LordErebus12
2013-04-20, 12:38 PM
Poisoner Prestige Class
http://i.imgur.com/H80Zrut.jpg
BECOMING AN POISONER
To qualify to become a poisoner, a character must fulfill all the following criteria.
ENTRY REQUIREMENTS
Abilities: Must have a Con score.
Skills: Craft (Alchemy) 8 ranks.
Special: Must have survived at least two different poisons.
Favored Abilities: Con (Health, Poisons), Dex (Defense), Int (Skills)
Alignment: Any non-good (DM's approval, otherwise)
Hit Die: d6
Class Skills
The poisoner’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Magical Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+2| +0|+0| Detect Poison, Poison Expert
2nd|+1|+3|+0|+0| Poison Healer
3rd|+2|+3|+1|+1| Poison Body
4th|+3|+4|+1|+1| Poison Master
5th|+3|+4|+1|+1| Miasma
[/table]
Class Features
All of the following are class features of the Poisoner.
Weapon and Armor Proficiency:
Poisoners gain no proficiencies with any weapon or armor.
1st - Detect Poison (Su):
A poisoner can detect any poison within 60 ft. of him.
1st - Poison Expert (Ex):
You can apply poison or oil to a weapon as a swift action, without provoking attacks of opportunity. In addition, you never risk accidentally poisoning yourself when applying poison to a weapon.
2nd - Poison Healer (Ex):
The poisoner heals damage equal to his constitution score each time he successfully makes a fortitude save against a poison. Later, when the poisoner is immune to poisons, the poisoner automatically receives this healing. (Note: some DM's consider alcohol a poison)
3rd - Poison Body (Su):
The poisoner is now immune to all poisons. Instead, whenever the poisoner is required to make a save against a poison’s effects, the poisoner can instead make a craft (alchemy) check equal to the poison’s DC. If successful, the poisoner can incorporate the poison into his body, effectively “learning” the poison as if it had a formula.
Once per day, taking an hour of work, a poisoner can choose one poison that he has previously absorbed. The Poisoner makes a Craft (Alchemy) check against the poison's DC. If successful, the poisoner's body begins producing the poison, any natural attacks that the poisoner has gain the poison of that type, its type is always changed to injury. The poisoner will continue producing this poison until it is altered again.
4th - Poison Master (Ex):
Your skill at crafting and delivering toxins has made you a more deadly poisoner. The toxins you create and use are particularly virulent. You can apply poison as a free action, and all poisons created by or used by the poisoner gains +2 damage as well as a +2 to the DC save.
If a poison doesn’t deal actual damage, this damage bonus has no effect. This also has an effect on natural poisons exuded from the character’s body, such as those learned through Poisoned Body (see above).
A poisoner can also change a selected poison from its current type, to any other type (Contact, Ingested, Inhaled, Injury) by using an alchemist's lab. Doing so takes a minute of work.
5th - Miasma (Su):
The poisoner reaches its true peak of toxicity; its body now leaks poisonous blood, sweat and vapor when wounded. When wounded with natural attacks, the poisoner's poison body has a chance of infecting the attacker on contact. If the Poisoner is attacked with a natural attack, the attacker must make a saving throw against the poison or suffer its effects.
Furthermore, the poisoner can take on a gaseous form at will (caster level equals Poisoner level), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If someone passes into the cloud of miasma, they begin suffering from its toxic gases. The creature must begin making checks for suffocation as well as make a save against the sticky air-born poison that fills the fumes.
Miasma (Contact Poison; Fortitude DC 10 + Poisoner Level + Poisoner's Constitution Modifier; Frequency: 1/minute; Effect: Sickened for 1 minute / Unconscious for 1d4 hours; Cure: 1 save)
http://i.imgur.com/H80Zrut.jpg
BECOMING AN POISONER
To qualify to become a poisoner, a character must fulfill all the following criteria.
ENTRY REQUIREMENTS
Abilities: Must have a Con score.
Skills: Craft (Alchemy) 8 ranks.
Special: Must have survived at least two different poisons.
Favored Abilities: Con (Health, Poisons), Dex (Defense), Int (Skills)
Alignment: Any non-good (DM's approval, otherwise)
Hit Die: d6
Class Skills
The poisoner’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Use Magical Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|+2| +0|+0| Detect Poison, Poison Expert
2nd|+1|+3|+0|+0| Poison Healer
3rd|+2|+3|+1|+1| Poison Body
4th|+3|+4|+1|+1| Poison Master
5th|+3|+4|+1|+1| Miasma
[/table]
Class Features
All of the following are class features of the Poisoner.
Weapon and Armor Proficiency:
Poisoners gain no proficiencies with any weapon or armor.
1st - Detect Poison (Su):
A poisoner can detect any poison within 60 ft. of him.
1st - Poison Expert (Ex):
You can apply poison or oil to a weapon as a swift action, without provoking attacks of opportunity. In addition, you never risk accidentally poisoning yourself when applying poison to a weapon.
2nd - Poison Healer (Ex):
The poisoner heals damage equal to his constitution score each time he successfully makes a fortitude save against a poison. Later, when the poisoner is immune to poisons, the poisoner automatically receives this healing. (Note: some DM's consider alcohol a poison)
3rd - Poison Body (Su):
The poisoner is now immune to all poisons. Instead, whenever the poisoner is required to make a save against a poison’s effects, the poisoner can instead make a craft (alchemy) check equal to the poison’s DC. If successful, the poisoner can incorporate the poison into his body, effectively “learning” the poison as if it had a formula.
Once per day, taking an hour of work, a poisoner can choose one poison that he has previously absorbed. The Poisoner makes a Craft (Alchemy) check against the poison's DC. If successful, the poisoner's body begins producing the poison, any natural attacks that the poisoner has gain the poison of that type, its type is always changed to injury. The poisoner will continue producing this poison until it is altered again.
4th - Poison Master (Ex):
Your skill at crafting and delivering toxins has made you a more deadly poisoner. The toxins you create and use are particularly virulent. You can apply poison as a free action, and all poisons created by or used by the poisoner gains +2 damage as well as a +2 to the DC save.
If a poison doesn’t deal actual damage, this damage bonus has no effect. This also has an effect on natural poisons exuded from the character’s body, such as those learned through Poisoned Body (see above).
A poisoner can also change a selected poison from its current type, to any other type (Contact, Ingested, Inhaled, Injury) by using an alchemist's lab. Doing so takes a minute of work.
5th - Miasma (Su):
The poisoner reaches its true peak of toxicity; its body now leaks poisonous blood, sweat and vapor when wounded. When wounded with natural attacks, the poisoner's poison body has a chance of infecting the attacker on contact. If the Poisoner is attacked with a natural attack, the attacker must make a saving throw against the poison or suffer its effects.
Furthermore, the poisoner can take on a gaseous form at will (caster level equals Poisoner level), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. If someone passes into the cloud of miasma, they begin suffering from its toxic gases. The creature must begin making checks for suffocation as well as make a save against the sticky air-born poison that fills the fumes.
Miasma (Contact Poison; Fortitude DC 10 + Poisoner Level + Poisoner's Constitution Modifier; Frequency: 1/minute; Effect: Sickened for 1 minute / Unconscious for 1d4 hours; Cure: 1 save)