Physical Sciences
The Physical Sciences skill replaces Knowledge (Physical Sciences) and Craft (chemical).
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Physical Sciences (Int)
Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements.
Common Knowledge (DC 10): You can answer a basic question about a related subject.
Expert Knowledge (Trained Only): You can make a swift action to answer a related question that requires some level of expertise. The DC varies from 15 (for simple questions) to 25 (for tough questions).
You can reroll a failed check if you have access to research materials. This takes 1d4 hours. The DC of the retry check will be at +5 to +15, depending on the size of your research library.
Mix Acids and Bases (Trained Only; Requires Tools): 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.
Craft DCs | ||||
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Type of Acid | Purchase DC | Acid | Base | 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. |
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Mix Explosives (Trained Only; Requires Tools): Building an explosive from scratch is dangerous. If the 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 Mechanics check.
Type of Scratch-Built Explosive | Purchase DC | Craft DC | Reflex DC (save for half damage) | Time |
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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. |
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Scratch built explosives deal concussion damage.
Mix Poisonous Substances (Trained Only; Requires Tools): 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 Physical Sciences check to create a quantity of the poison.
Time: The amount of time required for the Physical Sciences check.
If the 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.
Poison | Type | Save DC | Initial Damage | Secondary Damage | Purchase DC | Restriction | Craft DC | Time |
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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. |
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n/a: Certain poisons can’t be made with the Physical Sciences skill. Instead, such a poison must be obtained by extracting it from the creature in question. |
Special: You can take 10 on a Physical Sciences check, but you can only take 20 if you have access to a research library. If you take 20 when mixing chemicals, you use up 20 times the normal amount of ingredients.
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