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[[Image:Poison_1.jpg|386px|right|Drink Me!]]
[[Image:Poison_1.jpg|386px|right|Drink Me!]]
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
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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.
A poison is a substance that interferes with the natural functions of a living creature's body, causing injury or death, even in small doses. 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.


Broadly speaking, when someone fails a saving throw against any poison, the poison deals some amount of [[Non-Lethal Damage]], which always ignores the target's defenses, and inflicts a status condition. The most common status condition inflicted by poison is [[Ability Damage]] (or ability drain).
Typically, when someone fails a saving throw against any poison, the poison deals some amount of damage (often of the type {{dmg|poison}}), which cannot be mitigated by the target's DR or ER (if any).  Most poisons also inflict a status condition, in addition to the damage they deal. The most common status condition inflicted by poison is ability damage ([[Ability Dilution]], [[Ability Damage]], or [[Ability Drain]]).  Creatures that succeed on a saving throw against poison are usually completely unaffected by it, ignoring both the damage and any secondary effects.


Poisons have four categories, based on how they reach the target: contact, ingested, inhaled, or injury.
There are a number of important terms related to how poisons work, which should be understood before looking at specific poisons.


: '''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.
{{:Afflictions}}


: '''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.
== Monster and [[NPC]] Poisons ==
Monsters and [[NPC]]s use different rules for poisons than players do, since monsters and [[NPC]]s aren't heroes.  In most cases, monster-based poisons are injury poisons that grant one or more saving throws. They have an immediate onset, and a frequency of 1 round for 3 rounds, where the initial immediate effect counts as the first round.  Poisoned creatures get a saving throw to resist the immediate effect, and (usually) another saving throw at the start of each of their turns, if they failed the first one.  Each time the saving throw is failed, the creature takes the effect of the poison, until the 3rd failed save, at which point, the creature takes both the 3rd 'dose' of the effect, as well as the fruition of the poison.


: '''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).
Poison effects, as mentioned above, are usually some form of damage and a status effect. Poison fruitions can vary wildly, from a severe status effect to death.  They can also include a huge variety of non-combat effects, such as compelling the poisoned creature to speak only the truth for the next hour, and to always answer any question asked of it without prevaricating.  


: '''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.
If a creature (usually a PC) succeeds on any saving throw against the monster's poison, the poison is fully resisted and no longer affects the creature (unless they get poisoned again). All poisons, no matter how nasty, are cured with a single successful saving throw, as long as that successful saving throw comes sometime before the fruition is inflicted on the victim.  Once the fruition occurs, no further effects of the poison occur, but usually the fruition is so horrible that additional effects aren't necessary.


===Applying Poison===
Note that the strongest poisons disallow saving throws after the initial exposure (unless a save is granted to the victim by a spell or ability).  See [[Blighted]] for details.
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.
Some monsters are capable of emitting poisons that are harmful if inhaled, rather than requiring the creature to successfully hit the target first.  Such poisons are usually belched out in a cloud of some kind, which is (somewhat) avoidable, if those within the affected area are aware of it and are not surprised. Unsurprised creatures may attempt to [[Holding Your Breath|hold their breath]]. Those creatures that are surprised by the effect, or unable to initiate holding their breath voluntarily, breathe the poison in automatically and must save against it normally.


===Multiple Doses of Poison===
Some poisons act upon contact with the exposed flesh of a creature, rather than needing to be inhaled, ingested, or inserted via an injury into the creature's bloodstream.  Contact poisons are exceedingly rare, but are typically applied via a [[touch attack]] or as part of a trapIn all other ways, they behave exactly like an injury-based poison.
The effects of poison cannot be stacked, unless different poisons are used.  However, if a poisoned target is afflicted with the same poison an additional time, the [[Non-Lethal Damage]] is applied each time the target fails the saveMultiple applications of poison do not raise the save DC of the poison, nor do they increase duration or effects of the status condition inflicted.


==Available Poisons==
===Non-Combat Poisons===
The following poisons are some of the more commonly available poisons which can be purchasedNote that selling and buying poison is nearly always illegal, and therefore poisons are not available in traditional shopsInstead, a poison seller must be sought out, typically via connections with a thieves' guild or some other black market connection.
Some poisons cannot be used on weapons, and are better suited to use outside of combat.  The most common example of this would be ingested poisons, which take effect when a creature eats or drinks the poisonOften these poisons are mixed with food or drink to mask their tasteThese poisons usually have an onset time of 10 minutes, and a frequency of 1 minute.  Like all other poisons, they inflict their effect up to 3 times, and then the fruition is resolved, if no successful saves against the poison occur before then.


{{Template:Boxtext2|Title=Alcohol (Ingested; Potency 1)|Body=[[Image:The Perils of Drink.png|600px|right|Luckily, only the paladin could recall the details the next morning.]]Alcohol behaves somewhat differently from other ingested poisonsWhile it has the normal onset time of 10 minutes, it has a special frequency of "once per drink ingested". It is assumed that most characters who drink alcohol are forgoing the saving throw.
Ingested poisons are often more role-playing based, story-driven types of poisons. As such, the rules and effects of these poisons can vary widely, as the story requiresIt is also much harder to catch an assassin who plants a poison that doesn't affect its target until 10 minutes after they eat or drink something. The assassin may not be anywhere near where the food/drink is ingested, and could have planted it long before the food/drink were even served.


Unlike other poisons, if the initial saving throw is failed, there are no further saves for that particular drink. Its effects persist until the alcohol's duration expiresThe duration of alcohol is 4 hours, which is reset to 4 hours each time an additional drink is ingested (assuming the Fort save is failed).  While this might suggest that a character can stay permanently intoxicated, the effects of alcohol increase significantly as more drinks are consumed, eventually rendering the character unable to drink more.
==Player Poisons==
Players can purchase poisons to apply to their weapons, or for whatever other crazy idea fills their psychopathic little headsPlayer poisons are nearly always injury-based poisons that grant a saving throw to the target after a successful hit with the poisoned weapon, inflicting damage and a status condition.


A standard drink of alcohol is often much larger than a normal dose of poison. A beer, for example, is a pint (16 oz), which is assumed to have roughly the same efficacy as a glass of wine (5 oz), or a shot of spirits (1 oz).  
Player characters wishing to apply poison to a weapon must expend a [[standard action]] to perform a [[Sleight_of_Hand#Apply_Poison|Sleight of Hand]] check, versus a [[Skill DC|Challenging]] DC, based on the potency level of the poison being applied. This can be reduced to a move action by adding +5 to the DC, or a swift action by adding +10.  Characters must declare they are attempting to apply the poison with a lesser action prior to making the skill check.
 
If a character fails the Sleight of Hand check by less than 4, they are unable to apply the poison to the weapon or piece of ammunition.  Both the action to apply the poison, as well as the dose of poison itself, are wasted.  If a character fails the sleight of hand check by 5 or more, or they roll a natural 1, the character accidentally afflicts the poison's effects on themselves.  They must make a Fortitude save against the poison or suffer its effects.  Whether this save succeeds or fails, the dose of poison and the action used to apply it are wasted.


* Fort save: DC 10
Once a dose of poison is applied to a weapon, it persists until the end of the current encounter (if applied during combat), the end of the next encounter (if applied between encounters), the end of your next full night's rest, or 24 hours, whichever of these events occur first.
* Onset: 10 minutes
* Frequency: once per drink ingested
* Duration: 4 hours
* Effects:
** 1d8 points of [[Non-Lethal Damage]] per drink
** 1d8+1 temporary hit points per drink, which stack with any other temp hit points gained from alcohol
** inflicts [[Drowsy]] condition
** Special: Drunk -- If a character drinks a total of drinks equal to his CON score/4 (not modifier; drop fractions) before the alcohol's duration expires, he becomes Drunk. In addition to the other effects, the character gains a +2 circumstance bonus to Cha-based skill checks and gains the [[Sluggish]] condition.
** Special: Stupor -- If a character drinks a total of drinks equal to his CON score/2 (not modifier; round down) before the alcohol's duration expires, he enters a Stupor. In addition to the other effects, he gains the [[Rattled]] status condition until the alcohol's effects expire.
** Special: Unconscious -- If a character drinks a total of drinks equal to at least triple his CON score/4 (not modifier; drop fractions) before the alcohol's duration expires, in addition to the other effects, he gains the [[Asleep]] condition.  If the character is awakened before the duration of the alcohol has expired, he is instead [[Nauseated]] until the end of the alcohol's duration.
* Cost: varies; see [[Food and Drink]] for details.
}}


{{Template:Boxtext2|Title=Languishroot (Injury; Potency 8)|Body=Favored by drow, this poison comes from a plant grown in the Unterwelt.  
Poisoned weapons only poison the first creature successfully struck in each round.  A poisoned weapon can never affect more than a single creature in a given round, even if the first successful attack is made against multiple targets (such as with a whirlwind attack).  In these cases, the wielder picks the target they wish to affect with the poison, and all other struck creatures are unaffected.
* Fort save: DC 18
* Onset: instant
* Frequency: 1/round
* Duration: 2 rounds
* Effects:
** 2d8+7 points of [[Non-Lethal Damage]]
** 1d4+1 points of Dex damage
* Cure: 1 save
* Cost: 656 gp/dose
}}


{{Template:Boxtext2|Title=Spider Venom (Injury; Potency 2)|Body=A simple venom drawn from common poisonous varieties of spider.  
When a target is exposed to poison, they must make a Fortitude saving throw against the poison or suffer its effects.  The DC of this saving throw is based on the Potency Level of the poison used.  
* Fort save: DC 12
Creatures that succeed on their saving throw against the poison do not suffer any of its effects.  If the target fails the save, the poison deals bonus damage equal to the potency level of the poison, and inflicts a status condition based on the poison type being used (usually lasting only until the start of the poisoner's next turn).  Unlike monster poisons and venoms, player poisons are very simple.  They only inflict their damage and status condition once per application; they do not have a frequency, onset, or fruition.
* Onset: instant
* Frequency: 1/round
* Duration: 3 rounds
* Effects:
** 1d8+1 points of [[Non-Lethal Damage]]
** 1d2 points of Str damage
* Cure: 1 save
* Cost: 80 gp/dose
}}


{{Template:Boxtext2|Title=Sun-Shade Cobra Venom (Injury; Potency 40)|Body=A remarkably rare venom drawn from one of the legendary Sun-Shade Cobras.  
Bonus damage inflicted by poison is not multiplied on a critical hit.  Creatures immune to poison are not subject to the poison's damage or status condition (hopefully, this is obvious).
* Fort save: DC 51
* Onset: instant
* Frequency: 1/round
* Duration: 5 rounds
* Effects:
** 6d8+63 points of [[Non-Lethal Damage]]
** 4d6 points of Dex damage
* Cure: 2 consecutive saves
* Cost: 14,040,000 gp/dose
}}


==Designing New Poisons==
If applied to ammunition, a single dose of poison is sufficient to coat up to three pieces of ammunition.  The poison on ammunition is expended as soon as the ammunition is fired, regardless of whether it hits or misses a targetJust as with poison on a weapon, the poison on ammunition loses its efficacy at the end of the next encounter, the end of the current encounter, the end of your next full night's rest, or 24 hours, whichever of these occurs first.
Since the above list is not exhaustive, GM's and players may wish to design additional poisons that exist in their campaignThese rules provide a way to determine the characteristics and cost of new poisons.


Poisons have several characteristics, each of which are limited by the potency level of the poison.  These characteristics are: damage, status, onset, frequency and save DC.
===Buying Poison===
To buy a poison, players must first decide which kind of poison they want (distinguished by which status condition it inflicts), and then choose the potency level of the poison.  The type of poison modifies the cost by a fixed amount, which is added to the base price of the poison, based on its potency level.


: '''Damage:''' Most poisons deal Non-Lethal Damage, the amount of which is based on their potency level (see Table:Potency below).
* All secondary effects of a poison (anything the poison does in addition to its bonus damage) lasts only until the start of the poisoner's next turn, unless stated otherwise.
* Poison effects cannot stack with themselves, even if multiple poisons are used.  Once a target is poisoned, any new poison merely overwrites the secondary effects of the old poison.  


: '''Status:''' All poisons inflict a single status condition.  Note, when reading the table below, the listed values for Ability Damage and Energy Drain only apply if the poison inflicts that particular status condition.
===Crafting Poisons===
::* Poisons with potency levels between 1 and 12 can inflict any Weak status condition except Bloodied, Concealed, Energy Drain and Nebulous.  If one of these poisons inflicts Ability Damage, reference the table to see how much Ability Damage it can deal. 
Poisons can also be crafted, exactly like [[Profession#Create_a_Good|crafting any other good]], requiring ranks in the [[Profession (Herbalist)]] skillAs with any other created good, it requires time, a suitable workshop, and half the normal cost to purchase the item from a store.  
::* Poisons with potency levels between 13 and 24 can inflict Moderate or Weak status conditions, except Bloodied, Concealed, Incorporeal, Invisible, Nebulous, Prone and Staggered.  If one of these poisons inflicts Ability Damage or Energy Drain, reference the table to see how much Ability Damage it can deal.   
::* Poisons with potency levels of 25 or higher can inflict any status condition except Bloodied, Concealed, Faded, Incorporeal, Invisible, Nebulous, Phased, Prone, Staggered and Unconscious.  If one of these poisons inflicts Ability Damage or Energy Drain, reference the table to see how much Ability Damage it can deal.


: '''Save DC:''' The save DC of a poison is determined by its potency level (see Table:Potency below). Note that once a creature fails the saving throw to resist the poison, it may not make another save to get rid of the poison until the end of any round after which the poison's effects have triggered.  Note that poison effects always trigger at the beginning of a character's turn on the round they trigger.  That is, an ingested poison, which has a frequency of 1 minute would trigger at the start of a character's turn 10 rounds after that creature failed its save to resist the poison, and may only be saved against at the end of that round. Assuming it fails the save, it could not attempt another save until another minute had passed and the poison's effects had once again triggered.  Similarly, character afflicted with an injury poison suffers the poison's effects at the start of each of the creature's turns, but gets a new saving throw at the end of that creature's turn. 
The costs listed in the table below are store prices; cut these prices in half for crafting price (round down).


: '''Craft DC:''' A successful Profession check, using either Profession (Alchemist), Profession (Herbalist) or Profession (Brewer) can be used to create poisons, rather than buying them.  Raw materials, equal to half the retail price of the poison, must still be purchased or acquired in order to create the poison.  If the poison is not crafted in an appropriate workshop, the DC is increased by 10. Poisons require 8 hours to brew, and a successful result produces a single dose of poison. For every 5 by which a skill check exceeds the required DC, the time to produce the poison is reduced by 1 hour, to a minimum of 1 hour.  Poisons are considered alchemical creations for purposes of an Alchemists "Swift Alchemy" and "Instant Alchemy" class features.
===Cost Per Dose===
To determine the cost of each dose of poison, find the base cost of the poison type you wish to buy, and add the potency cost to it (listed in the second table). The potency table also lists the save DC of the poison's effects, and how much damage it deals.


===Table: Poison Potency===
====Poison Types and Base Cost====
:{| class="ep-default" style="text-align:center"
{| class="ep-default" style="text-align:left" width="100%"
|-
|-
! width="70" | Potency Level || width="70" | Non-Lethal Damage || width="70" | Ability Damage || width="70" | Energy Drain || width="70" | Save DC || width="70" | Craft DC || width="90" | Cost
! width="150" | Poison Name || Notes || width="100" | Base Price Per Dose
|-
|-
| 1 || 1d8+0 || 1 || - || 10 || 18 || align="right" | 40
| Simple Venom || Bonus damage only; no secondary effect. || align="right" | 0 gp
|-
|-
| 2 || 1d8+1 || 1d2 || - || 12 || 20 || align="right" | 80
| Ardorbind || The target suffers 1 point of [[Essence Suppression]] each time it is successfully afflicted with this poison.  This effect stacks with itself, and persists until the end of the encounter. || align="right" | 4,000 gp
|-
|-
| 3 || 1d8+3 || 1d2 || - || 13 || 21 || align="right" | 160
| Bloodspine || Inflicts a [[Bleed]] on the target until healed. Severity of the bleed equal to 1 + (potency / 5, drop fractions). || align="right" | 500 gp
|-
|-
| 4 || 1d8+4 || 1d3 || - || 13 || 23 || align="right" | 240
| Bunion Leaf || The target treats all squares of movement as difficult terrain, regardless of movement type (except for [[Lesser Teleport|Lesser]] or [[Greater Teleport]]), for 1 round. || align="right" | 3,500 gp
|-
|-
| 5 || 1d8+6 || 1d3 || - || 14 || 25 || align="right" | 360
| Clangor Toxin || The target is unable to make attacks of opportunity for 1 round. || align="right" | 300 gp
|-
|-
| 6 || 1d8+8 || 1d3+1 || - || 16 || 27 || align="right" | 480
| Dawdle Water || All of the target's movement speeds except for [[Walk]] and [[Lesser Teleport|Lesser]] or [[Greater Teleport]] are reduced for 1 round, by an amount equal to 10 feet + 5 feet per (potency / 5, drop fractions). || align="right" | 1,000 gp
|-
|-
| 7 || 1d8+10 || 1d3+1 || - || 16 || 28 || align="right" | 640
| Elf Juice || Target becomes vulnerable to Cold Iron weapons for 1 round, taking 50% additional damage from hits with weapons made from this material. || align="right" | 200 gp
|-
|-
| 8 || 2d8+7 || 1d4+1 || - || 18 || 32 || align="right" | 820
| Flutterlure || The target is unable to make a full attack action for 1 round.  The target may still use its standard, swift, and move actions, it just cannot make a full attack action. || align="right" | 1,500 gp
|-
|-
| 9 || 2d8+8 || 1d4+1 || - || 19 || 33 || align="right" | 1,000
| Fool Oil || Inflicts a penalty to the target's saving throws for 1 round. Penalty equal to 1 + (potency / 10, drop fractions). || align="right" | 400 gp
|-
|-
| 10 || 2d8+10 || 1d6 || - || 19 || 35 || align="right" | 1,220
| Golem Dust || Target becomes vulnerable to Adamantine weapons for 1 round (including dolemetal, truemetal, and paramount alloy), taking 50% additional damage from hits with weapons made from this material. || align="right" | 1,000 gp
|-
|-
| 11 || 2d8+6 || 1d6 || - || 20 || 37 || align="right" | 1,440
| Heartsore Ash || The target suffers a penalty to its Maneuver Offense and Maneuver Defense for 1 round.  Penalty equal to 1 + (potency / 10, drop fractions). || align="right" | 400 gp
|-
|-
| 12 || 2d8+7 || 1d6+1 || - || 21 || 39 || align="right" | 1,700
| Hobbleroot || Target's [[Walk]] speed is reduced for 1 round, by an amount equal to 10 feet + 5 feet per (potency / 5, drop fractions).  This has no effect on other movement types the target may possess. || align="right" | 500 gp
|-
|-
| 13 || 2d8+9 || 1d6+1 || 1 || 22 || 40 || align="right" | 1,960
| Jannek Sap || Bonus damage only; no secondary effect.  Poison lasts for 2 hits, instead of 1. || align="right" | 1,000 gp
|-
|-
| 14 || 2d8+10 || 1d6+2 || 1 || 22 || 42 || align="right" | 2,260
| Lackwit Milk || Inflicts a penalty to all skill checks (including [[Perception]]) made by the target for 1 round. Skill penalty equal to 1 + (potency / 8, drop fractions). || align="right" | 200 gp
|-
|-
| 15 || 3d8+8 || 1d6+2 || 1d2 || 23 || 44 || align="right" | 2,560
| Laskermar Bark || Target is [[Bruised]] for 1 round, causing any healing to merely remove the bruised condition, instead of healing. || align="right" | 200 gp
|-
|-
| 16 || 3d8+10 || 2d6-1 || 1d2 || 24 || 47 || align="right" | 2,900
| Lurch Gristle || Inflicts a penalty to the target's Concentration checks for 1 round. Penalty equal to 1 + (potency / 8, drop fractions). || align="right" | 400 gp
|-
|-
| 17 || 3d8+11 || 2d6-1 || 1d2 || 25 || 48 || align="right" | 3,240
| Magebane || The target is unable to speak or cast spells or spell-like abilities for 1 round. || align="right" | 1,000 gp
|-
|-
| 18 || 3d8+12 || 2d6-1 || 1d2 || 26 || 50 || align="right" | 3,620
| Morindi Seed || Reduces damage inflicted by all of the target's attacks and abilities for 1 round.  Damage reduced by 1 + (potency / 5, drop fractions). || align="right" | 500 gp
|-
|-
| 19 || 3d8+14 || 2d6 || 1d3 || 27 || 51 || align="right" | 4,000
| Morpheous || Target becomes vulnerable to Silver weapons (including bladesilver and bloodsilver) for 1 round, taking 50% additional damage from hits with weapons made from these materials. || align="right" | 700 gp
|-
|-
| 20 || 3d8+17 || 2d6 || 1d3 || 28 || 53 || align="right" | 6,000
| Plunge || The target is unable to take 5-foot steps for 1 round. || align="right" | 2,000 gp
|-
|-
| 21 || 3d8+20 || 2d6 || 1d3 || 29 || 67 || align="right" | 8,000
| Shiverweed || Target behaves as though flanked for 1 round, allowing sneak attacks, and granting melee attackers a +2 flanking bonus to hit. This is a fear effect. || align="right" | 1,000 gp
|-
|-
| 22 || 4d8+18 || 2d6+1 || 1d3 || 31 || 69 || align="right" | 12,000
| Tumbledown || Inflicts a penalty to the target's AC for 1 round. AC penalty equal to 1 + (potency / 10, drop fractions). || align="right" | 1,000 gp
|}
 
====Poison Potency====
{| class="ep-default" style="empty-cells:hide; text-align:center"
|-
|-
| 23 || 4d8+20 || 2d6+1 || 1d4 || 32 || 71 || align="right" | 16,000
! width="75" | Potency Level || width="75" | Save DC || width="75" | Bonus Damage || width="75" | Price Per Dose || width="10" | || width="75" | Potency Level || width="75" | Save DC || width="75" | Bonus Damage || width="75" | Price Per Dose
|-
|-
| 24 || 4d8+23 || 2d6+1 || 1d4 || 33 || 75 || align="right" | 24,000
| 1 || {{#expr:{{MonsterStrongSave|transcludesection=1}} + 10}} || +1 || +{{#number_format:{{#expr: 1^2 * 5 + 10}}}} gp || || 21 || {{#expr:{{MonsterStrongSave|transcludesection=21}} + 10}} || +21 || +{{#number_format:{{#expr: 21^2 * 5 + 100}}}} gp
|-
|-
| 25 || 4d8+27 || 2d6+2 || 1d4 || 35 || 77 || align="right" | 32,000
| 2 || {{#expr:{{MonsterStrongSave|transcludesection=2}} + 10}} || +2 || +{{#number_format:{{#expr: 2^2 * 5 + 20}}}} gp || || 22 || {{#expr:{{MonsterStrongSave|transcludesection=22}} + 10}} || +22 || +{{#number_format:{{#expr: 22^2 * 5 + 100}}}} gp
|-
|-
| 26 || 4d8+29 || 2d6+2 || 1d4 || 36 || 79 || align="right" | 60,000
| 3 || {{#expr:{{MonsterStrongSave|transcludesection=3}} + 10}} || +3 || +{{#number_format:{{#expr: 3^2 * 5 + 20}}}} gp || || 23 || {{#expr:{{MonsterStrongSave|transcludesection=23}} + 10}} || +23 || +{{#number_format:{{#expr: 23^2 * 5 + 100}}}} gp
|-
|-
| 27 || 4d8+32 || 2d6+2 || 1d6 || 37 || 82 || align="right" | 100,000
| 4 || {{#expr:{{MonsterStrongSave|transcludesection=4}} + 10}} || +4 || +{{#number_format:{{#expr: 4^2 * 5 + 20}}}} gp || || 24 || {{#expr:{{MonsterStrongSave|transcludesection=24}} + 10}} || +24 || +{{#number_format:{{#expr: 24^2 * 5 + 100}}}} gp
|-
|-
| 28 || 4d8+34 || 3d6 || 1d6 || 39 || 84 || align="right" | 180,000
| 5 || {{#expr:{{MonsterStrongSave|transcludesection=5}} + 10}} || +5 || +{{#number_format:{{#expr: 5^2 * 5 + 20}}}} gp || || 25 || {{#expr:{{MonsterStrongSave|transcludesection=25}} + 10}} || +25 || +{{#number_format:{{#expr: 25^2 * 5 + 100}}}} gp
|-
|-
| 29 || 5d8+34 || 3d6 || 1d6 || 40 || 86 || align="right" | 240,000
| 6 || {{#expr:{{MonsterStrongSave|transcludesection=6}} + 10}} || +6 || +{{#number_format:{{#expr: 6^2 * 5 + 20}}}} gp || || 26 || {{#expr:{{MonsterStrongSave|transcludesection=26}} + 10}} || +26 || +{{#number_format:{{#expr: 26^2 * 5 + 100}}}} gp
|-
|-
| 30 || 5d8+36 || 3d6 || 1d6 || 41 || 88 || align="right" | 300,000
| 7 || {{#expr:{{MonsterStrongSave|transcludesection=7}} + 10}} || +7 || +{{#number_format:{{#expr: 7^2 * 5 + 20}}}} gp || || 27 || {{#expr:{{MonsterStrongSave|transcludesection=27}} + 10}} || +27 || +{{#number_format:{{#expr: 27^2 * 5 + 100}}}} gp
|-
|-
| 31 || 5d8+40 || 3d6+1 || 2d4-1 || 42 || 91 || align="right" | 380,000
| 8 || {{#expr:{{MonsterStrongSave|transcludesection=8}} + 10}} || +8 || +{{#number_format:{{#expr: 8^2 * 5 + 20}}}} gp || || 28 || {{#expr:{{MonsterStrongSave|transcludesection=28}} + 10}} || +28 || +{{#number_format:{{#expr: 28^2 * 5 + 100}}}} gp
|-  
| 9 || {{#expr:{{MonsterStrongSave|transcludesection=9}} + 10}} || +9 || +{{#number_format:{{#expr: 9^2 * 5 + 20}}}} gp ||  || 29 || {{#expr:{{MonsterStrongSave|transcludesection=29}} + 10}} || +29 || +{{#number_format:{{#expr: 29^2 * 5 + 100}}}} gp
|-
|-
| 32 || 5d8+44 || 3d6+1 || 2d4-1 || 43 || 94 || align="right" | 460,000
| 10 || {{#expr:{{MonsterStrongSave|transcludesection=10}} + 10}} || +10 || +{{#number_format:{{#expr: 10^2 * 5 + 20}}}} gp || || 30 || {{#expr:{{MonsterStrongSave|transcludesection=30}} + 10}} || +30 || +{{#number_format:{{#expr: 30^2 * 5 + 100}}}} gp
|-
|-
| 33 || 5d8+47 || 3d6+1 || 2d4-1 || 44 || 96 || align="right" | 580,000
| 11 || {{#expr:{{MonsterStrongSave|transcludesection=11}} + 10}} || +11 || +{{#number_format:{{#expr: 11^2 * 5 + 50}}}} gp || || 31 || {{#expr:{{MonsterStrongSave|transcludesection=31}} + 10}} || +31 || +{{#number_format:{{#expr: 31^2 * 5 + 500}}}} gp
|-
|-
| 34 || 5d8+49 || 4d6-2 || 2d4-1 || 45 || 99 || align="right" | 700,000
| 12 || {{#expr:{{MonsterStrongSave|transcludesection=12}} + 10}} || +12 || +{{#number_format:{{#expr: 12^2 * 5 + 50}}}} gp ||  || 32 || {{#expr:{{MonsterStrongSave|transcludesection=32}} + 10}} || +32 || +{{#number_format:{{#expr: 32^2 * 5 + 500}}}} gp
|-
|-
| 35 || 5d8+52 || 4d6-2 || 2d4-1 || 46 || 102 || align="right" | 870,000
| 13 || {{#expr:{{MonsterStrongSave|transcludesection=13}} + 10}} || +13 || +{{#number_format:{{#expr: 13^2 * 5 + 50}}}} gp ||  || 33 || {{#expr:{{MonsterStrongSave|transcludesection=33}} + 10}} || +33 || +{{#number_format:{{#expr: 33^2 * 5 + 500}}}} gp
|-
|-
| 36 || 6d8+51 || 4d6-2 || 2d4-1 || 47 || 110 || align="right" | 1,040,000
| 14 || {{#expr:{{MonsterStrongSave|transcludesection=14}} + 10}} || +14 || +{{#number_format:{{#expr: 14^2 * 5 + 50}}}} gp ||  || 34 || {{#expr:{{MonsterStrongSave|transcludesection=34}} + 10}} || +34 || +{{#number_format:{{#expr: 34^2 * 5 + 500}}}} gp
|-
|-
| 37 || 6d8+53 || 4d6-1 || 2d4 || 48 || 118 || align="right" | 1,300,000
| 15 || {{#expr:{{MonsterStrongSave|transcludesection=15}} + 10}} || +15 || +{{#number_format:{{#expr: 15^2 * 5 + 50}}}} gp || || 35 || {{#expr:{{MonsterStrongSave|transcludesection=35}} + 10}} || +35 || +{{#number_format:{{#expr: 35^2 * 5 + 500}}}} gp
|-
|-
| 38 || 6d8+56 || 4d6-1 || 2d4 || 49 || 126 || align="right" | 1,560,000
| 16 || {{#expr:{{MonsterStrongSave|transcludesection=16}} + 10}} || +16 || +{{#number_format:{{#expr: 16^2 * 5 + 50}}}} gp || || 36 || {{#expr:{{MonsterStrongSave|transcludesection=36}} + 10}} || +36 || +{{#number_format:{{#expr: 36^2 * 5 + 500}}}} gp
|-
|-
| 39 || 6d8+60 || 4d6-1 || 2d4 || 50 || 133 || align="right" | 1,950,000
| 17 || {{#expr:{{MonsterStrongSave|transcludesection=17}} + 10}} || +17 || +{{#number_format:{{#expr: 17^2 * 5 + 50}}}} gp || || 37 || {{#expr:{{MonsterStrongSave|transcludesection=37}} + 10}} || +37 || +{{#number_format:{{#expr: 37^2 * 5 + 500}}}} gp
|-
|-
| 40 || 6d8+63 || 4d6 || 2d4 || 51 || 142 || align="right" | 2,340,000
| 18 || {{#expr:{{MonsterStrongSave|transcludesection=18}} + 10}} || +18 || +{{#number_format:{{#expr: 18^2 * 5 + 50}}}} gp || || 38 || {{#expr:{{MonsterStrongSave|transcludesection=38}} + 10}} || +38 || +{{#number_format:{{#expr: 38^2 * 5 + 500}}}} gp
|}
 
===Poison Types===
: '''Category:''' The base cost of a poison assumes it is an injury poison.  The category of the poison also sets its onset and frequency.
::* '''Onset:''' The onset of a poison is the time it takes for a successfully poisoned creature to succumb to the effects of the poison.  Poison onset is determined by the category of the poison used and cannot be adjusted.  The poison's damage and status condition does not trigger on the poisoned creature until the onset occurs.
::* '''Frequency:''' The frequency of a poison is how often the poison's effects renew or trigger again.  A poison's frequency only applies if the victim of the poison has not successfully saved against the poison yet.  Poison frequency is determined by the category of poison used and cannot be adjusted.
::* '''Default Duration:''' A successfully poisoned creature will suffer under the effects of that poison for the listed duration.
 
::{| class="ep-default" style="text-align:left"
|-  
|-  
! width="70" | Category || width="70" | Onset || width="70" | Frequency || width="70" | Default Duration || width="70" | Cost Modifier
| 19 || {{#expr:{{MonsterStrongSave|transcludesection=19}} + 10}} || +19 || +{{#number_format:{{#expr: 19^2 * 5 + 50}}}} gp || || 39 || {{#expr:{{MonsterStrongSave|transcludesection=39}} + 10}} || +39 || +{{#number_format:{{#expr: 39^2 * 5 + 500}}}} gp
|-
| Contact || 1 minute || 1 minute || 5 minutes || align="center"| x2
|-
| Ingested || 10 minutes || 1 minute || 5 minutes || align="center"| x0.75
|-
|-
| Inhaled || immediate || 1 round || 5 rounds || align="center"| x1.5
| 20 || {{#expr:{{MonsterStrongSave|transcludesection=20}} + 10}} || +20 || +{{#number_format:{{#expr: 20^2 * 5 + 50}}}} gp || || 40 || {{#expr:{{MonsterStrongSave|transcludesection=40}} + 10}} || +40 || +{{#number_format:{{#expr: 40^2 * 5 + 500}}}} gp
|-
| Injury || immediate || 1 round || 3 rounds || align="center"| x1
|}
|}


===Calculating Cost Per Dose===
====Calculating Cost Per Dose====
While the base cost of a dose is poison is given in the Poison Potency table above, this cost assumes a standard injury poison of the listed potency.  This cost can be modified to make the poison into a different category (contact, ingested or inhaled), as well as having a non-standard duration or additional saving throws required to end its effects.  Each of these attributes carries with it a cost multiplier.  In order to calculate the cost of a dose of poison, you must add together any cost multipliers, and then multiply the result against the base cost for a poison of the chosen potency.
The total cost per dose of a poison is the cost of the base poison type + its potency.  For example, a single dose of Golem Dust (base cost 1,000 gp), at potency level 10 (cost 520 gp) is 1,520 gp.


: '''Poison Category:''' How a poison must be delivered affects its cost. If a poison can be delivered more than one way (for example, a poison which can be used as both an injury and an ingested poison), the cost is always the higher of the available options.
==Alcohol==
:: Cost Multiplier:
[[Image:The Perils of Drink.png|600px|right|Luckily, only the paladin could recall the details the next morning.]]
::* Contact: 2
Alcohol behaves somewhat differently from other ingested poisons.  Alcohol has an instant onset &mdash; you take a drink, and you immediately feel its effects.  Alcohol has a special frequency of "once per drink ingested". This means that, if you take only one drink, its effects only occur once.
::* Ingested: 0.75
::* Inhaled: 1.5
::* Injury: 1


: '''Adjusted Duration:''' The duration of a poison can be increased or decreased, but doing so modifies the cost of the poison. 
It is assumed that most characters who drink alcohol are deliberately failing the saving throw. If the initial saving throw is failed, there are no further saves for that particular drink.  
::* Each additional Frequency increment (e.g. 1 additional round for an Inhaled or Injury, or 1 additional minute for Contact or Ingested) has a cost multiplier of +0.25.
::* Each reduced Frequency increment (e.g. 1 less round for an Inhaled or Injury, or 1 less minute for Contact or Ingested) has a cost multiplier of -0.2. (Note that a poison whose duration is reduced to 0 does nothing, and is no longer considered a poison.)


: '''Save Quantity:''' The base cost of a poison assumes that a single successful save will end the poison's effects.  However, some poisons require more than one save, and in some extreme cases, those saves must be consecutive successes.  These changes to the save quantity adjust the base cost of the poison as described below:
Alcohol's effects persist until the end of the current encounter, the end of the next encounter, the start of the character's next full night's rest, or 24 hours, whichever is sooner.
::* For each additional required save beyond the first, the cost multiplier is +1
::* If all of the additional saves must be consecutive, the cost multiplier is +2


: '''Example:''' Death Adder venom, which has a potency of 6, has a base cost of 480 gp per dose. It is an injury poison, so it's base multiplier is 1.  The normal duration for injury poisons is 3 rounds, but Death Adder venom lasts 4 rounds, carrying a cost multiplier of +0.25.  Furthermore, it requires two consecutive saves, carrying a cost multiplier of +1 for the second save, and another +2 because the second save must be consecutive.  Each of these multipliers is first added together (1 + 0.25 + 1 + 2 = 4.25), and then multiplied against the base cost (480 gp x 4.25 = 2040).  Therefore, the total cost of a single dose of Death Adder venom is 2040 gp.
A standard drink of alcohol is often much larger than a normal dose of poison. A beer, for example, is a pint (16 oz), which is assumed to have roughly the same efficacy as a glass of wine (5 oz), or a shot of spirits (1 oz).
 
{{Malady
| Name = Alcohol
| Vector = Ingested
| Intensity = Poisoned
| Save-Type =
| Save-Mod = +2
| Frequency = 1/drink ingested
| Effect = 1d8 points of {{dmg|poison}} damage, 1d8+1 temporary hit points (cumulative per drink), target becomes [[Mellow]].
| Fruition = none
| F-Duration = n/a
}}


::: '''''Special &mdash; Drunk:''''' If a character drinks a total of drinks equal to half their CON modifier (drop fractions, minimum 2) before the alcohol's duration expires, the ''Mellow'' condition is upgraded to [[Genial]] condition.
::: '''''Special &mdash; Hammered:''''' If a character drinks a total of drinks equal to their CON modifier (minimum 3) before the alcohol's duration expires, the ''Genial'' condition is upgraded to the [[Rowdy]] condition.
::: '''''Special &mdash; Intoxicated:''''' If a character drinks a total of drinks greater than their CON modifier (minimum 4) before the alcohol's duration expires, the ''Rowdy'' condition is replaced with the [[Nauseated]] condition until the end of the alcohol's duration.


Note that these rules are merely a suggestion for how to create new poisons, and set an appropriate price. The GM is the final arbiter of both availability and price for any new poisons made using these rules.
:::'''''Cost:''''' varies; see [[Food and Drink]] for details.

Latest revision as of 15:20, 26 May 2021

Drink Me!

A poison is a substance that interferes with the natural functions of a living creature's body, causing injury or death, even in small doses. 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.

Typically, when someone fails a saving throw against any poison, the poison deals some amount of damage (often of the type poison (physical, uncommon)), which cannot be mitigated by the target's DR or ER (if any). Most poisons also inflict a status condition, in addition to the damage they deal. The most common status condition inflicted by poison is ability damage (Ability Dilution, Ability Damage, or Ability Drain). Creatures that succeed on a saving throw against poison are usually completely unaffected by it, ignoring both the damage and any secondary effects.

There are a number of important terms related to how poisons work, which should be understood before looking at specific poisons.

Afflictions

Afflictions, such as diseases and poisons, are all defined by the following characteristics, which detail how they affect a creature which fails a saving throw against them: Name, Vector, Intensity, Save, Frequency, Effect, and Fruition.
Name: This is the name of the disease or poison.
Vector: This is the means by which the disease or poison must be introduced to a subject: contact, ingested, inhaled, injury.
  • Contact: delivered the moment a creature touches them with their bare skin.
  • Ingested: delivered when a creature eats or drinks them.
  • Inhaled: delivered the moment a creature enters an area containing them. A creature can hold its breath while inside the area, by voluntarily gaining the Gagging condition, to avoid inhaling the toxin. If a creature is voluntarily asphyxiating and fails its save, rather than dying, it begins to breathe normally again (and is affected by the inhaled affliction if it is still present).
  • 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.
Note that vectors are not interchangeable — a disease or poison with an injury vector won't harm a target that ingests it, unless it also has an ingest vector listed.
Intensity: The intensity of a disease or poison states which status condition it inflicts. Disease intensities are: Infected, Diseased, or Plagued. Poison intensities are Tainted, Poisoned, and Blighted. The intensity of the disease or poison determines how easily the effects can be cured.
Save: This is the saving throw type (Fort, Refl, Will) and DC for the disease or poison. A creature subjected to a disease or poison makes a saving throw immediately upon its introduction to their system, and one saving throw for the second and third intervals of the disease or poison's frequency. The save DC is always the same for all of these saves. A creature which fails a saving throw against the disease or poison will always take one interval worth of effects from it as a result. If the saving throw is successful, the disease or poison is shrugged off, and deals no further effects to the target.
Frequency: Many poisons act immediately upon their introduction to a target, but some poisons are designed to be slower to act. By contrast, most diseases take a day to cause effects on the target. The frequency determines how often the disease or poison will attempt to inflict its effects on the victim, and when its first effects are felt. There are three frequencies: "1/round for 3 rounds", "1/hour for 3 hours", and "1/day for 3 days". Diseases and poisons never have more than 3 intervals of their frequency. The first interval's effects are triggered by the failure of the initial saving throw, but may not occur until the first interval has passed, as detailed below:
  • "1/round for 3 rounds": Diseases and poisons with a frequency of "rounds" inflict their first interval of effects as soon as it is introduced into the system of its victim. (E.g. a drow blademaster stabs the fighter, inflicting melee damage, and forcing the fighter to save against the drow's languishroot poison. If the save is failed, the fighter immediately takes the first interval of effects of the poison.) The target of a disease or poison with a frequency of "rounds" takes the second interval of effects at the start of their next turn, if they fail a second save. The round after that, at the start of the target's second turn after being diseased or poisoned, they make their third (and final) save. If this save is also failed, the third interval of effects are inflicted, as is the disease's or poison's fruition (if it has one). The strongest diseases and poisons only allow a saving throw when it is first inflicted, and no saving throws for the second or third intervals. In this case, the effects of the second and third intervals just occur as though their respective saving throws were failed.
  • "1/hour for 3 hours": Slower diseases or poisons, such as ingested poisons or fast-acting diseases, may act with a frequency of "1/hour for 3 hours". In this case, the target creature makes their first saving throw as soon as the disease or poison is introduced, but they take no effect until the first interval (1 hour later) occurs. The victim doesn't get a second saving throw until the second interval (2 hours after the disease or poison's introduction). If they fail the second save, they take a second interval of effects. At the start of the 3rd hour, the third (and final) save is made. If this save is also failed, the third interval of effects are inflicted, and the disease or poison's fruition is inflicted (if it has one). The strongest diseases and poisons only allow a saving throw when it is first inflicted, and no saving throws for the second or third intervals. In this case, the effects of the second and third intervals just occur as though their respective saving throws were failed.
  • "1/day for 3 days": This frequency is extremely rare for poisons, but extremely common for diseases. Much like a disease or poison with a frequency of "hours", the target creature makes their first saving throw as soon as it is introduced, but they take no effect from it until the first interval occurs, at the beginning of the next day. The victim doesn't get a second saving throw until the second interval (2 days after the disease or poison's introduction). If they fail the second save, they take a second interval of effects. At the start of the 3rd day, the third (and final) save is made. If this save is also failed, the third interval of effects are inflicted, and the disease or poison's fruition is inflicted (if it has one). The strongest diseases and poisons only allow a saving throw when it is first inflicted, and no saving throws for the second or third intervals. In this case, the effects of the second and third intervals just occur as though their respective saving throws were failed.
Effect: This is what the disease or poison does to the target creature at each interval of its frequency, if the saving throw was unsuccessful. Poisons typically inflict a combination of ability damage (or ability drain) and poison (physical, uncommon) damage, although poison effects can vary wildly. Diseases usually inflict just ability damage to one or more ability scores, though status conditions are also possible. Note that damage inflicted by the effect (or fruition) of a disease or a poison cannot be mitigated with DR or ER, unless the DR explicitly states it can be used to mitigate damage caused by diseases or poisons.
Fruition: This is the effect inflicted if the disease or poison's third tick of its frequency is allowed to occur before a successful saving throw is made. Fruitions always list a duration after which the effect(s) expire on their own. This can be some number of hours, days, or even permanent. Note that a fruition can only occur after 3 failed saving throws, but it usually occurs in the same round as the third tick of the Effect (in addition to the Effect), immediately after that third failed save.


Multiple Doses: If a creature is subjected to multiple doses of the same disease or poison they are already afflicted with, and that disease or poison has a frequency measured in "rounds", the most recent disease or poison overwrites the older one. Any effects already inflicted by the older disease or poison linger and must be cured as described below. Of course, if a creature is subjected to different kinds of diseases or poisons, their effects stack.

Monster and NPC Poisons

Monsters and NPCs use different rules for poisons than players do, since monsters and NPCs aren't heroes. In most cases, monster-based poisons are injury poisons that grant one or more saving throws. They have an immediate onset, and a frequency of 1 round for 3 rounds, where the initial immediate effect counts as the first round. Poisoned creatures get a saving throw to resist the immediate effect, and (usually) another saving throw at the start of each of their turns, if they failed the first one. Each time the saving throw is failed, the creature takes the effect of the poison, until the 3rd failed save, at which point, the creature takes both the 3rd 'dose' of the effect, as well as the fruition of the poison.

Poison effects, as mentioned above, are usually some form of damage and a status effect. Poison fruitions can vary wildly, from a severe status effect to death. They can also include a huge variety of non-combat effects, such as compelling the poisoned creature to speak only the truth for the next hour, and to always answer any question asked of it without prevaricating.

If a creature (usually a PC) succeeds on any saving throw against the monster's poison, the poison is fully resisted and no longer affects the creature (unless they get poisoned again). All poisons, no matter how nasty, are cured with a single successful saving throw, as long as that successful saving throw comes sometime before the fruition is inflicted on the victim. Once the fruition occurs, no further effects of the poison occur, but usually the fruition is so horrible that additional effects aren't necessary.

Note that the strongest poisons disallow saving throws after the initial exposure (unless a save is granted to the victim by a spell or ability). See Blighted for details.

Some monsters are capable of emitting poisons that are harmful if inhaled, rather than requiring the creature to successfully hit the target first. Such poisons are usually belched out in a cloud of some kind, which is (somewhat) avoidable, if those within the affected area are aware of it and are not surprised. Unsurprised creatures may attempt to hold their breath. Those creatures that are surprised by the effect, or unable to initiate holding their breath voluntarily, breathe the poison in automatically and must save against it normally.

Some poisons act upon contact with the exposed flesh of a creature, rather than needing to be inhaled, ingested, or inserted via an injury into the creature's bloodstream. Contact poisons are exceedingly rare, but are typically applied via a touch attack or as part of a trap. In all other ways, they behave exactly like an injury-based poison.

Non-Combat Poisons

Some poisons cannot be used on weapons, and are better suited to use outside of combat. The most common example of this would be ingested poisons, which take effect when a creature eats or drinks the poison. Often these poisons are mixed with food or drink to mask their taste. These poisons usually have an onset time of 10 minutes, and a frequency of 1 minute. Like all other poisons, they inflict their effect up to 3 times, and then the fruition is resolved, if no successful saves against the poison occur before then.

Ingested poisons are often more role-playing based, story-driven types of poisons. As such, the rules and effects of these poisons can vary widely, as the story requires. It is also much harder to catch an assassin who plants a poison that doesn't affect its target until 10 minutes after they eat or drink something. The assassin may not be anywhere near where the food/drink is ingested, and could have planted it long before the food/drink were even served.

Player Poisons

Players can purchase poisons to apply to their weapons, or for whatever other crazy idea fills their psychopathic little heads. Player poisons are nearly always injury-based poisons that grant a saving throw to the target after a successful hit with the poisoned weapon, inflicting damage and a status condition.

Player characters wishing to apply poison to a weapon must expend a standard action to perform a Sleight of Hand check, versus a Challenging DC, based on the potency level of the poison being applied. This can be reduced to a move action by adding +5 to the DC, or a swift action by adding +10. Characters must declare they are attempting to apply the poison with a lesser action prior to making the skill check.

If a character fails the Sleight of Hand check by less than 4, they are unable to apply the poison to the weapon or piece of ammunition. Both the action to apply the poison, as well as the dose of poison itself, are wasted. If a character fails the sleight of hand check by 5 or more, or they roll a natural 1, the character accidentally afflicts the poison's effects on themselves. They must make a Fortitude save against the poison or suffer its effects. Whether this save succeeds or fails, the dose of poison and the action used to apply it are wasted.

Once a dose of poison is applied to a weapon, it persists until the end of the current encounter (if applied during combat), the end of the next encounter (if applied between encounters), the end of your next full night's rest, or 24 hours, whichever of these events occur first.

Poisoned weapons only poison the first creature successfully struck in each round. A poisoned weapon can never affect more than a single creature in a given round, even if the first successful attack is made against multiple targets (such as with a whirlwind attack). In these cases, the wielder picks the target they wish to affect with the poison, and all other struck creatures are unaffected.

When a target is exposed to poison, they must make a Fortitude saving throw against the poison or suffer its effects. The DC of this saving throw is based on the Potency Level of the poison used. Creatures that succeed on their saving throw against the poison do not suffer any of its effects. If the target fails the save, the poison deals bonus damage equal to the potency level of the poison, and inflicts a status condition based on the poison type being used (usually lasting only until the start of the poisoner's next turn). Unlike monster poisons and venoms, player poisons are very simple. They only inflict their damage and status condition once per application; they do not have a frequency, onset, or fruition.

Bonus damage inflicted by poison is not multiplied on a critical hit. Creatures immune to poison are not subject to the poison's damage or status condition (hopefully, this is obvious).

If applied to ammunition, a single dose of poison is sufficient to coat up to three pieces of ammunition. The poison on ammunition is expended as soon as the ammunition is fired, regardless of whether it hits or misses a target. Just as with poison on a weapon, the poison on ammunition loses its efficacy at the end of the next encounter, the end of the current encounter, the end of your next full night's rest, or 24 hours, whichever of these occurs first.

Buying Poison

To buy a poison, players must first decide which kind of poison they want (distinguished by which status condition it inflicts), and then choose the potency level of the poison. The type of poison modifies the cost by a fixed amount, which is added to the base price of the poison, based on its potency level.

  • All secondary effects of a poison (anything the poison does in addition to its bonus damage) lasts only until the start of the poisoner's next turn, unless stated otherwise.
  • Poison effects cannot stack with themselves, even if multiple poisons are used. Once a target is poisoned, any new poison merely overwrites the secondary effects of the old poison.

Crafting Poisons

Poisons can also be crafted, exactly like crafting any other good, requiring ranks in the Profession (Herbalist) skill. As with any other created good, it requires time, a suitable workshop, and half the normal cost to purchase the item from a store.

The costs listed in the table below are store prices; cut these prices in half for crafting price (round down).

Cost Per Dose

To determine the cost of each dose of poison, find the base cost of the poison type you wish to buy, and add the potency cost to it (listed in the second table). The potency table also lists the save DC of the poison's effects, and how much damage it deals.

Poison Types and Base Cost

Poison Name Notes Base Price Per Dose
Simple Venom Bonus damage only; no secondary effect. 0 gp
Ardorbind The target suffers 1 point of Essence Suppression each time it is successfully afflicted with this poison. This effect stacks with itself, and persists until the end of the encounter. 4,000 gp
Bloodspine Inflicts a Bleed on the target until healed. Severity of the bleed equal to 1 + (potency / 5, drop fractions). 500 gp
Bunion Leaf The target treats all squares of movement as difficult terrain, regardless of movement type (except for Lesser or Greater Teleport), for 1 round. 3,500 gp
Clangor Toxin The target is unable to make attacks of opportunity for 1 round. 300 gp
Dawdle Water All of the target's movement speeds except for Walk and Lesser or Greater Teleport are reduced for 1 round, by an amount equal to 10 feet + 5 feet per (potency / 5, drop fractions). 1,000 gp
Elf Juice Target becomes vulnerable to Cold Iron weapons for 1 round, taking 50% additional damage from hits with weapons made from this material. 200 gp
Flutterlure The target is unable to make a full attack action for 1 round. The target may still use its standard, swift, and move actions, it just cannot make a full attack action. 1,500 gp
Fool Oil Inflicts a penalty to the target's saving throws for 1 round. Penalty equal to 1 + (potency / 10, drop fractions). 400 gp
Golem Dust Target becomes vulnerable to Adamantine weapons for 1 round (including dolemetal, truemetal, and paramount alloy), taking 50% additional damage from hits with weapons made from this material. 1,000 gp
Heartsore Ash The target suffers a penalty to its Maneuver Offense and Maneuver Defense for 1 round. Penalty equal to 1 + (potency / 10, drop fractions). 400 gp
Hobbleroot Target's Walk speed is reduced for 1 round, by an amount equal to 10 feet + 5 feet per (potency / 5, drop fractions). This has no effect on other movement types the target may possess. 500 gp
Jannek Sap Bonus damage only; no secondary effect. Poison lasts for 2 hits, instead of 1. 1,000 gp
Lackwit Milk Inflicts a penalty to all skill checks (including Perception) made by the target for 1 round. Skill penalty equal to 1 + (potency / 8, drop fractions). 200 gp
Laskermar Bark Target is Bruised for 1 round, causing any healing to merely remove the bruised condition, instead of healing. 200 gp
Lurch Gristle Inflicts a penalty to the target's Concentration checks for 1 round. Penalty equal to 1 + (potency / 8, drop fractions). 400 gp
Magebane The target is unable to speak or cast spells or spell-like abilities for 1 round. 1,000 gp
Morindi Seed Reduces damage inflicted by all of the target's attacks and abilities for 1 round. Damage reduced by 1 + (potency / 5, drop fractions). 500 gp
Morpheous Target becomes vulnerable to Silver weapons (including bladesilver and bloodsilver) for 1 round, taking 50% additional damage from hits with weapons made from these materials. 700 gp
Plunge The target is unable to take 5-foot steps for 1 round. 2,000 gp
Shiverweed Target behaves as though flanked for 1 round, allowing sneak attacks, and granting melee attackers a +2 flanking bonus to hit. This is a fear effect. 1,000 gp
Tumbledown Inflicts a penalty to the target's AC for 1 round. AC penalty equal to 1 + (potency / 10, drop fractions). 1,000 gp

Poison Potency

Potency Level Save DC Bonus Damage Price Per Dose Potency Level Save DC Bonus Damage Price Per Dose
1 15 +1 +15 gp 21 33 +21 +2,305 gp
2 15 +2 +40 gp 22 34 +22 +2,520 gp
3 16 +3 +65 gp 23 35 +23 +2,745 gp
4 17 +4 +100 gp 24 36 +24 +2,980 gp
5 18 +5 +145 gp 25 37 +25 +3,225 gp
6 19 +6 +200 gp 26 39 +26 +3,480 gp
7 19 +7 +265 gp 27 40 +27 +3,745 gp
8 20 +8 +340 gp 28 41 +28 +4,020 gp
9 21 +9 +425 gp 29 42 +29 +4,305 gp
10 22 +10 +520 gp 30 43 +30 +4,600 gp
11 23 +11 +655 gp 31 45 +31 +5,305 gp
12 24 +12 +770 gp 32 46 +32 +5,620 gp
13 25 +13 +895 gp 33 47 +33 +5,945 gp
14 26 +14 +1,030 gp 34 48 +34 +6,280 gp
15 27 +15 +1,175 gp 35 49 +35 +6,625 gp
16 28 +16 +1,330 gp 36 50 +36 +6,980 gp
17 29 +17 +1,495 gp 37 51 +37 +7,345 gp
18 30 +18 +1,670 gp 38 52 +38 +7,720 gp
19 31 +19 +1,855 gp 39 53 +39 +8,105 gp
20 32 +20 +2,050 gp 40 54 +40 +8,500 gp

Calculating Cost Per Dose

The total cost per dose of a poison is the cost of the base poison type + its potency. For example, a single dose of Golem Dust (base cost 1,000 gp), at potency level 10 (cost 520 gp) is 1,520 gp.

Alcohol

Luckily, only the paladin could recall the details the next morning.

Alcohol behaves somewhat differently from other ingested poisons. Alcohol has an instant onset — you take a drink, and you immediately feel its effects. Alcohol has a special frequency of "once per drink ingested". This means that, if you take only one drink, its effects only occur once.

It is assumed that most characters who drink alcohol are deliberately failing the saving throw. If the initial saving throw is failed, there are no further saves for that particular drink.

Alcohol's effects persist until the end of the current encounter, the end of the next encounter, the start of the character's next full night's rest, or 24 hours, whichever is sooner.

A standard drink of alcohol is often much larger than a normal dose of poison. A beer, for example, is a pint (16 oz), which is assumed to have roughly the same efficacy as a glass of wine (5 oz), or a shot of spirits (1 oz).


Alcohol    (Ingested vector; Poisoned intensity)
Save: Fort DC 15;     Frequency: 1/round for 3 rounds
Effect: 1d8 points of poison (physical, uncommon) damage, 1d8+1 temporary hit points (cumulative per drink), target becomes Mellow.
Fruition: none
Fruition Duration: n/a
Special — Drunk: If a character drinks a total of drinks equal to half their CON modifier (drop fractions, minimum 2) before the alcohol's duration expires, the Mellow condition is upgraded to Genial condition.
Special — Hammered: If a character drinks a total of drinks equal to their CON modifier (minimum 3) before the alcohol's duration expires, the Genial condition is upgraded to the Rowdy condition.
Special — Intoxicated: If a character drinks a total of drinks greater than their CON modifier (minimum 4) before the alcohol's duration expires, the Rowdy condition is replaced with the Nauseated condition until the end of the alcohol's duration.
Cost: varies; see Food and Drink for details.