Poison: How to Craft Poison???


Rules Questions


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Ok guys, so I have a simple yet seemingly complicated question. How do you craft poison? I would like to KNOW EVERYTHING.
- How do you go about getting the materials and components?
- How do you figure out the craft DC for the poison you want to make?
- When you want to craft a poison, how do you know what materials/components are needed?

I have found MANY different rules on how to do all of this and one of my players wants to pursue this for his character.

Thanks guys! You are always a big help.


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Steve Beaman wrote:
How do you go about getting the materials and components?

You create poison with the Craft (alchemy) skill. You have to either purchase or find the required ingredients. This process is represented by a cost equal to 1/3 the poison's price as listed in the table on page 559 of the Core Rule Book. This amount of coin must be paid before crafting checks are made, as described by the Craft skill; this coin, once paid, signifies that the PC acquired all the necessary ingredients to create the desired poison.

Steve Beaman wrote:
How do you figure out the craft DC for the poison you want to make?

The Craft DC for creating poison is equal to the poison's Fortitude save DC, as listed in the table on page 559 of the Core Rule Book.

Steve Beaman wrote:
When you want to craft a poison, how do you know what materials/components are needed?

Per the rules as written, you don't. Nor do you need to; the cost to create the poison represents time and resources expended in acquiring the necessary ingredients. Once this cost is paid, it is assumed a character has gathered everything needed to accomplish the task.


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Steve Beaman wrote:

Ok guys, so I have a simple yet seemingly complicated question. How do you craft poison? I would like to KNOW EVERYTHING.

- How do you go about getting the materials and components?

You need to either go shopping in a town with a market that can handle the price of the poison in question or find whatever it is thats the material. There's no rule for what kind of town that can afford what kind of non magical, mundane goods, but i don't think a thorp of 15 houses is where you want to look for a 1,000 gp spyglass or black lotus extract. The magic item prices are probably a good way to handle this.

Thorp 50 gp
Hamlet 200 gp
Village 500 gp
Small town 1,000 gp
Large town 2,000 gp
Small city 4,000 gp
Large city 8,000 gp
Metropolis 16,000 gp

As a guideline i'd say whatever check it is you need to find the thing you should be able to earn the item instead of cash. For example if you really need Belladona roll profession: herbalism every week until you hit 100 gold (you earn half your profession result per week). 10 weeks average time if you can average a 20.

Probably MUCH easier just to buy it.

Arsenic: Its a mineral. Ask a dwarf. Profession Miner.

Belladona, Black lotus,Bloodroot, Probably profession herbalist

Black adder venom: Survival check to find it. They have a wide geographic range

Blue whinnis?

Burnt othur fumes find an othur.

Deathblade?

Dragonbile: made from dragon organs.

Drow poison: NOT made from drow. Apparently comes from a fish.

Giant wasp poison: find a giant wasp

Greenblood oil: extracted from Rouge vine

Hemlock: you need the flower, not the tree. Prof: herbalism

Id moss: Prof herbalism or Knowledge dungeoneering. I think its in caves.

Insanity mist: ?

King's sleep: sounds like a plant.

Large scorpion venom: Large scorpion. The arachnid, not the catapult.

Lich dust: dem bones

Malyass root paste: malyass root. Plant. All i can find

Medium spider venom: Very. Very. Carefully.

Nightmare vapor: Chemical? Might be mercury.

Nithari ?

Oil of taggit: taggit root ?

wolfsbane: plant. Not wolf.

Tears of death: ?

Black lotus: black lotus is from conan. If you want lotuses in general, look in a lake.

Terinav root: Plant?

ungol dust: ?

wyvern poison: look in the tail.

-


"How do you go about getting the materials and components?"
What about a natural poison or recovering poison from a trap? This maybe impossible for poison dried onto a spike trap, but what about poisonous molds or fungus's or toxic pools of stuff?

This came up in a recent game and I'm curious what your opinions are or if you know of rules that apply to this. Thanks.


damyousir wrote:

"How do you go about getting the materials and components?"

What about a natural poison or recovering poison from a trap? This maybe impossible for poison dried onto a spike trap, but what about poisonous molds or fungus's or toxic pools of stuff?

This came up in a recent game and I'm curious what your opinions are or if you know of rules that apply to this. Thanks.

THIS sounds like an excellent opportunity to roll a profession for a windfall of components.


Large scorpion venom is worth 200 gp, so the venom gland of a large scorpion (presumably a large portion of the raw materials needed) is worth 66 gp times however many doses the GM says you can extract from it. Just add this as potential treasure for any venomous creatures. There's nothing in the rules saying what kind of skill check would be needed to extract the gland though (but survival, some relevant profession or maybe craft alchemy seem reasonable).

Hemlock, on the other hand, is worth 2500 gp, so a few ounces of hemlock plant (enough for a 1 oz vial of extract) is worth 833 gp? There's obviously some black market mark up there or Pathfinder hemlock is an extremely rare plant.


MagiMaster wrote:
Hemlock, on the other hand, is worth 2500 gp, so a few ounces of hemlock plant (enough for a 1 oz vial of extract) is worth 833 gp? There's obviously some black market mark up there or Pathfinder hemlock is an extremely rare plant.

The way I look at this is that the Hemlock plant probably has a tiny, tiny amount of whatever you actually make the poison out of. So you probably need a ton of Hemlock to really be able to make the poison.

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