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Pathfinder Player Companion: Potions & Poisons (PFRPG)

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Pathfinder Player Companion: Potions & Poisons (PFRPG)

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Good for What Ails You!

Whether they're used to bolster heroes' abilities or take enemies out of the game, potions and poisons are key parts of many adventurers' arsenals. Far more options than simple healing draughts or strength-sapping toxins are available to savvy heroes, though, especially those ingenious enough to craft their own concoctions. Pathfinder Player Companion: Potions & Poisons offers a sea of new potions, elixirs, and stranger alchemical wonders for the discerning adventurer, plus heinous designer poisons. Class and character options for those who brew or regularly imbibe consumables round out these offerings.

Inside this book you'll find:

  • Feats and archetypes for races with an affinity for poisons, including gripplis, nagaji, and vishkanyas, plus the scorpion sorcerer bloodline for those with a toxic heritage.
  • Archetypes for a variety of classes known for brewing or poisoning, including alchemists, rogues, and witches.
  • Spells and feats specialized for potion brewing, plus drugs, elixirs, gear, poisons, and tinctures—alchemical remedies that produce potent effects but impair the user.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can be easily incorporated into any fantasy world.

978-1-64078-000-2

Note: This product is part of the Pathfinder Player Companion Subscription.

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Product Discussion (129)
101 to 129 of 129 << first < prev | 1 | 2 | 3 | next > last >>

Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
… No? Poison Use takes a talent. Full immunity to one injury poison is a trait, and it comes with a save bonus vs. the most common poison category. The talent to increase DC only applies to one type of poison, so you can get an efficient poisoning setup for a talent and a trait.

That's a pretty good trait though, that's more powerful than most feats.

Although I feel like I'm going crazy, I swear there's a "you're immune to a specific type of poison" trait or something that already exists, although it was really limited to something like only poisons from plants that you would have eaten or from monster poisons or something.


Pathfinder Companion, Roleplaying Game Subscriber
Alchemaic wrote:
QuidEst wrote:
… No? Poison Use takes a talent. Full immunity to one injury poison is a trait, and it comes with a save bonus vs. the most common poison category. The talent to increase DC only applies to one type of poison, so you can get an efficient poisoning setup for a talent and a trait.

That's a pretty good trait though, that's more powerful than most feats.

Although I feel like I'm going crazy, I swear there's a "you're immune to a specific type of poison" trait or something that already exists, although it was really limited to something like only poisons from plants that you would have eaten or from monster poisons or something.

Eh… given how unlikely it is to run into one specific poison during a game, I'd consider it mostly "Poison Use for a single poison, with an extra bonus", which is the sort of half-feat that I'd expect from a trait.

Oh, and I forgot to mention how nice it is to have a free minor version of Stoneskin as a third-level spell.


4 people marked this as a favorite.
Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

QuidEst, I'm so pleased you enjoyed hydrofluoric acid. I've sat through a few HF safety trainings, so it was a natural choice for a really nasty poison.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Do tinctures require their own item creation feat?

So what does the potable spells do?


Pathfinder Companion, Roleplaying Game Subscriber
Dragon78 wrote:

Do tinctures require their own item creation feat?

So what does the potable spells do?

No. They’re alchemical items that provide a wide range of decent duration minor alchemical bonuses, but come with drawbacks. Generally fall in the low hundreds of gp cost range.

Somebody already posted a description of the potable spells. They are regular spells that qualify to be made into potions. My favorite is a minor Stoneskin with no expensive material component.


Could we get a brief synopsis of what the Grippli feats do? Thanks!


I'd love some details on the four rogue talents, if anyone with the book is willing to share. I kind of have my fingers crossed that they'll make a poison-based rogue worth making, though I know that's pretty unlikely.


I'm also curious about the Alchemist stuff, though the Toxin Codexer sounds *amazing*


Sounds amazing. I'll have to put this on my January list of things to buy.


3 people marked this as a favorite.
Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
knightnday wrote:
Could we get a brief synopsis of what the Grippli feats do? Thanks!

Grippli feats:

Toxic Secretions: Extra uses of Toxic Skin alternate racial trait.

Poison Resin: Use Toxic Skin to make a temporary weapon.

Noxious Touch: Apply Toxic Skin effect to unarmed strike or natural weapon.


1 person marked this as a favorite.
Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Cellion wrote:
I'd love some details on the four rogue talents, if anyone with the book is willing to share. I kind of have my fingers crossed that they'll make a poison-based rogue worth making, though I know that's pretty unlikely.

There are actually five of them:

Accurate Poisoner: Forego sneak attack damage to increase duration of poison.

Lingering Poison: Delay onset time of poison upon delivery.

Signature Poison: Increase save DC of any single poison type.

Suppress Poison: After failing save against poison with immediate onset time, make 2nd save to avoid effects of the poison for part of its duration.

Toxic Regurgitation: Harmless store a dose of poison in your body to spit at a foe later.


Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
NeoTiamat wrote:
I'm also curious about the Alchemist stuff, though the Toxin Codexer sounds *amazing*

This book has a lot for Alchemists. I will just give you the discoveries for now.

Discoveries:

Designer Poison: Increase save DC of poison against a single creature type at cost of making it less effective against all other creature types.

Lingering Poison: Increase maximum duration of poison that you make.

Lasting Tinctures: Increase maximum duration of tincture that you make.


Pathfinder Companion, Roleplaying Game Subscriber

I’ll mention that any creature type stuff uses the Ranger setup, so humanoid and outsider use subcategories.

For a Rogue poisoner build, I don’t think a generalist works too well, but they make a good specialist without dedicating your entire build to it. Trait for drow poison immunity, talent to raise the DC by 2. Possibly grab the talent to produce a free dose daily for every five doses you carry.


5 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Potions & Poisons Rules Elements:
Alchemist Discoveries: designer poison, enduring toxin, lasting tinctures

Archetypes: concocter (alchemist), disciple of the forked tongue (vishkanya, bard), fermenter (alchemist), mantella (grippli, druid), needler (rogue), reckless epicurean (investigator), rotdrinker (rogue), swamp poisoner (grippli, rogue), toxin codexer (investigator), venom siphoner (witch), venomblade (nagaji, fighter)

Feats: Delayed Potion, Dispelling Blood (vishkanya), Ghostbane Ichor (vishkanya), Healing Potion, Hemorrhaging Venom (nagaji, Combat), Lengthy Potion, Noxious Touch (grippli), Poison Resin (grippli), Toxic Secretions (grippli), Toxic Spray (nagaji, Combat), Unraveling Blood (vishkanya), Vaporous Potion, Virulent Venom (nagaji, Combat), Warding Blood (vishkanya)

Hexes: gift of consumption, greater gift of consumption, poison touch

Major Hexes: restless slumber, withering

Investigator Talents: anathema, greater anathema, lingering venom

Rogue Talents: accurate poisoner, lingering poison, signature poison, suppress poison, toxic regurgitation

Slayer Talents: focused poison, redirect poison

Sorcerer Bloodline: scorpion

Spells: antitoxin touch (alchemist 1, druid 1, ranger 1, shaman 1, witch 1), clay skin (alchemist 3, bloodrager 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 3), glimpse the hidden (alchemist 3, inquisitor 3, sorcerer/wizard 3, summoner 3, witch 3), identifier's eye (alchemist 2, bard 2, sorcerer/wizard 2, summoner 2, witch 2), phase step (alchemist 3, bard 3, magus 3, sorcerer/wizard 3, summoner 3, witch 3), poisonous cloud (bloodrager 4, magus 4, shaman 4, sorcerer/wizard 4, summoner 4, witch 4), toxic blood (alchemist 3, bloodrager 3, cleric 3, druid 3, investigator 3, magus 3, ranger 3, sorcerer/wizard 3, summoner 3, witch 3), undeath sense (alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2)

-----

Drugs: esoterum (600 gp), goassamer veil (20 gp), hush (200 gp), inspiration dust (75 gp), Keleshite coffee (5 gp), magesight (15 gp), oblivion (100 gp), old-mage (1,500 gp), ruk tar (55 gp), serpent's kiss (50 gp), sting's savor (45 gp), vigilance (15 gp)

Equipment: harvester's kit (65 gp), poisoned locket (75 gp), poisoned quill (30 gp), poisoner's goblet (100 gp), stalker's oil (50 gp), toxic censer (115 gp), venombane lozenges (35 gp)

Fleshcrafts*: adhesive slime (500 gp), ring of eyes (1,400 gp), webbed appendages (200 gp)

*These fleshcrafts are available only in elixir form and cannot be created as a graft.

Poisons: blackfingers's salt (300 gp), diplopic serum (250 gp), gelidburn oil (75 gp), hydrofluoric acid (2,500 gp), insecticide (175 gp), juvebloom (750 gp), nerveblast (1,500 gp), ossivane (350 gp), pupil's friend (30 gp), tongue twist (600 gp)

Ring: band of efficacious death (9,250 gp)

Tinctures: alluring philter (150 gp), artistic ale (300 gp), brawler's brew (150 gp), dodger's draught (300 gp), explorer's emulsion (150 gp), leaper's libation (200 gp), liquid courage (175 gp), mage's assistant (150 gp), mirage mixture (300 gp), nimble nectar (200 gp), prowler's palliative (300 gp), sorcerer's spirits (300 gp), starlight juice (300 gp), stout solution (100 gp), thinker's tipple (300 gp), titan's tonic (200 gp)

Traits: Alchemical Fence (Regional - Katapesh), Blood Potion Brewer (Regional - Belkzen), Liquid Healing (Regional - Rahadoum), Necrotoxin (Regional - Geb), Palm Potion (Regional - Razmiran), Poison Connoisseur (Regional - Taldor), Poisoned Blade Resistance (Regional - River Kingdoms), Resourceful Alchemy (Regional - Thuvia), Technological Brewmaster (Regional - Numeria), Weed Resistance (Regional - Kyonin)

Wondrous Items: aegis of recovery, greater (neck, 3,750 gp), alchemist's aspergillum (none, 2,805 gp), apron of the careful chemist (chest, 5,200 gp), blight kickers (feet, 13,500 gp), death's will (hands, 3,600 gp), elixir of agility (none, 450 gp), elixir of countless eyes (none, 1,200 gp), elixir of the infernal familiar (none, 1,400 gp), elixir of vicious magic (none, 1,750 gp), eye of crystallized venom (neck, 2,250 gp), fiery maw elixir (none, 800 gp), forbearer's grace (neck, 5,400 gp), gloves of restrained death (hands, 9,250 gp), harvester's bindings (wrists, 8,500 gp), headband of the tainted ouroboros (headband, 4,500 gp), healer's aid (none, 900 gp), miasmatic mask (head, 23,000 gp), periapt of proof against paralysis (neck, 8,000 gp), reaper's wisdom (shoulders, 21,600 gp), shroud of venom (shoulders, 4,500 gp), silversheen elixir (none, 900 gp), spirit rush (none, 2,400 gp), swarmform elixir (none, 3,300 gp), vest of resonating fortitude (chest, 7,000 gp), wraith's sight elixir (none, 1,500 gp)

(Edited; Thanks to David knott 242.)


1 person marked this as a favorite.
Pathfinder Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

To fill in an accidental gap in the above posting: The Shroud of Venom is a shoulders slot item.

Dark Archive

Pathfinder Adventure Path Subscriber

Hm,what does undeath sense do?


Pathfinder Starfinder Roleplaying Game Subscriber
DeciusNero wrote:
Hm,what does undeath sense do?

Someone else mentioned it upthread, but it's a potion-able version of Detect Undead I believe.


3 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
Alchemaic wrote:
DeciusNero wrote:
Hm,what does undeath sense do?
Someone else mentioned it upthread, but it's a potion-able version of Detect Undead I believe.

Yep. Phase Step and Clay Skin, Glimpse the Hidden...really like these! For a player who generally avoids depending on poison, there is a lot in here to like! Alchemical items and potions my Investigator (Lamplighter--which loses Poison abilities) can really use. Tinctures? Really cool.


1 person marked this as a favorite.
David knott 242 wrote:
Cellion wrote:
I'd love some details on the four rogue talents, if anyone with the book is willing to share. I kind of have my fingers crossed that they'll make a poison-based rogue worth making, though I know that's pretty unlikely.
** spoiler omitted **

The last one sounds like it's basically

Spoiler:

Quote:
My body sucked the poison out and stored it in my eyes... so I can shoot it out later like a toad.


Pathfinder Starfinder Roleplaying Game Subscriber
deuxhero wrote:
David knott 242 wrote:
Cellion wrote:
I'd love some details on the four rogue talents, if anyone with the book is willing to share. I kind of have my fingers crossed that they'll make a poison-based rogue worth making, though I know that's pretty unlikely.
** spoiler omitted **

The last one sounds like it's basically

** spoiler omitted **

Actually... I think you can do that now. Someone mentioned that there's a Rogue talent that makes your blood poisonous, and there's that feat from Horror Adventures that lets you squirt blood from your eyes.


Pathfinder Starfinder Roleplaying Game Subscriber

I figure I might as well ask since it's bound to come up: does the spell Phase Step count as Dimendion Door for any kind of prerequisite?

Also, why are there two pages dedicated to listing potions and their costs?


DeciusNero wrote:

Ezren and Damiel are having a cook off!

Also, more nagaji and grippli, as well as a bloodline sounds cool (growing a scorpion tail involved?)!

It would seem not, though personally, I will be adding in the character being able to grow a fleshwarped scorpion tail as a normal action. Or just permanently give them the tail


Zenshrom wrote:
DeciusNero wrote:

Ezren and Damiel are having a cook off!

Also, more nagaji and grippli, as well as a bloodline sounds cool (growing a scorpion tail involved?)!

It would seem not, though personally, I will be adding in the character being able to grow a fleshwarped scorpion tail as a normal action. Or just permanently give them the tail

I thought it mentioned growing an etheric tail to sting things with at higher level ?.....but I was just skimming...


1 person marked this as a favorite.

The item Reaper's Wisdom looks to have some sort of error caused by editing the item's effects. The item description "increases the virulence of all poisons used by the wearer", but despite this the item just gives a once per day ability and nothing else.

Not only this the once per day ability is just bypassing delay poison. This ability is pathetically weak for its 21k price tag. Did the item previously bypass delay poison on every hit?

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

Given its prerequisites, I'm guessing it had some sort of actual enhancement effect.

Scarab Sages

Pathfinder Roleplaying Game Subscriber

On my first two passes through -

Generally positive about the book, but the reviews seem to be way overrating the Toxin Codexer archetype - It's good, but there are still going to be issues. Maybe it's just me, but the scaling poison DCs are still pretty hard to push upwards, even with
higher level extracts, since realistically the formula (10 + Extract + Int Mod) is going to hit a wall around the low 20s in DC.

Feats like Powerful Poisoning and Designer Poison will help a fair measure though - I think I can maybe get a 6th level extract to around ~30ish DC with enough finagling, but that seems like the upward limit.


Pathfinder Starfinder Roleplaying Game Subscriber

So finally digested the book more fully. The book's called Potions and Poisons, but it really should have been called Drugs and Drinks because those are the best parts of the book by far. The new elixirs are all cool and useful (especially the Spirit Rush one which is a good reason your returning boss fight can escape certain death), the tinctures are really good for the most part (and remind me a lot of those alchemical burn/inspiration items from Ultimate Intrigue) and those new drugs actually look like something that people would use for some reason, because the old ones were honestly pretty lame. Like remember that weird Investigator archetype that got immunity to drugs? I can totally see using that now in conjunction with these new things.

The new poisons are also fun, since they're focused more on weird side-effects than ability score damage, but poisons in general also seem to be lacking a bit of boosting support in this book. Yes yes there's Toxin Codexer and the Designer Poison stuff, but that's really not a big boost to their effectiveness, not to mention they're class locked (and in the case of the Codexer the poisons are level-locked too). It makes the Codexer function more similarly to an Eldritch Poisoner or Toxicant, except it gives up spell slots to do so. Anathema and Greater Anathema though, that's the real gem in the book for poisoning creatures. I don't know if it makes up for the lack of support elsewhere, but my god I'm salivating over those talents.

Potions also lack support in the book. There's four feats, a few potable versions of spells, and one kind of weird Alchemist archetype? Definitely could have used a bit more pizzazz, especially since there's the two pages of space spent on potions that already exist?


Swordwraith wrote:
Feats like Powerful Poisoning and Designer Poison will help a fair measure though - I think I can maybe get a 6th level extract to around ~30ish DC with enough finagling, but that seems like the upward limit.

I mean, that's sort of the point. You can take your extract-based poisons, which gives them a much more solid DC, and then start layering on the other tricks that poison-based characters have used for ages. Use a Spinal Sword or Sankhpang, that's +1 or +2 DC. Make it Virulent and get your friendly wizard to cast GMW on it, that's another +1 to +5. Grab Poison Focus, another +1. Bam, that's about +5 to DCs, and we haven't even started on the more tenuous things (Deific Obedience Norgorber -- +2 DCs past level 16, Insightful Delivery, +2 to +4 to DCs with Studied Strike, the Poison Concoction Trait, +1 to DCs for two specific poisons).

Plus, of course, you can always apply debuffs. Grab a Spell-Storing Weapon and get your friendly wizard to cast Pernicious Poison into it. Bam, guaranteed -4 to the target's saves.

Anyway. I'm not sure this is so radically different than saying 'the wizard's DCs max out at a certain level'. A Toxin Codexer, or any poisoner really, is a save-based character in the same way an enchanter bard is.

Scarab Sages

Pathfinder Roleplaying Game Subscriber
NeoTiamat wrote:


I mean, that's sort of the point. You can take your extract-based poisons, which gives them a much more solid DC, and then start layering on the other tricks that poison-based characters have used for ages. Use a Spinal Sword or Sankhpang, that's +1 or +2 DC. Make it Virulent and get your friendly wizard to cast GMW on it, that's another +1 to +5. Grab Poison Focus, another +1. Bam, that's about +5 to DCs, and we haven't even started on the more tenuous things (Deific Obedience Norgorber -- +2 DCs past level 16, Insightful Delivery, +2 to +4 to DCs with Studied Strike, the Poison Concoction Trait, +1 to DCs for two specific poisons).

Yes, but their base DC generally ends up being not much better than their equivalent, purchasable forms - You're just saving GP (which of course, is nice.)

I knew I was forgetting a couple of things. So yeah, about 30ish. Pretty good, but I still think it's not the 'suddenly poisoners are playable by the grace of this alone' that some reviews argued.

Still an extremely fun archetype, also.

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