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<blockquote data-quote="Morphile" data-source="post: 7157826" data-attributes="member: 6892324"><p>One of the ideas I had was a generic poisoning weapon enhancement. 500 GP per dose of poison usable daily and one dose of the poison for each daily use as the crafting cost. An adjustment of this, allowing you to replace the poison to be getting free doses of, as well as having the Enhancement bonus of the weapon add to the DC of the poison, can allow for a much smoother progression of power to the daggers.</p><p></p><p>The changes I'd make to that idea of mine, for a weapon you can start the game with and take all the way to 20, would be to have some of the function be part of a mundane item. A 20-50 GP 1d4 Light weapon with a 19-20/x2 crit as the basic statline and having Contact and Injury poisons applied to it get their DC boosted by the weapon's own attack roll bonus. So making it Masterwork adds 1 to the DC, while Enhancement bonuses add to the DC further. And be sure that it's a useful throwing weapon.</p><p></p><p>Then I'd have the weapon enhancement part be split, with one offering uses per day free poison dose creation of poisons you already have, with the poison being temporary or tied to the weapon to prevent stockpiling, and the other further boosting poison by either increasing it's DC more or by improving the strength of the poison.</p><p></p><p>Then you make a bunch of level-appropriate poisons for the Rogue to use as weapon upgrades, with similar stuff for other mundane classes. Possibly giving the Rogue a custom poison crafting setup to make their own poison statlines in accordance with WBL availability.</p></blockquote><p></p>
[QUOTE="Morphile, post: 7157826, member: 6892324"] One of the ideas I had was a generic poisoning weapon enhancement. 500 GP per dose of poison usable daily and one dose of the poison for each daily use as the crafting cost. An adjustment of this, allowing you to replace the poison to be getting free doses of, as well as having the Enhancement bonus of the weapon add to the DC of the poison, can allow for a much smoother progression of power to the daggers. The changes I'd make to that idea of mine, for a weapon you can start the game with and take all the way to 20, would be to have some of the function be part of a mundane item. A 20-50 GP 1d4 Light weapon with a 19-20/x2 crit as the basic statline and having Contact and Injury poisons applied to it get their DC boosted by the weapon's own attack roll bonus. So making it Masterwork adds 1 to the DC, while Enhancement bonuses add to the DC further. And be sure that it's a useful throwing weapon. Then I'd have the weapon enhancement part be split, with one offering uses per day free poison dose creation of poisons you already have, with the poison being temporary or tied to the weapon to prevent stockpiling, and the other further boosting poison by either increasing it's DC more or by improving the strength of the poison. Then you make a bunch of level-appropriate poisons for the Rogue to use as weapon upgrades, with similar stuff for other mundane classes. Possibly giving the Rogue a custom poison crafting setup to make their own poison statlines in accordance with WBL availability. [/QUOTE]
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