A few questions about Alchemical Items / Weapons & Poisons


Rules Questions


Hi all,
I was thinking a few devious strategies to use with alchemical items and poisons, but I wanted to know if, in your opinion and based on your knowledge of rules, these could work:

a) When using the Wrist Launcher (from Ultimate Intrigue) with a featherweight dart treated with a "knockout poison" (i.e., Drow Poison), would be possible to attack an unaware opponent and send him to sleep without him or her noticing anything?
Does the difficulty to notice the wound (Perception check) mean that the target could fail to notice to have been struck by the dart?

b) Does featherweight dart deliver poison even if doesn't do any damage? Which kind of poison? Injury? Contact?

c) I was thinking about using featherweight darts with the Splitercloud alchemical enhancement from Alchemy Manual, but I am afraid it is unfeasible since it does no piercing damage and, as such, cannot be created as one of those alchemical weapons, right??

d) Alchemical weapons like those described in Alchemy Manual (bleeding, durable, lodestone, pheromone, etc...) are technically both alchemical weapons AND ammunition: Does this mean that I can make a special material and a masterwork version of them?
For example, I wanted to have a durable masterwork blood crystal shuriken that would cost me 36 gp (1 [durable] + 6 [masterwork ammunition] + 30 [blood crystal ammunition]), but I'd get a +1 enhancement bonus and the shuriken would deal +1 damage if the enemy is bleeding. This would make a pair of these perfect if I used it with Red Tears poison from Dirty Tactics Toolbox, since has no onset and deals bleeding damage (since doesn't work if the creature is immune to bleeding). Can this weapon be done? Can this tactic work?
Am I getting right that Red Tears deals bleeding damage?

e) If the above could be done, if I made a masterwork lodestone shuriken (16 gp each), after activating it (move action), I'd get a total +5 (+4 circumstance +1 enhancement) bonus to attack?
I am asking because I was wondering if could be a good tactic to poison enemies from distance, since I tend to constantly miss them!
What do you think?

f) Caphorite ammunition (from Heroes of Darklands) seems very nice to "turn off the lights" (at +10 gp cost), which is something I might need since I have special advantages in dim light & darkness.
If I made a featherweight dart out of it, could I "turn off the lights" without being noticed as "the cause of disturbance"??

g) Can I make masterwork alchemical weapons and/or special material alchemical weapons with Craft (Alchemy)? How that would work? The Crafting DC would be increased?

h) The Noqual special material (from Shards of Sin module) would give half-weight items at cost of +500 gp, so if I used it to make a Darklight Lantern (from Advanced Player's Guide) that would cost 520 gp and weight 1.5 lbs (as I am constantly struggling with carried weight) and allow me to turn everything darker by 1 step per 1 minute with one flask of shadowcloy. Am I right?
I was wondering three things about this:
There is no cost-effective way to produce cheap shadowcloy or replicate it?
There is no way to carry around a significant quantity of shadowcloy without being overburdened?
If I threw caphorite dust (from Kobolds of Golarion) while the Darklight Lanter is lit...would this turn an area of normal light into an area of darkness?

i) If I had Dancing Lantern made permanent on my Darklight Lantern, would I have it go constantly around me? So I can carry it around without burden and add shadowcloy when I feel like?
There would be any way to light it more quickly than with a tindertwig (move action)?

j) My DM pointed out that, if I use the Poisoned Sand Tube, I'd be affected by the poison if I enter the area of effect of the cone *after* shooting it...but if I held my breath, I'd have 50% chance to avoid the need to save, right? And...there is any better mundane way to boost my Fortitude save?

k) If I use the Toxic Censer (from Potions & Poisons), the poison I use become inhaled and for 5 minutes a radius of 20 feet around the censer is filled with that inhaled poison...but...
...can I lit the toxic censer while invisible (i.e., with the vanish ninja trick) without breaking invisibility?
With a permanent invisibility on it, the Toxic Censer would not be so easy to notice?
If I used Drow Poison with it, I'd be able to knock out the enemies inside that area?
Since it is gaseous, one can put a toxic censer next to a door and try to poison the enemies on the other side?

l) If I glued together 5 firecrackers, tied their fuse together and shortened their fuse to detonate at the end of my turn, would be reasonable to be able to light them (as a move action) with a tindertwig and throw them at the feet of an opponent (in his square)?
If I put them into a spring-loaded wrist sheath with a tindertwig attached and some kind of sandpaper in the sleeve to light them as they come out of the sleeve, would be reasonable to be able to light them as they are drawn as a swift action?
If they exploded, they'd deal 5d2+5 points of non-lethal damage and deafen the opponents in the affected square? Obviously the saving throw would be rolled for each firecracker, right?
But having 5 saving throw wouldn't give a fair chance to do a lot of non-lethal damage to my opponent?
If I turned invisible, I lit the firecracker and throw it in an opponent's square...would this break my invisibility?
If I had more of these "setup" firecrackers, I'd potentially be able to act as "support" to my comrades by dropping unconscious some opponent we have hard time fighting/striking?

m) Would doing the same above with a jumping jenny deal 5 points of fire damage? Or it'd be negated alongside with the dazzled condition if they succeed the save?

o) The flame fountain firework would allow me to "go jedi" against my enemies?
If I was a swashbuckler, I'd still not get the Dex modifier to the attack because it is not a piercing weapon, right?
There is no mundane way to turn it in a piercing weapon?

p) Would be possible to shorten the fuse of a Fuse Grenade, a Pellet Grenade or another type of Grenade in the same way as with fireworks?

q) Would be feasible to dip the iron pellets of a pellet grenade into injury poison (during their creation) to have them poison the enemies struck by the explosion?

r) There is no way to enhance pellet grenades?

s) The Blasting Jelly from Heroes of Darklands seems a cool alchemical item, but I was wondering: The lack of information about its Craft (Alchemy) DC means that it cannot be manufactured? Or may be that the developer just "forgot it"? Any information about this?

t) The Anderos Salve and Mulibrous Tincture from Adventurer's Guide seem another interesting alchemical item, but still no Craft (Alchemy) DC...again...means that it cannot be manufactured?

Thanks,
Skarm

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