ewoods
2015-08-11, 02:11 AM
Edit: Revised version in first comment.
I've been working with one of my players to try to come up with a class that is centered around poisons and poison use. This is my first homebrew class so I'd appreciate any and all feedback. I have a list of ideas and concepts that I want the class to have for abilities, but I'm having trouble arranging them in a level order that makes sense. Assuming the abilities are reasonable, I could use some help assigning them to appropriate levels.
Starting with the basics:
Alignment: All but the most depraved societies regard the use of poison as illegal, and morally questionable at best. Poisoners cannot be lawful or good.
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Knowledge (Local), Knowledge (Nature), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Stealth, Swim, Survival.
Skill Ranks: 6 + Int modifier
Weapon and Armor Proficiency: Poisoners are proficient with the crossbow (hand or light), dagger (any type), dart, rapier, shortbow (normal and composite), and short sword. Poisoners are proficient with light armor but not with shields.
The concept for the poisoner is that of a debuffer, almost like a caster who is devoted to reducing an opponent's stats. I imagine him at upper levels using poisons to reduce an opponent's spell resistance so that the wizard can more easily land a spell. I want him to be able to hit when others can't so that he can reduce an opponent's dexterity to help the melee classes. To that end, I gave the class the BAB progression of a fighter and an ability called Studied Poisoner that was modeled after the Assassin's Death Attack.
Studied Poisoner: Beginning at 6th level, a poisoner may study his victim for one or more rounds prior to attempting to poison him to gain a bonus to his poison attempt. Studying the victim is a standard action. The victim must remain within sight while being studied or no bonus is received. If the victim recognizes the poisoner as an enemy, no bonus is received. The victim can be studied for a number of rounds up to the poisoner’s level, but at least one full round must be devoted to study to gain any bonus. When at least one round has passed, the poisoner gains a bonus equal to the number of rounds he spent studying to either a single attack roll or to a slight of hand check to apply a poison to the victim’s food or drink without being noticed. This attack or slight of hand check must be made within three rounds or the bonus is lost.
The class's core abilities are called Venom Attack and Potent Poison. The idea
Venom Attack: This ability is like the rogue’s sneak attack, except that it only functions when a poison is applied to the poisoner’s weapon. It follows the same level progression as the rogue's sneak attack and rules for flat-footed opponents.
Potent Poison: Prior to making a venom attack against an opponent, a poisoner may choose to reduce the number of venom attack dice he applies to his damage for the round to gain a bonus to the save DC of his poison. If he does so, he may increase the DC of whatever poison is applied to his weapon by the number of venom attack dice he reduced. For example, a poisoner with 3d6 venom attack damage may reduce all of his venom attacks for the round to 1d6 in order to increase the DC of his poison by +2 for the round. This ability only functions when wearing light or no armor, and only when using a weapon with which he is proficient.
From there I have a couple of things to help reduce the cost of poisons.
Poison Scavenging: A poisoner may use a Survival check (or Knowledge (Nature)?) to extract poisons from plants. For every five points above a DC 10, he extracts one dose of poison from the roots, leaves, flowers, fruits, berries, and other parts of nearby plants. A check of less than 10 results in no poison being found. This ability does not function when there are no plants available. The poisoner may carry a plant with him for this purpose, but each plant may provide no more than three total doses of poison before it no longer functions for this ability.
Poison Extraction: A poisoner may use a Handle Animal check to extract venom from animals, insects, and fish. For every five points above a DC 10, he extracts one dose of poison from nearby animals, such as snakes, spiders, scorpions, and toads. A check of less than 10 results in no poison being extracted and the poisoner himself being poisoned (this has no effect on a poisoner who is immune to poison). This ability does not function when there are no animals or insects available. The poisoner may carry an animal or insect with him for this purpose. The animal or insect will provide up to five doses of poison per day for as long as it is kept alive.
And a couple of things to speed up poison application.
Quick Application: A poisoner may apply poison to a weapon as a move action, rather than a standard action. Retrieving a vial of poison is still a move action. This ability only functions for weapons with which he is proficient.
Swift Application: A poisoner may apply poison to a weapon as a swift action, rather than a move action. Retrieving a vial of poison is still a move action. This ability only functions for weapons with which he is proficient.
Instant Application: A poisoner may apply poison to a weapon as an immediate action, rather than a swift action. A poisoner may now also retrieve a vial of poison as a swift action, rather than a move action. This ability only functions for weapons with which he is proficient.
So I'm thinking it will look something like this, but I also want the class to have evasion at some lower level and full poison immunity at some higher level. I also have an ability in mind where the poisoner could apply a contact poison to his skin without poisoning himself, and then apply that poison to someone as a touch attack, but I'm not sure where that would go either. I feel like there needs to be a big level 20 ability as well. What do you think? Anything that you would take away? Anything that you feel like it's missing? Is it overpowered or perhaps not strong enough?
Level
BAB
Fort
Ref
Will
Special
1st
+1
+0
+2
+0
Venom attack +1d6, poison use, potent poisons
2nd
+2
+0
+3
+0
Poison scavenging
3rd
+3
+1
+3
+1
Venom attack +2d6
4th
+4
+1
+4
+1
Poison extraction, evasion
5th
+5
+1
+4
+1
Venom attack +3d6
6th
+6/+1
+2
+5
+2
Studied poisoner
7th
+7/+2
+2
+5
+2
Venom attack +4d6
8th
+8/+3
+2
+6
+2
Quick application
9th
+9/+4
+3
+6
+3
Venom attack +5d6
10th
+10/+5
+3
+7
+3
Poison touch
11th
+11/+6/+1
+3
+7
+3
Venom attack +6d6
12th
+12/+7/+2
+4
+8
+4
Swift application
13th
+13/+8/+3
+4
+8
+4
Venom attack +7d6
14th
+14/+9/+4
+4
+9
+4
Poison
15th
+15/+10/+5
+5
+9
+5
Venom attack +8d6
16th
+16/+11/+6/+1
+5
+10
+5
Instant application
17th
+17/+12/+7/+2
+5
+10
+5
Venom attack +9d6
18th
+18/+13/+8/+3
+6
+11
+6
19th
+19/+14/+9/+4
+6
+11
+6
Venom attack +10d6
20th
+20/+15/+10/+5
+6
+12
+6
I've been working with one of my players to try to come up with a class that is centered around poisons and poison use. This is my first homebrew class so I'd appreciate any and all feedback. I have a list of ideas and concepts that I want the class to have for abilities, but I'm having trouble arranging them in a level order that makes sense. Assuming the abilities are reasonable, I could use some help assigning them to appropriate levels.
Starting with the basics:
Alignment: All but the most depraved societies regard the use of poison as illegal, and morally questionable at best. Poisoners cannot be lawful or good.
Hit Die: d8
Starting Wealth: 3d6 x 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Knowledge (Local), Knowledge (Nature), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Stealth, Swim, Survival.
Skill Ranks: 6 + Int modifier
Weapon and Armor Proficiency: Poisoners are proficient with the crossbow (hand or light), dagger (any type), dart, rapier, shortbow (normal and composite), and short sword. Poisoners are proficient with light armor but not with shields.
The concept for the poisoner is that of a debuffer, almost like a caster who is devoted to reducing an opponent's stats. I imagine him at upper levels using poisons to reduce an opponent's spell resistance so that the wizard can more easily land a spell. I want him to be able to hit when others can't so that he can reduce an opponent's dexterity to help the melee classes. To that end, I gave the class the BAB progression of a fighter and an ability called Studied Poisoner that was modeled after the Assassin's Death Attack.
Studied Poisoner: Beginning at 6th level, a poisoner may study his victim for one or more rounds prior to attempting to poison him to gain a bonus to his poison attempt. Studying the victim is a standard action. The victim must remain within sight while being studied or no bonus is received. If the victim recognizes the poisoner as an enemy, no bonus is received. The victim can be studied for a number of rounds up to the poisoner’s level, but at least one full round must be devoted to study to gain any bonus. When at least one round has passed, the poisoner gains a bonus equal to the number of rounds he spent studying to either a single attack roll or to a slight of hand check to apply a poison to the victim’s food or drink without being noticed. This attack or slight of hand check must be made within three rounds or the bonus is lost.
The class's core abilities are called Venom Attack and Potent Poison. The idea
Venom Attack: This ability is like the rogue’s sneak attack, except that it only functions when a poison is applied to the poisoner’s weapon. It follows the same level progression as the rogue's sneak attack and rules for flat-footed opponents.
Potent Poison: Prior to making a venom attack against an opponent, a poisoner may choose to reduce the number of venom attack dice he applies to his damage for the round to gain a bonus to the save DC of his poison. If he does so, he may increase the DC of whatever poison is applied to his weapon by the number of venom attack dice he reduced. For example, a poisoner with 3d6 venom attack damage may reduce all of his venom attacks for the round to 1d6 in order to increase the DC of his poison by +2 for the round. This ability only functions when wearing light or no armor, and only when using a weapon with which he is proficient.
From there I have a couple of things to help reduce the cost of poisons.
Poison Scavenging: A poisoner may use a Survival check (or Knowledge (Nature)?) to extract poisons from plants. For every five points above a DC 10, he extracts one dose of poison from the roots, leaves, flowers, fruits, berries, and other parts of nearby plants. A check of less than 10 results in no poison being found. This ability does not function when there are no plants available. The poisoner may carry a plant with him for this purpose, but each plant may provide no more than three total doses of poison before it no longer functions for this ability.
Poison Extraction: A poisoner may use a Handle Animal check to extract venom from animals, insects, and fish. For every five points above a DC 10, he extracts one dose of poison from nearby animals, such as snakes, spiders, scorpions, and toads. A check of less than 10 results in no poison being extracted and the poisoner himself being poisoned (this has no effect on a poisoner who is immune to poison). This ability does not function when there are no animals or insects available. The poisoner may carry an animal or insect with him for this purpose. The animal or insect will provide up to five doses of poison per day for as long as it is kept alive.
And a couple of things to speed up poison application.
Quick Application: A poisoner may apply poison to a weapon as a move action, rather than a standard action. Retrieving a vial of poison is still a move action. This ability only functions for weapons with which he is proficient.
Swift Application: A poisoner may apply poison to a weapon as a swift action, rather than a move action. Retrieving a vial of poison is still a move action. This ability only functions for weapons with which he is proficient.
Instant Application: A poisoner may apply poison to a weapon as an immediate action, rather than a swift action. A poisoner may now also retrieve a vial of poison as a swift action, rather than a move action. This ability only functions for weapons with which he is proficient.
So I'm thinking it will look something like this, but I also want the class to have evasion at some lower level and full poison immunity at some higher level. I also have an ability in mind where the poisoner could apply a contact poison to his skin without poisoning himself, and then apply that poison to someone as a touch attack, but I'm not sure where that would go either. I feel like there needs to be a big level 20 ability as well. What do you think? Anything that you would take away? Anything that you feel like it's missing? Is it overpowered or perhaps not strong enough?
Level
BAB
Fort
Ref
Will
Special
1st
+1
+0
+2
+0
Venom attack +1d6, poison use, potent poisons
2nd
+2
+0
+3
+0
Poison scavenging
3rd
+3
+1
+3
+1
Venom attack +2d6
4th
+4
+1
+4
+1
Poison extraction, evasion
5th
+5
+1
+4
+1
Venom attack +3d6
6th
+6/+1
+2
+5
+2
Studied poisoner
7th
+7/+2
+2
+5
+2
Venom attack +4d6
8th
+8/+3
+2
+6
+2
Quick application
9th
+9/+4
+3
+6
+3
Venom attack +5d6
10th
+10/+5
+3
+7
+3
Poison touch
11th
+11/+6/+1
+3
+7
+3
Venom attack +6d6
12th
+12/+7/+2
+4
+8
+4
Swift application
13th
+13/+8/+3
+4
+8
+4
Venom attack +7d6
14th
+14/+9/+4
+4
+9
+4
Poison
15th
+15/+10/+5
+5
+9
+5
Venom attack +8d6
16th
+16/+11/+6/+1
+5
+10
+5
Instant application
17th
+17/+12/+7/+2
+5
+10
+5
Venom attack +9d6
18th
+18/+13/+8/+3
+6
+11
+6
19th
+19/+14/+9/+4
+6
+11
+6
Venom attack +10d6
20th
+20/+15/+10/+5
+6
+12
+6