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Poison on weapons-

Poisons are great! they are present, but really underused-

why?

well- they last like 3 rounds, and they are hard to apply, i.e. dexterity throw against DC 10,12,14,16, which leads to wasting a lot of them, for minimal effect.

So, due to the high throw, I suggest augmenting the duration they last on the weapon to make it worth it.

What do people think?

I'd use them a lot more if they lowered the DC.

While I am agreeing that poison isn't enough used, I do not think that lowering the DC might be the easiest solution.

There is a huge number of cool loot out there, how about some custom loot that gives Use Poison as a bonus feat, along with some charges of acid splash or some other random spell? That would be sweet, not overpowered, and would sure make people use poison more.

Because as it is now, I don't think, in a PvP encounter (You don't want to waste some poison on monsters encounters anyway), no one would want to take the chance to miss his DC and waste a vial of poison in a failed PvP (Because you took one round to do something that isn't helping you to win the fight).

But if you were sure to succeed it, I'd say it would be worth it.

What do you think?

Alchemist's gloves

These finely made enchanted gloves are used by alchemists and wizards when handling dangerous material where a single spilled drop could spell death for the brewer. A cunning man could use these gloves to better apply poison to a weapon.

There's already gloves that give use poison as a bonus feat. I think three rounds is kindof short though.

If you really want to use poison that badly, take an assassin level after applying for it and getting the get-go from the DMs.

Poison is very, very dangerous and it's only fitting that it should be difficult to use reliably. Learning how to use poison correctly is not an easy process and can take months, years of study.

I don't think anything should be changed. In fact, I am quite surprised to hear about the existence of those gloves!

2 cents.

agreed with jasede. It takes expert to play with poison, it shouldn't be easy. Just my opinion, but I think it's fine as it is.

but you guys didnt even comment what I was suggesting:

I suggest augmenting the duration they last on the weapon to make it worth it.

nay or yay?

Ideally it wouldnt really have a duration as a number of successful "attacks"

Hitting a poisoned weapon against armor or another weapon or shield or missing isnt really sometihng that would do anytihng to a coat of poison on a weapon.

When you actually deal damage then it's sunk in , it may wipe off.

Maybe there could be a fairly long duration (a few turns) , but once ONE poison save is done the poison is removed from the weapon. ( or depending on the poison or player skill (maybe the dex roll when applied or lore check??) who applied it, it might last up to 3 successful hits)

I really dont know if thats scriptable or not.

I'm for an extended duration on poisons, perhaps even different durations for different poisons. With that said, poison is -very- powerful mechanics-wise and thus it should be difficult to use correctly.

Ah, my mistake. Truly, I could see the duration to be a bit longer. It's slightly annoying to put poison and then notice you got to wate a moment before you can strike that blade into the victims guts, then notice that the poison is no longer taking effect. I would see it could last longer than now.

I think the duration should be a function of one's ability (so the roll and ability should decide the duration, not necessarily 20 on dice means 20 rounds, but you got my idea), and first strike (no matter if the poison effected or not), should take it off the blade.

Isnt that the point? There is a risk involved to get an edge.

[quote="Mort"]but you guys didnt even comment what I was suggesting:

I suggest augmenting the duration they last on the weapon to make it worth it.

nay or yay?

Nay.

Lower the DC, besides, you've just put a venomus LIQUID on your dagger, how long do you think it'll last before the LIQUID runs off the blade?

It's difficult to put a venomous liquid on a weapon without it coming into contact with your skin or clothing, as well as to apply it effectively enough that it enters your opponent in a great enough quantity to cause lasting damage. The DC is high, and it's fine as it is thanks.

Just my little say on that point.

Hrmm... Point taken...

In that case,in my opinion, poisens are great the way they are.

But what about poisening food and drink?..

As far as I know it doesn't require a DC? You just use the specific poison on the target and it gets added. Poisons are split into two things though - Weapon and item (This is how I understand it anyway, feel free to correct me). Weapon posions are things like spider and centipede venom, in the little gree vials. Item poison is things like cyanide and arsenic, that has a unique power. You use the power on the thing you want to poison; be it food, drink or potion, and it gets applied automatically.

Anyways, i've said enough for now. Time to get back to plotting.. 8)

Yep, Skrillix, swing and a hit :D

Poison application is fine - it's a nice perk for some prestige classes, and there are definitely items out there that give the Use Poison feat.

I'd support an increase in applied poison duration to either 2 hours (ten minutes) or first round of attack, whichever comes first.

That may be difficult to script, though - no clue on that.

I vote for poison to stay on the blade until the first attack. Well that makes more sense.

You could do it with OnHit to look at a variable, set a value for each poison and then set it to 0 when it's Hit (end of the script). With a combination of resting removal (i.e. removed from weapon if 0 on rest) saves having the OnHit items special removed in combat (causes lag)