Poison Darter Advice


Advice


What do you need to optimise a poison darter ranger? (non-pfs)


The poison darter has a weak and forgettable poison... but near-full sneak attack and access to the sense vitals spell from 7th level. To optimise it you need a means of sneak attack at range and ideally the magical knack trait, and perhaps the accomplished sneak attacker feat. Plus the usual ranged feats.

I guess if you can make other poisons via a craft skill or otherwise you might get a little use out of their poison use trait. Buying poison you'll find is too expensive to justify.

Sneak attack at range requires either: sniping (which is a max of one attack per round), greater invisibility from a friendly wizard or whatever, fog and a means of seeing thru it (or darkness similarly), several feats devoted to feinting including ranged feint, or an ally with several feints devoted to feinting including greater feint. Of those fog & fogcutting lenses will probably be the easiest to set up.

One other way of using it might be to use the fact that blowguns are in the thrown weapons group and so to take close quarters thrower and false opening. Risky but possibly effective.


1 person marked this as FAQ candidate.

This is such an old thread, but I'm going to post anyway because I was just looking at this archetype today because I'd like to play a good thematic poisoner for Serpent's Skull.

I think it would be more appropriate to revise it to allow more rogue talents that modify poison instead of only those that modify sneak attack. A lot of them are much better than the alchemist discoveries for poison (Signature Poison vs Malignant Poison for example). And while it's not written that way, I'm just going to assume that all of the combat style feats were intended to be replaced with rogue talents, and not just the one at 2nd level. Hopefully my GM agrees.

Sovereign Court

My Poison Darter character went with Vishkanya as the race and the Sleep Venom feat. The idea was to get as many uses out of the save or 'die' poison as possible and maintaining near full BAB. Mostly ignored the Blowgun portion of the archetype though.


Daxtron wrote:

This is such an old thread, but I'm going to post anyway because I was just looking at this archetype today because I'd like to play a good thematic poisoner for Serpent's Skull.

I think it would be more appropriate to revise it to allow more rogue talents that modify poison instead of only those that modify sneak attack. A lot of them are much better than the alchemist discoveries for poison (Signature Poison vs Malignant Poison for example). And while it's not written that way, I'm just going to assume that all of the combat style feats were intended to be replaced with rogue talents, and not just the one at 2nd level. Hopefully my GM agrees.

I'd like some clarification on this also, is only the second level combat style feats changed? or are all? as it only says at second level, but goes on to tell you how to use the 6th level alchemist discovery "sticky poison"


@RoughRyder

Gotta be all bonus combat feats, since it would be impossible to actually take the Sticky Poison discovery otherwise.

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@Firebug

How did the archetype give you more uses of your racial poison?
The archetype allows you to transform daily uses of your racial poison into the class feature poison, but not the opposite.

Sovereign Court

Wonderstell wrote:

@RoughRyder

Gotta be all bonus combat feats, since it would be impossible to actually take the Sticky Poison discovery otherwise.

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@Firebug

How did the archetype give you more uses of your racial poison?
The archetype allows you to transform daily uses of your racial poison into the class feature poison, but not the opposite.

You said it already, Sticky Poison.


Ah, makes sense. Thought it was something specific to the archetype, not one of the discoveries.

Sovereign Court

The specific part was discoveries and full BAB.


Yup yup. Discoveries and full BAB is rare.

Another idea would have been to grab the Lasting Poison UnRogue Talent which scales off your Dexterity instead of Intelligence, which Vishkanya have a racial bonus to. I'm not really sure how UnRogue Talents interact with all these archetypes that give you access to Rogue Talents, but a Slayer does list 'Lasting Poison' as one of their options. So full BAB and more uses should be doable.

But well, you seemingly made the archetype more or less work. The trick is apparently to get your hands on poison that actually is a threat, since the archetype's Debilitating Venom simply isn't good enough.

Sovereign Court

It hasn't been that good in practice at least sub level 10 and in PFS. The issue is that it takes 2 saves to "kill" the target and that the poison doesn't roll over between adventures. However a single failed save shuts down a full attack so there is some value in partial success. I mostly focused on utility, using a hooked net(level dip medium) and distracting targets until someone failed enough saves.
Now, in a game where you actually have down time it becomes much more powerful. Just poison an arbitrary number of weapons and you're good to go.

I am interested in the interaction between durable blowgun darts and whether the poison sticks around on recovered darts if you have sticky poison. Being able to poison 2 darts with a single use and recover them for Wis mod attacks each is very useful.

As far as URogue talents go, archetypes grant regular Rogue talents unless URogue is explicitly mentioned. Lasting Poison is both a URogue talent and a regular Rogue talent... and they do different things. Thematically similar things, but mechanically different. Slayer is referring to the regular rogue talent.

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