Re: Keep on Marching
And second, the prestige class. I also have a table of poisons re-invented that I've been working on, but I don't feel they're necessary if using the prestige class.
Venomsmith Prestige Class
Prerequisites
Skills: Craft (Poison) 8 ranks
Feats: Brew Poison, Skill Focus: Craft (Poison)
Table: The Venomsmith
Level BAB Fort Ref Will Special
1 +0 +2 +2 +0 Poison Use
2 +1 +3 +3 +0 Great Fortitude, Multitasking
3 +2 +3 +3 +1 Favored Poison, Second Classic Blunder, Sneak Attack +1d6
4 +3 +4 +4 +1 Poison Harvester, Never Saw it Coming
5 +3 +4 +4 +1 Second Favored Poison
6 +4 +5 +5 +2 Expert Poisoner, Sneak Attack +2d6
7 +5 +5 +5 +2 Third Favored Poison, Poisonous Glare
8 +6 +6 +6 +2 Supreme Poisoner, Evade Suspicion
9 +6 +6 +6 +3 Fourth Favored Poison, Sneak Attack +3d6
10 +7 +7 +7 +3 Venomblood
Class Skills: Appraise, Balance, Bluff, Concentration, Craft (Poison), Diplomacy, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, Knowledge (Geography), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility and Royalty), Move Silently, Open Lock, Perform, Profession, Sleight of Hand, Survival, Tumble, Use Rope
Skill points each level: 6 + INT modifier
Class Features
Weapon and Armor Proficiency
The Venomsmith gains proficiency with the shuriken, rapier, punching dagger, and all bows and crossbows. The Venomsmith gains no armor proficiency.
Poison Use: Venomsmiths never risk accidentally poisoning themselves when applying poison to a blade.
Multitasking: The Venomsmith can focus on brewing multiple poisons simultaneously. If the Venomsmith dedicates the entire day to brewing poisons, he can brew up to 1/2 his level in additional poisons at the same time. The brewing occurs at the same rate for both poisons. Each poison requires a separate Alchemist's Lab.
Great Fortitude: Venomsmiths gain the Great Fortitude feat as a bonus feat at 2nd level.
Second Classic Blunder: Venomsmiths gain a bonus equal to their Venomsmith level when using the sleight of hand skill to add poison to a drink, switch out a poisoned glass; a Bluff check intended to get the characters to look the other way while he applies poison to something; or any other such check deemed appropriate by the DM.
Favored Poison: At third level, the Venomsmith gains a Favored Poison. The Venomsmith becomes immune to the selected poison. The Venomsmith applies his Venomsmith level to all survival checks used for gathering that particular poison. Poisons made using the favored poison have their save DCs increased by 2. If the source of the poison is a creature, the Venomsmith deals an extra +2 damage on a successful physical attack against it. If the source is a plant or mineral, the Venomsmith gains +5 to his search check to spot a source. At fifth level and every second level thereafter, may select an additional favored poison. In addition, at each such interval, the bonus damage and DC increase for any previous favoured poison by 1 and the search bonus increases by +2.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every third level (3rd, 6th, and 9th). If a Venomsmith gets a sneak attack bonus from another source the bonuses on damage stack.
Poison Harvester: At 4th level, the Venomsmith gains a +5 bonus to his survival checks when attempting to harvest poison.
Never Saw it Coming: At 4th level, the Venomsmith is an expert at hit-and-run poison tactics. If the Venomsmith successfully hits a flat-footed target with a light weapon, the Venomsmith can do it in a way that the victim does not notice the damage from the wound for several rounds. The number of rounds is equal to the level of the Venomsmith.
Expert Poisoner: 6th level
You are capable of creating more potent poisons. Upon making a poison using the Brew Poison feat, you can increase the DC of your poison by making a Craft (Poison) check. This check is made against the base DC for the poison, with the result being determined by the difference between the two (Check minus DC). You cannot take 10 or 20 on this check.
Spoiler
Difference Poison DC
-11 or less Poison is ruined
-10 to -6 -4
-5 to 0 -2
0 to 5 +2
6 to 10 +4
11 to 20 +6
20 or more +8
Poisonous Touch: At 7th level, the Venomsmith may cast the Poison spell as a spell-like ability, as though affected by the Still and Silent spells, cast at the Venomsmith level. This ability may be used a number of times per day equal to the Venomsmith’s level. The Venomsmith can also use this to poison food or drink. In the case of food or drink, merely holding the plate or goblet is sufficient to poison it.
Supreme Poisoner: By 8th level, the Venomsmith knows the art of poison brewing inside and out. Anytime the Venomsmith rolls a 1 when making a check during any stage of the poison creation (searching, harvesting, brewing, or strengthening), he instead rerolls it. Attack rolls against creatures whose venom could be harvested are not rerolled.
Evade Suspicion: At 8th level, the Venomsmith is treated as though under a continuous Undetectable Alignment spell (Caster Level = Character Level). Any attempt to detect the thoughts of the Venomsmith (such as the Detect Thoughts spell, the Read Thoughts and Mind Probe psionic powers, a Medallion of Thoughts, a Helm of Telepathy, or similar spells, powers, or items) automatically fails.
Venomblood: At 10th level, the Venomsmith has achieved a mastery of the poisoning arts to such a degree that his very blood becomes poison. He gains immunity to all poisons, magical and mundane, and may secrete a dose of any non-epic poison (except Venomblood, described below), at no cost in gold, materials, or XP. This ability takes a full-round action to accomplish, and is usable once per day.
The Venomsmith's blood has also becomes corrosive and can potentially ruin weapons that wound him, similar to the Babau's Protective Slime. Any slashing or piercing weapon that damages the Venomsmith it takes 1d8 points of acid damage from the corrosive blood, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 20 Reflex save to avoid taking this damage. A creature who strikes the Venomsmith with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 20 Reflex save.
The spell Poison now heals the Venomsmith as the spell Cure Critical Wounds. However, the Venomsmith cannot heal himself with his own casting of the spell.
If any creature that tries to consume the Venomsmith (standard eating, using the Swallow Whole ability, using the Blood Drain special attack, etc.) must make a Fortitude check equal to the Venomsmith's HD + 20. If the check succeeds, the creature takes 1 point of damage per Hit Die of the Venomsmith. If the check fails, the creature is affected by Venomblood Poison (effects listed below). A Purify Food and Drink spell cast on the dead body of a Venomsmith renders this poison ineffective.
However, this does come at a cost:
A Detect Poison spell will now detect the Venomsmith.
The Venomsmith may be targeted with a Delay Poison spell, which now acts as a Slow spell.
Neutralize Poison now acts as Inflict Critical Wounds when cast on the Venomsmith.
The Purify Food and Drink spell has no effect on a living Venomsmith.
Venomblood is an Extraordinary Ability and is therefore not negated by antimagic fields.
Venomblood Poison:
Initial Effect: 3d6 CON
Secondary Effect: 2d6 CON, 2d6 INT, 2d6 WIS
Tertiary Effect (2d4 hours later, roughly the time required for digestion): 2d6 to all abilities
The Tertiary effect does not apply if the Venomsmith is not actively being digested by the victim. Therefore it does not apply for Blood Drain, or any situation where the Venomsmith escapes after being swallowed or his body is otherwise removed from the victim.