the Jester
Legend
There are two Monstrous feats in Savage Species that boost your poison's potency, but I think they only apply to natural poisons.
Hi all!
I seem to recall once reading about a feat or a spell that lets you improve any poisons you craft; namely adding a +2 to the DC for saves. Does anyone know what book this came from, or have I imbibed too many of the wrong potions?![]()
If this doesn't exist, does a feat allowing a +2 to the DC or a 2nd or 3rd level spell seem reasonable in your opinion? Thanks for any help!
POISON EXPERT
[GENERAL]
Your skill at crafting and delivering toxins has made you a more deadly poisoner.
Prerequisite: none
Benefit: Choose a type of poison (contact, ingested, inhaled, or injury). The DC to resist both the initial and secondary damage of poisons of this type that you create and use increases by 1. This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature's body).
Special: You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison.
Rulebook: Complete Scoundrel (p. 80)
Mindfire 200GP DC 30 Dragon Magazine 301 pg 55
Mindfire is combined with ingested poisons to add a powerfull mind clouding effect. If the victim fails either save they suffer a -2 on all will saves and must make concentration checks at DC 15+spell level to cast any spells for the next hour.
Night Venom 500GP DC 35 Dragon Magazine 301 pg 55
When night venom is added to a poison it grants an additional sleep effect to the poison. If victim fails the poison's initial save they must make an additional save at the same DC or fall into a fitful slumber until the poisons secondary effect sets in. The victim can be awakened by normal means.
Oakdeath 100GP DC 25 Dragon Magazine 301 pg 55
Viscous brown liquid that when added to poison increases the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison.
White Sanguine 100GP DC 20 Dragon Magazine 301 pg 55
A milky white viscous substance to combine with injury poisons to prevent clotting. If the victim fails the poison's initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding