Stycotl
2007-12-03, 01:54 PM
Venom feats are meant to be a way for creatures to specialize in the use of their poisons.
Abhorrent Venom (Venom)(Evil)(Vile)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Enervating Venom feats
Effects: Your venom infects the victim with the most corrupt, dark recesses of your soul, doing 2 vile damage on initial, and 2 vile damage on secondary damage.
Blinding Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom sears the eyes of your victim (whether it was applied directly to the eyes or not) for one round per point of Constitution modifier. If you already possess a blinding component to your poison, the duration is doubled, unless the duration is permanent, in which case, the save DC is increased +2.
Caustic Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom eats away at the flesh and blood of its victims, dealing an amount of acid damage on the round of the initial and secondary poison effects, equal to your Constitution modifier.
Debilitating Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom and Taxing Venom feats
Effects: Your venom does more than just wear a foe down. It completely drains it of the energy to fight or flee, exhausting the victim until it receives magical healing, a Heal check with DC equal to the poison DC, or rest for at least one hour per point of your Constitution modifer, and dealing a number of nonlethal damage equal to double your Constitution modifier on the initial damage, and on the secondary damage.
Disorienting Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom destroys the spatial sense of its victim, checking its movement, and causing it to become flat-footed for one round per point of Constitution modifier. If you already possess a disorienting component to your poison, the duration is doubled. Creatures with Blindsight, Tremorsense, or no aural senses are immune to this effect.
Draining Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Enervating Venom feats
Effects: Your venom steals the very life force of your victims, dealing two negative levels. The DC to remove the negative levels is the same as the DC to resist the venom.
Enervating Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom carries a strong essence of necromancy, dealing an amount of negative energy damage on the round of the initial and secondary poison effects, equal to your Constitution modifier.
Incapacitating Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom is much stronger than normal, doing +1 to each kind of damage listed under its initial and secondary effects.
Special: This feat may be taken multiple times; its effects stack. Each time the feat is acquired, there is a +1 Base Fortitude prerequisite.
Infectious Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom carries with it bloodcurdling disease and filth. If the victim fails its secondary saving throw, it contracts any one of three diseases (chosen upon taking the feat) and takes the prescribed damage after the incubation period. Further saves to resist damage are made at the DC of the poison, not at the DC listed for the specific disease in the SRD. The diseases that can be chosen are blinding sickness, filth fever, or red ache.
Lingering Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 7 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +4, Potent Venom feat
Effects: Your venom has a bonding quality that allows it to linger in the blood of its victims for a longer period of time. It deals its secondary damage one extra time per point of Constitution modifier, one minute apart each time.
Malicious Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Tenacious Venom feats
Effects: Your venom is so potent it systematically annihilates any further resistance to its effects. As an additional initial and secondary effect, the victim takes a cumulative -1 penalty to all Fortitude saves to resist poison until it receives magical healing, a Heal check with DC equal to the poison DC, or rest for at least one hour per point of your Constitution modifier. This penalty is cumulative with multiple poisonings, and with the multiple secondary effects offered with the Lingering Venom feat.
Mordant Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Tenacious Venom feats
Effects: Your venom weakens even those who have are normally unaffected by such attacks. Even creatures with immunity to poison, who are living beings, are affected by your venom, taking half damage, to a minimum of one for each type listed. A successful Fortitude save negates all damage however.
Paralytic Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom sends the victim into a paralyzed stupor for one round per point of Constitution modifier. If you already possess a paralytic component to your poison, the duration is doubled, unless the duration is permanent, in which case, the save DC is increased +2.
Potent Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 5 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +2
Effects: Your venom, whether alchemically extracted and brewed, or produced by your own body, is hazardously concentrated, giving it an extra +2 DC to resist its effects.
Special: This feat may be taken multiple times; its effects stack. Each time the feat is acquired, there is a +1 Base Fortitude prerequisite.
Note: Base Fortitude requirement, and effects based off of your Constitution modifier in Venom feats apply to naturally venomous creatures only. If you are a nonvenomous creature, with the Use Poison class feature and alchemical or magical poisons, use Base Will save, and Intelligence modifier respectively.
Taxing Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 7 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +4, Potent Venom feat
Effects: Your venom overloads the endurance of its victims, fatiguing the victim until it receives magical healing, a Heal check with DC equal to the poison DC, or rest for at least one hour per point of your Constitution modifier.
Tenacious Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom and Lingering Venom feats
Effects: Your venom insidiously courses through a victim’s body, ruining even those of the halest heart. Your venom becomes a Fortitude save partial effect, dealing half damage, to a minimum of one for each type listed, even on a successful Fortitude save.
Normal: Poison is a Fortitude negate effect and does not deal any damage on a successful save.
Note: Feats such as Mettle can now influence the effect that this venom has on a victim.
Unnerving Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom sends the victim into a fit of pain and fear-filled distraction as it burns through its blood, causing it to be shaken for one round per point of Constitution modifier. If you already possess a fear component to your poison, the duration is doubled.
Abhorrent Venom (Venom)(Evil)(Vile)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Enervating Venom feats
Effects: Your venom infects the victim with the most corrupt, dark recesses of your soul, doing 2 vile damage on initial, and 2 vile damage on secondary damage.
Blinding Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom sears the eyes of your victim (whether it was applied directly to the eyes or not) for one round per point of Constitution modifier. If you already possess a blinding component to your poison, the duration is doubled, unless the duration is permanent, in which case, the save DC is increased +2.
Caustic Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom eats away at the flesh and blood of its victims, dealing an amount of acid damage on the round of the initial and secondary poison effects, equal to your Constitution modifier.
Debilitating Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom and Taxing Venom feats
Effects: Your venom does more than just wear a foe down. It completely drains it of the energy to fight or flee, exhausting the victim until it receives magical healing, a Heal check with DC equal to the poison DC, or rest for at least one hour per point of your Constitution modifer, and dealing a number of nonlethal damage equal to double your Constitution modifier on the initial damage, and on the secondary damage.
Disorienting Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom destroys the spatial sense of its victim, checking its movement, and causing it to become flat-footed for one round per point of Constitution modifier. If you already possess a disorienting component to your poison, the duration is doubled. Creatures with Blindsight, Tremorsense, or no aural senses are immune to this effect.
Draining Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Enervating Venom feats
Effects: Your venom steals the very life force of your victims, dealing two negative levels. The DC to remove the negative levels is the same as the DC to resist the venom.
Enervating Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom carries a strong essence of necromancy, dealing an amount of negative energy damage on the round of the initial and secondary poison effects, equal to your Constitution modifier.
Incapacitating Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom is much stronger than normal, doing +1 to each kind of damage listed under its initial and secondary effects.
Special: This feat may be taken multiple times; its effects stack. Each time the feat is acquired, there is a +1 Base Fortitude prerequisite.
Infectious Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom carries with it bloodcurdling disease and filth. If the victim fails its secondary saving throw, it contracts any one of three diseases (chosen upon taking the feat) and takes the prescribed damage after the incubation period. Further saves to resist damage are made at the DC of the poison, not at the DC listed for the specific disease in the SRD. The diseases that can be chosen are blinding sickness, filth fever, or red ache.
Lingering Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 7 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +4, Potent Venom feat
Effects: Your venom has a bonding quality that allows it to linger in the blood of its victims for a longer period of time. It deals its secondary damage one extra time per point of Constitution modifier, one minute apart each time.
Malicious Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Tenacious Venom feats
Effects: Your venom is so potent it systematically annihilates any further resistance to its effects. As an additional initial and secondary effect, the victim takes a cumulative -1 penalty to all Fortitude saves to resist poison until it receives magical healing, a Heal check with DC equal to the poison DC, or rest for at least one hour per point of your Constitution modifier. This penalty is cumulative with multiple poisonings, and with the multiple secondary effects offered with the Lingering Venom feat.
Mordant Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 19 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +10, Potent Venom and Tenacious Venom feats
Effects: Your venom weakens even those who have are normally unaffected by such attacks. Even creatures with immunity to poison, who are living beings, are affected by your venom, taking half damage, to a minimum of one for each type listed. A successful Fortitude save negates all damage however.
Paralytic Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom sends the victim into a paralyzed stupor for one round per point of Constitution modifier. If you already possess a paralytic component to your poison, the duration is doubled, unless the duration is permanent, in which case, the save DC is increased +2.
Potent Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 5 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +2
Effects: Your venom, whether alchemically extracted and brewed, or produced by your own body, is hazardously concentrated, giving it an extra +2 DC to resist its effects.
Special: This feat may be taken multiple times; its effects stack. Each time the feat is acquired, there is a +1 Base Fortitude prerequisite.
Note: Base Fortitude requirement, and effects based off of your Constitution modifier in Venom feats apply to naturally venomous creatures only. If you are a nonvenomous creature, with the Use Poison class feature and alchemical or magical poisons, use Base Will save, and Intelligence modifier respectively.
Taxing Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 7 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +4, Potent Venom feat
Effects: Your venom overloads the endurance of its victims, fatiguing the victim until it receives magical healing, a Heal check with DC equal to the poison DC, or rest for at least one hour per point of your Constitution modifier.
Tenacious Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom and Lingering Venom feats
Effects: Your venom insidiously courses through a victim’s body, ruining even those of the halest heart. Your venom becomes a Fortitude save partial effect, dealing half damage, to a minimum of one for each type listed, even on a successful Fortitude save.
Normal: Poison is a Fortitude negate effect and does not deal any damage on a successful save.
Note: Feats such as Mettle can now influence the effect that this venom has on a victim.
Unnerving Venom (Venom)
Prerequisites: Poison Use class feature and Craft (Alchemy) 15 ranks, or natural venomous and Great Fortitude feat, Base Fortitude Save +8, Potent Venom feat
Effects: Your venom sends the victim into a fit of pain and fear-filled distraction as it burns through its blood, causing it to be shaken for one round per point of Constitution modifier. If you already possess a fear component to your poison, the duration is doubled.