Poison List

The description of each individual poison contains the following elements:


The black market 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.

Most of a poison's price tag ultimately goes to pay for smugglers, bribes, and the merchant's risk fees. This price is therefore up to 50% lower in places where the use, manufacture, and ownership of poison and its components is legal and readily available (but such communities are rare).

Since poison crafting is quick compared to the crafting of other items of similar value (such as suits of armor), track the progress of poison crafting in gold pieces if tracking by the week, or in silver pieces if tracking progress by the day.


Each poison is of one of four specific types: contact, inhaled, ingested, or injury.

  • Contact poisons are activated by the merest touch. 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.

For purposes of Contact poisons, the poisoner is whoever applies the poison to the object (or creature, in case of a direct exposure).

  • Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to a helpless creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat. To slip a poison into a drink or food plate while being observed, make a Sleight of Hand check opposed by the observers' Spot checks as a standard action.

All ingested poisons offer a Wisdom check to notice that something is amiss with the food, listed as "taste DC". If successfully tasted, the poison can be identified (see Crafting, below).

For purposes of Ingested poisons, the poisoner is whoever slips the poison into the drink or food (or administers the poison to a helpless or willing creature).

  • 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 at a certain creature or square, as if it were a splash weapon. 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.)

For purposes of Inhaled poisons, the poisoner is whoever releases the poison from its container (usually the one who throws the vial).

  • Injury poisons 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, and the poison is wasted. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons. For purposes of Injury poisons, the poisoner is whoever makes the attack that deals damage.


Each poison is created from plant, creature, and/or mineral components.
Some poisons require magic as part of its creation process. Such poisons can only be crafted by characters with spellcasting abilities, or by nonspellcasters who succeed on a Use Magic Device check with a DC equal to the poison's crafting DC. Even though magic is used in the creation process, the end product is nonmagical unless otherwise noted.
Spells and powers such as Major Creation can be used to create poison, but never more than one dose per casting. The caster must have the requisite ranks in Craft (poisonmaking), and succeed on the craft skill check to make the poison. Poisons that require a magical component can not be created via such spells alone.


Like all mundane items, poisons have craft DC. In addition, in order to make each individual poison, the crafting character must have a minimum number of ranks in the Craft (poisons) skill to craft the poison. Poison recipes are usually closely guarded secrets, even the most gifted layman is unlikely to stumble upon them.

The craft DC is also used as the DC required to identify a dose of poison. To identify a dose of unused poison by smell or appearance, use the Craft (poisons) skill as if it were a knowledge check. To identify a poison from its symptoms or taste (if you're unlucky), or to detect its presence in a corpse, use either the Heal skill or the Craft (poisons) skill.


A poison's duration denotes the time or conditions under which the poison stops doing further damage . Damage and status conditions the poison has already inflicted do not expire at the end of its duration, however.

Unless otherwise noted, spells such as Neutralize Poison can prematurely end a poison's duration and its temporary effects (a temporary effect is one with a stated duration of its own, not effects that merely heal on their own, such as ability damage).

Some poisons have a duration of Instantaneous. Such poisons do their harm immediately, and can sometimes not be cured directly.


Each poison explains the effect of applying additional instances of the that poison before the first poison's duration has expired. Different poisons rarely interact with one another.

Poison List

Black Adder Venom
Blue Acid

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