People are so delightfully fragile when exposed to the glories of nature. The bite of a certain serpent makes the blood congeal to jelly. A particular stone, suitably powdered, causes hallucinations and delirium. The sap of a tree inflicts such pain that death seems preferable. You are a student of such dark wonders, making you a dangerous foe indeed.
Poisoner Dedication (Feat 2)
Archetype
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Dedication
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You make a point of always having a few toxins near at hand—you never know when some arsenic or the like might prove useful. You gain the Alchemical Crafting feat, the advanced alchemy alchemist class ability, and batches of infused reagents per day equal to your level, though they can be used only for alchemical poisons. Your advanced alchemy level for creating these is 1 and doesn't increase on its own.
Note If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. For instance, at 2nd level an alchemist with a +4 Intelligence modifier would normally get six batches of infused reagents per day from the class, and a character with the Poisoner Dedication feat would normally get two batches. A character who is both an alchemist and a poisoner has six batches—the higher number from alchemist—but is able to use them for abilities in the class or the archetype. Your advanced alchemy level always depends on which ability you're using. In the example above, the poisoner's advanced alchemy level for their poisoner abilities is 1st, though it's 2nd for alchemist abilities.
Special You can't select another dedication feat until you have gained at least two other feats from the poisoner archetype.
4th Level Poisoner Feats
Poison Resistance (Feat 4)
Archetype
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Archetypes Poisoner
Your body has become fortified against toxins. You gain poison resistance equal to half your level, and you gain a +1 status bonus to saving throws against poisons.
Poisoner's Twist [A] (Feat 4)
Archetype
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Poisons attack specific parts of the body—one venom might target the lungs, another the circulatory system, while another deteriorates the nerves. You know how to take advantage of such weaknesses. You deal 1d6 damage of the required Strike's damage type and 1d6 poison damage to the target. If you're at least 18th level, you deal 2d6 damage of each type.
Subtle Delivery (Feat 4)
Archetype
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Archetype Poisoner
You can capably deliver toxins with a blowgun. Your blowgun Strikes can apply injury poisons even if they deal no damage due to a creature's resistance. If you critically succeed at an attack roll using a blowgun loaded with a dart you've poisoned and the target rolls a failure on the poison's initial save, the target critically fails instead.
6th Level Poisoner Feats
Expert Poisoner (Feat 6)
Archetype
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Your advanced alchemy level for poison increases to your level – 3.
Poison Coat [R] (Feat 6)
Archetype
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In nature, certain animals are covered in venomous spines, such that even touching them is deadly. To use this reaction, you must have brushed poison onto your clothing or woven sharp poisoned needles into the garment's fabric. This takes 10 minutes and uses one dose of contact or injury poison. You can have only one such poison suffused into your clothing at a time.
When you use this reaction, the triggering creature is exposed to the suffused poison.
Poison Weapon [A] (Feat 6)
Archetype
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Manipulate
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You apply a poison to the required weapon; if you have a free hand, you can Interact to draw a poison as part of this action. If your next attack with that weapon before the end of your next turn hits and deals damage, it applies the effects of the poison, provided that poison can be delivered by contact or injury. If you critically fail the attack roll, the poison is wasted as normal.
Special During your daily preparations, you can prepare a number of simple injury poisons equal to your rogue level. These poisons deal 1d4 poison damage. Only you can apply these poisons properly, and they expire the next time you prepare.
Tenacious Toxins (Feat 6)
Archetype
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Archetype Poisoner
Your victims tend to expire long before your poisons, since the latter have been specifically formulated to last longer. The maximum duration of any poison you create increases by an amount equal to the poison's stage 1 interval, to a maximum of twice the poison's maximum duration.
8th Level Poisoner Feats
Acquired Tolerance [R] (Feat 8)
Archetype
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Fortune
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A small amount of poison, taken at nonlethal doses, can help the body build up a resistance against a more deadly dosage. Reroll the triggering check and use the second result. Once you use Acquired Tolerance, you can continue to use it against the same type of poison that day, but you can't use it against a different type of poison until after you make your next daily preparations. For instance, if you used the reaction on a save against giant scorpion venom, you could use it again against giant scorpion venom even if it came from a different source, but you couldn't use it against nettleweed residue, lich dust, or another poison.
Sticky Poison (Feat 8)
Archetype
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Archetype Poisoner
A combination of additional viscosity and careful application keeps your weapons poisoned even when suffering significant wear and tear. If your Strike with a poisoned weapon would expend its poison without your target attempting an initial save (due to resistance or your Strike being a critical failure, for example), attempt a DC 5 flat check. On a success, your weapon remains poisoned. If your Strike with a poisoned weapon succeeds, attempt a DC 17 flat check. On a success, your weapon remains poisoned until the end of your next turn.
10th Level Poisoner Feats
Pinpoint Poisoner (Feat 10)
Archetype
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Archetype Poisoner
Unsuspecting targets are especially vulnerable to your poisons. When you successfully Strike a flat-footed creature with a poisoned weapon or expose a flat-footed creature to an inhaled poison, the flat-footed condition also gives that creature a –2 circumstance penalty to its initial save against that poison.
12th Level Poisoner Feats
Improved Poison Weapon (Feat 12)
Archetype
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You deliver poisons in ways that maximize their harmful effects. When you apply a simple poison with Poison Weapon, the poison deals 2d4 poison damage instead of 1d4 poison damage. You don’t waste a poison you apply with Poison Weapon on a critically failed attack roll.
16th Level Poisoner Feats
Deadly Poison Weapon (Feat 16)
Archetype
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Your poisons are devastatingly potent. When you apply a simple poison with Poison Weapon, the poison deals 4d4 poison damage instead of 1d4 poison damage. When you apply an injury poison to your weapon, the DC to resist that poison increases by 2, to a maximum of your class DC.
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