I am canvassing PF players and DM's out there in TMP-land for your ideas on committing dastardly deeds.
The scenario – I am a 3rd level CN Urban Druid (with all that class and race entails), I took Scribe Scrolls at 1st level, and I can Craft:Alchemy and Craft:Magic Items.
Gold right now is VERY limited, and the party has four members, so treasure is split 4 ways and the others are not as… feloniously inclined as I am.
We are playing Hell's Rebels, which basically revolves around players fostering rebellion in Cheliax. MY goal is to target Asmodean and House of Thrune Loyalist individuals and establishments with the aim of disrupting their ability to conduct their livelihood, exposing them to personal public humiliations, and denial of resources. Killing is not out of the question, but it is not the default setting either.
I have a 3rd level archery-focused Slayer, and a Faerie Dragon as allies in this goal.
These are side-things to the adventure path, not the PRIME focus of our adventures, so we cannot come up with things that are too time consuming or elaborate.
A BIG PRIORITY is risk assessment at each step of planning for retaining anonymity and PC safety for the ACTUAL adventure.
Being able to Craft:Alchemy is a BIG boon, I can make poisons, drugs and many other sabotage-oriented items for fairly cheap.
I have also brainstormed quite a few vehicles for delivering multiple doses of contact poison within 1-3 rounds without arousing suspicion (especially since they have about a 1min delay before effects manifest), but not so much with injury, ingested or inhaled poisons for obvious reasons.
Things like…Identifying a Bar/Pub frequented by almost exclusively Loyalists and/or Asmodeans. Use Hat of Disguise going in, drink a bit and then use the privy. In the privy, apply contact poison to the seat, the "privy paper", the inside lock, and upon leaving, the door handle.
The next person going in will have from 2-4 doses of contact poison, all within 12 seconds of one other, with effects not manifesting for a minute. If I went with Terinav Root, the effects would be DEX reduction, which would make the victim feel clumsy and wobbly – in a bar – not immediately think "poison." Mechanics from 2-4 multiple doses are from -4 to -8 on their Fort save, adds 100-200% to the duration. DEX drain to 0 the victim would be conscious but incapable of movement on their own.
If I went with CON drain poisons, they are a bit more expensive, but the effects would be weakness, again not suspicious in a bar, PLUS every time the save was failed, it creates even less of a chance the NEXT save will be passed. CON drain to 0 is death.
Not looking for approval of which one to use, looking for MORE ideas besides this one to affect dastardly deeds on the agents of hell in Cheliax!