Hazemind Concentrate — Pathfinder 1e Poison
A Poison That Blunts Social Judgement

Hazemind concentrate is a Pathfinder 1e poison, not an ordinary intoxicant. Its effect disturbs a creature’s social judgement. A poisoned character becomes harder to influence; the effect does not make the character obedient or grant another creature control of its actions.
Pathfinder 1e rules
Price 200 gp; Type poison (injury); Save Fortitude DC 16; Onset 1 round; Frequency once per round for 6 rounds; Cure 1 successful save.
Effects
Effect: On a failed Fortitude save, the subject’s attitude toward each other creature shifts one step closer to indifferent. The DC to influence the subject using Charisma, Diplomacy, Handle Animal or Intimidate increases by 4. This may make an enemy less hostile, but it can also make an ally less friendly; the increased DC means cooperation is not automatically easier.
Using it in an adventure
A guard who suddenly grows indifferent to a familiar officer offers a clue that something has affected the guard’s judgement. An investigator can compare the guard’s changed manner with the testimony of others. Keep the Pathfinder saving throws and social-check penalty in play; do not treat the poison as a guaranteed confession or mind-control spell.
Related: Hazemind Mist (inhaled variant), Poisons and Toxins, and the Substance Index. Source: Pathfinder Player Companion: Familiar Folio, p. 20 (Paizo, 2015). Pathfinder 1e rules only.
| Section 15: Copyright Notice Pathfinder Player Companion: Familiar Folio © 2015, Paizo Inc.; Authors: Will McCardell, Philip Minchin, Mark Seifter, and Jerome Virnich |
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