Poisons

To make a poison from mundane ingredients is hard. Prices and DC for poison bases:

Type Craft DC price per dose Onset Frequency
Contact 25 10sp 1 min 1/rnd
Inhaled 25 10sp 1/rnd
Injury 20 6sp 1/rnd
Ingested 15 4sp 10 min 1/min

These base poisons have DC 11, 1 save to cure, take effect at most 6 times, and do 1 dmg to a physical attribute (str, dex, con) of the crafter’s choice.

You can also start with poisons found in nature, foraging for them with a Knowledge (Nature) check. These have various stats, and are generally more effective than synthetic base poisons, but are almost always ingested poisons.

Once you have a base poison, you can try to improve it in various ways. This requires a further craft check, and the better the check the more potent the result. The process always takes 1 day, you can work on up to 6 doses at a time, regardless of the check result. Any given alchemist can only improve each dimension of a given dose once. Failure by 5 or more ruins the base poison. You can take 10.

You can improve:

Onset Craft DC
1 day 11
1 hour 14
10 min 17
1 min 20
1 rnd 24
instant 30
Save DC Craft DC
11 11
12 13
13 15
14 17
15 19
16 21
17 23
18 25
19 27
20 29
Cure Craft DC
1 save 11
2 saves 28
Damage Craft DC
1 12
1d2 16
1d3 20
1d4 24
1d6 28

Poisons

Goblin Uprising thuddmonkey