The
Bloodmyst Poisoner
Hit
Die: d6.
Requirements
To qualify to become an Bloodmyst Poisoner, a
character must fulfill all the following criteria.
Feats:
Great Fortitude, Skill Focus (craft: poisonmaking)
Skills: Craft: poisonmaking 8
ranks
Special: Base Fortitude Save
+4
Class
Skills
The Bloodmyst Poisoner’s class skills (and
the key ability for each skill) are Bluff (Cha),
Climb (Str), Craft (Int), Intimidate (Cha), Jump
(Str), Knowledge (local) (Int), Profession (Wis),
Search (Int), Tumble (Dex), and Use Rope (Dex).
Skill
Points at Each Level: 4 + Int modifier.
Level |
BAB |
Fort |
Ref |
Will |
Special |
1 |
+0
|
+2
|
+0 |
+0 |
Poison
Use, Adept Poisoner |
2 |
+1
|
+3 |
+0 |
+0 |
Poison
Draught, Poison Breath (15ft cone) |
3 |
+2
|
+3
|
+1
|
+1
|
Enhance
Poison +1 |
4 |
+3
|
+4
|
+1
|
+1
|
Venom in the Blood, Poison Breath (20ft cone) |
5 |
+3
|
+4
|
+1
|
+1
|
Lingering Breath, Enhance Poison +2 |
6 |
+4
|
+5
|
+2
|
+2
|
Poison Breath (25ft cone) |
7 |
+5
|
+5
|
+2
|
+2
|
Enhance Poison +3 |
8 |
+6 |
+6
|
+2
|
+2
|
Poison Breath (30ft cone) |
9 |
+6 |
+6
|
+3
|
+3
|
Enhance
Poison +4 |
10 |
+7 |
+7
|
+3
|
+3
|
Immunity, Poison Breath (35ft cone) |
Class
Features
All of the following are Class Features of the
Bloodmyst Poisoner prestige class.
Weapon
and Armor Proficiencies: Bloodmyst Poisoners
gain no additional weapon or armor proficiencies.
Poison
Use (Ex): At first level, the poisoner
gains poison use as the Assassin ability.
Adept
Poisoner (Ex): Bloodmyst poisoners are
well versed in all manner of poisons. They add
their class level to craft, appraise and survival
checks involving poison and poisonous creatures.
Poison
Draught (Ex): Starting at second level,
the poisoner must prepare a special draught to
allow them to gain the secrets of the Bloodmyst.
The draught requires a craft (poisonmaking) check
DC 25 to create and 1 hour to prepare. The poisoner
must drink the draught daily to be able to use
some of his class abilities (see below). Any other
creature that consumes a draught must make a Fortitude
save (DC 20) or take 1d4 Con damage.
Poison
Breath (Su): At 2nd level, the poisoner
gains the ability to breathe out gouts of poison.
This ability works as the poison spell except
the area is a 15ft cone and the effect is an inhaled
poison. The Fortitude save DC for this ability
is equal to 10 + class level + Con modifier. Every
other level, the size of the cone increases by
5ft.
The
poisoner can use this ability a number of times
per day equal to half his class level.
A
poisoner who has not drank his draught in 24 hours
cannot use this ability.
Enhance
Poison (Ex): The skill of the poisoner
increases at 3rd level and every other level thereafter.
All poisons he creates has the noted increase
to its save DC.
Venom
in the Blood (Su): At 4th level, the
poisoner’s body is so full of poison that
not only is he resistant to poison, but his blood
is toxic. He gains a +4 bonus to saves vs. poison.
Additionally, any creature that hits the poisoner
with a bite attack must make a fortitude save
equal to that of his Poison Breath ability or
take 1d4 Strength damage.
At 10th level, the poisoner becomes Immune to
all poison.
A
poisoner Who has not drank his draught in three
days looses this ability until he does so.
Lingering
Breath (Su): Starting at 5th level, the
poisoner’s poison breath lingers in the
air after he breathes it. Any creature in the
area of the Poison Breath on the round following
its use must make a save or be effected as if
they were in the area of effect to begin with.
Bloodmyst
Master (Su): Once per day at 10th level
(and an additional time per day every five levels
thereafter), the poisoner can assume a toxic,
gaseous form as per the spell. Any creature sharing
a square with a poisoner must make a Fortitude
saving throw or be effected as if effected by
the poisoner’s Poison Breath ability. The
Save DC is equal to that of the Poison Breath
ability.
A
Bloodmyst Poisoner who has not drank his draught
in 24 hours cannot use this ability.
|