Difference between revisions of "Toxic Alchemist (Apath)"

From Action
Jump to navigation Jump to search
Line 9: Line 9:
 
'''Build Classes: ''' Alchemist.   
 
'''Build Classes: ''' Alchemist.   
  
'''Role:''' Toxic alchemists specialize in making and using poison, supplying allies with deadly substances and saturating the battlefield in deadly fumes.
+
'''Role:''' Toxic alchemists specialize in making and using poison, supplying allies with deadly substances and saturating the battlefield in lethal fumes.
  
 
'''Alignment:''' Any. The rare good toxic alchemist see themselves as equalizers, giving everyone an equally lethal opportunity. The far more common neutral toxic alchemist sees herself as a craftsman and expert whose art just happens to be deadly, a more subtle weaponsmith. Evil toxic alchemists use their abilities for their own advancement and enjoyment, not caring about the consequences.
 
'''Alignment:''' Any. The rare good toxic alchemist see themselves as equalizers, giving everyone an equally lethal opportunity. The far more common neutral toxic alchemist sees herself as a craftsman and expert whose art just happens to be deadly, a more subtle weaponsmith. Evil toxic alchemists use their abilities for their own advancement and enjoyment, not caring about the consequences.

Revision as of 13:27, 4 October 2014

ApathApath Logo
Unofficial rules compendium

Toxic alchemists specialise in poisons and drugs

Class Information

This is a prestige archetype.

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

Build Classes: Alchemist.

Role: Toxic alchemists specialize in making and using poison, supplying allies with deadly substances and saturating the battlefield in lethal fumes.

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

Hit Die: d8.

Class Skills

The toxic alchemist's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (any) (Int), Disable Device (Dex), Disguise (Cha), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Profession (Wis), Sleight of Hand (Dex), and Spellcraft (Int).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

The toxic alchemist has all the alchemist's class features except as noted.

In most cases, drugs can be considered to be poisons for the purpose of the toxic alchemist's abilities, but the GM is the final arbiter in specific cases.

Bombs (Su)

This is the same as the alchemist's bomb ability, except that the damage is 1d6 at level 1, 2d6 at level 3, and increases by another die every 3 levels after level 3.

Duplicate Toxin (Su)

As a free action a toxic alchemist can spend one daily use of his bomb ability to duplicate a poison instead of creating a bomb. The toxic alchemist must have a dose of the poison to be duplicated at hand and the duplicate toxin lasts one round per level. Any damage or effects the poison has had last for their normal duration. A duplicated toxin cannot be used as materials for any other effect, it can only be used by itself and as it is.

Toxic Magic (Sp)

Add the following spell-like abilities to the toxic alchemist's formula list: accelerate poison, pernicious poison, pick your poison, poison, or venomous bolt. These spell-like abilities are prepared as if they were extracts, but used as if they were spells cast by a wizard of the toxic alchemist's level.

Toxic Discoveries (Ex or Sp)

From 2nd level, a toxic alchemist can learn toxic discoveries. Add the following to the toxic alchemist's selection of alchemist discoveries.

Combine Poison (Ex): A toxic alchemist 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. The market price is twice the total price of the two poisons.

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

Discreet Poisoning (Ex): Observers need a successful Perception check against the toxic alchemist's Sleight of Hand to notice when he applies a poison. Note that distraction penalties often applies to such Perception checks.

Immediate Poisoning (Ex): The toxic alchemist can poison an unattended object within arms reach (such as a door handle or cup of wine) as an immediate action, possibly just before someone touches or consumes it. This can also be used to poison a weapon as it is being used with a successful Sleight of Hand check against the CMD of the weapon wielder (automatic if the wielder is informed and willing). The toxic alchemist must be at least level 12 and know the instant poisoning discovery to learn this discovery.

Instant Poisoning (Ex): The toxic alchemist can draw a vial of poison from her bag and apply it as a free action on her own turn. This does not provoke attacks of opportunity. The toxic alchemist must be at least level 8 to select this discovery.

Tailored Toxin (Ex): Choose one creature type (and subtype, for humanoids or outsiders). Poisons a toxic alchemist uses are particularly effective against creatures of this type, increasing the save DC by 2 and ignoring any inherent poison immunity the creature may have. Magical effects that hinder poisons still apply. The toxic alchemist 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 Bomb (Ex):' The toxic alchemist can take a vial of poison from her bag and throw it as if it was a bomb. 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. This does not use up daily uses of the bomb ability (unless combined with duplicate toxin). The poison has normal effect on a direct hit. Splash damage gives a +4 bonus on the saving throw. Any effect that works with a non-damaging bomb applies to toxic bomb.

Toxic Smoke Grenade (Ex): As a standard action the toxic alchemist can expend a poison and one use of the bomb ability to throw a toxic smoke grenade at an intersection of squares (as if targeting an area spell). The smoke billows out to create a cloud of toxic-looking fumes (as a fog cloud). If the toxic alchemist uses a dose of gaseous toxin as a basis of a toxic smoke grenade, 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 toxic alchemist 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 toxic alchemist'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 toxic alchemist'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 toxic alchemist'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.

Toxic Trap Grenade (Ex): As a full-round action the toxic alchemist can throw a toxic trap as if it was a grenade-like weapon, allowing her to set the trap remotely. The trap grenade is thrown at a square. The trap is treated as if the toxic alchemist had set the trap in that square, except that his Disable Device is treated as 5 lower than normal. The toxic alchemist must know the toxic trap toxic discovery to learn this discovery.

Toxic Apothecary (Ex/Sp)

The line between medicine and poison can be thin indeed. At 7th level, a toxic alchemist gains a bonus equal to 1/2 her class level on Heal checks, and can cast detect poison at will (range 5 feet, caster level equal to the Toxic alchemist's class level) as a swift action.

Instant Alchemy (Ex)

This is the same as the alchemist ability, only gained at level 19.

Poison Gaze (Su)

At level 20 the toxic alchemist 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 toxic alchemist.

Table: Toxic alchemist

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +2 +0 Alchemy, bomb 1d6, brew potion, duplicate toxin, throw anything, toxic magic 1
2nd +1 +3 +3 +0 Discovery, poison resistance +2, poison use, toxic discoveries 2
3rd +2 +3 +3 +1 Bomb 2d6, swift alchemy 3
4th +3 +4 +4 +1 Discovery 3 1
5th +3 +4 +4 +1 Poison resistance +4 4 2
6th +4 +5 +5 +2 Bomb 3d6, discovery, swift poisoning 4 3
7th +5 +5 +5 +2 Toxic apotechary 4 3 1
8th +6/+1 +6 +6 +2 Discovery, poison resistance +6 4 4 2
9th +6/+1 +6 +6 +3 Bomb 3d6 5 4 3
10th +7/+2 +7 +7 +3 Discovery, poison immunity 5 4 3 1
11th +8/+3 +7 +7 +3 5 4 4 2
12th +9/+4 +8 +8 +4 Bomb 4d6, discovery 5 5 4 3
13th +9/+4 +8 +8 +4 5 5 4 3 1
14th +10/+5 +9 +9 +4 Discovery 5 5 4 4 2
15th +11/+6/+1 +9 +9 +5 Bomb 5d6 5 5 5 4 3
16th +12/+7/+2 +10 +10 +5 Discovery 5 5 5 4 3 1
17th +12/+7/+2 +10 +10 +5 5 5 5 4 4 2
18th +13/+8/+3 +11 +11 +6 Bomb 6d6, discovery 5 5 5 5 4 3
19th +14/+9/+4 +11 +11 +6 Instant alchemy 5 5 5 5 5 4
20th +15/+10/+5 +12 +12 +6 Poison gaze 5 5 5 5 5 5

Summary of Changed Class Abilities

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

  • Class skills
  • Bombs
  • Mutagen
    • Cognatogen discovery
    • Grand Cognatogen discovery
    • Greater Mutagen discovery
    • Infuse Mutagen discovery
  • Persistent Mutagen


OGL logo.png The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text.