Pathfinder Player Companion: Dirty Tactics Toolbox (PFRPG)

4.60/5 (based on 5 ratings)
Pathfinder Player Companion: Dirty Tactics Toolbox (PFRPG)
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There are those who fight and die honorably, and there are those with pockets full of dirty tricks who live to brawl another day. Embrace the subversive with Dirty Tactics Toolbox, a player-focused manual filled with loads of deliciously devious tips, tricks, and rules options to ensure that your character never has to face a fair fight. Delve into the art of the ambush, research new poisons, and discover ways to enhance your sneak attacks and dirty trick combat maneuvers. And if none of that suits your sly sensibilities, arm yourself with magic that targets your enemy's jugular or turns her sword into an angry snake. Dirty Tactics Toolbox contains everything you need to gain the upper hand and then exploit the advantage mercilessly. Inside this book, you'll find:

  • Tips for using all manner of poisons, including feats that empower envenomed weapons and infuse magic with toxins, plus details on a bevy of new poisons.
  • General and specific tactics for using sneak attacks, plus new feats for characters who specialize in dealing precision damage.
  • Expanded ideas for using the dirty trick combat maneuver, plus ways to combine combat maneuvers with guile and a new combat style for those who admire the cunning kitsune.
  • Options for characters who worship trickster gods, such as manipulative Asmodeus and chaotic Calistria, plus a wasp familiar for the faithful of the Savored Sting.
  • A wide range of new equipment tricks, including novel uses for boots, cloaks, nets, thieves' tools, and wondrous items, plus new equipment, magic armor and weapons, and spells for your crooked arsenal.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-763-5

Other Resources: This product is also available on the following platforms:

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4.60/5 (based on 5 ratings)

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Good, but not spectacular

3/5

Read my full review on Of Dice and Pen.

Dirty Tactics Toolbox follows in the vein of its predecessor “Toolbox” books: Ranged Tactics Toolbox and Melee Tactics Toolbox. And much like those two other books, I have the same basic issues with it. While it’s a perfectly functional book, there’s not a lot in it that really stands out and is memorable when compared with the vast amount of other options already available in the game. That said, I do think it edges out the previous two books by a small margin by having a few more things that did catch my attention and a few more instances of nicely integrated world flavour.


Tactics Toolbox series keeps getting better

5/5

It started with Melee Tactics Toolbox, then Ranged Tactics Toolbox, now Dirty Tactics Toolbox makes a excellent line turn STELLAR.

When a Player Companion has feat/archetypes/spells that make you want to start a new character JUST TO USE THE OPTIONS, then it is a great one indeed.

A few stand-outs are the Poison spells (a category of spell I thought was previously lacking), Accomplished Sneak Attacker feat (the Boon Companion feat for multiclass rogues and single class slayers), Dirty Fighting feat (as mentioned everywhere, a long waited for alternative to Combat Expertise) and the Monk of the Mantis archetype (monk with sneak attack PLUS options to work with Unchained Monk? Yes Please!!).

And there are a great number of other gems in here (for example the Sapping weapon property and sniping feat of which I forget the exact name).

The only downside is now my expectations for the next Tactics Toolbox are sky high.


A grand success!

5/5

This player companion is to-date my favorite player companion yet. The new format and the new methodology really paid off with this winning design.

The content walks a fine line between too much crunch and too much fluff by having a ton of both and making sure that the fluff options are still good options! The feats and archetypes are rich with character building ideas, setting lore and still great, viable archetypes that stand up well.

Overall, I don't have much to say other than buy this book! Its not just for Rogues, there are plenty of character options for anyone willing to fight a little dirty.


One of the best Player Companions yet

5/5

While I don't want to go into too many details prior to a broader release, the entirety of this book seems designed to enable builds and approaches that have been conventionally undersupported in the Pathfinder ruleset, and it accomplishes its goal admirably. I think this is one of the best purchases I've made in this line, and strongly suggest it for anyone considering playing a character following one of the concepts it focuses on: poison, sniping and sneak attack, dirty tricks, and ambush/surprise rounds.

I'm particularly fond of the additional sniping support, which has been direly needed for some time. The Dirty Fighting combat feat has the potential to steal the show, though, and may become a staple of various combat maneuver builds for years to come. Like most of the options in this book, it's probably not going to be overpowered; it just makes a previously hard-to-build concept be more effective and efficient.


Wily Options for Everyone

5/5

(I'll be intentionally vague on specific items, feats, and spells until the release date)

With Dirty Tactics Toolbox, Paizo has redeemed a number of design choices that arbitrarily limit those who favor stealthy, indirect, or clever approaches over more traditional "hit it with a big sword/spell" tactics. Dirty Tactics has options for virtually everyone, and a lot of the feats, spells, and abilities are less about power creep and more about bringing the less viable options into parity with the default "tetori monk, ragelancepouncebarian, archery ranger" tropes.

Not surprisingly, The book spends significant page count on the Dirty Trick combat maneuver, providing options to make it significantly more viable and interesting. There's even a feat for Swashbucklers (and Amateur Swashbucklers) that makes Dirty Trick pretty good starting from level 1.

Additional attention and love is given to poisoners - casters and mundanes alike - and all are given options to make poisioning... well, less bad. I still think Paizo's unreasonably concerned about making poisoning a valid tactic, but at least now there are a number of options that make poisoning an acceptable, if not optimized choice.

Stealth options are also present in the book, with feats that give rogues a reason to want to crit on their sneak attacks as well as making sniping a more viable strategy.

There are several creative and interesting spells as well. Nothing's too spectacular or "OMG Overpowered", but a number of options continue the book's general theme of making some less-viable character concepts more viable.

As a penultimate note, one particular feat solves a whole host of commonly brought up issues with combat maneuvers. Without getting too detailed, it satisfies many of the more silly prerequisites for combat maneuver feats, as well as lessens the penalty for being untrained in a given combat maneuver. Love the feat, hoping this gets made PFS legal.

Finally, I'd like to call out the Equipment Trick section for providing some genuinely useful equipment tricks - looking at you, Cape and Thieves' Tools. The existing equipment tricks were nothing to write home about, but these you could easily incorporate into any character that would fit the theme.

I heartily recommend this book to anyone who loves making stealth checks, ambushes, combat maneuvers, or who enjoys casting subtle spells. Get this book and help win the table focus back from the boring two-handed strength based types!


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Silver Crusade Contributor

David knott 242 wrote:

Does this book indeed have a feat called Battle Cry that has absolutely nothing to do with the feat by the same name in the Advanced Class Guide?

It does not. Not sure what you've heard. ^_^


24 hours, plus the timezone adjustment

/fidget


djones wrote:

24 hours, plus the timezone adjustment

/fidget

I've counted down for the hardback books, but I don't think I've ever counted down for a Player Companion.

Until now. :)


Kalindlara wrote:
David knott 242 wrote:

Does this book indeed have a feat called Battle Cry that has absolutely nothing to do with the feat by the same name in the Advanced Class Guide?

It does not. Not sure what you've heard. ^_^

Um... yes it does. No offense Paizo, but you guys really should check to make sure there are no other feats with the same name out there before putting out new content.

Silver Crusade Contributor

Valantrix1 wrote:
Kalindlara wrote:
David knott 242 wrote:

Does this book indeed have a feat called Battle Cry that has absolutely nothing to do with the feat by the same name in the Advanced Class Guide?

It does not. Not sure what you've heard. ^_^

Um... yes it does. No offense Paizo, but you guys really should check to make sure there are no other feats with the same name out there before putting out new content.

Wow. I had to search for it, page by page... it's not in the Rules Index near the start, either. A bunch of feats are missing. Multiple errors!

My apologies. I thought I'd done my due diligence by checking the Rules Index near the start. My shame is deep...

Silver Crusade Contributor

The following feats are missing from the Rules Index on page 3:

Deep Toxin
Powerful Poisoning
Treacherous Toxin
Unseen Poison
Accomplished Sneak Attacker
Ambuscading Spell
Battle Cry (!!!)
Flying Tackle
Friendly Shroud
Improved Lookout
Lightning Rager
Reflexive Caster
Verify
Wasp Familiar


Helo I would like to know if there are any new Rage Powers or Barbarian Feats?

Silver Crusade Contributor

SamuraiFlamenco wrote:
Helo I would like to know if there are any new Rage Powers or Barbarian Feats?

There are! I hope you like poisoning people with bite attacks!

Scarab Sages Developer

Valantrix1 wrote:
Um... yes it does. No offense Paizo, but you guys really should check to make sure there are no other feats with the same name out there before putting out new content.

No offense taken. That's my job, and this is the second time I've missed something. Obviously, I'm going to have to change my process.


Owen K. C. Stephens wrote:
Valantrix1 wrote:
Um... yes it does. No offense Paizo, but you guys really should check to make sure there are no other feats with the same name out there before putting out new content.
No offense taken. That's my job, and this is the second time I've missed something. Obviously, I'm going to have to change my process.

It happens, but I figured you should know so you could take steps. Great work on the companion otherwise! I'm really digging this one.


Kalindlara wrote:
SamuraiFlamenco wrote:
Helo I would like to know if there are any new Rage Powers or Barbarian Feats?
There are! I hope you like poisoning people with bite attacks!

Poison bite? Huh....are there any other new Rage Powers?

What are they called?

Btw: Thy for the Info :)


SamuraiFlamenco wrote:
Kalindlara wrote:
SamuraiFlamenco wrote:
Helo I would like to know if there are any new Rage Powers or Barbarian Feats?
There are! I hope you like poisoning people with bite attacks!

Poison bite? Huh....are there any other new Rage Powers?

What are they called?

Btw: Thy for the Info :)

There are 3 new rage powers:

Viper’s Kiss
Viper’s Breath
Enhance Venom


Or feats that do the same thing, but one is better than the other such as Pernicious Stab and Treacherous Toxin.


I'm buying this purely for the alchemist archetype.. I swear...
I wonder how many of those new poison stuff are extracts? I know that alchemical one is at least haha.
It would be neat if there was a nextract that boosted poison somehow.

I was hoping for maybe a weapon enchantment that would add to poison somehow. But lots of support here anyway so I can live without it~

Though there is always the snakebite dagger from harrow book. Though I don't know if you can enchant premade magical weapons RAW.

Silver Crusade Contributor

Zwordsman wrote:

I'm buying this purely for the alchemist archetype.. I swear...

I wonder how many of those new poison stuff are extracts? I know that alchemical one is at least haha.
It would be neat if there was a nextract that boosted poison somehow.

I was hoping for maybe a weapon enchantment that would add to poison somehow. But lots of support here anyway so I can live without it~

Though there is always the snakebite dagger from harrow book. Though I don't know if you can enchant premade magical weapons RAW.

The toxicant seems decent to me. There are some new alchemist extracts for those who love poisoning - I don't think you'll be too disappointed.

As for improving specific weapons, ask your GM. I think most will allow it, but it's gray and/or contentious enough that I wouldn't recommend treating it as a given. ^_^


Owen, I hate to throw another monkey in your wrench, but the Traitor’s Blade has also shown up in another product.


There is a lot of good stuff here. A few that I like are:

Accomplished Sneak Attack: Earlier entry to Arcane Trickster is much appreciated. Especially after the SLA early entry options were removed.

Ranged Chicanery (Theives' Tool Trick): Disable Device at a distance sounds great for a Psychic Detective. I like how it works even better for Arcane Tricksters.

Alchemical Pheromones (Aggression): This seems like a great way for non-casters to shut down psychic casters.

Burglar's Torc: This is just good old-fashioned spy fun. It feels like something that Q might make.

Spike Hilt: I have to say that I have trouble getting a visual on this one. I presume that the sword is still usable with the dagger removed. It's kind of a neat way to carry a back-up dagger. Or perhaps a poisoned one.

Scurrying Swarmer: This is really amazing. Getting to use the swarming ability without another Ratfolk is really good, but getting to use Teamwork feats with people who lack those feats is amazing. I've always avoided Teamwork feats before, but this opens up some nice options.

The Sapping Weapon Special Ability: A nice ability for only a +1 equivalent enhancement. Just wonderful for whip/Enforcer combos.

Shadow Jumper's Tunic: Good for anyone, but better for a Shadowdancer. More love for Prestige Classes.

Weapon Tattoo: Almost as good as a Glove of Storing but doesn't use up a slot. Great for those pole-arm reach builds. I'll note that light and heavy shields, Klars, and Madus qualify as weapons.

Hide Weapon: It's a neat spell. For some reason I keep imagining a character using this with a pair of Adamantine Tekko-Kagi. ;)

And that's just a short list. In my opinion, this is the best "Toolbox" book yet.


Here is a question. Shouldn't the Improved Lookout feat be of the teamwork designation, since Lookout itself is, or am I missing something?

Silver Crusade Contributor

Valantrix1 wrote:
Here is a question. Shouldn't the Improved Lookout feat be of the teamwork designation, since Lookout itself is, or am I missing something?

On top of that, it also functions like a teamwork feat and uses similar language. I'm with you.

Scarab Sages Developer

1 person marked this as a favorite.
Kalindlara wrote:
Valantrix1 wrote:
Here is a question. Shouldn't the Improved Lookout feat be of the teamwork designation, since Lookout itself is, or am I missing something?
On top of that, it also functions like a teamwork feat and uses similar language. I'm with you.

Actually, no.

Improved Lookout plays off you and someone else who has Lookout. If Improved Lookout was a Teamwork feat, it should only work with someone who also had Improved Lookout. I also didn't particularly want it getting passed out by abilities that grant Teamwork feat.

So it's a feat that plays off Teamwork feats, and has a Teamwork feat as a prerequisite, but doesn't itself count as a Teamwork feat.

Silver Crusade Contributor

Owen K. C. Stephens wrote:
Kalindlara wrote:
Valantrix1 wrote:
Here is a question. Shouldn't the Improved Lookout feat be of the teamwork designation, since Lookout itself is, or am I missing something?
On top of that, it also functions like a teamwork feat and uses similar language. I'm with you.

Actually, no.

Improved Lookout plays off you and someone else who has Lookout. If Improved Lookout was a Teamwork feat, it should only work with someone who also had Improved Lookout. I also didn't particularly want it getting passed out by abilities that grant Teamwork feat.

So it's a feat that plays off Teamwork feats, and has a Teamwork feat as a prerequisite, but doesn't itself count as a Teamwork feat.

Ooh... good point! Fair enough. ^_^

That's what I get for posting fast...


Kalindlara wrote:
Owen K. C. Stephens wrote:
Kalindlara wrote:
Valantrix1 wrote:
Here is a question. Shouldn't the Improved Lookout feat be of the teamwork designation, since Lookout itself is, or am I missing something?
On top of that, it also functions like a teamwork feat and uses similar language. I'm with you.

Actually, no.

Improved Lookout plays off you and someone else who has Lookout. If Improved Lookout was a Teamwork feat, it should only work with someone who also had Improved Lookout. I also didn't particularly want it getting passed out by abilities that grant Teamwork feat.

So it's a feat that plays off Teamwork feats, and has a Teamwork feat as a prerequisite, but doesn't itself count as a Teamwork feat.

Ooh... good point! Fair enough. ^_^

That's what I get for posting fast...

Fair enough, that was why I was asking. It seemed like it could go either way. Thanks Owen!

Contributor

Gisher wrote:
Burglar's Torc: This is just good old-fashioned spy fun. It feels like something that Q might make.

That's basically where the idea came from.

Quote:
Alchemical Pheromones (Aggression): This seems like a great way for non-casters to shut down psychic casters.

You could, assuming you had pheromones for each individual creature that you fought. They're super specific. The pheromones were more designed for planning; you know what you're up against and what sort of craziness you want to cause.

Quote:


Accomplished Sneak Attack: Earlier entry to Arcane Trickster is much appreciated. Especially after the SLA early entry options were removed.

Ranged Chicanery (Theives' Tool Trick): Disable Device at a distance sounds great for a Psychic Detective. I like how it works even better for Arcane Tricksters.

Shadow Jumper's Tunic: Good for anyone, but better for a Shadowdancer. More love for Prestige Classes.

I practically begged my fellow designers to try to sneak in some prestige class support as an on-theme experiment. Of the list, the only one that I wrote was the ranged chicanery equipment trick. My hope is that the options that made it in will get enough love that customers will be open to more prestige class support in the future, because currently that isn't a very nested area. In 3PP, there's a strong generalization among game designers that prestige class content won't sell to players, so I was curious to see if that would hold true if Paizo published some support. The comments I've seen so far have been interesting.

Quote:
Spike Hilt: I have to say that I have trouble getting a visual on this one. I presume that the sword is still usable with the dagger removed. It's kind of a neat way to carry a back-up dagger. Or perhaps a poisoned one.

Pretend that the hilt / pommel of your sword is a dagger sheath. Sort of like a swordcane, except you use one weapon to sheath a smaller one.

Quote:
Scurrying Swarmer: This is really amazing. Getting to use the swarming ability without another Ratfolk is really good, but getting to use Teamwork feats with people who lack those feats is amazing. I've always avoided Teamwork feats before, but this opens up some nice options.

I've always felt that while swarming was a cool racial trait, it was sort of an NPC-only ability because it is uncommon for players to want to all play the same non-human race, which was why I wrote it. I like that it makes ratfolk daring champions into an interesting concept too.

Quote:
And that's just a short list. In my opinion, this is the best "Toolbox" book yet.

Good, good! Keep singing praises and perhaps you'll see the freelancers who worked on this one more! We're all more than happy to work with our favorite Genius. ;-)


A tiny bit of an apparent canon conflict: On the inside front cover, blue whinnis poison is described as the distilled sap from a rare form of creeping vine with blue thorns. In Feast of Ravenmoor (page 22), it's a distilled blue-hued fungal mold. Is this intentional?

Scarab Sages Developer

1 person marked this as a favorite.

I can't say it's intentional. It can be the same, however. The fungal mold may also grow on the creeper vine, changing the color of its thorns. Two regional methods of getting the same material.

Contributor

Garrett Guillotte wrote:
A tiny bit of an apparent canon conflict: On the inside front cover, blue whinnis poison is described as the distilled sap from a rare form of creeping vine with blue thorns. In Feast of Ravenmoor (page 22), it's a distilled blue-hued fungal mold. Is this intentional?

Also, the people of Ravenmoor are sort of weird, what with the whole raising stirges as pets and livestock thing. So theirs might be the specific exception to an otherwise rule. 'Whinnis' is a fantasy word, it doesn't mean anything, so rather than describe a type of plant or mold, it might be describing the overall effect of the poison; a "blue sleep poison" or the like.


!!! When will this be legal for PFS ?


Shawn H wrote:
!!! When will this be legal for PFS ?

I just came to ask the same thing.

Scarab Sages Developer

I know the process has begun. I can't say when it'll be done, PFS folks have bigger fish to fry for a while.

The Exchange

Owen, I just got my hands on this book and I gotta say, I love it.

My expectations were incredibly high and this book delivered on every account. Thanks, I'll try to add a review tonight.

Scarab Sages Developer

Codanous wrote:

Owen, I just got my hands on this book and I gotta say, I love it.

My expectations were incredibly high and this book delivered on every account. Thanks, I'll try to add a review tonight.

Glad to hear it! I think the freelancers did a great job meeting a very high bar.

I look forward to your review. :)

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I'm confused by one thing though, why is Craft(Poison) mentioned so many times in this book?

I mean, isn't Craft(Alchemy) used for crafting poisons? ._.;


Not really. I've seen Craft (poison) used for poisons ever since D&D 3.5


D&D 3.5 is one thing... This is Pathfinder.
Whose Poison rules read as follows:

Quote:

Crafting Poison

You can make poison with the Craft (alchemy) skill.

'Nuf said.

Scarab Sages Developer

7 people marked this as a favorite.

Yes, every reference to Craft (poison) should be Craft (alchemy). I am normally much better about culling everything from 3.0, 3.5, 4e, Star Wars RPG, SWRCR, Star Wars Saga, Wheel of Time, Everquest Tabletop RPG, Black Company, Gamma World, and all the other d20 games I've written for or helped create out of my head when doing Pathfinder (which has been my #1 gamespace for 90% of my work for the past many years).

But crafting poison with Craft (poison) seems so reasonable, I didn't even question it, and everyone followed my lead.

Given how Craft works someone certainly COULD have Craft (poison), but that'd obviously be a worse choice, since Craft (alchemy) can do all the poison things, PLUS all alchemy-related crafting.

Liberty's Edge

Mimo Tomblebur wrote:
Shawn H wrote:
!!! When will this be legal for PFS ?
I just came to ask the same thing.

I'm right there with you both. Got a "GM baby" as well as another character that leveled on hold as I'm waiting to find out what's legal for their build. But will get it soon I'm sure.


This'll be the first book I want to buy.
I want the toxicant stuff.
I wish I could see it before buying it (I live NO WHERE near a comic thing) but I've seen bits and pieces.. and it sounds exactly like what I want.
I'm hoping I can find the spare money (skip a lunch or two I suppose) to use it in my upcoming game..
or maybe they'll let me use it with only the partial info (it'll be awhile before level 6 and I sorta know the level 3 stuff)

From the parts I saw, this looks amazing. and it'll be the first extra suppliment I buy and the first I intend to argue for including in the highly restricted games I play with specific friends. The toxicant just looks exactly like the class I want my whole pathfinder career.


I see crafting poisons and alchemical items as two distinct fields of expertise personally. I find it odd someone who is a poison crafter also knows how to make bags of super glue, medieval bombs, and super flares. Doesn't seem very "assassin" or "killer" type to me.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Dunno, explosives seem kind of good skill for assassins and killers xD

Silver Crusade RPG Superstar 2014 Top 16

I'm about to start using a new Calistrian Mesmerist in a game for PbP gameday starting this Saturday, and unfortunately since this book isn't PFS-legal yet I can't give her the Wasp Familiar yet! Oh well, next game she'll have her cute little buzzy vermin kitten. :-D

Scarab Sages Developer

1 person marked this as a favorite.
Barachiel Shina wrote:
I see crafting poisons and alchemical items as two distinct fields of expertise personally. I find it odd someone who is a poison crafter also knows how to make bags of super glue, medieval bombs, and super flares. Doesn't seem very "assassin" or "killer" type to me.

While that's fair, skills in Pathfinder are stunning broad. Craft (ships) similarly combines a very wide range of disparate skills into a single heading for sake of simplicity and to lump skills that only rarely come up in a typical game into one category.

Scarab Sages Developer

cartmanbeck wrote:
I'm about to start using a new Calistrian Mesmerist in a game for PbP gameday starting this Saturday, and unfortunately since this book isn't PFS-legal yet I can't give her the Wasp Familiar yet! Oh well, next game she'll have her cute little buzzy vermin kitten. :-D

:D


Barachiel Shina wrote:
I see crafting poisons and alchemical items as two distinct fields of expertise personally. I find it odd someone who is a poison crafter also knows how to make bags of super glue, medieval bombs, and super flares. Doesn't seem very "assassin" or "killer" type to me.

Well that's the rules, which are stunningly clear.

Honestly, I don't think it would be shocking to see a Trait allow using Know:Nature in place of Craft:Poison (or for a Feat, maybe also add another feature/ability).

In home games I always allow a custom 'Primitive/Rustic Crafting' skill which covers personal arms/armor made largely from Wood and Leather: Bows & Arrows (stone heads unless you can get metal arrowheads by other means), Spears (likewise) and Clubs, Leather/Wood Armor & Shields, etc. So that overlaps with Craft Bows, Craft Weapons, Craft Armor, Craft Carpentry, Craft Leatherwork, Craft Stonework (which probably overlap themselves somewhat), but doesn't do ALL that each of those skills do.

If you wanted to Craft Poisons but not Alchemic stuff, you could maybe make a custom skill that covered Crafting Poisons AND medicinal herbal concoctions, and covered Know:Nature checks related to Poisons, AND covered Heal checks related to Poisons. It wouldn't do all that those other skills do, but would overlap with them within the conceptual scope of the skill. (it does bring up the weird intersection of Craft and Profession or Heal in this case, which use different stats yet may cover similar uses, e.g. Profession:Carpenter vs Craft:Carpentry)


Barachiel Shina wrote:
I see crafting poisons and alchemical items as two distinct fields of expertise personally. I find it odd someone who is a poison crafter also knows how to make bags of super glue, medieval bombs, and super flares. Doesn't seem very "assassin" or "killer" type to me.

well its all chemistry so...


1 person marked this as a favorite.

indeed, and alchemical super glue, explosives or flare material, may very well be Poisonous on their own anyways...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

cartmanbeck wrote:
I'm about to start using a new Calistrian Mesmerist in a game for PbP gameday starting this Saturday, and unfortunately since this book isn't PFS-legal yet I can't give her the Wasp Familiar yet! Oh well, next game she'll have her cute little buzzy vermin kitten. :-D

I'm thinking the same thing for my Calistran bard. Just need to get her to third level.


2 people marked this as a favorite.

poke the pfs legality! I have a con comming soon and its either drity fighting or toughness/iron will: the volvos of feats.

The Exchange

I am about to enter into a Play by Post with a PFS character and had hoped to trade out my combat expertise for dirty fighting in time. The game starts this Saturday. Heres to hoping.


Alexander Augunas wrote:
Gisher wrote:
Shadow Jumper's Tunic: Good for anyone, but better for a Shadowdancer. More love for Prestige Classes.
I practically begged my fellow designers to try to sneak in some prestige class support as an on-theme experiment. Of the list, the only one that I wrote was the ranged chicanery equipment trick. My hope is that the options that made it in will get enough love that customers will be open to more prestige class support in the future, because currently that isn't a very nested area. In 3PP, there's a strong generalization among game designers that prestige class content won't sell to players, so I was curious to see if that would hold true if Paizo published some support. The comments I've seen so far have been interesting.

Thanks for this!

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