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Thanatos95 wrote: Yes it can be worth it to change the types. It can let you turn a useful ingested poison like dark reaver powder into a contact posion so you can use it in combat. But with an onset time of 10 minutes, is it really usable in combat? I mean I can hit someone with it in combat, but isn't the encounter going to be over long before the poison takes effect? EDIT: Clarity
I was looking at the Poisoner Archetype and had a question regarding the Master Poisoner ability.
APG wrote:
I understand the poison changes type, but what about onset times? Say I want to change Drow Poison to ingested. From the table of example poisons in the Core, almost all of the ingested poisons have on onset time of 10 minutes. Does this mean my "changed" Drow Poison will have an onset time of 10 minutes, or is it still instant? And vice verse, if I want to change a Lich Dust from ingested to injury, does the onset time become instant or stay 10 minutes? If it doesn't change the onset time, then is it worth trying to change the types? Thanks in advance for any input. :)
Poison Dart Trap (CR 1):
A CR 5 trap that is +10 to hit, with a DC 17 Fort save or take 1 Str drain and a DC 17 Fort save every round for 6 rounds or take 1d2 Str damage for each failed save. I would say it can put the hurt on a party of 4 level 5 characters. Send a minion in first? Trap resets behind it. Delay Poison? Doesn't cure the Str drain and uses up your casters highest level spell slots. Restoration? Not available yet. Yeah its a low level example. I haven't gone into the trap section in depth yet and this is what I came up with on short notice. Higher levels, just mean more creative ways to add CR to the trap. At least from what I've gathered so far. I personally like my rogue, she has been a great asset to the party. In our last encounter, her first attack was to crit with a shuriken. We use the crit hit deck and the result was "dazed for 1 round". I did a decent amount of damage to it and shut it down before its turn. The party was extremely grateful the lich couldn't cast for that round, as we proceeded to kill it before its next turn.
Here's a thought: Maybe the town is central to the campaign and the DM didn't want the players to be hunted by the town guard every time they came to town. So, the DM gave the players the option of leaving the shop before the guards got involved. Or the DM figured a shopkeeper being called a cheat would just set the shopkeeper off. Mechanically, the situation wasn't handle properly, from the info you have given. But "Story trumps rules" so there could have a been a sound story reason, from the DM's point of view. Just out of curiosity, how does one get 25 in intimidate at level 6?
Jean Tannen wrote:
Sounds like you need to talk to your GM about when to use the crit deck for NPC's. My GM uses the "bosses and major npcs" option. Everyday mobs would just do double damage. Personally, in my last session, I pulled the decapitation card against my foe. That one would suck if it ever hit me. |