Poison Queries


Rules Discussion


1 person marked this as a favorite.

I have a few small queries about an alchemist using poisons.

Here are my questions:

1. Am I the only one that thinks that powerful alchemy is a feat tax? It’s kind of weird that the DCs don’t scale by default, like they do for every other class. What’s the difference between this and a hypothetical “powerful evocation” feat, that makes evocation spells’ DC scale to your level?

2. How do you utilize the powerful alchemy feat with poisons? It takes one action to create a poison with quick alchemy, and then three actions to apply almost every injury poison in the game. Is this only possible with the enduring alchemy feat, am I reading this incorrectly, or is there a feat that allows you to apply poisons more swiftly?

3. If I’m correct about #2 (which I very well may not be), is there any way to utilize injury poisons in conjunction with quick alchemy without taking the enduring alchemy feat?

4. Why doesn’t potent poisoner increase the DCs of poisons you craft up to your class DC instead of +4 to a maximum of your class DC? For that matter, why does it require so many feats to attain baseline competency in poisoning?

5. Are there no injury poisons above 13th level? If so, doesn’t this make Powerful Alchemy a mandatory feat for poisoners?

6. Why can’t you apply a contact poison to a weapon? Apparently this involves the “logistics of delivering them without poisoning without poisoning yourself?” Why am I more likely to poison myself while applying the substance to the tip of my spear, than I am while applying it to a doorknob? Why could I do this in 1E but now can’t in 2e?

7. At higher levels is the high action cost of applying a poison actually worth the effect?

8. Is there a rule that prevents you from applying multiple poisons to the same object?

If any of these questions have exceedingly obvious answers, you'll have to forgive me; I don't currently have access to my core rule book and am mostly relying on the Archives on Nethys


Only one I can answer right now is number 1, sorry.

1. Because poisons are items, not spells. It does feel a bit feat tax-y to me as well, but it is at least one that is applied equally. Rangers also need to take Powerful Snares in order to have their snares scale off their DC rather than the innate item level. Likewise your magic items that have effects that require saves don't scale automatically with your character DC, either.


Well as far as the item DC stuff goes...
Becausue a good third of the Alchemist feats are just Math Fixers. Stuff that just adds numbers to things or sure up numbers. Splash int stuff, powerful alch etc. Thats' all fairly strongly purely "give more numbers" stuff.. rather than interesting or weird feats like others get sadly.

They really should be Raised to Class DC via quick alchemy innately. Powerful Alchemy then should power up the "daily alchemy" amounts.

---
Further.. Powerful Alchemy only works on Quick alchemy. And currrently... only tanglefoot bags and thunderstones are offensive bombs that have direct saves. (and generally speaking.. you'll usually have the higher formula anyway).
Poisons are really the main interaction with powerful alchemy buuttt yep you can not poison fast enough.
You need enduring alchemy to do 1 action quick alch, 3 action (round 2) to apply. (at which point its' an effect not the item and wont' disappear) then round 3 attack. (You can only poison what is in your hand.. so no poisoning ally's weapon in battle).

For some.. bizzare reason. Alchemist's don't share the Rogue Poison Weapon feat either. So you could multiclass for it at lv 8.
----
As for higher level injury poisons, currently thats all there is. But they're not expecting most players to get that high before they release more and more suppliments. WHich will eventually have poisons.
Soo sadly powerful alch is required (which requires poison weapon feat) or more likely potent poisoner, and making them in the morning instead.

No clue on the contact poison bit.
but poison weapon lets you apply injury or contact.


Perpdepog wrote:

Only one I can answer right now is number 1, sorry.

1. Because poisons are items, not spells. It does feel a bit feat tax-y to me as well, but it is at least one that is applied equally. Rangers also need to take Powerful Snares in order to have their snares scale off their DC rather than the innate item level. Likewise your magic items that have effects that require saves don't scale automatically with your character DC, either.

If alchemists had a feat like powerful snares, which read "when you create a poison, the DC for that poison is equal to its normal DC or your class DC, whichever is higher" poisons would be infinitely more workable. This would still, in my mind, be an automatic tax for anyone using poisons. However, issues 2 and 4 would disappear while issues 5 and 7 would be mitigated. Yet even with a buff as impactful as this one, issue 3 still feels very significant.


1 person marked this as a favorite.

I'll answer, but in the wrong order.

Zecrin wrote:
5. Are there no injury poisons above 13th level?

The poisoner alchemist hasn't been released yet. It was in the playtest, so we are sure to see it very soon. When it will be there, I'm pretty sure there will be injury poisons at each and every levels.

Zecrin wrote:
7. At higher levels is the high action cost of applying a poison actually worth the effect?

No. Even the Rogue ability to do it in one single action is not worth it. Poison is nice because you apply it before combat. During combat, it doesn't compete with more interesting actions (throwing bombs, attacking, etc...).

Because of that, there is absolutely no point in using Quick Alchemy with poisons.

Zecrin wrote:
It’s kind of weird that the DCs don’t scale by default, like they do for every other class.

Poison's DCs are equal to the highest class DC you can get at their level. So, there is no point in even taking potent poisoner right now (but the fact that there are no injury poisons at each and every level, and it should be fixed soon).


Also would note the Ranger snare thing compares badly to Alch's items in general.
Since Alch's is the whole class focus. snares is a "eh if you want it, its easy with 1 skill feat 2 class feats"

(also i absolutely want it on my alch haha)
------

Really potent poisoner is only good for crafting (actual crafting) cheaper poisons.


Pathfinder Rulebook Subscriber

Yes, it's a feat tax... So is Powerful Snares, for that matter.
Yes it's dumb, yes it's completely contrary to PF2's core design philosophies... but it's what we have.

Quote:
or is there a feat that allows you to apply poisons more swiftly?
Quote:
Why can’t you apply a contact poison to a weapon?

The answer to both these questions is the level 4 Rogue feat Poison Weapon. It lets you apply poisons with 1 action and works for both contact and injury poisons. An alchemist can grab it at level 8 by taking the Rogue multiclass at 2, basic trickery at 4 and advanced trickery at 8. That means at level 10 (when you pick up powerful alchemy) you can reach a point where you can sort of functionally quick craft poisons.

SuperBidi is right though, even with the feat using poisons in combat isn't great. Even ignoring the action economy issues, Alchemists are pretty bad at using weapons given that they have caster weapon proficiency (and you can't poison claws so bestial mutagen doesn't patch that up at all).

SuperBidi wrote:


Poison's DCs are equal to the highest class DC you can get at their level. So, there is no point in even taking potent poisoner right now

Well, if the DC scaled fully you could leverage low level poisons a lot better. I suspect that's why there's a cap on the DC and why Powerful Alchemy only works on quick alchemy, because Paizo was scared of alchemists batch crafting tons of cheap, low level items with high level DCs.

Though Rangers can do that with Snares, so maybe not.


Squiggit wrote:

Yes, it's a feat tax... So is Powerful Snares, for that matter.

Yes it's dumb, yes it's completely contrary to PF2's core design philosophies... but it's what we have.

Quote:
or is there a feat that allows you to apply poisons more swiftly?
Quote:
Why can’t you apply a contact poison to a weapon?

The answer to both these questions is the level 4 Rogue feat Poison Weapon. It lets you apply poisons with 1 action and works for both contact and injury poisons. An alchemist can grab it at level 8 by taking the Rogue multiclass at 2, basic trickery at 4 and advanced trickery at 8. That means at level 10 (when you pick up powerful alchemy) you can reach a point where you can sort of functionally quick craft poisons.

SuperBidi is right though, even with the feat using poisons in combat isn't great. Even ignoring the action economy issues, Alchemists are pretty bad at using weapons given that they have caster weapon proficiency (and you can't poison claws so bestial mutagen doesn't patch that up at all).

SuperBidi wrote:


Poison's DCs are equal to the highest class DC you can get at their level. So, there is no point in even taking potent poisoner right now

Well, if the DC scaled fully you could leverage low level poisons a lot better. I suspect that's why there's a cap on the DC and why Powerful Alchemy only works on quick alchemy, because Paizo was scared of alchemists batch crafting tons of cheap, low level items with high level DCs.

Though Rangers can do that with Snares, so maybe not.

The Rangers are setting the snares.

Anybody can use the poisons.
I do not know the ramifications of a Ranger passing out a batch of cheap snares, but the poisons would boost damage of buddy PCs already at a balanced maximum.

I wonder what a poison-buffer build could do, applying poison to adjacent weapons for those with better attack rolls. Hmm...
Definitely subpar, but if building for utility over combat anyway, could be a way to contribute.


Well AON is down for me currently so I can't double check. So this is from memory and may be wrong.

But strictly RAW I believe you have to be wielding a weapon to poison it. So you couldn't poison an ally's weapon anyway. Also you'd not want to poison in battle anyway (other than Rogue's Poison Weapon). But prebattle.. well just give your ally the poison. Poison Use isn't a class thing anymore. So anyone can poison a weapon without exposing themselves. Soo can totally give ally's 1 or 2 doses of poisons in the morning and let them use it as they wish.

This is my Churry's main thing though. He doesn't really make bombs (well occasional lightning ones). he daily allotment's a fair few elixirs for folks. Then ther est goes into utility items, and poisons for his xbow. (well more like poisons for his more accurate allies really)

Squiggit wrote:
I suspect that's why there's a cap on the DC and why Powerful Alchemy only works on quick alchemy, because Paizo was scared of alchemists batch crafting tons of cheap, low level items with high level DCs.

Powerful Alch is just weird and must be futur proofing really. Because it can't be made for poisons really due to action economy issues. but even past that. If they're quick alchemying poison chances are its the highest level poison already. WHich'll have a comparable DC really. (Until lv 15+ anyway. But at that point you'll want to switch to Inhaled Poisons anyway. I believe 2-3 higher level inhaled ones have a rapid onset and but AON is down so I can't double check that. But inhaled and contact are easier to use with quick alch anyway).

but as far as using lower level ones. (even at higher levels). If they pick up quick alch and potent poisoner. Then the daily allotment of poisons gets raised, and any crafted (normal crafted) lower level ones do also get a boost (Probably could gold craft some lower level ones for caster mooks).

So potent poisoner I guess is the current highest level plan for poisons (they'll add more as time goes on).
buut it, like powerful alchemy, and the Int to Splash ones are all effects that are "sure up the numbers" situations rather than interesting abilties. (I personally still think poweful alch, Int replaces splash, should both be innate class abilities. while potent poisoner and the splash+int+wider splash radius feats should still be feats as they are.)

Or powerful alchemy really should work with the Daily Allotment... I mean realistically anything you're using with quick alch or daily allotment. You'll have paid or researched the higher level poison (or other items) already and using the highest level one already. its super weird and must be future proofing that its quick alch only.
but quick alch is weird.. double brew alchemical alacraty both don't work super well overall and have odd interactions with other quick alchemy itmes (such as perpetual infusions).

I'm looking forward to the poisoner research. That feels like it might be my favorite main method

=================
As far as Snares go. You can't carry them anyway you have to make them "in the moment"
but with the way snares work it wouldn't make terribly difference over all. Might see more use in a random battle as a "protection" for a caster o ranger to block a charge style chase.
but most of the time snares will be used only by the scout to set up a kill zone. or used to gblock off side passages as you explore further in.
or most often. when you rest (short term for first aid or long term cammping)
So handing them out really wouldn't make terribly large differences. More so since no one but the Ranger would have the set up feats.

Snare stuff from ranger is big to me. Super neat. It feels very useful for my "tool kit" alchemist. Though its kind of hard to compete with other multiclasses for me.


most of those can be answered by:

1)because half+ of the alchemist feats are feat taxes with 0 flavor and only trying to be a math fixer for an incredibly weak core class/class features. (100% opposite of pf2 philosophy)

in conjunction with:

2)see 1

and finally with:

3)in combat poisons are utterly terrible. "Pre-buffing" poisons is meh at best, but at least usable. Until level 13 that is. Because why print high level poisons? (that we were told that would be in the final version during the playtest, but whatever)


So there are some comparisons being made between snares and poisons. Just to be clear though, with snare specialist, you can create a snare with a 3 action commitment, without spending any gold. Poisons, on the other hand require a large time commitment to create, a 3 round action commitment to apply, and require, especially at higher levels, massive gold piece expenditures. Sure you can apply poisons before combat, but then again, you can also preset snares. Also with feat investment, snares scale on your class DC, while poisons do not. I’m not saying that snares are more powerful than poisons, simply that the snare system seems to be far better designed for player use than the snare system.

Okay, so here’s what I’m hearing. Powerful alchemy is not actually a tax; it’s a trap. The alchemist can’t quick alchemy poisons. Poisons are not effective unless you apply them before combat, in which case they only improve your situation marginally, while still requiring a high gp investment. This strategy only works up to about 13th level, at which point poisons become progressively less useful as you level up. Any class with master weapon proficiency and alchemical crafting actually makes a better poisoner than an alchemist who invests in poison at every available opportunity.


As we're comparing alch+poison to ranger+snare. (and not just via gold crafting) (NOTE: yeah if youre not an alch with free poisons. I would not touch poisons. Or snares (as a ranger) honestly)
I'm curious why you say poisons require a large time commitmen to create? Its the normal daily allotment for an Alchemist (or quick alch I guess). Same as the daily allotment of snares for Rangers.

both "preperations" for use are in the morning dailies. both efectively require the same amount of actions to prep (appling poison or setting the snare). So, why does poison take a longer time to craft?
==

Post lv 13, you'll generally be switching from INjury to Inhaled poisons. Or you'll be using the injury poisons on mook/side characters rather than 'at level" creatures.

Though thats still problem in that, Inhaled and Contrct poison "attacks" are illdefined. It is an interact with inhale to cover an area for 1 min. But it isn't specific if that means "1interaction poison yourself+those around you" or if that 1 interact can be thrown--if so ranges and such. I its only around the opener.. Well best hope you got the poison ressistance feat.
Contact isn't well defined either. It reads more or less that you auto touch and then they go Vs the DC. but it has al ong onset anyway.
------

Yep anyone who can hit better is a better poisoner. but it eats a massive amount of their resources to do so.
An alchemist who prepoisons ally weapons, is an effective buff (albiet chance based due to the nature of Save or Nothing).

Alch's are my fav class, but they do need a resolidification of their base structure. And a lot of things should be baked in or replace some things. Also stuff that does quick alch only should really also work with Adv Alchemy.. Would bring it in line IMO.
(but well. Still going to be the class I play the most
My current fav is bomber Alch, Pathfinder Agent, Ranger. Not the best by any means but is fun in a lot of situations))


Zwordsman wrote:


I'm curious why you say poisons require a large time commitmen to create? Its the normal daily allotment for an Alchemist (or quick alch I guess). Same as the daily allotment of snares for Rangers.

On this count, I totally misread advanced alchemy, missing the line of text reading "and any alchemical reagent requirements." I think I skimmed over, it not interpreting it as an ability to ignore gp costs. In other words, I was 100% wrong about the issue of cost.

When talking about time commitment, I meant that when not using limited resources such as infused reagents of prepared snares, snares can be constructed in either 1 minutes time or with three actions (if you have quick snares) whereas poisons cannot be. Especially at higher levels, crafting low cost snares with very high save DCs is an pretty good option available to the Ranger. An alchemist can't do the same unless he wants to spend a limited resource for a low level effect with a low save DC and even then can't do so on the fly with injury poisons.


The way it works:
- Buying poisons or snares is very expensive. It's better to either be an Alchemist/Ranger or to use items you find during the adventure.
- Poisons have to be prepared in advance and applied in advance to work. They don't cost combat-actions, which is their main asset. They are not overwhelming but a nice bonus during the first rounds of combat. Applying poison during combat is not worth it.
- Snares can also be prepared in advance, but you need to be able to access to the combat area beforehand. It happens very rarely. During combat, it's 3 actions to prepare a snare, and then you need a way to put an enemy into it (shove for example). Anyway, for 3 combat-actions, they are once again not worth it, as you could do better by just attacking.

So, poison is nice to have, snares are hyper situational. Clearly, poison is better to have than snares.


SuperBidi wrote:

The way it works:

- Buying poisons or snares is very expensive. It's better to either be an Alchemist/Ranger or to use items you find during the adventure.
- Poisons have to be prepared in advance and applied in advance to work. They don't cost combat-actions, which is their main asset. They are not overwhelming but a nice bonus during the first rounds of combat. Applying poison during combat is not worth it.
- Snares can also be prepared in advance, but you need to be able to access to the combat area beforehand. It happens very rarely. During combat, it's 3 actions to prepare a snare, and then you need a way to put an enemy into it (shove for example). Anyway, for 3 combat-actions, they are once again not worth it, as you could do better by just attacking.

So, poison is nice to have, snares are hyper situational. Clearly, poison is better to have than snares.

Imo, snares are worth the 1-3 actions to setup (later on Rangers can setup it in 1 action) since they do amazing damage.

As an example, the level 12 snare deals an average of 63 damage with a basic ref save.
A single target Spell of that level, disintegrate, deals just 66 and has to go both through spell attack AND basic Fort save for that.

Having, as a ranger, 4-8 "max level spells" worth of damage isn't bad at all.

Compared to strikes, you'd need around 50 or so average damage per round to reach that much damage.

It does need a build that you can move/throw baddies on them though.


shroudb wrote:

Imo, snares are worth the 1-3 actions to setup (later on Rangers can setup it in 1 action) since they do amazing damage.

As an example, the level 12 snare deals an average of 63 damage with a basic ref save.
A single target Spell of that level, disintegrate, deals just 66 and has to go both through spell attack AND basic Fort save for that.

Having, as a ranger, 4-8 "max level spells" worth of damage isn't bad at all.

Compared to strikes, you'd need around 50 or so average damage per round to reach that much damage.

It does need a build that you can move/throw baddies on them though.

To put an enemy into a snare, you need:

- 1 action to move to position
- 1-3 actions to setup the snare
- 1 action to move away from your position (as nothing states you can make Snares on an adjacent square, so you create the Snare on your position)
- 1 action (minimum) to move the baddy inside the Snare

So, even with Lightning Snares, it's hard to use.
Also, nothing states that the Ranger doesn't pay for Snares. Snare Specialist just says you can deploy Snares in a few actions, it doesn't state it costs you nothing to do so. I've I missed something?


I think that is what makes snares about equal than spells. You have to invest a comparable amount of Actions (sometimes more, sometimes less) and they have one Save on top of another condition (either resisting a combat maneuver or you have to be lucky to have them step in)

Poisons in combat are a no go as is, but hopefully this will Change with new poisons, a poisoner archetype and probably a bit more clarification on touch and inhaled poisons.


@SuperBidi, Snares are probably a Teamwork Thing. Ranger sets them up next to the baddy, other character shoves them in. Doing it all alone is annyoing and not worth it, agreed.


SuperBidi wrote:
shroudb wrote:

Imo, snares are worth the 1-3 actions to setup (later on Rangers can setup it in 1 action) since they do amazing damage.

As an example, the level 12 snare deals an average of 63 damage with a basic ref save.
A single target Spell of that level, disintegrate, deals just 66 and has to go both through spell attack AND basic Fort save for that.

Having, as a ranger, 4-8 "max level spells" worth of damage isn't bad at all.

Compared to strikes, you'd need around 50 or so average damage per round to reach that much damage.

It does need a build that you can move/throw baddies on them though.

To put an enemy into a snare, you need:

- 1 action to move to position
- 1-3 actions to setup the snare
- 1 action to move away from your position (as nothing states you can make Snares on an adjacent square, so you create the Snare on your position)
- 1 action (minimum) to move the baddy inside the Snare

So, even with Lightning Snares, it's hard to use.
Also, nothing states that the Ranger doesn't pay for Snares. Snare Specialist just says you can deploy Snares in a few actions, it doesn't state it costs you nothing to do so. I've I missed something?

Snare specialist removes cost for 4-8 daily snares.

The way I see it:
1 setup
1 step/stride
1 shove

Is perfectly viable, 3 actions to do the burst of a max level spell is not shabby at all.

Even at 3 actions setup (5 actions in total) its still decent, and as mentioned, you could set, and an ally can Shove in the same round.

You can also check my Master Yeeter build in the weird builds thread for Ranger/Monk that yeets (whirling throw) his opponents into his snares.


shroudb wrote:
Snare specialist removes cost for 4-8 daily snares.

True, reading it again, it does. I missed something.

shroudb wrote:

The way I see it:

1 setup
1 step/stride
1 shove

Is perfectly viable, 3 actions to do the burst of a max level spell is not shabby at all.

You're right, you can use the step/stride to position yourself for the shove.

Still, one issue is that you need to succeed at shoving, otherwise the enemy (as long as it's not stupid) can back off.
Also, one nice use is against stupid enemies. I don't think a zombie can understand that you just set up a trap.
So, I agree with you, with Lightning Snares, they look playable. Still, it's sad to get it that late.


SuperBidi wrote:
shroudb wrote:
Snare specialist removes cost for 4-8 daily snares.

True, reading it again, it does. I missed something.

shroudb wrote:

The way I see it:

1 setup
1 step/stride
1 shove

Is perfectly viable, 3 actions to do the burst of a max level spell is not shabby at all.

You're right, you can use the step/stride to position yourself for the shove.

Still, one issue is that you need to succeed at shoving, otherwise the enemy (as long as it's not stupid) can back off.
Also, one nice use is against stupid enemies. I don't think a zombie can understand that you just set up a trap.
So, I agree with you, with Lightning Snares, they look playable. Still, it's sad to get it that late.

12 is not that late since the edition is designed to more easily allow max level. I'd say it's midgame.

But even before that:

Even at 3 actions, imo, they are still usable.

Apart from the regular uses (choke points, camps, ambushes, etc) the way I see them is as a delayed spell.

You set them on one round, you trigger them on next. It's not like the Shoves/throws do nothing else, they still reposition/damage the enemy.

And at "end game" having up to 16, 1 action massive damage spikes is extremely effective.

A neat thing to note is that:
Your already setup snares don't "expire" after they are set.

You can entrench a position in a few days to make it hell for enemies to intrude/approach/pass.


Pathfinder Rulebook Subscriber
shroudb wrote:
12 is not that late since the edit ion is designed to more easily allow max level. I'd say it's midgame.

It's still more than halfway through the game. That's pretty significant.

Besides, simply given how campaigns tend to shake out and that not all campaigns go all the way along, I still think a majority of playtime is going to be before 12, rather than after it.

But even assuming you're right, that means snares are only really good and economical for 40% of the game, which still feels bad if you've been investing in snares since level 1.

Quote:

Even at 3 actions, imo, they are still usable.

Apart from the regular uses (choke points, camps, ambushes, etc) the way I see them is as a delayed spell.

You set them on one round, you trigger them on next. It's not like the Shoves/throws do nothing else, they still reposition/damage the enemy.

Ish. If we're talking about the damage dealing snares, they scale disproportionately with the amount of damage you do, but start out pretty weak.

The level 1 and 4 damage snares do less damage than merely striking twice. I'm not talking about maximized DPR or anything either. I'm talking about your suggested 4-action plant+shove vs just striking with a longsword on one turn and then striking again on your next turn. They're not great. Granted, you're never gonna use the level 1 damage snare because there's no real point to crafting snares before 4.

The numbers start to pull ahead at 8 and then obviously at 12 you have quick planting which makes them much better.

There are utility snares too, and some of them can be pretty handy, but I think 'delayed spell' is a serious overestimation of their value.

Given that you're burning multiple feats and at least one skill increase to make all this come together though, I'm not sure the returns are really anything to write home about, especially for the first 60% of a full campaign.

Quote:
You can entrench a position in a few days to make it hell for enemies to intrude/approach/pass.

Yeah, if you're in a specific type of adventure where you know where the fights are going to happen significantly in advance it's pretty strong. If you need to defend a position for instance the ranger can just spam out snares.

Any sort of "the enemy will arrive in X days" scenario and snares swing the other way and become kind of problematic, honestly.

But I still don't think that makes them very great in most situations.


Squiggit wrote:


Yeah, if you're in a specific type of adventure where you know where the fights are going to happen significantly in advance it's pretty strong. If you need to defend a position for instance the ranger can just spam out snares.

Any sort of "the enemy will arrive in X days" scenario and snares swing the other way and become kind of problematic, honestly.

But I still don't think that makes them very great in most situations.

Alternative situations where snares could be very useful include if an invisible ranger snuck into the enemy camp and covered it with inexpensive, low level, high save DC snare. Or if you're in a dungeon, in room A, and you open the door going to room B where room B contains a monster that relies on melee attacks. When the monster attempts to move from A to B to attack the party, it triggers a plethora of snares.

I believe, and again, I could be wrong, that if you create a snare right in front of a creature, it wouldn't see the snare unless its perception proficiency is high enough and it wastes actions to actively search. If this is the case, you could place snares all around yourself and no one would be the wiser.

To me it seems like snares are pretty good at low level, and very good at high level. In either scenario, though, I'm still convinced that they're better than poisons.


1 person marked this as a favorite.

I would note that even if not used "in battle" the low level ones are still useful to have around. You can really set up "retreat" spots as you explore an area. Or if you have two paths and you only have one to take. You could trap the other one. Setting up a safety rest spot, or camping night. etc.

Alarms and or caltrop ones being my default low level ones. (I guess in thoery you could poison caltrops as well. Since they've got a defineed "use" amount of damage that makes them unretrivable. it would make sense that poison would work if they hit)

I def want Snares and Poisons and bombs on my Alchemist though. Which is a painfully large investment over all.
=====

And while it is kind of cheesy weird. I think Zercin has a point about the detection thing. Even if you place it in front of them they would have to detect them. snarerulesreference

but they would see you doing "something" there and should be wary of them anyway. Soo while they may not see the snare.

If I saw an enemy crouch and fiddle with something in the middle of battle. I would assume they did something to that area, though they could also just think you were prepping a weapon or fastening a shield I guess...
would be weird territory to RP

but even if they didi realize you did something to that area. That is s till area denial vs melee ranged things. WHich could have its uses depending on it. I could see it having some use as a stop gap defense for mobile ranged folks.

---

I wonder if there is any method to get a familiar to be able to set it up..I dont think so.


Snares feel pretty good to use so far, but that is probably because of high scouting high stealth approach, and provoking the opponents to be pulled into pre-snared terrain instead of walking into them. Which is fine with me, as that is the gameplay pattern that reinforces the stealthy ranger fantasy to me - scout, prepare, divide and conquer.


Alright, here are the few modifications that I'd make to the alchemist (specifically regarding poisons). First, I’d make powerful alchemy affect all alchemical items made by the alchemist. Second, I’d remove the DC cap from potent poisoner and make it a 16th level feat. Third, I would add poison weapon as a 4th level alchemist feat. Finally I would create clearer rules for contact and inhaled poisons.

Is there anyone who thinks any of these changes would be a bad idea?


Ability to accelerate Onset time for Contact poisons from 1 minute to 1-3 rounds + clarification if you can spill it on someone directly (and if so, does it need an attack check or is it an equivalent of a touch spell that does not need it) would make melee "contact poisoner" fairly decent.

That, or printing contact poisons that actually have reasonable onset timers.


Zecrin wrote:
I believe, and again, I could be wrong, that if you create a snare right in front of a creature, it wouldn't see the snare unless its perception proficiency is high enough and it wastes actions to actively search.

The enemy doesn't see the snares, but he sees your action. So, he knows you have put a snare on this square. And you can't put a snare right in front of a creature, it's always on your square.

Zecrin wrote:
Is there anyone who thinks any of these changes would be a bad idea?

They won't have any impact.

Powerful Alchemy is useless on poisons as they already have the maximum DC for their level. And creating lower level poisons is rarely useful as their main asset is damage.
Potent Poisoner would become awesome, but at level 16 it's too late to have a real impact.
Poison Weapon is bad. Poison has to be applied precombat to the characters who can reliably hit. The Alchemist will rarely be the one who poison the enemy.
If you want to make clearer rules, help yourself. I agree they are not very easy to use during combat (I don't think contact poisons are supposed to be used during combat, but inhaled ones could be).

Community / Forums / Pathfinder / Pathfinder Second Edition / Rules Discussion / Poison Queries All Messageboards

Want to post a reply? Sign in.