On the night Roland signed the pardon, Flagg went to his gloomy basement laboratory. There he donned a heavy glove and took a deathwatch spider from a cage where he had kept her for twenty years, feeding her newborn baby mice. Each of the mice he fed the spider was poisoned and dying; Flagg did this to increase the potency of the spider's own poison, which was already potent beyond belief. The spider was blood red and as big as a rat. Her bloated body quivered with venom; venom dripped from her stinger in clear drops that burned smoking holes in the top of Flagg's worktable.
"Now die, my pretty, and kill a Queen," Flagg whispered, and crushed the spider to death in his glove, which was made of a magical steel mesh which resisted the poison-yet still that night, when he went to bed, his hand was swelled and throbbing and red.
Poison from the spider's crushed, twisted body gushed into the goblet. Flagg poured brandy over the deadly stuff, then stirred the two together. When he took the spoon from the glass, its bowl was twisted and misshapen. The Queen would take one sip and fall dying on the floor. Her death would be quick but extremely painful, Flagg thought with satisfaction. ~ Stephen King
Art by David Palladini
A Poisonist could be anyone - the archer, the cutpurse, the bandit - but every single one shares the similar obsession: poison. They recover from a terrible case of poisoning, and blossom into the knowledge of how deadly and effective a few drops on a pointed end can be to someone's demise.
To qualify to become a Poisonist, a character must fulfill all the following criteria.
Alignment: Any non-good non-lawful
Skills: Bluff 6 ranks, Hide 8 ranks, Craft (Poison) 8 ranks
Special: The character must have survive a life-threatening case of poisoning.
The Poisonistís class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex), and Survival (Wis)
Skill Points at Each Level: 4 + Int modifier.
Weapon and Armor Proficiency
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||1st||2nd||3rd||4th|
|Poison Use, A Little Poison In It..., Poison Brewing, spells||0|| || || |
|Sneak Attack +1d6||1|| || || |
|Stinger Proficiency, Pick Your Poison||2||0|| || |
|Sneak Attack +2d6||3||1|| || |
|It's Only Natural, I'll do it Myself!, Expert Poisoner||3||2||0|| |
|Sneak Attack +3d6||3||3||1|| |
|Serpent's Tongue, Poison Immunity||3||3||2||0|
|Sneak Attack +4d6||3||3||3||1|
|Sneak Attack +5d6||3||3||3||3|
: Poisonists are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, shortbow (normal and composite), short sword, and the special Poisonist weapon, the Stinger. Poisonists are proficient with light armor but not with shields.
: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If a Poisonist gets a sneak attack bonus from another source the bonuses on damage stack.
Poisonists are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. In addition, they automatically gain Brew Poison as a bonus feat. (Credit to Telonius.)
A Little Poison In It...
(Su): A Poisonist gains Enhance Poison as a supernatural ability at first level 1/week as he begins to dabble into the mysteries of poison and the advantages a little tweaking with some black magic can really do. He gains additional uses as his level in Poisonist increases, as displayed in the table below. Until 8th level, his allotment of Enhance Poison may only be used once a day.
(Ex): Poisonists are highly distrustful of others poisons, and prefer to create their own, if not directly harvesting it by hand. Poisonists receive a +4 to brewing and harvesting all poisons. In addition, at second level, the fuming smokes and almost constant contact with insidious, brewed venoms grants +4 to resist poisoning. In addition, they may apply this to any natural poisons, enhancing it with their own brews.
Poisonists recognize that despite magic being as nowhere as beautiful as poisons, it certainly has its uses - and so more than often steal the tomes of wizards to benefit from a crash course in the use of virulent spells. Poisonists gain extra spells per day hinging on their Wisdom modifier. To cast a spell, a Poisonist must have a Wisdom score of at least 10 + the spellís level, so a Poisonist with an Wisdom of 10 or lower cannot cast these spells. Saving throws against these spells have a DC of 10 + spell level + the poisonistís Wisdom bonus. When the poisonist gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. Poisonists cast spells as Bards.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), a Poisonist can choose to learn a new spell in place of one he already knows. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level poisonist spell the poisonist can cast. A poisonist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
: Poisonists yearn for more effective ways to use weapons to deliver poisons, and eventually learn of the the black market plans for the forging of a Stinger - a blade designed specifically for poisoning one's enemies. The statistics for the Stinger are presented below. To obtain the plans and have the weapon forged, the Poisonist must spend 800 gp in backalley bribes and greasing the palms of less-than-noble smiths. The advantage, however, is far worth it. The Stinger is a dirk-like blade with a wicked curve, like a long shiny scorpion's stinger on a handle. What really sets it apart, however, are the incredibly thin hollows set into the tip and the thicker, hollowed grip. What this culminates in is the ability to utilize a poison far more effectively; that is, the normal number of uses of poison applied to a blade is doubled. Nobody else can utilize a Stinger beyond the obsessed Poisonist.
Pick Your Poison
(Ex): A poisonist learns greater mastery of poison handling and brewing, granting them scrutiny towards purchasing and costing them only half the price for any poison bought. A poisonist learns how to apply and brew all their own for greater potency, simply to avoid this. Whenever applying poison to a weapon or a number of arrows, double the number of uses they may apply as if they had double the amount. In addition, by spending half the poison's price when it is being brewed (or in the case of natural poisons, bottled and processed), they may increase all natural DC saves for that poison by their Poisonist level once per day. This cannot increase the DC for the Poisonist's Poppies
ability, but can effect the base poison it is applied to.
It's Only Natural
: A poisonist gains a [Small] animal companion from the Poisonist animal companion list: viper, spider, centipede, scorpion.
This ability functions like the druid ability Animal Companion, except that the Poisonistís effective druid level is one-half his poisonist level. Additionally, a Poisonist may harvest their companion's poison once every two days for one sample of venom. If they harvest the poison, the companion may not use their poisonous attack for two days.
I'll do it Myself!
(Ex): A Poisonist has very little trust for shoddy poison harvesting of others, less-dedicated users. A poisonist may harvest, 3/day, a natural poison that they are aware of from a slain or living creature, equaling the poison's DC - and may apply their Survival or Search check to the roll, whichever is higher.
: A 5th level Poisonist gains Expert Poisoner as a bonus feat. (Credit to Telonius)
(Ex): Poisonists gain +4 to all Disguise, Bluff, Forgery and Perform Checks.
: A Poisonist becomes totally immune to all manufactured poisons, and against all natural poisons, Poisonists gain a DC to all saves equal to their Poisonist level.
(Su): A poisonist's skill in poisoning and foul play borders something magical and...wicked
. They may sacrifice the use of one prepared spell slot to enchant a dose of poison as a swift action to turn it into a magical poison that affects creatures even with poison immunity, provided they are not constructs. The Poisonist may sacrifice up to 2 spell slots per round to add an enchanting effect, as outlined below. Each added effect must be from a different spell slot level.
|Spell Slot Sacrificed||Effect|
|1rst Level Spell Slot||+1/2 poisonist level to all DC's|
|2nd Level Spell Slot||Ability or hp damage die rolls increased by 1 (2d4 becomes 2d4)|
|3rd Level Spell Slot||Ability damage also damages another ability score of the poisonist's choice with the same roll and damage die.|
|4th Level Spell Slot||Choose a single effect, with the same total number for the DC of the original, but is unmodified by any of the poisonist's modifiers. In addition, no more than one may be applied. Sleep, Blinded, Deafened, Confused, Dazzled, Nauseated for 1d6 rounds for every three Poisonist levels.|
Exotic Light Melee
Poisonist Spell List:
1: detect poison, sleep, acid splash, cause fear, magic weapon, disguise self, reduce self
2: spider climb, invisibility, acid arrow, fox's cunning, web, bane, pass without trace
3: deeper darkness, false life, deep slumber, alter memory, touch of madness, sepia snake sigil, haste
4: poison, freedom of movement, glibness, greater invisibility, death ward, scrying
A set of brewable poisons by the great and powerful Draco Dei.
(Credit for these two feats to Telonius, as shown here
Prerequisites: Craft (Poison) 5 ranks.
Benefit: You may produce poisons at an increased rate. Brewing a poison takes one day for each 1,000 gp in the cost of the poison. The character must provide the raw materials for the poison, as well as 1/25 of the cost in XP.
Normal: You can craft poisons at the rate of 10 silver * Craft check per week. No XP is expended.
Prerequisites: Brew Poison feat, Craft (Poison) 15 ranks
Benefits: The poisons you create using the Brew Poison feats become more potent. Upon making a poison using the Brew Poison feat, you can increase the DC of your poison by making a Craft (Poison) check.
-Enhance Poison Statblock-
A more action-oriented version for all of you little ninjas out there by the wonderful Draco Dei.
Necromancy [Evil OR Good (see "special")]
Level: Asn 4, Clr 5, Drd 5, Death 5, Sor/Wiz 5, Trickery 5
Components: V, S, M, DF
Casting Time: 1 minute
Target: 1 dose of poison/ravage or one venomous/ravage-producing creature
Duration: 1 day/level until introduced into the system, permanent there-after (see "special")
Saving Throw: Yes (Harmless)
Spell Resistance: Yes (Harmless)
If used on a venomous/ravage-producing creature the effects apply to the next dose of venom/ravage it delivers, if cast on a poison or ravage it effects that poison/ravage. Note that if cast on a creature multiple times then each casting will apply to a separate dose of poison/ravage delivered.
This has several effects on the poison/ravage:
* The save DC increases by 3.
* It gains spell resistance equal to 10+your caster level against any effect that would detect it as being anything other than a harmless, mundane substance/ingredient, or would prevent or remove its effects, including but not limited to the following: Delay Poison, Detect Evil, Detect Good, Detect Magic, Detoxify, Detect Poison, Heroes' Feast, and Neutralize Poison. Note that most of these spells don't list anything about spell-resistance for the target, or don't consider the poison the target... the poison gets SR against them anyway. Obviously the spells overall don't fail, they simply fail to be effective against that dose of poison. The GM should roll this SR in secret, and roll even when this spell isn't present to keep the players guessing (perhaps not explaining what the roll is for in the first place).
* If the poison/ravage is ingested, then any target slain, and/or with an ability score reduced to zero by it may not be returned to life and/or have that ability score raised above zero by any effect with an effect level (caster level etc) less than or equal to the level this effect was created at. This does not effect natural healing or the expiration of the duration of a poison/ravage effect. Once this effect is overcome the first time it ends for that casting of Enhance Poison.
* At the caster's option at the time of casting both the primary and secondary effects of the poison/ravage may be delayed (so never hastened) to a time anywhere from 1 minute to a number of hours (selected at time of casting) equal to the caster level of this spell after the poison/ravage is introduced into the system of the victim. In such a case both effects occur simultaneously, with the two saves rolled simultaneously. Note that this will usually lead victims and observers to believe that the poison/ravage failed to have any effect if they base their conclusions on the symptoms.
You and whichever creature delivers the poison/ravage (biting with fangs, pouring poison/ravage into a cup, etc etc) both gain SR equal to 10+your caster level against any attempt to divine who was responsible for the poison. This includes against magical effects that do not normally allow a saving throw, such as Contact Other Plane and Commune. If you deliver the poison/ravage yourself, you only get one instance of Spell Resistance from this effect, not two.
Material Component: A single black pearl with market price at least equal to the market price of the poison/ravage to be enchanted (for creatures whose venom does not have a listed market price, the GM should assign one, or assume 200 GP per HD).