Poisons need buff?


Pathfinder First Edition General Discussion


Is it just me or do poisons seem... kinda weak?

Like, poisons that have a remotely decent DC are expensive as all heck, and the poisons that you can reasonably afford have such a low save that they rarely work.

I mean, I love the trope of the guy who moves quietly from shadow to shadow and simply shoots a poison dart to incapacite the enemy before he can strike. I mean, heck I would love to be able to use the Feat Pin-point Poisoner with some effect...


Only time I've really thought about using poisons heavily was when I used a Vishkanya. Came with a poison use and could apply one as a swift action without paying up any coin and that scaled with you. What mostly killed it for me was how inconvenient it was and how ineffective the poisons were.


Yeah.. especially since monsters tend to have high Fort, and alot of the classes also have a high fort save. What I had initially built was a Rogue/Alchemist/Guild Poisoner to try and pump up my poisons as high as I can but it still started hurting trying to pay for SO MANY doses of poison so I can concentrate them to make the DC even remotely useable...


yeah.. the right race.. or spending 2 feats skill focus diplo, and that heritage feat for sorcy bloodline serpentine. (3 if your GM is ok with you taking the altered bloodline to get the ability to use your self poiosn to coat a weapon instead)

I kinda wish there was a "craft poison" or something feat (still use craft alchemy skill though). Similar to the craft other items one. Then when you make poisons you can add your mental modifier or something to the base DC.... It would be nifty..
Or at least some way to add a modifier to the DC.

you can make some really nifty high DC with the compounding poisons, a few feats that up the DC and alchemists "int number of hits per coating" to make a very sleep effective knife. but its not thesible for often use. My alchemist probably has several weapons each coated with a different poison for need. A super drow sleep, a super attritbute one etc..
Though, depending on the DM for pinpoint poisoner it might apply that you don't break the dart, so you could multiuse a dart with it (in melee not range)


The only time I did a "poisoner" type character (I was a Fetchling ninja), it was exceedingly expensive... and we ran a game that focused around undead and haunts.

WELP.

That said, I really like the idea of a poison-based character, but there are several problems with it as implemented.

First, it's, as noted, weak in the Save department against a kind of save that many creatures are resistant to.

This is actually a double-edged sword.

The reason poison exists the way it does is for many reasons.

1) First, because it's typically thought of as a "villain's weapon" - something that the BIG HEROES (tm) of Pathfinder wouldn't normally resort to. And, in fact, this is true - most of the time it wouldn't be prudent to resort to using poison in the midst of combat for heroes... or at least, there wouldn't have been back in 3.5 when poison was either slower or more immediate, but limited (two nearly instant ability damage effects). But villains? Ah, poison and revenge, that's the ticket. Or Assassins... who were evil anyway. And Paladins can't use poison. And so on. While I don't personally agree with this premise, I do think that poison is difficult to "do right" and thus tends to lend itself more toward villainous use.

2) Second, the heroes have to be able resist it (especially since it's a villain's weapon). It needs to be surmountable by PCs. Here's a funny factoid: almost no one likes their ability scores damaged. It's usually one of the most frustrating least enjoyable parts of the game. (Though I get frustrated at times when games don't have it.) That said, that's what poison does. Sure, there are a few (exceedingly awesome) types of poison that do not. I love those kinds, when I'm using them; I hate being on the receiving end as a player, though, because it takes away my sense of agency. So what to do? Well... make it surmountable. Sure that arcanist might not be able to resist it, but everyone knows they're crazy over-powered as it is. That just leaves the rogue and bard. The rogue is good at traps (so they can often avoid having it used on them in one of the most common formats) while the bard... well, it has it's own suite of issues (good and bad). NPC classes still find it very threatening, however, so it's excellent to use on them.

3) Third, since it's a villain's weapon, and it's able to be negated or overcome by the heroes, and it's useful on NPCs, that leaves monsters. And... well, they kind of just get inured to it because of their basic design. Monsters tend toward high fortitude saves (generally because they're "tough but dumb" after a fashion) or outright immunity to stuff... much of which "the heroes" aren't "supposed" to be using anyway.

All that said, to me it's always felt like Poison is needlessly different from other crafted materials. Why isn't it possible to just make masterwork poison (increasing the DC by 2)? Why are so many restrictions placed on it? Why is it so high-priced? Vindictive GMs, prevention of Player Abuse, and so on, I suppose, but ultimately I agree - playing a poisoner often sucks.


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Another thing is how expendable NPCs tend to be. If your poison does land, it might not do that much damage before the guy you just stabbed hits the floor. Strength damage won't matter if the guy gets full attacked and falls over before he actually tried to hurt someone. PCs on the other hand have to live with the damage for a while.


The poison save DCs in Pathfinder are pathetically weak. Pathetically.


The trick is to apply multiple doses.

Injury poisons might only be able to do 1 dose at a time but Inhaled or Ingested poisons specifically state that you can apply multiple doses in a single exposure.

So you can load a trap up with 6 doses of Insanity Mist if you want making the save DC: 25

or poison someone's drink with 3 doses of Taggit for DC: 19


The problem is that, that gets VERY expensive very fast.


K177Y C47 wrote:
The problem is that, that gets VERY expensive very fast.

Could imagine the party's faces when you drop 60 doses of drow poison on them though?

Anyways, possible solutions to consider are allowing players to get an allowance of money for poison per day, giving x+stat for free each day by some means, using an encounter based poison use(they usually are anyway) with lengthier times to place poison on an object but unlimited poison, and/or a scaling DC determined by the crafter(think scrolls/magic items). Personally I like the last two best.


I'm going to suggest picking up a copy of Toxicant and converting the 3.x stats to Pathfinder. The author has gone to the trouble of providing many different poisons, venoms, and toxic chemicals - animal, plant, fungus, and mineral. Ubiquitous poison gas trap? Now you can choose amongst ammonia, chlorine, phosgene, etc.

Death Head mushroom is like DC 31 and it is a tiinnnyyyy amount to kill a person.


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The best I was able to come up with when I tried to built a poison-focused character involved improved familiars. My idea was an alchemist who takes tumor familiar and then improved familiar to get a nycar. Milking the tumor nycar on off-days provides an unlimited source of free poison which does 1 Con damage. Familiars' effective HD increases with yours, so the DC would scale. I never played this character (because, spoiler alert, it turns out to not be effective), but the idea was to beg the DM to allow me to replace the nycar's Skill Focus feat with Ability Focus (Poison) for another +2 and buy it a belt of Con. Then, spending all my feats on TWF and ranged combat feats, the idea was to use thrown weapons to deliver the poison.

The problem with this idea is the rules for how poisons stack. Since successive doses of the same poison just increase the DC and duration, there's a cap on how much Con damage can be done per round. Throwing a bunch of daggers then hiding while everyone slowly succumbs to Con poison isn't a teamplayer strategy.

I think the stacking rules represent a major obstacle to a viable poisoner-build. It sets a strict limit on how much ability damage a single poison can do per turn. No poison does enough ability damage to keep pace with other strategies to disable or kill enemies. Even if you can find a way to cheaply get poison with a high DC, you're still limited in how quickly it can take effect.


K177Y C47 wrote:

Is it just me or do poisons seem... kinda weak?

Like, poisons that have a remotely decent DC are expensive as all heck, and the poisons that you can reasonably afford have such a low save that they rarely work.

I mean, I love the trope of the guy who moves quietly from shadow to shadow and simply shoots a poison dart to incapacite the enemy before he can strike. I mean, heck I would love to be able to use the Feat Pin-point Poisoner with some effect...

So our group just uses the description in the CRB to make up our poison rules. SO this may be house rules but here is how we run it.

Poisons tick on the targets turn (like bleed damage and fast healing). So if you stab someone with 5 injury poisons the target rolls against their combined effect at the start of their turn.

Each 5ft square has 1 dose of inhaled poison. To stack the effect you have to run through multiple squares.

Our group thinks this is what the CRB says and makes injury and contact poisons better while limiting the abuse that came from inhaled poisons (make 1000 fort saves!).


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You only use poison in combat so easy fix for free infinite poison...

MINOR CREATION
School conjuration (creation); Level sorcerer/wizard 4
Casting Time 1 minute
Components V, S, M (a tiny piece of matter of the same sort of item you plan to create with minor creation)
Range 0 ft.
Effect unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
You create a non magical, unattended object of nonliving vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate Craft skill check to make a complex item.

Attempting to use any created object as a material component causes the spell to fail.


....I had never thought of that I gotta admit......

I guess my alchemist guy would have to get like.. A wand or staff of it.
Can that be used as one of those? Save up for a good poison, then make a few before dungeon diving or something.

Kinda wish that on the alchemist list.. partially cause of poison. and partially because the idea of pouring a liquid on something, that then forms into an exact copy sounds really cool.
Sadly I don't think the Eldritch Heritage that lets you get a spell would help here.. I don't think it'll apply to an alchemist list of formulae.

nor do I know of a way to get that as like a spell ability. Gotta make friends with the group magic user :3


The thing about poisons is they are not really a pc thing. Th3 saves may be easy t make but 8 drow all firing a hand crossbow with sleep poison is still 8 chances at a 1.


There are good poisons with high DCs. You can double dose to increase DCs when its free and you have cubic feet of the stuff!


I've always thought poisons were kind of weak too.


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I'm of two minds on poisons.

First, I feel the Pathfinder poison system is incredible genius. The scalability and combinations made dealing with the poison have potential for drama (instead of - oh yeah, 1 minute after that battle 2 hours ago you needed to make a save... ah, nevermind).

Second, while there needed to be some pullback on the damage inflicted, the Core Rulebook and Bestiary I poisons were mostly too weak, particularly the ones that require only 1 save. It feels like the damage was balanced for the round-by-round saves, before the '# of saves to cure' effect was added. E.g., the poison spell dealt an average of 11 con damage over 2 saves (both required) in 3.5. Now it would deal an average of 12 con damage over 6 saves, but you only need to make a single save to end it - even with a 20% chance to make the save you only have a 51% chance to take more than 4 points of damage.

I think the low dcs/damage has been overcompensated for in future releases, along with feats and abilities that increase the DCs. Often over-compensated for.

Poison that deals 1d2 dex damage for 6 rounds, but only 1 save? Too weak after very low levels (when enough misses and failed saves happen that things might start to build up). Poison that deals 1d6 con damage, with 2 saves needed? That's a bit too strong IMO, for most poisons.


3catcircus wrote:

I'm going to suggest picking up a copy of Toxicant and converting the 3.x stats to Pathfinder. The author has gone to the trouble of providing many different poisons, venoms, and toxic chemicals - animal, plant, fungus, and mineral. Ubiquitous poison gas trap? Now you can choose amongst ammonia, chlorine, phosgene, etc.

Death Head mushroom is like DC 31 and it is a tiinnnyyyy amount to kill a person.

UPDATE: I was able to pull out my copy of Toxicant, and they make poison even more brutal than I remembered.

Here is an example - Conus Geographus (Cone Snail) Venom

Cone Snail Venom:
Dose: .007 oz (200 mg)
Onset: 2d6 rounds
Duration: 3d8 rounds
Save DC: 18
Symptoms: Blurred Vision, Cramps (1d10 cramps over the duration, each lasting 1d4 rounds, result is PC stops movement), Incoordination (-5 penalty on attacks, defense actions, skills or feats that require coordination, -2 Dex, Critical Failure requires a Reflex save or suffer immediate AoA from all opponents currently engaged), Localized Pain (Fort save or considered entangled), Minor Swelling (sting), Nausea/Vomiting (Nauseated, Critical Failure requires Fort save or immediately begin vomiting - considered Stunned for 1d4 rounds), Numbness (-1 Reflex saves), Weakness (Exhausted)
Damage: Paralyzation (Paralyzed), Mild Asphyxiation 1d4 hp per round.
Save Results: Avoid paralyzation, reduce asphyxia duration by 85%

So - anytime from 12 seconds to 1.2 minutes after envenomization, symptoms and damage starts to occur and last over the course of anywhere from 18 seconds to 2.4 minutes.

The Toxicant rules allow the GM leeway as to how to apply symptoms and damage; I'd go for a timeline approach (for example - 21 rounds and 8 symptoms results in each symptom occurring, in turn, every 3 rounds and continuing for the duration, while the damage occurs every round).

Best-case scenario for damage: 1 hp damage.
Worst-case scenario for damage: 96 hp damage.

And - considering the symtoms may have adverse effects, poison is even more of a problem.

What is nice about Toxicant is it aleady has a built-in conversion to Pathfinder since it gives a duration - assume each symptom gets one save and the damage gets a save each round and you are pretty much good to go.

The only down-side is you pretty much have to throw away the core Pathfinder poison list, so trying to implement this for the monster venoms in combat is a bit challenging. Easiest thing to do is look at the DCs and pick comparable ones.

For example: scorpion venoms range from DC 10 to DC 27 (10, 12, 13, 17, 20, 22, 27) in the core Pathfinder bestiary . Toxicant scorpion venoms range from 10 to 40 (10, 14, 17, 19, 21, 22, 23, 25, 27, 28, 30, 31, 35, 38, 40).

Say I was pitting my players against the tiny standard Pathfinder Greensting Scorpion. I'd go with the Toxicant DCs and set the DC 10, 14 poisons (Yellow Scorpion, Red Devil Scorpion) = to the DC 10 standard Pathfinder Greensting Scorpion.

I could then vary which one depending on, say, terrain or environment - one time, the PCs could suffer the kidney damage of the Red Devil scorpion, and another time, suffer the paralyzation of the Yellow scorpion, which keeps players on their toes instead of the "we know, Fort Save DC 10, and sickened if we fail" for the standard Pathfinder Greensting scorpion.


I've been quite disappointed by poisons in Pathfinder. The save DCs are (mostly) pretty anemic because either 1) the devs wanted poisons to be more intimidation than penalty, 2) they didn't really run the numbers on the chance of failing with multiple saves, or possibly 3) they thought the comparatively low DCs were counterbalanced by the additive effect of multiple doses.

Regardless, the result in play is a prohibitive number of rolls and poisons that are mostly ineffectual. But occasionally lethally threatening. Not to mention a system that is counterintuitive to the point of needing an in-depth blog explanation. And there are still major, glaring questions: How is a dose of inhaled poison handled? Most doses of poison require only one creature to make one save (vs the initial effect). Except that inhaled poisons fill an area. And the passage talks about holding one's breath to avoid the poison. So do inhaled poisons just fill an area for an unspecified amount of time? Does holding one's breath for a round make one immune? Can a dose of inhaled poison affect multiple creatures?


Perhaps someday we'll see an alchemist archetype who loses bombs and mixes poisons on the fly.


That would be cool XD scaling poison or osmething

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