Very nice guide. I will likely find it useful with my character (warforged psion (shaper) with max ranks in alchemy). Do you know of any way to determine the craft DC of poisons not listed in complete adventurer or in the Arms and Equipment guide?
Also using poison is not inherently evil as far as I can tell. It is most definitely not lawful but nowhere in the DnD books I have read is the use of poison considered an inherently evil act. Although the forces of evil do use poison more often then good aligned people. If throwing a fireball and burning people to death is not inherently evil then saying that throwing a splash weapon of minor created poison at the same enemy is evil creates some inconsistency.
1. Thank you, but what I am looking for is the craft DC of Greensickness as it is a plant based poison and therefore capable of being made via minor creation, and it is inhaled so it is usable in combat and has a DC 33 save, which makes it an excellent combat poison to use for free with the right magic. But I need to find the DC first, or find some method to generate it.
1. Book of Vile Deeds has another list, and most of the poisons published post-complete adventurer print their craft DC.
2. Book of Exalted Deeds claims it's inherently evil IIRC.
Poison Healer (FC I): You heal damage equal to your constitution each time you make a fortitude save against poison. Check out the Trouserfang Dwarf link for some fun with it.You heal damage equal to 5+ Con mod.
I am not sure about the mechanics of extracting poison from e.g. animal companions, but assuming the rule about poison DC of creatures being 10+half HD+Con - could these help before harvesting for poison?
* bard 9 - inspire greatness: +2 HD
* bear's endurance
I am not sure about the mechanics of extracting poison from e.g. animal companions, but assuming the rule about poison DC of creatures being 10+half HD+Con - could these help before harvesting for poison?
* bard 9 - inspire greatness: +2 HD
* bear's endurance
Anti-magic Poisons from Epic Insights (3.0)
Poison: Chaos Ichor
Type: Contact DC 22
Initial: 1d4 Str
Secondary: 2d6 Str
Price: 330,000gp
DC to Create: 53
Poison: Lyzeum
Type: Injury DC 25
Initial: 1d6 Dex
Secondary: 3d6 Dex
Price: 390,000gp
DC to Create: 59
Poison: Illis thyr
Type:Injury DC 28
Initial: 2d4 Con
Secondary: 4d4 Con
Price: 450,000gp
DC to Create: 65
Poison: Milk of Atropos
Type: Injury DC 32
Initial: 2d8 Str
Secondary: 4d8 Str
Price: 590,000gp
DC to Create: 79
Poison: Godsblood
Type: Injury DC 40
Initial: 1d6 Int
Secondary: 3d6 Int
Price: 820,000gp
DC to Create: 102
+++
Doubt Bomb - Fiend Folio (3.0) - 500gp
A grenade that shatters on impact, creating a cloud of poisonous gas in a 10-foot spread (initial and secondary damage 1d6 Wisdom, Fort DC 15 negates). Ethergaunts are immune to the effects of doubt bombs.
Sinmaker's Surprise - Manual of the Planes (3.0)
The demon proprietor synthesizes a special acidic poison from the acid plants native to the plane called Sinmaker’s Surprise. This concoction has two components: poison and acid. Sinmaker’s Surprise is specially formulated such that its caustic qualities remain quiescent until it comes into contact with living tissue. Therefore, it does not harm weapons or objects to which it is applied. Victims make saving throws against the poisonous component normally, but automatically take damage from the acid component.
Sinmaker's Surprise has the following characteristics:
Fortitude Save: DC 24 (injury) or DC 18 (ingested)
Initial Damage: 2d6 points of temporary Constitution damage (from poison).
Acid Damage: 1d6 points of damage per round for 3 rounds.
Secondary Damage: 2d6 points of temporary Constitution damage.
Price: 4,400gp.
Rod of Paralysis - Arms & Equipment (3.0)
This rod is created out of sickly pink coral and topped with spikes like those on a puffer fish. The spikes constantly produce an exotic venom that has paralytic qualities.
These rods are commonly created by kuo-toas, who are immune to the effects they produce.
Anyone struck by the rod must succeed on a Fortitude save DC 25) or be paralyzed for 1d4 rounds. The wielder can also expend a charge to cast hold person and hold animal twice per day and hold monster once per day (as the spells from a 9th-level caster). The rod holds 50 charges for the spells, but the poison lasts indefinitely.
Caster Level: 9th; Prerequisites: Craft Wondrous Item, hold
monster, hold person; Market Price: 22,000 gp.
Angel's Blood - Complete Champion
Those who manage to shed celestial blood often collect a few drops for sale to other, equally vile souls.
When blended with specific poisons and used as a component in the casting of any spell that has the evil descriptor, angel’s blood increases the save DC by 1.
Price: 85 gp.
Gehennan Morghuth-Iron - Arms & Equipment
This volcanic mineral is unique to the steep mountains of the Bleak Eternity of Gehenna, where it is occasionally mined by neutral evil fiends called yugoloths and other creatures on that forbidding plane.
It forges poorly, making weapons that appear pocked and pitted and have a –1 attack and damage penalty.
However, morghuth-iron is extremely toxic, rapidly poisoning the blood. A slashing or piercing weapon made of Gehennan morghuth-iron is naturally poisonous.
The weapon delivers its poison (Fortitude save DC 12) with each successful attack. The initial damage is 1 point of temporary Dexterity; the
secondary damage is 1d4 points of temporary Dexterity. The market price modifier for a weapon made of morghuth-iron is +4,000 gp.
Gehennan morghuth-iron has a hardness of 9 and 20 hit points per inch of thickness.
Dungeon Master's Guide (3.5)
Potion of Poison
This potion has lost its once potent magical abilities and has become a potent poison.
The imbiber must make a Fortitude save (DC 16) or take 1d10 points of temporary Constitution damage. A minute later he must save again (DC 16) or take 1d10 points of temporary Constitution damage.
Moderate conjuration; CL 12th; Craft Wondrous Item,
poison; Price 5,000 gp.
Viper Whip - Arms & Equipment (3.0)
This +2 whip is made of braided pieces of multicolored leather cut to look like the scaly skin of a snake. On command, the tip of the weapon transforms into the head of a Tiny viper. While transformed, the weapon delivers poison with each successful melee attack.
The poison deals 1d6 points of temporary Constitution damage (both initial and secondary). Struck opponents must succeed on a Fortitude save (DC 11) to resist the poison. The weapon can remain transformed for a total of 10 rounds each day, and these need not be consecutive.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, polymorph any object, summon nature’s ally I; Market Price: 38,301 gp; Cost to Create: 19,301 gp + 1,532 XP.
Dagger of Venom (DMG 3.5)
This black +1 dagger has a serrated edge.
It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
Faint necromancy; CL 5th; Craft Magic Arms and Armor,
poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.
Viperblade - Magic Item Compendium
Price (Item Level): 6,302 gp (10th)
Body Slot: — (held)
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: Swift (mental)
Weight: 1 lb.
The hilt of this dagger is shaped like a snake, and the twisted blade looks like an impossibly long tongue. Created by cults that worship serpent deities, these +1 daggers are prized for their ability to secrete toxic venom. A viperblade has 5 charges, which are renewed each day at dawn. Spending 1 or more charges envenoms the blade (at no risk to you) for the next attack you make during this turn. The poison deals 1d6 points of Constitution damage (both primary and secondary).
The save DC depends on the number of charges spent: 1
charge: Fortitude DC 12.
2 charges: Fortitude DC 15.
3 charges: Fortitude DC 18.
Prerequisites: Craft Magic Arms and Armor, poison.
Cost to Create: 3,000 gp (plus 302 gp for masterwork dagger),
300 XP, 6 days.
Venomous Fire - Fiend Folio (3.5)
This alchemical creation is an insidious method of delivering toxic venom. In essence, venomous fire is similar to alchemist’s fire—it is a viscous substance that burns when exposed to air. However, it is also mixed with yuan-ti venom, so that, in the round after taking any damage from the fire itself, a character must make a Fortitude saving throw (DC 17) against the poison that entered the body through the wounds from the fire. Initial and secondary damage from the poison are the same (1d6 Con). If the fire is allowed to burn for another round (thus causing the character to take damage on successive rounds), the character is exposed to two doses of poison. A flask of venomous fire is a grenade-like weapon with a range increment of 10 feet. It deals 1d6 points of fire damage on a direct hit, plus 1d6 points of fire damage in the next round if it is not extinguished (requiring a full-round action and a Reflex save against DC 15). A splash deals 1 point of fire damage, and a target hit by the splash has +4 circumstance bonus on the Fortitude save against the poison.
Cost: 220 gp; Weight: 1 lb.
Toxic Gloves - Magic Item Compendium (3.5)
Price (Item Level): 6,000 gp (10th)
Body Slot: Hands
Caster Level: 7th
Aura: Moderate; (DC 18) necromancy
Activation: Swift (mental)
Weight: —
These smooth black leather gloves feel slightly sticky to the touch. Toxic gloves allow you to imbue a held weapon with poison without any risk to yourself. When you activate these gloves, choose a single melee weapon you hold. The next attack made with that weapon before the end of your turn also poisons the target (injury; 1d6 Con/1d6 Con; Fort DC 16 negates).
This ability functions three times per day.
Prerequisites: Craft Wondrous Item, poison.
Cost to Create: 3,000 gp, 240 XP, 6 days.
**Adding even more things I found in Eberron.
Tentacle Whip - Eberron Campaign Setting
A tentacle whip has a reach of 15 feet and can attack adjacent foes without penalty. A tentacle whip deals lethal damage and injects poison into the target’s bloodstream with a successful hit.
A tentacle whip can make a single attack per round using its own attack bonus and statistics. Alternatively, the host can use the whip as a weapon. In this case the user’s attack bonus and Strength are used.
Poison (Su): Stinger—injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save is Constitution based.
Note: I think it's worth mentioning just because it can attack on it's own not using any of your actions.
Mordrei'in - Faiths of Eberron
Created by the Aereni elves for use in religious rites, mordrei’in (or “leaves of death”) is made of the crushed leaves of the rare mordril tree, combined with other sacred herbs and powders. When eaten raw, the leaves are a deadly poison (Fortitude DC 14, 1d6 Con/1d6 Con).
Mordrei’in, however, enhances the imbiber’s ability to focus and is substantially less toxic (Fortitude DC 10, 1 Con/1 Con). Anyone who consumes mordrei’in (whether or not the save succeeds) gains a +2 alchemical bonus on Concentration and Spot checks for 10 minutes.
Price 25 gp (available only on Aerenal).
Manifest Druid - Feat from Player's Guide to Eberron
Your years of wandering the Eldeen Reaches have given you a familiarity with its three manifest zones and the powers of the planes they are linked to.
Prerequisite: Region of origin Eldeen Reaches, ability to cast summon nature’s ally I.
Benefit: Whenever you cast a summon nature’s ally spell, the duration is increased by 1 round. When you cast a spell or use an ability that causes disease or involves poison, the saving throw DC of the effect increases by 1.
Once per day, you can empower any 1st-level arcane spell as you cast it without adjusting the spell’s level or casting time.
Note: Does making a poison count as "using a ability that causes disease"? If not, then it "will" apply when you make one via minor creation.
Spotted Toadstool Venom - Player's Guide to Eberron - 350gp
The poison dusk lizardfolk brew a poison from the caps of the spotted toadstool, a violet fungus with sickly white splotches. Injury, Fortitude DC 16, initial damage 1d6 Str, secondary damage 1d6 Con.
Scorpion Wraith - Secrets of Xendrik - Prestige Class
Deadly Sting (Su): At 5th level, you are able to coat a slashing or piercing weapon you wield in liquid shadow as a standard action. This shadow acts like a deadly poison, dealing initial and secondary damage of 1d10 points of Constitution (Fortitude DC 15 + your Wis modifier). Once created, the poison clings to a weapon for 1 hour or until it is delivered. If anyone but you wields the prepared weapon, the shadow poison has no effect.
You can use this ability a number of times per day equal to 1 + your Wisdom modifier (minimum once per day).
Darkeye - Sharn, City of Towers - 50gp, Alchemy DC: 25
The strongest of the toxic beverages served at Nightshade in Shae Lias, this foul substance acts as an ingested poison: DC 12, initial damage paralysis, secondary damage 1 Con. However, if the victim fails his saving throw against the secondary damage, the paralysis continues and he
must make another save after a minute has passed. If he fails, he remains paralyzed, loses another point of Constitution, and must save again the following minute. This continues until the victim makes a successful saving throw.
During the period of paralysis, the victim is poised on the brink of life and death. Some victims see visions of their past, while others hear the voices of departed friends and family. The experience sensitizes the victim to the emanations of the beyond. For an hour after consuming darkeye, the victim gains +1 effective caster level when casting any sort of necromantic spell; this is increased to +5 when casting speak with dead.
Darkeye is terribly bitter, and a full dose (2 ounces) is required to have any effect.
Darklight Ore
Darklight ore is a rare and dangerous substance found in the Underdark. It occurs only in formations of heavy metal ore. A darklight lode's inherent properties cause it to give off a milky, purple glow that is equal to a torch for the purpose of illumination. However, this radiation is poisonous. Of all the Underdark races, only the drow have been known to mine the ore and harness its power, using lead-shielded equipment.
Anyone who comes within 60 feet of a darklight lode without appropriate armor or shielding (such as that provided by a stone wall) is immediately exposed to darklight poisoning.
For all purposes, darklight poisoning functions as regular poison. The Fortitude save to resist darklight poisoning is DC 18. The initial effect is 1d6 points of Constitution damage. The secondary effect is a disease that is similar to mummy rot. However, this disease is not magical, so a paladin's divine health and a monk's purity of body allow those characters to resist its effect. Furthermore, a victim who dies of darklight
poisoning does not shrivel into dust. A caster level check is required for a healing spell to work on a victim of darklight poisoning, but this limitation is overcome by a neutralize poison spell rather than break enchantment or remove curse.
im really happy i has a good idea that got into a handbook, my fu is strong now, i will commence the fappingTMI... :notlistening
im really happy i has a good idea that got into a handbook, my fu is strong now, i will commence the fappingTMI... :notlistening
im really happy i has a good idea that got into a handbook, my fu is strong now, i will commence the fappingTMI... :notlistening
you sir spend far to little time on /b
Why do i not see the "poison spell" metamagic?
(if your DM lets you use the CArc version of bladeweave, throw on this and a persist and go to town.)
Ways to make poisons last longer
*
Poison Spell: this feat from Drow of the Underdark lets a poison apply to your touch spells - and Chill Touch lasts for up to 5 attacks, therefore spreading the dosage out over several rounds.
* Toxic Enhancement: This +1 weapon enhancement from DoTU makes a poison last for 2 successful hits instead of one. Just what the doctor ordered!
Would it constitute a poison if I placed lead shavings in someone's muffins ?Is this a question about D&D or real life?
Amazing Poison stuff in Dragon Mag. Didn't see it in the handbook.[spoiler](http://i49.tinypic.com/5vpwyv.jpg)The only one I would definitely consider is the Potent poison. That's just amazing. Maybe the mounting too, that's pretty cool that it builds up. What # Dragon Mag is that? I can see it's August 2004.
(http://i45.tinypic.com/2lbkdvk.jpg)
(http://i48.tinypic.com/zlyfly.png)
I'm helping I'm helping![/spoiler]
[spoiler]Plant and mineral based poisons for Minor & Major Creation
Craft DC 15?: Stun Gas (Underdark). DC 12, Stun effect.
Craft DC 15: Bloodroot (DMG). DC 12, deals 0/1d4 Con +1d3 Wis
Craft DC 15: Sleeping Vine (A&E): DC 13, slowed/1d4 Dex
Craft DC 15: Good-Bye Kiss (C. Scoundrel) (Exhaustion/Exhaustion, Fatigued on a successful save)
Craft DC 15: Drow Poison (DMG) (Unconsciousness/Unconsciousness) *Noted as being distilled from fungi and roots in C. Scoundrel
Craft DC 17: Psychotropic Rot (DoTU): DC 15 ingested, deals 1d4 Wis/3d8 Hp.
Craft DC 20: Vapid Leaf Extract (A&E): DC 16, Dazed/2d6 Int.
Craft DC 20: Malyss Root paste (DMG). DC 16, deals 1/2d4 Dex damage.
Craft DC 20: Sassone leaf residue (DMG): DC 16, deals 2d12 damage/1d6 Con.
Craft DC 21: Cave Terror (Underdark). DC 20, Confusion effect.
Craft DC 25: Terinav Root (DMG). DC 20, deals 1d6/2d6 Dex.
Craft DC 28: Darklight Brew (Injury, DoTU): DC 23, Deals an initial 2d6 Con and 1d6 Strength damage, and blindness as a secondary effect! Can be crafted with Major Creation.
Craft DC 35: Black Lotus Extract (DMG). DC 20, deals 3d6/3d6 Con.
Craft DC 45?: Greensickness (Dungeonscape, MMIII). DC 33, deals 2d6 Str + 1d4 Con/2d6 Str + 1d4 Con. *Confirmed that this is plant-based - it's from the Plague Brush in MMIII, an extraplanar house-sized tumbleweed of death. Words fail me. Craft DC given is an estimate.[/spoiler]
I'm working on a character that dabbles in the use of poison (really just Craft (poison) and Master of Poisons) and my DM says that Good characters may not use poisons unless they are non-lethal. The Book of Exalted/Vile Deeds' comments seem, to me, to be more flavor than an actual ruling, but that's not my main problem. No, my problem is that I'm not allowed to use deadly poisons with a Neutral character unless I can show the DM something that says they can use them without shifting to a fully Evil alignment. Does anyone know where I can find such a thing?It's dishonorable, but not evil.
Normally I'd ask in the "Ask a Question" thread, but posting here seemed more appropriate.
So unless a character class is specifically banned from using poisons (such as Paladin) they can use whatever they want?I'm working on a character that dabbles in the use of poison (really just Craft (poison) and Master of Poisons) and my DM says that Good characters may not use poisons unless they are non-lethal. The Book of Exalted/Vile Deeds' comments seem, to me, to be more flavor than an actual ruling, but that's not my main problem. No, my problem is that I'm not allowed to use deadly poisons with a Neutral character unless I can show the DM something that says they can use them without shifting to a fully Evil alignment. Does anyone know where I can find such a thing?It's dishonorable, but not evil.
Normally I'd ask in the "Ask a Question" thread, but posting here seemed more appropriate.
The spell poison doesn't have the evil descriptor.
I'm working on a character that dabbles in the use of poison (really just Craft (poison) and Master of Poisons) and my DM says that Good characters may not use poisons unless they are non-lethal. The Book of Exalted/Vile Deeds' comments seem, to me, to be more flavor than an actual ruling, but that's not my main problem. No, my problem is that I'm not allowed to use deadly poisons with a Neutral character unless I can show the DM something that says they can use them without shifting to a fully Evil alignment. Does anyone know where I can find such a thing?
Normally I'd ask in the "Ask a Question" thread, but posting here seemed more appropriate.
Though, honestly, drow poison is better than most other injury poisons. It's save or lose rather than save or debuff.Do you mean Drow Knockout Poison? I like it, but a DC of 13 seems rather small, especially in a level 6, CR 7-10 campaign.
Not the way I use poison.Though, honestly, drow poison is better than most other injury poisons. It's save or lose rather than save or debuff.Do you mean Drow Knockout Poison? I like it, but a DC of 13 seems rather small, especially in a level 6, CR 7-10 campaign.
Taxine (yew tree poison) (http://www.wizards.com/default.asp?x=dnd/al/20041208a) and Kiss of the Grave (http://www.wizards.com/default.asp?x=dnd/fey/20030411a) are a couple of unusual poisons that may be useful in certain circumstances.
Kiss of the Grave is a fairly weak initial poison (1d4 Con damage), but its secondary damage makes immortal creatures mortal. It also makes them unable to be raised or resurrected, and takes a Wish or Miracle to remove the effect. Contact poison, DC 20.
Taxine is another weak initial poison. However, every dose the victim takes increases the save DC and damage of the secondary effect. It starts at DC 13, 1d2 Con/2d6 Con, and adds another +2 to the DC and 1d2 Con for the secondary effect for each dose taken, with no listed duration. It's ingested though, so that could be a problem. Ingested poison, DC 13.
Might I ask how you use poison?Not the way I use poison.Though, honestly, drow poison is better than most other injury poisons. It's save or lose rather than save or debuff.Do you mean Drow Knockout Poison? I like it, but a DC of 13 seems rather small, especially in a level 6, CR 7-10 campaign.
Large quantities, I'm sure. With knocklout poison, they only need to roll a single 1.Might I ask how you use poison?Not the way I use poison.Though, honestly, drow poison is better than most other injury poisons. It's save or lose rather than save or debuff.Do you mean Drow Knockout Poison? I like it, but a DC of 13 seems rather small, especially in a level 6, CR 7-10 campaign.
Yeah... if you're using (Psionic) Minor Creation to make it, you can literally dump a bucketful on them.Large quantities, I'm sure. With knocklout poison, they only need to roll a single 1.Might I ask how you use poison?Not the way I use poison.Though, honestly, drow poison is better than most other injury poisons. It's save or lose rather than save or debuff.Do you mean Drow Knockout Poison? I like it, but a DC of 13 seems rather small, especially in a level 6, CR 7-10 campaign.
Yeah... if you're using (Psionic) Minor Creation to make it, you can literally dump a bucketful on them.
Yeah... if you're using (Psionic) Minor Creation to make it, you can literally dump a bucketful on them.
Which makes for a fun intimidation tactic if you use a poison with no initial damage, you minor create the poison, poor a bucket of it on the sap you want to do your bidding after demonstrating a single dose on him, then tell him you will dismiss the spell so the poison goes away if he does what you say, if he does not then his fate is assured.
I just realized something. You can take the hidden talent feat from XPH to get a single first level power usable effectively 2 times per day from any class list. You could use this to take Psionic Minor Creation and gain free poison with any class from level one. Unfortunately the feat is intended to be an upgrade wild talent for high psionics games so your DM might say no to it but it would be a great addition to any poison using build that does not get access to minor creation through another method.
Yes! That's the one I meant. The +4 save DC and automatic acid damage make it well worth considering. Combined with a weapon of Assassination, Terrifying Strike, and Sickening Strike you've got an effective save DC of 33, which isn't bad at all.
JaronK
*skims his copy of Champions of Ruin*Thanks. I suspect the designer intended it to be entered with Ranger/Rogue or Ranger/Scout, justifying the lower BAB progression. Either that, or it was created by pulling abilities from the bingo spinner. ;)
It's an interesting PrC. Lots of solid abilities randomly thrown together, though the 3/4 BAB is very odd given that you're going to enter it as a ranger. And with a 1-level dip in Contemplative for the right domain, you could use your divine casting to cast Minor Creation as well. Arrowsplit also looks like a broken spell for poisons - turn a single (poisoned) arrow into 1d4+1 identical poisoned arrows!
Good find!
I actually thought of adding a PF section since I play it as well (just played 2 sessions of it today!), but the rules for poison changed quite a bit, so I ended up not doing it. But for any PF character interested in poisoning, the APG is definitely a must-buy :DWhat changed about them? I haven't seen anything in the new guide that changed them..
Everything. They deal damage each round for a set number of rounds based on the poison. The damage is weaker (on the scale of 1 point of damage each round, vs 1 die of damage immediate plus possible secondary type deal), and for nearly all the poisons, one successful save ends the effect. They get a save every round. That poison they failed their first save against? They took one damage from it. Next round, they succeed, and never have to worry about the other 5 rounds of damage they may have taken.I actually thought of adding a PF section since I play it as well (just played 2 sessions of it today!), but the rules for poison changed quite a bit, so I ended up not doing it. But for any PF character interested in poisoning, the APG is definitely a must-buy :DWhat changed about them? I haven't seen anything in the new guide that changed them..
You'd have to quickdraw multiple weapons for that, since you can't have morethan one doesat a time applied to a weapon.I was talking about attacking with 2 separate weapons, my bringing up multiple doses of 1 poison is because you can stack the poison on top of eachother for a +2 cumulative bonus, meaning that one additional dose of BLE will have a dc of 22 instead of 20.
And that's upper end. It weakened them for effect/gp.
that's not 10 doses, thoughYou'd have to quickdraw multiple weapons for that, since you can't have morethan one doesat a time applied to a weapon.I was talking about attacking with 2 separate weapons, my bringing up multiple doses of 1 poison is because you can stack the poison on top of eachother for a +2 cumulative bonus, meaning that one additional dose of BLE will have a dc of 22 instead of 20.
And that's upper end. It weakened them for effect/gp.
Uh, obviously I was using 1 dose as a example as they ALL stack with eachother. It would matter if I said 1 dose or 30,000, the effect would be the same... the dc would go up. Which is why I like the new rules for poison better.that's not 10 doses, thoughYou'd have to quickdraw multiple weapons for that, since you can't have morethan one doesat a time applied to a weapon.I was talking about attacking with 2 separate weapons, my bringing up multiple doses of 1 poison is because you can stack the poison on top of eachother for a +2 cumulative bonus, meaning that one additional dose of BLE will have a dc of 22 instead of 20.
And that's upper end. It weakened them for effect/gp.
I don't see anywhere in Savage Species that says Aboleth Mucus is alchemical OR poison. I think it's simply a specialty item created by filling a vial with the stuff off the monster. If anyone could site where/how the rules support it being alchemical/poison (or both), that would be great.
The reason I ask is because I'm rolling up an Alchemist in a Pathfinder game soon and his class abilities apply differently between alchemical items and poisons specifically. The feat Master Alchemist does as well. If it counts as both, that would be a really great way to approach poisons. From the looks of it's entry, though...it seems like something you can't craft at all.
Consider the Chaos Flask (Planar Handbook p76) for cheap poisons. Buy it for 100gp and with a DC 13 Wisdom check, you have any nonmagical poison.You can do the same thing with Shapesand from Sandstorm, technically.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
I believe it's no longer considered natural if you produce it with a craft check - there's text somewhere along the lines of "crafting poisons like dragon bile includes far more steps than just putting some dragon bile in a bottle".
That said, the Complete Scoundrel poison feats state an odd line:
"This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature’s body)."
So, this is technically saying the feats don't add to ANYTHING that has a specific name like (size) Monstrous (creature) poison, or good stuff like Dragon Bile. And, while I'm at it, plants are creatures so would this disallow the feat for something that is given by a plant (not a plant monster, something natural)?
And, while I'm at it, plants are creatures so would this disallow the feat for something that is given by a plant (not a plant monster, something natural)?In game terms, a plant is only a creature if it has a Wisdom score. Normal grass and trees, for example, would be treated as objects, even though they're alive.
thanx I am glad i found this.. I am making a list for D n D of posions... and will post on en world via a link to 4shared .com that way no problem and you can download the compiled list complete without all the searching..
thanx I am glad i found this.. I am making a list for D n D of posions... and will post on en world via a link to 4shared .com that way no problem and you can download the compiled list complete without all the searching..
...
DC 22: Eyeblast (Blindness) (C. Adv?)
...
What is in Dragon 301, Pg. 58?
plus it is 100% official wotc material.How come it's not listed in the 100% official wotc prestige class index? What source is it?
Poisonmaster isn't listed because I had never heard of athas.org before :P I'll add the PrC to the list. I'm a little dubious about the Poisonmaster, since it kind of falls into the trap of 'All I can do is poisons' - I really wish it had a way to remove immunity to poisons with all of its heavy focus on them. But there's no denying that the class can certainly use poisons effectively :P[derail] Welcome back to the interwebz, Akal. I was beginning to think you got a life or something. :p[/derail]
On another note, I'm starting a new character in a few days - this one is an elven rogue/wiz/unseen seer. It should be interesting to see how effectively I can use poisons on the character...sadly, the campaign is undead-heavy and the character isn't really built for melee combat, so I don't have any great expectations.
What is in Dragon 301, Pg. 58?
An article on various alchemical items. The ones you would be interested in are in the "Poisons and Malefics" section.
[spoiler]
(http://i273.photobucket.com/albums/jj206/Maat_Mons/PoisonsandMalefics2.jpg)
[/spoiler]