Compounder

Compounders have the following class features:

Compounding (Su): At 1st level, the compounder learns how to leverage the fact that the difference between cure and poison is dosage, and may now medically administer his herbalism poisons (plants that can be applied to weapons as though they were poisons) with a point value of 1 or 2 to a willing creature as a standard action that provokes attacks of opportunity.

Administering an herbalism poison using compounding consumes it, and only poisons that inflict ability damage or drain may be used in this manner. A compounder cannot accidentally poison himself when administering a poison with compounding. The administered creature must make a DC 10 + the administered creature's Hit Dice the compounder's Wisdom modifier Fortitude save. On a successful save, the administered creature is cured of ability damage as the reverse of the poison's initial effect, while on a failed save, the administered creature takes ability damage as the minimum possible damage of that poison. For example, if a poison that deals 1d8 points of Dexterity damage is administered to a creature medicinally with compounding, that creature is cured of 1d8 points of Dexterity damage on a successful saving throw, but takes 1 point of Dexterity damage on a failed saving throw. If a poison’s initial effect deals ability drain, then it can restore both ability damage and ability drain on a successful saving throw, but inflicts minimum ability drain on a failed saving throw. When restoring a creature that has taken both ability damage and ability drain, compounding restores ability drain first if the administered herbalism poison can heal it, then it restores ability damage. Creatures that are immune to poison can neither take damage, nor be healed, by medically-administered poison.

The total point value of herbalism poisons that the compounder applies medicinally cannot exceed his Wisdom modifier daily.

This ability replaces compress.

Placebo Effect (Su): Starting at 5th level, the compounder gains the ability to administer a sugar pill to a willing creature as a standard action that provokes attacks of opportunity. If that creature is subject to an ongoing poison or disease effect, choose one such effect. The administered creature is entitled to a new saving throw against that effect, with no consequences for failing the save. If successful, this saving throw, count toward the number of consecutive saves required to end that poison or disease effect, if applicable.

Once administered a placebo from any source, a creature cannot have another placebo administered to it for 24 hours.

This ability may be used three times per day.

Green Thumb: At 7th level, the compounder gains the following green thumb ability.

Toxic Cure (Su): As a standard action, the compounder may expend 1 green thumb point to apply one of the following herbalism plants to a weapon as though it were an injury poison: barbary fig, common yarrow, hair of the mountain, marsh mallow, or pineapple. While a weapon is “poisoned” in this manner, it gains the benefits of the merciful weapon special ability. Though poisons generated by toxic cure heal, they still cannot affect creatures that are immune to poison, but also allow no saving throw and may be used in conjunction with other abilities as though they were standard poisons.

This ability replaces the potent poison green thumb ability.

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