Identifying Poisons


Rules Questions

Sovereign Court

Had an interesting conversation tonight as my party alchemist asked if he could identify a poison on a disarmed trap. While I've seen plenty of house rules involving Craft (alchemy) and a portable alchemist's lab, I've only been able to find the Investigator's poison lore class feature that specifically defines using skills to do so.

There is also a 3pp advanced rogue talent that opens poison to a rogue, but none that I can find to allow an alchemist, the investigator's other parent class to gain it.

If there isn't any other RAW means to identify poisons (without magic), would poison lore work as an alchemist discovery?

--Toxic Vrock Syndrome


Knowledge is usualy used to identify things without using magic. Specifically Knowledge (arcana) is listed as allowing to identify materials created with magic (and some poisons could fit into this category). Knowledge (dungeoneering) and Knowledge (nature) can identify hazards, and I would qualify most natural poisons in this category.


I'd second Adjoint here. Knowledge nature for most poisons, with potential for other knowledge skills if its magical or otherwise not qualified as totally natural


If the poison comes from a creature, it should be the knowledge skill the creature falls under.

Alternatively the Heal skill should be usable to identify the effect of poisons. Also considering that most poisons can be used as a medicine if given in small doses it can probably identify them as well.

Any craft skill should be usable to identify products that are used as materials or produced by the skill in question.

The DC to identify the product should be increased (or decreased) based on how common it is. Most Alchemists would be able to identify Mercury or Arsenic because they are used in a lot of different mixtures. Probably to the point that the alchemist gets a +5 or +10 to their check. On the other hand something like Ghoul Saliva probably is outside of their expertise would get a hefty penalty, like +10 DC.


It seems you want to make identifying poisons a class option(homebrew) and that's fine IF it's automatic etc. Still you are charging for something doable under RAW.

Identifying poisons can be done via sensible methods outlined above and some time. An alchemists kit just adds to the roll. As for poison identification not being in RAW, that's crazy when making the poison is defined under Craft Alchemy. One hopes you know what you make.
Craft carpentry/woodworking lets you make things out of wood but doesn't define identification. Hopefully carpenters can tell the difference between a table and a chair and one made of mahogany or yellow pine.

Sovereign Court

According to Mark Seifter via Twitter there is no RAW way to identify ANY kind of alchemical item you find in a random treasure hoard. Knowing what item you Craft is a completely separate matter.

Because Poison Lore is the only non-magic option in the game, then yes I do have to homebrew an option for the alchemist to gain access to it or provide a new homebrew use of the Craft (alchemy) or Knowledge (arcane, nature) skills along with the alchemy crafting kit, portable alchemist lab, or alchemist lab. Just like 3PP Everyman Gaming made the Poison Lore advanced rogue talent.

--Vrock Salt

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