Pathfinder 1E Poisoner build challenge

I designed a character based around using poison and I am looking to see if anyone can come up with others ways to design the build. Anything goes but must be effective and use poisons regularly.

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Brian Perlis

First Post
I built an exact character like that also... called him Nosferus the Poisoner.

He is an alchemist. For Feats I chose Brew Potion and Poison Focus.
For Traits I chose: Alchemical Adept and Artisan (Craft [alchemy])

Then I took most of my ranks in Craft (Alchemy)

There are a few books about poison and being a poisoner available on DriveThru which I used for inspiration.

The downside of this character is that most GM's dont really pay attention to your specialty of poison or your back story as a poisoner so this trait tends to get ignored quite a bit.
 

That depends on how you play your character. I had 2 virulent hand axes, and enough feats where on a successful full round attack I hit with 4 poisons and if they failed one DC they fell unconscious. My character was originally a bounty hunter and as such "preferred not to kill his bounty" every attack I made involved some form of poison.

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Isida Kep'Tukari

Adventurer
Supporter
Alchemist class. Then use the grippli from Advanced Race Guide. Take the Toxic Skin racial trait. Use the Bogborn Alchemist racial archetype. Then take every poison-related discovery there is (concentrated poison, sticky poison, etc.) You'll be able to brew your own poison, secrete poison from your skin, put it on your weapons and make it last through multiple hits, and if you take the toxic flesh (unpalatable flesh? something about non-pleasant flesh) you can have a monster eat you, then poison it from the inside! And of course going with what Brian Perlis said about focusing your skills and feats to make creating poison easier and more deadly. You should end up with more poison substances than you can shake a virulent axe at.
 

My favorite is the daggermark poisoner from Inner Sea NPC Codex:

Daggermark Poisoner
gnome rogue (Poisoner) 5 / daggermark poisoner 3
Small humanoid (gnome) Lawful Evil
Init +7; Senses low-light vision; Perception +12
Defense
AC 21, touch 15, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +1 shield, +1 size); +4 dodge vs. giants
hp 60 (8 HD; 5d8+3d8+21)
Fort +6, Ref +9, Will +2; +2 vs. illusions, +2 vs. poison
Defensive Abilities evasion, poison resistance +2, uncanny dodge
Offense
Speed 20 ft.
Melee +1 rapier +11 (1d4+2/18–20 plus poison)
Ranged dagger +9 (1d3+1/19–20 plus poison)
Special Attacks +1 on attack rolls against goblinoid and
reptilian humanoids, poison use, sneak attack +3d6
Daggermark Poisoner Spell-Like Abilities (CL 3rd)
At will—detect poison (range 5 feet, swift action)
Gnome Spell-Like Abilities (CL 8th)
1/day—dancing lights, ghost sound (DC 11),
prestidigitation, speak with animals
Statistics
Str 12, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +5; CMB +5; CMD 19
Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14 (+10 when jumping), Bluff +12, Craft (alchemy) +15 (+19 when dealing with poison), Craft (traps) +10 (+13 with poisonous traps), Disable Device +9 (+12 with poisonous traps), Disguise +7, Heal +3 (+4 when dealing with poison), Knowledge (local) +10, Perception +12 (+15 to locate traps), Sense Motive +7, Sleight of Hand +14, Stealth +18
Languages Common, Elven, Gnome, Hallit, Sylvan
SQ combine poison 3/day, master poisoner, quick poisoning, rogue talents (combat trick, finesse rogue), toxic apothecary +1, toxic manufactory, trapster
Combat Gear potions of invisibility (2), antitoxin (2), bloodroot (1 dose), drow poison (4 doses), Large scorpion venom (2 doses), Medium spider venom (2 doses), purple worm poison (1 dose), sassone leaf residue (2 doses), shadow essence (2 doses)
Other Gear +1 mithral chain shirt, mwk buckler, +1 rapier, daggers (12), cloak of resistance +1, alchemist’s lab, mwk thieves’ tools, 224 gp

Special Abilities
Combine Poison (Ex) Three times per day, the Daggermark
poisoner can combine two different poisons without
reducing their efficacy, and apply them to the same weapon,
object, or trap. A creature exposed to the poisons must save
against both.
Master Poisoner (Ex) The Daggermark poisoner’s levels in the
Daggermark poisoner prestige class stack with her rogue
levels when determining her bonus on Craft (alchemy)
checks dealing with poison granted by this ability.
Quick Poisoning (Ex) The Daggermark poisoner can poison a
weapon as a move action. She can create poisons with the
Craft (alchemy) skill in half the normal amount of time.
Toxic Apothecary (Ex and Sp) The Daggermark poisoner can
use detect poison at will (range 5 feet) as a swift action.
She gains a bonus equal to half her Daggermark poisoner
level on Heal checks dealing with poison, and on a successful
check she adds this bonus to the saving throw bonus she
provides her patient against the treated poison.
Toxic Manufactory (Ex) When creating poisons or antitoxins,
the Daggermark poisoner can create a number of doses equal
to her Intelligence modifier at one time (minimum 1). These
additional doses do not increase the time required, but do
increase the raw material cost accordingly. In addition, she
uses the item’s gp value as its sp value when determining
progress made with her Craft (alchemy) checks.
Trapster (Ex) The Daggermark poisoner adds her
class level on Perception skill checks made to locate
traps and on Craft and Disable Device checks
regarding poisonous traps. She also adds a
+1 bonus on attack rolls, save DCs, and
Perception and Disable Device DCs for
poisoned traps she creates.
Sources
Daggermark Poisoner Pathfinder
Campaign Setting: Paths of
Prestige 18; Poisoner
Pathfinder RPG Advanced
Player’s Guide 134
 

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