These fields control how the estimation of the crafting time is performed.

For the given Craft (poisonmaking) modifier, the odds of success are calculated for each poison in the table. Once the odds of success are known, the average die roll within the success range is calculated and that number is used to figure out how much progress is made for each unit of time. The total price divided by the amount of progress gives the total time required.

For example, with a skill modifier of +5 and a poison with DC 17, the character needs to roll a 12 or better on 1d20. There are 9 such rolls, so the chance of success is 9 out of 20. The average within that range of 9 is 4.5 which we round down to 4. So when the character succeeds, they will average a roll of 16 (which is the 12 they needed plus the 4). Since they will only roll that number 9 out of 20 times, the number is further reduced to represent that they will fail 55% of the time.

The algorithm used here does not account for failure by 5 or more because such failure causes the loss of the raw materials which have to reacquired, but other than losing the weeks' worth of work, doesn't affect the completion time. (And the loss of the week is already factored in by the 55% number, above.)

First, fill in the total skill check of the character who wishes to make a poison. Minimum value is -4 (for an Int of 1 and no ranks) up to a maximum value of 50.

Craft (poisonmaking) modifier:

The Craft description says that the price of items to be created should be converted to silver pieces and then the character rolls their Craft check. Their result times the DC of the poison is how much progress they've made. This checkbox allows the selection of either silver or gold for the above calculation.

Cost is normally in silver. Use cost in gold instead? (From BoVD)

The skill description says that all crafting times should be measured in weeks, but that's not always convenient. This checkbox allows the selection of displaying weeks or days.

Duration is calculated in weeks. Should display be in days?

Level Poison Type DC Frequency Initial Effects Secondary Effects Cure Initial Damage Secondary Damage Price Craft Time
  1. Permanent drain, not temporary damage.
4 Malyss root paste Contact DC 16 1 round (6) 1 Dex damage 1 Dex damage 1 save 1 Dex 2d4 Dex 500 gp
4 Sassone leaf residue Contact DC 16 1 round (4) 1d6 hit points 1d6 hit points 1 save 2d12 hp 1d6 Con 300 gp
6 Nitharit Contact DC 13 1 round (6) 0 damage 2 damage 1 save - 3d6 Con 650 gp
6 Terinav root Contact DC 16 1 round (5) 2 Dex damage 2 Dex damage 1 save 1d6 Dex 2d6 Dex 750 gp
11 Dragon bile Contact DC 26 1 round (3) 3 Str damage 3 Str damage 1 save 3d6 Str - 1,500 gp
14 Black lotus extract Contact DC 20 1 round (7) 3 Con 3 Con 1 save 3d6 Con 3d6 Con 4,500 gp
17 Tears of death Contact DC 22 1 minute (5) 1d6 Con damage 1d6 Con damage - 1 Wis 2d6 Wis + 1d4 Int 180 gp
4 Arsenic Ingested DC 13 1 round (5) 1 Con 1 Con 1 save 1d8 Con 1d8 Con 120 gp
4 Striped toadstool Ingested DC 11 1 round (5) 1 Wis damage 2 Wis damage + 1 Int damage 1 save 1 Wis 2d6 Wis + 1d4 Int 180 gp
5 Id moss Ingested DC 14 1 round (5) 2 Int damage 2 Int damage 1 save 1d4 Int 2d6 Int 125 gp
6 Lich dust Ingested DC 17 1 round (5) 2 Str damage 2 Str damage 1 save 2d6 Str 1d6 Str 250 gp
6 Oil of taggit Ingested DC 15 1 minute (1) 0 unconscious for 1d3 hours 1 save - Unconsciousness 90 gp
7 Dark reaver powder Ingested DC 18 1 round (5) 2 Con damage 1 Con + 1 Str damage 1 save 2d6 Con 1d6 Con + 1d6 Str 300 gp
12 King's Sleep Ingested DC 19 1 day 1 Con drain 1 Con drain 2 consecutive saves - - 450 gp
5 Insanity mist Inhaled DC 15 1 round (5) 2 Wis damage 2 Wis damage 1 save 1d4 Wis 2d6 Wis 1,500 gp
6 Ungol dust Inhaled DC 15 1 round (3) 1 Cha damage 1 Con damage + 1 Cha drain 1 save 1 Cha 1d6 Cha + 1 Cha1 1,000 gp
8 Burnt othur fumes Inhaled DC 18 1 round (4) 1 Con drain 3 Con damage 1 save 1 Con1 3d6 Con 2,100 gp
11 Nightmare vapor Inhaled DC 20 1 round (5) 1 Wis damage + 1 Wis drain 1 Wis damage + 1 Wis drain 2 consecutive saves - - 1800 gp
1 Small centipede poison Injury DC 11 1 round (2) 1 Dex damage 1 Dex damage 1 save 1d2 Dex 1d2 Dex 90 gp
2 Greenblood oil Injury DC 13 1 round (2) 1 Con damage 1 Con damage 1 save 1 Con 1d2 Con 100 gp
2 Medium spider venom Injury DC 14 1 round (3) 1 Str damage 1 Str damage 1 save 1d4 Str 1d4 Str 150 gp
3 Black adder venom Injury DC 11 1 round (6) 1 Con 1 Con 1 save 1d6 Con 1d6 Con 120 gp
3 Drow poison Injury DC 13 1 minute (1) unconscious for 1 min unconscious for 2d4 hours 1 save Unconsciousness Unconsciousness for 2d4 hours 75gp
4 Giant wasp poison Injury DC 18 1 round (4) 1 Dex damage 1 Dex damage 1 save 1d6 Dex 1d6 Dex 210 gp
4 Large scorpion venom Injury DC 18 1 round (4) 1 Str damage 1 Str damage 1 save 1d6 Str 1d6 Str 200 gp
5 Blue whinnis Injury DC 14 1 round (2) 1 Con unconscious for 1d3 hours 1 save 1 Con Unconsciousness 120 gp
6 Shadow essence Injury DC 17 1 round (7) 1 Str drain 1 Str damage 1 save 1 Str1 2d6 Str 250 gp
8 Bloodroot Injury DC 12 1 round (3) 1 Con + 1 Wis 1 Con + 1 Wis 1 save - 1d4 Con + 1d3 Wis 100 gp
8 Deathblade Injury DC 20 1 round (5) 2 Con 2 Con 1 save 1d6 Con 2d6 Con 1,800 gp
9 Wyvern poison Injury DC 17 1 round (7) 2 Con damage 2 Con damage 1 save 2d6 Con 2d6 Con 3,000 gp
10 Purple worm poison Injury DC 24 1 round (5) 2 Str damage 2 Str damage 1 save 1d6 Str 2d6 Str 700 gp

Overview

When a character takes damage from a poisoned weapon, touches an item smeared with contact poison, or consumes poisoned food or drink, he must make a Fortitude saving throw. A character who fails the saving throw takes the poison's initial damage, which is usually ability score damage. Even a character who succeeds at the initial saving throw faces secondary damage 1 minute later, which can be avoided by making a separate Fortitude save at that time.

In the Pathfinder Beta ruleset, generally poisons do damage over a sequence of rounds. A creature who succeeds on the initial Fortitude save takes no damage whatsoever from the poison and does not need to make future saves. A creature who fails the initial Fortitude save takes the initial damage shown in the Effect column, above, and must continue to make additional Fortitude saves at the duration shown in the Frequency column. The number in parentheses in the Frequency column is he number of additional saves until the poison has run its course, although the creature may cure itself upon achieving the results specified in the Cure column.

As is probably obvious, all poisons saves are Fortitude saves, so the most damaging poisons are those that affect Constitution, since that ability score factors into the creature's Fortitude save.

Creating Poisons

The first rule for refining natural poisons, such as an animal's venom, into a generally useful poison is that simply killing the creature and wiping your character's blade on its poison gland doesn't work. Most creature's poisons are a delicate mixture of various toxins, and that delicate mix is often disrupted when the creature dies or the poison is exposed to the air. Getting the poison to persist on a blade and remain effective is a trickier task still.

Refining raw materials, such as creature venom, into an effective poison requires time, determination, and an application of craft. Craft (poisonmaking), a subcategory of the Craft skill, provides the necessary expertise. Table 3-6 provides Craft (poisonmaking) DCs for usable poisons made from centipede, scorpion, and spider venom.

Making poisons with the Craft (poisonmaking) skill follows the rules in Chapter 4 of the Player's Handbook for making items with the Craft skill, with the following two exceptions.

Cost: The cost of raw materials for a poison varies widely depending on whether the character has access to the active ingredient — that is, the venom or plant that actually provides the poison. If a supply is readily available, the raw materials cost 1/6 of the market price, not 1/3. Otherwise, the raw materials cost at least 3/4 of the market price — assuming that the substance in question is for sale at all.

Time: To figure out how much poison can be made in a week, the character makes a Craft (poisonmaking) check at the end of the week. If the check is successful, multiply the check result by the DC for the check. That result is how many gold pieces' worth of poison are created that week. When the total gold pieces' worth created equals or exceeds the market price of one dose of the poison, that poisonmaker has completed that dose. (Any left-over funds from the last check when the dose is completed may be applied towards another dose of the exact same poison, assuming that the poisonmaker has sufficient raw materials to begin another dose.) For a skilled poisonmaker, multiple doses in a week may be possible. If the poisonmaker fails the check, no progress is made that week. If the poisonmaker fails the check by 5 or more, the raw materials are ruined and must be reobtained.

Using the Craft (alchemy) Skill:

Characters with the Craft (alchemy) skill can substitute it for Craft (poisonmaking), but doing so imposes a -4 circumstance penalty on checks related to poisonmaking.

Harvesting venom:

Because of the refinement process, raw venom from creatures doesn't command anywhere near the price of a dose of real poison. There is no open market for poison raw materials, because the use of poison is often illegal, or at least rarely admitted to. Characters who hunt creatures for their venom will have a difficult time finding buyers for corpses of poisonous creatures. If they can find a buyer, characters will typically get 1/6 of the cost of one dose of the refined version of the poison. (And there are difficulties in transporting dead creatures while retaining the eficacy of the venom.)