New Poisoner Class - Please Critique!


Homebrew and House Rules


Stats in the table below are as follows: BAB, Fort save, Ref Save, Will Save, Special abilities, # of Basic Poisons (Price Reduction), # of Advanced Poisons (Price Reduction), # of Exotic Poisons (Price Reduction)

Lvl 1
+0, +3, +0, +0, Poison Craft / Price Reduction I / Poison Immunity / Innate Poison 1d8, 2, 0, 0

Lvl 2
+1, +4, +1, +0, Quick Application / Poisoner Talent, 3, 1, 0

Lvl 3
+2, +4, +2, +0, Price Reduction II / Innate Poison 2d8, 4, 2, 0

Lvl 4
+3, +5, +3, +1, Poisoner Talent, 4, 2, 1

Lvl 5
+3, +5, +3, +1, Price Reduction III / Innate Poison 3d8, 5, 3, 1

Lvl 6
+4, +6, +3, +1, Swift Application / Poisoner Talent, 5, 3, 2

Lvl 7
+5, +6, +4, +2, Price Reduction IV / Innate Poison 4d8, 5, 3, 2

Lvl 8
+6/+1, +7, +4, +2, Poisoner Talent, 6, 4, 2

Lvl 9
+6/+1, +7, +4, +2, Price Reduction V / Innate Poison 5d8, 6, 4, 3

Lvl 10
+7/+2, +8, +5, +3, Instant Application / Poisoner Talent, 6, 4, 3

Lvl 11
+8/+3, +8, +5, +3, Price Reduction VI / Innate Poison 6d8, 7, 5, 3

Lvl 12
+9/+4, +9, +5, +3, Poisoner Talent, 7, 5, 4

Lvl 13
+9/+4, +9, +6, +4, Price reduction VII / Innate Poison 7d8, 7, 5, 4

Lvl 14
+10/+5, +10, +6, +4, Poisoner Talent, 8, 6, 4

Lvl 15
+11/+6/+1, +10, +6, +4, Price reduction VIII / Innate Poison 8d8, 8, 6, 5

Lvl 16
+12/+7/+2, +11, +7, +5, Poisoner Talent, 8, 6, 5

Lvl 17
+12/+7/+2, +12, +7, +5, Innate Poison 9d8, 9, 7, 5

Lvl 18
+13/+8/+3, +13, +7, +5, Poisoner Talent, 9, 7, 6

Lvl 19
+14/+9/+4, +14, +8, +6, Innate Poison 10d8, 9, 7, 6

Lvl 20
+15/+10/+5, +15, +8, +6, Fatal Blood / Poisoner Talent, 10, 8, 6

Alignment: Any non-lawful.

Hit Die: D4

Class Skills: The poisoner’s class skills are Appraise, Bluff, Craft (alchemy), Diplomacy, Disable Device, Disguise, Heal, Knowledge (arcane), Knowledge (geography), Knowledge (nature), Linguistics, Profession (alchemist), Sense Motive, Sleight of Hand, Survival, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier

Weapon and Armor Proficiency: Poisoners are proficient with all simple weapons, blowguns, all crossbows, and the short bow. They are proficient with light armor, but not with shields.

Poison Craft: When using Craft (alchemy) to craft a poison, a poisoner gains a competence bonus equal to his class level to the Craft (alchemy) check. He also may apply this competence bonus to any Profession (alchemist) checks made to generate income. In addition, a poisoner can use Craft (alchemy) to identify poisons as if using detect poison. He must observe either the poison or the symptoms of the poison for one round to make such a check.
To determine how much time and money it takes to craft a poison, follow these steps.
1. Add the base reagent cost to the cost of the poison’s raw material (from the poisons list). The cost of reagents is ½ the cost of the raw materials for that poison.
2. The DC to craft the poison is 1.5 x the Fortitude DC of that particular poison. If the poisoner fails this DC, the craft attempt fails and all raw materials and reagents are consumed in the process.
3. The resulting DC also represents the number of days required to craft the poison, minus the poisoner’s class level + Intelligence modifier.
4. The poisoner may elect to attempt to create a poison with a higher DC than normal. Doing so not only takes longer but requires a greater monetary investment. Add 20% of the base raw material cost (from the poison list) for every point of DC higher than the original craft DC. This cost is applied before any price reduction.
5. Poisons created in this manner make enough for 3 applications to a melee weapon, or 5 applications to ranged ammunition.

Poison Immunity: After years of exposure to a plethora of different poisons, the poisoner has built up an immunity to all poisons, both natural and arcane.

Innate Poison: Years of exposure to poisons and venoms has built up a deadly concentration of toxins in a poisoner’s bloodstream. A poisoner can utilize his own blood as a lethal poison that deals increasingly severe damage to his opponents (see level progression table). Applying a dose of this poison deals one point of hit point damage to the poisoner per dose. This damage is accumulative, but also temporary and is recovered after one hour of rest, regardless of the amount of damage incurred by applying multiple doses of this poison. This innate poison can be utilized a number of times per day equal to the poisoner’s class level + Constitution modifier. Doses of this innate poison only remain potent for one hour after they are withdrawn from the poisoner's body, after that they become inert and worthless. The Fortitude save DC for this poison is equal to 10 + poisoner class level + Intelligence modifier + Constitution modifier.

Quick Application: A poisoner may apply a single dose of poison to a weapon as a move equivalent action.

Swift Application: A poisoner may apply a single dose of poison to a weapon as a swift action.

Immediate Application: A poisoner may apply a single dose of poison to a weapon as an immediate action.

Price Reduction: As he gains experience, the poisoner learns more efficient and cost-effective methods for creating his poisons, and for obtaining their components. As such, he needs less reagents and raw materials (and thus less gold) to craft these poisons. The poisoner may select a certain number of basic, advanced, and exotic poisons (as per the level progression table) from the poisons list. Those poisons that he selects can then be crafted at a reduced component cost. For every level of price reduction that the poisoner possesses, he may subtract 10% from the original raw material cost of the poison (based on the poisons list).

Poisoner Talents: At every even numbered level, the poisoner may select one of the following talents from the list below. Some of the talents have prerequisites that must be met before the talent can be selected. Unless otherwise noted, these talents do not stack with each other and cannot be taken more than once.

Arcane Blood - A poisoner with this talent can imbue his innate poison with a bit of his own life force. Weapons or ammunition that this poison is applied to are considered magic for the purposes of bypassing or overcoming damage reduction.

Bleeding Toxin - Living opponents who take damage from a poisoner’s innate poison take 2 additional point of bleed damage each round for each die of the poisoner’s innate poison damage (e.g. 4d8 equals 8 points of bleed damage). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Blinding Spittle - As a standard action, the poisoner may spit as a ranged attack. If this attack successfully hits an opponent, the opponent must make a Fortitude save (DC = 10 + class level + Constitution modifier) or be blinded for the next 1d6 rounds. This attack has a range increment of 10 ft. Creatures without eyes or creatures that are immune to critical hits are also immune to this attack.

Double Dose - Once per day, the poisoner may apply two doses of the same poison to a single weapon or ammunition. Their effects stack and the Fort DC increases by 2. This doubles the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless.

Metabolization - With this talent, a poisoner can reduce the onset time of a poison he crafts by one category less than is normal (e.g. One hour becomes ten minutes, ten minutes becomes one minute, one minute becomes one round, and one round becomes instantaneous). A poisoner must be at least 4th level before selecting this talent.

Metabolization, Greater - With this talent, the onset times for any poison the poisoner crafts become instantaneous. The poisoner must be at least 12th level and possess an Intelligence score of 18 or greater before selecting this talent.

Modified Poison - Once per day, by sacrificing 2d8 points worth of hit point damage, a poisoner can instead imbue his innate poison with one of the following abilities for a number of rounds equal to his Intelligence modifier (minimum 1): shaken, confused, fatigued, and sickened. Only one condition can be added to his innate poison at a time. A poisoner taking this talent can only choose one condition at a time, however, this talent may be taken more than once, with the poisoner selecting a different condition every time he takes the talent. A poisoner must be at least 3rd level before selecting this feat.

Modified Poison, Greater - Once per day, by sacrificing 5d8 points worth of hit point damage, a poisoner can instead imbue his innate poison with one of the following abilities for a number of rounds equal to his Intelligence modifier (minimum 1): blinded, exhausted, nauseated, staggered, stunned. Only one condition can be added to his innate poison at a time. A poisoner taking this talent can only choose one condition at a time, however, this talent may be taken more than once, with the poisoner selecting a different condition every time he takes the talent. A poisoner must be at least 9th level, and must possess at least two modified poison talents before selecting this talent.

Multi-Dose - Once per day, the poisoner may apply a single dose of two different poisons to a single weapon or ammunition. Their effects stack, both Fort DC’s increase by 2, and the target may make a save to resist each poison separately, starting with the highest DC first. In the event of a failed save, all remaining poisons immediately take effect. This doubles the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. A poisoner must be at least 4th level and possess the double dose talent before selecting this talent.

Poison Conversion - A poisoner with this talent can convert any poison type (contact, ingested, or inhaled) into an injury poison. When crafted in this manner, the craft DC of the poison increases by 4. This does not affect the Fortitude save DC when the poison is crafted. A poisoner must be 8th level before taking this talent.

Poison Touch - The poisoner gains a poisonous touch, as if under the effects of a poison spell. He can suppress or activate this ability as a free action. The poisoner must be at least 16th level before taking this talent.

Potent Poison - The damage dealt by the poisoner’s innate poison increases by 1d8. A poisoner can select this talent more than once; its effects stack.

Sticky Poison - Any poison the poisoner creates is sticky - when the poisoner applies it to a melee weapon, the weapon remains poisoned for a number of strikes equal to the poisoner’s Intelligence modifier. This excludes innate poison, and any multiple doses of poison applied to a single weapon, such as via the talent multi-dose.

Triple Dose - Once per day, the poisoner may apply three doses of the same poison to a single weapon or ammunition. Their effects stack, and the Fort DC increases by 4. This triples the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. A poisoner must be at least 12th level and possess both the [i]double dose and multi-dose talents before selecting this talent.

Trifecta - Once per day, the poisoner may apply a single dose of three different poisons to a single weapon or ammunition. Their effects stack, and all three Fort DC’s increase by 4. The target may make a save to resist each poison separately, starting with the highest DC first. In the event of a failed save, all remaining poisons immediately take effect. This triples the action requirement for a single application. All doses applied in this manner are expended simultaneously. Once applied, these poisons only remain potent for a number of rounds equal to the poisoner's class level + Intelligence modifier, after which they become inert and useless. A poisoner must be at least 16th level and possess the double dose, multi-dose, and triple dose talents before selecting this talent.

Fatal Blood - Once per day, at 20th level, a target successfully hit by a poisoner's innate poison must roll 1d20 every round for the next ten rounds. If the die roll results in a natural 1, the target immediately dies and cannot be resurrected by any means mundane or magical. The next round, the threat range of instant death doubles (1 or 2), and continues to double every round for ten rounds. This means that by the tenth round, a roll of natural 10 or below results in instant death. If the target is still alive after ten rounds, it takes the appropriate damage based on the level of innate poison used, but suffers no additional effects. A poisoner can suppress or activate this ability at will, but it must be declared before rolling the attack.

Please let me know what you think. In creating this class, I drew inspiration from the Alchemist and the Rogue. Keep on the lookout for the poisons list. I'll probably post it tomorrow. I just don't have the time right now.

-B


I'm still reading but as far as I can see. Hit die should be D6 not D4 already. Maybe D8's based on BAB progression.

What's up with the saving throws? Fix that. Should end in a +12 or a +6. Probably +12/+6/+6

Quote:
The Fortitude save DC for this poison is equal to 10 + poisoner class level + Intelligence modifier + Constitution modifier.

That save is very high. I would say 10 + 1/2 Poisoner class level + Int( or Con)


xIN wrote:
Hit die should be D6 not D4 already. Maybe D8's based on BAB progression.

You're right, I think I should bump it up to a d6, like the Alchemist.

xIN wrote:
What's up with the saving throws? Fix that. Should end in a +12 or a +6. Probably +12/+6/+6

If you compare the numbers to the Alchemist's saving throws, they equal up to the same total, just switched around a bit. This guy invests and exposes himself to all sorts of deadly substances on a daily basis. He has every reason in the world to have a +15 Fort save.

xIN wrote:
That save is very high. I would say 10 + 1/2 Poisoner class level + Int( or Con)

What other non spell casting class do you know of that offers the enemy a save for their main class feature. Rogue's sneak attack doesn't offer a save. If I made the save too low, I'd be effectively making the class useless. There's already a plethora of creatures out there who are immune to poisons as it is.


just to point out that all base classes follow a standard architecture one of which is the saving throw progression. no class goes against this but if you wish i would throw in a class bonus to their saving throws versus poisons but their base saves should follow the same as any other class.

sorry i didn't actually read much of the class just the comments regarding it so if you already added a poison resistance and poison immunity that cool but if not you should.


Bryan Bloomer wrote:
xIN wrote:
Hit die should be D6 not D4 already. Maybe D8's based on BAB progression.

You're right, I think I should bump it up to a d6, like the Alchemist.

xIN wrote:
What's up with the saving throws? Fix that. Should end in a +12 or a +6. Probably +12/+6/+6

If you compare the numbers to the Alchemist's saving throws, they equal up to the same total, just switched around a bit. This guy invests and exposes himself to all sorts of deadly substances on a daily basis. He has every reason in the world to have a +15 Fort save.

xIN wrote:
That save is very high. I would say 10 + 1/2 Poisoner class level + Int( or Con)
What other non spell casting class do you know of that offers the enemy a save for their main class feature. Rogue's sneak attack doesn't offer a save. If I made the save too low, I'd be effectively making the class useless. There's already a plethora of creatures out there who are immune to poisons as it is.

Then maybe take the save away, or only introduce it when one of the heavier effects kick in. The alchemist's saves are +12 / +12 / +6. Saves follow one of two progressions. Good or bad. Good ends with +12, bad ends with +6. I don't know of classes that deviate from this.

I'm not 100% sure how the crafting works. So with price reduction, can he craft a poison for (20%) x (1/3rd of market value) = 6.67% of market value eventually?

I dont know if I'm reading it wrong but you don't actually say what kind of damage the innate poison does?

Quote:
Blinding Spittle - As a standard action, the poisoner may spit as a ranged attack. If this attack successfully hits an opponent, the opponent must make a Fortitude save (DC = 10 + class level + Constitution modifier) or be blinded for the next 1d6 rounds. This attack has a range increment of 10 ft. Creatures without eyes or creatures that are immune to critical hits are also immune to this attack.

This is broken. 1d6 rounds is a LOT of rounds. I suggest maybe reducing the saving throw or the rounds, but probably the best is just to say. Ranged touch attack, if it hits your blinded for 1d4 rounds (no save), but you can spend a full round action wiping it off your face. Put a limit on the amount of time he can do this every day. 3 + con mod?


Bryan Bloomer wrote:
Innate Poison: "This innate poison can be utilized a number of times per day equal to the poisoner’s class level + Constitution modifier."

Would it not be better to do the "numbers of times" similar to the Barbarian rage, something like 4 rounds + 2 for each level hereafter?

I also agree that you should not have a saving throw to this, you are making the DC too high. It seems odd though to have a poison deal HP damage since the standard is Ability damage.

I also agree that the HD should be increased and the Saves "normalized".

I will look it over more when I have time, but it's a really cool concept =)


So, just to recap (since I can't edit original, grrr):
.
.
.
.
-Switched the HD to d6, rather than d4.

-Changed save progression to +12/+12/+6

-Removed save for Innate Poison

-Changed Innate Poison # of times/day to 1/2 class lvl + Con mod.

-Changed Blinding Spittle to ranged touch attack, 1d4 rds, no save, full round action wipes it off, # of times/day equal to 3 + Con mod (thanks xIN for balancing this one)

That's what I've got so far. Also, to clarify the crafting rules, here's an example:

The poisoner wants to craft Poison X. Poison X's raw materials cost 1000gp. Assuming no price reduction, let's calculate how much money and time it would take to craft this poison.

Raw Materials = 1000gp
Reagents = 1/2 Raw Materials cost = 500gp
Total Cost = raw materials + reagents = 1500gp

Now let's look at a level 9 poisoner, with Price Reduction V. For every rank of Price Reduction, you subtract 10% from the original cost of the raw materials.

Price Reduction V = 10% x 5 = 50%
Raw Materials = 1000gp - 50% = 500gp

So essentially we only need half the original raw materials to craft the same potency of poison. Since we need only half the raw materials, we also only need half of the reagents.

Raw Materials = 500gp
Reagents = 1/2 Raw Materials cost = 250gp
Total Cost = raw materials + reagents = 750gp

Congratulations, you just saved 750gp :)

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

This seems to be a rather narrow focused class. We have Alchemists and Assasins? What's the reason dayter tea? :)

Sovereign Court

Bryan Bloomer wrote:
xIN wrote:
Hit die should be D6 not D4 already. Maybe D8's based on BAB progression.

You're right, I think I should bump it up to a d6, like the Alchemist.

In pathfinder hit die is tied to BAB progression

d6= slow BAB progression

d8= medium BAB prgression

d10= fast BAB progression

only exceptions is the barbarian (check alchemist, he's a d8 class)

RPG Superstar 2012 Top 32

I made a poison-use specialist a while back. The venomous sting abilities probably need to be re-arranged a bit to balance them out, but are pretty good for now, I think.

Fangblade

Fangblades are mystical assassins that can magically coat their weapons with poison.

BAB: +3/4
Good Saves: Fortitude
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Disable Device, Disguise, Escape Artist, Heal, Intimidate, Knowledge local, Knowledge nature, Linguistics, Perception, Profession, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

Skill Ranks per Level: 6 + Int modifier.

Fangblades are proficient with all Simple Weapons, plus the hand crossbow, rapier, sap, scimitar, shortbow, and shortsword. Fangblades are proficient in Light Armor, but not shields.

LEVEL ABILITY
1. Create Poison (1), Poison Pool, Poison Use, Sneak Attack +1d6, Trapfinding, Venomous Sting (First Level).
2. Poison Power
3. Create Poison (1d2)
4. Poison Power
5. Sneak Attack +2d6, Venomous Sting (Second Level)
6. Poison Power
7. Create Poison (1d3)
8. Poison Power
9. Sneak Attack +3d6, Venomous Sting (Third Level)
10. Advanced Poison Powers, Poison Power
11. Create Poison (1d4)
12. Poison Power
13. Sneak Attack +4d6, Venomous Sting (Fourth Level)
14. Poison Power
15. Create Poison (1d6)
16. Poison Power
17. Sneak Attack +5d6, Venomous Sting (Fifth Level)
18. Poison Power
19. Create Poison (1d8)
20. Poison Power, Overwhelming Virulence.

Create Poison (Su). As a swift action, the fangblade spends 1 point from his Poison Pool and magically conjures a venomous substance to coat his weapon. This venomous substance persists for up to 1 hour per class level, or until the fangblade successfully strikes a target with the envenomed weapon. When the fangblade creates the poison, he decides if it does Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma damage. At 1st level, it causes 1 point of ability damage. This increases to 1d2 at 3rd level, 1d3 at 7th, 1d4 at 11th, 1d6 at 15th, and 1d8 at 19th. The target of the poison is allowed a Fortitude save with a DC of 10 + 1/2 the fangblade's class level + the fangblade's Constitution modifier to negate the poison each round. The target of the poison must make a Fortitude save each round for a number of rounds equal to the fangblade's Constitution bonus (minimum 1 round) or until it makes a successful Fortitude save.

Poison Pool (Su). At 1st level, the fangblade has a Poison Pool with a number of points in it equal to 4 + his Constitution bonus (if any). At 2nd level, and every level thereafter, the fangblade adds 2 to his Poison Pool.

Poison Use (Ex). The fangblade never risks poisoning himself when he poisons his weapon.

Sneak Attack (Ex). As the rogue ability of the same name.

Trapfinding (Ex). As the rogue ability of the same name.

Venomous Sting (Su). Whenever the fangblade uses his Create Poison ability, he can also add a carrier effect to the poison. The fangblade learns 2 Venomous Stings at 1st level and 1 additional venomous sting each class level thereafter. At 1st level, the fangblade can only choose First Level Venomous Stings; at 5th level, he can learn Second Level Venomous Stings; at 9th, Third Level; at 13th, Fourth Level; at 17th, Fifth Level. Each Venomous Sting adds a condition or effect to the poison created by the fangblade; if the target fails the save for the poison, he also suffers from the condition or effect of the venomous sting.

First Level
1. Bleed (lose a number of hit points each round equal to the number of sneak attack dice the fangblade has).
2. Dazzled for 1 minute per failed save.
3. Fascinated for 1 minute per failed save.
4. Fatigued for 1 minute per failed save.
5. Shaken for 1 minute per failed save.
6. Sickened for 1 minute per failed save.

Second Level
1. Confused for 1 round per failed save.
2. Entangled for 1 minute per failed save.
3. Nauseated for 1 minute per failed save.
4. Sleep for 1 minute per failed save.
5. Slowed for 1 minute per failed save.
6. Spell-hindered for 1 minute per failed save (Must succeed on a Concentration check with a DC equal to the Poison DC + the attempted spell level to successfully cast a spell)

Third Level
1. Dazed for 1 round per failed save.
2. Deafened for 1 hour per failed save.
3. Exhausted for 1 minute per failed save.
4. Flat-footed for 1 round per failed save.
5. Frightened for 1 minute per failed save.
6. Grappled for 1 round per failed save.

Fourth Level
1. Blind for 1 hour per failed save.
2. Gain 1 temporary negative level per failed save. Lasts 1 hour per fangblade level.
3. Insanity for 1 hour per failed save.
4. Staggered for 1 minute per failed save.
5. Stunned for 1 round per failed save.
6. Reduced Spell Resistance by 1 per failed save. Lasts 1 hour per fangblade level.

Fifth Level
1. Dead
2. Disabled for 1 minute per failed save.
3. Panicked for 1 minute per failed save.
4. Paralyzed for 1 minute per failed save.
5. Petrified permanently
6. Unconscious for 1 hour per failed save.

Poison Power (Ex, Sp, or Su). At 2nd level and every 2 levels thereafter, the fangblade learns a poison power from the following list. After 10th level, he can also choose Poison Powers from the list of Advanced Poison Powers.

Draining Toxicity (Su). By spending 1 additional Poison Point, the fangblade increases the toxicity of his Create Poison ability. For 1 round, the fangblade's Create Poison ability causes ability drain instead of ability damage.

Extend Duration (Su). By spending 1 additional Poison Point, the fangblade can double the duration of his Create Poison ability.

Increase Cure (Su). By spending 1 additional Poison Point, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 2.

Poison Resistance (Ex). By spending 1 Poison Point as an immediate action, the fangblade reduces the ability damage or ability drain he suffers from a failed Fortitude save against a poison by 1. This Poison Power can be taken multiple times. Each time it is selected, the amount of ability damage or drain is reduced by an additional 1.

Sneaky Potency (Ex). On a successful Sneak Attack, the fangblade increases the Save DC of any poison he uses on the Sneak Attack by the number of Sneak Attack Dice he has.

Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 hour per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 10 + the fangblade's class level.

Advanced Poison Powers:

Double Poison (Ex). The fangblade can spend 2 Poison Points and cause 2 different kinds of ability damage when using his Create Poison ability.

Empower Poison (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and multiply the ability damage caused by that use of Create Poison by 1.5

Extra Venomous (Su). When using his Create Poison ability, the fangblade can spend 1 additional Poison Point and add a second Venomous Sting effect to the poison.

Greater Increase Cure (Su). By spending 2 additional Poison Points, the fangblade can increase the number of successful Fortitude saves to resist his Create Poison from 1 to 3. The fangblade must have the Increase Cure Poison Power before selecting this Advanced Poison Power.

Greater Undetectable Poison (Sp). As a free action, the fangblade can spend 1 Poison Point and mask the toxicity of any poison he handles for upto 1 day per class level. Any attempts to magically detect poison fail if the caster fails a caster level check with a DC of 20 + the fangblade's class level.

Hardy Body (Ex). As an immediate action, the fangblade can spend 1 Poison Point and re-roll a failed Fortitude save. He must abide by the results of the re-roll, even if it is worse than the original roll.

Heighten Poison (Ex). When using his Create Poison ability, the fangblade can spend a number of additional Poison Points (up to 1/2 his class level) and add that number to the Save DC of his poison.

Intensify Poison (Su). When using his Create Poison ability, the fangblade can spend 8 additional Poison Points and Maximize, and then Double, the ability damage caused by that use of Create Poison. The fangblade must have Empower Poison and Maximize Poison before selecting this Poison Power.

Maximize Poison (Su). When using his Create Poison ability, the fangblade can spend 3 additional Poison Points and cause the maximum amount of ability damage for this dose of poison.

Overcome Immunity (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and affect a target that is normally immune to poison.

Poison Immunity (Ex). The fangblade is immune to all poisons. He must have the Poison Resistance Poison Power before selecting this Advanced Poison Power.

Overwhelming Virulence (Ex). At 20th level, on a successful Sneak Attack, the fangblade can spend 1 Poison Point as an immediate action to increase the Save DC of any poison he uses on that Sneak Attack by an amount equal to the extra damage caused by that Sneak Attack.


Bryan Bloomer wrote:


Stuff

Sorry for not posting more. Will have more input when I'm not so busy. I like your custom class. It's fresh. Alchemist in my opinion was kakka. This on the other hand is very nice!


xiN wrote:


Quote:
Blinding Spittle - As a standard action, the poisoner may spit as a ranged attack. If this attack successfully hits an opponent, the opponent must make a Fortitude save (DC = 10 + class level + Constitution modifier) or be blinded for the next 1d6 rounds. This attack has a range increment of 10 ft. Creatures without eyes or creatures that are immune to critical hits are also immune to this attack.
This is broken. 1d6 rounds is a LOT of rounds. I suggest maybe...

This isn't broken it just needs to be reduced to X times per day or X+y modifier times per day. Blindness/Deafness is a 2nd level spell and it can blind people permanently.


SmiloDan wrote:
Overcome Immunity (Su). When using his Create Poison ability, the fangblade can spend 2 additional Poison Points and affect a target that is normally immune to poison.

Ooh, I like this one! With your blessing, I think I'm going to adapt it for my own use.

Irrepressible Toxin - A poisoner who selects this talent can elect to take 1 point of Constitution damage instead of the normal hit point damage when applying a dose of innate poison to a weapon. This Constitution damage is temporary and functions in a manner identical to the standard damage taken. Doses created in this manner affect even creatures that have an immunity to poison, whether magical or mundane.


Now playtesting at lvl 4 with this class, and things are not going well. My GM disallowed me the ability to overcome creatures' poison immunity, and what's worse, is now he's throwing all kinds of foes at the party who just HAPPEN to be immune to poison.

Which gets me to thinking - is this class even viable, or is is forever bound to be shut down by GMs?


Maybe you need to find a way for the poisoner to bypass poison immunity? Perhaps have the ability to create ravages (which are not technically poisons) as found in the 3.5 Book of Exalted Deeds? Just a thought.

As to the viability, I think a poison-focused class could find it's own niche, but it could have a more varied ability/skill set. You might want to consider a poisoner having the opposite ability, able to whip up antidotes to even the worst poisons like no ones business, or even potions that are narrowly focused to neutralize poisons, or cure ability damage caused by them.

Such a list would include:
neutralize poison
lesser restoration (poison focus)
greater restoration (poison focus)
cure light woulds
cure serious wounds

etc.

BTW, as a DM/GM, I'd never constantly throw monsters completely immune to to one of my PC's primary abilities - resistant, yes, but immune? no - especially if I'm playtesting a new class. That'd be like using only monsters immune to all physical attacks to stop the fighter from wreaking havoc, or magic immune creatures to stop spellcasters.

RPG Superstar 2012 Top 32

Maybe change the focus somewhat from poisoner to apothecary. Able to poison enemies and create potions that buff himself and allies. Kind of stepping on the alchemist's toes a bit, but it might be worth it. Especially if your ONLY offensive ability is poison.

My fangblade class is a poison specialist, but also has limited sneak attack ability and a considerable list of class skills, so it doesn't need to go the apothecary route to be "balanced."

Also, double check with your DM and see if he is enthusiastic and authentic in his stated desire to help you playtest. If he is kind of doing it begrudgingly, he might be designing encounters to totally nerf your character concept because he doesn't REALLY want to test it. If this is so, you might want to wait for another game before playtesting it.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / New Poisoner Class - Please Critique! All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules