Poisoner (Apath)

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Unofficial rules compendium

Members of the Poisoners' Guild and aspiring hopefuls experiment with their craft constantly, creating hundreds of potent toxins either to sell or use for their own nefarious purposes.

Class Information

This is a prestige archetype.

Prestige Class: Daggermark poisoner from Pathfinder Campaign Setting: Paths of Prestige.

Build Classes: Rogue.

Role: Poisoners distribute their lethal wares, making the attacks of their allies more lethal. When they enter the fray themselves they are subtle, never letting the opponent know which hand holds the poison.

Alignment: Any. The rare good poisoner see themselves as equalizers, giving everyone an equally lethal opportunity. The far more common neutral poisoner sees herself as a craftsman and expert whose art just happens to be deadly, a more subtle weaponsmith. Evil poisoners use their abilities for their own advancement and enjoyment, not caring about the consequences.

Hit Die: d8.

Class Skills

The poisoner's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks at Each Level: 6 + Int modifier.

Class Features

The poisoner has all the rogue's class features except as noted.


The poisoner has Fortitude saving throws in the good category. Hardy, poison immunity, and instant toxicology replaces two skill points per level.

Toxic Manufactory (Ex)

At 1st level, when creating poisons or antitoxins a poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item's gp value as its sp value when determining progress made with her Craft (alchemy) checks. If the poisoner has the Master Alchemist feat, she may create a number of doses of poison or antitoxin at one time equal to twice her Intelligence modifier and uses the item's gp value as its sp value when determining progress with her Craft (alchemy) checks. This replaces trapfinding.

Toxic Talents

From 2nd level, a poisoner can learn toxic talents. Add the following to the poisoner's selection of rogue talents. Toxic talents and swift poisoning replaces evasion.

Anti-magic Poison (Ex): A normal poison created in an anti-magic zone from special ingredients, an anti-magic poison bypasses magical and supernatural poison resistance and immunity, and cannot be detected, slowed, or removed by magic. An anti-magic poison costs five times as much as a regular poison of the same type.

Combine Poison (Ex): With a minute of work with an alchemists lab, the poisoner can combine two different poisons without reducing their efficacy, applying them to the same weapon, object, or trap. A creature exposed to the poisons must save against both. A poison combined with itself instead increase the number of saves needed to negate the poisoning by 50% and the save DC by +2. A combined poison becomes unstable and goes inert in 24 hours unless used.

Delayed Poison (Ex): When crafting a poison, a poisoner may choose to create it with a delayed onset time. This delay must be at least 1 round but cannot be longer than 1 hour per class level.

Launch Toxic Trap (Ex): The poisoner can affix a trap made with the toxic trap ability to an arrow, crossbow bolt, or thrown weapon, allowing her to set the trap remotely. Attaching the trap to the projectile is part of the full-round action of creating a new trap. The trapped projectile is fired or thrown at a square. The trap is treated as if the poisoner had set the trap in that square, except the the poisoner's Disable Device is treated as 5 lower than normal. The attack has a maximum range of 60 feet, and range increments apply to the attack roll. The poisoner must know the toxic trap toxic talent to learn this talent.

Mutable Poison (Ex): The poisoner can use Craft (alchemy) to change the type of a poison with 1 minute of work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed check, the poison is ruined. A mutable poison becomes unstable and goes inert in 24 hours unless used.

Spiritual Poison (Su): By taking a swift action to mix a poison with a vial of holy or unholy water (25 gp), the poisoner is able to infuse the poison with astral power so that it can affect undead and outsiders that are normally immune to poison. Any poison the poisoner administers to a weapon can affect undead and outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal,. It may still have no effect on the creature depending on the effect of the poison (such as dealing Constitution damage to undead).

Sticky Poison (Ex): Any poison the poisoner uses is sticky—when the poisoner applies poison to a weapon, the weapon remains poisoned for a number of strikes equal to the poisoner’s Intelligence modifier.

Tailored Toxin (Ex): Choose one creature type (and subtype, for humanoids or outsiders). Poisons the poisoner uses are particularly effective against creatures of this type, increasing the save DC by 2 and ignoring any poison immunity the creature may have. Magical effects that hinder poisons still apply. The poisoner can also chose to make a poison that either only affects creatures of the specified type, or that creatures of that type are immune to. This trick can be taken more than once; each time it applies to a different creature type (or subtype).

Toxic Grenade (Ex): The poisoner can use a vial of poison as a grenade-like weapon. This can be a gas, contact, or injury poison, injury poisons used as grenades only work on creatures that are at half their hit points or less. The poison has normal effect on a hit. Splash hits also have the normal effect, but allow an additional Reflex save (DC 10 + 1/2 the poisoner's level + the poisoner's Int modifier) to avoid the effect.

Toxic Magic (Sp): Choose one of the following as a spell-like ability: accelerate poison, delay poison, neutralize poison, pernicious poison, pick your poison, poison, transmute potion to poison or venomous bolt. These abilities work as if cast by a wizard of the poisoner's level. This trick can be taken more than once; each time it grants a different spell-like ability. The poisoner can use toxic magic once per day per ability she knows, plus a number of daily uses equal to her Intelligence modifier.

Toxic Smoke (Ex): The poisoner can enhance the effects of smoke pellets or gaseous poisons to fill a larger volume. Smoke pellets are alchemical items that cost 20 gp and are described in the Dungeoneer's Handbook. The poisoner throws a smoke pellet or gaseous toxin at an intersection of squares (as if targeting an area spell). This is an attack with a range increment of 10 ft. and scatters on a miss. The smoke billows out to create a cloud of toxic-looking fumes (as a fog cloud). If the poisoner uses a dose of gaseous toxin as a basis of the toxic smoke, anyone who begins or ends their turn in the cloud is subject to the poison, but gets a +4 circumstance bonus on it's saving throw since it is diluted.

Toxic Trap (Ex): As a a full-round action that provokes attacks of opportunity a poisoner can set up a temporary trap using a dose of contact, inhaled, or injury poison. A toxic trap fills a single 5-foot square, and cannot be placed in the same area as another mundane or magical trap such as a glyph of warding. The DCs for Perception checks to notice the trap and Disable Device checks to disable it are equal to 5 + the poisoner's Disable Device skill bonus (including the poison mastery bonus). The trap has Trigger: location, and Reset: none. The effect is the same as that of the poison. An injury trap needs to make an attack with a bonus equal to the poisoner's Disable Device bonus to inject the poison, this does not cause any hit point damage. A gas poison allows a Reflex saving throw (DC 10 + 1/2 the poisoner's Disable Device skill bonus) to avoid becoming infected, while a contact poison requires contact with bare skin to be triggered. The poison in a toxic trap decays over 24 hours.

Poison Use (Ex)

At 2nd level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This replaces evasion.

Poison Mastery

At 3rd level, the poisoner gains a +1 saving throw bonus against poisons and on the save DC of any poison she uses. This bonus increase by +1 every three levels after level three. She also gains this bonus on Craft (Alchemy) checks to brew poisons and on Sleight of Hand checks to hide or surreptitiously apply poison. At 3rd level, she can apply poison to a blade or poison a consumable as a move action. At 9th level, she can apply poison as a swift action. At 18th level, she can apply poison as a free action on her turn. This replaces trap sense (or danger sense for the unchained rogue).

Treacherous Toxin (Ex)

At 8th level, when a poisoner makes a sneak attack with a poisoned weapon, she may forgo some of her sneak attack damage to increase the save DC of her poison, increasing the poison's save DC by 1 for every 1d6 points of sneak attack damage she forgoes. This saving throw increase applies only to the initial poisoning attempt, not to any further saving throws against the poison. This replaces improved uncanny dodge.

Poison Immunity (Ex)

At 13th level, the poisoner becomes immune to poison. Hardy, poison immunity, and instantaneous toxicology replaces two skill points per level.

Instantaneous Toxicology (Ex)

At 14th level, a poisoner can create a poison as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources on hand to pay the creation cost. In addition, she can instead create an unstable toxin. Ingredients for an unstable toxin costs 1/10 its normal price (rather than 1/3), but is ruined if not used by the end of her next turn. Finally, she can use mutable poison as a full-round action. Hardy, poison immunity, and instantaneous toxicology replaces two skill points per level.

Poison Gaze (Su)

At level 20 the poisoner can spend a standard action to consume a dose of poison while looking at a creature within 30 ft. That creature is instantly poisoned, with the saving throws and effects of the poison consumed. This is not a gaze weapon, the target need not be looking at the poisoner. Poison gaze replaces master strike.

Table: Poisoner

Level Base
1st +0 +2 +2 +0 Finesse training, sneak attack +1d6, toxic manufacture
2nd +1 +3 +3 +0 Rogue talent, poison use
3rd +2 +3 +3 +1 Poison mastery +1, finesse training, sneak attack +2d6
4th +3 +4 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +4 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +5 +5 +2 Poison mastery +2, rogue talent
7th +5 +5 +5 +2 Sneak attack +4d6
8th +6/+1 +6 +6 +2 Rogue talent, treacherous toxin
9th +6/+1 +6 +6 +3 Poison mastery +3, sneak attack +5d6
10th +7/+2 +7 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +7 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +8 +8 +4 Poison mastery +4, rogue talent
13th +9/+4 +8 +8 +4 Poison immunity, sneak attack +7d6
14th +10/+5 +9 +9 +4 Instantaneous toxicology, rogue talent
15th +11/+6/+1 +9 +9 +5 Poison mastery +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +10 +10 +5 Rogue talent
17th +12/+7/+2 +10 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +11 +11 +6 Poison mastery +6, rogue talent
19th +14/+9/+4 +11 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +12 +12 +6 Poison gaze, rogue talent, rogue's edge

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Evasion
  • Improved Uncanny Dodge
  • Master Strike

See Also

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