
Stregi |
Hi guys! I was thinking about a build based on poison. A mix of Alchemist(vivisectionist), Rougue(scout), and Daggermark poisoner.
To augment the DC of poisons I'm going to use the Calistrina kiss sword, Malignant poison discovery,pernoscious poison and the ability Treacherous Poison fo the daggermark poisoner. Any idea? Could it work?

HowFortuitous |

You may want to invest in ranks in handle animal. Get a scroll of call animal, or have a druid friend assist. Call animal basically allows you to walk into a cave or forest of your choice and call an animal type of your choice which is not hostile upon arrival. At this point you use handle animal to cage it, tame it and add it to your collection of poisonous pets you can milk for poison as often as your gm allows.
In addition, you may look into the downtime rules from ultimate campaign. It would be easy to make a greenhouse/poison farm for generation of magic capital for poison creation.

Zwordsman |
Depending on when you start, there was a build I was toying with, that I've mentioned in a few threads around here. It's pretty much what you said.
Edit: i relooked at poisoner's jacket.. It's pretty crappy actually. It costs twice what I thought and then is core only.. If you can craft it it's not bad, and if your gm is ok with any poisons not just core rule bool
Scout 8lvs so you can move 10ft and get sneak attack on your first attack.
then Daggermark and Vivic. This nets you reliable once a round sneak attack damage (i also pick up the bleeding rogue talent).
This build is all about consistently adding sneak attack to the poison bonus once a round. ( could also dip into eldritch heritage at lv 11 for the sorcerer bloodline with Envenom (if your GM lets you take the wyldblooded version for Envenom) good note about the sneak attack DC bonus. Even if the monster is immune to sneak attacks you still technically roll the sneak attack dice-meaning you can still drop them for the DC buff.
Alternatively you can drop the scout completely, and just stick with vivi or pure alch. It is a lot harder to get sneak attack damage consistently though. but in exchange you can be human, take the racial heritage feat for the snake people. With that you can use their alchemist level bonus.
Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.
This can load up on a lot of DC buffing as well. Be sure to ask your GM what he allows under create. I think it really is meant to be "any poison you create" not just "crafted poisons" because that race also has ways to produce poisons from their body. So see what it;ll apply to. If your lucky it'll apply to anything you cause the creation of. I.e. eldritch heritage, poisoner's jacket, crafted, poison arrow (if you pick up that SLA) If poisoner's jacket is ok, then get that because that will help a lot with some stuff.. though it'll be easy to craft a lot of poisons, getting some free just for chest slot is pretty good. If you don't have a different want there.
With pure alchemist build, I would suggest eyeballing 3 or so levels of Shadow dancer, for the ability to hide, dark vision, and access to the rogue talent that lets you apply two doses of poison to a weapon (either two different poisons, or preferably one poison in which case you add +2 to the DC) or if you go with sneak attack, the bleeding one isn't too shabby honestly and fits the idea pretty well.
In both cases,
I lean towards thrown daggers myself.. and with the daggermark choices, I picked up launch trap, and poison trap. Because with all the bonuses (either sneak attack via scout, or using your own crafted poisons in the trap) you get the trap DC bonuses from the dagger mark class (not much but not too bad)
That format I feel is useful for the scout version, because if you don't have 6+ levels of alchemist you can't get the alchemist discovery sticky poison (to apply Int times poison hits on a weapon-pretty good with a blinkback belt and a dagger throw) So loading up on some throwing daggers, darts, or even going full range with xbow or bow. with a poison trap on them isn't too bad..
Even if your wis bonus isn't great you can also use a feat to pick up more ranger traps (but unlike poison trap it won't be based off INT sadly, unless your GM is ok with you rocking it that way due to poison trap being INT)
You could look into Shot on the run as well, after lv 8 you can always move and toss out either a poisoned trap ranged attack, or just a poisoned dagger (if you've got that INTxhit alchemy discovery). You'll be hard hard to catch, but your damage output won't be too amazing. (I suppose you could get merciful dagger, or blut arrow/blunt bolts and the two feats that double non lethal sneak attack dice. --This would really crank up the DC to poison actually.. blunt and nonlethal doesn't mean it doesn't cut you or something. Even for when you don't apply poison, you can use it for damage and bleeding via that rogue talent.
If you like the Daggermark SLAs one has conductive for melee and the other just good bonuses for attacks. I'm not so good at melee combat as I am with ranged ideas.. so i can't suggest much on this.. Other than maybe using a reach weapon, for less danger while flanking/charge attacks, so you don't eat an AOO as often.
Outside of this. You can always go with the poison conversion (alchemist discovery is better than rogue talent for this) and do the stacking inhaling thing thrown weapon thing.
As for poison choices, in core there aren't that many great choices, you'l lwant cheaper costs with decent DC.. Especially if you do not have sticky poison on a weapon.
On the nethys website they list quite a few nice poisons, some from the alchemical book that came out a few months ago. http://www.archivesofnethys.com/Poisons.aspx
Try to keep it under 300gold at least I guess. So when you craft it, it cuts down costs alot. Again sticky poison is good for cost cutting. Stuff like large scorp/wasp poison, Vampires kiss isn't too horrible for the lower half of the game.. the higher half is problematic really. particularly if your not a lot alchemist for some of the poison bypass discoveries.
If you have poison conversation that opens a lot more choices. You could even try stuff with mins instead of rounds. Like Bloodwine. They are usually ingestion, but has high DC so if converted it becomes pretty hard to save injury poison. Most of the ones like that have status effects like nasuea or stagger, so with the higher dc, even if it only happens once in the fight. Now this isn't something I would wanna spend money on.. since the conversion isn't great (well maybe inhale poison, via a poison trap on a ranged attack. Since If I remember right..somewhere it said inhaled poisons take up 10ft square.. so you could dose a group), but you could use it with poisoner's jacket if you know there will be a chance and you can take the time to convert.
general note if you end up being an alch, and picking up master alchemist feat. It might be worth while to carry a few alchemical items/weapons perhaps. Though the milage one those depends soooo heavily on your game.
Well this was a ton of my vomiting random stuff out, I hope it makes at least some sense. I've not had the best luck with it lately though.
Let me know I suppose~

Third Mind |

I would also suggest considering the use of drugs as weapons. Opium (I believe) is low cost and if I recall gives no save vs the damage it deals. Plus, the target has a chance to get addicted.
That said, I've wanted to make a poisoner myself, but had thought of the idea of asking the Dm to help me make a custom item that makes poison creation cost less. Enough to make it viable, with some caveat that keeps one from selling it for insane amounts of money compared to normal posion creation.

master_marshmallow |

Don't forgt this feat. Pretty much everything in the Alchemy Manual can help you.

Kolokotroni |

if you want to be a poisoner, you really should check out the new alchemy manual from the player companion line. There are some awesome new poisons in there, but in particular, there is the concept of swift alchemy, where if you have the right components on hand you can create alcehmical items including poisons extremely quickly. Very handy to be able to whip up a specific poison in an hour or 10 minutes instead of days.