[RPG] Rules for creating new poisons

craftingpathfinder-1epoison

I suspect this question has a very easy and very specific answer, but I'm of the opinion that lack of a positive does not confirm existence of a negative. So, maybe one person who knows the rules a bit better can help me with this.

I have recently been going through the poisoning rules in Pathfinder (crafting, application, etc.). All in all, I ended up feeling very underwhelmed. It isn't that poisons feel necessarily weak, it's more that they almost all end up doing a variation of one thing; Ability Damage (At least all the poisons I found). There were a few with abilities like paralyze or confuse, but there just wasn't enough in my opinion.

So, off I went in a quest to see if there were any existing rules for being able to create your own poison effects, kind of like crafting your own magical item. Only, I haven't found anything that says yes or no.

What I am hoping to find is some kind of existing rules that might let me craft poisons with effects other than the standard. Effects similar to the spells Charm, Fear, or even Rage. Obviously, duration would be dropped to standard poison durations and they'd get save chances every round/minute. I'm not looking to add this affect in addition to Ability Damage, I'd rather be creating something without the Ability Damage all together.

As an additional question: Would poisons with the effects described above be overpowered or underpowered in comparison to existing poisons? This one appears to be a bit more opinion based, but I just wanted to see if such an idea was going to break the game in some such way.

A few Edits by way of Comment Questions:

This question is coming from a player perspective. As such, I'm looking for an existing rule or guideline for the creation if it exists. Homebrew is the last resort type of thing.

I'm specifically looking into an alchemist class with the Vivisectionist archetype (losing bomb probably means I lose whatever the alchemist can do to emulate this). However, the ultimate goal is the same whether I was using a rogue, fighter or alchemist. It just doesn't seem like craftable poisons do anything bus Ability damage (and the two or three that cause small effects for a large amount of gp).

Best Answer

Making Better Poisons

I recommend taking a gander at Arsenic and Old Lace, a poisoner's handbook written for 3.5 DnD. While the poisons rules were changed alot in the creation of Pathfinder, it will be a handy guild for thinking of things you can make poison out of, their effects, and a relative pricing schema. Whether you want to stun, sicken, nauseate, paralyze, render unconscious/sleeping, slow, exhaust, daze, confuse, blind, induce a disease, render mute, or just suppress the scent ability it will have a poison for you.

These make great jumping off points for discussions with your GM, if nothing else.

Making Poisons Better

The best class for being a master poison maker, is as far as I can tell Alchemist. There are quite a number of class features and alchemical discoveries that make you a great poisoner.

  • Celestial Poison lets you poison undead and evil outsiders, despite their inherent immunity to poison.
  • Concentrate Poison lets you combine two doses of the same poison to increase the DC by 2 and the duration by 50%.
  • Malignant Poison lets you increase a poison's DC by 4, extend it's duration by 2 frequency increments, and removes the onset time entirely.
  • Poison Conversion lets you change if a poison is a contact, inhaled, ingested, or injury poison.
  • Sticky Poison lets a poison you apply to a weapon stay on it for your int mod number of strikes.

To round this out, you can also get poison bombs, which are loaded with cloud kill effect, and the Poison Touch Grand Discovery to have the spell Poison on hand when ever you need.

Related Topic