Poisons

here for reference cannot purchase or create until further notice.

No other affliction is so prevalent as poison. From the fangs of a viper to the ichor-stained assassin's blade, poison is a constant threat. Poisons can be cured by successful saving throws and spells such as neutralize poison.

Contact poisons are contracted the moment someone touches the poison with his 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 poisons are contracted when a creature eats or drinks the poison. Ingested poisons usually have an onset time of 10 minutes and a frequency of 1 minute. Injury poisons are primarily contracted 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. Inhaled poisons are contracted the moment a creature enters an area containing such poisons. Most inhaled poisons fill a volume equal to a 10-foot cube per dose. Creatures can attempt to hold their breaths while inside to avoid inhaling the toxin. Creatures holding their breaths receive a 50% chance of not having to make a Fortitude save each round. See the rules for holding your breath and suffocation in Environment. Note that a character that would normally suffocate while attempting to hold its breath instead begins to breathe normally again.

Applying poison to a weapon or single piece of ammunition is a standard action. Whenever a character applies or readies a poison for use there is a 5% chance that he exposes himself to the poison and must save against the poison as normal. This does not consume the dose of poison. Whenever a character attacks with a poisoned weapon, if the attack roll results in a natural 1, he exposes himself to the poison. This poison is consumed when the weapon strikes a creature or is touched by the wielder. Characters with the poison use class feature do not risk accidentally poisoning themselves.

The poison track simulates the progressive effects of poison in the body. A character who is poisoned rolls a saving throw after the listed onset at the listed frequency. On an initial exposure to poison, regardless of whether her save succeeds, a victim takes an amount of poison damage equal to the poison’s DC – 10, divided by 2 (for example, 5 points of poison damage for a DC 20 poison). This is hit point damage, not ability damage. If a victim is exposed to additional doses of the same poison, a failed save progresses the poison track by one step and increases the duration by 50%, but doesn’t increase the DC

Note: Some enemies have poison resistances which prevents them from going into a condition lower than impaired or staggered however the duration increases

A enemy cannot have more than one poison effect at a time.

Poison Type Fort DC Onset Frequency Track Effect Cure Price (gp)
Arsenic ingested 13 10 min. 1/min. for 4 min. Constitution 1 save 120
Belladonna ingested 14 10 min. 1/minute for 6 minutes Strength 1 save 100
Black adder venom injury 11 1/rd. for 6 rds. Constitution 1 save 120
Black lotus extract contact 20 1 min. 1/rd. for 6 rds. Constitution Healthy—Weakened—Disabled—Dead 2 saves 4,500
Blue whinnis injury 14 1/rd. for 2 rds Constitution Healthy—Weakened—Unconscious; no end state 1 save 120
Deathblade injury 20 1/rd. for 6 rds. Constitution 2 saves 1,800
Dragon bile contact 26 1/rd. for 6 rds. Strength 1,500
Giant wasp poison injury 18 1/rd. for 6 rds. Dexterity 1 save 210
Greenblood oil injury 13 1/rd. for 4 rds. Constitution 1 save 100
Hemlock ingested 18 10 min. 1/min. for 6 min. Dexterity Healthy—Weakened—Impaired—Disabled— Unconscious—Dead 2 saves 2,500
Id moss ingested 14 10 min. 1/min. for 6 min. Intelligence 1 save 125
Insanity mist inhaled 15 1/rd. for 6 rds. Wisdom 1 save 1,500
King's sleep ingested 19 1 day 1/day Constitution 2 saves 5,000
Large scorpion venom injury 17 1/rd. for 6 rds. Strength 1 save 200
Lich dust ingested 17 10 min. 1/min. for 6 min. Strength 2 saves 400
Malyass root paste contact 16 1 min. 1/min. for 6 min. Dexterity 1 save 250
Medium spider venom injury 14 1/rd. for 4 rds. Strentgh 1 save 150
Nightmare vapor inhaled 20 1/rd. for 6 rds. Wisdom 2 saves 1,800
Nitharit contact 13 1 min. 1/min. for 6 min. Constitution 1 save 650
Oil of taggit ingested 15 min. Constitution Healthy—Weakened—Impaired—Disabled— Unconscious 1 save 90
Purple worm poison injury 24 1/rd. for 6 rds. Strength Healthy—Weakened—Impaired—Disabled 2 saves 700
Tears of death contact 22 1 min. 1/min. for 6 min. Constitution . 6,500
Terinav root contact 16 1 min. 1/min. for 6 min. Dexterity 1 save 400
Wasp Swarm Poison injury 13 1/rd. for 4 rds. Dexterity 1 save
Wolfsbane ingested 16 10 min. 1/min. for 6 min. Constitution 1 save 500
Wyvern poison injury 17 1/rd. for 6 rds. Constitution 2 saves 3,000

Poisoning Track

Strength Poison Track

Healthy—Weakened—Impaired—Staggered—Immobile—Dead

Weakened: A character weakened by Strength poison suffers a –2 penalty on Strength-based attack rolls, damage rolls, skill checks, and ability checks. Her carrying capacity is divided by 3. She is always considered to be carrying at least a medium load.

Impaired: A character impaired by Strength poison experiences rapid muscle atrophy. She takes an additional –2 penalty on the affected Strength-based rolls, and is always considered to be carrying at least a heavy load.

Staggered: A character staggered by Strength poison is so weakened that she suffers the effects of the staggered condition (except she can take a full-round action if it is purely mental).

Immobile: A character rendered immobile by Strength poison cannot move her body at all. She is helpless and can take only purely mental actions.

Dead: All the character’s muscles cease functioning,including the heart.

Dexterity Poison Track

Healthy—Sluggish—Stiffened—Staggered— Immobile—Dead

Sluggish: A character rendered sluggish by Dexterity poison has dulled reactions. He takes a –2 penalty on Ref lex saves and all Dexterity-based attack rolls, ability checks, and skill checks, as well as to AC.

Stiffened: A character stiffened by Dexterity poison feels numb and stiff. He is considered f lat-footed and is denied his Dexterity bonus to AC, even if he has uncanny dodge. He can’t make attacks of opportunity.

Staggered: A character staggered by Dexterity poison is so slowed and stiffened that he gains all the effects of the staggered condition (except that he can take a full-round action if it is purely mental).

Immobile: A character rendered immobile by Dexterity poison cannot move his body at all. He is helpless and can take only purely mental actions.

Dead: The character’s body becomes completely incapable of movement and dies.

Constitution Poison Track

Healthy—Weakened—Impaired—Disabled— Unconscious—Dead

Weakened: A character whose health is weakened by Constitution poison takes a –2 penalty on all Fortitude saves and Constitution checks. Every time she attempts a Fortitude save against the poison, whether she succeeds or fails, she takes damage as on initial exposure.

Impaired: A character impaired by Constitution poison takes an additional –2 penalty on the above checks.

Disabled: A character disabled by Constitution poison gains the disabled condition. If she takes a standard action, her hit points drop by 1 or to –1, whichever is worse.

Unconscious: A character rendered unconscious by Constitution poison enters a state of shock and can’t be woken by any means as long as she remains in this state.

Dead: The character’s immune system is ravaged by the poison, and she expires.

Intelligence Poison Track

Healthy—Weakened—Impaired—Animalistic—Comatose—Dead

Weakened: A character whose reason is weakened by Intelligence poison takes a –2 penalty on all Intelligence based skill checks and ability checks. A character with spellcasting based on Intelligence decreases his DCs by 2 and can no longer cast his highest level of spells.

Impaired: A character impaired by Intelligence poison does not add his Intelligence bonus to the number of uses per day of pools and abilities (such as an arcane pool) and does not gain bonus spells per day from his Intelligence. He takes an additional –2 penalty on the above Intelligence-based rolls. An Intelligence-based caster reduces his DCs by an additional 2, and he can no longer cast his 2 highest levels of spells.

Animalistic: A character rendered animalistic by Intelligence poison suffers the same effects as from a feeblemind spell, except his Charisma and Charisma-based skills are unaffected.

Comatose: A character rendered comatose by Intelligence poison is no longer able to process thoughts. He cannot be woken by any means as long as he remains in this state.
Dead: The character’s brain stops functioning, and he dies.

Wisdom Poison Track

Healthy—Weakened—Impaired—Confused— Comatose—Dead

Weakened: A character whose awareness is weakened by Wisdom poison takes a –2 penalty on all Wisdom-based skill checks and ability checks, as well as on Will saves. A character with spellcasting based on Wisdom decreases her DCs by 2 and can no longer cast her highest level of spells.

Impaired: A character impaired by Wisdom poison does not add her Wisdom bonus to the number of uses per day of pools and abilities (such as a ki pool) and does not gain bonus spells per day from her Wisdom. She takes an additional –2 penalty on the above Wisdom-based rolls. A Wisdombased caster reduces her DCs by an additional 2, and can no longer cast her 2 highest levels of spells.

Confused: A character who’s confused by Wisdom poison has difficulty processing reality and is dangerous to herself and others. Each round, she rolls on the chart from the confusion spell to determine her actions.

Comatose: A character rendered comatose by Wisdom poison is no longer able to experience reality or receive sensory information. She can’t be woken by any means as long as she remains in this state.

Dead: Forever lost in her own inner reality, the character’s brain stops working, and she dies.

Charisma Poison Track

Healthy—Weakened—Impaired—Pliable— Catatonic—Dead

Weakened: A character whose sense of self is weakened by Charisma poison takes a –2 penalty on all Charisma-based skill checks and ability checks. A character with spellcasting based on Charisma decreases his DCs by 2 and can no longer cast his highest level of spells.

Impaired: A character impaired by Charisma poison doesn’t add his Charisma bonus to the number of uses per day of pools and abilities (such as lay on hands) and doesn’t gain bonus spells per day from his Charisma. He takes an additional –2 penalty on the above Charisma-based rolls. A Charisma-based caster reduces his DCs by an additional 2, and can no longer cast his 2 highest levels of spells.

Pliable: A character rendered pliable by Charisma poison has little sense of self and will go along with nearly anything. Bluff, Diplomacy, and Intimidate checks automatically succeed against a pliable character, except Diplomacy checks to improve a pliable character’s attitude, which have the normal DC. This still does not allow characters to whom the pliable character is unfriendly or hostile to make requests of the pliable character using Diplomacy.

Catatonic: A character rendered catatonic by Charisma poison can see, hear, and process his environment, but has lost all agency and can’t interact with the world in any way.
Dead: The character loses even autonomic functions, and dies.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License