PDA

View Full Version : Toxicologist (PrC)



Machete
2007-01-18, 12:59 AM
Toxicologist


They had been tracking the evil druid for days, the terrain seeming to shift. The rogue took the lead, the party nearly had fallen for several traps already placed to slow them down. They were close now, the jungle became eerily quiet and they knew an ambush was at hand. A viper leapt from tall grass, clamping into the rogue’s arm before darts shot from a blowgun into the midst of the party. The wizard and barbarian dropped, paralyzed instantly, but the rogue with a dart in his neck calmly drew daggers with lightning speed, throwing them with the snake still pumping venom into his arm…


Prerequisites


Craft: Poisonmaking 10 ranks
Handle Animal 5 ranks or Wild Empathy and Diplomacy 5 Ranks
Heal 5 ranks


Class Skills

Craft:, Diplomacy, Handle Animal, Heal, Knowledge (arcana):, Knowledge (nature):, Knowledge (dungeoneering):, Profession:, Sleight Of Hand, Survival


Level-BAB-Will-Reflex-Fort-Class Features
1-0-0-0-2- Poison Immunity, Create Antitoxin
2-1-0-0-3- Poison Use, Detect Poison
3-2-1-1-3- Poison Immunity, Poison Resistance +2
4-3-1-1-4- Improved Poison Use
5-3-1-1-4- Poison Immunity, Create Specific Antidotes
6-4-2-2-5- Poison Resistance +4
7-5-2-2-5- Poison Immunity, Quick Poison
8-6-2-2-6- Easy Poison
9-6-3-3-6- Poison Immunity, Poison Resistance +6
10-7-3-3-7- Distilled Poison




Create Antitoxin(Ex): Use Poisonmaking to craft Antitoxin as per Craft:Alchemy.

Poison Use (Ex): At 2nd level and higher (not ogc)

Poison Immunity(Ex)- Immune to a new poison of the character’s selection at every level at the sacrifice of 10 doses of that poison. This is a nonmagical immunity gained by slowly exposing ones self to more and more of a poison over time.

Detect Poison(Su): Use Detect Poison as a spell like ability a number of times equal to Int mod.

Poison Resistance(Ex): All fortitude saves versus poison gain a bonus. This is a nonmagical immunity gained by slowly exposing ones self to a variety of poisons over time.

Improved Poison Use (Ex): Starting at 4th level, (not ogc)

Create Specific Antidotes(Ex): Use the same method and price as creating a poison to create an antidote that gives a +5 Fort save to any saves against that poison for the next 5 minutes and halves and ability damage taken from that poison within the last minute and the next minute.

Quick Poison(Ex): Halve Time for Poison Creation, max two creations of poison per day.

Easy Poison(Ex): Halve XP Cost of Poison Creation (round down)

Distilled Poison(Ex)- can take 1d10 days to distill 3 doses of a poison into one dose with x1.5 ability damage or 1.5 save DC of the original. Other properties of the poison remain unaffected. A poison can only have one boost or the other but not both. A poison can only be distilled once, an attempt to further distill poison always ends with a ruined product at the end of the 1d10 days.

Rierdrex
2007-01-18, 03:11 PM
The class is interesting, however, I suggest that Distilled Poison also augments the rather low save DCs of poisons, unless the rules plan for crafting a poison with the DC you wish. Also, you should mention whether we can distill a poison multiple times, as per the ability. (i.e. take nine doses of normal poison, distill them in three concentrated doses, then distill those in one superconcentrated dose)
For the prerequisites, why profession(farmer)? Diplomacy also seems a bit peculiar, but I believe I can form a justification for it.
Also, for the quick poison, unless you want players to be able to create two doses of poison in a day, you should specify a minimum of one day to create a dose.
Another interesting ability would be a bonus on skill checks to identify poisons, there effects, and on craft checks to create them.

purple gelatinous cube o' Doom
2007-01-18, 03:21 PM
I also question the profession(farmer), along with some of the other prereqs. I think just craft (poison) is a better term that poison making. Seems kind of redundant since craft skill already means you're making something. The druidic stuff/diplomacy really doesn't make much sense to me either. Someone who's going to make poison isn't going to straight from the animals, they'd more likely buy the components they need to craft it. I can understand the heal skill part for the anitdotes and such, but it still does seem kind of strange to have a prereq of heal for a class that's main focus is killing. personally, I think one of the prereqs should be being an assasin, as the PrC does deal with poison (and I believe that they are one of the few, if not the only class that has poison use as a special ability) or at the very least, a rogue and make poison use a characters must take.

Machete
2007-01-18, 06:25 PM
Well, I can see why Profession: Farmer seems a bit off, but this class was designed to be about making your own poison and being a poison specialist. The assassin is a great killer, the toxicologist is just good with poison in both making and healing its effects. I think I'll take your suggestions and remove the Profession: Farmer requirement.

Diplomacy is a class skill, if only to get away with having poison and convincing people you aren't evil. Mainly though, it is a class skill for use with wild empathy(going back to getting the raw materials).

The class itself is a bit powerful, but is best for rogues and barbarians.


I'll definitely change the distillation to aid in DC increasing as well.

I see nothing wrong with a character making two doses of poison in one day. This class is all about being able to work with poisons.

purple gelatinous cube o' Doom
2007-01-18, 06:28 PM
I still think that you need a character that has poison use as a prereq as a special ability, or make it a feat. Otherwise there is always a chance the person will poison themself in the process. Also, if you want to have a prereq profession, profession (alchemist) makes sense.

Fax Celestis
2007-01-18, 06:34 PM
Here:

{table=head]Level | BAB | Will | Reflex | Fort | Special
1 | 0 | 0 | 0 | 2 | Poison Immunity, Create Antitoxin
2 | 1 | 1 | 1 | 3 | Poison Use, Detect Poison
3 | 1 | 1 | 1 | 3 | Poison Immunity, Poison Resistance +2
4 | 2 | 2 | 2 | 4 | Improved Poison Use
5 | 2 | 2 | 2 | 4 | Poison Immunity, Create Specific Antidotes
6 | 3 | 3 | 3 | 5 | Poison Resistance +4
7 | 3 | 3 | 3 | 5 | Poison Immunity, Quick Poison
8 | 4 | 4 | 4 | 6 | Easy Poison
9 | 4 | 4 | 4 | 6 | Poison Immunity, Poison Resistance +6
10 | 5 | 5 | 5 | 7 | Distilled Poison[/table]

{table=head]Level | BAB | Will | Reflex | Fort | Special
1 | 0 | 0 | 0 | 2 | Poison Immunity, Create Antitoxin
2 | 1 | 1 | 1 | 3 | Poison Use, Detect Poison
3 | 1 | 1 | 1 | 3 | Poison Immunity, Poison Resistance +2
4 | 2 | 2 | 2 | 4 | Improved Poison Use
5 | 2 | 2 | 2 | 4 | Poison Immunity, Create Specific Antidotes
6 | 3 | 3 | 3 | 5 | Poison Resistance +4
7 | 3 | 3 | 3 | 5 | Poison Immunity, Quick Poison
8 | 4 | 4 | 4 | 6 | Easy Poison
9 | 4 | 4 | 4 | 6 | Poison Immunity, Poison Resistance +6
10 | 5 | 5 | 5 | 7 | Distilled Poison[/table]

I personally recommend upping the BAB to 3/4ths instead of 1/2. 1/2 is usually reserved for noncombatants. Someone who focuses on poison like this probably is a finesse combatant, like a rogue, and therefore should have a 3/4. Lastly, I'd recommend giving it Sneak Attack at every three levels (1, 4, 7, 10), just for some martial prowess.

Also, your bonus progressions are slightly off: your weak saves should be 0/0/1/1/1/2/2/2/3/3.

Machete
2007-01-18, 06:35 PM
Yeah, that is true that a person could poison themselves. Good thing they have ranks in Heal and the +2 Fort save and the nonalchemical Antitoxin.

Craft: Alchemy or Profession: Alchemist would be alright, but alchemy takes spellcasting ability or a feat to use and no spellcaster in their right mind would take this Prestige Class because it doesn't support spellcaster levels.


I've take nyour suggestions Fax, thanks everyone!