|2 people marked this as a favorite.|
I wanted to make an alchemist, but I didn't want the poison use, swift alchemy, and swift poisoning class features to go to waste. I also had only a basic idea of the complex poison rules in PFS. These were reason enough to jump in and make a Dex-based melee alchemist poisoner. I figured because he would be in melee that he could lead the party with the trap spotter rogue talent. This meant taking the inferior crypt breaker archetype, but I was happy to do it. I decided on the following discoveries, but will likely take the feat extra discovery to unlock more options. These are pulling from multiple sources. A short note, I've done a lot of research and even though I've decided to make a character for PFS that uses poison, I fully expect most scenarios to either not use them or find them to be ineffective. As BigNorseWolf said earlier in the thread: Combats tend to be quick.
- (2nd) Trap Spotter
- (4th) Concentrate Poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
- (6th) Sticky Poison: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.
- (8th) Celestial Poisons: The alchemist is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the alchemist administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead).
- (10th) Malignant Poison: As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison's extended duration ends or for a number of minutes equal to the alchemist's level, whichever comes first. After that, the poison reverts back to its original state.