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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, 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.


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 ([[Ability Dilution]], [[Ability Damage]], or [[Ability Drain]]).
Broadly speaking, when someone fails a saving throw against any poison, the poison deals some amount of lethal or [[Non-Lethal Damage]] that ignores the target's defenses (DR or ER).  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, like status conditions.


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 which grant a saving throw. They have an immediate onset, and a frequency of 1 round for 3 rounds (though the initial immediate effect counts as the first round).  Poisoned creatures get a saving throw to resist the immediate effect, and another saving throw at the start of each of their turns.  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 the fruition of the poison instead.


: '''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 combination of lethal or non-lethal 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 nasty, additional effects aren't necessary.
 
Note that stronger poisons disallow saving throws after the initial exposure (unless a save is granted to the victim by a spell or ability).  See [[Tainted]], [[Poisoned]], and [[Blighted]] for details.
 
Some monsters are capable of emitting poisons that are harmful if inhaled, rather than requiring the creature successfully target 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.  Such creatures may attempt to [[Holding Your Breath|hold their breath]].  Those creatures which are surprised by the effect, or unable to initiate holding their breath voluntarily breathe the poison in, 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.  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 a simplified version of monster poisons.  Like monster poisons, they are nearly always injury poisons that grant a saving throw to the target after a successful hit with the poisoned weapon.  If the target fails the save, however, instead of a frequency, onset, or fruition, the poison simply deals bonus damage equal to the potency level of the poison, and inflicts a status condition (usually lasting only until the start of the poisoner's next turn).
 
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).


===Applying Poison===
===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).
Player characters wishing to apply poison to a weapon or a single piece of ammunition must expend a standard action to perform a [[Sleight_of_Hand#Apply_Poison|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.


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.
If a character fails the [[Sleight of Hand]] check by less than 4, or they roll a natural 1, 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, the character accidentally afflicts the poison's effects on themselves. They must make a 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.


===Multiple Doses of Poison===
Once a dose of poison is applied to a weapon, it persists until the first time the weapon successfully hits a targetAt that time, in addition to the normal damage from the weapon's hit, the struck creature must also make a saving throw against the poison or suffer its effects.  Regardless of whether the creature succeeds or fails this saving throw, the dose of poison is expendedThe poison will wear off of the weapon naturally by the end of the next encounter, or when the character takes a full night's rest (whichever comes first).  If the poison is applied during an encounter, and isn't used up by striking a target, it wears off at the end of the current encounter.
The effects of poison cannot be stacked, unless different poisons are usedHowever, 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==
If a dose of poison is applied to a piece of ammunition, the poison persists as described above, except that it is expended whether the attack using that piece of ammunition hits or misses (or at the end of the encounter or a full night's rest, whichever comes first).
The following poisons are some of the more commonly available poisons which can be purchased.  Note that selling and buying poison is nearly always illegal, and therefore poisons are not available in traditional shops.  Instead, a poison seller must be sought out, typically via connections with a thieves' guild or some other black market connection.
 
===Base Price Per Dose===
{| class="ep-default"
|-
! width="75" | Potency Level || Save DC || Bonus Damage || Price Per Dose
|-
| 1 || {{MonsterStrongSave|transcludesection=1}} || +1 || {{#number_format:{{#expr: 1^2 * 10}}}}
|-
| 2 || {{MonsterStrongSave|transcludesection=2}} || +2 || {{#number_format:{{#expr: 2^2 * 10}}}}
|-
| 3 || {{MonsterStrongSave|transcludesection=3}} || +3 || {{#number_format:{{#expr: 3^2 * 10}}}}
|-
| 4 || {{MonsterStrongSave|transcludesection=4}} || +4 || {{#number_format:{{#expr: 4^2 * 10}}}}
|-
| 5 || {{MonsterStrongSave|transcludesection=5}} || +5 || {{#number_format:{{#expr: 5^2 * 10}}}}
|-
| 6 || {{MonsterStrongSave|transcludesection=6}} || +6 || {{#number_format:{{#expr: 6^2 * 10}}}}
|-
| 7 || {{MonsterStrongSave|transcludesection=7}} || +7 || {{#number_format:{{#expr: 7^2 * 10}}}}
|-
| 8 || {{MonsterStrongSave|transcludesection=8}} || +8 || {{#number_format:{{#expr: 8^2 * 10}}}}
|-
| 9 || {{MonsterStrongSave|transcludesection=9}} || +9 || {{#number_format:{{#expr: 9^2 * 10}}}}
|-
| 10 || {{MonsterStrongSave|transcludesection=10}} || +10 || {{#number_format:{{#expr: 10^2 * 10}}}}
|}


{{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 poisons.  While 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.   
{{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 poisons.  While 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.   
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| 40 || 6d8+63 || 4d6 || 2d4 || 51 || 142 || align="right" | 2,340,000
| 40 || 6d8+63 || 4d6 || 2d4 || 51 || 142 || align="right" | 2,340,000
|}
|}
===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
|-
| 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
|-
| Injury || immediate || 1 round || 3 rounds || align="center"| x1
|}
===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.
: '''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.
:: Cost Multiplier:
::* Contact: 2
::* 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. 
::* 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:
::* 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.
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.

Revision as of 21:00, 11 January 2018

Drink Me!

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.

Broadly speaking, when someone fails a saving throw against any poison, the poison deals some amount of lethal or Non-Lethal Damage that ignores the target's defenses (DR or ER). 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, like status conditions.

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 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 which grant a saving throw. They have an immediate onset, and a frequency of 1 round for 3 rounds (though the initial immediate effect counts as the first round). Poisoned creatures get a saving throw to resist the immediate effect, and another saving throw at the start of each of their turns. 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 the fruition of the poison instead.

Poison effects, as mentioned above, are usually some combination of lethal or non-lethal 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 nasty, additional effects aren't necessary.

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

Some monsters are capable of emitting poisons that are harmful if inhaled, rather than requiring the creature successfully target 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. Such creatures may attempt to hold their breath. Those creatures which are surprised by the effect, or unable to initiate holding their breath voluntarily breathe the poison in, 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. 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 a simplified version of monster poisons. Like monster poisons, they are nearly always injury poisons that grant a saving throw to the target after a successful hit with the poisoned weapon. If the target fails the save, however, instead of a frequency, onset, or fruition, the poison simply deals bonus damage equal to the potency level of the poison, and inflicts a status condition (usually lasting only until the start of the poisoner's next turn).

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).

Applying Poison

Player characters wishing to apply poison to a weapon or a single piece of ammunition 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, or they roll a natural 1, 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, the character accidentally afflicts the poison's effects on themselves. They must make a 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 first time the weapon successfully hits a target. At that time, in addition to the normal damage from the weapon's hit, the struck creature must also make a saving throw against the poison or suffer its effects. Regardless of whether the creature succeeds or fails this saving throw, the dose of poison is expended. The poison will wear off of the weapon naturally by the end of the next encounter, or when the character takes a full night's rest (whichever comes first). If the poison is applied during an encounter, and isn't used up by striking a target, it wears off at the end of the current encounter.

If a dose of poison is applied to a piece of ammunition, the poison persists as described above, except that it is expended whether the attack using that piece of ammunition hits or misses (or at the end of the encounter or a full night's rest, whichever comes first).

Base Price Per Dose

Potency Level Save DC Bonus Damage Price Per Dose
1 5 +1 10
2 5 +2 40
3 6 +3 90
4 7 +4 160
5 8 +5 250
6 9 +6 360
7 9 +7 490
8 10 +8 640
9 11 +9 810
10 12 +10 1,000

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Designing New Poisons

Since the above list is not exhaustive, GM's and players may wish to design additional poisons that exist in their campaign. These 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.

Damage: Most poisons deal Non-Lethal Damage, the amount of which is based on their potency level (see Table:Potency below).
Status: All poisons inflict a single status condition. Note, when reading the table below, the listed values for ability damage (dilution, damage, drain) and essence damage (suppression, omission, destruction) only apply if the poison inflicts that particular status condition.
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.
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.

Table: Poison Potency

Potency Level Non-Lethal Damage Ability Damage Energy Drain Save DC Craft DC Cost
1 1d8+0 1 - 10 18 40
2 1d8+1 1d2 - 12 20 80
3 1d8+3 1d2 - 13 21 160
4 1d8+4 1d3 - 13 23 240
5 1d8+6 1d3 - 14 25 360
6 1d8+8 1d3+1 - 16 27 480
7 1d8+10 1d3+1 - 16 28 640
8 2d8+7 1d4+1 - 18 32 820
9 2d8+8 1d4+1 - 19 33 1,000
10 2d8+10 1d6 - 19 35 1,220
11 2d8+6 1d6 - 20 37 1,440
12 2d8+7 1d6+1 - 21 39 1,700
13 2d8+9 1d6+1 1 22 40 1,960
14 2d8+10 1d6+2 1 22 42 2,260
15 3d8+8 1d6+2 1d2 23 44 2,560
16 3d8+10 2d6-1 1d2 24 47 2,900
17 3d8+11 2d6-1 1d2 25 48 3,240
18 3d8+12 2d6-1 1d2 26 50 3,620
19 3d8+14 2d6 1d3 27 51 4,000
20 3d8+17 2d6 1d3 28 53 6,000
21 3d8+20 2d6 1d3 29 67 8,000
22 4d8+18 2d6+1 1d3 31 69 12,000
23 4d8+20 2d6+1 1d4 32 71 16,000
24 4d8+23 2d6+1 1d4 33 75 24,000
25 4d8+27 2d6+2 1d4 35 77 32,000
26 4d8+29 2d6+2 1d4 36 79 60,000
27 4d8+32 2d6+2 1d6 37 82 100,000
28 4d8+34 3d6 1d6 39 84 180,000
29 5d8+34 3d6 1d6 40 86 240,000
30 5d8+36 3d6 1d6 41 88 300,000
31 5d8+40 3d6+1 2d4-1 42 91 380,000
32 5d8+44 3d6+1 2d4-1 43 94 460,000
33 5d8+47 3d6+1 2d4-1 44 96 580,000
34 5d8+49 4d6-2 2d4-1 45 99 700,000
35 5d8+52 4d6-2 2d4-1 46 102 870,000
36 6d8+51 4d6-2 2d4-1 47 110 1,040,000
37 6d8+53 4d6-1 2d4 48 118 1,300,000
38 6d8+56 4d6-1 2d4 49 126 1,560,000
39 6d8+60 4d6-1 2d4 50 133 1,950,000
40 6d8+63 4d6 2d4 51 142 2,340,000