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Rogue Poisoner lv. 3
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<blockquote data-quote="TremorFang" data-source="post: 5523950" data-attributes="member: 93711"><p>Looking back through the poison list, I think you are right. The ones that I would most likely be able to afford are ones that have a DC of 14 or less. Seeing this, plus the suggestions given, I am willing to change the Skill Focus to Point Blank Shot and use the 3rd level gained feat on precise shot.</p><p></p><p>I am still between Infusion and the Master Poisoner that my DM allowed. We are starting our game at lv 3, forgot to mention that. The silly thing is, although Infusion would be helpful to the rest of the party, it would actually fit my characters personality not to have it, at least right off the bat. </p><p></p><p>His personality being obsessive almost to the point of compulsive about alchemy. What I mean by this is that when he isn't in battle or being forced to listen, he is sort of off in his own world, most likely staring blankly thinking of possible formulae, ingredients and other things like this. So most of the time he isn't even paying attention to the other team-mates, unless they really call for his attention. He is this way mostly because of a tragedy in the characters past.</p><p></p><p>On the other hand he is still a sort of a shrewd business man. So he may be willing to give them an infusion for money, a favor or just because he may want to stay relevant enough for them to need him.</p><p></p><p>As far as the secret pocket goes, I think I found a pathfinder item that may be somewhat an equivalent to it. "<em>Chest, false bottomed. The secret compartment in this chest is approximately 1 inch thick. Different styles open from the inside, from the underside, or through the back. Detecting the compartment is a DC 20 Perception check.</em>"</p><p></p><p>Cost wise it is double the cost of a Huge Chest. Not entirely sure how to make this change this to a cost of a pocket though. The reason I asked originally is my DM being the generous person he is said that he would allow me to make one of the smaller pockets of the Handy Haversack a secret pocket, but that I needed to figure out the rules and potential cost of that.</p><p></p><p>Since you guys have helped out so much, maybe you could give me a suggestion for a couple traits that would be potentially handy. I was thinking about the ones that make Bluff and Diplomacy class skills so that my character could talk better, but there may be others that would be more fitting and useful that I don't know about.</p><p></p><p>I will try to decide between Infusion or Master Poisoner soon, thanks again for all of the help. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="TremorFang, post: 5523950, member: 93711"] Looking back through the poison list, I think you are right. The ones that I would most likely be able to afford are ones that have a DC of 14 or less. Seeing this, plus the suggestions given, I am willing to change the Skill Focus to Point Blank Shot and use the 3rd level gained feat on precise shot. I am still between Infusion and the Master Poisoner that my DM allowed. We are starting our game at lv 3, forgot to mention that. The silly thing is, although Infusion would be helpful to the rest of the party, it would actually fit my characters personality not to have it, at least right off the bat. His personality being obsessive almost to the point of compulsive about alchemy. What I mean by this is that when he isn't in battle or being forced to listen, he is sort of off in his own world, most likely staring blankly thinking of possible formulae, ingredients and other things like this. So most of the time he isn't even paying attention to the other team-mates, unless they really call for his attention. He is this way mostly because of a tragedy in the characters past. On the other hand he is still a sort of a shrewd business man. So he may be willing to give them an infusion for money, a favor or just because he may want to stay relevant enough for them to need him. As far as the secret pocket goes, I think I found a pathfinder item that may be somewhat an equivalent to it. "[I]Chest, false bottomed. The secret compartment in this chest is approximately 1 inch thick. Different styles open from the inside, from the underside, or through the back. Detecting the compartment is a DC 20 Perception check.[/I]" Cost wise it is double the cost of a Huge Chest. Not entirely sure how to make this change this to a cost of a pocket though. The reason I asked originally is my DM being the generous person he is said that he would allow me to make one of the smaller pockets of the Handy Haversack a secret pocket, but that I needed to figure out the rules and potential cost of that. Since you guys have helped out so much, maybe you could give me a suggestion for a couple traits that would be potentially handy. I was thinking about the ones that make Bluff and Diplomacy class skills so that my character could talk better, but there may be others that would be more fitting and useful that I don't know about. I will try to decide between Infusion or Master Poisoner soon, thanks again for all of the help. :D [/QUOTE]
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Rogue Poisoner lv. 3
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