How many actions to use poison pf2e question


Rules Discussion


So I'm new to pf2e and have a question about how many actions does it take to use the item.

Lets assume it is on my equipment and not in my backpack. So would it be just the activation cost of the item ex: Giant Centipede Posion states you need 2 interact actions to use it.

Or do i need to 3 actions, 1 to grab it and 2 to use its activation cost?

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1 to grab, 2 to apply. Generally poisoning of weapons is done in anticipation of combat.

There is a feat which may be taken by Rogues, Assassins, Drow Shootists, and Poisoners called Poison Weapon.
This feat lets you apply contact or injury poisons to your weapon with one action, AND allows you to interact to draw the poison, as part of the action. so it's 3 actions for the price of one.
Plus it lets you make a couple of mediocre poisons for free each day.


1 action apply with poison weapon feat

than any kind of strike hit enemy


Poison weapon can be intended in different ways ( and the common one is that you apply the 1d4 damage by expending 1 action. not any poison ).

Plus, applying any poison with a single action is the class perk ( not available through dedication ) from the alchemist who took toxicologist research field ( and I doubt the devs intent was to give players a better version of a unique class perk ).

...

nvm, I see that I was wrong and the feat seems to apply on any poison.

It's way better than the toxicologist exclusive perk,though the toxicologist can use their own class DC.

But in terms of action management I don't know what to say...

Toxicologist ( a class meant to use alchemical poisons ) can reduce to 1 the actions needed to apply a poison that they already have in their hand, while a rogue/poisoner/assassin can also draw that poison ( it's 3 actions in one, without the flourish trait ).

I suppose my toxicologist should go for the poisoner archetype or rogue dedication :|


The appeal of the rogue feat is the action economy at the expense of poison durability. The poison they apply doesn't last long. "If your next attack with that weapon before the end of your next turn" is a bit of a pinch. And then we also (still, in this year of our Lord 4th printing) have potential for arguments about "does THE next attack have to hit? but then what about the line about the poison getting wasted on a crit fail? doesn't that imply you can try again as long as you only miss?"

The appeal of the toxicologist's perk is not just the action economy, lesser though it may be than rogue's Poison Weapon, but also that the poison lasts until used or you crit fail the attack roll, no "next turn" time limit (unless using a quick alchemy'd poison), AND the DC bump, which is kind of a big deal

I'd have to crunch the numbers on whether I'd find poisoner archetype or rogue MC attractive. Kneejerk response is that since the infused reagents don't stack I'd consider the feat to be half-wasted and rule against trying it

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