- 3rd Party Poisons
- Azure Lily Pollen
- Black Adder Venom
- Black Lotus Extract
- Black Marsh Spider Venom
- Black Smear
- Blackfingers’s Salt
- Blistercap Spore Poison
- Blood Leaf Residue
- Blue Star
- Blue Whinnis
- Bluetip Eurypterid Poison
- Brain Rot
- Brinestump Special
- Burnt Othur Fumes
- Cloudthorn Venom
- Cockatrice Spit
- Common Eurypterid Poison
- Crone's Curse
- Dark Reaver Powder
- Dimorphodon Poison
- Diplopic Serum
- Dragon Bile
- Draughtcap Fungus
- Dreaming Death
- Drow Poison
- Fiddleback Venom
- Fire Jackal Saliva
- Flaying Spider Venom
- Gelidburn Oil
- Giant Wasp Poison
- Glass Urchin Venom
- Goblin's Eye
- Goblinvine Oil
- Gray Justice
- Green Prismatic Poison
- Greenblood Oil
- Grinding Joint Paste
- Hag Spittle
- Halo Mushroom Toxin
- Hunter Urchin Venom
- Hydrofluoric Acid
- Id Moss
- Insanity Mist
- Insanity Pill
- Jackalroot Essence
- Jackalroot Essence
- King's Sleep
- Large Scorpion Venom
- Leng's Tears
- Lich Dust
- Mage Bane
- Medium Spider Venom
- Night's-Eye Dust
- Nightmare Vapor
- Nymph's Lure
- Ochre Eurypterid Poison
- Oil of Restfulness
- Pupil’s Friend
- Purple Keif
- Purple Worm Poison
- Rainbow Jellyfish Toxin
- Rainbow Scarab Shell
- Red Bedlam
- Sea Urchin Venom
- Shadow Essence
- Skinsap Extract
- Small Centipede Poison
- Spear Urchin Venom
- Spider Vine Poison
- Spiny Eurypterid Poison
- Starving Nettle
- Striped Toadstool
- Styx Sap
- Swampseer Poison
- Tangle Root Paste
- Tears of Death
- Third Eye
- Tongue Twist
- Twister Root
- Ungol Dust
- Violet Venom
- Violet Venom
- Wasp Swarm Poison
- Waters of the Whispering River
- Widow's Kiss
- Witch-Hunter's Sword
- Wyvern Poison
A poison is a substance that interferes with the natural functions of a living creature’s body, causing injury or death, typically requiring only a very small amount. The target of a poison may resist with a successful saving throw. Poisons can be delayed or cured with spells such as delay poison and neutralize poison.
Poisons have four categories, based on how they reach the target: contact, ingested, inhaled, or injury.
Contact: These poisons are delivered the moment a creature touches the poison with its bare skin. Such poisons can be used as injury poisons. Contact poisons usually have an onset time of 1 minute and a frequency of 1 minute.
Ingested: These poisons are delivered when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute.
Inhaled: These poisons are delivered the moment a creature enters an area containing such poisons and do not usually have an onset time. For most inhaled poisons, 1 dose fills a volume equal to a 10-foot cube. A creature can attempt to hold its breath while inside the area to avoid inhaling the toxin. A creature holding its breath receives a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation. If a creature is holding its breath and fails the constitution check to continue doing so, rather than suffocating it begins to breathe normally again (and is subject to the effects of the inhaled poison if still in the area).
Injury: These poisons are primarily delivered through the attacks of certain creatures and through weapons coated in the toxin. Injury poisons do not usually have an onset time and have a frequency of 1 round.
One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it).
Applying poison to a weapon or single piece of ammunition is a standard action. Whenever you apply or ready a poison for use, there is a 5% chance that you expose yourself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever you attack with a poisoned weapon, if the attack roll results in a natural 1, you expose yourself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. If you have the poison use class feature (such as from the assassin prestige class or the alchemist base class), you do not risk accidentally poisoning yourself when applying poison.
Unlike other afflictions, multiple doses of the same poison “stack,” meaning that successive doses combine to increase the poison’s DC and duration.
Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison’s duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course.
Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry.
Increased DC: Increase the poison’s DC by +2.
These increases are cumulative (a third dose adds another 1/2 of the frequency to the duration and +2 to the DC, and so on). When affected by multiple doses of the same poison, you only make one saving throw at this higher DC when required by the frequency, rather than one saving throw against each dose of the poison.
Multiple doses do not alter the Cure condition of the Poison, and meeting that Cure condition ends all doses of the poison.
Applied contact poisons and injury poisons cannot inflict more than one dose of poison per weapon at a time (because the poison on the weapon only lasts for one successful attack before it wears off). Inhaled and ingested poisons can inflict multiple doses at once.
Doses from different poisons (such as an assassin with greenblood oil on his dagger and Medium spider venom on his short sword) do not stack—the effects of each are tracked separately.
Example: A fighter is facing three Medium spiders (which inject Medium spider venom on a successful bite). Medium spider venom normally has a frequency of 4 rounds and a DC of 14. On the first round, all three spiders bite him and he fails all three saves. The second and third doses each increase the total duration by 2 rounds (half of the 4 round frequency) and the save DC by +2, for a total duration of 8 rounds (4 + 2 + 2) and DC 18 (14 + 2 + 2). Fortunately, Medium spider venom is cured after just one successful save, even though the fighter is battling three doses at once.
Example: This time, the fighter makes two of his initial saves against the spider venom, so he only has one dose active in his body. He fails his save on his turn. On the spiders’s turn, two of them bite him, and he fails both saves, which increases the duration to 8 rounds and the DC to 18, just as if he had failed all three saves in the same round.
While some think of poison as an assassin’s tool, the herbalists and naturalists of the world know that poison carries in it no more inherent evil than fire or water. Indeed, in the wildlands of the world, harvesting poison to give a hunter an edge or to aid in the production of antivenom is a time-honored practice.
While Craft (alchemy) is necessary to brew long-lasting poisons, there are many natural sources of poison in the world, and poison crafters who wish to avoid the expense of purchasing raw ingredients may seek to harvest poison from natural sources instead. The following section presents rules for harvesting poisons from the wild.
Unless a dose of harvested poison is preserved (see Preserving Harvested Poison), it remains potent for 24 hours after it is harvested.
Harvesting from Dead Creatures: Once a venomous creature is slain, its venom sacs can be removed, allowing 1 or more doses of its venom to be harvested for later use. In order to harvest venom, the creature must have been dead for less than 24 hours. Every hour the source creature has been dead reduces the lifespan of the harvested poison by an hour. Removing venom sacs is a messy and time-consuming process, requiring 10 minutes of work, access to surgical tools, and a container to store the venom in. If proper surgical tools are not available, a dagger or other light slashing weapon can be used, although this imposes a –2 penalty on checks to harvest the venom. The harvester must succeed at a Survival check (DC = 15 + the dead creature’s CR) in order to successfully harvest poison. On a success, the harvester acquires a single dose of the creature’s venom, plus 1 additional dose for every 5 by which the result of this check exceeded the DC (to a maximum number of doses equal to the creature’s Constitution modifier, minimum 1). Failing the check causes all of the venom to be lost. Failure by 5 or more exposes the harvester to 1d3 doses of the creature’s venom unless she has the poison use class feature.
Harvesting Poison from Hazards: Some hazards, such as poison oak and spider vines, feature poisons that can be harvested by those who know how to do so. This process requires 1 hour and an alchemist’s lab or alchemy crafting kit. If the harvester succeeds at a Survival check (DC = 15 + the hazard’s CR), she collects 1 dose of poison. Harvesting poison from a hazard in this way requires getting close enough to it to touch it, which may expose the harvester to the hazard’s effects.
Milking Venom: Venom can be harvested from a living creature without harming the creature, although the process is dangerous unless the creature has been trained for that specific purpose (see Milk Venom). For most venomous creatures, this involves stretching a thin canvas over a jar or vial and then coaxing the creature to bite into the canvas before massaging its venom glands, causing the venom to drip from its fangs into the container. Similar methods are used for creatures that deliver venom in other ways, such as with a stinger.
Milking a single dose of poison from a creature takes 10 minutes of work and requires a successful Handle Animal check (DC = 10 + the donor’s Hit Dice + the donor’s Wisdom modifier). Failure by less than 5 indicates that the venom is not collected, but the handler suffers no other ill effect. Failure by 5 or more indicates that the creature bites, stings, or otherwise injects the handler with its venom. It automatically hits the handler with one of its natural attacks that delivers its poison, and it applies the effects of the attack normally. The creature might continue to attack the handler after doing so, possibly initiating combat. Milking venom from a cooperative intelligent creature doesn’t require a Handle Animal check but presents a 5% chance of exposure to the venom.
A creature can produce a number of doses of venom in this way each day equal to its Constitution modifier (minimum 1). A creature that is milked of venom this many times in one day (whether or not the attempts are successful) loses its poison special ability until the next time it rests.
Preserving Harvested Poison: Poison harvested from a creature or hazard remains potent for 24 hours. If a character wishes to preserve harvested poison for a longer period, she must treat it alchemically, as if crafting the poison with Craft (alchemy) but using the poison dose as the raw ingredients normally needed to brew a dose of the poison and thus avoiding the gp cost to craft the poison.
While antitoxin presents a generalized tool for protecting oneself from poison, more specialized antivenoms can provide even greater protection against specific poisons. Creating a dose of antivenom requires a dose of the specific poison that the antivenom is designed to protect against.
Antivenom Effects: A single dose of antivenom automatically neutralizes the first exposure of the specific poison it is made to combat and provides a +8 alchemical bonus on saving throws against additional exposure to that specific poison; this bonus decreases by 1 every hour, until the effect ends after 8 hours.
Crafting Antivenom: To create a dose of antivenom, a living creature must first be exposed to a half dose of the poison in question. The creature suffers the poison’s effects normally, except the saving throw DC to resist the poison is reduced by 2. In order to be able to produce antivenom, the creature must succeed at the necessary saving throws to be cured of the poison. If the poison’s duration expires without the creature being cured, no antivenom can be harvested.
Once the creature has resisted the poison’s effects, a viable sample of the creature’s blood can be extracted with a successful DC 20 Craft (alchemy) or Heal check. This blood must then be refined to extract the natural antibodies that combat the poison in a process that takes 1 hour and requires a successful Craft (alchemy) check (DC = 5 + the poison’s saving throw DC). Success yields 1 dose of antivenom.
Antivenom can also be harvested in the same fashion from a creature that has been afflicted by a full dose of poison, rather than a creature deliberately given a half dose for this purpose. Regardless of how much poison the creature is exposed to, the antibodies in its system can be harvested only for 24 hours after it has recovered from the poison.
Purchasing Antivenom: Antivenom is not particularly expensive, but because it is highly specialized, it can be difficult to find. A dose of antivenom has a market price equal to half the market price of a dose of the poison in question, but it is treated as though its price were five times the market price of the poison for the purposes of determining its availability in any given settlement. Alternatively, if 1 or more doses of the poison in question can be provided, most alchemists will supply as much antivenom as they can produce from the doses for a fee of 10% of the market price of the poison.
You can make poison with the Craft (alchemy) skill. The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes you to the poison. This does not consume the poison. If you have the poison use class feature, you do not risk accidentally poisoning yourself when applying poison.
The sample poisons listed below represent just some of the common poisons available in cities. Of course, most cities have laws against buying, selling, or crafting poison.
|Poison||Type||Fort DC||Onset||Frequency||Effect||Cure||Price (gp)||Source|
|Arsenic||ingested||13||10 min.||1/min. for 4 min.||1d2 Con||1 save||120||PRG:UE|
|Belladonna||ingested||14||10 min.||1/min. for 6 min.||1d2 Str, see text||1 save||100||PRG:UE|
|Black adder venom||injury||11||—||1/rd. for 6 rds.||1d2 Con||1 save||120||PRG:UE|
|Blackfingers’s salt||Ingested||17||10 minutes||1/minute for 6 minutes||1d2 Con and 1d3 bleed||2 saves||300||PPC:P&P|
|Black lotus extract||contact||20||1 min.||1/rd. for 6 rds.||1d6 Con||2 saves||4,500||PRG:UE|
|Blistercap spore||contact||20||—||1/rd. for 6 rds.||1d2 Dex drain and 1 Con drain; Secondary Effect sickened for 1 minute||2 consecutive saves||1,125||PRG:UW|
|Bloodpyre||contact||14||—||1/rd. for 6 rds.||1 Cha, Int, and Wis, 2d6 fire, see text||1 save||1,000 gp||PPC:AoE|
|Bloodroot||injury||12||1 rd.||1/rd. for 4 rds.||1 Con and 1 Wis||1 save||100||PRG:UE|
|Blue Star||ingested||15||10 minutes||1/minute for 6 minutes||1d2 Con damage. In addition, the creature takes a –2 penalty on saving throws to resist poison for 1 week||2 consecutive saves||500||PRG:UW|
|Blue whinnis||injury||14||—||1/rd. for 2 rds||1 Con / unconscious 1d3 hrs.||1 save||120||PRG:UE|
|Burnt othur fumes||inhaled||18||—||1/rd. for 6 rds.||1 Con drain / 1d3 Con||2 saves||2,100||PRG:UE|
|Cloudthorn Venom||injury||14||1d4 rounds||1/hour for 3 hours||1d3 Str and Dex damage||1 save||400||PRG:UW|
|Cloudthorn venom||injury||14||1d4 rnds.||1/hour for 3 hours||1d3 Str and Dex damage. In addition, the creature is unable to feel pain for 1 hour, rendering it immune to pain effects. A creature attacking the poisoned creature can attempt a Sleight of Hand check opposed by the poisoned creature’s Perception check in order to attempt to deliver the attack without the target being aware of it, as the creature feels no pain from the attack. If a PC is rendered numb in this way, the GM should secretly track all damage dealt to the character until the numbing effect ends.||1 save||400||PRG:UW|
|Crone’s Curse||inhaled||16||1d4 hours||1/day for 6 days||1 Dex and Wis damage. As long as a creature has any ability damage from crone’s curse, the creature takes a –4 penalty on saving throws to resist the effects of extreme temperatures. Additionally, the creature gains vulnerability to cold and fire damage during this time, taking half again as much (+50%) damage from these forms of damage.||2 consecutive saves||600||PRG:UW|
|Dark reaver powder||ingested||18||10 min.||1/min. for 6 min.||1d3 Con and 1 Str||2 saves||800||PRG:UE|
|Deathblade||injury||20||—||1/rd. for 6 rds.||1d3 Con||2 saves||1,800||PRG:UE|
|Diplopic serum||injury||15||—||1/round for 6 rounds||1d2 Wis*||1 save||250||PPC:P&P|
|Dragon bile||contact||26||—||1/rd. for 6 rds.||1d3 Str||—||1,500||PRG:UE|
|Draughtcap Fungus||ingested||16||4d6 hours||1/hour for 8 hours||1d2 Str damage. Additionally, as long as a creature is suffering from draughtcap fungus, its body is unable to process liquids, causing the creature to undergo the effects of dehydration no matter how much it drinks and preventing the creature from benefiting from potions, extracts, and other such items. After the failed initial save, the creature counts as if it had gone without water for 1 day. Further, each failed ongoing save causes the creature to be treated as though it had gone an additional hour without consuming water.||2 consecutive saves||150||PRG:UW|
|Dreaming death||inhaled||16||10 min.||1/10 min. for 1 hr.||Sleep 10 min., see text||1 save||2,500 gp||PPC:AoE|
|Drow poison||injury||13||—||1/min. for 2 min.||Unconscious 1 min./2d4 hrs.||1 save||75||PRG:UE|
|Gelidburn oil||injury||12||—||1/round for 4 rounds||1d3 fire, 1d3 cold, and staggered 1 round||1 save||75||PPC:P&P|
|Giant wasp poison||injury||18||—||1/rd. for 6 rds.||1d2 Dex||1 save||210||PRG:UE|
|Goblin’s Eye||ingested||13||1 minute||1/minute for 6 minutes||1 Con damage and the creature is nauseated for 1 minute||1 save||75||PRG:UW|
|Gray justice||injury||18||—||1/min. for 10 min.||1d2 Wis, see text||2 saves||400 gp||PPC:AoE|
|Greenblood oil||injury||13||—||1/rd. for 4 rds.||1 Con||1 save||100||PRG:UE|
|Green prismatic poison||spell||varies||—||1/rd. for 6 rds.||Death/1 Con||2 saves||—||PRG:UE|
|Grinding joint paste||ingested||16||10 min.||1/min. for 6 min.||1d4 Dex and pain (see text)||1 save||2,100 gp||PPC:AA2|
|Halo mushroom toxin||ingested||18||10 min.||1/min. for 6 min.||Distraction (see text)/1d4 Wis 2 saves||???||500 gp||PPC:AA2|
|Hemlock||ingested||18||10 min.||1/min. for 6 min.||1d6 Dex, see text||2 saves||2,500||PRG:UE|
|Hydrofluoric acid||Contact||20||1 minute||1/round for 6 rounds||1d2 Str drain, 1d2 Con, and 2d6 acid*||2 consecutive saves||2,500||PPC:P&P|
|Id moss||ingested||14||10 min.||1/min. for 6 min.||1d3 Int||1 save||125||PRG:UE|
|Insanity mist||inhaled||15||—||1/rd. for 6 rds.||1d3 Wis||1 save||1,500||PRG:UE|
|Insecticide||Inhaled||10*||—||1/round for 3 rounds||1 Str*||1 save||175||PPC:P&P|
|Jackalroot Essence||injury||18||?||1/round for 1d6 rounds||Uncontrollable laughter (as per hideous laughter)||2 consecutive saves||600||PRG:UW|
|Juvebloom||Ingested||16||1 day||1/day for 7 days||1 Wis drain*||1 save||750||PPC:P&P|
|King’s sleep||ingested||19||1 day||1/day||1 Con drain||2 saves||5,000||PRG:UE|
|Large scorpion venom||injury||17||—||1/rd. for 6 rds.||1d2 Str||1 save||200||PRG:UE|
|Leng’s tears||contact||18||1 rd.||1/10 min. for 1 hour||1d2 Wis and paralyzed 10 min 1 save 1,500 gp||???||???||PPC:AA2|
|Lich dust||ingested||17||10 min.||1/min. for 6 min.||1d3 Str||2 saves||400||PRG:UE|
|Malyass root paste||contact||16||1 min.||1/min. for 6 min.||1d2 Dex||1 save||250||PRG:UE|
|Medium spider venom||injury||14||—||1/rd. for 4 rds.||1d2 Str||1 save||150||PRG:UE|
|Nerveblast||injury||19||—||1/round for 6 rounds||1 Dex drain and shaken for 1 hour||2 consecutive saves||1,500||PPC:P&P|
|Nightmare vapor||inhaled||20||—||1/rd. for 6 rds.||1 Wis and confused 1 round||2 saves||1,800||PRG:UE|
|Night’s-eye dust||inhaled||14||—||1/rd. for 6 rds.||Shaken/blinded 2 saves||???||900 gp||PPC:AA2|
|Nitharit||contact||13||1 min.||1/min. for 6 min.||1d3 Con||1 save||650||PRG:UE|
|Nymph’s Lure||ingested||15||1d4 hours||1/hour for 8 hours||1d2 Str and Wis damage. Additionally, as long as a creature is afflicted with nymph’s lure, its sweat exudes powerful pheromones that might attract wild creatures. The DCs of Perception and Survival checks to locate or track the creature using scent are reduced by 10. Additionally, when rolling to determine whether the afflicted creature has a random encounter, roll twice and if either roll would result in a random encounter, one occurs.||1 save||250||PRG:UW|
|Oil of taggit||ingested||15||min.||—||unconscious 1d3 hours||1 save||90||PRG:UE|
|Ossivane||injury||18||—||1/round for 6 rounds*||1d3 Dex||2 saves||350||PPC:P&P|
|Pupil’s friend||Ingested||10||10 minutes||1/minute for 15 minutes||Sickened for 1 minute*||1 save||30||PPC:P&P|
|Purple worm poison||injury||24||—||1/rd. for 6 rds.||1d3 Str||2 saves||700||PRG:UE|
|Ragespittle||contact||17||1 min.||1/min. for 6 min.||1d2 Dex, see text||2 saves||1,000 gp||PPC:AoE|
|Rainbow scarab shell||injury||14||1 rd.||1/rd. for 4 rds.||1d4 Str and suffocation||1 save||150 gp||PPC:AA2|
|Red Bedlam||ingested||15||10 minutes||1/minute for 10 minutes||confusion||2 consecutive saves||1,200||PRG:UW|
|Sassone leaf residue||contact||16||1 min.||1/min. for 6 min.||2d12 hp/1 Con||1 save||300||PRG:UE|
|Scholarblight||inhaled||15||—||1/min. for 6 min.||1d3 Int, see text||1 save||1,500 gp||PPC:AoE|
|Shadow essence||injury||17||—||1/rd. for 6 rds.||1 Str drain / 1d2 Str||1 save||250||PRG:UE|
|Skinsap extract||injury||16||—||1/rd. for 6 rds. (see text)||1d2 Dexstaggered and confused||1 save||1,400 gp||PPC:AA2|
|Small centipede poison||injury||11||—||1/rd. for 4 rds.||1 Dex||1 save||90||PRG:UE|
|Starving Nettle||injury||15||?||1/day for 8 days||1d3 Dex and Con damage. In addition, each time the creature fails a save against the poison, for the following 24 hours it is overwhelmed with nausea whenever food is presented to it and is unable to bring itself to eat, no matter how hungry it becomes.||2 consecutive saves||300||PRG:UW|
|Striped toadstool||ingested||11||10 min.||1/min. for 4 min.||1d3 Wis and 1 Int||1 save||180||PRG:UE|
|Styx Sap||contact||18||1d4 minutes||1/10 minutes for 60 minutes||1d4 Wis damage, and the creature loses its memories from the past 10 minutes, as though they had been erased by the spell modify memory||1 save||2,600||PRG:UW|
|Sweetdream||inhaled||19||1 rd.||1/min. for 2 min.||Sleep and forget (see text)||1 save||900 gp||PPC:AA2|
|Tongue twist||injury||16||—||1/round for 6 rounds||1d2 Int*||2 saves||600||PPC:P&P|
|Witch-Hunter’s sword||ingested||19||10 minutes||1/hour for 8 hours||1 Int, Wis, and Cha damage. As long as this poison persists, the victim takes a –5 penalty on concentration checks. In addition, a creature suffering from witch-hunter’s sword poison must succeed at a concentration check (DC = 20 + double the spell’s level) to cast spells or use spell-like abilities.||2 consecutive saves||850||PRG:UW|
|Tears of death||contact||22||1 min.||1/min. for 6 min.||1d6 Con and paralyzed 1 min.||—||6,500||PRG:UE|
|Terinav root||contact||16||1 min.||1/min. for 6 min.||1d3 Dex||1 save||400||PRG:UE|
|Third Eye||contact||17||1 minute||1/round for 6 rounds||1d3 Wis damage. Each time the victim takes Wisdom damage, it must succeed at a DC 17 Will save or become confused for that round.||2 consecutive saves||900||PRG:UW|
|Ungol dust||inhaled||15||—||1/rd. for 4 rds.||1 Cha drain/1d2 Cha||1 save||1,000||PRG:UE|
|Violet venom||contact||13||—||1/min. for 6 min.||1d2 Str and 1d2 Con||1 save||800||PRG:UE|
|Wasp Swarm Poison||injury||13||—||1/rd. for 4 rds.||1 Dex damage||1 save||—||PRG:UE|
|Widow’s kiss||ingested||24||1d4 days||1/day||1d3 Con, see text||3 saves||7,000 gp||PPC:AoE|
|Wolfsbane||ingested||16||10 min.||1/min. for 6 min.||1d3 Con||1 save||500||PRG:UE|
|Wyvern poison||injury||17||—||1/rd. for 6 rds.||1d4 Con||2 saves||3,000||PRG:UE|
The rules are not very clear on the exact details of how poisons work. This is an attempt to clear up the order of events involving poison. Please keep in mind that this is our best attempt at a comprehensive set of rules based on the published rules, official errata and blog posts, and posts from designers. Please drop us an email if you find similar evidence that contradicts this.
- When you are initially exposed to a poison (whether during your action or someone else’s), you must make a save to avoid being poisoned.
- Success You resist being poisoned. You do not suffer any ill effects and you need not make any further saves.
- Failure You are poisoned and immediately suffer the listed effect. You will need to make further saves to avoid more damage and cure the poison.
- Exception If the poison has an onset period, failing the initial check does NOT cause you to suffer any effects.
- If you are exposed to more of the same poison at any point while you are poisoned, you need to make a new initial save at +2 DC.
- Success You resist the new dose and carry on as if it never happened (this success does not count toward the requisite “consecutive saves” for curing any poison that is already in your system)
- Failure The DC for all subsequent checks are increased by 2 and the duration of the poison is increased by half of the listed value. (eg if you are poisoned with a poison with a DC 11, being exposed again forces you to make a save at DC 13. If you fail this, all your future checks to cure the poison, avoid damage, or resist being poisoned again are at DC 13 – and the duration is increased by half. If you are exposed for a third time, you would need to save at DC 15 against the new dose, etc)
- For the onset period, nothing happens (if there is no onset, the next step happens right away!)
- At the next frequency interval (your next turn for 1/round poisons, 1 minute later for 1/minute, next day for 1/day) you must make a save on your turn (at any point during your turn – you must still make this save if you choose to delay).
- Success You suffer no ill effects and now have a save towards curing the poison.
- If the poison requires only one save to cure, you are cured and no longer need to make saves.
- Failure You suffer the listed effects again.
- Success You suffer no ill effects and now have a save towards curing the poison.
- Repeat the previous step until you fulfill either score enough consecutive saves to cure the poison or the duration runs out.
Poisons with initial and secondary effects
- For poisons without an onset, failing the initial save causes you to suffer the initial effect of the poison. The subsequent saves are made against the secondary effect.
- For poisons with an onset, failing the initial save causes you to be poisoned but not suffer any ill effect. Failing the first save after the onset causes you suffer the initial effect of the poison. Any subsequent saves are made against the secondary effect.
- Special If you are exposed to multiple doses of a poison with initial and secondary effects, you only suffer the initial effect once. Subsequent exposures cause you to suffer the secondary effect and add duration to secondary effects.
By combining the skill of potioncraft with a poisoner’s art, cunning assassins and herbalists can craft vile supernatural threats. An infused poison combines the effects of an ingested poison and a potion. A creature drinking an infused poison is affected by the poison (and its initial effects or damage) first, after which the infused spell effect triggers and the imbiber must attempt a second saving throw (often of a different type or DC) against its magical effects. Spell resistance applies normally to an infused poison’s magical effects, but offers no protection against the poison, and poison resistance offers no protection against the magical effects of an infused poison. Poison immunity renders a creature immune to an infused poison’s magical effects.
A poison can be infused with a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures. As with a potion, you cannot create an infused poison without meeting its spell prerequisite. The base price of the infusion is equal to the level of the spell × the creator’s caster level × 25 gp. The cost of the poison to be infused is paid separately. If the spell has a material component cost, it is added to the poison’s base price and cost of creation.
Infused poisons function like spells cast on the imbiber.
A poison’s creator makes all decisions regarding the spell’s effects when it is created—the creature consuming the infused poison has no control over its effects. Unlike with a potion, the imbiber is not considered the caster of the effect. If the spell has an effect related to the caster (as does charm person), the subject treats the first sentient creature it encounters after consuming the poison as the poison’s creator.
A character who attempts to identify an infused poison with a Perception check (as if it were a potion) has a 5% chance of poisoning herself, unless she has the poison use ability. This process doesn’t consume the infused poison.
Infused poisons can be purchased at many black markets.
Price 420 gp; Slot none; CL 3rd; Weight —; Aura faint transmutation
Favored by demon cultists, this malign variant of arsenic causes a wide variety of painful deformations in the victim’s flesh.
Price 150 gp; Slot none; CL 1st; Weight —; Aura faint evocation
Brewed from belladonna and popular among backstabbing nobility, burning heart causes victims to burst into flames at the most embarrassing times.
Type poisoned, ingested; Save Fortitude DC 14 Onset 10 minutes; Frequency 1/minute for 6 minutes Effect 1d2 Str damage, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; Cure 1 save Spell Effect touch of combustion (Reflex DC 11)
Price 1,150 gp; Slot none; CL 5th; Weight —; Aura faint abjuration
This black metallic powder infuses lich dust with magic-destroying energies, tearing down any protective spells its imbiber may have in place. It is especially favored by assassins when they must target wizards, arcanists, or nobles with abundant magical servants.
Price 900 gp; Slot none; CL 5th; Weight —; Aura faint enchantment
Necrotoxins fuse alchemy and necromancy to attack not just the body or the mind, but the very soul of the victim.
Charging necrotoxins with necrotic power requires special rituals, reagents from undead creatures, and the channeling of negative energy during the brewing process. The DCs of Craft (alchemy) check to brew a necrotoxin is 5 higher than the poison’s Fortitude DC due to the temperamental process of its creation.
Price 1,500 gp; Slot none; CL 3rd; Weight —; Aura faint necromancy
This white grit hinders a victim’s divine power.
Type poison, inhaled; Save Fortitude DC 18; Frequency 1/round for 6 rounds; Effect 1d2 Cha damage, and for the duration of the poison, victim must succeed at a concentration check vs. the poison’s save DC to channel positive energy or lay on hands; Cure 1 save
Price 6,000 gp; Slot none; CL 13th; Weight —; Aura strong necromancy
This necrotoxin causes a creature to lose corporeal substance.
Type ingested; Save Fortitude DC 20; Onset 1 minute; Frequency 1/round for 6 rounds; Effect 1d3 Str damage, and each round a victim takes damage from this poison, she has a 50% chance of dropping one held item. If a victim’s Strength is reduced to 0 by ghost syrup, the Strength damage becomes Strength drain, and the victim becomes permanently incorporeal. Carried and worn equipment is unaffected and remains corporeal, and the victim can be restored only through a limited wish, miracle, remove curse, or wish spell; Cure 2 consecutive saves
Price 5,400 gp; Slot none; CL 11th; Weight —; Aura moderate necromancy
These dark gray flakes induce ravenous hunger.
Type poison, ingested; Save Fortitude DC 18; Onset 10 minutes; Frequency 1/minute for 8 minutes; Effect 1d2 Con damage, and a humanoid who dies while poisoned rises as an uncontrolled ghoul at the next midnight, retaining none of the abilities it possessed in life; Cure 2 consecutive saves
Price 3,700 gp; Slot none; CL 9th; Weight —; Aura moderate necromancy
Memento mori is a powerful hallucinogen that clouds a victim’s senses with messages of death.
Type inhaled; Save Fortitude DC 19; Onset —; Frequency 1/minute for 6 rounds; Effect 1d3 Wis damage, and as long as any Wisdom damage from the poison remains, the victim can’t distinguish living creatures from undead and can’t understand or read any language—spoken words sound like tearful moans and written words seem faded and tattered. While under this effect, the target takes a –5 penalty on saving throws against fear effects and must attempt to save against all spells cast by others, even harmless or beneficial spells; Cure 2 consecutive saves
Price 450 gp; Slot none; CL 3rd; Weight —; Aura faint necromancy
This smelly toxin causes a victim’s flesh to become gangrenous.
Type poison, injury; Save Fortitude DC 14; Frequency 1/round for 4 rounds; Effect 1d2 Con damage, and until the Con damage is healed, the victim gains the stench universal monster ability. The stench DC is equal to the poison’s DC, and creatures who fail their saves are sickened for 1d6+4 minutes. The poisoned creature is not immune to its own stench; Cure 1 save
Price 1,200 gp; Slot none; CL 5th; Weight —; Aura faint necromancy
These Shadow Plane spores inhibit a victim’s ability to absorb positive energy.
Type poison, inhaled; Save Fortitude DC 16; Onset 10 minutes; Frequency 1/hour for 6 hours; Effect 1d2 Dex damage, and until the Dex damage is healed, the victim regains only half the normal amount of hit points from channeled energy and conjuration (healing) spells; Cure 2 consecutive saves