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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:

At 3rd level, a poisoner can use

Craft (alchemy) to change the type of a poison. This
requires 1 hour of work with an alchemist’s lab and a
Craft (alchemy) skill check with a DC equal to the poison’s
DC. If successful, the poison’s type changes to contact,
ingested, inhaled, or injury.

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. :)


Personally, when I saw the Cavalier I first came up with a flaming red haired gnome riding a red velociraptor. But I tend to go for "interesting" instead of mechanically sound.


Poison Dart Trap (CR 1):
Perception DC: 20
Disable Device DC: 20
Effect: Atk +10 Ranged
Trigger: Touch Automatic Reset (CR +1)
Poison: Shadow Essence (CR +3)

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:

As a player with a GM that has been using them we definitely had some issues with it last night. The GM got a roll of crits from mobs using rapiers and short swords (both have the bigger ranges) so it was a bit easier. If it had just been damage, we would have done fine being able to most likely keep up with the healing with a sorc/cleric and a pali in the party.

But it came down to the Pali being down 8 str, 3 dex, 2 ch, 1 con. My ranger was down 1 con. Our Barb was down 1 str, 1 con and the sorc just had a bleed that of course would have been fine as soon as she did a heal burst.

I think the cards are cute and all. But one of the cards alone by the pali was normal damage and then also 1d8 str, and 1d8 dex.

With all the added stat drops to the cards, it can quickly change a challenging mod, to an impossible mod. Not to mention we were level 3...no restoration yet since our sorc was 2 sorc/1 cleric.

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.