| master_marshmallow |
And this is what we came up with. This is for our evil campaign where his last character died/got captured/retired/isn't getting played anymore. We are all level 8, and thus we have this:
Vivisectionist Alchemist 8
CN Focused Study Human
STR 10
DEX 20
CON 16
INT 25
WIS 14
CHA 12
Build focuses on crafting his own poisons and applying them to his weapons, then he goes into combat rogue style, and tries to kill/knock out whoever and his character dissects and studies the things he kills for the sake of education-kinda. Kinda like a sick twisted physiologist thing.
Traits
Highlander
Buisiness Man (DM allowed even though he's human)
Feats
1) Weapon Finesse; Skill Focus (Craft Alchemy); Throw Anything; Brew Potion
3) Two-Weapon Fighting
5) Master Alchemist
7) Prodigy (Craft Alchemy/Something Irrelevant)
8) Skill Focus (Perception)
Discoveries (in no particular order):
Concentrate Poison
Sticky Poison
Poison Conversion
Preserve Organs
Skills:
Craft Alchemy +35
Perception +16
Disable Device +15
Stealth +16
Knowledge(arcana) +18
Knowledge(nature) +18
Sleight of Hand +15
Heal +13
Spellcraft +18
Survival +13
Use Magic Device +12
Gear:
+1 Agile Sickle (2)
masterwork chain shirt
masterwork alchemist's kit
bunch o' poisons and extracts
We're still working on exactly which poisons he wants to use, but his DCs are like in the 30's already by level 8 on the weaker poisons. Next he is working on the mutagens to up his DEX, and his main combat strategy is to poison his weapons (obviously) and turn invisible, then sneak attack and kill the enemy so he can dissect them. Naturally he can do haste and all that other stuff. He's gonna be the rogue of our group with all the sneakiness and skills and whatnot.
| master_marshmallow |
DM allowed us to use the Kingdoms of Kalamar rules for increasing their potency.
Increasing the potency: Raising the potency of the poison (increasing the save DC necessary to resist it) by one point (from [nameless poison]'s DC 12 to DC 13, for example) increases the DC to make it by 2 points (making [nameless poison] more potent requires DC 22 instead of 20).
Increasing the potency also increases the market price, which in turn causes the cost and time to make the substance to rise as well (see the Craft skill, page 65 of the Player's Handbook). Each DC increase of 1 point adds 10% to the base cost. Increasing [nameless poison]'s DC to 13 raises the market value by 20 gp (10% of 200). Raising the DC by 5 increases the DC to make it to 30 and raises the value by 50% for a total of 300 gp per dose.
Just realized we weren't using straight PFRPG rules, otherwise probably wouldn't have posted this. But, since it's here, I think I am going to recommend this weapon enhancement from 3.5:
Assassination
Price: +1
Caster Level: 7th
Aura: Moderate; (DC 13) divination
Activation: --The striking surface of this weapon is jet black. Although it shows little sign of use, you cannot help but picture it covered in freshly spilled blood.
An assassination weapon deals an extra 1d6 points of damage against a foe who is flat-footed or otherwise denied a Dexterity bonus to AC, or who is flanked. If the wielder deals sneak attack damage from other sources, such as levels in the rogue class, the extra damage stacks.
In addition, the weapon seems to eagerly drink in poison. The wielder never risks poisoning herself when applying poison to an assassination weapon, and the save DC of any poison applied to the weapon increases by an amount equal to the weapon's enhancement bonus. (Thus, a +1 assassination dagger increases the DC of any applied poison by 1, while a +3 assassination dagger increases the DC by 3.)
Prerequisites: Craft Magic Arms and Armor, true strike , sneak attack +2d6.
Cost to Create: Varies.
| Joesi |
....So what do you need advice on?.......
...Or are you giving advice?
Regardless, I'll put in my 2 cents if you don't mind (more like 2 dollars).
That method to increase DC of poisons seems rather ridiculous. Why would he even take "concentrate poison" if he can just increase the poison's cost by 20% instead? Maybe it was made to be a prerequisite to use the different poison rules?
edit: although are you using the D&D poison craft DCs? because in PF it's just based on the fort save. If you're increasing the fort save by 2 every time as the craft DC instead of using the base DC 20–25 or whatever D&D uses, that's potentially an extra +5 fort save poison DC right there obtained through the discrepancies of the craft DCs.
If you were using D&D poison mechanics that'd be even more crazy; they deal half the poison damage in one big clump which is so much more powerful than in Pathfinder (I don't know why Paizo or anyone says that PF poisons are nastier except maybe if one had really high DCs like in this case). If that's the case, that would answer my 2nd question of "why does he even use poison at all when he seemingly deals lots of damage?
Also, the character seems to have ridiculously good stats. Was this like 36 point buy and extra high fantasy campaign setting?
Lastly, aside from sticky poison, what's the point in having so much intelligence if they aren't throwing bombs? I could see an 18-20 int for sticky poison, but I would think the extra 5-7 points from there would be better off in dex in order to hit targets and/or deal more damage (aside from possibly giving more AC as well)
In my opinion PF poisons don't need much or any changing to be viable if one has sticky poison and poison conversion. The bigger issue is that there are so many useless/junk poisons, and so one's limited to only like 8 or so reasonable poisons to choose from.
I made a post about a system detailing how to craft custom poisons. It's preliminary/rough, but I did spent a fair bit of time to ensure it roughly matches D&D/PF's poisons.
It can be used to create poisons of a higher DC for instance; but don't expect it to be cheap like that super cheap KoK system used.
http://paizo.com/threads/rzs2p6xr?Poisons-Revisited#7
| Snickersnack |
Ummmm, your stats are too high? Who the hell gets 25, 20, 16, 14, 12, 10? Is that your endgame goals with gear? Also, there is no need to get the Throw Anything feat as throwing your fragile viles onto the floor is only a an attack roll with an AC 5 to hit and break the bottle. Throwing the bottle at a target is no harder than a halfling throwing a rock/bullet with a sling. Wasteful.... overzealous