Poison build


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Why not Veneficus Witch with a familiar that has a poison? You could go Halfling and use the Malicious Eye/ Evil Eye combo to lower a target's Fortitude by -7 at level 8. You're lowered Hex DC from using poisons with your hexes won't matter.


N. Jolly wrote:
And they're also not any better with poison than anyone else, so not sure why you brought that up in this thread.

Because they make poison at no cost that does con damage and their favored class increases the number of times per day that they can do so. One of the listed reasons to avoid poisons is the cost (which is prohibitive). This counters that problem, and if the gm let's you sell your poison, or trade it for other poisons that could remove the cost issue entirely. Remember, you can make it a number of times per day with no cost or time investment. As for stealth alchemist, it is a good combo with poison to make a more well rounded character. But to be more specific about the grippli (which I think are pretty cool) I will post on your guide

Lantern Lodge

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Another good option for poison might be a barbarian with some sorcerer bloodlines via eldest check heritage. Here's an example build:

"Human Superstitious Barbarian 20
Base: STR: 15 DEX: 11 CON: 19 INT: 7 WIS: 8 CHA: 14
1 Skill Focus: Diplomancy
1 Improved Unarmed Strike
2 Animal Fury
3 Eldritch Heritage: Serpentine
4 Hive Totem
5 Improved Grapple
6 Hive Totem Resiliency
7 Greater Grapple
8 Hive Totem Toxicity
8 Skill Focus: Perception
9 Grabbing Style
10 Superstition
11 Rapid Grappler
12 Eater of Magic
13 Improved Eldritch Heritage
14 Flesh Wound
15 Greater Eldritch Heritage
16 Reckless Abandon
16 Skill Focus: Bluff
17 Ability Focus: Poison
18 Witch Hunter
19
20 Spell Sunder

Mr. Bad Bite takes pleasure in annihilating his enemies through use of his poisonous bite. His tactic is to simply grapple anything and everything. Every time he maintains a grapple, he gets a free bite attack (via animal fury). At most, he can get 6 attacks (3 actions to maintain a grapple, with 3 free bites) all of which are at full BaB. When he activates his fangs gained from Eldritch Heritage: Serpentine, each bite attack delivers a 1d4 con 2 consecutive save poison. His poison DC can get fairly high when constitution is maxed, reaching as high as DC:40. In addition, Hive Totem Resiliency and his SLA gained from Greater Eldritch Heritage stack very well, he can summon swarm of poisonous snakes to fight along side with while being immune to them himself. Against enemies immune to poison, he takes his role as a crowd control and tank, grappling high threat targets. With ridiculous HP and great saves (especially against spells), he can last a long while in heated combat. His downfall is how long it takes for him to be able to start being really useful. A dip into unarmed fighter might be a good idea for this reason."

I'be also started the foundation to a guide for Poisons, it'seems on zenith's guide to guides. However as it says in its title, it's under construction, and will be for awhile until I can finish some of my other projects.


Not great on poisons but it has some magical bottles that help there, it's much better with alchemical items. I'm surprised nobody's mentioned the new poison rules that convert half the dc of the poison into straight out damage.

Sovereign Court

Necrotoxins (Black Markets Player Companion) are worth a look into, as are the Injecting and Toxic weapon special abilities (Agents of Evil Player Companion). Black Markets also has an Eldritch Poisoner (Alchemist Archetype).

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