| Kelazan |
Hi.
I have got this idea of a poison oriented alchemist, and I realized that the only thing that was really problematic with poison builds was their cost. They can't affect everything...but so are critical hits and mind-affecting effects. A good poison can cost more than a scroll, and is way more circumstantial and unreliable.
I was thinking about the way poisons cost like mundane magic item, and I realized that alchemist can already infuse temporary potions as extracts, and create destructive bombs by using their intern magic...so temporary free poisons could be possible, no ?
So, I thinked about this alternate class feature, replacing bombs with daily doses of toxic mixture.
All these poison last 4 rounds, with no onset time. They are injuries poisons.
Here is the progression :
level 1 : poison, 1d2 Dex or Str dmg, 1 save
level 3 : poison, 1d3 Dex or Str dmg, 1 save
level 5 : poison, 1d4 Dex or Str dmg, 1 save
level 7 : poison, 1d4 Dex or Str dmg + 1 dmg to any other ability, 1 save
Level 9 : poison, 1d4 Dex or Str dmg + 1 dmg to any other ability, 2 saves
Level 11 : poison, 1d4 Dex or Str dmg, + 1d2 to any other ability, 2 saves
Level 13 : poison, 1d4 Dex or Str dmg, + 1d3 to any other ability, 2 saves
Level 15 : poison, 1d4 Dex or Str dmg, + 1d4 to any other ability, 2 saves
Level 17 : poison, 1d6 Dex or Str dmg, + 1d4 to any other ability, 2 saves
Level 19 : poison, 1d6 Dex or Str dmg, + 1d4 to any other ability, 3 saves
I don't know if I want to keep the same number of use per day that the bombs...I think the save DC should be 10 + 1/2 lvl + Inteligence modifier, but I can think of a more biological excretion type of venom that would scale Constitution instead, making this archetype more MAD.
This archetype should also trade some class features:
- Replace Throw anything by Poison Use at 1st level
- Gain Swift Poisoning at 2nd level
- Gain Concentrate poison instead of Swift Poisoning as a bonus Discovery at level 6.
Some new discoveries could also complete this archetype, like :
Fatal Toxin (toxicologist 8) : The toxicologist can choose to reduce by 1 size the primary damage dice of a poison to inflict 1 additional ability drain.
Deadly Excretions (toxicologist 6) : The toxicologist can choose to reduce by 1 size the primary damage dice of a poison to allow him to inflict Constitution damage instead of Dext or Str damages.
Venomous Bite (toxicologist 10, feral mutagen) : The toxicologist gain a poisonous bite, as per the Greater Hive Totem barbarian rage power, when using his mutagen.
Acidic Toxin (toxicologist 4) : The toxicologist can create a dose of venom to inflict acid damages instead of the normal poison effect. These damage are equal to 1d6 by two toxicologist level + Intelligence modifier and can be halved by a successful Fortitude save (using the poison DC).
Stinger (toxicologist 4, tentacle) : The toxicologist improves his tentacle damage to 1d6 and can deliver his class toxin ability as a free action on hit with his stinger.
I can also think about Discoveries allowing the toxicologist to add condition to his poisons if the target fails the first saving throw, like sickened, blinded or even nauseated for a number of rounds equal to Int modifier.
This whole idea is very draft and I mainly here to receives feedback about the balance of such mechanic on an alchemist archetype. Is it viable ? Is it too powerful ?