How to win friends and poison people.


Rules Questions


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The Infuse Poison feat allows characters to add a spell to a poison. Which isn't really all that big a deal in itself. However: an "infused" poison is still a poison, and the cost of infusing it with a spell is just 2 hours and 50% of the base value.

So would it be an option to take, say: Addlemind poison (75gp, 1d2 Wisdom damage), infuse it with the Invigorating Poison spell to turn that into +4 Wisdom for 1d2 minutes... and then infuse it with any other applicable buff you know?

An Addlemind pill infused with Invigorating Poison, Bull's Strength, Enlarge Person and True Strike would cost 225gp and turn your frontline warrior into a combat monster simply by poisoning her. You could even skip the Invigorating Poison spell and just cure your "victim" later, if the poison does a slow or irrelevant damage.


.... huh. Seems like it works. I wonder how it'd work for someone with a free poison (toxic skin grippli, urushiol druid).

Edit: there is one minor problem. The poison takes effect first, then any infused spells. Invigorating poison would apply to any save after the first, but not the initial one - it's not in effect at that time.


VRMH wrote:

The Infuse Poison feat allows characters to add a spell to a poison. Which isn't really all that big a deal in itself. However: an "infused" poison is still a poison, and the cost of infusing it with a spell is just 2 hours and 50% of the base value.

So would it be an option to take, say: Addlemind poison (75gp, 1d2 Wisdom damage), infuse it with the Invigorating Poison spell to turn that into +4 Wisdom for 1d2 minutes... and then infuse it with any other applicable buff you know?

An Addlemind pill infused with Invigorating Poison, Bull's Strength, Enlarge Person and True Strike would cost 225gp and turn your frontline warrior into a combat monster simply by poisoning her. You could even skip the Invigorating Poison spell and just cure your "victim" later, if the poison does a slow or irrelevant damage.

Invigorating Poison has a casting time of 10 min, while the feat requires spells no more than 1 min casting.


Letric wrote:
Invigorating Poison has a casting time of 10 min

Ah, so that part at least won't work.


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Personally, I would use Red Tears. 1d6 points of damage, costs 50 gp, just slap a CSW on there and you heal more damage than you take, and can throw on extra buffs for 25 gp each. Sure, it's an injury poison, but if you have whip proficiency and poison use, you can spend your time buffing via whip up to 15 ft away.

Alternatively, instead of Invigorating Poison, slap a lesser restoration on there to take care of the ability damage.


You want the Sticky poison Discovery as well


Just found a bug -
"You can infuse an ingested poison with any spell of 3rd level or lower that you know and that targets one or more creatures and has a casting time of less than 1 minute. "

Only works on an ingested poison.
So use Belladonna.
1d2 Con damage, Onset 1 Min, Fort DC 14.
At start of combat they take their power pill.
8 rds later they take Anti-toxin Venom if they're really worried.
And avoid rolling a 1 of the save.
And even then 50% chance of only taking 1 pt of Con Damage that doesn't do anything.


Ah, right. Well, if your allies can make a DC 15 Fort save against Addlemind, they have no real penalty. Interestingly, it doesn't say how saves work, or when the spell takes effect.

Still, I know what my next alchemist will be. A helpful experimenter whose potions have some... unfortunate side effects. Should prove fun. And 36.5 gp/potion is even better, especially when you can have multiple ingested in the same action and CL and spell level both don't matter.


There's some info about infused poisons not under the feat.

Quote:
A creature drinking an infused poison is affected by the poison (and its initial effects or damage) first, after which the infused spell effect triggers and the imbiber must attempt a second saving throw (often of a different type or DC) against its magical effects. Spell resistance applies normally to an infused poison’s magical effects, but offers no protection against the poison, and poison resistance offers no protection against the magical effects of an infused poison. Poison immunity renders a creature immune to an infused poison’s magical effects.

I wouldn't recommend belladonna, this suggests that the initial effects need to happen before the spell(s) do, and it has a one minute onset time. Addlemind's an ingested poison and should work just fine.

Also the example infused poisons all have the standard magic item save DCs.

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