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View Full Version : The Envenomed [3.5 Base Class] [WIP, PEACH?]



Infernally Clay
2012-06-12, 11:05 AM
The Envenomed are masters of poison and acidic liquids. While there are those who delve into the arcane and divine, or those who master steel, the Envenomed forgoes both for a deeper understanding of poisons. As this understanding progresses, the very blood of the Envenomed becomes as poison and they master the ability to adapt their poisons to overcome the resistances of others.

Attributes: The most important attribute for an Envenomed is Constitution. Unlike other classes, the Envenomed wants to be hit - indeed, many of their best abilities only function when they are struck. The more injury an Envenomed can endure, the better. Secondary to Constitution is Intelligence, for it affects the strength of the Envenomed's abilities and spells.

Organisation:

Alignment:

Religion:

Background:

Races:

Other Classes:

Role: An Envenomed best serves the party at the front of battle, taking hits for his or her allies and delivering poisons through their attacks.

Class Features:

Hit Die: d12
Starting Gold: As Barbarian
Skills: Appraise [Int], Concetration [Con], Craft (Alchemy) [Int], Decipher Script [Int], Disable Device [Int], Heal [Wis], Knowledge (Nature) [Int]
Skill Points: 4 + Int modifier (x 4 at first level)

{table=head]Level | BAB | Fort | Ref | Will | Special
1st | +0 | +2 | +0 | +2 | Toughness, Poison use, Blood as a Weapon 1d6
2nd | +1 | +3 | +0 | +3 | Spell-like Abilities, Impurity of Body
3rd | +2 | +3 | +1 | +3 | Intelligent Defence, Blood as a Weapon 2d6
4th | +3 | +4 | +1 | +4 | Consume Poison
5th | +3 | +4 | +1 | +4 | Adaptive Poison
6th | +4 | +5 | +2 | +5 | Blood as a Weapon 3d6
7th | +5 | +5 | +2 | +5 | Refined Poison
8th | +6/+1 | +6 | +2 | +6 |
9th | +6/+1 | +6 | +3 | +6 | Blood as a Weapon 4d6
10th | +7/+2 | +7 | +3 | +7 |
11th | +8/+3 | +7 | +3 | +7 |
12th | +9/+4 | +8 | +4 | +8 | Blood as a Weapon 5d6
13th | +9/+4 | +8 | +4 | +8 |
14th | +10/+5 | +9 | +4 | +9 |
15th | +11/+6/+1 | +9 | +5 | +9 | Blood as a Weapon 6d6
16th | +12/+7/+2 | +10 | +5 | +10 |
17th | +12/+7/+2 | +10 | +5 | +10 |
18th | +13/+8/+3 | +11 | +6 | +11 | Blood as a Weapon 7d6
19th | +14/+9/+4 | +11 | +6 | +11 |
20th | +15/+10/+5 | +12 | +6 | +12 | Poison Perfection
[/table]

Toughness: The Envenomed gains Toughness as a bonus feat at 1st level.

Poison Use: The Envenomed are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Blood as a Weapon: Each time an Envenomed is struck by a piercing or slashing weapon, the blood drawn sprays the enemy for acid damage equal to 1d6 + the Envenomed's Intelligence modifier (the reflex saving throw to half the damage is equal to 10 + the Envenomed's class level + the Envenomed's Constitution modifier). At 3rd level, and every three levels afterwards, the damage is increased by an additional die (up to 7d6 acid damage at 18th level).

Spell-like abilities: The Envenomed gains the following spells as spell-like abilities at the listed levels, with their Envenomed class level being treated as their effective caster level. Activating a spell-like ability from the list below is a standard action and the Envenomed may use each of these spell-like abilities a number of times per day equal to his or her Intelligence modifier. The save DC, if any, for these spell-like abilities is equal to 10 + the level of the spell the ability resembles or duplicates + the Envenomed's Intelligence modifier.

{table=head]Level | Spell-like Ability
2nd | Corrosive Grasp
4th | Melf's Acid Arrow
6th | Greenfire [UE]
8th | Orb of Acid [CA]
10th | Cloudkill
12th | Acid Rain
[/table]

Impurity of Body: From 3rd level onwards, the Envenomed gains immunity to poisons of all kind (including spells such as Cloudkill). From 7th level onwards, the Envenomed also gains immunity to diseases of all kind, whether natural or magical.

Intelligent Defence: At 3rd level, the Envenomed adds their Intelligence modifier to AC. In addition, as an immediate action, the Envenomed may lower their AC by any amount they wish until the start of their next turn.

Consume Poison: From 4th level onwards, the Envenomed may consume poison to replace his usual Blood as Weapon damage with the effect of the poison consumed (as an example, if the Envenomed consumes a Black Lotus Extract, he deals 3d6 Constitution damage to any enemy that strikes him with a piercing or slashing weapon and the poison will deal a further 3d6 Constitution damage a round later). This effect lasts until a number of rounds equal to the Envenomed's Constitution modifier passes and is affected by all class features that alter the poisons used by the Envenomed.

At 8th level, a number of times per day equal to his Constitution modifier, the Envenomed may breathe out the poison consumed as part of a breath attack. This is a standard action and a supernatural effect, infecting everyone caught within the attack with the poison regardless of its normal delivery method.

Adaptive Poison: At 5th level, and every five levels afterwards, the difficulty class for resisting poisons used by the Envenomed increase by 5 (to a maximum of +20 at 20th level). In addition, when infecting targets with poison, the Envenomed may either choose to add the secondary damage to the initial damage (forgoing the secondary damage itself) or change the attribute damaged by the poison (thus the Terinav root poison could damage Intelligence instead of Dexterity or the Nitharit poison could deal its secondary damage as initial damage instead).

Refined Poison: At 7th level, the damage dealt by poisons used by the Envenomed increase by one die (thus a poison that normally deals 2d6 Strength damage initially and 1d6 Strength damage a round later would instead deal 3d6 Strength damage followed by 2d6 Strength damage). At 14th level, the damage dealt is increased by an additional die (thus Dragon Bile deals 5d6 Strength damage instead of the usual 3d6).

Poison Perfection: At 20th level, all poisons used by the Envenomed ignore any and all kinds of immunity to poison. In addition, the number of damage die added through the Refined Poison class ability increases to the Intelligence modifier of the Envenomed (thus an Envenomed with 22 Intelligence would deal an additional six die of damage, rather than the additional two die given by Refined Poison).

TheWombatOfDoom
2012-06-12, 12:01 PM
I believe you have double posted this thread, friend...

As far as adaptive poison - when do the added benefits such as changing the ability damaged take place? Also at 5th level? I'd say that in the case of the poison, it might be interesting if the only poison it could change was the blood of the envenomed. I'd say that would make more sense for affecting the poison. Especially if this happens as a free action. If it's something you have to prepare before hand...well I'm not sure.

Madara
2012-06-12, 12:01 PM
I suggest making blood as a weapon based on Con, I think it makes more sense and reduces MAD.



Intelligent Defense: At 3rd level, the Envenomed adds their Intelligence modifier to AC. In addition, as an immediate action, the Envenomed may lower their AC by any amount they wish until the start of their next turn.

Why would you lower your AC? Oh, nvm


The spell-likes are good, I think the class still needs a few more abilities, like poison-crafting upgrade.