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Blow Darts
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<blockquote data-quote="WhosDaDungeonMaster" data-source="post: 7551273"><p>There is definitely reason not to have darts pre-poisoned! I would keep darts at 1 damage since historically they were used for hunting small game as well as combat. The darts by themselves are enough to kill small beasts, etc. as many have 1 hp. Either way, if you add Dex mod as well, I would limit it to +1. I have all weapons limited damage mod by maximum base damage determined by die type. So, a dagger is limited to +4 damage due to mod because it is a 1d4, etc., since a blowgun dart is only 1, it could to 2 with the +1 maximum mod adjustment, 3 on a critical hit.</p><p></p><p>Anyway, handling poison tipped on a dart is risky and I don't think they should be standard issue. Making it a proficiency check using the poison kit with Int for crafting the poison and Dex for applying it. You could rule the poison damage like trap damage maybe or a bit lower than that. Also having effects like sleep, paralysis, stunning, drugging and so on works well with the DC's from 10-20 as you want. If you are crafting the poison then the DC could be set by the poison crafting check.</p><p></p><p>The feat is Skulker. If you make a ranged attack while hidden and miss, you remain hidden.</p></blockquote><p></p>
[QUOTE="WhosDaDungeonMaster, post: 7551273"] There is definitely reason not to have darts pre-poisoned! I would keep darts at 1 damage since historically they were used for hunting small game as well as combat. The darts by themselves are enough to kill small beasts, etc. as many have 1 hp. Either way, if you add Dex mod as well, I would limit it to +1. I have all weapons limited damage mod by maximum base damage determined by die type. So, a dagger is limited to +4 damage due to mod because it is a 1d4, etc., since a blowgun dart is only 1, it could to 2 with the +1 maximum mod adjustment, 3 on a critical hit. Anyway, handling poison tipped on a dart is risky and I don't think they should be standard issue. Making it a proficiency check using the poison kit with Int for crafting the poison and Dex for applying it. You could rule the poison damage like trap damage maybe or a bit lower than that. Also having effects like sleep, paralysis, stunning, drugging and so on works well with the DC's from 10-20 as you want. If you are crafting the poison then the DC could be set by the poison crafting check. The feat is Skulker. If you make a ranged attack while hidden and miss, you remain hidden. [/QUOTE]
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