Source Character Operations Manual pg. 127 Level 2; Price 175 Type poison (injury); Save Fortitude DC 13 Track Wisdom (special); Frequency 1/round for 3 rounds Effect Progression track is Weakened—Impaired—Blinded; no end state. When at the blinded stage, the victim gains the blinded condition. Cure 1 saveSource Starfinder Armory pg. 133 Level 7; Price 1,400 Type poison (ingested); Save Fortitude DC 17 Track Constitution; Onset 10 minutes; Frequency 1/minute for 4 minutes Cure 1 saveSource Character Operations Manual pg. 127 Level 4; Price 340 Type poison (injury); Save Fortitude DC 11 Track Constitution; Frequency 1/round for 4 rounds Effect Select one living creature subtype when crafting biocide. Creatures of that subtype take a –4 penalty to saving throws against the poison, and the frequency is extended for 2 rounds. Cure 2 savesSource Starfinder Core Rulebook pg. 419 Level 20; Price 121,000 Type poison (contact); Save Fortitude DC 26 Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds Effect progression track is Healthy—Weakened—Debilitated—Dead Cure 2 consecutive savesSource Starfinder Core Rulebook pg. 419 Level 7; Price 1,000 Type poison (injury); Save Fortitude DC 17 Track Constitution (special); Frequency 1/round for 2 rounds Effect progression track is Healthy—Weakened—Unconscious; no end state. Cure 1 saveSource Starfinder Armory pg. 133 Level 12; Price 8,000 Type poison (injury); Save Fortitude DC 19 Track Strength; Frequency 1/round for 6 rounds Effect This acidic poison is specifically formulated to also be effective against constructs. Cure 2 consecutive savesSource Starfinder Armory pg. 133 Level 6; Price 600 Type poison (contact); Save Fortitude DC 16 Track Constitution; Onset 1 minute; Frequency 1/round for 6 rounds Effect Related to its use in extracting metals, cyanide is effective against elementals with the earth subtype, bypassing their natural immunity to poison. Cure 2 consecutive savesSource Starfinder Core Rulebook pg. 419 Level 10; Price 2,650 Type poison (injury); Save Fortitude DC 23 Track Constitution; Frequency 1/round for 6 rounds Cure 2 consecutive savesSource Starfinder Armory pg. 133 Level 15; Price 20,250 Type poison (injury); Save Fortitude DC 21 Track Charisma; 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 2 consecutive savesSource Starfinder #44: Allies Against the Eye pg. 57 Level 6; Price 600 Type poison (poison (injury)); Save Fortitude DC 16 Track Dexterity; Frequency 1/round for 4 rounds Effect In addition to causing loss of motor control and eventual death, dragon ray poison produces vivid hallucinations in the mind of the affected creature. Cure 1 saveSource Starfinder Core Rulebook pg. 419 Level 8; Price 1,500 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 saveSource Character Operations Manual pg. 127 Level 14; Price 10,500 Type poison (contact); Save Fortitude DC 20 Track Constitution; Onset 1 minute; Frequency 1/round for 6 rounds Effect Bodies of victims that reach the dead state dissolve completely unless the acid is neutralized within 1 minute with a successful DC 30 Heal check or Physical Science check. Cure 2 consecutive savesSource Starfinder Core Rulebook pg. 419 Level 2; Price 140 Type poison (ingested); Save Fortitude DC 14 Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes Cure 1 saveSource Starfinder Core Rulebook pg. 419 Level 4; Price 350 Type poison (inhaled); Save Fortitude DC 15 Track Wisdom; Frequency 1/round for 6 rounds Cure 1 saveSource Starfinder Armory pg. 133 Level 7; Price 1,000 Type poison (injury); Save Fortitude DC 17 Track Wisdom; Frequency 1/round for 4 rounds Effect Upon reaching the weakened state, the victim can’t use telepathy or limited telepathy for 1d4 hours. Subsequent failed saving throws don’t extend this duration. Cure 1 saveSource Starfinder #27: Deceivers’ Moon pg. 45 Level 5; Price 400 Type poison (injury); Save Fortitude DC 15 Track Charisma; Onset 1 minute; Frequency 1/minute for 6 minutes Effect At the weakened state, the victim reverts to its true form and cannot change shape for 1 hour. Cure 2 consecutive savesSource Starfinder Core Rulebook pg. 404 Level —; Price — Type poison (emanation (see below)); Save — Track Constitution; Frequency 1/round Effect Radiation is an emanation poison, meaning that a victim only needs to enter an area suffused with radiation to be affected by it. Radiation suffuses a spherical area of effect that can extend into solid objects. The closer one gets to the center of an area of radiation, the stronger the radiation effect becomes. Radiation entries list the maximum level of radiation in an area, as well as the radius out to which this radiation level applies. The radiation continues to suffuse each increment out to an equal length beyond that radius, its strength degraded by one level per increment. For example, a spherical area of high radiation with a radius of 20 feet creates a zone of medium radiation spanning 20 feet to 40 feet from the center in all directions, and a similar zone of low radiation spanning 40 to 60 feet from the center.
A creature that leaves an area suffused with radiation is essentially cured of the poison effect. Ending the source of radiation or successfully casting remove radioactivity has the same effect. As usual for poison effects, an affected creature requires rest to recover from radiation poisoning. Remove affliction doesn't cure a creature of the effects of radiation poisoning, but remove radioactivity does.
At each state of impaired and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the radiation sickness disease
Table 11-8: Radiation Levels Radiation Level | Fort DC | Low | 13 | Medium | 17 | High | 22 | Severe | 30 | Cure noneSource Starfinder Armory pg. 133 Level 14; Price 29,800 Type poison (ingested); Save Fortitude DC 18 Track Constitution; Onset 1 day; Frequency 1/minute for 6 minutes Effect At the impaired state, the penalties from the weakened state become permanent until the victim benefits from a restoration spell. Cure 2 consecutive savesSource Starfinder Core Rulebook pg. 419 Level 10; Price 2,650 Type poison (injury); Save Fortitude DC 18 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 (see page 374). Cure 1 saveSource Starfinder Armory pg. 133 Level 18; Price 188,000 Type poison (injury); Save Fortitude DC 20 Track Dexterity (special); Frequency 1/round for 4 rounds Effect Progression track is Healthy—Stiffened—Immobile—Dead. Cure 2 consecutive savesSource Character Operations Manual pg. 127 Level 3; Price 260 Type poison (injury); Save Fortitude DC 14 Track Dexterity (special); Frequency 1/round for 4 rounds Effect Progression track is Sluggish—Stiffened—Staggered—Immobile; no end state. Immobile victims can continue to attempt a saving throw each round as a full-round action to revert to stiffened. Cure 1 saveSource Starfinder Core Rulebook pg. 419 Level 9; Price 2,000 Type poison (inhaled); Save Fortitude DC 17 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 (see page 374). Cure 1 save
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