The rules for manifester level (caster level) for weapons, additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually sized creatures for psionic weapons are the same as for magic weapons. It also lets you use contact poisons on weapons, which normally can't be done (but the onset is still bad). Though Id also like an explanation as to why infinite use abilities are the only thing you want to compare poison to. It doesnt say that the ammunition isnt a weapon though, just that it doesnt have its own statistics other than quantity price and bulk, which is abnormal for a weapon and thus worth making note of. It should not be used as the sole-deciding factor, if you ask me. | Gods and Monsters SRD If you are always ending in the same discussions, maybe is it because your point of view is not the one from the devs :). Aura moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, flexible trajectory; Price +12,000 gp. Or maybe is it good the way it is? Weapons with this special ability gain no benefit the first time they strike an enemy, but establish a link that on subsequent hits treats the weapons enhancement bonus as 2 higher and deals an additional +2d6 points of damage. Perhaps Poison Weapon should have been called something like Quick Poison to bring out it's role a bit more, as it currently sounds like it's required to poison a weapon, but this is fairly minor. So before you allow it you really should consider the ramifications. If you have the poison use class ability and then gain natural attacks either through Alter self or in the case of an alchemist Feral Mutagen can you add poison to the attacks. On a successful critical hit, a soulbreaker weapon bestows one negative level on the foe. Attacks made with an energy weapon are not subject to damage reduction, but are subject to any applicable energy resistance, immunity, or vulnerability. ), because of how easily it could be abused to make low level poisons far more potent then they should be at their level. Reddit, Inc. 2023. The weapon is so adept at parrying that it even affects incoming powers, granting the wielder a +1 insight bonus on saving throws. I'm not convinced the text is clear here. OTOH I agree that RAI of the "applying poison" section is that ammo count as weapons, with the writer having forgotten / been unaware of the bit I just quoted. This negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. Or the Dero Strangler that lists the ranged weapon, the doses of poison and a poisoned attack but DOESN'T list poisoned ammo [same for the medusa]. MonFri, 10:00 a.m. to 5:00 p.m. Pacific. As near as I can tell. The strange tip affects the bolts accuracy. Even if we presume that 50/50 successful save thats an average extra 8 damage round one and 5 the next. The instances i can see it happening is with ingested poisons or something of that sort. But they do that to every enemy within 25 feet of a central point, so multiply that by 3, 4, more? Source Core Rulebook pg. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. You dont waste a poison you apply with Poison Weapon on a critically failed attack roll. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. I see 0 balancing issues even if you can "pre-apply" to ammunition. You might want to have a read of this and there's some more information here and literally dozens of videos here . For instance you have 2 claws and a bite with no natural poison can you add poison to any of your natural weapons or do they have to be regular weapons? So obviously, it costs an interact action to unsheathe a weapon, and it costs an action to move up to an enemy, and then an action to use the basic strike. The other being they're - weight. Range touch Target creatures touched Duration 1 hour/level Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless) . They're doing no damage and the poison is being wasted entirely on a miss, however. Weapons with this ability create missiles of energy when drawn. From what I understand, if you use many doses of the same poison at the same time, you're still creating only one source of exposure, so the poison would only trigger once. WebWhat you need is to set up an effect to handle the saving throw and a second effect to apply the damage. With exp basically being that sparks growth. Please forgive is my math is quick and dirty, Im not in a place where I can do much more. Or poisoning in game. Seem that no devs ever held a weapon of any kind. But poison is cold, calculating. WebIn the wild, Poison is a survival evolution. As usual, a psionic character cannot pay a powers cost with power points from more than one source, so the power points in the weapon must be used for discrete manifestations. WebYou can't apply multiple poisons to the same weapon. I would be 1st to say that you need BOTH! These missiles deal appropriately-sized damage of an energy type determined at the time the weapon is created (cold, fire, or electricity). Half an action? Poison prolif carries clear. A person can definitely put poison on ammo. That helps them excel in their chosen direction. I see this as an additional talent. I can understand people arguing the other way, but I can't understand how seriously they take their own argument. Your first two are faster because you can just enter the combat already having them in your hands. draw weapon: 1 action. WebIt takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). As a note about "missing" and wasting the ammo. | Everyday Heroes SRD Not perfect, nothing's perfect, but good enough to be playable without a calculator, have fun with it, be acceptably realistic and easy to learn? Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. Poisons can be cured by successful saving throws and spells such as All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with Picking up weapons from floor; 1 action. All feeder weapons have a special ability that functions only upon scoring a successful critical hit. WebDescription. A teleporting weapon returns through the Astral Plane to the creature that threw it. The weapon can only rebound if it successfully hits a target; if it misses, it stops rebounding and has no further attacks that round. Weapons with the toxic special ability reinforce the effects of applied poisons. When this ability is activated, ammunition fired from the weapon is converted into pure energy of the type set at time of creation (cold, fire, or electricity), allowing the attack to bypass damage reduction, but it is subject to any applicable energy resistance, immunity, or vulnerability. That's all. Aura strong telepathy; ML 12th; Craft Magic Arms and Armor, mindwipe; Price +3 bonus. WebPoison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison. Cost 2 gp Weight 1 lb.Damage 1 (small), 1d2 (medium) Critical x2 Type piercingRange Increment 20 ft. (projectile)Category ranged Proficiency simpleWeapon Group thrown. WebAction Economy on Two Handed Weapons. When used against such creatures, its effective enhancement bonus is 2 higher than its actual enhancement bonus. Deadly Scratch (Ex) A catfolk rogue with this talent can apply poison to her claws without accidentally poisoning herself. Applying it to softer or absorb ant body parts really seems problematic. Much less miss chances eating a lot. Yeah, that's the thing. That could be a lot of shots off a single poison vial. Now if I was using a crossbow or other one shot per round things? You can join us on for direct discussion on discord.gg/pathfinder2e. Poison Use. They want poison that simply adds damage, to allow them to kill foes in seconds. Why? Full movement switch or 5-foot-step switch. The blowgun dart of course even mentions it carries poisons. If you can apply multiple doses of the SAME poison the DC's become higher, and their potential drain becomes better. Bows, crossbows, and slings bestow this ability upon their ammunition. | 13th Age SRD Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental soundtrack be curbed. The affected creatures items are unaffected. 6d6 damage. seems like based on the table and that there is a "Weapon Description" that an arrow and a bolt are both a weapon At least that is the way I would read it..so you can poison them at my table. New Pages | Recent Changes | Privacy Policy. This kind of weapon is devastating to creatures and objects composed of or originally formed from ectoplasm (such as astral constructs, walls of ectoplasm, creatures in ectoplasmic form, and items created using the metacreativity discipline). Heroism has to be used before the combat, poison also. For me, we lost that battle when we got told it take 2 seconds to put a second hand on a weapon Or use mundane healing in 2 seconds. So to get the most out of poisons you have to keep switching targets which it also the best way to get the most damage felt to your team. I keep seeing people say you cant poison arrows, bolts and such. I both wanted to make sure that this is correct and how/if i should deal with this. In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. You are using an out of date browser. I didn't find anything saying they were yet. These power points must all be used on the same power. Then we could have: Rules Discussion. even at 3 targets, which is like every combat, it STILL is more damage than 4-5 or so poisons. Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. | d20HeroSRD If it really is unbalancing, just make it potent for at most an hour, or 10 minutes, etc.. Playtest should reveal how unbalancing it would be. Which feels like a pretty good indication you can coat ammo, unless you assume this is a unique ability available to monsters rather than PCs. Thanks that what I was thinking but was just checking to see if I missed something in the wording of "Weapon" vs "Natural Weapon". A level 8 archer with 14 Strength and weapon specialization does 2d6+3 damage with a shortbow. If you compare now with the proper poison use, which is once per weapon, you have: Prerequisite(s): Improved Poison Weapon. Thats 8 rounds, or two fights of reported average length. But thematically, I really like the idea that more than one dose makes the poison obvious. When you apply a simple poison with Poison Weapon, the poison deals 4d4 Use Consecrated Path to give the totems a slight homing ability. But then again at that point your action economy advantage isn't helped nearly as much. There looks like an alchemist feat for the Toxicologist that allows you to combine different poisons together at once. School conjuration (healing); Level alchemist 3, bard 3, cleric 3, druid 3, inquisitor 3, paladin 3, ranger 3, witch 3. | Basic Fantasy SRD But I also don't see rules specifying whether or not you can reuse ammo as a general thing. 282 4.0. Injury poisons you might be able to get away with on claws, but contact poisons are right out. This ability can only be applied to ranged weapons, but not thrown weapons. Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber You poison weapons, not ammo, so if you want to really stick to the rules before any ruling is published on that, your best bet might be Darts - they are thrown weapons so you can poison each individual one. They do have their own entry among the weapon descriptions though. On a successful hit, the foe must succeed on a DC 20 Will save or be cast into a random alternate plane of existence. In the one case where the cost of consistent consumable use isnt money, the alchemist, they are still using up their core class feature instead. Poison is the thought that wakes you in the morning, and lulls you to sleep at night. Casting Time 1 standard action Components V, S, DF . All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. If a GM tells me that I cannot put poison on arrows/bots and that poison must be put on bow/crossbow and that during the attack poison transfers from bow/crossbow to it's ammunition, I would leave the table and never return :D. You don't understand the point. Each "dose" being 1/6th the length of the blade. I'd really suggest looking at the restriction as a shorthand rather than you literally smearing posion goo all over your crossbow, and that somehow resulting in one (1) bolt transferring poison to your for. The SRD says: "One dose of poison smeared on a weapon or some other object affects just a single target. Also worth noting that youve now spent 240 gold in a single round of attacking. I know this doesn't directly apply to your question, but I think it's a good starting point. 1 Add to enhancement bonus to determine total market price. | Monad Echo SRD Telepathy 300 feet. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy. In fact, as i said before, i think poison needs buffing. I would also rule that. These temporary power points last for 10 minutes. Once per day, a mindfeeder weapon grants its wielder temporary power points equal to the total lethal damage dealt by a successful critical hit. WebTech_Bender 4 yr. ago. WebCost 2 gp Weight 1 lb. This quality can be As with temporary hit points, temporary power points do not stack with each other; they overlap. A weapon with this ability allows a psicrystal to be docked to the weapon instead of to a psicrystal staff. step: 1 action On Licensing & Distributing Community Content, FG Con Fantasy Grounds Virtual Convention, Armory (campaigns, modules, rulesets, maps and tokens). Range Increment 20 ft. (projectile) Category ranged Proficiency simple. They want Fireballs. | 4 Color SRD (Astonishing Super Heroes) Check out our other SRD sites! 'The Devs" do not have a monolithic POV. A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapons enhancement bonus to his saving throws as a bonus that stacks with all others. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below). Im leaving the save rate at 50% because honestly the option to target a creature you know has a low fort save isnt a consistent option, particularly since you should have no way of knowing saves based on the new information system. | d20 Anime SRD Assassinate Feat 12 Archetype Source Advanced Player's Guide pg. ShyBobbins 8 mo. Blowguns are generally used to deliver debilitating (but rarely fatal) poisons from a distance. WebThe Long Farewell A Guide to Poisons in Pathfinder " Any man who calls a poison a woman's weapon, is a traitor to his fellow men. Youre also using a limited resource no matter how you get it, and wasting completely at least 40% of the resource from missed shots. The fastest poisons on earth will kill you in dozens of minutes. 458, it looks like multiple instances of the same poison should increase the stage value, but each instance gets a save. The wielder may not exceed his natural maximum power points per day using the mindfeeder ability. For reagent created poisons to only remain active on a weapon for 1 day, 1 hour, or 10 minutes would not be unreasonable. | d20PFSRD | OGN Articles Poison Use (ex): The Alchemist isnt a big weapon user, so its difficult for them to find a way to make use of poison. And you cant pile that damage up on a single target effectively. The rerolled attack uses the same bonuses or penalties as the missed roll. Constructs and undead are not subject to mindfeeder weapons. And that is if you manage to design a poison that can be delivered through a blade wound, which would also mean designing a blade which can properly deliver such a poison. Mundane ammo Who knows. That is, feel free to lift the restriction, but then you really ought to slap down a huge framework on poison dangers or you end up making poison far too good. Where in the book (or AoN) are the rules on applying poisons? Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental noises when first drawn, at first blood, or when they slay a significant enemy. Aura faint telepathy; ML 3rd; Craft Magic Arms and Armor, mindlink; Price +2000 gp. Any psionic creature struck in combat by a mindcrusher weapon loses a number of power points equal to half the amount of hit point damage the weapon deals (only the base damage of the weapon contributes to the power point loss; additional damage from high Strength or other sources does not cause additional power point loss). Pathfinder 2 is a game. Thus, if a mindfeeder weapon successfully scores a critical hit while the wielder still enjoys temporary power points from a previous critical hit, the wielder gains only the better of the two values: either her current number of temporary power points, or the new influx of temporary power points, whichever is higher. A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. Poisons that were purchased should probably lost a little longer. This is probably better done with shuriken, or starknives/darts/knives maybe as those for sure don't break (but an enemy may also take them). vs a rogue dealing, at that level, literally 2d8+3d6+4 with every single strike of his, with better accuracy to boot! Magic oils are similar to potions, except that oils are applied externally rather than imbibed. at level 8 a single fireball deals 8d6 to everyone in it's radious, which is easily 3-5 targets at the start of the combat. And we know how those actions are complicated. Except the Alch is left with less than steller weapon usage (or at least less resources to use for themselves) while others have things to fall back on (Casters get cantrips, and focus spells). Flora and Fauna use poisons to protect themselves as well as hunt for prey. balance must not collide with common sense. I don't know about anyone else, but applying a poison to a bite attack sounds to me like a Very Bad Idea (tm). Note that this luck bonus stacks with the weapons enhancement bonus, which in and of itself adds to CMB checks normally. how about actually using accuracy in your math? Poisoning a "bow" is of course poisoning it's ammunitions. You created an alchemical item with the infused trait using your infused reagents, and it has a limited time before it becomes inert.Any nonpermanent effects from your infused alchemical items, with the exception of afflictions such as slow-acting poisons, end when you make your daily preparations again. You also don't have to poison your crossbow bolts. The whole point behind poison use is about not accidentally poisoning yourself when applying poison.to objects. Ill wait. So, I assume that if you need this feat to apply poison to your claws as a catfolk without accidentally poisoning yourself, you cannot apply poison to natural weapons without occurring the poison chance. Aura moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, energy ray; Price +12,000 gp. I am not going into that discussion again. WebThe Poisoner archetype seems like it might be a bit redundant. Requirements You are wielding a piercing or slashing weapon and have a free hand. WebA potion is a magic liquid that produces its effect when imbibed. If using the default psionics-magic transparency, this effect prevents spellcasters from casting spells or expending prepared spells or spell slots on feats or abilities. All effects from disease and poison tracks are cumulative. | Gods and Monsters SRD Aura strong psychometabolism; ML 12th; Craft Magic Arms and Armor, claws of the vampire; Price +3 bonus. WebPrice +2 bonus; Aura moderate transmutation; CL 7th. | Here Be Monsters It also prevents creatures from utilizing any spell-like abilities. Your poisons are devastatingly potent. There have been worthless feats when the text is clear. Would you allow a two-bladed weapon to have two doses of poison, one on each blade? For a list of appropriate poisons, see Poison. | Dungeon World SRD | ACK-SRD I was just wondering if there is anything to stop you from putting poison on a natural weapon. Damage 1 (small), 1d2 (medium) Critical x2 Type piercing. Activation: Usually a character benefits from a psionic weapon in the same way a character benefits from a mundane weaponby attacking with it. Please explain to me how this is more powerful than a caster casting the CANTRIP electric arc with an average damage of 14, since you only feel its fair to compare poison to infinite use abilities. Im not really convinced its not since the evidence seems to me just to state that arrows are also ammunition and bound by a specific rule. WebFeats Listing Poison Weapon Core Rulebook Poison Weapon Feat 4 Manipulate Rogue Requirements You are wielding a piercing or slashing weapon. | FateCoreSRD WebAlternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. Considering you would have to handle the already poisoned edge to apply another poison, I'd say no. Aura faint psychoportation; ML 5th; Craft Magic Arms and Armor, fold space; Price +1 bonus. I wouldn't call this 'pathfinder: the common sense version' by any means. A weapon with a special ability must have at least a +1 enhancement bonus. WebYou deliver poisons in ways that maximize their harmful effects. | True20 SRD Stack totem life, placement speed, poison chance, and -mana cost. Persistent Mutagen (Su) At 14th level, the effects of a mutagen last for 1 hour per level. Press question mark to learn the rest of the keyboard shortcuts. However, if multiple allies expose an enemy to the same poison, it's not useless. WebA poisoned weapon or object retains its poison until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). New Pages Because arrows, bolts and blowgun darts are all on the weapon chart, and have descriptions in the weapon descriptions section. | Dungeon World SRD The things that are more consistently hit will probably make the save more consistently. Most combats are expected to average 4 rounds per the developers, so youre not likely to get much more. You watch That still eats up a ton of money or resources per day. These are the arms of passion. Aura strong psychometabolism; ML 12th; Craft Magic Arms and Armor, psychic vampire; Price +2 bonus. heroism also simultaneously increases skills, and saves (survivability) which poisons does nothing for. As far as my group and i understand, if you put multiple doses of poison on something they would all hit at the same time and make that one instance much more potent. Agile weapons are unusually well balanced and responsive. With Fighter dealing crits 30% of the time with his first attack and easily swinging 2+ attacks per round, or rogue having +2d6 damage on every hit, vs the poison failing to do anything 60%+ of the time? So if ammo isn't destroyed you could get the ammo+poison back at least. Recent Changes All feeder weapons have a special ability that functions only upon scoring a successful critical hit. Drop any weapons/shields; free action If the weapon misses, the use is wasted. Cause thats how you get GURPS. Aura moderate psychokinesis; ML 10th; Craft Magic Arms and Armor, flexible trajectory; Price +2 bonus. (0 members and 1 guests), If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here. Aura strong psychokinesis; ML 12th; Craft Magic Arms and Armor, energy ray; Price +4 bonus. This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. Or multiple hand xbows but walking around with them loaded is odd to say the le ast. Unless there's specialized equipment like a false tooth or something involved. WebDESCRIPTION This spell functions like magic weapon, except that instead of gaining a magical enhancement, the weapon becomes coated with magically created injury poison. Shop the Open Gaming Store! Bows, crossbows, and slings bestow the extra damage upon their ammunition. So if we're arguing common sense, this is WAY, WAY, WAY far down on the list IMO. | OSE SRD. | 2d20SRD Poison uses less resources (only 4% per weapon instead of 8% per round). | PF2 SRD They want dragons. A psibane weapon is crafted to oppose psionic beings. This special ability may only be applied to thrown weapons. Poison Resistance (Ex): Situational, but poison becomes common at high levels where your bonus is substantial. Traveller SRD So, you'll "poison your crossbow", and apply poison only on the first hit. Applying it to claws for a feat seems right to me. hitting 4 targets with a big aoe is as circumstantial as hitting stuff for 6 rounds with a bow. Reread the poison rules, poison stacks atrociously. The wielder of this kind of weapon can attempt to dislocate a designated foe up to three times per day. but its still eating a ton of money or alch daily resources. In the hands of a nonpsionic creature, the weapon possesses the qualities of a nonmagical, nonpsionic masterwork weapon. And since he gave his doses to the better ranged combatant to get more mileage out of them the alchemist is having very little combat effect, maybe an average 5 from crossbow bringing our damage buff up by 5. Let's do that by chosing a proper spell, not one that can only be cast in very specific situations. First, it reduces the action cost to apply a poison. You can guess, but you may be wrong or simply not have a choice about what to target. Aura strong clairsentience; ML 15th; Craft Magic Arms and Armor, bend reality; Price +2 bonus. Create an account to follow your favorite communities and start taking part in conversations. If we go by the lizardfolk, we'd have a "good indication" that the staff was meant to do 1d6 damage one handed Or the Lamia entry would indicate that a spear does 1d4 damage. And if they had wanted a clear separation that ammunition isnt a weapon all it would have taken is a break in the list and a two word line noting that the following were ammunition descriptions. Magic does not exist so we have to invent what is "realistic" and "balanced" for magic. "A poison typically requires one hand to scatter into the air" so the method of unleashing seems to involve physically scattering the poison in the air. This ability can only be placed on a melee weapon. Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. As a note about "missing" and wasting the ammo If simulationist games are what you are after there are plenty of them out there. Weapons with this ability allow the wielder to make a ranged reposition attempt on the target, but the target may only be moved in a direct path toward the weapons wielder, rather than in any direction.

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pathfinder poison weapon