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Pathfinder Player Companion: Potions & Poisons (PFRPG)

***** (based on 5 ratings)
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 Reviews (5)

Average product rating:

***** (based on 5 ratings)

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Genuinely Game-Changing -- In a Good Way

*****

Start with the Toxin Codexer, which pretty much single-handedly makes a poison-focused character actually viable. You can prepare poisons in your extract slots for free, their DCs scale, and you can pick up Discoveries that allow you to bypass species poison resistance (you do need to do know what you're facing ahead of time, so this is an investigator encouraged to investigate). That's the big draw of the book, but not the only stuff.

The Vishkanya, Grippli, and Nagaji stuff is all good, most notably the Dispelling Blood feat and Nagaji Spit Venom line. The Vishkanya Bard and Nagaji Fighters are also pretty interesting, and worthy of characters.

The new potion-friendly spells are useful and interesting. Toxic Blood is going to be a BBEG staple, and Glimpse the Hidden is a seriously useful spell.

The witch hexes are impressive, most importantly in their ability to give witches more Fort targeting effects.

As with any Companion, there's plenty of dross in here along with the gold (the magic items come to mind), but the gold is so shiny and excellent this a five-star book. One of the best recent Companions, up there with the First World booklet and Blood of the Coven.


A solid supplement for the size

*****

There is a lot of good stuff packed in here. The Vaporous Potion feat especially, which allows brewing potions that can be delivered as a splash weapon.

The Witch Hexes are also especially useful, and I may make use of them on my next character.


Enhance Brew Potion, add Investigator(Toxin Codexer)

*****

Details:
pages:36 pages with content:30
traits: regional:10
racial feats:11 (grippli 3, nagaji 4, vishkanya 4)
racial archtypes:5 (grippli 2, nagaji 1, vishkanya 2)
class archtypes:7 (alchemist 2, witch 1, rogue 2{rogue talents 5, slayer talents 2}, investigator 2{inventigator talents 3})
spells:8 (mostly arcane)
feats:4(enhancements to Brew Potion)
poisons:10
drugs:12
items(alchemical:1 & tinctures{t}:16, equip:6)
magic items:(wpn:1, wondrous:16)
potions(elixirs:13)

overall it is a lot of new content with only 1 page giving a table of standard potions and oils(CR,APG,ACG,OA,UC,UI,UM).
This is your supplement for enhancing Brew Potion, introducing a poisoner (that's not an assassin per se), or adding to grippli, nagaji, or vishkanya racial abilities.

The material looks balanced on the whole and shouldn't upset most games. My only caution is that drugs with high addiction DCs should be reviewed before using in a campaign.

Standouts would be;

Magic Items: Aegis of Recovery, Greater $3750 (neck), Eye of Crystallized Venom $2250 (neck).

Alchemical: Venombane Lozenges $35, Dodger's Draught{t} $300, Mage's Assistant{t} $150.
The tinctures{t} are creative, expensive in general, excellent duration (1 hour or better) and they have drawbacks. A regular magical potion/scroll/wand might suffice instead but NPCs need stuff!

Poisons: decent effects & DCs at reasonable prices, only 2 are deadly. Insecticide as written doesn't kill vermin.

Drugs: interesting but some are actually very cost effective slow acting poisons with high DCs. Craft these for long term situations.

Art: pg 26 there's something special in that satchel!

I would have liked to seen more poisons in the work (say 20 total rather than 10), particularly under 100gp.


Finally a viable Poison option

*****

Lovely art, solid flavor text, and several good options. As with any companion book, there are useless feats and items and archetypes, BUT I feel there is a higher percentage of useful options than normal in this book.

Now, the archetype that makes poisons work! The Toxin Codexer INVESTIGATOR archetype. I love it. You get a scaling DC on 18 different poisons, the DC being 10 + INT mod + extract level (1 - 6). And an investigator talent that lets your poison affect creatures normally immune to poisons. This archetype does so many things right.

Also, for those GMs out there who want their villains to have temporary buffs when the PCs are kicking down the front door, there are a few really good potions and a particular magic item that crumbles on use. Very nice options.

Some interesting witch hexes. Racial stuff for Grippli and Nagaji. Rogue archetypes. Alchemist archetypes. A few new spells. new tonics. new drugs.

This book is really good IMO. 5 out of 5 stars.


When somebody says, "I want to play a poisoner," I can help them now.

*****

I feel a little guilty handing out a five star review based largely on a single archetype, but you can now play an effective poisoner, and I feel like that's a pretty big deal. Not just "I have a special, unique poison I can apply to my blade", but whipping up a broad range of injury and ingested poisons with DCs that keep pace with 6/9 casters. There's a way to deal with immunities, and you can even customize your poisons with effects (either good or bad!) that apply even on a successful save. And it does it without hurting the effectiveness of the base class. This is a book that has accomplished its mission.

I feel less guilty about handing out that five star review since the book has some other cool stuff in it. Interesting poisons (need to fake being sick, or maybe just dissolve somebody?), awesome hexes, neat racial options, and some cool new spells.

Uh, don't expect much from the potions side of this thing, though. Potions are already kind of pricey for what they do; I don't want to spend feats to get effects that work when I spend even more making them.


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