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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.

Applying Poison

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.

Multiple Doses of 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.

Harvesting Poisons

Source: PZO1140

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.

Crafting Antivenom

Source: PZO1140

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.

Crafting 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.

Table: Poisons
Poison Type Fort DC Onset Frequency Effect Cure Price (gp) Source
Arsenic ingested 13 10 min 1/min for 4 mins 1d2 Con dmg 1 save 120 PZO1123
Azure Lily Pollen inhaled 15 1/min for 2 mins Nauseated for 1 min/Paralyzed for 2d4 hrs 1 save 1,500 PZO1123
Belladonna ingested 14 10 min 1/min for 6 mins 1d2 Str dmg, see text 1 save 100 PZO1123
Black Adder Venom injury 11 1/rd. for 6 rds 1d2 Con dmg 1 save 120 PZO1123
Black Lotus Extract contact 20 1 min 1/rd. for 6 rds 1d6 Con dmg 2 saves 4,500 PZO1123
Blood Marsh Spider Venom injury 14 1/rd. for 6 rds 1d4 Dex dmg, confused for 1 rnd. 2 consecutive saves 800 PZO1121
Blackfingers’s salt Ingested 17 10 min 1/min for 6 mins 1d2 Con dmg and 1d3 Bleed 2 saves 300 PPC:P&P
Blistercap Spore contact 20 1/rd. for 6 rds 1d2 Dex drain and 1 Con drain; Secondary: Sickened for 1 min 2 consecutive saves 1,125 PZO1140
Blood Leaf Residue contact 16 1 min 1/min for 6 mins 2d12 hp dmg/1 Con dmg 1 save 300 PZO1123
Bloodpyre contact 14 1/rd. for 6 rds 1 Cha, Int, and Wis dmg, 2d6 fire, see text 1 save 1,000 PPC:AoE
Bloodroot injury 12 1 rd. 1/rd. for 4 rds 1 Con and 1 Wis dmg 1 save 100 PZO1123
Bloodwine ingested 25 1/min for 6 mins Sickened for 1d4 hrs, 1d3 Wis dmg 2 consecutive saves 100 PZO9041
Blue Star ingested 15 10 min 1/min for 6 mins 1d2 Con dmg; resist poison save penalties, see text 2 consecutive saves 500 PZO1140
Blue Whinnis injury 14 1/rd. for 2 rds 1 Con dmg / Unconscious 1d3 hrs. 1 save 120 PZO1123
Bluetip Eurypterid Poison injury 16 1/rd. for 6 rds 1d4 Con dmg 2 consecutive saves PZO9037
Brain Rot ingested 12 1 min 1d2 Int dmg 2 saves PZO9037
Brinestump Special ingested 15 1 rd. Nauseated 5 rds, gobinoids immune 1 save 400 PZO9456
Burnt Othur Fumes inhaled 18 1/rd. for 6 rds 1 Con drain / 1d3 Con dmg 2 saves 2,100 PZO1123
Cloudthorn Venom injury 14 1d4 rds 1/hr. for 3 hrs 1d3 Str and Dex dmg; unable to feel pain for 1 hr. (immune to pain effects) 1 save 400 PZO1140
Cockatrice Spit contact, injury, ingested 12 1/rd. for 4 rds 1d2 Dex dmg; Petrified at Dex=0 1 save 1,000 PZO9232
Common Eurypterid Poison injury 12 1/rd. for 4 rds 1d2 Con 1 save PZO9037
Crone’s Curse inhaled 16 1d4 hrs 1/day for 6 days 1 Dex and Wis dmg; saving throw penalties, see text 2 consecutive saves 600 PZO1140
Dark Reaver Powder ingested 18 10 min 1/min for 6 mins 1d3 Con and 1 Str dmg 2 saves 800 PZO1123
Deathblade injury 20 1/rd. for 6 rds 1d3 Con dmg 2 saves 1,800 PZO1123
Dimorphodon Poison injury 12 1/rd. for 4 rds 1d2 Str 1 save PZO9037
Diplopic serum injury 15 1/rd. for 6 rds 1d2 Wis dmg, see text 1 save 250 PPC:P&P
Dragon bile contact 26 1/rd. for 6 rds 1d3 Str dmg 1,500 PZO1123
Draughtcap Fungus ingested 16 4d6 hrs 1/hr. for 8 hrs 1d2 Str dmg; dehydration, see text 2 consecutive saves 150 PZO1140
Dreaming death inhaled 16 10 min 1/10 min for 1 hr Sleep 10 min, see text 1 save 2,500 PPC:AoE
Drow poison injury 13 1/min for 2 mins Unconscious 1 min/2d4 hrs. 1 save 75 PZO1123
Fiddleback Venom injury, ingested 13 1 min 1/min for 6 mins Nauseated 1d4 rds; Secondary: 1d3 Str dmg and 1d4 Con dmg 2 saves 500 PZO9232
Fire Jackal Saliva injury 12 1/rd for 6 rds 1d6 acid dmg and Nausea; Secondary: 1d4 Dex 1 save 50 PZO9208
Flaying Spider Venom injury 11 1 rd. 1/rd for 6 rds 1d3 Con 1 save 100 PZO9208
Gelidburn Oil injury 12 1/rd. for 4 rds 1d3 fire dmg, 1d3 cold dmg, and Staggered 1 rd. 1 save 75 PPC:P&P
Giant Wasp Poison injury 18 1/rd. for 6 rds 1d2 Dex dmg 1 save 210 PZO1123
Glass Urchin Venom contact or injury 16 1/rd. for 6 rds 1d4 Wis and Confused for 1 rd 2 consecutive saves PZO9037
Goblin’s Eye ingested 13 1 min 1/min for 6 mins 1 Con dmg and the creature is Nauseated for 1 min 1 save 75 PZO1140
Gobinvine Oil contact 10 1 rd. Sickened 2 consecutive saves or 1 min of washing 125 PZO9456
Gray Justice injury 18 1/min for 10 min 1d2 Wis dmg, see text 2 saves 400 PPC:AoE
Green Prismatic Poison spell varies 1/rd. for 6 rds Death/1 Con dmg 2 saves PZO1123
Greenblood Oil injury 13 1/rd. for 4 rds 1 Con dmg 1 save 100 PZO1123
Grinding Joint Paste ingested 16 10 min 1/min for 6 mins 1d4 Dex dmg and pain (see text) 1 save 2,100 PZO9481
Hag Spit injury, ingested 16 1/rd. for 6 rds Blindness for 1d10 rds; Secondary: 1d4 Wis dmg 2 saves 1,500 PZO9232
Halo Mushroom Toxin ingested 18 10 min 1/min for 6 mins Distraction (see text)/1d4 Wis dmg 2 consecutive saves 500 PZO9481
Hemlock ingested 18 10 min 1/min for 6 mins 1d6 Dex dmg, see text 2 saves 2,500 PZO1123
Hunter Urchin Venom injury 13 1/rd. for 6 rds Staggered for 1 rd 1 save PZO9037
Hydrofluoric Acid Contact 20 1 min 1/rd. for 6 rds 1d2 Str drain, 1d2 Con dmg, 2d6 acid dmg; see text 2 consecutive saves 2,500 PPC:P&P
Id Moss ingested 14 10 min 1/min for 6 mins 1d3 Int dmg 1 save 125 PZO1123
Insanity Mist inhaled 15 1/rd. for 6 rds 1d3 Wis dmg 1 save 1,500 PZO1123
Insanity Pill ingested 14 1 min Affected as confusion for 1 min 2 consecutive saves 1,500 PZO9208
Insecticide Inhaled 10* 1/rd. for 3 rds 1 Str dmg; see text 1 save 175 PPC:P&P
Jackalroot Essence injury 18 1/rd. for 1d6 rds Uncontrollable laughter (as per hideous laughter) 2 consecutive saves 600 PZO1140
Juvebloom Ingested 16 1 day 1/day for 7 days 1 Wis drain; see text 1 save 750 PPC:P&P
King’s Sleep ingested 19 1 day 1/day 1 Con drain 2 saves 5,000 PZO1123
Large Scorpion Venom injury 17 1/rd. for 6 rds 1d2 Str dmg 1 save 200 PZO1123
Leng’s Tears contact 18 1 rd. 1/10 min for 1 hr. 1d2 Wis dmg and Paralyzed 10 min 1 save 1,500 PZO9481
Lich Dust ingested 17 10 min 1/min for 6 mins 1d3 Str dmg 2 saves 400 PZO1123
Mage Bane contact 20 1 min 1/min for 6 mins -10 to all Concentration DCs for 1 hr 2 consecutive saves 500 PZO9208
Medium Spider Venom injury 14 1/rd. for 4 rds 1d2 Str dmg 1 save 150 PZO1123
Mindrust inhaled 20 1/rd. for 6 rds 1 Wis dmg and suggestible for 1 min; see text 2 consecutive saves 1,600 PZO9293E
Moonberries contact, ingested 18 1 rd. Once 3d6 Con dmg 1,500 ToH
Nerveblast injury 19 1/rd. for 6 rds 1 Dex drain and Shaken for 1 hr. 2 consecutive saves 1,500 PPC:P&P
Night’s-eye Dust inhaled 14 1/rd. for 6 rds Shaken/Blinded 2 consecutive saves 900 PZO9481
Nightmare Vapor inhaled 20 1/rd. for 6 rds 1 Wis dmg and Confused 1 rd. 2 saves 1,800 PZO1123
Nitharit contact 13 1 min 1/min for 6 mins 1d3 Con dmg 1 save 650 PZO1123
Nymph’s Lure ingested 15 1d4 hrs 1/hr. for 8 hrs 1d2 Str and Wis dmg; attract wild creatures, see text 1 save 250 PZO1140
Ochre Eurypterid Poison injury 10 1/rd. for 4 rds 1 Dex 1 save PZO9037
Oil of Restfulness ingested 15 1 min Unconscious 1d3 hrs 1 save 90 PZO1123
Ossivane injury 18 1/rd. for 6 rds (see text) 1d3 Dex dmg 2 saves 350 PPC:P&P
Pupil’s Friend ingested 10 10 min 1/min for 15 mins Sickened for 1 min; see text 1 save 30 PPC:P&P
Purple Keif ingested 18 1 min 1d2 Con and Str; Secondary: Unconsious 1 hr 1 save 200 PZO9208
Purple Worm Poison injury 24 1/rd. for 6 rds 1d3 Str dmg 2 saves 700 PZO1123
Ragespittle contact 17 1 min 1/min for 6 mins 1d2 Dex dmg, see text 2 saves 1,000 PPC:AoE
Rainbow Jellyfish Toxin injury, contact 14 1/rd. for 2 rds Staggered for 1d6 rds; Secondary: Paralyzed for 1d6 min 1 save 400 PZO9232
Rainbow Scarab Shell injury 14 1 rd. 1/rd. for 4 rds 1d4 Str dmg and suffocation 1 save 150 PZO9481
Red Bedlam ingested 15 10 min 1/min for 10 mins Confusion 2 consecutive saves 1,200 PZO1140
Scholarblight inhaled 15 1/min for 6 mins 1d3 Int dmg, see text 1 save 1,500 PPC:AoE
Sea Urchin Venom injury 11 1/min for 6 mins Sickened for 1 min 1 save PZO9037
Shadow Essence injury 17 1/rd. for 6 rds 1 Str drain / 1d2 Str dmg 1 save 250 PZO1123
Skinsap Extract injury 16 1/rd. for 6 rds (see text) 1d2 Dex, Staggered, and Confused 1 save 1,400 PZO9481
Small Centipede Poison injury 11 1/rd. for 4 rds 1 Dex dmg 1 save 90 PZO1123
Spear Urchin Venom injury 16 1/rd. for 6 rds 1d2 Str, Nauseated for 1 rd 1 save PZO9037
Spider Vine Poison injury 15 1/rd. for 6 rds Paralysis; Secondary: 1d2 Con dmg 2 consecutive saves PZO9222
Spiny Eurpterid Poison injury 21 1/rd. for 6 rds 1d4 Con and 1d2 Dex 2 consecutive saves PZO9037
Starving Nettle injury 15 ? 1/day for 8 days 1d3 Dex and Con dmg; Nausea, see text 2 consecutive saves 300 PZO1140
Striped Toadstool ingested 11 10 min 1/min for 4 mins 1d3 Wis dmg, 1 Int dmg 1 save 180 PZO1123
Styx Sap contact 18 1d4 min 1/10 min for 1 hr 1d4 Wis dmg, memory loss; see text 1 save 2,600 PZO1140
Swampseer Poison ingested 18 10 min 1/min for 3 mins 1d4 Wis dmg; Secondary: 1d2 Wis dmg and Confusion 2 consecutive saves 400 PZO1123
Sweetdream inhaled 19 1 rd. 1/min for 2 mins Sleep and forget (see text) 1 save 900 PZO9481E
Tangle Root Paste contact 16 1 min 1/min for 6 mins 1d2 Dex dmg 1 save 250 PZO1123
Tears of Death contact 22 1 min 1/min for 6 mins 1d6 Con dmg and Paralyzed 1 min 6,500 PZO1123
Tongue Twist injury 16 1/rd. for 6 rds 1d2 Int dmg; see text 2 saves 600 PPC:P&P
Twister Root contact 16 1 min 1/min for 6 mins 1d3 Dex dmg 1 save 400 PZO1123
Third Eye contact 17 1 min 1/rd. for 6 rds 1d3 Wis dmg. Each time the victim takes Wis dmg, it must succeed at a DC 17 Will save or become confused for that rd. 2 consecutive saves 900 PZO1140
Ungol Dust inhaled 15 1/rd. for 4 rds 1 Cha drain/1d2 Cha dmg 1 save 1,000 PZO1123
Violet Venom contact 13 1/min for 6 mins 1d2 Str dmg, 1d2 Con dmg 1 save 800 PZO1123
Wasp Swarm Poison injury 13 1/rd. for 4 rds 1 Dex dmg 1 save PZO1123
Waters of the Whispering River contact 16 1 rd. 1/rd. for 6 rds 1 Con drain; Secondary: 1d3 Con dmg 2 consecutive saves PZO9524
Widow’s Kiss ingested 24 1d4 days 1/day 1d3 Con, see text 3 saves 7,000 PPC:AoE
Witch-Hunter’s Sword ingested 19 10 min 1/hr. for 8 hrs 1 Int, Wis, and Cha dmg, Concentration check penalty; see text 2 consecutive saves 850 PZO1140
Wolfsbane ingested 16 10 min 1/min for 6 mins 1d3 Con dmg 1 save 500 PZO1123
Woundweal injury 18 1 rd. 1/day Impaired healing; see text 2 consecutive saves 100 PZO9410
Wyvern Poison injury 17 1/rd. for 6 rds 1d4 Con dmg 2 saves 3,000 PZO1123

How Do Poisons Work?

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.
  • 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.
[ Source] [ Source] [ Source]

Infused Poisons

Source PPC:BM

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.

Common Infused Poisons

Infused poisons can be purchased at many black markets.

Abyssal Arsenic

Price 420 gp; Slot none; CL 3rd; Weight —; Aura faint transmutation

DESCRIPTION

Favored by demon cultists, this malign variant of arsenic causes a wide variety of painful deformations in the victim’s flesh.

Type poison, ingested; Save Fortitude DC 13 Onset 10 minutes; Frequency 1/minute for 4 minutes Effect 1d2 Con damage; Cure 1 save Spell Effect disfiguring touch (Will DC 13)

CONSTRUCTION REQUIREMENTS

Cost 270 gp; Feats Brew Potion, Infuse Poison; Spells disfiguring touch

Burning Heart

Price 150 gp; Slot none; CL 1st; Weight —; Aura faint evocation

DESCRIPTION

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)

CONSTRUCTION REQUIREMENTS

Cost 125 gp; Feats Brew Potion, Infuse Poison; Spells touch of combustion

Dust of Eox

Price 1,150 gp; Slot none; CL 5th; Weight —; Aura faint abjuration

DESCRIPTION

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.

Type poison, ingested; Save Fortitude DC 13 Onset 10 minutes; Frequency 1/minute for 6 minutes Effect 1d3 Str damage; Cure 2 consecutive saves Spell Effect dispel magic

CONSTRUCTION REQUIREMENTS

Cost 775 gp; Feats Brew Potion, Infuse Poison; Spells dispel magic

Liquid Influence

Price 900 gp; Slot none; CL 5th; Weight —; Aura faint enchantment

DESCRIPTION

This heady liquid brewed from the toxin indigo dreams imparts a compulsion to its victim, decided when the poison is first created.

Type poison, ingested; Save Fortitude DC 13 Onset 10 minutes; Frequency 1/minute for 6 minutes Effect 1d3 Wis damage; Cure 2 consecutive saves Spell Effect suggestion (Will DC 14)

CONSTRUCTION REQUIREMENTS

Cost 525 gp; Feats Brew Potion, Infuse Poison; Spells suggestion

Necrotoxins

Source PPC:BM

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.

Entropic Dust

Price 1,500 gp; Slot none; CL 3rd; Weight —; Aura faint necromancy

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Cost 750 gp; Feats Craft Wondrous Item; Spells desecrate

Ghost Syrup

Source PPC:AoE

Price 6,000 gp; Slot none; CL 13th; Weight —; Aura strong necromancy

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells ethereal jaunt; Skills creator must have 13 ranks in Craft (alchemy); Cost 3,000 gp

Lazurite Flakes

Price 5,400 gp; Slot none; CL 11th; Weight —; Aura moderate necromancy

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Cost 2,700 gp; Feats Craft Wondrous Item; Spells create undead

Memento Mori

Source PPC:AoE

Price 3,700 gp; Slot none; CL 9th; Weight —; Aura moderate necromancy

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells unhallow; Skills creator must have 10 ranks in Craft (alchemy); Cost 1,850 gp

Quick Rot

Price 450 gp; Slot none; CL 3rd; Weight —; Aura faint necromancy

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Cost 225 gp; Feats Craft Wondrous Item; Spells ghoul touch

Xensh Spores

Price 1,200 gp; Slot none; CL 5th; Weight —; Aura faint necromancy

DESCRIPTION

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

CONSTRUCTION REQUIREMENTS

Cost 225 gp; Feats Craft Wondrous Item; Spells undead anatomy I