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Antitoxin: The venomancer can produce a powerful antitoxin, using her poison as a base with which to counter the decay caused by other ailments. A number of times per day equal to her daily poison uses, the venomancer may apply this antitoxin to herself or another creature as a standard action. Each dose of antitoxin restores ability damage equal to that dealt by the poison the venomancer is deriving it from, to the attributes that poison would have damaged. If the venomancer has multiple poisons, she may choose which one to use as a base each time she administers her antitoxin. If the venomancer possesses the Harvest Toxin ability, she may harvest uses of this ability in a manner identical to harvesting her toxins, counting each milked dose against her daily limit of antitoxin. Harvested antitoxin goes inert after 24 hours, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.
Call of Decay: The venomancer may call out to the toxin-wracked bodies of her foes, urging them towards their imminent demise. As a full-round action, the venomancer may force every creature within 60 feet to make a fortitude saving throw with a DC equal to that of her mutations or immediately take damage from any of the venomancer’s poisons or diseases with which they are afflicted. This does not impact the duration of those poisons or diseases in any way. This is a supernatural effect.
Corrode Essence: The venomancer’s toxins assault the mind and body of their victims as one, seeking the weakest link in their resistances. When the venomancer afflicts a target with a poison or disease, she may choose whether to require Fortitude or Will saves to resist its effects. If the affliction in question later spreads, future targets will use whichever saving throw the original was subjected to.
Devouring Venom: When the venomancer afflicts a target with one of her poisons, she may choose to forgo dealing immediate damage with it, allowing the toxin time to embed itself in her foe’s most vital systems. When she does so, any ability damage that poison deals at a later time (such as from secondary damage) is doubled. Additionally, the venomancer may choose to delay the time her poison lingers before expending itself with its secondary damage, specifying any amount of time between one minute and three hours.
Euphoric Injection: The venomancer is capable of producing a potent performance-boosting cocktail derived from one of her poisons, enhancing its recipient’s attributes to freakish levels – though at a painful cost. A number of times per day equal to her daily poison uses, the venomancer may apply an injection to an adjacent willing creature as a move action. The venomancer’s injection lasts for a number of rounds equal to [her class level + her Con mod], and grants a +4 alchemical bonus to each ability score damaged by the poison from which it is derived. For each die size of the damage dealt to an ability score beyond 1d3, the alchemical bonus increases by +2. When an injection wears off, the imbiber is sickened for five minutes. The venomancer is not immune to the sickness induced by partaking of her own injection. If the venomancer possesses the Harvest Toxin ability, she may harvest uses of this ability in a manner identical to harvesting her toxins, counting each milked dose against her daily limit of injections. Harvested injections go inert after 24 hours, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.
Ghoulish Hunger: The scent of rotting flesh and brittle bone is a sweet one to the venomancer, and her body yearns for the tang of ooze and pus. When attacking a creature afflicted with one of more of her poisons or diseases, the venomancer’s euphoric frenzy causes her natural weapons to deal +2 damage for each of the venomancer’s diseases contracted by the target, and for each separate ability score that has been dealt at least one point of damage by the venomancer’s poisons or diseases.
Harvest Toxin: The average evolutionist produces highly sensitive poison – potent upon delivery, but rendered inert mere seconds after exposure to air. This evolution allows the venomancer to produce limited quantities of a much more refined and stable toxin, allowing her to ‘milk’ her own toxins to aid her allies or facilitate more subtle delivery methods than envenomed claw and fang. The venomancer can produce a number of doses of poison or disease each day equal to her daily poison uses. All milked poisons and diseases can be delivered through ingestion or injury, and go inert 24 hours after the venomancer produces them, though the venomancer may refresh this duration with a process requiring one minute of concentrated effort.
Immortal Pestilence: Such is the potency of the venomancer’s toxins that they bring misery and weakness even to those beyond the ravages of mundane illness. The venomancer’s poisons and diseases may afflict even creatures normally immune to them, though immunity to poison or disease grants a creature a +4 bonus to all saving throws against the appropriate affliction.
Lethal Injection: The venomancer has mastered the deadly art of administering her poisons, and given the opportunity, can achieve deadly results with the smallest of doses. Whenever the venomancer scores a critical hit with a natural weapon carrying poison, the attack’s target automatically fails their saving throw against the substance and receives a number of doses of that poison equal to the natural weapon’s critical multiplier. This still only counts as a single use of poison for the purpose of depleting the venomancer's daily supply.
Plague Cyst: For some venomancers, it is not enough that their vile essence can lay low any foe that dares oppose them. For these dark-minded few, their work cannot be considered complete until entire towns are brought to their knees. At any time, as a free action, the venomancer may begin gestating a plague cyst within themselves. It takes eight hours for a cyst to grow to maturity, though the venomancer need not devote any concentration to its development, or even be conscious. As a full-round action, the venomancer may expel a mature cyst into an unoccupied adjacent square. The Cyst is a Small object with hit points equal to half the venomancer's maximum hit points, hardness 5, and fast healing 1. Once the cyst is in place, it exerts a subtle, malignant influence over the health of those nearby. For every eight hours a creature spends within [100 * mutator level] feet of such a cyst, they must make a saving throw against one of the venomancer's diseases, chosen when she begins gestating the individual cyst. The venomancer may store a number of cysts internally up to a maximum of her constitution modifier, and there is no limit to the number of active cysts she may possess. No matter how many cysts they may be near, however, no individual needs to save against the same disease more than once every eight hours. Further, while potent, there is a steep price to harboring such horrifying instruments within one's body. Each mature cyst is readily visible as a grotesque, cancerous growth lurking just beneath the venomancer's skin, warning away any who might approach their pestilent forms. Each such cyst weighs 30 lbs (encumbering the venomancer as normal), and inflicts a cumulative -4 penalty to any Charisma based skill checks other than Intimidate made against any creature not immune to disease.
Physician’s Bane: The toxins of a venomancer seethe and roil with the very essence of decay, and do not take kindly to attempts by healers to remove them. Whenever an attempt is made to remove one of her poisons or diseases through magical means, the caster must make a caster level check with a DC equal to [10 + the venomancer’s Mutator Level]. If they succeed, the spell takes effect normally. If they fail, the disease or poison is not removed, and the caster must immediately save against each of the venomancer’s poisons and diseases afflicting the target of their healing magic, contracting (and in the case of poison, immediately taking damage from) each one they fail against. This is a supernatural effect.
Tainted Bile: The venomancer must possess the breath weapon mutation to select this ability. Whenever the venomancer uses her breath weapon, she may infuse it with one disease she is currently incubating. Any creature that takes damage from the breath weapon must make a saving throw against the disease, or contract it immediately.
Unclean Beast: The very flesh of the venomancer crawls with corruption, blighting those who would dare lay hands upon her with gouts of tainted blood and pus. The venomancer selects one natural weapon to which she has applied at least one poison mutation, allowing its taint to spread and suffuse her very flesh. Whenever an adjacent creature damages the venomancer with a melee attack, they must immediately save against any poisons the venomancer has applied to that natural weapon, as well as any diseases she is incubating, contracting (and in the case of poison, immediately taking damage from) each affliction against which they fail their save. Poison applied in this manner does not count as expending one of the venomancer's daily poison uses. Additionally, the venomancer may deliver any disease through any natural weapon as if it were a contact disease.
Unstable Chemistry: The toxic cocktail brewing within the venomancer is remarkably volatile, prone to shifts and mutations that are unusually rapid even for an evolutionist. By focusing internally for two unbroken hours in a manner akin to meditation, the venomancer can exert enough control over this process to radically alter their internal chemistry. Upon exiting such a trance, the venomancer may immediately repurpose any number of their disease or poison mutations, allowing them to select different diseases, allocate different poisons to different natural weapons, or even change the composition of the poisons themselves. However, disease mutations may not be exchanged for poison mutations or vice versa, and neither may be exchanged for any other form of mutation.
Virulent Eruption: The venomancer’s toxins burst forth in putrid glory at her behest, ravaging their victim even as they contaminate those around him. As a standard action, the venomancer may force a single creature within 60 feet to make a fortitude saving throw with a DC equal to that of her mutations or immediately take damage from each of the venomancer’s poisons or diseases with which they are afflicted. Regardless of the outcome of this save, each creature within 5 feet of the target must immediately save against each poison and disease with which the target is afflicted, contracting (and in the case of poison, immediately taking damage from) each affliction against which they fail their save. This is a supernatural effect.
Visceral Servant: The venomancer must possess the Verdant Servant mutation to select this ability. The venomancer may select one of her natural weapons. Henceforth, up to [3 + Con mod] times per day, she may implant a malignant seed within her target when she deals damage with that natural weapon. Treat this as a disease with an incubation period of 1d4 rounds, at the end of which the infected creature must begin making a fortitude save against the usual DC of the venomancer's diseases on each of their turns. If the infected creature makes three successful fortitude saves, the seed is destroyed by their natural resilience. If the infected creature fails a save, however, the seed rips itself free of their flesh, spawning a Verdant Servant in a random adjacent square. The venomancer may, as a swift action, take control of a servant spawned in this manner, at which point it may be commanded and counts normally against her limit of active servants. Otherwise, the newly created servant mindlessly attacks the nearest creature (other than the venomancer) each round for one minute, or until it is destroyed, at which point it collapses into a heap of viscera and tangled plant matter.
Wretched Air: The venomancer must possess the Stench mutation to select this ability. Whenever a creature fails its save against the venomancer’s Stench, it must immediately make a second save to avoid contracting and immediately taking damage from one of the venomancer’s diseases. If the venomancer carries more than one disease, she may choose which one to apply each time she manifests her Stench. The venomancer may still manifest her stench without applying any diseases, if she wishes.