Altering Poisons. Any thoughts?


Rules Questions


So, poison. Great at low levels, really terrible at high levels. Problem is, in real life and a lot of fiction novels, poison is a very dangerous threat. So how do we make this a real threat?

The book states:

Page 558:

"For example, a character is bit three times
in the same round by a trio of Medium monstrous spiders,
injecting him with three doses of Medium spider venom.
The unfortunate character must make a DC 18 Fortitude
save for the next 8 rounds. Fortunately, just one successful
save cures the character of all three doses of the poison."

It was clerified here

Jason:

Jason Bulmahn wrote:


This has been brought to my attention..

So.. here is the deal.

Whenever you are exposed to an affliction, you get a save to negate the affliction. If you fail, you must deal with all of its effects.

When it comes to poison, the first save, when exposed, is always at the base DC. If you fail and contract, that is when the duration adds and the DC goes up. There is a bit of poor wording in the poison text for this with the example, because it should mention that he was bitten three times and failed his first saves.

So... it would look like this.

PC A gets hit by poison arrow, fails DC 15 save.
PC A gets hit by second poison arrow, fails DC 15 save.
PC A gets a turn, must now make a DC 17 save once and takes the effect only once (after having taken the effect twice, once each time he was hit).

I think that clears it up? If not, please provide further questions.

Jason Bulmahn
Lead Designer
Paizo Publishing

This being the case, Drow poison still sucks at DC 13 even if my rogue hits the guard with three poisoned darts. DC 17 still isn't great, but it is far more respectable. I have a pc that wants to play a peaceful poisoner...knockout poisons and strength damage poison to debilitate but not kill. Makes it hard when poisons are so weak.

Crafting Poison:

Poisons can be made using Craft (alchemy). The DC to
make a poison is equal to its Fortitude save DC

The following samples represent just some of the
possibilities when creating poisons.

Now, this can be taken several ways. The list only representing the poisons are pre-created poisons, not the ONLY poisons. Creating NEW poisons is problematic when taking frequency, effect, cure conditions, and cost. So, here is what I'm thinking.

Drow Poison:

Type poison, injury; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect unconsciousness for 1 minute; Secondary Effect
unconsciousness for 2d4 hours; Cure 1 save
Cost: 75 gp

The dc to craft drow poison with a DC of 13 is 13 and costs 25gp per dose(75 gp market value). Why can't a skilled alchemist craft a concentrated "drow poison" with a higher DC? Math out the gp cost per point of DC: in this case 5gp/DC, market value.

A DC 20 drow poison takes a DC 20 Craft Alchemy Check and costs roughly 37gp per dose to create. (7x5=35; 75+35=110; 110/3=36g66s66c)

I know i'm treading on the homebrew line, but since the rules are so vague on poisons, I'm wondering what everyone thinks of this? Is there any better system out there and where can I find it?


Kalrik wrote:
I know i'm treading on the homebrew line, but since the rules are so vague on poisons, I'm wondering what everyone thinks of this? Is there any better system out there and where can I find it?

I interpolated to create more poisons consistent with the provided examples.

It's technically home-brew, but in my mind it is also "finishing" rules that were not completely provided.


I like it. I just scanned it since I have to be getting to work in a few but I'll be coming back to it for a good read through.

I dislike having to homebrew up rules and monsters. I'd rather just make a quick note in the book and be able to apply it from then on, and I prefer that it be within the rules. It is a pain in the rear to tell the players that the rules are the rules, and then break them. I can't get away with "I'm the GM" as much as I'd like since then I get "then change the rules for me too." Downright annoying!

In any case, since the rules are not complete, I figure I can increase the DC of the poison by increasing the Craft check DC. The cost of the poison can be increased by figuring the cost per point of DC and tacking it on. Similar to a balanced equation, the poisons are proportionally more expensive. This can represent the cost of having a master alchemist make such a poison.

Again, there are no set rules, so this can get out of control. A PC wants a DC 30 poison at 10th level, it isn't diffucult to make. Just off the top of my head, a 10th level character can easily hit a +23 with only skill focus devoted to poisoning. Better than average chance of success and, if more devoted, is practically impossible to fail. That is one beefy poison and probably overpowering. It would be easy to impose the rule that the DC cannot be raised more than 10 points in this manner, or that it cannot be raised by more than the number or ranks the crafter has in the craft alchemy skill, or some variable of.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Altering Poisons. Any thoughts? All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions