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wraithstrike wrote:
That is not cheese, well not in my games anyway, but what is cheese varies from group to group.

Well poison is comes in 1 ounce doses and a flask holds 12 ounces so for a really cheap low DC poison with an effect that incapacitates like say Blue Whinnis in the Ultimate Equipment book Injury DC 14 1Con/unconcious for 1d3 hours. 12 doses costs 480g to craft and has a DC of 40. Which means pretty much anything that is vulnerable to poison which gets hit with that flask is dead. Even outsiders that have poison resistance will need a Constitution of 35 or higher to have a hope of saving. That is assuming you hit them. For a human target to a have a chance he'd need a Constitution of 50. True 480 bucks is a lot to kill one enemy but that BBEG is going down! Unless he has an amulet of immunity to poison.

As for regular targets, spellcasters other than bards tend to be the main target since they have bad Con. Of course my character has bad Wis since so spells that test against Will are my enemy so it will be a matter of who hits first. I also figure that the cheap Str sapping poisons are good for martial enemies in armor since I can effectively reduce them to the point that they are over-encumbered in about 3 rounds by using a full-attack option to apply 3 or more doses. And for weak targets darts or throwing daggers using Two Weapon fighting allows you to poison multiple enemies at low level were they will be hard pressed to save even a DC 14.


wraithstrike wrote:
I would also suggest deadly cocktail once you gain access to advance rogue talents.

Yep, with Master Alchemist it becomes fairly fast to make poisons and with the number of applications possible by a combination of Finesse Rogue, Point Blank Shot, Two Weapon fighting, Swift Poison, and Quick Draw you become Utter Bane of Tarpits. Unless you're fighting undead and outsiders in which case poison is either useless or takes too many applications.

Also I think you could technically used the Master Poisoner archetype feature to take fairly cheap and low DC injury poisons turn them into inhaled poisons and then chuck a flask full of it at somebody, hitting them with multiple doses.

But I only plan on doing something that cheesy if there is a very important target because rule exploitation like that doesn't seem sporting.


I see, thanks for being prompt. Poisoner + Master Craftsman route it is. I am trying to optimize as a support character that makes magical items for the party and to enhance assassin skills. I just wanted to make sure I wasn't missing something that would get me magical items faster.


In the rules caster level is synonymous with character level in a spell casting class. But is there another way to get a caster level, like say taking ranks in the spellcraft skill? Spellcraft allows you to learn spells and craft magical, but not cast by itself. So it seems that it would function as a caster level. The reason in my case is not to actually cast spells but to qualify for magical item creation without needing the masters craftsman feat. Essentially so I could save a feat and just make Wondrous Items at level 3 rather than waiting till level 5.

I know a trait called Magical Knack also gives you two caster levels but that in of itself will not allow a character to qualify for the Wondrous Item creation feat unless ranks in spellcraft can count as caster levels.

I am likewise aware multiclassing is an option but I am not considering it since it would not be advantageous vs taking the Master Craftsman feat to qualify for magic item creation feats.

The build I am using is a skill monkey Rogue just for clarification.