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Poisons

Poisons are normally weaponized by loading a single dose into a weapon with the injection special property, such as an injection glove or needler pistol. It’s also possible to add a dose of poison to a melee weapon that deals piercing or slashing damage, though this takes a standard action and requires the poison to be in a vial that’s already in hand. For more information on poisons, including their effects and how they work, see Afflictions.

Substance Level Price Dose Source
Id moss 2 175 1 SFCRB
Shadow essence
Insanity mist 4 4,000 1 SFCRB
Cyanide 6 600 1 SFA
Arsenic 7 1,400 1 SFA
Mindhaze 7 1,000 1 SFA
Blue whinnis 8 1,400 1 SFCRB
Green lotus extract 8 1,500 1 SFCRB
Ungol dust 9 12,500 1 SFCRB
Circuit melter 12 8,000 1 SFA
Radium 14 29,800 1 SFA
Docilant 15 20,250 1 SFA
Strychnine 18 188,000 1 SFA
Black lotus extract 20 140,000 1 SFCRB
Deathblade 20 132,500 1 SFCRB

Sample Poisons

Arsenic

Source SFA

Level 7; Price 1,400

Type poison (ingested); Save Fortitude DC 17; Track ConstitutionOnset 10 minutes; Frequency 1/minute for 4 minutes; Cure 1 save

Black Lotus Extract

Type poison (contact); Save Fortitude DC 20

Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds

Effect progression track is HealthyWeakenedDebilitatedDead

Cure 2 consecutive saves

Blue Whinnis

Type poison (injury); Save Fortitude DC 14

Track Constitution (special); Frequency 1/round for 2 rounds

Effect progression track is HealthyWeakenedUnconscious; no end state.

Cure 1 save

Circuit Melter

Source SFA

Level 12; Price 8,000

Type poison (injury); Save Fortitude DC 19

Track StrengthFrequency 1/round for 6 rounds

Effect This acidic poison is specifically formulated to also be effective against constructs.

Cure 2 consecutive saves

Cyanide

Source SFA

Level 6; Price 600

Type poison (contact); Save Fortitude DC 16

Track ConstitutionOnset 1 minute; Frequency 1/round for 6 rounds

Effect Related to its use in extracting metals, cyanide is effective against elementals with the earth subtype, bypassing their natural immunity to poison.

Cure 2 consecutive saves

Deathblade

Type poison (injury); Save Fortitude DC 20

Track Constitution; Frequency 1/round for 6 rounds

Cure 2 consecutive saves

Docilant

Source SFA

Level 15; Price 20,250

Type poison (injury); Save Fortitude DC 21

Track CharismaFrequency 1/round for 6 rounds

Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.

Cure 2 consecutive saves

Green Lotus Extract

Type poison (contact); Save Fortitude DC 18

Track Charisma (special); Onset 1 minute; Frequency 1/round for 6 rounds

Effect progression track is HealthyWeakenedImpairedPliablePliable. The second pliable functions as an end state.

Cure 1 save

Id Moss

Type poison (ingested); Save Fortitude DC 14

Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes

Cure 1 save

Insanity Mist

Type poison (inhaled); Save Fortitude DC 15

Track Wisdom; Frequency 1/round for 6 rounds

Cure 1 save

Mindhaze

Source SFA

Level 7; Price 1,000

Type poison (injury); Save Fortitude DC 17

Track Wisdom; Frequency 1/round for 4 rounds

Effect Upon reaching the weakened state, the victim can’t use telepathy or limited telepathy for 1d4 hours. Subsequent failed saving throws don’t extend this duration.

Cure 1 save

Radium

Source SFA

Level 14; Price 29,800

Type poison (ingested); Save Fortitude DC 18

Track Constitution; Onset 1 day; Frequency 1/minute for 6 minutes

Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.

Cure 2 consecutive saves

Shadow Essence

Type poison (injury); Save Fortitude DC 17

Track Strength; Frequency 1/round for 6 rounds

Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.

Cure 1 save

Strychnine

Source SFA

Level 18; Price 188,000

Type poison (injury); Save Fortitude DC 20

Track Dexterity (special); Frequency 1/round for 4 rounds

Effect Progression track is Healthy—Stiffened—Immobile—Dead.

Cure 2 consecutive saves

Ungol Dust

Type poison (inhaled); Save Fortitude DC 15

Track Charisma; Frequency 1/round for 4 rounds

Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.

Cure 1 save