Author Topic: Arsenic & Old Lace - the Poison Handbook  (Read 216687 times)

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Akalsaris

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #20 on: June 28, 2009, 06:04:55 PM »
Thanks Cavalry :)

The Master Alchemist and Maester PrCs don't have any poison-related abilities as such, but the feats are definitely useful!  I think having ones' followers take Apprentice (Craftsman) is actually pretty thematic too, if you play your character as a sort of poisoners' guildmaster.  Knowledge (Arch & Eng.) is also useful along with Major Creation and Fabricate to make temporary towers and bridges too :)

I don't think taking the Artisan feats is worth it except on a crafting mage or artificer, but it's a nice side benefit for poison users to be sure.  One more reason those two classes rock at poisons.




Havok4

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #21 on: June 28, 2009, 06:20:48 PM »
Some thing I would like to see is a method of determining the craft DC of a poison if none is provided. That would make a great many very good poisons more readily available.

Akalsaris

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #22 on: June 29, 2009, 10:59:20 AM »
I'd also love such a method, but unfortunately it's something that hasn't been provided.  The BoVD simply describes crafting poisons as being the same as crafting anything else, except in regards to cost and time. 

So http://www.d20srd.org/srd/skills/craft.htm becomes the fallback resource, and it's vague.  We can see that crafting drow poison is about as difficult as alchemist's acid, or a martial weapon, or a bell, which tells us nothing at all. 

So here's some guidelines and houserules that I suggest using, based on having read about 2 dozen poison charts for this guide:

DC 12: The poison should be extremely simple and nearly ineffective.  Only 1 poison (Salvo, C. Adv.) is this easy to craft.
  • Salvo

DC 15:  If the effect is any kind of ability damage/ability damage such as 1d4 Str/1d4 Str and has a save DC under 16, it is probably DC 15 to craft.  If the effect is any kind of status effect with a save DC under 17, it will also be DC 15 to craft.  DC 15 also covers most of the poisons with a weak initial effect and a moderate secondary effect like 0/1d6 Con.
  • Carrion Crawler Brain Juice
  • Medium Spider Venom

DC 18: If the poison has a save DC of 17-19 or deals more ability damage than normal like 1d6 str/1d6 str, it's probably DC 18.  A weak contact or inhaled poison might also fit into this category if it had a low save DC. 
  • Gorgon's Hair
  • Elemental Rime

DC 20: If the poison has a save DC of 20-25, or deals more ability damage than normal like 1d8 str/1d8 str, then it's probably DC 20.  DC 20 also covers the majority of injury poisons with a weak initial effect and a strong secondary effect, such as 0/3d6 Con.  If you don't really know what the poison's DC is and it's injury and doesn't have any unique effects, it's probably DC 20.  If it has a unique effect such as slow or paralysis and the save is between DC 15-20, then it's probably a DC 20 craft check.
  • Lich Dust
  • Large Scoprion Venom (this is weak for the craft DC)
  • Purple Worm Poison (this is very good for the craft DC)

DC 25: If it's a contact or inhaled poison with a save DC between 16-20, it generally falls into here.  Also this is where you start seeing a bunch of DC 20-25 1d6/2d6 injury poisons, or DC 17-20 2d6/2d6 injury poisons.  This is also the highest point that I've seen any ingested poisons reach.  It gets really random at this point actually, but I would use this as a safe point to mark the DC of most poisons with a unique effect such as confusion or paralysis that have a save DC of over 20.
  • Deathblade
  • Terinav Root

DC 30: The poison might have a high DC for its ability damage (colossal scorpion venom), or front-load a lot of damage (Dragon Bile's 3d6 Str/0 Str), or do some unusual damage (like front-loading Int and Cha damage). 
  • Dragon's Bile
  • Colossal Centipede Venom

DC 35: The poison does ludicrous amounts of damage (Black Lotus and its 3d6/3d6 Con damage, but at the low DC of 20), or it might have a stupidly high save DC (DC 54 scorpion venom from the BoVD, I'm looking at you - though you were also updated and nerfed to DC 33 1d10/1d10 in Dungeonscape), or it might have a high DC for an inhaled or contact poison (DC 24 save 2d6 Con/2d6 Con's Vilestar, for example, or the DC 25 save inhaled 1d8 Con/1d8 Con Mist of Nourn)
  • Black Lotus
  • Colossal Scorpion Venom

Now, since we have the craft DC for colossal Scorpion venom from the BoVD, and we have it updated but without the craft DC from Dungeonscape, we can roughly assume that the poison has maintained the same craft DC - so anything better than colossal scorpion venom probably has a higher craft DC. 

DC 40: No listed poisons have a DC this high.  But we can extrapolate that a save DC 25-30 inhaled or contact poison with a 2d6/2d6 effect would fall into this range, as would a DC 40+ poison that targeted Con or Dex and dealt around 2d8/2d8 or so.  Pit Fiend venom, as an injury poison with a high save DC of 27 and a weak effect followed by death, would probably fall into here, as would Greater Svakalor venom.

DC 45: No listed poisons have a DC this high.  But we can extrapolate that a save DC 31-35 inhaled or contact poison with a 2d6/2d6 effect would fall into this range, as would a DC 50+ poison that targeted Con or Dex and dealt around 2d8/2d8 or so.  I've put Greensickness at this range for this reason, and probably Megapede poison as well.

Rough value of damage when determining craft DC: Death > Dex/Int/Cha > Con/Status Effects > Strength.  (DC +5 for death, +2 for Dex/Int/Cha, -1 for Strength damage)
Rough value of type when determining craft DC: Inhaled > Contact > Injury > Ingested.  (DC +5 for inhaled/contact, +0 for injury, -1 for ingested)

Havok4

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #23 on: June 29, 2009, 05:11:03 PM »
Thanks, My DM is fairly flexible and will probably allow me to use Greensickness once I get a high enough check to make Black Lotus Extract.

telehax

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #24 on: June 30, 2009, 08:13:42 AM »
To add to the thread, I find Tinker Gnomes from Dragonlance Campaign Setting to be a good race for poison, they have an +2 Int Bonus *and* a +2 to all Craft checks.

Etarran

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #25 on: July 08, 2009, 06:19:59 AM »
This is a great resource. This would have made the research I did when starting my latest character a lot easier and faster. JKudos.

Forgive me if I just missed this in the handbook, but one thing you might want to mention is that poison has attracted some truly excellent third party content over the years due to its minimal official support, so a player who is looking to use poison more seriously might want to look into some of that. My own assassin is getting great value out of Poisoncraft by Blue Devil Games, for example.

In my experience, the best poisons tend to be ones with action-denial effects (stun, paralysis, etc), rather than the ability damage ones, especially at higher levels.

Prime32

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #26 on: July 08, 2009, 04:42:53 PM »
I'd like to suggest the Wild Cohort feat for getting another poisonous animal on your team.
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Akalsaris

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Re: Skills, Tricks and Tips
« Reply #27 on: September 10, 2009, 08:16:05 PM »
Argh - meant to modify a post than start a new one - but currently updating the guide.  I've got the information provided earlier by posters, and am also going to add some new poisons I've found since July.

Edit: added!  Serpent Kingdoms was a minor bonanza of nifty poisons, that's for sure!
« Last Edit: September 10, 2009, 09:46:32 PM by Akalsaris »

DetectiveJabsco

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #28 on: September 17, 2009, 04:18:00 AM »
I don't know if this applies at all however, you could use drugs like poisons, double dosing people to make them OD.
Take Luhix(sp) The OD time is 24 hours, you can only take 1 dose, and if you OD you die, no save, nothing you just die.
So, one could coat there weps in Luhix and duel wield and kill anything in one round

amirite?

Akalsaris

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #29 on: September 18, 2009, 02:16:01 AM »
Hey, very devious!  I like it! 

A lot of drugs probably won't work in a fight just because of their *ahem* delivery methods, but Luhix is injury and some others are inhaled.

Give me a day or 2, I'll work out some info and add them in =)


shalandar

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #30 on: September 22, 2009, 03:20:18 PM »
A small clarification you may want to add...

The Handle Animal skill from the DotU (p46) that says you can coax venom from vermin...it also says that you need the feat Vermin Trainer to use this ability.

This technique is beyond the capabilities of most animal handlers, and only characters with the Vermin Trainer feat (see page 53) or with access to a similar ability - such as that granted by the vermin keeper prestige class can train vermin.

the Bestow Venom ability is effectively an "animal trick".  I still like it, and if you have a permanent vermin, you can use it to make some good money by selling off the venom...unfortunately, I don't believe this will work with something like a summoned spider/scorpion.

Solo

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #31 on: September 23, 2009, 08:05:59 AM »
Quote
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.

Also, I you may want to mention that alcohol is a poison in the A&EG. This, as you can imagine, leads to people using alcohol to heal themselves.

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JaronK

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #32 on: September 23, 2009, 08:36:20 AM »
Just a fun build concept, a poisoning Factotum:

Jungle Halfling Factotum 12 with Darkstalker, Poison Expert, Font of Inspiration X2, Poison Master, Sickening Strike, Terrifying Strike, using a Feycraft +1 Splitting Compound Longbow of Assassination.  Cast Greater Magic Weapon on your bow and go to town.  Use Inspiration Points to generate the necessary sneak attack, and Minor Creation for plenty of Black Lotus Poison.  It's DC 25, does 3d6+3 Con damage, and when you use your ambush feats the enemy is at -4 to saves, plus two attacks per turn force saves... so it's effectively DC 29 fort save on most attacks (and after one failure, the enemy won't stand a chance of succeeding).  And Splitting is of course an awesome enchantment for this as it effectively doubles your poison shots (plus you can poison your arrows in advance).  It might be advisable to take two levels of Swordsage for Assassin's Stance and other manuevers.

JaronK
« Last Edit: September 23, 2009, 04:38:17 PM by JaronK »

cru

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #33 on: September 26, 2009, 09:06:38 PM »
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
« Last Edit: September 26, 2009, 09:09:23 PM by cru »

Negative Zero

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #34 on: September 26, 2009, 09:35:53 PM »
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

Bite of the X is better for getting Enhancement boni to Con.

JaronK

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #35 on: September 27, 2009, 11:58:18 PM »
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

That's actually a really clever idea.  Nice!

JaronK

Akalsaris

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #36 on: October 14, 2009, 04:12:58 AM »
Edited to add the following:
-Shalandar's clarifications
-JaronK's factotum build
-Drugs added to the list of poisons post - thanks DetectiveJabasco!
-cru's ideas for increasing poison DC from milked creatures
-a new poison I found in Waterdeep: City of Splendors
-a new device I noted in C. Adv, the alchemical capsule retainer!
-a new build I came up with for the GITP forum

Ed-Zero

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #37 on: October 15, 2009, 01:50:25 AM »
So I found this handbook and I must say that I enjoy it quite a bit and think it's very well made.   :)

Here's some things I found:

Poison Specialization - Dragon 303 pg69
Prereq: Craft (poisonmaking) 5+ ranks
Benefit: Whenever you create a poison of the chosen type, the Fortitude DC to resist the poison's effects increases by +2. This adjustment applies to both the inital and secondary saving throws.

Devil Blood - BoVD
When used to coat a blade, this black ichor acts as a poison the next thirteen times the weapon strikes.
The poison (Fort DC 20) deals 1d6 points of Strength damage as initial damage and 2d6 points of Strength Damage as secondary damage.

Chuk's Fungus - Book of Challenges (3.0)
Chuk makes his potions with a twist: each contains a fungus that heightens mental actuity, giving a +2 alchemical bonus on Will saves if the imbiber is a bugbear.
They're poisonous to anyone else (Fort DC 17, 1 Str/1d6+1 Str), though each one still has its normal magical effects.
Note: I guess you can extrapolate the fungus out of this description.
Cast Level: 20th; Weight: 1 lb. (including the flask).
Note: No price is listed because it's a minor artifact. (it should cost 1,800g to make seeing as it's exactly the same as Deathblade poison)

Edit ~ I found a bunch more stuff that you might like.

Quote
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.

Also, I think you should re-evaluate the Black Dog class in Dragonmarked, the 4th level ability Empower Poison is (to me) what the whole class is about.. the poisons variable number effects increase 50% for 1 min/level! Insane!
« Last Edit: October 15, 2009, 05:25:05 PM by Ed-Zero »

JaronK

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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #38 on: October 15, 2009, 07:24:27 AM »
Sinmaker's Surprise sounds quite nice, as the DC is higher than Black Lotus (though the effect isn't as nasty) and it can be made with Major Creation.  Good stuff if you need higher DCs.

JaronK

Ed-Zero

  • Barbary Macaque at the Rock of Gibraltar
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Re: Arsenic & Old Lace - the Poison Handbook
« Reply #39 on: October 15, 2009, 06:03:59 PM »
Looking through the Drow of the Underdark book closer I found this:

Quote
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.

This seems like it can come in handy espescially if you & the rest of your party is immune to poison, although it can lead to trouble if you walk in town...