearl (100 gp).
Illusions
(clarification)
Illusion
spells that are believed cause ACTUAL hit point damage that must be recovered
over time or healed by magic spells. Since hit points are a resource
representing more than just physical fortitude, this is justified in the rules.
Note that even death can be permanent if the character believes he or she has
been slain (represented in game terms by a System Shock roll).
Locate Object (crystal ball clarification)
Since the
reverse of this spell, obscure object,
specifically states that it allows one to protect an item from detection via
crystal ball, it can be assumed that an object can by the target of scrying.
Location Spells
Certain
spells have had their ranges changed from scale inches to miles. Such spells
include locate object (Cleric 3rd/M-U
2nd), locate animals (Druid 1st), and
locate plants (Druid 2nd).
Neutralize Poison (clarification)
Characters
killed by poison can be restored to life by use of Neutralize Poison if cast
within the time limit of 1 turn/level of cleric casting the spell (see Slow Poison).
Polymorph Self
The caster
gains the physical form and all physical attacks and movement abilities, but is
not proficient in their use (suffers Non-Proficiency penalty to all attacks). A
magic-user may take a weapon proficiency in ‘Natural Weapons’ and this then
applies to all polymorph forms.
Produce Fire
The
duration of the spell has been changed to 1 round/level.
Read Magic
The
magic-user may read 1 scroll spell/2 rounds of duration or 1 spellbook page/2
rounds of duration.
Slow/Haste Spells
While under
the effects of these spells, spellcasters suffer a 20% spell failure chance
because correct timing is crucial in spellcasting (the caster must utter the
words and make the gestures at normal speed); remember that Slow and Haste
cannot change the casting time of spells.
Spiritual Hammer
The hammer
is not consumed in the casting of the spell and is instead treated as a focus.
If it is not commanded to return to the caster’s hand before the end of the
spell, the hammer will simply fall to the ground when the spell ends.
EQUIPMENT
Candles
(votive size, beeswax) burn for 1 hour and provide poor illumination in a 5’
radius; this is enough light to read by but exact colors are difficult to
determine.
READYING WEAPONS
Readying Weapons in Melee:
- If you need to draw a weapon to attack, you may do so but automatically lose initiative.
- If you drop a weapon to draw another, you automatically lose initiative.
- If you are putting a weapon away and drawing another, you can take no action that round.
- If both opponents need to draw weapons, initiative occurs as normal.
- Drawing forth a missile weapon and loading ammo takes a full round.
FIRING INTO MELEE – AIMED SHOT
Normally,
missiles fired into a melee hit a random target determined from ALL combatants
in that melee. An archer wishing to avoid hitting a random target may instead
opt to take an aimed shot. In order to perform this maneuver the archer
declares his or her intention at the beginning of the round before any movement
occurs. It is not possible for an archer to move and fire in the same round
that an aimed shot is declared since steady aim and timing are crucial. The
archer may take one and only one shot at the desired target in a general melee
(target cannot be grappling) regardless of the usual Rate of Fire for the
missile weapon. This aimed shot comes at the end of the round. Concealment
penalties apply to the shot based on the relative size of the obstructing PC or
NPC. Note that any damage sustained by the archer before the shot is completed with spoil the attack and cause it to
fly wild (resulting in a random target).
For
example, a halfling fighter engages a goblin in melee while a dwarven
crossbowman declares an aimed shot at the goblin from behind the halfling. The
dwarf has to wait until the end of the round to make the shot. Since the goblin
and halfling are both size Small, they are relatively the same size and could
obstruct each other perfectly. The dwarf therefore suffers a -4 penalty to hit
from 90% concealment if attacking from behind the halfling. If the shot comes
from another angle, this penalty may be reduced to -2 for 50% concealment as
the two combatants dodge and weave. If the archer were firing into a melee
between a fellow human and a large bugbear, then the shot would be at -3
penalty for 75% concealment if attacking from behind the human, or only -1
penalty for 25% concealment otherwise. If the aiming archer were hit by a
missile attack prior to the end of the round, he would have his aim spoiled and
the missile will likely be released, firing into the melee randomly (the DM may
allow the character to roll d% vs. Constitution to maintain the shot in some
circumstances).
It is
important to note that if the target of the attack is twice as tall as the
other melee opponents, no aimed shot is required. This is particularly true
when human-sized attackers engage giants, dragons, or other very tall (not
long) monsters. Note that cover or concealment penalties due to environmental
obstructions may still apply.
BOWS BUILT FOR STRENGTH
Adapted from DRAGON Magazine #127
As stated
in the DMG under combat (page 64), “to hit” and damage bonuses for strength do
not apply to the use of bows unless they are specially improved. These
specially made bows are considered to be built for strength. Bows built
for strength are superior to normal bows and are slightly larger and heavier.
They are always of the finest workmanship and quality, taking a minimum of six
months to fabricate. They can be made for any strength up to 18/00 and are
priced at 1,000 gp per additional damage point, as follows:
Strength
|
Damage
|
Value
|
16-17
|
+1
|
1,000 gp
|
18
|
+2
|
2,000 gp
|
18/01-75
|
+3
|
3,000 gp
|
18/76-90
|
+4
|
4,000 gp
|
18/91-99
|
+5
|
5,000 gp
|
18/00
|
+6
|
6,000 gp
|
It must be
noted that a character with a strength of less than 16 may not use a bow built
for strength; likewise, a character with an 18 strength may not pull a bow built
for 18/01-00 strength. However, a character with a strength higher than that
for which the bow was built can fire it, although he receives only that damage
bonus the bow allows. Note that these bows are non-magical; thus, all normal
weapons rules and restrictions (saving throws, etc.) apply. All bows (normal or
composite) may be built for strength from scratch, but no normal, non-magical
bow can be improved to gain strength bonuses.
XP Value: Nil
GP Value: 1,000 – 6,000
Created by: Dave Monson
RECOVERY OF SPELLS
Chow-Lin is
an 8th level human magic-user with an Intelligence score of 15 which entitles
her (according to our House Rule) two bonus 1st-level spells and one bonus
2nd-level spell. At her level of ability, she can thus cast 6 first, 5 second,
3 third, and 2 fourth-level spells. In order to memorize all her spells in the
morning according to the Dungeon Master’s Guide page 40,
requires 6 hours of uninterrupted rest plus an additional (1.5 + 2.5 + 2.25 + 2
=) 8.25 hours of memorization.
Eric is a
9th level half-elven druid in the same party. He has an 18 Wisdom score which
entitles him to two bonus 1st, two bonus 2nd, a bonus 3rd, and a bonus 4th
level spell. At his level of ability he can cast 7 first, 6 second, 4 third, 3
fourth, and 1 fifth-level spells per day. In order to memorize all his spells
in the morning requires 8 hours of uninterrupted rest plus an additional (1.75
+ 3 + 3 + 3 + 1.25 =) 12 hours of prayer and devotions.
This seems
a bit excessive. After all, high level characters should not require a full day
of study to prepare their spells for the day. The day is essentially over once
the preparation ends! Now the argument can be made that some spell casters will
not cast all their spells in a given day, and that the spell is not forgotten
unless cast, erased from memory due to a forget
spell, or removed through traumatic consequences such as near-death or death
and resurrection.
A proposed
solution would be reducing the time required to 1 turn per spell level,
cumulative. Thus all first level spells can be prepared in 1 turn (10 minutes),
all 2nd level spells in an additional 2 turns (30 minutes), all 3rd level
spells in an additional 3 turns (60 minutes), and all 4th level spells in an
extra 4 turns (100 minutes), etc. A caster with more spells due to higher
Intelligence/Wisdom or class level is reflected in the amount of spells they
can prepare in the same time as an inferior spell caster. In this solution,
preparation time for a magic-user with 9th-level spells would reach a maximum
at 45 turns (7.5 hours) and for a cleric, druid, or illusionist with 7th-level
spells at 28 turns (4 hours 40 minutes). This is still a significant amount of
time, but much less than would be suffered if all spells had to be accounted
for separately.
Level of spell to regain
|
Time
required to prepare all spells
|
1st
|
1 turn
(10 minutes)
|
2nd
|
3 turns
(30 minutes)
|
3rd
|
6 turns
(1 hour)
|
4th
|
10 turns
(1 hour 40 minutes)
|
5th
|
15 turns
(2 hours 30 minutes)
|
6th
|
21 turns
(3 hours 30 minutes)
|
7th
|
28 turns (4
hours 40 minutes)
|
8th
|
36 turns
(6 hours)
|
9th
|
45 turns
(7 hours 30 minutes)
|
Example: Using the
solution given above, Chow-Lin would need to spend 10 turns (1 hour and 40
minutes) preparing all her spells for the day (1 turn for first + 2 turns for
second + 3 turns for third + 4 turns for fourth level spells). Eric would have
to spend 15 turns (2 hours 30 minutes) because he can cast fifth-level spells.
This seems more reasonable.
Note that
the time required assumes that there are empty slots to be filled of that
level. If the spell caster did not cast any spells of a specified level, he or
she can reduce the required time only to the level of spells needed to be
recovered. For instance, if Chow-Lin has used only first and second-level
spells for the day, she only needs to spend 3 turns to recover those missing
spells since she has retained her third and fourth level spells in memory.
However, if she decided to switch out one of her fourth-level spells as well
but kept her third level spells in memory, she must spend 7 turns (1 hour 10
minutes) preparing (1 turn + 2 turns + 4 turns = 7 turns).
MONEY
Lower monetary values (copper and silver) are changed to a base 10 system for ease of use. This means
that the following is true:
10 copper pieces (c.p.) = 1 silver piece
10 silver pieces (s.p.) = 1 gold piece
2 electrum pieces (e.p.) = 1 gold piece
1 platinum piece (p.p.) = 5 gold pieces
Thus:
100 c.p. = 10 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
In modern
terms:
[100 pennies = 10 dimes =2 half-dollars = 1 dollar]
This means
that values provided on the listed equipment tables must be altered when given in
anything less than gold pieces. Simply halve any value given in copper or
silver pieces to arrive at the proper amount. For example, a dart normally sold
for 5 s.p., now can be purchased at 2 s.p. 5 c.p.; a normal girdle once costing
10 s.p. now should be listed at 5 s.p., etc. Those prices listed in coppers
should be rounded up to the nearest whole coin. For example, garlic sold for 5
c.p. and now would sell for 3 c.p. (2.5 c.p. rounded up).
ENCUMBRANCE
Non-Standard
Containers:
- scroll tube can hold up to 75 coins
- tied shirt holds up to 100 coins
- tied/cinched cloak holds up to 400 coins
OUTDOOR ADVENTURES
Simplified
Weather Chart using d6:
Die Roll
|
Spring
|
Summer
|
Autumn
|
Winter
|
1-3
|
clear
|
clear
|
clear
|
clear/overcast
|
4
|
windy
|
overcast
|
windy
|
overcast/windy
|
5
|
rain/fog
|
rain
|
rain/fog
|
overcast/flurry
|
6
|
storm*
|
storm*
|
storm*
|
snow/storm*
|
Where two
types of weather are indicated there is a 50% chance for each type (roll
another d6).
Storm can
mean: Tornado, Thunderstorm, Hurricane, Flash Flood, or Blizzard depending on
the season. There is a 15% chance for any storm to be one of the above. Fit the
special storm to the season and consider the terrain and climate.
INITIATIVE
The
adjusted initiative rules developed for use in the campaign are not by-the-book
rules, but they are a composition of rules assembled from various sources and
trial-and-error over the past 8 years of game play. As such they are now legal
house rules for this and all 1st edition AD&D campaigns run by this DM.
Initiative
is rolled each round, but certain actions may be immune to the roll result. For
instance, if the character does nothing but move, no initiative need apply and
movement begins at the start of the round to the limits the character wishes to
travel given segment speed and conditions. Spellcasting is also started from
the beginning of the round and continues until completed at the stated casting
time. Magic items have activation or usage times listed in their descriptions. All
other actions are subject to the initiative roll to determine when they are
accomplished. Note that spells, magic item activation and movement-only actions
must be announced BEFORE initiative is rolled. Initiative also does not apply
to closing opponents using the charge maneuver since the longer weapon strikes
first. The first round of melee between individual opponents also depends on
weapon length over initiative roll.
Initiative
is rolled with both sides using a d6. The higher roller wins initiative and
uses the lower die roll to determine when their actions occur in the round
(read as segments). The roll can break a tie if the action comes at the same
time as another action outside of the initiative roll (such as spellcasting).
For instance, if an attack comes at a magic-user on segment 3 at the same time
that the spell is completing, the roll for the party determines whose action
actually occurs first. The exception is simultaneous initiative, in which case
attacks come in weapon speed order as well as casting time order. Such attacks
are considered simultaneous if the attack occurs at the same segment and BOTH
attacks are resolved as successful.
DEATH AND UNCONSCIOUSNESS
Unconsciousness
occurs at 0 to –3 hit points. A character at this amount can be revived with no
problems. A character begins dying at –4
to –9 hit points. A character must rest for 1 week when revived
from a dying condition. The cleric spell Death’s
Door (see Unearthed Arcana) can
eliminate this penalty.
A character
is dead at –10 hit points. A character who is brought back from the dead must
first make a resurrection survival roll (based on Constitution). Success means
that the character is revived as per the method used but loses 1 point of
Constitution. This loss can be restored by magic but the number of times a
character can be brought back from death is fixed at the original Constitution
score. Failure to make the resurrection percentage indicates the character is
permanently dead and can only be brought back by a wish.
POISON
House Rules Addendum
October 8, 2011
Poison
attacks made by creatures, according to the rules, have usually a “save or die”
component. In the spirit of the game, this is too devastating and unrealistic
for a single attack to have a live or die consequence irregardless of level.
This alternate ruling on poisons is to be used in all circumstances regarding
creature poisons or manufactured poisons used by characters.
A poison
has several components:
1) Saving Throw modifier
2) Onset time
3) Damage duration or effect
4) Delivery mode
Depending
on the toxicity of the poison, a creature may be allowed to save at a bonus
(low toxicity) or a penalty (highly toxic). Also, size comes into effect here
as well. A creature that is one or more size categories larger than the
poisoning creature gains a bonus of +2 per size category difference. A creature
that is one or more size categories smaller than the poisoning creature suffers
a -2 per size category difference.
For
example, a giant spider (size Large) attacks a halfling (size Small) with its
bite. A saving throw is made at -4 by the halfling since the spider is 2
categories larger. A human (size Medium) bitten by a giant centipede (size
Small) gains a +2 bonus to save. This bonus applies in addition to any other
toxicity modifier. Using the centipede example above, the poison is weak and
saves are at +4, so the human would make its save at a total of +6, while a
gnome saving against the same poison only saves at +4.
Onset time
of the poison could be as soon as immediately after the save is failed, 1 round
after the save is failed, or some time after the save is failed. Manufactured
poisons tend to have longer onset times than creature venom which is
typically injected into the bloodstream or inhaled.
Damage
occurs at the onset time. Typical poison damage is 1d6 hp of damage each round
for the duration of the poison. Typical poisoning lasts 1 turn per application.
If a creature is struck more than once with a poison attack, add the durations
to determine how long the character suffers poison damage. Not all poisons kill
by damage — others incapacitate the victim allowing the creature to feed at its
leisure. If incapacitation occurs, a given duration represents the time the
character will be incapacitated.
Following
is a list of all creatures from the MONSTER MANUAL and their poison attacks and
effect. The letter next to the creature name indicates size category.
Ant, Giant, Worker (S): onset time immediate; damage 1d4; duration 2 rounds; delivery mode
sting.
Centipede, Giant (S):
+4 saving throw; onset time 1 round; damage 1d3; duration 3 rounds; delivery
mode bite.
Couatl (M): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Eel, Weed (S): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Frog, Poisonous (S):
+4 saving throw; onset time 1d3 rounds; damage 1d3; duration 5 rounds; delivery
mode touch or bite.
Golem, Iron (L): onset
time immediate; damage 1d6; duration 6 rounds; delivery mode gas.
Imp (S): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode sting.
Masher (L): onset
time immediate; damage 1d6; duration 1 turn; delivery mode spines.
Medusa (M): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Naga, Guardian (L):
onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite or spit.
Naga, Spirit (L): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Naga, Water (M): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Portuguese Man-O-War, Giant (S to L): onset time immediate; damage 1d10 + paralysis; duration 1
round + 3-12 turns paralysis; delivery mode touch tentacles.
Pseudo-Dragon (S):
onset time immediate; damage catalepsy; duration 1-6 days (25% chance of actual
death from dehydration/starvation); delivery mode stinger
Purple Worm (L): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode sting.
Quasit (S): onset
time immediate; damage reduce Dexterity by 1; duration 1 round; delivery mode
claws.
Ray, Pungi (L): onset
time immediate; damage 1d6; duration 1 turn; delivery mode back spines.
Ray, Sting (S): onset
time 1 round; damage 1d4 + paralysis; duration 5 rounds; delivery mode tail
spine.
Scorpion, Giant (M):
onset time immediate; damage 1d8; duration 1 turn; delivery mode stinger.
Snake, Giant Poisonous (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode
bite.
Snake, Giant
Sea (L): onset time 1 round; damage 1d6; duration 1 turn; delivery mode
bite.
Snake, Giant Spitting (M): onset time 1 round; damage 1d6 or blindness; duration 1 turn or
permanent; delivery mode bite or spit.
Spider, Giant (L):
onset time 1 round; damage 1d6; duration 1 turn; delivery mode bite.
Spider, Huge (M): +1
saving throw; onset time 1 round; damage 1d6; duration 1 turn; delivery mode
bite.
Spider, Large (S):
+2 saving throw; onset time 1 round; damage 1d4; duration 1 turn; delivery mode
bite.
Spider, Phase (L):
-2 saving throw; onset time 1 round; damage 1d6; duration 1 turn; delivery mode
bite.
Spider, Giant Water (M): onset time 1 round; damage 1d6; duration 1 turn; delivery mode
bite.
Toad, Giant Poisonous (M): onset time immediate; damage 1d6; duration 1 turn; delivery mode
bite.
Wasp, Giant (M): onset
time 1 round; damage paralysis; duration permanent; delivery mode sting. (NOTE:
wasps devour paralyzed victims alive within 2-5 days)
Wyvern (L): onset
time 1 round; damage 1d6; duration 1 turn; delivery mode stinger.
For
characters using Poisons, refer to the Player’s
Handbook, page 107 for details on how to handle poisons on weapons. Note
that poison use is proscribed for good clerics and paladins and is solely
permitted for assassins. Any other use of poisons by other classes is
considered on a case-by-case basis by the Dungeon Master to be either an evil
act with resulting alignment consequences, or allowable given certain
circumstances.
Any
character using a purchased poison has to choose from the lists below:
Poison
|
Onset Time
|
Damage if Save
|
Damage if no Save
|
Ingestive
|
|||
A*
|
2-8 rounds
|
10 hp
|
20 hp
|
B**
|
2-5 rounds
|
15 hp
|
30 hp
|
C***
|
1-2 rounds
|
20 hp
|
40 hp
|
D****
|
1 segment
|
25 hp
|
Death
|
E
|
1-4 turns
|
30 hp
|
Death
|
Insinuative
|
|||
A*
|
2-5 rounds
|
0 hp
|
15 hp
|
B**
|
1-3 rounds
|
0 hp
|
25 hp
|
C***
|
1 round
|
0 hp
|
35 hp
|
D****
|
1 segment
|
0 hp
|
Death
|
* Saving throw at +4, chance of
tasting/smelling/seeing poison 80%.
** Saving throw at +3, chance of
tasting/smelling/seeing poison 65%.
*** Saving throw at +2, chance of
tasting/smelling/seeing poison 40%.
**** Saving throw at +1, chance of
tasting/smelling/seeing poison 15%.
Assassins
will use all forms of poison, other than those listed above, at an efficiency
which gives the victim +1 on the saving throw; all other character types use
them at an efficiency level which allows the victim a +2 on saves (in all cases). Assassins who have studied
poisoning have no penalty.
Your
Dungeon Master has the pricing of poisons listed above. Any other poison
obtained by the characters uses the generic rules listed in the paragraph
above, including use of daggers of venom or ad hoc use of monster poison.
Poison
coated blades remain potent for one day after application, half potency on the
second day, and evaporate completely on the third day. Weapons coated with
poison will have full effect on the first hit, do half damage on the second
hit, and will wear off on the third hit. Partially evaporated or used poison
grants a +4 saving throw. Also remember that any use of a poisoned weapon runs
the risk of the user potentially nicking himself or herself when using the
weapon and falling victim to their own poison! Assassins who have studied poisons
have no risk of this happening, but lower level assassins do.
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