Poison Issue [Spoilers]


Second Darkness


My players had some unlucky rolls against drow poison, and now they're feeling really done with that. They've acquired several samples and want to spend some time inoculating themselves and developing an immunity. Have any of you seen any rules anywhere for doing something like this?

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

There was a feat in one of the many 3.5 supplements that rendered you immune to one poison.

Resist Poison, from Player’s Guide to Faerûn, gives you a +4 to fortitude saves vs. poison. Of course you could give your players the Endurance feat feat as a bonus feat as well.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber

There is a simple solution present in the game, it will eat some party wealth, but is well worth it if ones travels into parts poisoned:

Periapt of Proof against Poison

Since it does eat a neck slot, they could stack enchantments and make it a Periapt of Proof against Poison, and Natural Armor +3 for 54000, or 27000 if hand crafting.


Thank-you both for the input! It's most helpful.

The player who asked if he could do this is a long-time gamer but he hasn't played D&D in many years. He was hoping that this was just something that they could spend some time doing.

I've more or less told him that he doesn't have the ability to just develop an immunity and then I presented other options, including developing a resistance through alchemy (in addition to what's suggested above).

Thanks again for the suggestions!


tbug wrote:
My players had some unlucky rolls against drow poison, and now they're feeling really done with that. They've acquired several samples and want to spend some time inoculating themselves and developing an immunity. Have any of you seen any rules anywhere for doing something like this?

Doing this is indeed possible in the game - but it must be done through feats (or the aforementioned magic item).

Feats:
Poison Immunity (Book of Vile Darkness/Champions of Ruin/Serpent Kingdoms) - this is the feat that seems to be what your players are after.

Resist Poison (Players Guide to Faerun) - see post above.

Poison Resistance (Serpent Kingdoms) - much the same as Resist Poison.


Surely it would take weeks, if not months, of this kind of procedure to give an immunity to poison (and only one kind of poison at that).
I'm not sure the campaign will wait that long, they are sort of on a deadline.

I think I would try negotiating. First off insisting the PC's have a good quantity of poison. Second, they get poison resistances in exchange for certain class features as they level up. That way, the campaign continues and the players feel that they are gaining something without unbalancing the game.


Neil Mansell wrote:

Surely it would take weeks, if not months, of this kind of procedure to give an immunity to poison (and only one kind of poison at that).

I'm not sure the campaign will wait that long, they are sort of on a deadline.

The rock just fell--we're at the end of chapter one. Chapter two picks up a month later. My party is a little underpowered for chapter two, so if anything I'm looking to send them scurrying after side quests for a little while. :)

In terms of balance, I don't think that immunity to a single DC 13 poison is going to mess things up. In the fight against Depora it took someone out at the beginning of combat, and the player had to sit there with nothing to do while everyone else got to participate in the climax. I don't want her to have to do that again, so I've been encouraging this bit of research.

This thread has been really helpful. Thanks again, everyone!


Spoiler:
tbug wrote:

In the fight against Depora it took someone out at the beginning of combat, and the player had to sit there with nothing to do while everyone else got to participate in the climax. I don't want her to have to do that again, so I've been encouraging this bit of research.

This thread has been really helpful. Thanks again, everyone!

Something similiar happened in my group, and since it doesn't specify, I allowed "wake up" actions, ala the Sleep spell.

I'd say let them build up a +2 resistance if they're that dedicated. Maybe throw in one scenario for added comedy while they're 'practicing' and very drowsy (heavy str/dex penalties, balance checks, etc.) Anything more than that is practically the definition of a feat (spending lots of time focusing on a single new skill). If they want that - maybe let them take their next feat early for it, but not bonus.

If they players argue with resistance vs. immunity, remind them that Michael Jackson spent years building up resistance to propofol, not immunity (sedative = drow sleep poison?).


Developing an immunity to a poison would take a while normally, but remember this is a magical setting. There would be amply divnations avalible to help analyzse the poison, it would be easy to conjure materials to test such poisons as well etc. It still shouldn't be instantinious, but developing a sort of antidote/immunty should't be too unreasonable. In fact, I wouldn't be surprised to see Drow with some, considering it's one of the few sleep effects that affect them.

Besides, your players trying this doesn't seem too bad considering some of the things they can do. I played an assassin when my group played Second Darkness, and I tell you, those poisons add up to alot of potential @ss-kickin's when you can use them freely without fear of running out.

Sovereign Court

Here's what i will be doing (starting Sunday) in our campaign (Beta):

Drow Sleep Poison
Save: DC 13
Fail: Unconscious 1d4 rnds.
Addl. Saves: DC 13
Fail: Exhausted 1d4 rnds.
Pass: Fatigued 1d4 rnds

Exhausted: -6 to Str & Dex
Move 1/2 speed
No Charge or Run
1 hour rest = Fatigued

Fatigued: -2 to Str & Dex
No Charge or Run
Anything which causes fatigue
results in Exhaustion
8 hours rest removes Fatigue

My players are mowing down the Drow, so this makes even a passed save somewhat problematic... a bit of an increase of the threat, to compensate for nerfing the longer unconscious period. If your party is not having the same ease with the drow, simply make a save totally negate.

While i left the mechanics for rest in the descriptions, i deliberately made everything 1d4. My intent is to have the poison affect that particular combat encounter tactically and strategically, not alter the course of the adventure.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Majuba wrote:
If they players argue with resistance vs. immunity, remind them that Michael Jackson spent years building up resistance to propofol, not immunity (sedative = drow sleep poison?).

Too Soon?

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