Poisons
Each poison has a delivery mechanism. A character who is poisoned attempts a saving throw after the listed onset and at the listed frequency thereafter. Upon initial exposure, regardless of whether she succeeds at her saving throw, the victim loses a number of Hit Points equal to the poison’s DC – 10. If a victim is exposed to multiple doses of the same poison, she must attempt a separate save for each dose and progresses to the next state on the poison track with each failed save.
Strength Poison Track
Healthy—Weakened—Impaired—Staggered—Immobile—Dead
Weakened
The victim takes a –2 penalty to Strength-based ability checks, attack rolls, damage rolls, and skill checks, and the DCs of his spells and special abilities decrease by 2. The victim’s total carrying capacity is reduced by two-thirds (minimum 1 bulk), and he gains the encumbered condition regardless of how much he is carrying.
Impaired
The victim takes an additional –2 penalty to the affected checks, rolls, and DCs, and he gains the overburdened condition regardless of how much he is carrying.
Staggered
The victim is staggered, except he can still take a purely mental full action.
Immobile
The victim is helpless and can take only purely mental actions.
Dead
The victim dies.
Dexterity Poison Track
Healthy—Sluggish—Stiffened—Staggered—Immobile—Dead
Sluggish
The victim takes a –2 penalty to Reflex saves and Dexterity-based ability checks, attack rolls, and skill checks; the DCs of her spells and special abilities decrease by 2; and she becomes flat-footed.
Stiffened
The victim loses her Dexterity bonus to her Armor Class, and she can’t take reactions.
Staggered
The victim is staggered but can take purely mental full actions.
Immobile
The victim is helpless and can take only purely mental actions.
Dead
The victim dies.
Constitution Poison Track
Healthy—Weakened—Impaired—Debilitated—Unconscious—Dead
Weakened
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired
The victim takes an additional –2 penalty to the affected checks, and the DCs of his spells and special abilities decrease by 2.
Debilitated
Strenuous actions cause the victim pain. If he takes a standard action, he immediately loses 1 Hit Point.
Unconscious
The victim is unconscious and can’t be woken by any means.
Dead
The victim dies.
Intelligence Poison Track
Healthy—Weakened—Impaired—Animalistic—Comatose—Dead
Weakened
The victim takes a –2 penalty to all Intelligence-based ability checks and skill checks, and the DCs of her spells and special abilities decrease by 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her highest level of spells from that class.
Impaired
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.
Animalistic
The victim suffers the effects of a feeblemind spell, except her Charisma and Charisma-based skills are unaffected.
Comatose
The victim can’t process thoughts and can’t be woken.
Dead
The victim’s brain stops working, and she dies.
Wisdom Poison Track
Healthy—Weakened—Impaired—Confused—Comatose—Dead
Weakened
The victim takes a –2 penalty to Will saves and Wisdom-based ability checks and skill checks, and the DCs of his spells and special abilities decrease by 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can’t cast his highest level of spells from that class.
Impaired
The victim takes an additional –2 penalty to the affected checks, and the affected DCs decrease by an additional 2. If he has 1 or more levels in a spellcasting class whose key ability score is Wisdom, he can’t cast his 2 highest levels of spells from that class.
Confused
The victim gains the confused condition.
Comatose
The victim can’t experience reality and can’t be woken.
Dead
The victim’s brain stops working, and he dies.
Charisma Poison Track
Healthy—Weakened—Impaired—Pliable—Catatonic—Dead
Weakened
The victim takes a –2 penalty to Charisma-based ability checks and skill checks, and the DCs of her spells and special abilities decrease by 2. If she has 1 or more levels in a spellcasting class whose key ability score is Charisma, she can’t cast her highest level of spells from that class.
Impaired
The victim takes an additional –2 penalty to the affected checks and DCs. If she has 1 or more levels in a spellcasting class whose key ability score is Charisma, she can’t cast her 2 highest levels of spells from that class.
Pliable
The victim has little sense of self and goes along with nearly any order or suggestion. Creatures attempting Bluff, Diplomacy, or Intimidate checks against her automatically succeed, though Diplomacy checks to improve her attitude still have the normal DC.
Catatonic
The victim loses agency and can’t interact with anything.
Dead
The victim loses autonomic functions and dies.
Sample Poisons
Type poison (contact); Save Fortitude DC 20
Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect progression track is Healthy—Weakened—Debilitated—Dead
Cure 2 consecutive saves
Type poison (injury); Save Fortitude DC 14
Track Constitution (special); Frequency 1/round for 2 rounds
Effect progression track is Healthy—Weakened—Unconscious; no end state.
Cure 1 save
Type poison (injury); Save Fortitude DC 20
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves
Type poison (contact); Save Fortitude DC 18
Track Charisma (special); Onset 1 minute; Frequency 1/round for 6 rounds
Effect progression track is Healthy— Weakened—Impaired—Pliable—Pliable. The second pliable functions as an end state.
Cure 1 save
Type poison (ingested); Save Fortitude DC 14
Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 1 save
Type poison (inhaled); Save Fortitude DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save
Type poison (injury); Save Fortitude DC 17
Track Strength; Frequency 1/round for 6 rounds
Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.
Cure 1 save
Type poison (inhaled); Save Fortitude DC 15
Track Charisma; Frequency 1/round for 4 rounds
Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell.
Cure 1 save