|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules
|
GM Screen
<-
Return to All Rules
(
Group by Source
)
<-
Return to Pathfinder Unchained
All Rules in
Pathfinder Unchained
Alignment (Unchained)
Alternate Crafting and Profession Rules
Automatic Bonus Progression
Background Skills
Consolidated Skills
Diseases and Poisons
Progression and End States
Diseases
+
Poisons
+
Sample Diseases
Sample Poisons
Dynamic Magic Item Creation
Esoteric Material Components
Fractional Base Bonuses
Grouped Skills
Innate Item Bonuses
Removing Alignment
Removing Iterative Attacks
Revised Action Economy
Scaling Items
Simple Monster Creation
Simplified Spellcasting
Skill Unlocks
Spell Alterations
Staggered Advancement
Stamina and Combat Tricks
Variant Multiclassing
Wound Thresholds
+
An entry marked with this has additional sections within it.
Diseases and Poisons
Source
Pathfinder Unchained pg. 138
The basic Pathfinder rules for diseases and poisons don’t necessarily mimic the progression of these afflictions in a believable way; a character with a few
lesser restoration
spells can simply ignore most diseases, and diseases and poisons that don’t affect your Constitution score can never kill you. What’s more, because these afflictions tend to affect ability scores, their effects can be unrealistically powerful—a poison that damages Intelligence can take down any creature of animal intelligence, regardless of CR. The following optional system presents progression tracks for diseases and poisons that cause the victim’s situation to become increasingly worse.
Progression and End States
Source
Pathfinder Unchained pg. 138
When a victim fails his initial save and is afflicted with a disease or poison, he immediately gains the effects of the first step down that affliction’s progression track. For diseases, this is latent/carrier; for poisons, it’s usually weakened. This replaces the affliction’s normal effects (such as ability damage and ability drain), though many afflictions still produce additional symptoms. At the GM’s discretion, truly deadly diseases and poisons might cause the victim to start further along the progression track than normal. All effects from disease and poison tracks are cumulative.
Most afflictions also have an end state—a point at which the disease or poison has progressed as far as it can. Once an affliction has reached its end state, the victim keeps all current effects (but doesn’t suffer further effects) and can no longer attempt saving throws to recover from the affliction. By default, each disease and poison track has an end state of dead, but some afflictions have less severe end states, and others might progress only to a certain intermediate state at worst, allowing victims to continue attempting saves.
In general, whenever a victim fails a saving throw against her affliction, she moves one step further down the progression track, gaining the effects of the next state and keeping all previous effects, until she reaches the end state. If she’s afflicted with a disease, she moves one step back toward healthy whenever she fulfills the conditions in the disease’s Cure entry (usually by succeeding at one or more saves). Once she reaches healthy, she is cured. Poisons work differently—fulfilling the cure condition removes a poison from the victim’s system, but she remains at the same step on the track and recovers gradually. (Treat a poison that has exhausted its duration in the same way.) For every day of bed rest (or 2 nights of normal rest), a victim recovers one step; this recovery is doubled as normal by Heal checks, and tenacious poisons might require a longer recovery period.
Usually,
neutralize poison
or
remove disease
immediately moves the victim to a healthy state on the respective track, and a
heal
spell will work for both. However, once the disease or poison has reached its end state, only a more powerful spell such as
miracle
or
wish
can remove its effects.
Some diseases and poisons cause the same effects as a condition (such as sickened) or render characters paralyzed. Effects that modify or remove those conditions (such as immunities) do not apply; only effects and immunities that help against diseases or poisons apply, as appropriate.
Diseases
Source
Pathfinder Unchained pg. 138
The disease track simulates the progression of a disease, starting with incubation. Ignore any onset entry for a disease; the victim attempts saving throws at a rate based on the disease’s frequency. At the GM’s discretion, if the disease’s Cure entry does not allow a cure, the disease’s progression may be irreversible without the use of a
heal
spell, and even a successful
remove disease
only prevents further deterioration. There are two different tracks: one for diseases that affect physical ability scores (such as bubonic plague or slimy doom) and one for those that affect mental ability scores (such as cackle, fever or mindfire).
Poisons
Source
Pathfinder Unchained pg. 139
The poison track simulates the progressive effects of poison in the body. A character who is poisoned rolls a saving throw after the listed onset at the listed frequency. On an initial exposure to poison, regardless of whether her save succeeds, a victim takes an amount of poison damage equal to the poison’s DC – 10, divided by 2 (for example, 5 points of poison damage for a DC 20 poison). This is hit point damage, not ability damage. If a victim is exposed to additional doses of the same poison, a failed save progresses the poison track by one step and increases the duration by 50%, but doesn’t increase the DC.
Sample Diseases
Source
Pathfinder Unchained pg. 140
Examples of diseases that use the various tracks are given below. If a disease does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.
Blinding Sickness
Type
disease, ingested;
Save
Fortitude DC 16
Track
physical;
Frequency
1/day
Effect
At the impaired state, also become permanently blind
Cure
2 consecutive saves
Bubonic Plague
Type
disease, injury or inhaled
Save
Fortitude DC 17
Track
physical;
Frequency
1/day
Cure
2 consecutive saves
Cackle Fever
Type
disease, inhaled;
Save
Fortitude DC 16
Track
mental;
Frequency
1/day
Cure
2 consecutive saves
Dementia Dust
Type
disease, inhaled;
Save
Fortitude DC 14
Track
mental;
Frequency
1/week
Effect
Even if the disease is removed with
remove disease
, condition does not improve without
greater restoration
or
heal
Cure
magic only
Demon Fever
Type
disease, injury;
Save
Fortitude DC 18
Track
physical;
Frequency
1/day
Effect
At the impaired state, penalties from the weakened state become permanent until victim receives
heal
or
restoration
Cure
2 consecutive saves
Devil Chills
Type
disease, injury;
Save
Fortitude DC 14
Track
physical;
Frequency
1/day
Cure
3 consecutive saves
Filth Fever
Type
disease, injury;
Save
Fortitude DC 12
Track
physical;
Frequency
1/day
Cure
2 consecutive saves
Leprosy
Type
disease, contact, inhaled, or injury;
Save
Fortitude DC 12
Track
physical (special);
Frequency
1/week
Effect
Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state
Cure
2 consecutive saves
Mindfire
Type
disease, inhaled;
Save
Fortitude DC 12
Track
mental;
Frequency
1/day
Cure
2 consecutive saves
Mummy Rot
Type
disease, injury;
Save
Fortitude DC 16
Track
s physical and mental (special);
Frequency
1/day
Effect
No latent/carrier state; victim suffers all penalties from progressing on both the physical and mental disease tracks
Cure
remove curse
and
remove disease
within 1 minute of each other
Red Ache
Type
disease, injury;
Save
Fortitude DC 15
Track
physical;
Frequency
1/day
Cure
2 consecutive saves
Shakes
Type
disease, contact;
Save
Fortitude DC 13
Track
physical;
Frequency
1/day
Cure
2 consecutive saves
Slimy Doom
Type
disease, contact;
Save
Fortitude DC 14
Track
physical;
Frequency
1/day
Effect
At the impaired state and beyond, penalties from the weakened state become permanent until the victim receives
heal
or
restoration
Cure
2 consecutive saves
Sample Poisons
Source
Pathfinder Unchained pg. 141
Examples of poisons that use the various tracks are given below. If a poison does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.
Black Lotus Extract
Type
poison, contact;
Save
Fortitude DC 20
Track
Constitution (special); Onset 1 minute;
Frequency
1/round for 6 rounds
Track
Healthy—Weakened—Disabled—Dead
Cure
2 consecutive saves
Blue Whinnis
Type
poison, injury;
Save
Fortitude DC 14
Track
Constitution (special);
Frequency
1/round for 2 rounds
Effect
Healthy—Weakened—Unconscious; no end state
Cure
1 save
Deathblade
Type
poison, injury;
Save
Fortitude DC 20
Track
Constitution;
Frequency
1/round for 6 rounds
Cure
2 consecutive saves
Green Lotus
Type
poison, contact;
Save
Fortitude DC 18
Track
Charisma (special); Onset 1 minute;
Frequency
1/round for 6 rounds
Track
Healthy—Weakened—Impaired—Pliable—Pliable; the second pliable is an end state
Cure
1 save
Id Moss
Type
poison, ingested;
Save
Fortitude DC 14
Track
Intelligence; Onset 10 minutes;
Frequency
1/minute for 6 minutes
Cure
1 save
Insanity Mist
Type
poison, inhaled;
Save
Fortitude DC 15
Track
Wisdom;
Frequency
1/round for 6 rounds
Cure
1 save
Large Scorpion Venom
Type
poison, injury;
Save
Fortitude DC 17
Track
Strength;
Frequency
1/round for 6 rounds
Cure
1 save
Small Centipede Poison
Type
poison, injury;
Save
Fortitude DC 11
Track
Dexterity;
Frequency
1/round for 4 rounds
Track
Requires two failed saves to progress to each state past sluggish
Cure
1 save
Ungol Dust
Type
poison, inhaled;
Save
Fortitude DC 15
Track
Charisma;
Frequency
1/round for 4 rounds
Effect
Victim does not recover past weakened without
heal
or
restoration
Cure
1 save