
SuperBidi |

"Injury: An injury poison is activated by applying it to a weapon, and it affects the target of the first Strike made using the poisoned weapon. If that Strike is a success and deals piercing or slashing damage, the target must attempt a saving throw against the poison. On a failed Strike, the target is unaffected, but the poison remains on the weapon and you can try again. On a critical failure, or if the Strike fails to deal slashing or piercing damage for some other reason, the poison is spent but the target is unaffected."
It doesn't look like you can apply it to an ammunition (unless you consider ammunitions to be weapons). It also looks like you can apply it to a bow, and affect your first hit (and not attack) with it. Am I reading it well?

Malk_Content |
I think you have to do it with the weapon. This is probably to stop an extreme action advantage for ranged weapons (you could in the morning poison a hundred arrows and never worry about the action cost in a fight, whereas for melee weapons you'd have to at least carry that many weapons to get multiple poison uses.)

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"weapon" is not a trait...right? There is no definition for it in the index just page listings. It is not marked with [trait], there are weapon traits...like "volley" or "Agile" but weapon is not one of them.
I am thinking ammunition is the same, the cost would be the issue I think. 1 arrow 1 dose of poison if you want it to work the same (DCs and all). Applying it to 100 arrows would require 100 doses. Not 1.
I think I would allow ammunition to be poisoned ahead of time. I mean I can poison 4 daggers ahead of time and not have the action issue.