Poisoner

Toxicology (Su): At 1st level, a poisoner learns how to combine his herbalism poisons (plants that can be applied to weapons as though they were poisons). If the poisoner has an empty preservation vessel, he may expend two poisonous 1point herbalism plants as a full-round action that provokes attacks of opportunity to create a poisonous plant product. This plant product can be applied to a weapon as though it were a poison that applies the effects of all herbalism plants expended to make it. Poisons produced with toxicology must be kept in a preservation vessel, else they spoil immediately. A preservation vessel containing a toxicology poison is considered to be totally filled; no other plants, plant products, or poisons may be added to it. Even when stored in a preservation vessel, poisons made with toxicology spoil and become useless overnight.

As a poisoner gains experience, he becomes capable of producing more dangerous cocktails with toxicology. At the levels indicated on Table: Toxicology Progression, the poisoner learns the corresponding recipe. For example, a 10th-level poisoner may create a poison from two 1-point plants, three 1-point plants, or a 1-point plant and a 2-point plant, assuming all of the ingredients are poisonous, of course. A poisoner may use this ability once per day, plus an additional time per day at 6th level and every six poisoner levels thereafter, to a maximum of four times per day at 18th level.

This ability replaces compress.

Table: Toxicology Progression
Poisoner Level Toxicology Recipe
1 Two 1-point plants
5 One 1-point plant, one 2-point plant
10 Three 1-point plants
15 Two 2-point plants

Poison Preservation (Ex): Starting at 3rd level, the poisoner gains the ability to preserve the products of the toxicology class feature. If he sprinkles one unit of one of the herbalism plants used to make a particular toxicology poison into the preservation vessel that it occupies, thus expending the sprinkled plant, the stored poison will not spoil overnight, but will spoil as normal the following night. This is a full-round action that provokes attacks of opportunity. The poisoner may continue to sprinkle herbalism plants into his preservation vessels each day to delay spoilage indefinitely.

Wicked Poisons (Ex): Starting at 9th level, weapons coated in the poisoner's toxicology poisons deal an additional 1d6 points of acid damage on a successful hit.

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