When
a character takes damage from an attack with a poisoned weapon,
touches an item smeared with contact poison, consumes poisoned
food or drink, or is otherwise poisoned, he must make a Fortitude
saving throw. If he fails, he takes the poison’s initial
damage (usually ability damage). Even if he succeeds, he typically
faces more damage 1 minute later, which he can also avoid with
a successful Fortitude saving throw.
One dose of poison smeared on a weapon or some other object
affects just a single target. A poisoned weapon or object retains
its venom until the weapon scores a hit or the object is touched
(unless the poison is wiped off before a target comes in contact
with it). Any poison smeared on an object or exposed to the
elements in any way remains potent until it is touched or used.
Although supernatural and spell-like poisons are possible,
poisonous effects are almost always extraordinary.
Poisons can be divided into four basic types according to the
method by which their effect is delivered, as follows.
Contact: Merely touching this type of poison
necessitates a saving throw. It can be actively delivered via
a weapon or a touch attack. Even if a creature has sufficient
damage reduction to avoid taking any damage from the attack,
the poison can still affect it. A chest or other object can
be smeared with contact poison as part of a trap.
Ingested: Ingested poisons are virtually impossible
to utilize in a combat situation. A poisoner could administer
a potion to an unconscious creature or attempt to dupe someone
into drinking or eating something poisoned. Assassins and other
characters tend to use ingested poisons outside of combat.
Inhaled: Inhaled poisons are usually contained
in fragile vials or eggshells. They can be thrown as a ranged
attack with a range increment of 10 feet. When it strikes a
hard surface (or is struck hard), the container releases its
poison. One dose spreads to fill the volume of a 10-foot cube.
Each creature within the area must make a saving throw. (Holding
one’s breath is ineffective against inhaled poisons; they
affect the nasal membranes, tear ducts, and other parts of the
body.)
Injury: This poison must be delivered through
a wound. If a creature has sufficient damage reduction to avoid
taking any damage from the attack, the poison does not affect
it. Traps that cause damage from weapons, needles, and the like
sometimes contain injury poisons.
The characteristics of poisons are summarized on Table: Poisons.
Terms on the table are defined below.
Type: The poison’s method of delivery
(contact, ingested, inhaled, or via an injury) and the Fortitude
save DC to avoid the poison’s damage.
Initial Damage: The damage the character takes
immediately upon failing his saving throw against this poison.
Ability damage is temporary unless marked with an asterisk (*),
in which case the loss is a permanent drain. Paralysis lasts
for 2d6 minutes.
Secondary Damage: The amount of damage the
character takes 1 minute after exposure as a result of the poisoning,
if he fails a second saving throw. Unconsciousness lasts for
1d3 hours. Ability damage marked with an asterisk is permanent
drain instead of temporary damage.
Price: The cost of one dose (one vial) of the poison.
It is not possible to use or apply poison in any quantity smaller
than one dose. The purchase and possession of poison is always
illegal, and even in big cities it can be obtained only from
specialized, less than reputable sources.
Perils of Using Poison
A character has a 5% chance of exposing himself to a poison
whenever he applies it to a weapon or otherwise readies it for
use. Additionally, a character who rolls a natural 1 on an attack
roll with a poisoned weapon must make a DC 15 Reflex save or
accidentally poison himself with the weapon.
Poison Immunities
Creatures with natural poison attacks are immune to their own
poison. Nonliving creatures (constructs and undead) and creatures
without metabolisms (such as elementals) are always immune to
poison. Oozes, plants, and certain kinds of outsiders are also
immune to poison, although conceivably special poisons could
be concocted specifically to harm them.
Table: Poisons |
| Poison |
Type |
Initial
Damage |
Secondary
Damage |
Price |
| Nitharit |
Contact
DC 13 |
0 |
3d6
Con |
650
gp |
| Sassone
leaf residue |
Contact
DC 16 |
2d12
hp |
1d6
Con |
300
gp |
| Malyss
root paste |
Contact
DC 16 |
1
Dex |
2d4
Dex |
500
gp |
| Terinav
root |
Contact
DC 16 |
1d6
Dex |
2d6
Dex |
750
gp |
| Black
lotus extract |
Contact
DC 20 |
3d6
Con |
3d6
Con |
4,500
gp |
| Dragon
bile |
Contact
DC 26 |
3d6
Str |
0 |
1,500
gp |
| Striped
toadstool |
Ingested
DC 11 |
1
Wis |
2d6
Wis + 1d4 Int |
180
gp |
| Arsenic |
Ingested
DC 13 |
1
Con |
1d8
Con |
120
gp |
| Id
moss |
Ingested
DC 14 |
1d4
Int |
2d6
Int |
125
gp |
| Oil
of taggit |
Ingested
DC 15 |
0 |
Unconsciousness |
90
gp |
| Lich
dust |
Ingested
DC 17 |
2d6
Str |
1d6
Str |
250
gp |
| Dark
reaver powder |
Ingested
DC 18 |
2d6
Con |
1d6
Con + 1d6 Str |
300
gp |
| Ungol
dust |
Inhaled
DC 15 |
1
Cha |
1d6
Cha + 1 Cha* |
1,000
gp |
| Insanity
mist |
Inhaled
DC 15 |
1d4
Wis |
2d6
Wis |
1,500
gp |
| Burnt
othur fumes |
Inhaled
DC 18 |
1
Con* |
3d6
Con |
2,100
gp |
| Black
adder venom |
Injury
DC 11 |
1d6
Con |
1d6
Con |
120
gp |
| Small
centipede poison |
Injury
DC 11 |
1d2
Dex |
1d2
Dex |
90
gp |
| Bloodroot |
Injury
DC 12 |
0 |
1d4
Con + 1d3 Wis |
100
gp |
| Drow
poison |
Injury
DC 13 |
Unconsciousness |
Unconsciousness
for 2d4 hours |
75gp |
| Greenblood
oil |
Injury
DC 13 |
1
Con |
1d2
Con |
100
gp |
| Blue
whinnis |
Injury
DC 14 |
1
Con |
Unconsciousness |
120
gp |
| Medium
spider venom |
Injury
DC 14 |
1d4
Str |
1d4
Str |
150
gp |
| Shadow
essence |
Injury
DC 17 |
1
Str* |
2d6
Str |
250
gp |
| Wyvern
poison |
Injury
DC 17 |
2d6
Con |
2d6
Con |
3,000
gp |
| Large
scorpion venom |
Injury
DC 18 |
1d6
Str |
1d6
Str |
200
gp |
| Giant
wasp poison |
Injury
DC 18 |
1d6
Dex |
1d6
Dex |
210
gp |
| Deathblade |
Injury
DC 20 |
1d6
Con |
2d6
Con |
1,800
gp |
| Purple
worm poison |
Injury
DC 24 |
1d6
Str |
2d6
Str |
700
gp |
| *Permanent
drain, not temporary damage. |
Poison Use: You are trained in the use of
poison and never risk accidentally poisoning yourself when applying
poison to a blade or weapon.