Poison

Noldor Elf

First Post
Is there poison that is capable of killing average human adventurer (Con 13) quite reliably with one hit? As DM I could naturally just invent it, but offical source would be better.
 

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Noldor Elf said:
Is there poison that is capable of killing average human adventurer (Con 13) quite reliably with one hit? As DM I could naturally just invent it, but offical source would be better.

Black lotus extract: Contact DC 20 1st: 3d6 Con, 2nd 3d6 Con
This one is pure over-kill if you ask me.

Wyvern poison: Injury DC 17, 1st: 2d6 Con, 2nd 2d6 Con.
This isn't such an over-kill, but unless you roll really bad it will get the job done.

Deathblade: Injury DC 20, 1st: d6 Con, 2nd: 2d6 Con.
My personal favorite for killing things. The poison is lethal enough, not overly priced like the two above and has a high enough DC. Cost - effective :).

Of course if you have clerics around then poison isn't really the way to go. Use Instant-Slay -Spells, and start with the Cleric so he isn't around to protect/heal/resurrect other characters. Or you could just use poison, and hope he doesn't have Delay Poison or Neutralize Poison handy.
 

Sean K Reynold's variant rule for continuing poison damage can kill on a more realistic time scale- hours rather than rounds.

The link is Continuing Damage for Poison

So this means that snake poison (either DC 11 or DC 13) continues for 22 or 26 hours (if one or both saves are failed), and has the potential to deal another 22 or 26 points of Con damage over time. This makes snake poison likely to kill normal people (assuming a 50% save rate and dealing an additional 11 or 13 points of Con damage over the course of the poison), but somone with a decent Heal check (even 1 rank in Heal, taking 10 each time) means the person automatically makes the saves and can save a person from death by continuing snake poison damage. So if you're bitten, get medical attention!
 

This thread is greta guys! I have just bookmarked it. One of my players want to take the poison making way, and I am having a hard time with it, there are too many rules out there and all of them seem to have flaws, the ones I have are Traps and Treachery and the free 100 poisons or something like that.

I have taken a look at toxicant demo and also at Bastion's web ehncancement, Toxicant seem to handle things fairly well but I am still unsure.

Does anyone here uses rules for making poison? IF so from what source(s)? Does that make any dinstinction of magical and nomral poison? Is it skill or feat based?

I just hope this fits D&D rules, as I hink so, although WotC has never actually made one supplement on that.

Cheers,

Nif.
 

wotc has poisons in Lords of Darkness for the FR

and the BoVD

the BoED has something too.

edit: and of course the DMG
 
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The best choices having already been listed, I suggest:

Colossal monstrous centipede venom. Only 1d10 Con/1d10 Con, but the save DC is 33.

If you have the Tome of Horrors, you have a list of snake venoms in its third appendix. Among those, I recommend:

Black mamba (DC 18, 2d6 Con/2d6 Con+1d6 Str, plus 1d6 subdual damage/minute until unconscious).
Yellow cobra (DC 18, 2d4 Con/2d8 Con, plus 1d6 subdual/20 minutes until unconscious).
 



And which skill would I use, in fact? And what DCs for crafting would be?

That is something that bugs me, and the fact that stronger poisons have lower creation time, the rules are really something, aren't they!
 

Nifelhein said:
And which skill would I use, in fact? And what DCs for crafting would be?

That is something that bugs me, and the fact that stronger poisons have lower creation time, the rules are really something, aren't they!

Craft (poisonmaking).
DC is the same as the Fort-save DC to resist the poison + 10.
Use the system given in PHB to find out how long it takes to create a single dose and how much you have to spend on materials (which might not be available at your local market place). And as an added touch: if you botch (roll a natural 1) on this roll, then you have just earned the right to make a DC 15 Ref-save. If you fail you poison yourself, and while the results probably won't be lethal I'm certain that many DM's will enjoy creating something special for him who messed up.

No one said it would easy, cheap or safe :p .

And how do you figure that a dose that costs 4500 gp is going to be quicker to make than the one with a price of 100 gp? While I agree that the progress will be quicker with a more potent poison I also think that the prices are high enough on the more lethal one's that it will work out quite well in the end.

Hm...come to think of it: this should probably be moved to the Homebrew area, since it's not in the DMG.
 
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