Toxic Defiler (Anti-Paladin archetype)


Homebrew and House Rules


Toxic Defiler (Anti-Paladin archetype)

An ancient order of daemonic founding, the chosen weapon of a toxic defiler is poison, whether it is dropped in a well, sprinkled on food, or spread on a blade. While toxic defilers are devoted to the destruction of all life down to the smallest blade of grass, they are taught to find beauty in their work and its tools, and as such are often unexpectedly affable. Many are fond of animals, provided they are sufficiently poisonous. and they will often take on apprentices to continue their work.

The toxic defiler adds Sleight of Hand and Knowledge: Nature to his list of class skills, and loses Knowledge: Religion and Spellcraft.

Well of Venom:
At 3rd level enemies within 10 feet of the toxic defiler gain a -2 penalty on saving throws against poison, and if they are good-aligned lose immunity to poison. A poison that was applied while they were not immune to poison is not affected if they regain this immunity. This ability functions only while the toxic defiler remains conscious, not if he is unconscious or dead.
This ability replaces of Aura of Cowardice.

Assimilate Toxin:
At 3rd level the toxic defiler becomes immune to poison. In addition, when he is exposed to a poison he may choose to assimilate it as an immediate action. Once per day, he may expel a dose of his assimilated poison from his mouth as a full-round action that provokes attacks of opportunity. The dose will remain potent for 24 hours, and he may only have one type of poison assimilated at a time.
This ability replaces Plague Bringer.

Virulent Touch:
At 3rd level the toxic defiler gains the ability to poison creatures he damages with his touch of corruption ability. When a creature fails a saving throw against his touch of corruption and takes damage, it also becomes poisoned. His touch of corruption benefits from the save reduction of his well of venom ability. The poison he inflicts has the following statistics:

Toxic Love
Type: Injury
Onset: -
Duration: Equal to his Charisma modifier
DC: 10 + ½ toxic defiler level + Charisma modifier
Effect: When the toxic defiler inflicts this poison, he chooses a statistic for it to damage. If he chooses Constitution, the damage die is reduced by one step. If he successfully uses toxic love against a creature that is already inflicted with it, it will increase the DC by 2 and the duration by half as normal, and in addition he may change the type of damage it is dealing. The condition the poison inflicts expires when the poison does. The damage and condition inflicted by this poison improves 6th level and every 3 levels thereafter as shown below:

3: 1d2/round, fatigued
6: 1d3/round, fatigued
9: 1d3/round, sickened
12: 1d4/round, sickened
15: 1d4/round, staggered
18: 1d4/round to 2 statistics, staggered

This ability replaces Cruelties.

Tainted Blade:
Starting at 5th level, the toxic defiler may apply a dose of poison to a weapon as a move action. He may expend a use of his touch of corruption ability to apply a dose of toxic love. He selects which statistic the poison will damage upon application. He may have toxic love applied to a maximum number of weapons at a time equal to his Charisma modifier. Attempting to exceed this number causes the oldest poison to expire.
This ability replaces Fiendish Boon.

Venomstorm:
At 11th level, the toxic defiler may expend two uses of his smite good ability as a free action to apply a dose of toxic love to all weapons wielded by his allies (or a piece of their ammunition) within 60 feet. All doses damage the same statistic, chosen when this ability is used. The poison remains until expended or for 1 minute, whichever is shorter, and does not count against his maximum number of doses applied.
This ability replaces Aura of Vengeance.

Poison Sludge:
At 20th level, a toxic defiler becomes a pool of poison within a shell of skin. He gains the ooze type. Do not recalculate his base attack bonus, hit points, proficiencies, saving throws, or skills, or statistics. He gains blindsight 30. He is not rendered blind, but may render his eyes functional or nonfunctional as a standard action (deciding whether to have the benefits and vulnerabilities of sight).
He may choose to assume the form of a large ooze as a swift action. While in this form he cannot wear armor or wield weapons. Although he can carry them and other objects within his ooze, he gains no benefit from them, unlike other magical items he had equipped. He gains a swim and climb speed equal to his movement speed, a bonus to natural armor equal to his Charisma modifier, the compression ability, and two slam attacks that deal bludgeoning damage equal to his touch of corruption damage and have the poison ability (toxic love). In addition, he may pass through any opening that is not airtight as a full-round action, although he may be unable to bring items with him. He may return to human form as a standard action and may choose to reform within a suit of clothing or armor, effectively equipping it.
This ability replaces Unholy Champion.


Well of venom should remove poison immunity to all enemies not just good aligned since the aura its replacing also doesn't care about alignment and its penalty should also be -4.

I also feel like the assimilate toxin should not have a limit on poisons since with plague bringer you can have ALL of the diseases and then just touch some one and make them need to save vs All of them.

The other abilities look fine though I would change the eye closeing ability from the cap stone to an imidiate action instead of a standard.

I also feel like they should get a half level bonus to craft alchemy(poisons only) thrown in there somewere.


doomman47 wrote:

Well of venom should remove poison immunity to all enemies not just good aligned since the aura its replacing also doesn't care about alignment and its penalty should also be -4.

Well of Venom does stack with Aura of Despair, so it gets up to -4. The DC of his poison can already be higher than most at low levels. But it should be made explicit that they stack, given the ability it's replacing doesn't.

I'm comfortable having it only affect good-aligned creatures. Venomstorm, unlike Aura of Vengeance, works just as well against non-good creatures, so it's more shuffling around their weakness. Also technically Aura of Cowardice removes fear immunity from allies too, which would be bad if replicated here.

doomman47 wrote:


I also feel like the assimilate toxin should not have a limit on poisons since with plague bringer you can have ALL of the diseases and then just touch some one and make them need to save vs All of them.

Most diseases have no effect mid-combat, and many are not applied through touch, so I think that's overstating how closely they are equivalent. It's also vague on whether they "recover" from diseases, losing the ability to spread them, plus you generally can't do to a store and purchase the deadliest disease available.

Although I did actually make a disease-focused anti-paladin archetype a while back: https://paizo.com/threads/rzs2t9fc?Plaguelord
I suppose eventually I might make a fear-focused archetype that's not malfunctioning garbage like the Fearmonger.

doomman47 wrote:


The other abilities look fine though I would change the eye closeing ability from the cap stone to an imidiate action instead of a standard.

I also feel like they should get a half level bonus to craft alchemy(poisons only) thrown in there somewere.

Making it immediate is probably a good idea.

I did consider giving that crafting bonus, but the anti-paladin is so starved for skill points that it seemed like a waste. I guess it could replace Channel Negative Energy, which doesn't have a ton of use for them.


Aldrakan wrote:
Also technically Aura of Cowardice removes fear immunity from allies too, which would be bad if replicated here.

No it doesn't since that line is built upon the previous text which only targets enemies.


Aldrakan wrote:
I did consider giving that crafting bonus, but the anti-paladin is so starved for skill points that it seemed like a waste. I guess it could replace Channel Negative Energy, which doesn't have a ton of use for them.

That all really depends on the build and the stat generation method, I've seen some non int based 2 skill point builds that get 7 skill points per hit die due to their build.


doomman47 wrote:
Aldrakan wrote:
Also technically Aura of Cowardice removes fear immunity from allies too, which would be bad if replicated here.
No it doesn't since that line is built upon the previous text which only targets enemies.

It's not, nothing in that sentence is dependent on the previous text. It is phrased as a separate effect of the ability. "Creatures" has a different definition from "enemies", and enemies is just as easy to write if that's what they meant (Which...they clearly did. They just messed up the wording so it says something else). This is academic, I did assume the obvious intention in design. They are weak against non-good poison immune things, a weakness that most poison-focused archetypes have worse.

Apart from that I agree with the changes you suggested, and the revised archetype is below.

Toxic Defiler

An ancient order of daemonic founding, the chosen weapon of a toxic defiler is poison, whether it is dropped in a well, sprinkled on food, or spread on a blade. While toxic defilers are devoted to the destruction of all life down to the smallest blade of grass, they are taught to find beauty in their work and its tools, and as such are often unexpectedly affable. Many are fond of animals, provided they are sufficiently poisonous. and they will often take on apprentices to continue their work.

The toxic defiler adds Sleight of Hand and Knowledge: Nature to his list of class skills, and loses Knowledge: Religion and Spellcraft.

Well of Venom:
At 3rd level enemies within 10 feet of the toxic defiler gain a -2 penalty on saving throws against poison, and if they are good-aligned lose immunity to poison. This penalty stacks with Aura of Sin. A poison that was applied while a creature was not immune to poison is not affected if it regains this immunity. This ability functions only while the toxic defiler remains conscious, not if he is unconscious or dead.
This ability replaces of Aura of Cowardice.

Assimilate Toxin:
At 3rd level the toxic defiler becomes immune to poison. In addition, when he is exposed to a poison he may choose to assimilate it as an immediate action. Once per day, he may expel a dose of his assimilated poison from his mouth as a full-round action.
As part of this action, he may attempt to apply this poison in one of the following ways: If it is an injury poison he may apply it to a weapon. If it is a contact poison he may make a melee touch attack to inflict it. If it is an ingested poison he may add it to a piece of food or drink within reach. If it is an inhaled poison he may create a 5 foot cloud of poison in an adjacent square that lasts one round.
This ability replaces Plague Bringer.

Virulent Touch:
At 3rd level the toxic defiler gains the ability to poison creatures he damages with his touch of corruption ability. When a creature fails a saving throw against his touch of corruption and takes damage, it also becomes poisoned. His touch of corruption benefits from the save reduction of his well of venom ability. The poison he inflicts has the following statistics:

Toxic Love
Type: Injury
Onset: -
Duration: Equal to his Charisma modifier
DC: 10 + ½ toxic defiler level + Charisma modifier
Effect: When the toxic defiler inflicts this poison, he chooses a statistic for it to damage. If he chooses Constitution, the damage die is reduced by one step. If he successfully uses toxic love against a creature that is already inflicted with it, it will increase the DC by 2 and the duration by half as normal, and in addition he may change the type of damage it is dealing. The condition the poison inflicts expires when the poison does. The damage and condition inflicted by this poison improves 6th level and every 3 levels thereafter as shown below:

3: 1d2/round, fatigued
6: 1d3/round, fatigued
9: 1d3/round, sickened
12: 1d4/round, sickened
15: 1d4/round, staggered
18: 1d4/round to 2 statistics, staggered

This ability replaces Cruelties.

Death All Around Me (Ex):
The toxic defiler gains a bonus equal to half his level (minimum 1) on checks to create poisons using Craft: Alchemy or to milk a creature for poison using Handle Animal. Starting at 4th level, the time it takes him to perform these actions is halved.

This ability replaces Channel Negative Energy.

Tainted Blade:
Starting at 5th level, the toxic defiler may apply a dose of poison to a weapon as a move action. He may expend a use of his touch of corruption ability to apply a dose of toxic love. He selects which statistic the poison will damage upon application. He may have toxic love applied to a maximum number of weapons at a time equal to his Charisma modifier. Attempting to exceed this number causes the oldest poison to expire.
This ability replaces Fiendish Boon.

Venomstorm:
At 11th level, the toxic defiler may expend two uses of his smite good ability as a free action to apply a dose of toxic love to all weapons wielded by his allies (or a piece of their ammunition) within 60 feet. All doses damage the same statistic, chosen when this ability is used. The poison remains until expended or for 1 minute, whichever is shorter, and does not count against his maximum number of doses applied.
This ability replaces Aura of Vengeance.

Poison Sludge:
At 20th level, a toxic defiler becomes a pool of poison within a shell of skin. He gains the ooze type. Do not recalculate his base attack bonus, hit points, proficiencies, saving throws, or skills, or statistics. He gains blindsight 30. He is not rendered blind, but may render his eyes functional or nonfunctional as an immediate action (deciding whether to have the benefits and vulnerabilities of sight).
He may choose to assume the form of a large ooze as a swift action. While in this form he cannot wear armor or wield weapons. Although he can carry them and other objects within his ooze, he gains no benefit from them, unlike other magical items he had equipped. He gains a swim and climb speed equal to his movement speed, a bonus to natural armor equal to his Charisma modifier, the compression ability, and two slam attacks that deal bludgeoning damage equal to his touch of corruption damage and have the poison ability (toxic love). In addition, he may pass through any opening that is not airtight as a full-round action, although he may be unable to bring items with him. He may return to his original form as a standard action and may choose to reform within a suit of clothing or armor, effectively equipping it.
This ability replaces Unholy Champion.


One think that I think would be cool to add though it would not be directly added to the class would be a special weapon either a new weapon or a weapon modification one can add to melee weapons were it is specially notched so poison applied to the blade is more efficient, increasing the dc by 1 and making the poison application to the blade last 1 round longer.


doomman47 wrote:
One think that I think would be cool to add though it would not be directly added to the class would be a special weapon either a new weapon or a weapon modification one can add to melee weapons were it is specially notched so poison applied to the blade is more efficient, increasing the dc by 1 and making the poison application to the blade last 1 round longer.

For a specific weapon the sanpkhang already exists (probably not ideal for this character but it feels cheesy to just make a better version).

Not messed with weapon modifications much (most of the few existing ones seem like...not a great use of money), but this seems roughly on par:

Venom-applying
Price +2,000 gp Weight +1 lb

The weapon contains a venom channel designed to funnel poison directly into an enemy's veins. Only piercing weapons can have the venom-applying modification.
This modification can be added to a syringe spear without increasing its weapon category, but doing so increases the cost by 2,000 gp.

When you strike an opponent with a poisoned venom-applying weapon, the DC of the poison increases by 1, or 2 if delivered as part of a critical hit or sneak attack.


Looks good but I would have it also apply to slashing weapons as well, I'm reminded of a show I saw were the main characters blood was poison to the creatures they were fighting against and had a special katana that allowed her to cut her thumb or hand palm to have the blood flow threw special indents in the blade and apply it on a slashing attack or a piercing stab.

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