Skurvy
23rd November 2004, 02:03 PM
The Poisoner
Poisoners are experts in the use and deployment of poisons, skilled in the arts of murder and assasination. They have studied the effects of various poisons, from those found naturally to those created by chemical process, and have learned to utilise them all to deadly effect. As their abilities increase, they learn how to move stealthily, so as to be better able to despatch their targets. Rogues, Bards, Rangers and Monks are those most likely to learn the skilled art of handling poisons, although most other classes have those among them who choose this path. Paladins are the strong exception to this rule, as their Lawful ways are unsuited to the life of a poisoner.
Hit Die: d6
Skills:
The poisoner's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Survival (Wis).
Skill points at Each Level: 8 + Int modifier
Requirements
To qualify to become a poisoner, a character must fulfill all of the following criteria.
Alignment: Any non-Lawful
Skills: Craft (alchemy) 8 ranks, Hide 4 ranks, Move Silently 4 ranks
Feats: Great Fortitude, Resist Poison
Weapon and Armor Proficiency: A poisoner gains no new proficiency with any weapons or armor.
Special Abilites:
Level 1: +1 Fort Save (Poison Touch, Poison Use)
Level 2: +1 Fort Save, +1 BaB (Brew Poison)
Level 3: +2 Fort Save, +1 Reflex Save, +1 BaB (Poison Immunity)
Level 4: +2 Fort Save, +1 Reflex Save, +1 Will Save, +2 BaB (Poisoned Blade)
Level 5: +3 Fort Save, +2 Reflex Save, +1 Will Save, +2 BaB (Brew Greater Poison)
Level 6: +3 Fort Save, +2 Reflex Save, +1 Will Save, +3 BaB(Sneak Attack)
Level 7: +4 Fort Save, +3 Reflex Save, +2 Will Save, +3 BaB (Spit Poison)
Level 8: +4 Fort Save, +3 Reflex Save, +2 Will Save, +4 BaB (Poison Invunrability)
Level 9: +5 Fort Save, +4 Reflex Save, +2 Will Save, +4 BaB (Brew Deadly Poison)
Level 10: +5 Fort Save, +4 Reflex Save, +3 Will Save, +5 BaB (Hide in Plain Sight)
Poison Touch: Poisoners gain the use of the Poison Touch feat.
Poison Use: Poisoners are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Brew Poison: The poisoner can use his skills to create poisons from plants, extract them from exotic creatures or mix chemicals to make them. The poisoner gains a +2 bonus on Craft (alchemy) checks made when creating poisons. Each poison has an individual creation DC, based upon the difficulty it takes to extract or create it, the effectiveness of the poison, and the type of damage it inflicts. At 4th & 8th level, this bonus increases to +5 and +10 respectively.
Poison Immunity: Having spent so much time using them, poisoners are now immune to all types of non-magical poisons.
Poisoned Blade: Where the poison applied to a weapon is normally used up after one successful attack, the poisoner has now learnt the skills whereby any poison applied to a weapon will remain effective for 1d6 attacks per application.
Sneak Attack: This ability is exactly like that of the rogue ability of the same name. The damage is 1d6. If the character already has this ability (either from Rogue levels or another prestige class), then they gain an extra 1d6 worth of damage to their existing ability.
Spit Poison: The poisoner is capable of spitting a jet of poison at his victim from his mouth, without taking any of the poisons effects himself. This attack is treated as a ranged touch attack with a range increment of 10 feet. A direct hit deals damage or other effects appropriate to the poison used. Every creature within 5 foot of the point where the poison hits receives appropriate secondary damage. Saving throws negate any effects the poison may have.
Poison Invunrability: The poisoner's body has now spent so much time taking in small amounts of poison that he is immune to the effects of all magical and non-magical poisons.
Hide in Plain Sight: A poisoner can use the Hide skill even whilst being observed. As long as he is within 10 feet of some sort of shadow, a poisoner can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Poisoners are experts in the use and deployment of poisons, skilled in the arts of murder and assasination. They have studied the effects of various poisons, from those found naturally to those created by chemical process, and have learned to utilise them all to deadly effect. As their abilities increase, they learn how to move stealthily, so as to be better able to despatch their targets. Rogues, Bards, Rangers and Monks are those most likely to learn the skilled art of handling poisons, although most other classes have those among them who choose this path. Paladins are the strong exception to this rule, as their Lawful ways are unsuited to the life of a poisoner.
Hit Die: d6
Skills:
The poisoner's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Survival (Wis).
Skill points at Each Level: 8 + Int modifier
Requirements
To qualify to become a poisoner, a character must fulfill all of the following criteria.
Alignment: Any non-Lawful
Skills: Craft (alchemy) 8 ranks, Hide 4 ranks, Move Silently 4 ranks
Feats: Great Fortitude, Resist Poison
Weapon and Armor Proficiency: A poisoner gains no new proficiency with any weapons or armor.
Special Abilites:
Level 1: +1 Fort Save (Poison Touch, Poison Use)
Level 2: +1 Fort Save, +1 BaB (Brew Poison)
Level 3: +2 Fort Save, +1 Reflex Save, +1 BaB (Poison Immunity)
Level 4: +2 Fort Save, +1 Reflex Save, +1 Will Save, +2 BaB (Poisoned Blade)
Level 5: +3 Fort Save, +2 Reflex Save, +1 Will Save, +2 BaB (Brew Greater Poison)
Level 6: +3 Fort Save, +2 Reflex Save, +1 Will Save, +3 BaB(Sneak Attack)
Level 7: +4 Fort Save, +3 Reflex Save, +2 Will Save, +3 BaB (Spit Poison)
Level 8: +4 Fort Save, +3 Reflex Save, +2 Will Save, +4 BaB (Poison Invunrability)
Level 9: +5 Fort Save, +4 Reflex Save, +2 Will Save, +4 BaB (Brew Deadly Poison)
Level 10: +5 Fort Save, +4 Reflex Save, +3 Will Save, +5 BaB (Hide in Plain Sight)
Poison Touch: Poisoners gain the use of the Poison Touch feat.
Poison Use: Poisoners are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Brew Poison: The poisoner can use his skills to create poisons from plants, extract them from exotic creatures or mix chemicals to make them. The poisoner gains a +2 bonus on Craft (alchemy) checks made when creating poisons. Each poison has an individual creation DC, based upon the difficulty it takes to extract or create it, the effectiveness of the poison, and the type of damage it inflicts. At 4th & 8th level, this bonus increases to +5 and +10 respectively.
Poison Immunity: Having spent so much time using them, poisoners are now immune to all types of non-magical poisons.
Poisoned Blade: Where the poison applied to a weapon is normally used up after one successful attack, the poisoner has now learnt the skills whereby any poison applied to a weapon will remain effective for 1d6 attacks per application.
Sneak Attack: This ability is exactly like that of the rogue ability of the same name. The damage is 1d6. If the character already has this ability (either from Rogue levels or another prestige class), then they gain an extra 1d6 worth of damage to their existing ability.
Spit Poison: The poisoner is capable of spitting a jet of poison at his victim from his mouth, without taking any of the poisons effects himself. This attack is treated as a ranged touch attack with a range increment of 10 feet. A direct hit deals damage or other effects appropriate to the poison used. Every creature within 5 foot of the point where the poison hits receives appropriate secondary damage. Saving throws negate any effects the poison may have.
Poison Invunrability: The poisoner's body has now spent so much time taking in small amounts of poison that he is immune to the effects of all magical and non-magical poisons.
Hide in Plain Sight: A poisoner can use the Hide skill even whilst being observed. As long as he is within 10 feet of some sort of shadow, a poisoner can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.