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

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Should be Drugs and Drinks

4/5

I'm going to say right now, this book has no major game-changers for potions or poisons.

The book is titled Potions and Poisons, but unfortunately this book has very little that really changes the game for those two types of items. Potions are by far the least explored part of this book, consisting of four feats total (of which only one will probably see any use in a game), a few pretty great potable versions of spells, a fairly lackluster Alchemist archetype, and a two-page spread listing spells that already exist and can be made into potions. Instead of anything useful, there's just two pages of effectively pointless filler, and not even particularly useful filler since most people work backwards when selecting potions (choose an effect then find the appropriate spell) instead of choosing from spells on a list, a list which isn't complete and even if it was would cease to be complete the moment a new 0-3rd level spell is released.

Poisons get a somewhat better showing, though still lacking. All the poison-using feats are racial feats, as are half of the poison-using archetypes. It would be less of an issue if the races weren't uncommon races; they're tied to the Vishkanya, Nagaji, and Grippli, meaning they'll see much less use than if they were for the more common races. There's also the Toxin Codexer Investigator, which at first seems to be the big game-changer in poison use, allowing the Investigator to boost the power of poisons to a DC equal to their spell DCs. Unfortunately that archetype comes with two issues: first, the DC boosts are class-locked, so a Toxin Codexer and ONLY a Toxin Codexer gets the bonuses. It functions more similarly to the Alchemist's Toxicant or Eldritch Poisoner archetypes, except that the Toxin Codexer also gives up spell slots to function. The other issue is that the poisons also become level-locked. Arsenic is a 1st level poison for example, while Hemlock is 5th. The poisons not listed are up to GM approval, which means that some poisons (such as Tongue Twist, presented in this book) may simply be banned for use with the archetype if the GM feels that it's too useful, or may be set at such a high level that by the time it comes into use every monster is immune to ability score damage or flat immune to poisons. And it's unfortunate, because it means all future poison boosters might take that same form, or this might supplant any need to make real useful feats or abilities since everyone can now say "Want to poison things? Toxin Codexer is obviously the way to do it."

The other sections of the book though are pretty solid. The talents and abilities listed for various classes make up for the overall weak showing in archetypes, and the Scorpion Bloodline gives a nice poison-based suite of abilities (though it functions based on a special scaling DC poison granted by the bloodline). The new elixirs are fantastic and make them into something more useful than just "drinkable Wondrous Items", like the Spirit Rush elixir which gives your villain a chance to always escape certain death, and even additional fleshcrafting elixirs. The new poisons are always fun to look at, since unlike the older poisons they focus more on strange and unique effects instead of ability score damage. The additional items are also pretty good, though most of the poisoner gear seems to be focused more on adding ways to poison a target instead of boosting the poison's power, and the anti-poisoner's gear is as would be expected, a number of items that grant bonuses to Fortitude saves and generally protect the wearer from being poisoned.

However, the real stars of the book are the Tinctures and Drugs. Tinctures are a collection of weird alchemical not-potions that grant boons at some cost (in a way similar to the alchemical items from Ultimate Intrigue), but their effects are shockingly useful despite their cost and lack of real magic. Similarly the drugs are fantastic in this book, becoming items that players could see real use in and that actually give a person a reason to take them at risk of addiction. An old drug gives a minor ability bonus at the cost of ability damage and a risk of addiction. These give major really interesting bonuses at the same cost, which makes them infinitely more appealing.

tl;dr Poisons are given not much support and there are no game-changers, potions are given even less. Everything else in the book is definitely worth it though.


A Little More Potions and Little Less Poisons

3/5

Not a bad book but not great. I really enjoyed the new options for the 3 races, sorcerer bloodline, elixirs, tinctures and a few other things. Really would have liked more stuff for potions, elixirs, tinctures, etc. and less poison. Finally got a periapt of proof against paralysis but it sucks, it doesn't grant full immunity, and for 8000GP at that!


Genuinely Game-Changing -- In a Good Way

5/5

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

5/5

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)

5/5

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.


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rabblerouser__ wrote:
I've been hoping for a ninth level alchemical caster for a while, so it'll be really nice if that is what's coming with this book.

They don’t release new classes in these books, and that seems beyond what an archetype could pull off.


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I don't think it'd be out of the question to get an alchemically inclined witch archetype, but I doubt it'd be a full alchemical caster.

I'm hoping we see some good new rogue talents in this one to go with the archetype!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I know there are already a bagilion, but I always like seeing new Rogue talents and archetypes that improve poison use.

The Ranger Toxic Herbalist archetype is one of my favorites out of Ultimate Wilderness and it seems like a similar class archetype could fit here.


I am all for any class option that isn't a feat, spell, or archetype. Not that I don't value those, it is just I value the others more.


QuidEst wrote:
rabblerouser__ wrote:
I've been hoping for a ninth level alchemical caster for a while, so it'll be really nice if that is what's coming with this book.
They don’t release new classes in these books, and that seems beyond what an archetype could pull off.

I think an Archetype for the Alchemist or perhaps the Wizard or Arcanist could actually pull this off. It'd be a little more in-depth than the average archetype, but they'd really just need to put together a table of some kind with 7th, 8th and 9th level spells that work well with alchemical targeting restrictions (of which there aren't tons, I don't think) or come up with some set of rules to govern which wizard spells you are and aren't allowed to take.


Pathfinder Roleplaying Game Superscriber

That's simply too much content for a 32-page book, IMO. I could see something like that showing up in one of the PFRPG rule books, maybe even a Campaign Setting, but not a Player's Companion.

Shadow Lodge

Oh, those look nice. I hope they are adding to the AR...

Scarab Sages

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DungeonmasterCal wrote:
I'm with Alchemaic. Poisons are nerfed enough as it is, having laughably low save DCs in nearly every case. Poisons are no longer anything to be feared like they were in 1e and 2e.

It would be nice to have some means to increase poison DCs. That would solve most of the problem (though I acknowledge the power of poison still pales to what it was in 2nd Edition).

I'm looking forward to the Vishkanya feats/Archetypes. I have a Vishkanya character that I'm not 100% sure what to do with, so I'd welcome some odd new Archetypes for classes that go a bit afield of roguish sorts, like Bloodrager or Swashbuckler. A heavily-adulterated "psychic warrior" sort of Mesmerist would be nice, too.

Pulpy though it might sound, I question the concept of a "Scorpion" Bloodline - why not a "polluted/toxic waste mutant" kind of thing? And a Bloodrager analogue while they're at it?


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I hope it will come with some clarification for the Harvesting Poison rules from the Ultimate Wilderness manual, which, as it is, is unusable (the time to craft to preserve is incompatible with the 24 hours duration of the poison), with the much-needed rules for poison market price calculation (necessary to preserve poisons of monsters from Bestiary), with some addendum to the Foraging & Salvaging rules of Ultimate Wilderness to draw raw material from the environment, with some cheap and useful poison and with some nice rule for the custom creation of new poisons and alchemical items...

But frankly I have the impression that lately the trend is towards overpriced poisons and alchemical items, restricted or nerfed feats and not-so-inspired archetypes which is a pity! :(
Skarm


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New ninja tricks and rogue talents would be nice also...

...ninja seems to not have many options!
Skarm

Dark Archive

Pathfinder Adventure Path Subscriber

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?)!

Liberty's Edge

Skarm wrote:

I hope it will come with some clarification for the Harvesting Poison rules from the Ultimate Wilderness manual, which, as it is, is unusable (the time to craft to preserve is incompatible with the 24 hours duration of the poison), with the much-needed rules for poison market price calculation (necessary to preserve poisons of monsters from Bestiary), with some addendum to the Foraging & Salvaging rules of Ultimate Wilderness to draw raw material from the environment, with some cheap and useful poison and with some nice rule for the custom creation of new poisons and alchemical items...

But frankly I have the impression that lately the trend is towards overpriced poisons and alchemical items, restricted or nerfed feats and not-so-inspired archetypes which is a pity! :(
Skarm

If we go by the basis of assuming a craft check represents a weeks work then we clearly would have major problems preserving poisons. and doing a lot of alchemy. the thing is alchemy is more of a daily check. with the raw ingredient cost removed its should be a simple roll vs to preserve. you really only get a few attempts to preserve each day, depending on the poison, but its better than "the rule mechanic that also governs crafting objects and items, including ones of METALS, STONE, and naturally more complex set ups like ships and buildings, clearly prevents me from doing this thing that i should have no problem with."

as i would say above all, Ask your gm. normally they will be the final arbiter in such matters. as for me, i would say daily, with some careful work. after all, if the game lets you make healing wands with a bunch of troll livers, then i'm sure you can use alchemy to preserve the spider venom you just harvested.

EDIT:Turns out alchemy can be done in minutes, and poisons especially so since there are also feats specifically designed to maximize poison crafting output to the point of thousands of doses crafted in a short space of time. limited only by supply, which naturally means what you can harvest and process.

so in short, please be more aware. you are right that we do need some rules for making new poisons and combining older poisons with alchemy for composite toxins. who doesn't want to make a poison that causes a mixture of symptoms rather then simply one very strong poison.


ErisAcolyte-Chaos jester wrote:

EDIT:Turns out alchemy can be done in minutes, and poisons especially so since there are also feats specifically designed to maximize poison crafting output to the point of thousands of doses crafted in a short space of time. limited only by supply, which naturally means what...

Wait...from which manual or developer answer or FAQ you have found this?? :-?

Is it a standard thing or a specific class feature/alternate rule?
Skarm


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Skarm wrote:
ErisAcolyte-Chaos jester wrote:

EDIT:Turns out alchemy can be done in minutes, and poisons especially so since there are also feats specifically designed to maximize poison crafting output to the point of thousands of doses crafted in a short space of time. limited only by supply, which naturally means what...

Wait...from which manual or developer answer or FAQ you have found this?? :-?

Is it a standard thing or a specific class feature/alternate rule?
Skarm

Spontaneous Alchemy from the Alchemy Manual allows you to make alchemical substances rapidly with the right—relatively expensive—alchemical substances on hand.


I'm Hiding In Your Closet wrote:
It would be nice to have some means to increase poison DCs.

There are some feats about it:

1) Powerful Poisoning is based on Power Attack
2) Pernicious Stab relies on sneak attack, as its close sibling Treacherous Toxin
3) Insightful Delivery works for investigators
4) Poisoner's Channel indirectly increases DC by lowering the saves by 4 (needs level 5 and worship of Norgorber, though)


Anyone have a copy yet?


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Barachiel Shina wrote:
Anyone have a copy yet?

Yes, so frame your questions! I'll try to get to them in the morning (it is late here and I have had a long day!)

:)


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If someone has the chance to list the archetypes and character options at some point that'd be awesome. :)


Pathfinder Starfinder Roleplaying Game Subscriber
Feros wrote:
Barachiel Shina wrote:
Anyone have a copy yet?

Yes, so frame your questions! I'll try to get to them in the morning (it is late here and I have had a long day!)

:)

What are the feats looking like in this? Also, is the Alchemist archetype any good?


What do witches get in terms of hexes or archetypes? Thank you.

Liberty's Edge

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well...

Spoiler:
witches get the poison siphoner archetype.
familiar gets a witch scaling dex poison on bite or claw. if they dont have claws or bite, the familiar can spit poison. they lose their level hex for this. they suffer no ill effects from milking venom from their familiar which replaces their 2nd level hex. and they can poison people that inflict bleed on her, and also deliver their poison through her fortitude based spells. she loses her 6th level hex for that.

Hex wise is where they got a rather good set.

Spoiler:
Gift of consumption forces a person within 30ft to risk sharing the effects of a negative effect that is related to a fort save(but only fort save). they must make a save equal to the witches dc or suffer the effects. this also has a greater variant that allows for even worse effects, with the witch able to make her fort save from the effect and then leave her proxy further in the lurch. if she fails the save, or intentionally affects herself with a negative effect, they can shunt ALL the negative effect to their proxy, but they can still attempt the save.

Poison touch is nails,, but can been given also to allies, delivers a scaling str poison, and if the target already have claws, you keep the poison bu the dc get higher by 1 for witch level in minutes.

as for major hexes...

Spoiler:
Restless slumber is slumber, with added nightmares that don't wake the target, and when they are woken up they are confused for half the witches level in rounds.

And finally withering... 30ft target moved up and age catagory(cannot go past vulnerable), while witch gains temporary hit points and an extra +2 enhancement bonus to strength, con, or dex for hours equal to int mod. the affected can negate the effect with a fort save, and once succefully saved, they cannot be affected again. keep away from dragons unless you want to do some rather amusing dragon buffing shenanigans.

They also got some spells but best to let other people cover the spells in depth.


Can you tell us what the Alchemist and Investigator gets? Any new Talents/Discoveries of interest?


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Investigator

RECKLESS EPICURAN
Loses trapfinding and 2 discoveries
Gets the ability to identify potions, the ability to prepare 1 or more extracts they don't know with some wild magic risks, 13th level+ on drinking a potions gets save vs spells of the same school

TOXIN CODEXER
Poison Lore at 1st level

Poison extracts - lose a discovery and trapfinding can replace extract slots with poisons whcih get a save DC based on Level and intelligence
Modify toxins- replaces keen recollection and trap sense, can modify poison effects for both benefits or damage by using inspiration

Discoveries
Anathama and greater Anathma- when preparing a poison pick a ranger favored enemy and reduce its DR, SR , energy resistance, movement or fast healing

Lingering venon
your poisons take one more save to cure


So what is the scorpion sorcerer bloodline like?


Are there any new herbs or ways to grow poisons? Any new magic items that assist in making potions or poisons? Thanks!


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Scorpion sorceror
gets poison based spells and Vermin form (scorpion only)
Bloodline arcana lets them use poison without hurting themselves]

At level 1 they get the ability to apply a poison which scales with level to their own or an ally nearbys weapon, at level 11 + all allies

Level 3 they can change a poisons onset time, at level 9 they can poison someone and activate it as a swift action within the next week
level 9 full action in a suprise round and sla Accelerate and delay poison
Level 15 burrow speed and tremor sense
Level 20 automatically attempt to poison 3 people who move adjacent to you on success they die

The thing I like best is the Vishkanya racial feats which allow them to use their poison to dispel magic, or give themselves a Ghost weapon ability and ultimately create a forbiddance effect with their venom


Any cool wizard class options? If nothing else is there at least a few spells they can use?


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Archmage Variel wrote:
If someone has the chance to list the archetypes and character options at some point that'd be awesome. :)

Regional Traits:
Traits for Brewers and Poisoners in Belkzen, Geb, Katapesh, Kyonin, Numeria, Rahadoum, Razmiran, the River Kingdoms, Taldor, and Thuvia.

Archetypes:
Alchemist: Concocter, Fermenter

Bard: Disciple of the forked tongue

Druid: Mantella

Fighter: Venomblade

Investigator: Reckless epicurean, Toxin codexer

Rogue: Needler, Rotdrinker, Swamp poisoner

Witch: Venom siphoner

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

Alchemist Discoveries:
Designer Poison
Enduring Toxin
Lasting Tinctures

Drugs:
Esoterum
Gossamer Veil
Hush
Inspiration Dust
Keleshite Coffee
Magesight
Oblivion
Old-mage
Ruk tar
Serpent's Kiss
Sting's Savor
Vigilance

Elixirs:
Elixir of Agility
Elixir of Countless Eyes
Elixir of the Infernal Familiar
Elixir of Vicious Magic
Fiery Maw Elixir
Healer’s Aid
Steelsheen Elixir
Spirit Rush
Swarmform Elixir
Wraith’s Sight Elixir

Fleshcraft Elixirs:
Adhesive Slime
Ring of Eyes
Webbed Appendages

Gear:
Poisoner’s Gear:
Band of Efficacious Death (Ring)
Blight Kickers (Wondrous—Feet)
Death’s Will (Wondrous—Hands)
Harvester’s Kit—Mundane, for use with poison harvesting rules from Ultimate Wilderness
Miasmatic Mask (Wondrous—Head)
Poisoned Locket—Mundane (a classic)
Poisoned Quill—Mundane (cute double entendre, though)
Poisoner’s Goblet—Mundane (the vessel with the pestle holds the brew that is true. :D )
Reaper’s Wisdom (Wondrous—Shoulders)
Shroud of Venom (Wondrous—Shoulders)
Stalker’s Oil—Mundane (reduces the sound armor and equipment makes while moving)
Toxic Censer—Mundane (breathe it in)

Anti-Poisoner’s Gear:
Aegis of Recovery, Greater (Wondrous—Neck)
Alchemist’s Aspergillum (Weapon)
Apron of the Careful Chemist (Wondrous—Chest)
Band of Toxin Nullification (Ring)
Eye of Crystallized Venom (Wondrous—Neck)
Forbearer’s Grace (Wondrous—Neck)
Gloves of Restrained Death (Wondrous—Neck)
Harvester’s Bindings (Wondrous—Wrists)
Headband of the Tainted Ouroboros (Wondrous—Headband)
Periapt of Proof Against Paralysis (Wondrous—Neck)
Venombane Lozenges (Alchemical)
Vest of Resonating Fortitude (Wondrous—Chest)

Hexes and Witch Spells:
Hexes: Gift of Consumption
Greater Gift of Consumption
Poison Touch

Major Hexes: Restless Slumber
Withering

Witch Spells: Antitoxin touch: alchemist 1, druid 1, ranger 1, shaman 1, witch 1
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

Bloodline and Talents:
Sorcerer Bloodline: Scorpion

Investigator Talents: Anathema
Greater Anathema
Lingering Venom

Rogue Talents: Accurate Poisoner
Lingering Poison
Signature Poison
Toxic Regurgitation

Slayer Talents: Focused Poison
Redirect Poison

Poisons:
Blackfingers’s salt—Ingested
Diplopic serum—Injury
Gelidburn oil—Injury
Hydrofluoric acid—Contact
Insecticide—Inhaled
Juvebloom—Ingested
Nerveblast—Injury
Ossivane—Injury
Pupil’s friend—Ingested (Fred and George Weasley’s Puking Pastilles!)
Tongue twist—Injury

Potable Spells:
Spells often used by potion and poison brewers:

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
Undeath Sense: alchemist 2, cleric 2, inquisitor 2, paladin 2, shaman 2, sorcerer/wizard 2

Tinctures:
These are alchemical remedies:
Alluring philter
Artistic ale
Brawler’s brew
Dodger’s draught
Explorer’s emulsion
Leaper’s libation
Liquid courage
Mage’s assistant
Mirage mixture
Nimble nectar
Prowler’s palliative
Sorcerer’s spirits
Starlight juice
Stout solution
Thinker’s tipple
Titan’s tonic


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Spells
Antttoxin touch. 1st level lets you handle poisons safely

Poisonous cloud 4th level version of Cloudkill

Toxic blood 3rd level similar to caustic blood but poison instead of acid damage

Clayskin 3rd level version of Stoneskin, potions can be made

Glimpse the hidden 3rd level version of see invisible, can be cast on others

Identifiers Eye 2nd level lets unskilled people identify magical items, can be made into a potion

Phase step 3rd level version of Dimension door, shorter range can be a potion

Undeath Sense 2nd level, as detect undead but can be cast on someone else

Paizo Employee Developer

Did the book happen to clarify if a Vishkanya can pre-poison her weapons with her racial ability days in advance?


Pathfinder Starfinder Roleplaying Game Subscriber
Feros wrote:
Archmage Variel wrote:
If someone has the chance to list the archetypes and character options at some point that'd be awesome. :)

Delayed Potion

Dispelling Blood
Ghostbane Ichor
Healing Potion
Hemorrhaging Venom (Combat)
Lengthy Potion
Noxious Touch
Poison Resin
Toxic Secretions
Toxic Spray (Combat)
Unraveling Blood
Vaporous Potion
Virulent Venom (Combat)
Viscous Venom (Combat)
Warding Blood

How many of those are racially locked? I can see at least 6 which look like they're tied to Vishkayna and Grippli.


No
But I have never heard of this as an issue before.


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3 Grippli, 4 Vishkanya and 4 Nagaji feats. Basically the potion feats are not racial


Pathfinder Starfinder Roleplaying Game Subscriber
JohnHawkins wrote:
3 Grippli, 4 Vishkanya and 4 Nagaji feats. Basically the potion feats are not racial

Well, those are basically getting written off now. That's disappointing.


Wow! Those spells seem really cool. Eagerly awaiting my shipping notice now....


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I'm very impressed by what the witches are getting here from your guy's descriptions.


JohnHawkins wrote:
3 Grippli, 4 Vishkanya and 4 Nagaji feats. Basically the potion feats are not racial

Cool more love for grippli.

Advocates

Pathfinder Adventure, Adventure Path, Maps, Starfinder Roleplaying Game Subscriber
JohnHawkins wrote:
3 Grippli, 4 Vishkanya and 4 Nagaji feats. Basically the potion feats are not racial

Ooh.. my PFS Vishkanya boon will finally see use!

Silver Crusade

Oooo, I wonder what the Blood feats do...


What does each spell do?


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Rysky wrote:
Oooo, I wonder what the Blood feats do...

Blood Feats:
They are all vishkanya racial feats that:

Dispelling Blood: your blood can dispel magic instead of poison

Unraveling Blood: your blood can act as a break enchantment spell instead of poison (Dispelling Blood is a prereq)

Warding Blood: your blood can create a magic barrier like forbiddance (Ghostbane Ichor is a prereq)

Silver Crusade

Feros wrote:
Rysky wrote:
Oooo, I wonder what the Blood feats do...
** spoiler omitted **

Neat!


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

As a GM, lots of juicy items for my npcs and monsters.

I really like the greater Aegis of Recovery. A +5 resistance bonus on all saving throws to recover from continuing effects, even things like hold person, and a 5d8+7 HP heal when dropped below 0 HP. Best part, it crumbles to dust after the HP heal, perfect for a one time use npc in fight vs the PCs.

Liberty's Edge

Feros wrote:
Rysky wrote:
Oooo, I wonder what the Blood feats do...
** spoiler omitted **

don't forget Ghostbane ichor which is gives ghost touch and does extra damage to incorporeal targets.


Pathfinder Starfinder Roleplaying Game Subscriber

So is there actually anything that improves the DCs for poisons in here? I'm guessing one or two of the archetypes have an ability for that purpose (assuming they don't have a special class-locked poison like the Scorpion bloodline), but the equipment seems to be mostly poison preventative or just has alternative ways of delivering poison.


Alchemaic wrote:
So is there actually anything that improves the DCs for poisons in here? I'm guessing one or two of the archetypes have an ability for that purpose (assuming they don't have a special class-locked poison like the Scorpion bloodline), but the equipment seems to be mostly poison preventative or just has alternative ways of delivering poison.

Alchemist and Slayer get non-archetype options for it. Investigators get a non-archetype way around poison immunity and an archetype that can give higher DCs to certain poisons.


Rogues also get an option, but it only applies to a single type of poison. That said, since there's a trait that gets you immunity to a single injury poison, you can get a pretty efficient setup.


Pathfinder Starfinder Roleplaying Game Subscriber
QuidEst wrote:
Rogues also get an option, but it only applies to a single type of poison. That said, since there's a trait that gets you immunity to a single injury poison, you can get a pretty efficient setup.

Wouldn't Poison Use be the better way to get around that?


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All right, so! Stuff I liked.

Spoiler:

Trait for immunity to a specific injury poison with some other benefits is really nice.

The Nagaji Spit Venom feats are a well-designed feat chain. Each feat in the chain not only improves the effect, but also gives you another use per day. Only one of the feats has an extraneous prereq apart from earlier feats. The archetype supporting it is pretty cool, too. Am I going to play a Nagaji? Maybe not, but this gives me a reason to consider it.

Scorpion bloodline is nice- I particularly like it as something to pick up through feats. It's nice to see a poison ability that doesn't require personally entering melee as a 1/2 BAB class.

Those Witch hexes. First time I've seen something for them that felt comparably broken to Slumber, and this is split across two hexes. That said, two hexes to be better at fort saves than the Paladin? Dang.

What I consider the very best thing in the book, though, is the Toxin Codexer Investigator. You prepare a variety of free poisons with your extract slots. The DC is based on the slot and your Int mod. You can still prepare regular extracts. And, to top it off, you can use inspiration to attach no-save riders (either debuffs or buffs/cures!) to your poisons. The addition that makes it all work is a discovery that allows you to get around creatures' poison immunity if you plan for it. I think this is the poisoner archetype a lot of people have been waiting for.

Some of the poisons and drugs are pretty cool. Hydrofluoric acid is present, and as terrifying as it should be. (There's a conflict between the entry and the table- it's either 1 strength drain or 1d2 strength drain, along with several other effects.) The comic-book levels of dissolving the entire body afterward are amusing. The drug that grants constant Detect Magic for at least ten minutes at a trifling sum of 15 gold is the first drug I've seen in Pathfinder to be convincingly addictive on a mechanical level.


Alchemaic wrote:
QuidEst wrote:
Rogues also get an option, but it only applies to a single type of poison. That said, since there's a trait that gets you immunity to a single injury poison, you can get a pretty efficient setup.
Wouldn't Poison Use be the better way to get around that?

… 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.

If you want to use lots of different poisons, you need to spend one talent per poison you want to boost the DC of. But at that point, yeah, you'd need Poison Use.

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