Poisons
The one most favored Ninja tool since the feudal age, poison. It can take upon
many forms, one more lethal than the other.
Chakra Mantle
Type: contact
Save DC: 17
Effect: Any creature coming in contact with the poison that has a Chakra Pool of
20 or lower must make a Strength save or fall unconscious for 8 hours.
Cost: 80 ryo
Craft DC: 20
Time Req: 4 hr.
Heartroot Powder
Type: inhaled
Save DC: 16
Effect: 4 HP damage per round until save is made.
Cost: 105 ryo
Craft DC: 19
Time Req: 16 hr.
Nightlily Paste
Type: injury
Save DC: 18
Effect: -3 penalty to Dex checks. save ends.
Cost: 85 ryo
Craft DC: 17
Time Req: 4 hr.
Leach Dust
Type: ingested
Save DC: 15
Effect: -6 to strength checks. if target fails a second save, he is paralyzed for 1 hr.
Cost: 110 ryo
Craft DC: 23
Time Req: 4 hr.
Ketsuekigyouko
Type: injury
Save DC: 17
Effect: 6 HP damage per round. save ends.
Cost: 90 ryo
Craft DC: 21
Time Req: 8 hr.
Nevoa Gas
Type: inhaled
Save DC: 14
Effect: -4 to Int checks. save ends.
Cost: 105 ryo
Craft DC: 22
Time Req: 6 hr.
Fireseed Spice
Type: ingested
Save DC: 18
Effect: 8 chakra damage per round. save ends.
Cost: 140 ryo
Craft DC: 26
Time Req: 4 hr.
Dokutengu
Type: contact
Save DC: 13
Effect: -2 to Str and Int checks. save ends.
Cost: 85 ryo
Craft DC: 19
Time Req: 2 hr.
Lotus Perfume
Type: inhaled
Save DC: 17
Effect: -6 to Int checks. save ends.
Cost: 95 ryo
Craft DC: 21
Time Req: 2 hr.
Fireseed Essence
Type: ingested
Save DC: 12
Effect: 12 chakra damage per round. save ends.
Cost: 80 ryo
Craft DC: 17
Time Req: 1 hr.
Turtle's Dexterity
Type: injury
Save DC: 14
Effect: -6 to Dex checks. save ends.
Cost: 75 ryo
Craft DC: 16
Time Req: 1 hr.
Saruhire
Type: inhaled
Save DC: 13
Effect: -8 to Int checks. save ends.
Cost: 100 ryo
Craft DC: 23
Time Req: 2 hr.
Ocean Breeze
Type: contact
Save DC: 14
Effect: targer is paralyzed for 5 rounds.
Cost: 90 ryo
Craft DC: 19
Time Req: 4 hr.
Chakra Sponge
Type: contact
Save DC: 19
Effect: 4 chakra damage per round. save ends.
Cost: 80 ryo
Craft DC: 22
Time Req: 4 hr.
God's Will
Type: ingested
Save DC: 16
Effect: -12 to Int checks. save ends.
Cost: 150 ryo
Craft DC: 17
Time Req: 2 hr.
Tosha Pills
Type: ingested
Save DC: 11
Effect: Target becomes nauseated for 1 hr, and all stat bonuses are by half.
Cost: 65 ryo
Craft DC: 15
Time Req: 2 hr.
Byoukiyuge
Type: inhaled
Save DC: 14
Effect: 2 HP damage per round. save ends.
Cost: 95 ryo
Craft DC: 19
Time Req: 8 hr.
Hachidoku
Type: injury
Save DC: 18
Effect: 16 HP damage per round. save ends.
Cost: 190 ryo
Craft DC: 20
Time Req: 3 hr.
Namuri
Type: injury
Save DC: 16
Effect: Unconsciousness for 1 hr.
Cost: 100 ryo
Craft DC: 19
Time Req: 2 hr.
Ghostly Chains
Type: injury
Save DC: 17
Effect: -12 to Str, Dex, and Spd checks. save ends.
Cost: 110 ryo
Craft DC: 22
Time Req: 4 hr.
Type: The poison type depends how it can be applied and what creature it is effective
against.
Contact: Merely touching this type of poison necessitates a saving throw. It can be
actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage
reduction to avoid taking any damage from the attack, the poison can still affect it. A
chest or other object can be smeared with contact poison as part of a trap. This type of
poison is fairly popular because of this.
Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A
poisoner could administer a potion to an unconscious creature or attempt to dupe
someone into drinking or eating something poisoned. This type of poison is also quite
popular amongst ninja.
Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be
thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard
surface (or is struck hard), the container releases its poison. One dose spreads to fill the
volume of a 10-foot cube. Each creature within the area must make a saving throw.
(Holding one’s breath is ineffective against inhaled poisons; they affect the nasal
membranes, tear ducts, and other parts of the body.)
Injury: This poison must be delivered through a wound. If a creature has sufficient
damage reduction to avoid taking any damage from the attack, the poison does not affect
it. Traps that cause damage from weapons, needles, and the like sometimes contain injury
poisons.
Save DC: The Difficulty Class of the Strength save to negate the effects of the poison.
Special: A character without a chemical kit suffers a -4 penalty on Craft checks to make
these items. A successful craft check produces 4 doses of poison.