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Corruptions | Curses | Diseases | Drugs | Poisons


Poisons

Source Starfinder Core Rulebook pg. 232
Poisons are normally weaponized by loading a single dose into a weapon with the injection special property, such as an injection glove or needler pistol. It’s also possible to add a dose of poison to a melee weapon that deals piercing or slashing damage, though this takes a standard action and requires the poison to be in a vial that’s already in hand.

For full details on poisons, click here.

Amblaree

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 save

Arsenic

Source 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 save

Biocide

Source 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 saves

Black Lotus Extract

Source 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 saves

Blue Whinnis

Source 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 save

Circuit Melter

Source 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 saves

Cyanide

Source 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 saves

Deathblade

Source 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 saves

Docilant

Source 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 saves

Green Lotus Extract

Source 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 save

Hydrofluoric Acid

Source 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 saves

Id Moss

Source 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 save

Insanity Mist

Source 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 save

Mindhaze

Source 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 save

Morph Inhibitor

Source 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 saves

Radiation

Source 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 LevelFort DC
Low13
Medium17
High22
Severe30

Cure none

Radium

Source 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 saves

Shadow Essence

Source 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 save

Strychnine

Source 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 saves

Turbocurarine

Source 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 save

Ungol Dust

Source 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