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    Titan in the Playground
     
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    Default [PF: PrC, PoW; PEACH] Coward's weapon my heinie: The Mithridatic Warrior

    Mithridatic Warrior


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    Belladonna, n.: In Italian a beautiful lady; in English a deadly poison. A striking example of the essential identity of the two tongues.
    —Ambrose Bierce

    The dangerous art of mithridatism—eating poison to gain resistance to it—has been practiced for centuries. Kings, alchemists, and pirates alike have attempted to preempt assassination this way, and where some succeed others do their enemies' work for them.

    It is a brave soul, therefore, who will eat poison in order to gain an advantage in battle. These mithridatic warriors have consumed such massive doses of poison that their metabolisms have permanently altered to feed on the poisons they ingest, converting them into a potent weapon they can deliver through their skin and weapons. Blending this uncanny ability with mastery of the Steel Serpent discipline produces a unique fighting style that is dreadful to behold.

    Hitdie
    d10.

    Requirements
    To qualify to become a mithridatic warrior, a character must fulfill all of the following criteria.

    Base Saves
    Fortitude +6

    Skills
    Craft (poison) 5, Heal 5

    Feats
    Steel Serpent Style

    Maneuvers
    Ability to initiate 2nd level maneuvers, including at least one strike from the Steel Serpent discipline.

    Special
    Must have successfully saved against a poison and had an ability score reduced to 0 by a poison.

    Table: the Mithridatic Warrior
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Maneuvers Known Maneuvers Readied Stances
    1st +1 +1 +0 +0 Active poison, mithridatic charge, poison crafter, poison eater, poison master, toxic gifts 0 0 0
    2nd +2 +1 +0 +0 Silken Serpent 1 0 0
    3rd +3 +2 +1 +1 Toxic gifts 0 1 1
    4th +4 +2 +1 +1 Snake in the grass, steel serpent fangs 1 0 0
    5th +5 +3 +1 +1 Toxic gifts 0 0 0
    6th +6 +3 +2 +2 Tenebrous Toxin 1 1 0
    7th +7 +4 +2 +2 Toxic gifts 0 0 0
    8th +8 +4 +2 +2 Asp, adder, cobra; steel serpent venom 1 0 1
    9th +9 +5 +3 +3 Toxic gifts 0 1 0
    10th +10 +5 +3 +3 Venom undaunted 1 0 0
    Class Skills (4 + Int modifier per level): Craft, Heal, Intimidate, Knowledge (local), Knowledge (martial), Knowledge (nature), Profession, Stealth, Survival

    Class Features
    All of the following are Class Features of the the mithridatic warrior class.

    Maneuvers
    At every even-number level, a mithridatic warrior gains new maneuvers known from the Steel Serpent discipline and two disciplines of her choosing that she has access to (either from a martial disciple class or through the Martial Training feat). She must meet a maneuver’s prerequisites to learn it. The character adds her full mithridatic warrior levels to her initiator level to determine her total initiator level and her highest-level maneuvers known.

    At 3rd, 6th, and 9th levels, she gains additional maneuvers readied per day, and 2nd, 5th, and 8th levels she may exchange a known maneuver for a different maneuver that she qualifies for.

    Stances Known
    At 3rd level and again at 8th level, the mithridatic warrior learns a new martial stance from her available disciplines. She must meet the stance’s prerequisites to learn it.

    Mithridatic Charge (Ex)
    As a master of poisons and resisting their effects, the mithridatic warrior gains the ability to absorb poisons and use them to fuel her combat abilities. At the start of each day she loses any mithridatic charge left over from the previous day and gains a single charge back. While her charges may go up or down, she can normally have no more than her Constitution modifier plus half her level, though feats and magic items can affect this maximum. A mithridatic warrior spends mithridatic charges to use her toxic gifts (see below).

    When the mithridatic warrior is exposed to a poison with a DC at least equal to the normal DC of her active poison (see below), she gains one charge. If she fails the initial saving throw (even if she deliberately fails the saving throw) she gains a number of charges equal to her Constitution modifier. If the mithridatic warrior ever loses all of her mithridatic charges, she also loses any active poison. She can never use her active poison to regain mithridatic charges.

    As a side effect of this ability, the mithridatic warrior loses any immunity to poison she might have, and can never gain it in the future, no matter the source. If she ever loses her Constitution score (such as by becoming undead) she loses the ability to store mithridatic charges, as well as access to the active poison and toxic gift class features, until she regains it.

    Active Poison (Ex)
    Some of the mithridatic warrior's abilities require her to have an active poison. At the start of the day, when she loses the previous day's mithridatic charges, she also loses any active poison. Whenever the mithridatic warrior is exposed to a poison, she may choose to adopt the poison as her active poison. If she already has an active poison, that is lost and the new one replaces it. Any ability that exposes a creature to her active poison act exactly as if they were exposing the creature to a normal dose of the poison, except that the type of poison (injury, contact, ingested, or inhaled) is irrelevant and the saving throw DC equals 10 + her level + her Constitution modifier. Unless otherwise stated, these are Fortitude saving throws.

    While she has an active poison, the mithridatic warrior is shown to be poisonous by a detect poison spell or similar effect, but her active poison cannot be identified.

    Toxic Gifts (Ex)
    Mithridatic warriors spend their mithridatic charges to use toxic gifts. Most toxic gifts grant the mithridatic warrior a momentary bonus or effect, but some provide longer-lasting effects. Some gifts remain in effect while the mithridatic warrior has at least 1 charge, but do not require expending charges to be maintained. A mithridatic warrior can only use toxic gifts of her level or lower. Unless otherwise noted, a toxic gift can be used multiple successive times, as long as the mithridatic warrior has or spends the required number of charges to use the gift.

    Enevenomate weapon: At 1st level, the mithridatic warrior may spend one mithridatic charge as a swift action to apply her active poison to a melee weapon she holds in her hand. The weapon remains poisoned until she hits an opponent or until the beginning of her next turn, whichever comes first.

    Martial fortitude: At 1st level, the mithridatic warrior may spend one mithridatic charge as part of initiating a strike, boost, or counter to use her Constitution as her initiation modifier for that maneuver.

    Mithridatism: At 1st level, while the mithridatic warrior has at least one mithridatic charge, she adds her class level to Fortitude saves against poison, and whenever she succeeds on an initial save against poison (not including her active poison) she gains temporary HP equal to the poison's DC - 10. These temporary HP do not stack with further temporary HP from this ability, and last for 1 minute or until depleted.

    Toxic recovery: At 1st level, whenever an opponent fails a saving throw against a poisoned weapon wielded by the mithridatic warrior or against her active poison, she can spend one mithridatic charge to recover a number of maneuvers equal to her Constitution modifier (minimum 2).

    Accelerate poison: At 3rd level, the mithridatic warrior may spend one mithridatic charge as part of applying a poison or using a toxic gift to force a creature afflicted with her active poison, a poison from a weapon she wielded, or a poison she placed (but not a weapon she poisoned but was wielded by another creatre) to make the next save against the poison's secondary effect. This reduces the poison's duration by its frequency interval.

    Enduring poison: At 3rd level, the mithridatic warrior may spend one mithridatic charge as part of poisoning a weapon or an additional mithridatic charge as part of using her envenomate weapon toxic gift to cause the weapon to remain poisoned until the beginning of her next turn, regardless of how many times she hits an opponent in that time.

    Viperous touch: At 3rd level, the mithridatic warrior may spend a mithridatic charge to make a touch attack as a standard action. If she hits, her target must make a Fortitude save or succumb to the mithridatic warrior's active poison. She can hold the charge on this ability as if this were a spell. When she uses this ability she may make a Heal check. If she beats an observer's Perception check, the observer does not recognize the touch as an attack.

    Exude venom: At 5th level, the mithridatic warrior may spend a mithridatic charge as an immediate action to cause any creature striking her with a natural attack or unarmed strike to be exposed to her active poison. An attacker using any attack other than a bite gains a +4 bonus on the initial saving throw against the poison. This effect lasts until the beginning of her next turn, but no creature can be exposed more than once per round; bite attacks do not count towards this limit. For example, a lion that hits the mithridatic warrior with all attacks in a full attack (one bite and two claws) would make two Fortitude saves against her active poison, one with a +4 bonus.

    Expectorate venom: At 5th level, the mithridatic warrior can spend a mithridatic charge to spit a glob of poison as a standard action. If she succeeds on a ranged touch attack, the target is exposed to the mithridatic warrior's active poison. Treat this attack as a thrown weapon with a range increment of 10 feet.

    Immediate poison: At 5th level, while the mithridatic warrior has at least one mithrdatic charge, she may choose to eliminate her active poison's onset time. She must decide whether to do this when she first uses the toxic gift that relies on her active poison, and it applies every time that particular use of the ability poisons a creature.

    Empowered poison: At 7th level, the mithridatic warrior may spend three mithridatic charges to increase any damage (including ability damage) done by the initial effect of a poison by half her Constitution modifier (minimum 1), up to an additional amount equal to the maximum amount of damage the poison could normally do. For example, a mithridatic warrior with a Constitution score of 24 (modifier +8) could use this ability to make tears of death (normally 1d6 Constitution damage) deal 1d6+4 Constitution damage, but could only make giant wasp poison (normally 1d2 Dexterity damage) deal 1d2+2 Dexterity damage. Using this ability is part of the action used to apply or deliver the poison (such as a swift action to poison a weapon or a standard action to use her viperous touch). This extra damage can potentially affect multiple creatures (such as if applied to a poison along with enduring poison, after which the mithridatic warrior attacks multiple creatures before the beginning of her next turn), but never applies to a single creature more than once per use (such as if a creature strike her while under the effect of exude poison, then again after the first poisoning had ended).

    Improved viperous touch: At 7th level, the mithridatic warrior may make a full attack using her viperous touch by spending an additional mithridatic charge. Her first attack (at her highest attack bonus) must be with the viperous touch, but any others, including those from haste, two-weapon fighting, or other effects or abilities that grant extra attacks at her highest attack bonus, can be made with weapons or with her viperous touch as she prefers without spending further mithridatic charges.

    Conduct venom: At 9th level, while the mithridatic warrior has at least one mithridatic charge, any time she scores a critical hit with a weapon her target is exposed to her active poison. If the weapon is already poisoned with her envenomate weapon toxic gift, the target must make a saving throw twice but only takes damage once even if it fails both times.

    Improved mithridatism: At 9th level, the mithridatic warrior can spend two mithridatic charges to treat any Fortitude save as if she rolled an 11.

    Poison Crafter (Ex)
    As many of the mithridatic warrior's abilities require access to poison, most choose to craft their own poisons. To aid in this, she is able to craft extremely quickly. She makes a Craft check every day rather than every week, and the result × the DC represents her progress in gold rather than silver. Further, she reduces what she must spend on raw materials by 50%, plus 5% per two levels (to a maximum reduction of 75% at 10th level).

    Poison Eater (Ex)
    If a mithridatic warrior is subjected to any effect that delays poison (such as a delay poison spell), she loses access to any toxic gifts for one round per caster level of the effect. (If the effect doesn't have a caster level, she loses access to them for one round per two HD of the creature that produced the effect or one round if not produced by a creature.) If she is subjected to an effect that neutralizes poisons (like a remove poison spell), she loses her active poison and 2d4 mithridatic charges. A successful save against the effect's saving throw negates these consequences as well as the normal effect. (If the effect doesn't normally allow a save, the mithridatic warrior is entitled to a Will save to negate it at the DC the effect would normally have, or DC 20 if it is of a type that would not normally have a DC.)

    In addition, if the mithridatic warrior is reduced to zero mithridatic charges by such an effect, she is nauseated for one round and sickened for one minute thereafter.

    Poison Master (Ex)
    The mithridatic warrior is trained in the use of poison. She may apply poison to a weapon as a swift action and cannot accidentally poison herself when doing so. This counts as the poison use ability for the purpose of meeting prerequisites.

    Silken Serpent (Ex)
    While mithridatic warriors usually prefer to use their poison in combat, sometimes subtlety is called for instead. Starting at 2nd level, she can use any Steel Serpent strike that requires an attack with a weapon but doesn't deal additional hit point or bleed damage as a touch attack. The attack deals no damage, but any other effects of the strike take place. In addition, she can use any Steel Serpent boost that modifies a weapon attack but doesn't deal additional hit point or bleed damage to enhance her viperous touch toxic gift.

    When she uses a maneuver in this way, it is difficult to recognize as an attack. As part of initiating the maneuver, she may make a Heal check. If she beats an observer's Perception check, the observer does not recognize the touch as an attack and the observer is not entitled to a Knowledge (martial) check to identify the maneuver.

    Snake in the Grass (Ex)
    The mithridatic warrior is not only able to use poisons in combat but to eliminate enemies before they even see her. Starting at 4th level she can substitute a Heal check for the Sleight of Hand check to deliver poison without being noticed, such as to lace an enemy's porridge with arsenic.

    Steel Serpent Fangs
    At 4th level, the mithridatic warrior gains Steel Serpent Fangs as a bonus feat.

    Tenebrous Toxin (Ex)
    Every mithridatic warrior understands that poison is best applied from the shadows. Starting at 6th level, she adds half her Constitution bonus (minimum 1) to the DC of Steel Serpent maneuvers and poisons she delivers to flat-footed opponents. Opponents ingesting, inhaling, or absorbing poisons the mithridatic warrior placed without their knowledge (such as someone eating tainted food) count as flat-footed for this ability, but those struck by poisoned weapons wielded by anyone other than the mithridatic warrior do not.

    Asp, Adder, Cobra (Ex)
    Poison is a powerful weapon, but sometimes a specific kind is needed. An 8th-level mithridatic warrior can choose to change the ability damage a poison does to any other ability. If she converts the damage to Constitution damage, it is halved. She can use this ability once per day, and must decide to use it when she applies the poison. She can use this ability with any of her toxic gifts that use her active poison. If she uses an ability that would allow her to use a single dose of poison to make multiple attacks, such as the enduring poison toxic gift, this ability affects all attacks with the poison.

    Steel Serpent Venom
    At 8th level, the mithridatic warrior gains Steel Serpent Venom as a bonus feat.

    Vindictive Toxin (Ex)
    At 10th level, the mithridatic warrior becomes able to poison even those who thought themselves invulnerable. Any poisoned weapons she wields, as well as her toxic gifts, Steel Serpent maneuvers, and any poison she deliberately places (such as by tainting food or smearing upon a caltrop), but not poisoned weapons wielded by someone else, ignore poison immunity. Instead, normally-immune creatures gain a +5 bonus on their saving throws.
    Last edited by Jeff the Green; 2017-04-21 at 09:40 PM.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

  2. - Top - End - #2
    Titan in the Playground
    Join Date
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    Default Re: [PF: PrC, PoW; PEACH] Coward's weapon my heinie: The Mithridatic Warrior

    So to get charges, you want to make a weak poison you active poison, dose yourself with other cheap, weak poisons, deliberately fail your saves, then switch to a stronger poison for the adventuring day?

  3. - Top - End - #3
    Titan in the Playground
     
    Jeff the Green's Avatar

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    Default Re: [PF: PrC, PoW; PEACH] Coward's weapon my heinie: The Mithridatic Warrior

    That's one strategy, yes, though you still probably want to be able to recover charges at at least the rate a swashbuckler recovers panache. For that you want a cheap source of renewable high-DC poison. Like I told Lateral in the Skype thread, that's likely vishkanya, an animal companion/familiar, or psionics. That's particularly true since you get temporary HP depending on the DC.
    Author of The Auspician's Handbook and The Tempestarian's Handbook for Spheres of Power.
    Ask me (or the other authors) anything.
    Quote Originally Posted by Lateral View Post
    Well, of course I'm paranoid about everything. Hell, with Jeff as DM, I'd be paranoid even if we were playing a game set in The Magic Kiddie Funland of Perfectly Flat Planes and Sugar Plums.
    Greenman by Bradakhan/Spring Greenman by Comissar/Autumn Greenman by Sgt. Pepper/Winter Greenman by gurgleflep

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