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  1. - Top - End - #1
    Troll in the Playground
     
    DwarfClericGuy

    Join Date
    Aug 2012

    Default Best Poisons to Harvest

    I've been looking for the best poisons that are consistently available to harvest (as seen here. Basically you can turn into/planar binding a highly poisonous monster, and then suddenly you have much better poisons than you could buy. So far, I've looked at everything available on PFSRD from fort saves DC 19-29, and have found the following:

    Monstrous Physique III:
    Thriae Queen: 1d6 Con plus staggered for 1 round, cure 2 consecutive saves
    Jorogumo: 1d6 Wis, cure 3 consecutive saves
    Euryale: 1d4 Con, vulnerability to sonic, cure 3 consecutive saves.

    Beast Shape III:
    Hydrus: Paralysis, cure 1 save
    Uraeus: Initial Blinded and Paralyzed for 1 round (1/round for 2 rounds), secondary blinded for 2d4 rounds, cure 2 saves.

    Beast Shape IV:
    Tetrolimulus: Initial staggered (once), Secondary Paralysis 1d4 rounds, cure 2 saves.
    Spider Eater: Paralysis 1 minute. Notably, frequency 1/minute, cure 1 save.
    Sand Stalker: Paralysis and 1 str, cure 1 save.

    At some point I'll probably move onto Planar Binding/Entice Fey, but the character I'm working on can't afford those, so I figured I'd throw these out there and see how much interest there is before I do more.

    Have fun, use responsibly

  2. - Top - End - #2
    Titan in the Playground
     
    Starbuck_II's Avatar

    Join Date
    May 2004
    Location
    Enterprise, Alabama
    Gender
    Male

    Default Re: Best Poisons to Harvest

    Best poisons I found:
    While low save:
    Spoiler
    Show

    Hag Spittle: Fort save 16, Initial: blindness for 1d10 rounds; Secondary: 1d4 Wis damage;
    Cure 2 saves
    Price 1,500 gp

    Fire Jackal Saliva: (Dhabba Spittle) Save Fortitude DC 12; Frequency 1/round for 6 rounds
    Initial Effect 1d6 acid damage plus nausea; Secondary Effect 1d4 Dex; Cure 1 save. Price 50 gp

    Wound Weal (100 gp): Save Fortitude DC 18
    Onset 1 round; Frequency 1/day
    Effect impaired healing (see above); Cure 2 consecutive saves

    This gritty black paste is a poison that interferes with an afflicted creature's ability to recover from injuries. All Heal checks applied to the creature suffer a –10 penalty. In addition, anyone using magical healing on the target must make a DC 25 caster level check to succeed.

    Red Tears: Save Fortitude DC 15; Price 50 gp
    Frequency 1/rd for 10
    Effect 1d6 damage, Counts as a Bleed effect; Cure 1 saves

    Rainbow Jellyfish
    Acting through contact or a wound, this poison can cause paralysis Type poison (contact, injury); Save Fortitude DC 14
    Frequency 1/round for 2 rounds
    Effects Initial: staggered for 1d6 rounds; Secondary: paralyzed for 1d6 minutes;
    Cure 1 save
    Price 400 gp

    Laughing Gas
    Price 500 gp; Weight 1/2 lb.
    Type inhaled; Save Fortitude DC 12
    Onset immediate; Frequency 1/round for 5 rounds
    Effect The subject experiences a bout of uncontrollable laughter and is dazed for 1 round
    Cure 1 save

    Fiddleback venom Type poison (contact, injury, ingested); Onset: 1 min, Save Fortitude DC 13
    Frequency 1/minute for 6 rounds
    Effects Initial: naeseated for 1d4 rounds; Secondary: 1d3 str and 1d4 Con
    Cure 2 save
    Price 500 gp

    Alchemical Isolation Save Fortitude DC 13
    One of the unique poisons to be developed by the Daggermark Poisoners' Guild, this deafens then blinds the victim within minutes.
    Frequency: 1/min for 2 min
    Effects Initial: Deafen 10 Min; Secondary: Blind 10 min
    Cure 1 save
    Price 175 gp

    Vampire’s Kiss (Injury) Save Fortitude DC 15
    Frequency: 1/rd for 2 rd
    Effects Initial 1d2 Con; Secondary: Bleed increases by 1 for 1 min (from non-poisons)
    Cure 1 save
    Price 75 gp

    Confabucation Powder: (inhaled) Save Fortitude DC 18
    Frequency: 1/min for 2 min
    Effects Initial Stagger 1 min; Secondary: If stagger, stunned, unconscious, highly suggestable. Pg 11 Alchemy Manual
    Cure 1 save
    Price 75 gp

    Alchemy Pheromones:
    Alchemical pheromones are clear, odorless liquids that typically come in glass vials. They combine the natural scent of one particular kind of animal, humanoid, or magical beast (such as wolves, humans, or unicorns) with alchemical reagents that enhance and refine that scent, making it potent enough to modify a creature’s behavior. If smeared on a surface or thrown as a splash weapon, the scent of an alchemical pheromone quickly fills a 5-foot-radius area. On entering that area, any creature of the chosen kind becomes affected by the pheromones for 1 minute unless it succeeds at a DC 14 Will save. All alchemical pheromones are mindaffecting effects, but swarms (as well as any other collection of creatures that acts as a single creature) are not immune to them. Creatures that don’t need to breathe are immune to alchemical pheromones, while creatures with the scent ability take a –4 penalty on saving throws against them. Each type of alchemical pheromones can be created with a successful DC 20 Craft (alchemy) check, and the type of animal, humanoid, or magical beast the pheromones affect must be decided on creation.
    Aggression (1,400 gp): Affected creatures are driven into a mindless frenzy, as if affected by simultaneous confusion and rage spells.

    Arousal (150 gp): Affected creatures are aroused and distracted, causing them to lose their Dexterity bonus to AC.

    Susceptibility (300 gp): Affected creatures are forced to obey one specific command, as if affected by a suggestion spell. The command is chosen when the pheromone is created.

    Brewed Reek: 40 gp, You can hurl brewed reek as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round.

    Fungal Stun Vial: Price 75 gp; Weight 1/2 lb.
    Harvested from a rare fungus, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they're in the area of bright light, or are confused for 1 round if in the area of dim light.


  3. - Top - End - #3
    Troll in the Playground
     
    DwarfClericGuy

    Join Date
    Aug 2012

    Default Re: Best Poisons to Harvest

    More poisons:

    Available via Minor Creation (Plants): 280 gp per casting (which should give a LOT of uses but it's time limited)
    Psychepore: Injury or Inhaled, DC 18; frequency 1/round for 6 rounds; effect 1d3 Wisdom plus visions (added will save DC 18 or confused for 1 round); cure 2 consecutive saves.
    Jinmenju - Ingested, DC 22; frequency 1/round for 6 rounds; effect 1d3 Wisdom damage and confused for 1 round; cure 2 consecutive saves.
    Splinter Drake Injury or contact, DC 24, frequency 1/round for 5 rounds, effect 1d4 Con, cure 1 save.
    Blood Lily - Injury, DC 23; frequency 1/round for 6 rounds; effect 1d4 Con damage and sickened; cure 2 consecutive saves.
    Sard - Injury, DC 31; frequency 1/round for 6 rounds; effect 1d2 Dex and 4d6 electricity; cure 2 consecutive saves.
    Immense Mandragora - Injury, DC 28; frequency 1/round for 6 rounds; effect confused for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.

    Available via Planar Ally: 1760 gp per dose, or 3200 gp for two doses
    Chernobue - Injury, DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save.
    Daraka - Injury, DC 24; frequency 1/round for 2 rounds; effect 1d6 Strength damage; cure 1 save.
    Piscodaemon - Injury, DC 22; frequency 1/round for 6 rounds; effect 1d2 Constitution plus staggered for 1 round; cure 2 consecutive saves
    Gongorinan - Injury, DC 22; frequency 1/round for 6 rounds; effect 1d3 Strength damage and staggered for 1 round; cure 2 consecutive saves
    Pakalchi - Injury, DC 22; frequency 1/round for 6 rounds; effect 1d3 Wis damage; cure 2 consecutive saves. While affected, cannot treat anything as an ally.
    Kithangian - Injury, DC 20; frequency 1/round for 6 rounds; effect 1d4 Str plus nauseated; cure 2 consecutive saves.

    Available via Greater Planar Ally: 2700 gp per dose, or 3600 gp for two doses
    Herald of the Demon Queen - Contact or Injury, DC 25; frequency 1/round for 4 rounds; effect 1d6 Str; cure 2 consecutive saves.
    Termagant - Injury, DC 28; frequency 1/round for 10 rounds; effect 1d4 Con, Dex, or Str; cure 2 consecutive saves.
    The Stabbing Beast - Injury, DC 25; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
    Caizel, Deposed Queen of Succubi - Contact, DC 25; frequency 1/round for 6 rounds; effect 1d8 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
    Last edited by r2d2go; 2018-05-05 at 01:42 PM.

  4. - Top - End - #4
    Firbolg in the Playground
     
    RogueGuy

    Join Date
    May 2010
    Location
    ganiseville GA
    Gender
    Male

    Default Re: Best Poisons to Harvest

    I sarcastically suggest milking Drow for Drow knockout poison.

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