Feather-weight dart... alchemical madness!!


Rules Questions


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Hi all,
I was wondering:

Alchemical Arrows in the Alchemy Manual state:

"While Kyonin archers
prefer alchemical arrows to other missile weapons,
characters can infuse other ammunition and thrown
weapons that deal piercing damage (such as crossbow
bolts, darts, and shuriken) with alchemical effects.
Aside from differing base statistics, these alternative
types of alchemical ammunition have effects identical
to the alchemical arrows listed here. However, firearm
ammunition can't be imbued with alchemical ingredients,
nor can ammunition types that don't deal piercing damage."

And this is further confirmed by Campaign Clarifications:

"You may purchase other types of ammunition with the properties of any of the arrows listed on these pages. The ammunition costs the same as the arrow, unless the base cost of one unit of the ammunition costs 1 gp or more—in that case, add the cost of one unit of ammunition to the listed cost for the arrow."

Until today I had always thought that the feather-weight dart wouldn't have applied, but now I have checked the description of a projectile weapon that uses them (Wrist Launcher) and...

...to my surprise it STILL deals "P" damage, which would make it applicable for having them in alchemical weapon format!!

So I was wondering...

...this would allow then for...

...splinter-cloud feather-weight darts, who would deal 1d3 points of damage to the target and to the surrounding creatures...while seeming to come from NOWHERE???

...tangleshot feather-weight darts...entangling opponents again from NOWHERE??

...trip feather-weight darts...tripping opponents again from NOWHERE??

Also...feather-weight dart is prevented from delivering its poison, but the effects above shouldn't be hindered from delivering their effect!

Am I right or is it too crazily cool to be true?? :P

Thanks,
Skarm

Silver Crusade

Nothing in the description of the featherweight dart makes it harder to notice the location of the shooter. It's just hard to locate the wound, and the spent ammunition.

I'd be inclined to say that splintercloud featherweight darts would not work, because featherweight darts cause no hp damage.


supervillan wrote:

Nothing in the description of the featherweight dart makes it harder to notice the location of the shooter. It's just hard to locate the wound, and the spent ammunition.

I'd be inclined to say that splintercloud featherweight darts would not work, because featherweight darts cause no hp damage.

Yes...but the requirement to have such item made is for it to cause "Piercing" damage, which clearly is listed as such in the statistics.

That is in the description of the Wrist Launcher:
http://www.d20pfsrd.com/equipment/weapons/weapon-descriptions/wrist-launche r/

Skarm


He ain't wrong.

Wrist Launcher wrote:
After firing, the wearer can attempt a Sleight of Hand check opposed by opponents’ Perception checks to keep the wrist launcher concealed.

Silver Crusade

So, featherweight darts do work with wrist launchers. Wrist launchers are made expressly to use with featherweight darts.

But, and this is just my 2cp, concealing the weapon is not the same thing as concealing the attacker. Wrist launcher gives you a sleight of hand check to conceal the weapon after firing. That doesn't appear to do anything to modify the stealth rules for sniping though.

It seems to me that the wrist launcher doesn't achieve anything beyond having a concealable weapon (which can still be useful). If you actually use it to attack, your shooting is noticed unless you make a successful sniping stealth check, even if the weapon and ammunition that you shot are not noticed. (You pointed your arm at someone, then that someone said "ow", or got covered in tanglefoot goo, or acid or whatever).

You can fire alchemical featherweight darts from your wrist launcher, but you still need to make sniping stealth checks to go unnoticed.


supervillan wrote:

So, featherweight darts do work with wrist launchers. Wrist launchers are made expressly to use with featherweight darts.

But, and this is just my 2cp, concealing the weapon is not the same thing as concealing the attacker. Wrist launcher gives you a sleight of hand check to conceal the weapon after firing. That doesn't appear to do anything to modify the stealth rules for sniping though.

It seems to me that the wrist launcher doesn't achieve anything beyond having a concealable weapon (which can still be useful). If you actually use it to attack, your shooting is noticed unless you make a successful sniping stealth check, even if the weapon and ammunition that you shot are not noticed. (You pointed your arm at someone, then that someone said "ow", or got covered in tanglefoot goo, or acid or whatever).

You can fire alchemical featherweight darts from your wrist launcher, but you still need to make sniping stealth checks to go unnoticed.

The description states that, after firing, one has to make the Sleight of Hand check...so...

a) The weapon is concealed and the Sleight of Hand check is to keep it concealed.
b) The victim itself might not notice the wound.

This means that no Stealth check should be necessary since the Stealth check is to hide the attacker, while this weapon's primary purpose is to hide *the attack* while the attacker himself stays in plain view (which doesn't require any Stealth check).
Skarm

Silver Crusade

Skarm wrote:

The description states that, after firing, one has to make the Sleight of Hand check...so...

a) The weapon is concealed and the Sleight of Hand check is to keep it concealed.
b) The victim itself might not notice the wound.

This means that no Stealth check should be necessary since the Stealth check is to hide the attacker, while this weapon's primary purpose is to hide *the attack* while the attacker himself stays in plain view (which doesn't require any Stealth check).
Skarm

Well, perhaps if you fire an ordinary featherweight dart b) could be true - but not if you fire a tanglefoot dart, splintercloud dart, or some other alchemical variant.

If it seems too good to be true, it is.


This would probably be quite amusing with an alchemist, with Toxicant poison, and conductive.

Hit someone with alchemist fire, they catch flame, take 1d6+int. bomb damage, poison. Though the explosion is not remotely subtle haha.

vivicist with toxicant would work well.

honestly I had a blowgun person like this with conductive with that starcross feat line
but i might want to make this with the feather dart instead. I wonder what weapon group this weapon is in?


supervillan wrote:


Well, perhaps if you fire an ordinary featherweight dart b) could be true - but not if you fire a tanglefoot dart, splintercloud dart, or some other alchemical variant.

If it seems too good to be true, it is.

Well...yes...in that case the effect would be obviously noticed, but still they'd not recognize the cause is me which would make it incredibly fun!! XDD

Skarm

Silver Crusade

I would require you to make a sniping stealth check.

If you fail the sniping check but pass the sleight of hand check then the wrist launcher remains concealed but anyone who beat your stealth check knows you attacked. If they can't notice the launcher they will assume you threw a weapon. (A person who throws a javelin is identifiable as the source of the attack after the missile has left their hand.)

Nothing in the ammunition or wrist launcher descriptions removes the need for a sniping check. The sleight of hand check only conceals the weapon, not the attacker.

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