In relation to This Question, I want to continue on the poison train of thought.
Many D&D games have absolutely horrible poisons and rules to the effect that around level 11 poisoning is almost never going to be effective and especially not cost effective. Based on the answer to the last question, I feel more confident that you can make poisons be a little more effective for a ridiculous cost. Now, let's try and see if we can properly optimize them.
The requirements for optimization:
- Poison should work at least 50% of the time against an average CR13 monster (assume base save between 13-16).
- Little chance of accidentally poisoning yourself at any point in the preparation or use. (It's obvious, but worth mentioning).
- You can safely ignore poison immunity because there is nothing we can do about that existing.
- Poison preparation should take the least amount of time possible <1hr is preferred.
- Poisons should be deadly (=>40% chance of either killing or long term incapacitate)
- [optional] Poisons should be reusable (the more effects you can get out of a single dose the better).
- In the event multiple paths fulfill all the requirements, the one with the lowest cost per effect will be the accepted answer (crafting/buying cost of a dose/number of uses per dose)
- You only have to pick one poison with your build and show it meets the criteria, it needn't be done with all poisons.
You have up to a level 13 character to work with (mostly because I don't think you can continue to optimize for encounters above this). Any material is allowed. For obvious reasons Alchemist is preferred, but use whatever you have.
The ultimate goal here is to see if you can honestly create a character who can effectively use poisons without feeling like you just wasted feats and such later on. To that extent, it's also blatantly obvious that you don't want the character having to spend all their wealth just buying poisons without being able to also deal with gear.