Codex Venenorum
Codex Venenorum
Codex Venenorum
Boiled I dea?
What Is Poisoncraft?
Some years past, I penned an ode to the craft of poison.
It should come as no surprise to the readeras indeed it
offered me nonethat my words evoked a strong reaction.
There were some who decried my efforts as dangerous or
reckless. Others took an ... unhealthy interest in the lore.
Some solicitations for assistance I receivedregarding
specific implementationsgave me pause, and I declined
to answer. But there is one thing that convinces me my
effort was worthwhile: No one called into question the
thoroughness of my work or the accuracy of my results. I
am proud of my work.
Knowledge is a path, not a destination. Rules change.
In the intervening years, I have developed new theories
and original applications. I have undertaken more
extensive contemplation and obtained new insights into
the process. Thus, without hesitation, I offer you the state of
the art in poisoncraft. Use it in good judgment.
Nylson Veld
Nylson Veld
Chemist of Crimson Delve
www.onebadegg.com
Poisoncraft:
Codex Venenorum
Writing Justin Jacobson
Editing Cam Banks
Layout Fred Hicks
Art Tyler Walpole Kev Crossley Jennifer Rodgers
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Tyler Walpole
Poison Protocols
As with any alchemical substance, creating a poison
requires perfect knowledge of and strict adherence
to the specified formula. When dealing with poisons
specifically, these formulae are called protocols.
Learning a Protocol
A poison protocol is similar to a magical ritual (see
Players Handbook), with a few notable exceptions.
As with rituals, you can learn poison protocols by
purchasing them or finding them through adventuring. Other Poisoncraft products will identify additional means of acquiring protocols, such as alternate
class features.
You can learn a poison protocol if your level equals
or exceeds the protocols level. Additionally, poisoncrafting requires its own feat:
Using a Protocol
To craft a poison, the character needs a level working
surface, some containers (beakers, test tubes, mixing
bowls, etc.), poisoncraft implements (precise knives,
tweezers, a glass rod, mortar and pestle, etc.), and
a heat source. Not all of these elements are necessary to craft every type of poison. However, they are
used in the craft generally, and no self-respecting
poisoncrafter would undertake the dark art without
them. Given the nature of the item being made,
most poisoncraft laboratories are housed in secluded
areas, away from prying eyes. The poisoncrafter
Creating New
Protocols
The Codex Venenorum contains dozens and dozens
of new protocols. However, creating new protocols,
particularly suited to your character or campaign,
is a relatively simple matter. As a Dungeon Master,
you might desire to create new protocols in secret to
surprise the players or embellish part of the campaign
world, or you might collaborate with one of the
players to design a new protocol with that players
character in mind.
To create a new protocol:
1. Select the poisons level;
2. Select the poison family;
3. Select the attack bonus;
4. Select the elements;
5. Add any special qualities;
6. Determine the cost and price;
7. Describe the poison.
These steps are outlined more fully in the following
sections.
The level and family establish basic guidelines for
the protocol. During each subsequent step, you can
vary from the baseline by enhancing or impairing the
protocol. Enhancements and impairments have an
associated scorepositive for the former and nega-
Tyler Walpole
Aquatic
Favored by water-based poisoncrafters, these poisons
are made from aquatic plants and creatures. They are
generally solids or pastes, and they do not dilute in
water under ordinary conditions.
Representative poisons: Anchor Slime, CoralBlade, and Fog of Madness.
Araneida
This family includes poisons brewed from typical
species of spiders along with those discovered among
the more monstrous versions. Most spider poisons
cause the weakened or exhausted condition.
Representative poisons: Bane of Driders, Corona
Araneae, and Limbweb.
Arboreal
This family is comprised of toxins made from trees,
generally fruit trees or conifers. Such poisons are
characterized by their grassy odors. Additionally, tree
poisons are hardier than other types of poison. Arboreal poisons may have stable as a baseline quality.
Representative poisons: Malyss, Quickbiter, and
Waxfruit Whiskey.
Bestial
Well-known among rangers and other hunters, these
poisons are made from all manner of beastsusually
mammals.
Representative poisons: Blazing Eye, Phantom
Feather, Plunging Spirit, Timber-Bane, and Voidbreath.
Chilopoda
This family includes poisons brewed from typical
species of centipedes along with those discovered
among the more monstrous versions. Most centipede
poisons cause the prone or exhausted condition.
Representative poisons: Carrion Spear, 100
Hammers, and Lazyfeet.
Draconic
Among the rarest poisons are those crafted from
the remains of dragons and their kin. Imbued with
inherent power, draconic poisons may have an attack
bonus equal to the poisons level + 6 as a baseline
quality.
Representative poisons: Emerald Anguish, Heartstinger, Pseudodeath, and Winghammer.
F ungus
Poisons in this family are brewed from mildews,
molds, mushrooms, and many others. Most fungus
poisons have low potency but high toxicity.
Representative poisons: Kakophage, Striped Toadstool, and Truffle Dirge.
Hedge Root
The family name is something of a misnomer as it
includes roots from non-hedge plants as well; it is
intended to distinguish it from poisons of the arboreal
family. The poisons in this family are not as powerful
as the poisons in other families. However, it is the
largest of the poison families, including more than 20
known toxins.
Representative poisons: Bloodroot, Blue Whinnis,
Close Call, Oil of Snowflower, Oil of Taggit, and
Terror-Root.
Hymenoptera
This family includes poisons brewed from typical
species of bees, hornets, wasps, and the like, along
with those discovered among the more monstrous
versions. They are noted for the rapidity of their exposure times. Hymenoptera poisons may have quick as a
baseline quality. Most hymenoptera poisons cause the
prone or exhausted condition.
Representative poisons: Quod, Stingfire, and
Yellowbolt.
Lotus
Ooze
Lumbricida
M ineral
Poisons in this family are processed from naturally
occurring rocks and minerals. Their qualities are as
varied as their source material. Due to the relatively
lower amount of refining required to create them,
mineral poisons can have cheap as a baseline quality.
Representative poisons: Buckling Breath, Ungol
Dust, and Wisp of Pallstone.
Moss
Crafted from mosses, which are usually dried and
turned into powder, poisons of this family are marked
by their strong odors. Moss poisons cannot have the
subtle quality.
Representative poisons: Id Moss, Nitharit, and
Ravage Moss.
Non-Ferrous Metal
This family is dominated by ingestion poisons that
frequently affect the digestive system. Most nonferrous metal poisons cause the slowed or nauseated
condition.
Representative poisons: Arsenic, Bromine, and
Hydrogen Selenide.
Scorpionida
Serpente
This family includes poisons brewed from typical
species of snakes along with those discovered among
the more monstrous versions. Most serpente poisons
cause the slowed or exhausted condition.
Representative poisons: Darkling Tongue,
Flamestrike, and Vipers Kiss.
Donum Mortis
Poisons in this family are crafted from the remains of
undead creatures. Even incorporeal undead creatures
leave a faint residue upon their destruction. Donum
mortis poisons can have piercing (undead) as a baseline quality.
Representative poisons: Dark Reaver, Lich Dust,
and Shadow Essence.
Vine
This family is comprised of poisons brewed from
vines, both mundane and monstrous. Vine poisons
can have safe as a baseline quality.
Representative poisons: Deathblade, Greenblood
Oil, and Lung-Famine.
A dd Special Qualities
Protocols may possess special qualities that make
them unique. These can include alternative methods
of delivery, a delay in the onset of the poisons effects,
bonuses or penalties to the saving throw to avoid
the poisons effects, etc. Generally, any given poison
should have no more than one or two special qualities
and rarely, if ever, more than one diminishing quality.
Tyler Walpole
New Conditions
Dungeons & Dragons 4e eschews the lengthy list
of conditions found in Third Edition. Many of the
existing conditions can readily substitute for the
missing ones. For example, you could approximate
fatigued by using weakened.
However, there are still a few conditions that are
worth adding because they (a) are not easily spoofed,
(b) thematically represent conditions that could come
up routinely in play, (c) are appropriately definable
using Fourth Edition mechanics and design philosophy, and (d) in the case of exhausted and nauseated,
fill the void of physical-themed conditions suitable
for the paragon tier. Ive introduced a few new conditions below. If you are concerned about having new
conditions to reference, you can ignore them freely
or simply rebuild them from their component parts
individually.
Exhausted
** You are slowed.
** You are weakened.
** You cant flank an enemy.
Muted
** You cant speak.
** You take a 5 penalty to skill checks that require
the target to hear you, e.g., Diplomacy, Intimidate, etc.
** You cant use powers that specifically require
the target to hear you or to which deafened
creatures are immune, e.g., the rangers skilled
companion power, the warlords Combat Leader
class feature, the harpys alluring song ability, etc.
N auseated
** You are slowed.
** You cant take standard actions.
** You take a 2 penalty to attack rolls and defenses
10
Persistent(6.25)
Level
Price
15
90
50
20
130
100
30
170
150
200
35
210
40
250
250
70
450
360
100
650
480
130
850
680
160
1,000
840
1,000
10
200
1,250
10
11
360
2,250
11
1,800
12
520
3,250
12
2,600
13
680
4,250
13
3,400
14
840
5,250
14
4,200
15
1,000
6,250
15
5,000
16
1,800
11,250
16
9,000
17
2,600
16,250
17
13,000
18
3,400
21,250
18
17,000
19
4,200
26,250
19
21,000
20
5,000
31,250
20
25,000
21
9,000
56,250
21
45,000
22
13,000
81,250
22
65,000
23
17,000
106,250
23
85,000
24
21,000
131,250
24
105,000
25
25,000
156,250
25
125,000
26
45,000
281,250
26
225,000
27
65,000
406,250
27
325,000
28
85,000
531,250
28
425,000
29
105,000
656,250
29
525,000
30
125,000
781,250
30
625,000
11
N ames
Like a good book or memorable character, a poison
should have an evocative name. Winghammer just
sounds better than plain old dragon bile. However, it
is also important to identify the poisons components,
and a more scientific name can lend an air of verisimilitude to a campaign. This section addresses both
concerns.
Most poisons have two names: a descriptive name
and a toxicological name. The former is akin to the
poisons brand name and is used by practitioners
of the dark craft and commoners alike. The latter is a
technical name, which describes the relevant components and brewing process. For example, refined
gorgon kidney might also be referred to as Stoneblight.
A poisons descriptive name should evoke fear.
Any appropriate sounding name will do. To generate
a descriptive name, choose a suitable subject and
modifier based on the nature of the poison itself. The
subject should match the nature of damage dealt by
the poison or some other unique characteristic. For
example, use terms such as vigor or brawn for
poisons that cause the weakened or slowed condition
and terms such as mind and psyche for poisons
that cause the dazed or stunned condition. Try using
the subject and modifier elements in each order to
determine which one sounds best. Of course, you may
come up with any other names that sound good: Kiss
of Death, Demons Lament, etc.
12
Sensory Qualities
When narrating, a description of sensory qualities
goes a long way toward building atmosphere. Poisons
are no exception. In defining a poisons sensory qualities, you should give thought to all of the senses
although a description of how the poison tastes might
be reserved solely for the target. In general, defining
more than one or two of the poisons sensory qualities is probably overkill. You should also keep in mind
that a poisons family might suggest some sensory
qualities. For example, poisons of the moss family are
known for their strong, vegetal odors.
Theme
Not every poison has a legendary pastbut some do.
Particularly when described in contrast to mundane
poisons, a famous poison becomes that much more
flavorful and exciting. As with other descriptive qualities, do not give the poison a five-page history. Select a
thematic element that really defines the poison.
Perhaps it was used to assassinate a famous person
or was itself created by a famous poisoncrafter, e.g.,
the magnum opus of Nylson Veld. It might be the
signature poison of an infamous assassin, such that its
very use evokes the name: Note the residue of heartblade around the lips; this must be the work of Meddo
Bax!
A poison might be defined more generally. It might
be associated with a region or, for example, routinely
used by nomadic hunters of a particular jungle. It
might be associated with a particular cult, or god
sometimes obviously so. Spider cults use poisons of
the araneida family; snake cults use poisons of the
serpente family. In fact, a flashy death can be a great
way to kick off an adventure: Snake venom! The Cult
of Hysss has returned. This time, we must wipe them
from the lands forever!
Supplemental Rules
The following sections provide optional rules that
might enhance your game. You may use any or all of
them as you see fit, most likely in proportion to the
role poison will play in your game. If it will only see
occasional use, you shouldnt add more than one or
two of the rules. If, however, poison plays a major role
in the campaign, the additional rules will likewise add
new dimension to the game.
Many class powers and magic item qualities have
the poison keyword. These rules should not be
applied to those featuresonly to poisons created as
alchemical items.
Harvesting
Much of the raw material that forms the basis of a
poison can be harvested in the field. If a poisoncrafter defeats a wyvern, he might be able to drain the
fluid from the creatures glands to brew some essence
of wyvern gland. Doing so carries an element of risk
but rewards the skilled harvester by eliminating the
cost and difficulty of obtaining those materials on the
black market.
You must first determine if harvesting attempt is
even possible. If the target was blown into dust motes
by a wizards disintegrate spell, its kidneys cannot be
harvested to craft a poison. You can generally decide
based on the nature of the attack that killed the creature.
If a harvesting is possible, the character makes an
appropriate skill check, using the same skill associated with knowledge of the subject creature or as
otherwise indicated on the table below.
Target
Skill
Aberrant
Dungeoneering
Elemental
Arcana
Fey
Arcana
Immortal
Religion
Mineral/Metal
Nature
Natural
Nature
Plant
Nature
Shadow
Arcana
Undead
Religion
Skill DC
Heroic Tier
20
Paragon Tier
30
Epic Tier
35
Ooze
13
Exposure
Generally, a character trained in the art of poisoncraftone with the Poisoncrafter featdoes not
risk accidentally exposing himself to poison when
performing ordinary tasks: applying poison to a
weapon, wielding a poisoned weapon in combat,
constructing a poisoned trap, etc. You may require
an exposure check for a skilled poisoncrafter if the
circumstances require, such as applying poison to a
weapon in the heat of battle. Characters who are not
trained must make an exposure check whenever they
handle poison.
You should determine the appropriate ability
or skill check based on the nature of the activity.
Applying poison to a weapon might be a simple
Dexterity check. Constructing a poisoned trap, a
Thievery check. The DC of the check is based on the
poisons level, using the Difficulty Class and Damage
by Level table in the Dungeon Masters Guide for a
moderate difficulty. A character failing an exposure
check during an encounter suffers the effects of the
poison. A character failing an exposure check during a
rest loses a healing surge.
Decay
A dose of poison sealed in its container will retain its
toxicity for some time, but it wont last forever. Until
it is appliedsmeared on a weapon, placed in someones food, etc.it can retain its toxicity for several
years or more, depending on the nature of the poison.
However, once applied, a dose of poison begins to
decay more rapidly. Once a poison decays, it is inert
and has no effect.
The rate of decay varies from poison to poison.
A standard poison will retain its toxicity until after
the first extended rest after being applied. Unstable
poisons decay at the end of the first short rest after
being applied. Stable poisons do not decay except
after many months or even years.
You may further modify a particular doses rate
of decay based on the specific manner in which it
is maintained. For example, poison smeared on a
longsword will decay rapidly if it is left outside in
a driving rainstorm. Most complex traps involving
poison ensure that the poison remains uncontaminated, thereby avoiding natural decay. However,
hurried snares may not provide for such possibilities,
and decay occurs normally. In any case, a dose of
14
A ntidotes
When the use of poison becomes prevalent, the
crafting and sale of antidotes become equally popular.
Whereas antivenom protects the imbiber against
future exposure to poison, an antidote neutralizes
the effects of poison after exposure. An effective antidote negates all of the existing effects caused by the
poison, including ongoing damage and conditions.
While the efficacy of a class power that provides a
free saving throw cannot be denied, such relief is not
always available. Antidotes are valuable because they
permit the victims allies to use their precious actions
to accomplish other tasks and to enable those without
such abilities to protect themselves without relying on
others. There are two types of antidotes: universal and
natural.
Universal
A universal antidote is effective against any poison of
its level or lower. For example, an 18th-level universal
antidote is effective against 17th-level Brawnpincer
and 18th-level Limbweb but not against 19th-level
Brawnpincer.
Universal A ntidote
Level: 5
Category: Curative
Time: 15 minutes
Component Cost: See below
Market Price: 200 gp
Key Skill: Heal or Nature (no check)
Universal antidote often comes in small glass vials
sealed with wax. Imbibing the liquid negates the
effects of poison.
Delivery
Universal Antidote
Level 5+
This small vial of clear odorless liquid neutralizes weaker poisons.
Lvl 5
50 gp Lvl 20
5,000 gp
Lvl 10
200 gp Lvl 25
25,000 gp
Lvl 15
1,000 gp Lvl 30
125,000 gp
Alchemical Item
Power (Consumable * Healing): Minor Action. Ongoing
damage and conditions caused by poison of 4th level or
lower are ended, just as if you had made a saving throw.
Level 10: Poisons of 9th level or lower.
Level 15: Poisons of 14th level or lower.
Level 20: Poisons of 19th level or lower.
Level 25: Poisons of 24th level or lower.
Level 30: Poisons of 29th level or lower.
Tyler Walpole
N atural
As its name implies, a natural antidote is a naturally
occurring substance that acts as an antidote against
one or more types of poison. In creating a campaign
world, you should give some thought as to which
existing poisons have natural antidotes and what those
antidotes are. For example, the leaves of the ironblossom bush may counteract the effects of Devil-MayCare (processed hellwurm flesh).
By definition, natural antidotes are not created,
they are collected. A successful Heal or Nature check
means the character knows the natural antidote for
a given poison. The DC of the check is based on the
poisons level, using the Difficulty Class and Damage
by Level table in the Dungeon Masters Guide for
a moderate difficulty. Once identified, actually
collecting a natural antidote is usually not a difficult or
involved procedure, but you may make it soperhaps
requiring a Nature checkas you choose.
15
[descriptive name]
([toxicological name] [poison family] Family)
Level: [poison level]
Category: Poison
Time: [time to complete the protocol]
Component Cost: See below
Market Price: XX gp
Key Skill: [skill use associated with the protocol,
usually Nature or Thievery (no check)]
[general description]
[descriptive name]
Level X+
Tyler Walpole
16
Acid-Flare
Anchor Slime
Lvl 17
2,600/16,250 gp Lvl 27 65,000/406,250 gp
Lvl 22 13,000/81,250 gp
Alchemical Item
Power (Consumable * Poison): +20 vs. Fortitude; the
target suffers a 5 to all attacks and 5 to all checks to
escape a grab (save ends both).
Acid-Flare
Level 17+
Level 16+
This potent toxin deals little damage on its own but enhances
subsequent damage caused by acid.
Lvl 16
1,800/11,250 gp Lvl 26 45,000/281,250 gp
Lvl 21
9,000/56,250 gp
Alchemical Item
Property: Contact; Unstable
Power (Consumable * Poison): +19 vs. Fortitude; the
target takes ongoing 5 poison damage (save ends) and
gains vulnerable 10 acid (save ends). First Failed Save:
Vulnerable 10 acid (short rest ends)
Level 21: +24 vs. Fortitude.
Level 26: +29 vs. Fortitude.
Aria of A nguish
(Rotted Harpy Vocal Cord No Family)
Level: 15
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 5,000 gp
Key Skill: Nature or Thievery (no check)
This otherwise inert light-blue powder releases toxic
fumes when heated. The thermal reaction required to
activate the poison makes it rare among adventurers.
However, it is commonly used by giants (particularly
fire giants) to enhance snares they set in their lairs.
Aria of Anguish
Level 15+
A nchor Slime
Lvl 15
1,000/6,250 gp Lvl 25 25,000/156,250 gp
Lvl 20
5,000/31, 250 gp Lvl 30 125,000/781,250 gp
Alchemical Item
Property: Inhalation
Though processed from the surface-swimming stenchpadders, this slimy, gray gel is redolent with the scent
of the briny deep. Personally, I dont like working with
such foul-smelling toxins (Jesters Leggings is another
particularly odious example), and I generally charge a
premium for the effort.
17
Arsenic
Bane of Driders
Level 9+
4,200/26,250 gp
This brittle metallic toxin is dangerous in its naturally occurring state but becomes truly deadly with
minimal refining. It does have a slightly bitter aftertaste and does not work well in mildly flavored food
or drink. Simple to refine, this poison is not favored by
assassins, but by scorned women and ratcatchers.
Arsenic
Level 1+
360/2,250 gp
1,800/11,250
Bane of Driders
(Blended Drider Poison Sacs Araneida Family)
Level: 9
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 840 gp
Key Skill: Nature or Thievery (no check)
When the drow matrons tire of their drider underlings, they send them for refining, including this
viscous, purple poison that carries the faint scent of
vinegar. This toxin is a slight variation on the traditional poison used by the drow, owing to the alternate,
rarer source material. It is favored by melee combatants and can be found on the snares protecting their
subterranean cities. Consequently, it is most often
found in its persistent form.
18
Black Death
(Solublized Black Lotus Extract Lotus Family)
Level: 27
Category: Poison
Time: 6 hours
Component Cost: See below
Market Price: 325,000 gp
Key Skill: Nature or Thievery (no check)
This thick black liquid results form an alternate treatment of the black lotus blossom, yielding a contact
poison as opposed to an ingestion one. It smells of
vanilla. Among the most feared of all poisons, it is
employed by singular assassins when price is no
obstacle or, more accurately, when the mark fetches
a kingly sum. Ironically, it is often deployed by the
richest nobles to ward their tombs when they pass.
Black Death
Level 27
This thick black liquid smells of vanilla and results form an alternate treatment of the black lotus blossom.
Lvl 27 65,000/406,250 gp
Alchemical Item
Property: Contact; Hazardous
Power (Consumable * Poison): +30 vs. Fortitude; the
target is reduced to 0 hit points and is dying.
Blazing Eye
Blink
Lvl 2
24/156 gp Lvl 12
Lvl 7
120/780 gp Lvl 17
Alchemical Item
Property: Expensive
Blazing Eye
Level 2+
This thick, brown paste smells like chocolate and blurs the victims
vision.
Level 13+
This brilliant red paste gives off a spicy, almost acrid odor and
palpable heat.
Lvl 13
680/4,250 gp Lvl 23 17,000/106,250 gp
Lvl 18
3,400/21,250 gp Lvl 28 85,000/531,250 gp
Alchemical Item
Property: Creatures with resistance to only fire or poison
take full damage from this poison.
Power (Consumable * Fire, Poison): +16 vs. Fortitude;
the target takes ongoing 10 fire and poison damage, and
gains vulnerability 10 fire (save ends both).
Level 18: +21 vs. Fortitude.
Level 23: +26 vs. Fortitude.
Level 28: +31 vs. Fortitude.
Blink
(Aged Manticore Ovaries Bestial Family)
Level: 2
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 100 gp
Key Skill: Nature or Thievery (no check)
This thick, brown paste smells like chocolate and
blurs the victims vision. This poison is rare, crafted
principally by rangers to be used against rangers.
Because the source material can be harvested only
from the female of the manticore species, the poison is
more expensive than would be typical.
624/4,000 gp
3,120/20,000 gp
Blood Harvest
(Saturated Red Lotus Stamen Lotus Family)
Level: 28
Category: Poison
Time: 12 hours
Component Cost: See below
Market Price: 425,000 gp
Key Skill: Arcana, Nature, or Thievery (no check)
This deep-red powder smells almost exactly like the
blossom and can be easily mistaken for common,
herbal tea. (Not that Ive ever done that myself!) It is
legend among spellcasters and a treasured advantage in any spell duel. Ive also heard that the wizard
Ymaris placed a dose of this powder pressurized in
his vacuum-sealed sarcophagus (along with a host of
magical wards no doubt).
Blood Harvest
Level 28
19
Bloodroot
Blue Deception
Lvl 30 125,000/781,250 gp
Alchemical Item
Property: Contact; Fortified; Will
Bloodroot
Level 3+
680/4,250 gp
3,400/21,250 gp
Blue Deception
(Blue Lotus Extract Lotus Family)
Level: 30
Category: Poison
Time: 12 hours
Component Cost: See below
Market Price: 625,000 gp
Key Skill: Nature or Thievery (no check)
This cerulean liquid smells of fresh berries and
renders its victims sluggish for an extended period.
Victims of the poison say the experience is like swimming in deepwater clad in a full suit of plate. I have
heard tale of one noblewoman who rather enjoyed the
sensation and developed an expensive habit of selfexposure.
20
Level 30
This cerulean liquid smells of fresh berries and renders its victims
sluggish for an extended period.
Blue Whinnis
(Concentrated Whinnis Root Extract Hedge Root Family)
Level: 12
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 2,600 gp
Key Skill: Nature or Thievery (no check)
This odorless, light-blue liquid is mockingly referred
to as dandys poison as it is favored by unscrupulous
duelists wielding light blades (and often dressed in
foppishly bright silks).
Blue Whinnis
Level 12+
Brawnpincer
Bromine
Level 19+
Most poisons of the scorpion family attack the musculature, flooding the victims tissue with inhibitors
that drain strength. This black, oily liquid is the most
straightforward of the familyclassic scorpion poison.
Brawnpincer
Level 5+
The most basic of all the scorpion-based poisons, this black, oily
liquid is simple and effective, weakening the victim.
Lvl 5
40/250 gp Lvl 15
Lvl 10
200/1,250 gp Lvl 20
Alchemical Item
1,000/6,250 gp
5,000/31,250 gp
Buckling Breath
(Burnt Othur Fumes Mineral Family)
Level: 17
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 13,000 gp
Key Skill: Nature or Thievery (no check)
Bromine
(Concentrated Bromine Syrup Non-Ferrous Metal Family)
Level: 19
Category: Poison
Time: 6 hours
Component Cost: See below
Market Price: 21,000 gp
Key Skill: Nature or Thievery (no check)
On occasion, this thick, pungent, red liquid is ironically referred to as wizards folly on the idea that
only a scholarly wizard could perform the intricate
chemical processes necessary to refine the volatile
base material. In truth, wizards never touch the stuff.
Its nauseating to work with but effective at driving the
victim to his knees
Buckling Breath
Level 17+
These pale, yellow stones emit pungent, colorless fumes that sap
the targets strength.
Lvl 17
2,080/13,000 gp Lvl 27 52,000/325,000 gp
Lvl 22 10,400/65,000 gp
Alchemical Item
Property: Cheap; Inhalation
Power (Consumable * Poison): +20 vs. Fortitude; the
target takes ongoing 10 poison damage and is exhausted
(save ends both).
Level 22: +25 vs. Fortitude.
Level 27: +30 vs. Fortitude.
21
Carrion Spear
(Boiled Carrion Crawler Lung Chilopoda Family)
Level: 16
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 9,000 gp
Key Skill: Nature or Thievery (no check)
This fine, pale-green powder smells like smoke. It is
disfavored among archers, who believe the powder
can slough off during the arrows flight. The refining
process is different from the one used to craft poison
from the creatures brain, yielding a more powerful
result.
Carrion Spear
Level 16+
This fine, pale-green powder smells like smoke and paralyzes its
target.
Lvl 16
1,800/11,250 gp Lvl 26 45,000/281,250 gp
Lvl 21
9,000/56,250 gp
Alchemical Item
Property: Fortified
Power (Consumable * Poison): +19 vs. Fortitude; the
target takes ongoing 10 poison damage and is immobilized (save ends both). First Failed Save: The target is
stunned instead of immobilized (save ends).
Level 21: +24 vs. Fortitude.
Level 26: +29 vs. Fortitude.
Close Call
(Steeped Bump-Root Hedge Root Family)
Level: 7
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 480 gp
Key Skill: Nature or Thievery (no check)
This odorless, yellow paste is the bane of cutpurses
and second-story men. When two thieves guilds go
to war, vats of this poison get cracked open on each
side. Demand shoots through the roof. Surprisingly, or
perhaps not, the price still stays the same.
Close Call
Level 7+
This odorless, yellow paste ties the rogues hands behind his back.
Lvl 7
100/625 gp Lvl 17
Lvl 12
520/3,250 gp Lvl 22
Alchemical Item
2,600/16,250 gp
13,000/81,250 gp
Tyler Walpole
22
Corona Araneae
Coral-Blade
Lvl 14
840/5,250 gp Lvl 24 21,000/131,250 gp
Lvl 19
4,200/56,250 gp Lvl 29 105,000/656,250 gp
Alchemical Item
Power (Consumable * Poison): +17 vs. Fortitude; the
target takes ongoing 10 poison damage, is immobilized,
and takes a 5 penalty to Reflex (save ends all).
Corona Araneae
Level 14+
Level 8+
Coral-Blade
(Liquefied Chuul Cartilage Aquatic Family)
Level: 14
Category: Poison
Time: 2 hours
Component Cost: See below
Market Price: 4,200 gp
Key Skill: Nature or Thievery (no check)
Common among whale-hunters and pirates, this
luminescent, pink liquid smells of melon. It dumps
lactic acid into the musculature and neutralizes potassium causing extreme cramping. Indeed, the muscles
become as hard as chitin, giving the victim a statuesque appearance.
Darkling Tongue
(Concentrated Black Adder Venom Serpente Family)
Level: 3
Category: Poison
Time: 30 minutes
Component Cost: See below
Market Price: 150 gp
Key Skill: Nature or Thievery (no check)
This black, watery liquid smells like strongly brewed
coffee. The poison takes a moment to affect the target,
but when it kicks in, the airway constricts so rapidly
the mouth and neck turn a dark shade of blue. It is
favored by tribal huntsmen to bring down big game.
Darkling Tongue
Level 3+
This black, watery liquid smells like strongly brewed coffee and
constricts the airway.
Lvl 3
30/170 gp Lvl 13
Lvl 8
130/800 gp Lvl 18
Alchemical Item
Property: Slow
680/4,250 gp
3,400/21,250 gp
23
Dark R eaver
Deathblade
Dark Reaver
Level 12+
This gray, musty powder adds a smoky note to the food or drink
it is dropped in.
Lvl 12
520/3,250 gp Lvl 22 13,000/81,250 gp
Lvl 17
2,600/16,250 gp Lvl 27 65,000/406,250 gp
Alchemical Item
Property: Ingestion
Power (Consumable * Poison): +15 vs. Fortitude; the
target takes ongoing 10 poison damage and is weakened
(save ends both). First Failed Save: The target falls prone
and cannot stand up (save ends). Second Failed Save: The
target is helpless (save ends).
Level 17: +20 vs. Fortitude.
Level 22: +25 vs. Fortitude.
Level 27: +30 vs. Fortitude.
Deathblade
(Filtered Assassin Vine Cinder Vine Family)
Level: 13
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 3,400 gp
Key Skill: Nature or Thievery (no check)
Pitch black ash, this poison sends a surge of wracking
pain through the victim, leaving him exhausted. Ive
always thought this poison was an odd duck. The
initial assault is often sufficient to kill most targets,
making its secondary effect superfluous. Alternatively,
if the aim is to render the target fatigued, the initial
damaging effect makes it too risky.
24
Level 13+
Lvl 13
680/4,250 gp Lvl 23 17,000/106,250 gp
Lvl 18
3,400/21,250 gp Lvl 28 85,000/531,250 gp
Alchemical Item
Property: Safe
Power (Consumable * Poison): +16 vs. Fortitude; the
target takes 4d6 poison damage and is exhausted (save
ends).
Level 23: +26 vs. Fortitude.
Level 28: +31 vs. Fortitude.
Desert R emorse
(Ground Dire Scorpion Chitin Scorpionida Family)
Level: 6
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 360 gp
Key Skill: Nature or Thievery (no check)
This odorless, light-brown powder has low toxicity,
but it can be devastating when it takes hold. The
simplest of all the scorpion poisons to actually craft, I
often work on it in large batches on a lazy summers
evening.
Desert Remorse
Level 6+
1,800/11,250 gp
Devil-M ay-Care
Dripping Doom
Devil-May-Care
Level 24+
Dripping Doom
(Fermented Black Pudding Residue Ooze Family)
Level: 15
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 5,000 gp
Key Skill: Nature or Thievery (no check)
This black, foul-smelling syrup weakens the targets
inhibitions and willpower, making him a pliable
subject for more nefarious uses. I once dropped a pot
of the aging bane as I was rearranging my storestook
me the better part of a month to fully air out the lab.
Level 15+
Emerald A nguish
(Oxygenated Green Dragon Cranial Fluid Draconic Family)
Level: 19
Category: Poison
Time: 3 hours
Component Cost: See below
Market Price: 21,000 gp
Key Skill: Nature or Thievery (no check)
This thin, clear, mint-scented fluid contains small
bubbles. A single dose scrambles the brainsometimes beyond repair. I once had occasion to observe
someone rendered nearly catatonic by the stuff; I
havent made this poison since. (And, yes, I do still
routinely make lethal poisons.)
Emerald Anguish
Level 19+
25
First Strike
Flamestrike
First Strike
Level 22+
Nature Check
Protocol Result
10 or lower
You die
11-19
20-29
Failure
30-39
1 dose of poison
40 or higher
Flamestrike
Level 26
26
Fog of M adness
Frostfire
Lvl 20
5,000/31,250 gp Lvl 30 125,000/781,250 gp
Lvl 25 25,000/156,250 gp
Alchemical Item
Property: Robust
Fog of Madness
Level 20+
This light blue, milky, odorless fluid radiates cold and turns its
victims into ice.
Level 11+
This cold, dark blue mist causes its victims to think they are
drowning.
Lvl 11
360/2,250 gp Lvl 21
9,000/56,250 gp
Lvl 16
1,800/11,250 gp Lvl 26 45,000/281,250 gp
Alchemical Item
Property: Inhalation.
Power (Consumable * Poison): +17 vs. Fortitude; the
target takes ongoing 10 poison damage and is stunned
(save ends both).
Level 16: +23 vs. Fortitude.
Level 21: +27 vs. Fortitude.
Level 26: +32 vs. Fortitude.
Frostfire
(Aged Frost Worm Brain Lumbricida Family)
Level: 20
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 25,000 gp
Key Skill: Nature or Thievery (no check)
This light blue, milky, odorless fluid radiates colda
hint of the danger it harbors. It is favored by assassins
from the Northern Tribes, who rely on their barbarian
brethren to secure the raw materials.
G entle Dust
(Polarized Wraith Residue Donum Mortis Family)
Level: 4
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 200 gp
Key Skill: Nature, Religion, or Thievery (no check)
This fine, silver powder impedes brain function
causing an unnatural calm to overcome the target. It
is often made into a liquid suspension reminiscent of
mercury. The barbarians of the Northern Hordes have
another name for it: Fucksilver. They kill, on sight,
anyone they even think is carrying the stuff.
Gentle Dust
Level 4+
840/5,250 gp
4,200/26,250 gp
27
G olden Arrow
Golden Arrow
Lvl 6
70/450 gp Lvl 16
Lvl 11
360/2,250 gp Lvl 21
Alchemical Item
Property: Inhibited (aberration)
Level 29
1,800/11,250 gp
9.000/56,250 gp
Greenblood Oil
(Pressed Rogue Vine Vine Family)
Level: 3
Category: Poison
Time: 30 minutes
Component Cost: See below
Market Price: 150 gp
Key Skill: Nature or Thievery (no check)
This dark-green oil has a slight pine scent and sends
a shock to the victims cardiovascular system. I know
of one vintner who dabbles in poison craft with this
protocol. He alternates between the rogue vine and
his grapevines in a curious combination of crop rotation. Ive often wondered if hes ever mixed the two up,
which would make for an interesting dinner party.
Greenblood Oil
Level 3+
This dark-green oil has a slight pine scent and sends a shock to
the victims cardiovascular system.
Lvl 3
30/170 gp Lvl 13
Lvl 8
130/800 gp Lvl 18
Alchemical Item
Property: Safe
680/4,250 gp
3,400/21,250 gp
28
Level 6+
Hags Hood
Heartstinger
Lvl 16
1,800/11,250 gp Lvl 26 45,000/281,250 gp
Lvl 21
9,000/56,250 gp
Alchemical Item
Power (Consumable * Poison): +22 vs. Fortitude; the
target takes ongoing 10 poison damage (save ends) and
loses 1 healing surge. First Failed Save: The target loses 2
healing surges.
Hags Hood
Level 16+
This thick brown paste smells of manure and taints the blood.
Level 13+
Hilt-Deep
(Ground Bulette Hide Bestial Family)
Level: 17
Category: Poison
Time: 2 hours
Component Cost: See below
Market Price: 13,000 gp
Key Skill: Nature or Thievery (no check)
This light-blue powder has an earthy smell and
weakens the blood vessels, exacerbating existing
wounds. This poison is often used to coat the back-up
weapon of rangers, who lead with a volley at range
and follow up with a melee attack when they close. It
is a devastating strategy.
Hilt-Deep
This light blue powder has an earthy smell and weakens the
blood vessels, exacerbating existing wounds.
Heartstinger
(Macerated Wyvern Liver Draconic Family)
Level: 16
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 9,000 gp
Key Skill: Nature or Thievery (no check)
This thick brown paste smells of manure and taints
the blood. It is most famous for being the cause of the
recent death of King Umrich, who keeled over in the
middle of the Bountyfeast just after proclaiming the
queen was with child. The culprit remains at large.
For the record, it was not my handiwork as far as I
know.
Level 17+
Lvl 17
3,120/19,500 gp Lvl 27 78,000/487,500 gp
Lvl 22 15,600/97,500 gp
Alchemical Item
Property: Expensive; this poison has no effect against a
target at maximum hit points.
Power (Consumable * Poison): +20 vs. Fortitude; the
target takes 4d6 poison damage and makes a saving
throw at the end of his next turn. First Failed Save: The
target takes 4d6 poison damage.
Level 22: +25 vs. Fortitude
Level 27: +30 vs. Fortitude
29
Hopemelter
Humboldts Bane
Level 18+
Hopemelter
Level 12+
This dark purple jelly smells of grapes and disrupts the focus
required to channel divinity.
Lvl 12
520/3,250 gp Lvl 22 13,000/81,250 gp
Lvl 17
2,600/16,250 gp Lvl 27 65,000/406,250 gp
Alchemical Item
Power (Consumable * Poison): +15 vs. Fortitude; the
target loses the ability to channel divinity (save ends).
First Failed Save: The target loses the ability to channel
divinity (no save).
Level 17: +20 vs. Fortitude.
Level 22: +25 vs. Fortitude.
Lvl 18
3,400/21,250 gp Lvl 28 85,000/531,250 gp
Lvl 23 17,000/106,250 gp
Alchemical Item
Property: Contact
Power (Consumable * Poison): +21 vs. Fortitude; the
target takes a 5 penalty to attack rolls and a -5 penalty
to all defenses (save ends both).
Level 28: +31 vs. Fortitude.
Hundred Hammers
(Distilled Large Centipede Blood Chilopoda Family)
Level: 10
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 1,000 gp
Key Skill: Nature or Thievery (no check)
This odorless, crimson liquid with green flecks makes
its victims sluggish. Ironically, the most common
of the centipede poisons is derived from the most
common specimen, but it is simultaneously the most
uncharacteristic in its effect. Whereas most centipede
poisons attack the musculature, this poison impedes
the nervous system, slowing reaction times.
Humboldts Bane
(Dried Trietto Moss Seeds Moss Family)
Level: 18
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 17,000 gp
Key Skill: Nature or Thievery (no check)
Hundred Hammers
Lvl 10
200/1,250 gp Lvl 20
5,000/31,250 gp
Lvl 15
1,000/6,250 gp Lvl 25 25,000/156,250 gp
Alchemical Item
Property: Contact
Power (Consumable * Poison): +13 vs. Fortitude; the
target takes a 3 penalty to its AC and Reflex (save ends
both).
Level 15: +18 vs. Fortitude.
30
Level 10+
This odorless, crimson liquid with green flecks makes its victims
sluggish.
Hydrogen Selenide
Id Moss
Hydrogen Selenide
Level 18+
I d Moss
(Powdered Sphagnum Moss Moss Family)
Level: 4
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 200 gp
Key Skill: Nature or Thievery (no check)
This fine, deep-green powder has a potent, grassy
scent and causes dizziness. It is favored by some forest
rangers, who dust otherwise edible vegetation with it
to discourage interlopers.
Level 4+
This fine, deep-green powder has a fresh, grassy scent and causes
dizziness.
Lvl 4
35/210 gp Lvl 14
Lvl 9
160/1,000 gp Lvl 19
Alchemical Item
Property: Ingestion
840/5,250 gp
4,200/26,250 gp
K akophage
(Fermented Shrieker Membrane Fungus Family)
Level: 10
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 1,000 gp
Key Skill: Nature or Thievery (no check)
This purple paste has an earthy odor and strikes its
victims deaf. I heard tale of one adventuring hero, on
the hunt to rid a town of a coven of vile harpies, who
smeared the stuff all over himself before confronting
his quarry. To my mind, that is as pure an example of
what I have often said: Poison is but a tool.
Kakophage
Level 10+
This purple paste has an earthy odor and strikes its victims deaf.
Lvl 10
200/1,250 gp Lvl 20
5,000/31,250 gp
Lvl 15
1,000/6,250 gp Lvl 25 25,000/156,250 gp
Alchemical Item
Property: Contact
Power (Consumable * Poison): +16 vs. Fortitude; the
target is deafened (save ends).
Level 15: +21 vs. Fortitude.
Level 20: +26 vs. Fortitude.
Level 25: +31 vs. Fortitude.
31
Lazyfeet
Leadblade
Lvl 4
35/210 gp Lvl 14
Lvl 9
160/1,000 gp Lvl 19
Alchemical Item
Property: Reflex
Lazyfeet
Level 1+
This blue-green paste has a sweet scent and makes the muscles
feel like lead.
Lvl 1
15/90 gp Lvl 11
Lvl 6
70/430 gp Lvl 16
Alchemical Item
360/2,250 gp
1,800/11,250 gp
Leadblade
(Concentrated Beryllium Shavings Non-Ferrous Metal Family)
Level: 4
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 200 gp
Key Skill: Nature or Thievery (no check)
When rubbed on a weapon these odorless, metallicgray flakes leave a residue that impedes the targets
coordination and reaction time. The poison is favored
by the barbarian hordes, who use it as an equalizer
when confronted by a legion of highly trained sellswords and soldiers. Indeed, the name comes from a
popular refrain: Enjoy yer leadblade, dandy!
32
Level 4+
L ich Dust
(Acidified Lich Remains Donum Mortis Family)
Level: 15
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 5,000 gp
Key Skill: Nature, Religion, or Thievery (no check)
These bone-white, odorless dust granules drain
their victims of all their energy. Poisons crafted from
undead remains arent any more difficult to work with
than other materials. There are some people who just
cant handle dealing with the true organs. I know one
poisoncrafter, otherwise peerless in the art, who gets
an allergic reaction to lotus pollen. For me, its undead
poison. Gives me a case of the skitters.
Lich Dust
Level 15+
L imbweb
Lung-Famine
This thick, purple liquid has the scent of lilies. Unsurprisingly, it is favored by spider cultists, though its not
as though they come to me swathed in purple silks
emblazoned with large spiders. Indeed, most such
cultists manufacture their own. Still, I can always
tell. Twitchy fingers. A telltale stain of red at the lips.
Theres always something.
Limbweb
Level 5+
This thick, purple liquid has the scent of lilies and saps the
victims strength.
Lvl 5
40/250 gp Lvl 15
Lvl 10
200/1,250 gp Lvl 20
Alchemical Item
Property: Fortified.
1,000/6,250 gp
5,000/31,250 gp
Lung-Famine
Level 8+
Kev Crossley
33
M alyss
Nightbringer
Malyss
Lvl 14
840/5,250 gp Lvl 24 21,000/131,250 gp
Lvl 19
4,200/26,250 gp Lvl 29 105,000/656,250 gp
Alchemical Item
Level 10+
34
Level 14+
N itharit
(Dehydrated Nitharit Moss Moss Family)
Level: 11
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 1,800 gp
Key Skill: Nature or Thievery (no check)
This fine, reddish-brown powder has a pungent odor
of vinegar. It burns the skin on contact, growing
progressively hotter. The reaction in the victim is not
unlike a splash of acid without disfigurement beyond
a deep flush.
Nitharit
Level 11+
N ightbringer
Lvl 11
360/2,250 gp Lvl 21
9,000/56,250 gp
Lvl 16
1,800/11,250 gp Lvl 26 45,000/281,250 gp
Alchemical Item
Oil of Snowflower
Oil of Taggit
Lvl 8
100/640 gp Lvl 18
Lvl 13
540/3,300 gp Lvl 23
Alchemical Item
Property: Cheap; Ingestion
Oil of Snowflower
Level 8+
This gray, odorless oil knocks the victim unconscious, but its not
always effective.
Level 13+
This white, oily liquid smells of burnt butter and is the bane of
fire mages.
Lvl 13
680/4,250 gp Lvl 23 17,000/106,250 gp
Lvl 18
3,400/21,250 gp Lvl 28 85,000/531,250 gp
Alchemical Item
Power (Consumable * Cold, Poison): +16 vs. Fortitude; the
target takes 4d6 poison and cold damage and cannot use
powers with the fire keyword (save ends).
Level 18: +21 vs. Fortitude.
Level 23: +26 vs. Fortitude.
Level 28: +31 vs. Fortitude.
Oil of Taggit
(Steeped Taggit Root Hedge Root Family)
Level: 8
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 680 gp
Key Skill: Nature or Thievery (no check)
This gray, odorless oil is often referred to as the
misers poison. Unreliably effective.
2,720/17,000 gp
13,600/85,000 gp
Phantom Feather
(Roasted Owlbear Pancreas Bestial Family)
Level: 5
Category: Poison
Time: 30 minutes
Component Cost: See below
Market Price: 250 gp
Key Skill: Nature or Thievery (no check)
This brown, granulated powder has the odor of wet
fur and weakens the victims defenses. A small credit,
to be sure, but the trade name was my own creation.
Generally, I leave the nomenclature to others and
focus on the craft itself, but I happened to say the
name in passing, and it happened to stick.
Phantom Feather
Level 5+
This brown, granulated powder has the odor of wet fur and
weakens the victims defenses.
Lvl 5
40/250 gp Lvl 15
Lvl 10
200/1,250 gp Lvl 20
Alchemical Item
1,000/6,250 gp
5,000/31,250 gp
35
Plunging Spirit
Pseudodeath
Lvl 20
5,000/31,250 gp Lvl 30 125,000/781,250 gp
Lvl 25 25,000/156,250 gp
Alchemical Item
This white, odorless paste weakens the victims fortitude, making him more susceptible to subsequent
attacks. Highly skilled assassins occasionally combine
this poison with another, more potent poison to create
a supremely lethal compound poison. I once saw an
archer who had crafted an arrow specifically for the
trick. It featured a ceramic tip that housed the two
poisons in separate chambers, exposing the target to
both only at the moment of impact.
Plunging Spirit
Level 11+
Quickbiter
(Sassone Leaf Residue Arboreal Family)
Level: 12
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 2,600 gp
Key Skill: Nature or Thievery (no check)
This yellow powder with flecks of green crystal is
virtually painless but highly lethal. This is one of the
truly elegant poisons. Preparing the base requires as
much skill as refining the core materials, and uses 23
separate ingredients.
Quickbiter
This yellow powder with flecks of green crystal is virtually painless but highly lethal.
Pseudodeath
(Curdled Pseudodragon Blood Draconic Family)
Level: 20
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 25,000 gp
Key Skill: Nature or Thievery (no check)
This thick, odorless, red fluid has a faint bitter smell
and sends the victim into a deep slumber. Heres a
perfect example of what I referred to earlier. I originally called this Dragon Juice. I know. Needless to
say, the name did not stick.
36
Level 20+
This thick, odorless, red fluid has a faint bitter smell and sends
the victim into a deep slumber.
Level 12+
Lvl 12
520/3,250 gp Lvl 22 13,000/81,250 gp
Lvl 17
2,600/16,250 gp Lvl 27 65,000/406,250 gp
Alchemical Item
Property: Contact; Stable
Power (Consumable * Poison): +15 vs. Fortitude; the
target takes 2d6 poison damage and loses 2 healing
surges.
Level 17: +20 vs. Fortitude.
Level 22: +25 vs. Fortitude.
Level 27: +30 vs. Fortitude.
Quod
Ravage Moss
Level 20+
Quod
Level 18+
R avage Moss
(Ground Rebaggio Moss Moss Family)
Level: 20
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 25,000 gp
Key Skill: Nature or Thievery (no check)
R edflag
(Processed Tiefling Kidney No Family)
Level: 2
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 100 gp
Key Skill: Nature or Thievery (no check)
This brownish-red paste attacks the victims airway.
While others see no dilemma, I have made a personal
choice not to craft any poisons comprised of source
material from the lifted races. This is one such
poison.
Redflag
Level 2+
520/3,250 gp
2,600/16,250 gp
37
R etch
Robietto
Level 19+
This pale pink, very fine powder impedes the targets memory.
Lvl 19
4,200/26,250 gp Lvl 29
Lvl 24 21,000/131,250 gp
Alchemical Item
Property: Inhalation; Will
105,000/656,250 gp
Retch
Level 7+
2,600/16,250 gp
13,000/81,250 gp
Rustleaf
(Brewed Chalissanium Leaves Arboreal Family)
Level: 4
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 200 gp
Key Skill: Nature or Thievery (no check)
This chunky orange paste saps the energy from fey
creatures. This protocol is a recent development,
crafted to deal with a particular infestation of fairies
in the villages abutting Halmsleys Woods. In fact, I
believe it was developed not by any poisoncrafter of
name, but by a simple farmer.
Rustleaf
Robietto
This chunky, orange paste saps the energy from fey creatures.
Lvl 4
35/210 gp Lvl 14
840/5,250 gp
Lvl 9
160/1,000 gp Lvl 19
4,200/26,250 gp
Alchemical Item
Property: Fortified; Stable; this poison only affects fey
creatures.
38
Level 4+
Shadow Essence
(Polarized Shadow Residue Donum Mortis Family)
Level: 12
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 2,600 gp
Key Skill: Nature, Religion, or Thievery (no check)
This black, odorless powder saps the strength from
its victims and sends a chill to their core. Gathering
shadow residue is either trivially easy or essentially
impossible depending on whether or not you have
the appropriate tool for the job: a small square of
cloth, sealed with wax on one side and coated in an
alchemical adhesive on the other. Then, the cloth is
burned, the resulting ash mixed with pure alcohol and
burned away, leaving pure residue for the rest of the
application.
Shadow Essence
Level 12+
This black, odorless powder saps the strength from its victim and
sends a chill to their core.
Lvl 12
520/3,250 gp Lvl 22 13,000/81,250 gp
Lvl 17
2,600/6,250 gp Lvl 27 65,000/406,250 gp
Alchemical Item
Property: Piercing (undead)
Power (Consumable * Poison): +15 vs. Fortitude; the
target is exhausted (save ends). Aftereffect: The target is
weakened (extended rest ends).
Level 17: +20 vs. Fortitude.
Level 22: +25 vs. Fortitude.
Level 27: +30 vs. Fortitude.
Shimmer
(Ground Ethereal Filcher Brain No Family)
Level: 21
Category: Poison
Time: 3 hours
Component Cost: See below
Market Price: 45,000 gp
Key Skill: Nature or Thievery (no check)
Shimmer
Level 21+
Stingfire
(Dehydrated Giant Wasp Poison Hymenoptera Family)
Level: 11
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 1,800 gp
Key Skill: Nature or Thievery (no check)
This sticky orange powder has an overwhelming citrus
smell and bonds the victim to the point where he
stands. Some poisons are clearly suited for use with
weapon-based attacks; others for traps in situ. This is
one of the few poisons equally suited for both applications.
Stingfire
Level 11+
39
Striped Toadstool
Terror-Root
Level 14+
This violet poison makes it difficult for the victim to act swiftly.
Lvl 14
840/5,250 gp Lvl 24 21,000/131,250 gp
Lvl 19
4,200/26,250 gp Lvl 29 105,000/656,250 gp
Alchemical Item
Property: Contact; Multistage
Power (Consumable * Poison): +17 vs. Fortitude; the
target takes ongoing 10 poison damage and loses 1 move
action per turn (save ends each).
Level 19: +22 vs. Fortitude.
Striped Toadstool
Level 2+
This brown paste has an earthy smell and disorients its victim.
Lvl 2
20/130 gp Lvl 12
Lvl 7
100/625 gp Lvl 17
Alchemical Item
Property: Ingestion
520/3,250 gp
2,600/16,250 gp
Thumper
(Ground Stirge Pancreas Bestial Family)
Level: 7
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 480 gp
Key Skill: Nature or Thievery (no check)
This scarlet-colored liquid smells of overripe melon
and leaves the target dizzy. The sensation has been
described as a bad hangoverthough certainly much
more lethal.
Thumper
Terror-Root
(Boiled Terinav Root Hedge Root Family)
Level: 14
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 4,200 gp
Key Skill: Nature or Thievery (no check)
Lvl 7
100/650 gp Lvl 17
2,600/16,250 gp
Lvl 12
520/3,250 gp Lvl 22 13,000/81,250 gp
Alchemical Item
Property: The target takes a 5 penalty to saving throws
against this poison.
Power (Consumable * Poison): +10 vs. Fortitude; the
target takes ongoing 5 poison damage and is dazed
(healing surge or save ends).
Level 12: +15 vs. Fortitude.
Level 17: +20 vs. Fortitude.
40
Level 7+
Timber-Bane
(Pulverized Avaranc Fangs Bestial Family)
Level: 12
Category: Poison
Time: 2 hours
Component Cost: See below
Market Price: 2,600 gp
Key Skill: Nature or Thievery (no check)
This white paste smells of chlorine, burning the
nose and ravaging the victim over several anatomical
points. Of the poisons that can be crafted from the
avaranc, this is the easier and less feared of the two
though it seems absurd to phrase it thusly.
Timber-Bane
Level 12+
This white paste smells of chlorine and ravages the victims body
on several fronts.
Lvl 12
520/3,250 gp Lvl 22 13,000/81,250 gp
Lvl 17
2,600/16,250 gp Lvl 27 65,000/406,250 gp
Alchemical Item
Power (Consumable * Poison): +18 vs. Fortitude; the
target loses 2 healing surges (save ends). First Failed
Save: The target loses 3 healing surges instead (save
ends). Second Failed Save: The target also takes ongoing
10 poison damage (save ends both).
Level 17: +23 vs. Fortitude.
Level 22: +28 vs. Fortitude.
Level 27: +33 vs. Fortitude.
Truffle Dirge
(Reduced Blue Truffle Oil Fungus Family)
Level: 9
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 840 gp
Key Skill: Nature or Thievery (no check)
Truffle Dirge
Level 9+
This light blue fluid has the consistency of honey and the scent of
earth. It attacks the victims fortitude.
Lvl 9
160/1,000 gp Lvl 19 4,200/ 26,250 gp
Lvl 14
840/5,250 gp Lvl 24 21,000/131,250 gp
Alchemical Item
Property: Ingestion; racial bonuses and abilities, such as the
dwarf s cast-iron stomach trait, are ineffective against this
poison.
Power (Consumable * Poison): +15 vs. Fortitude; the
target takes ongoing 5 poison damage and takes a 3
penalty to its Fortitude defense (save ends both).
Level 14: +20 vs. Fortitude.
Level 19: +25 vs. Fortitude.
Level 24: +30 vs. Fortitude.
Tyler Walpole
41
Ungol Dust
Violet Spinebreaker
Ungol Dust
Lvl 20
5,000/31,250 gp Lvl 30 125,000/781,250 gp
Lvl 25 25,000/156,250 gp
Alchemical Item
Property: Robust
Power (Consumable * Poison): +23 vs. Fortitude; the
target takes ongoing 10 poison damage and is exhausted
(save ends both).
Level 9+
Violet Spinebreaker
(Pressed Purple Worm Glands Lumbricida Family)
Level: 20
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 25,000 gp
Key Skill: Nature or Thievery (no check)
This violet-colored liquid smells like orchids and
renders the limbs heavy and lifeless. Despite the
poisons extreme lethality, the victim feels little
discomfort, just a slight tightening of the chest and
some labored breathing.
42
Level 20+
This violet-colored liquid smells like orchids and renders the limbs
heavy and lifeless.
Vipers K iss
(Kippered Gray Viper Muscle Serpente Family)
Level: 8
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 680 gp
Key Skill: Nature or Thievery (no check)
These pink threads smell gamey. They cramp the legs
and toes of the victim. The poison gets its name from
the long-term side effect: it turns the victims lips pale
green. Interestingly, though effective, this poison is
known as something of a ladys poisonprincipally
due to the name I expect.
Vipers Kiss
Level 8+
These pink threads have a gamey smell and slow the victim.
Lvl 8
130/800 gp Lvl 18
3,400/21,250 gp
Lvl 13
680/4,250 gp Lvl 23 17,000/106,250 gp
Alchemical Item
Property: Ingestion
Power (Consumable * Poison): +11 vs. Fortitude; the
target is slowed (save ends). First Failed Save: The target
is slowed (no save).
Level 13: +16 vs. Fortitude.
Level 18: +21 vs. Fortitude.
Level 23: +26 vs. Fortitude.
Voidbreath
Wasting Dunes
Level 23+
This thin red liquid has the faint odor of cinnamon; it weakens
the victim.
Voidbreath
Level 30
When placed in water, these green pellets release odorless, lightgreen vapors, which shut down the victims senses entirely.
Lvl 30 125,000/781,250 gp
Alchemical Item
Property: Inhalation
Power (Consumable * Poison): +33 vs. Fortitude; the
target takes ongoing 15 poison damage (save ends) and
is blinded, deafened, and muted (no save). Aftereffect:
The target takes ongoing 10 poison damage (save ends).
Second Aftereffect: The target takes ongoing 5 poison
damage (save ends).
Wasting Dunes
(Filtered Jester Scorpion Ichor Scorpionida Family)
Level: 23
Category: Poison
Time: 2 hours
Component Cost: See below
Market Price: 85,000 gp
Key Skill: Nature or Thievery (no check)
This thin red liquid has the faint odor of cinnamon;
it weakens the victim. Ive only encountered this
poison oncea crafter from among desert nomads of
the south came to procure raw materials. I bumped
into him as we were reaching for the same vial of talc
suspension, and we ended up sharing trade secrets
all night over a bottle of brandy. Having drinks with a
known poisoncrafter is the very definition of ambivalence.
Waxfruit Whiskey
(Steeped Waxfruit Seeds Arboreal Family)
Level: 9
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 840 gp
Key Skill: Nature or Thievery (no check)
This light brown juice has black sediment and renders
victims weak from shortened breath. There is an old
wives tale that the seeds of the waxfruit are poisonous.
They are, of course, but not without substantial refinement. Watching someone hurriedly spit out a seed as
they enjoy the fruit is always worth a chuckle.
Waxfruit Whiskey
Level 9+
This light brown juice has black sediment and renders victim
weak from shortened breath.
Lvl 9
160/1,000 gp Lvl 19
4,200/26,250 gp
Lvl 14
840/5,250 gp Lvl 24 21,000/131,250 gp
Alchemical Item
Property: Ingestion; Stable
Power (Consumable * Poison): +12 vs. Fortitude; the
target is slowed (save ends). First Failed Save: The target
is exhausted instead (save ends).
Level 14: +17 vs. Fortitude.
Level 19: +22 vs. Fortitude.
Level 24: +27 vs. Fortitude.
43
Winghammer
Wisp of Pallstone
Winghammer
Level 25+
This oily black liquid smells of tar and attacks the victims mind,
rendering them unable to make decisions or take action.
Lvl 25 25,000/156,250 gp
Alchemical Item
Property: Contact
Power (Consumable * Poison): +31 vs. Fortitude; the
target takes ongoing 15 poison damage and can take no
actions (save ends both).
Wisp of Pallstone
(Refined Pallstone Crystals Mineral Family)
Level: 6
Category: Poison
Time: 2 hours
Component Cost: See below
Market Price: 360 gp
Key Skill: Nature or Thievery (no check)
These silver, crystalline flakes emit odorless fumes
and prevent druids from taking wild shapes. Why
anyone would want to specifically target a druid is
beyond me. But, then, Ive always lived in the city.
Lvl 6
70/450 gp Lvl 16
Lvl 11
360/2,250 gp Lvl 22
Alchemical Item
Property: Robust
1,800/11,250 gp
13,000/81,250 gp
Woodcutter
(Brewed Treant Bark Arboreal Family)
Level: 17
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 13,000 gp
Key Skill: Nature or Thievery (no check)
This thick brown paste disrupts brain function,
rendering the target blind and giving him a debilitating headache. Ironically, the poison is used most
often by the barbarian hordes and the dwarven
legions, both of whom apply it liberally to their
weapons made of stone, not wood.
Woodcutter
Level 17+
44
Level 6+
Yellowbolt
(Liquefied Dire Yellowjacket Eggs Hymenoptera Family)
Level: 9
Category: Poison
Time: 1 hour
Component Cost: See below
Market Price: 840 gp
Key Skill: Nature or Thievery (no check)
This thin, golden-colored, black-flecked liquid elicits
intense muscle spasms in the victim. This is the
poison I make most frequently. Good demand, nice
price, readily available source material (at least where
I am). I even had a custom tool crafted to further
streamline the process and increase my profit.
Yellowbolt
Level 9+
Tyler Walpole
45
Descriptive Names
46
d%
Subject
1-3
Agility
4-6
7-9
Modifier
Animal Components
d%
Process
d%
Component
Ache
1-3
Aged
1-3
Artery
Balance
Axe
4-6
Alkalized
4-6
Bile
Brawn
Bane
7-9
Blended
7-9
Bladder
10-12
Charm
Blade
10-12
Boiled
10-12
Blood
13-15
Courage
Blight
13-15
Brewed
13-15
Bone
16-18
Ego
Clash
16-18
Brined
16-18
Brain
19-21
Energy
Club
19-21
Burnt
19-21
Cartilage
22-24
Focus
Curse
22-24
Calcified
22-24
Diaphragm
25-27
Force
Death
25-27
Charred
25-27
Dung
28-30
Grip
Demise
28-30
Concentrated
28-30
Eye
31-33
Heart
Doom
31-33
Condensed
31-33
Flesh
34-36
Insight
Fiend
34-36
Curdled
34-36
Gizzard
37-39
Intellect
Filth
37-39
Dehydrated
37-39
Gland
40-42
Judgment
Foe
40-42
Desiccated
40-42
Hair
43-45
Logic
Gloom
43-45
Distilled
43-45
Heart
46-48
Lust
Grief
46-48
Dried
46-48
Hormone
49-51
Mind
Grime
49-51
Evaporated
49-51
Horn
52-54
Muscle
Hammer
52-54
Fermented
52-54
Intestine
55-57
Nerve
Havoc
55-57
Filtered
55-57
Kidney
58-60
Nimble
Jolt
58-60
Ground
58-60
Larynx
61-63
Perception
Mace
61-63
Liquefied
61-63
Liver
64-66
Persona
Misery
64-66
Ossified
64-66
Lung
67-69
Psyche
Night
67-69
Oxygenated
67-69
Mucus
70-72
Pulse
Pang
70-72
Polarized
70-72
Oil
73-75
Rhythm
Ravager
73-75
Powdered
73-75
Saliva
76-78
Self
Shade
76-78
Processed
76-78
Spleen
79-81
Sense
Shadow
79-81
Reduced
79-81
Talon
82-84
Sight
Sorrow
82-84
Refined
82-84
Tendon
85-87
Sinew
Sting
85-87
Roasted
85-87
Thorax
88-90
Talent
Strike
88-90
Solidified
88-90
Tongue
91-93
Thought
Whip
91-93
Solublized
91-93
Tooth
94-96
Touch
Wither
94-96
Steeped
94-96
Urine
97-00
Vigor
Wound
97-00
Sublimated
97-00
Wax
Plant Components
2d8
Component
Color
d10
Quality
d4
Aroma
Red
Berry
Orange
Blossom
Yellow
Extract
Green
Fibers
Blue
Juice
Purple
Leaf
White
Nut
Black
10
Oil
Metallic
11
Pistil
10
Other
12
Root
13
Scum
14
Seed
15
Stamen
16
Thorn
Mineral Components
2d8
Component
Odor
d4
Quality
d4
Sweet
Bitter
Evocative
Odorless
N/A
Form
Alloy
Ash
Crystals
Dust
Filaments
Fumes
Structure
Grains
Container
Ocher
Particles
11
Paste
12
Precipitate
13
Residue
14
Salts
15
Silicate
16
Solvent
Quality
d4
Solid
Liquid
Gas
Temperature
Theme
d4
Quality
d4
Famous
Use
Cult
God
Jennifer Rodgers
9
10
d6
47