Truth Serum (3.5e Equipment)
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Truth Serum[edit]
A pale blue fluid which loosens the tongue and compels the victim to speak the truth and reveal secrets, it is a common tool of interrogators everywhere. It can be mixed with food though a DC 15 Wisdom check will reveal something is "off" with the food or drink in question, or it can be injected but a sufficient dose must be delivered making it a poor injury poison. Instead it needs to be properly injected into a willing or (more likely) helpless creature.
Those which fail the Fortitude save must succeed on a DC 20 Will save each time they are asked a question or be unable to lie or remain silent on that particular question. Even if they succeed, they take a -10 penalty to Bluff checks. Asking the same question gives the same result when affected by the same dose of truth serum. These effects last for 1 hour.
Additional doses of truth serum increase the Will DC by +2, and increase the Bluff penalty by -4 each time, as well as resetting the duration. However more than one truth serum within 24 hours has delirious effects. There is a stacking +15% chance each time truth serum is applied that it will instead cause the victim to go unconscious for 1d4 hours.
At the end of the duration, the victim makes a secondary Fortitude save. If they fail their memories of the time they spent under the drug and what questions they answered are fuzzy and unclear, though they do recall being drugged and other major details.
Truth serum ingested by hiding it within food can be hidden with a Craft Cooking or similar appropriate check. It is countered by any appropriate Craft check or Survival. Creatures can detect if a victim is under the influence of the drug with a DC 20 Sense Motive check.
Type: Injury DC 14
Initial Effect: Unable to lie, -10 Bluff.
Secondary Effect: Unable to recall events while drugged.
Price: 150 gp
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