The Toxicant is a strange being, one who has delved into the art of poisoncraft far too deeply. Using this knowledge they craft alchemical brews which others of the trade would deem tainted, putrid, unuseable. Toxicants however use these concoctions to great effect, dipping their crossbow bolts in vitriolic poison to wear down their foes as they slink about silently and unseen.
Alignment: Any nonlawful.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The Toxicant's class skills are Acrobatics (Dex), Craft (Alchemy) (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (nature) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +2 | +2 | +0 | Alchemy, Toxin 1d6, Throw Anything, Poison Use |
2nd | +1 | +3 | +3 | +0 | Poison Craft, Poison Resistance +2 |
3rd | +2 | +3 | +3 | +1 | Crossbow Skill |
4th | +3 | +4 | +4 | +1 | Toxin 2d6, Poison Craft |
5th | +3 | +4 | +4 | +1 | 1st Favored Terrain, Poison Resistance +4 |
6th | +4 | +5 | +5 | +2 | Poison Craft, Quick Poisoning |
7th | +5 | +5 | +5 | +2 | Toxin 3d6, Crossbow Skill |
8th | +6/+1 | +6 | +6 | +2 | Poison Craft, Poison Resistance +6 |
9th | +6/+1 | +6 | +6 | +3 | Intravenous Toxin |
10th | +7/+2 | +7 | +7 | +3 | Poison Craft, Toxin 4d6, Poison Immunity |
11th | +8/+3 | +7 | +7 | +3 | Crossbow Skill, Swift Poisoning |
12th | +9/+4 | +8 | +8 | +4 | Poison Craft, Induce Weakness |
13th | +9/+4 | +8 | +8 | +4 | Toxin 5d6, 2nd Favored Terrain |
14th | +10/+5 | +9 | +9 | +4 | Poison Craft |
15th | +11/+6/+1 | +9 | +9 | +5 | Crossbow Skill, Instantaneous Toxicology |
16th | +12/+7/+2 | +10 | +10 | +5 | Toxin 6d6, Poison Craft |
17th | +12/+7/+2 | +10 | +10 | +5 | Induce Frailty |
18th | +13/+8/+3 | +11 | +11 | +6 | Poison Craft |
19th | +14/+9/+4 | +11 | +11 | +6 | Toxin 7d6, Crossbow Skill, 3rd Favored Terrain |
20th | +15/ +10/+5 | +12 | +12 | +6 | Toxic Mastery |
Toxicant’s Level | 1st level Extracts per day | 2nd level Extracts per day | 3rd level Extracts per day | 4th level Extracts per day | 5th level Extracts per day | 6th level Extracts per day |
1 | 1 | - | - | - | - | - |
2 | 2 | - | - | - | - | - |
3 | 3 | - | - | - | - | - |
4 | 3 | 1 | - | - | - | - |
5 | 4 | 2 | - | - | - | - |
6 | 4 | 3 | - | - | - | - |
7 | 4 | 3 | 1 | - | - | - |
8 | 4 | 4 | 2 | - | - | - |
9 | 5 | 4 | 3 | - | - | - |
10 | 5 | 4 | 3 | 1 | - | - |
11 | 5 | 4 | 4 | 2 | - | - |
12 | 5 | 5 | 4 | 3 | - | - |
13 | 5 | 5 | 4 | 3 | 1 | - |
14 | 5 | 5 | 4 | 4 | 2 | - |
15 | 5 | 5 | 5 | 4 | 3 | - |
16 | 5 | 5 | 5 | 4 | 3 | 1 |
17 | 5 | 5 | 5 | 4 | 4 | 2 |
18 | 5 | 5 | 5 | 5 | 4 | 3 |
19 | 5 | 5 | 5 | 5 | 5 | 4 |
20 | 5 | 5 | 5 | 5 | 5 | 5 |
Weapon and Armor Proficiency: A Toxicant is proficient with simple weapons, all martial crossbows, and with light armor.
Alchemy (Su): As the Alchemist.
Throw Anything (Ex): A 1st level Toxicant gains the Throw Anything feat as a bonus feat.
Poison Use (Ex): At 1st level, a Toxicant is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade or her bolts.
Toxin (Ex): The main form of killing potential within a Toxicant arsenal is her personally crafted toxin. She may swiftly mix various chemicals to create powerful and bizarre poisons that she can coat her bolts and melee weapons with. Once the coated weapon deals its damage, that dose of toxin is spent. A Toxicant can create a number of toxin doses each day equal to 3 + her Intelligence modifier. Toxins are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of poisonous material from being created and stored. In order to create a toxin, the Toxicant must use a small vial containing an ounce of liquid catalyst—the Toxicant can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most Toxicants create a number of catalyst vials at the start of the day equal to the total number of doses they can create in that day—once created, a catalyst vial remains usable by the Toxicant for years.
Drawing the components of, creating, and coating the weapon requires a standard action that provokes an attack of opportunity (this can be done as a full round action to also make the attack). On a direct hit, the toxin inflicts 1d6 points of damage. At each subsequent round (on their turn) the target must make a fortitude save (DC 10 + ½ class level + Int mod) or receive the damage again, lasting for a number of rounds equal to the Toxicant’s class level + intelligence mod or until a successful save is made. The damage of a Toxicant’s toxin increases by 1d6 points at every three levels after first level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Toxicants can learn new types of toxins as Poison Crafts (see the Poison Craft ability) as they level up. A Toxicant's toxin, like an extract, becomes inert if used or carried by anyone else. A toxin is poison, thus all bonuses to saves an immunity to poison block toxin, but it is only enhanced by effects that specifically mention a Toxicant’s toxin and not normal poison. A target can only be effected by one toxin at a time, affects replace and damage doesn’t overlap.
Poison Craft (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), a Toxicant finds a way to improve on their poisonous arts. Unless otherwise noted, a toxicat cannot select an individual poison craft more than once. Some poison crafts can only be made if the Toxicant has met certain prerequisites first, such as uncovering other poison crafts. Poison Crafts that modify her toxin that are marked with an asterisk (*) do not stack. Only one such poison craft can be applied to a dose of toxin. The DC of any saving throw called for by a poison craft is equal to 10 + 1/2 the toxicant's level + her Intelligence modifier.
Secondary Extract level | Effect |
1st | You can make a second attack while invisible without becoming visible. |
2nd | While invisible you emit no scent (including the Stench craft abilities). |
3rd or higher | You gain 20ft of land speed while invisible. |
Secondary Extract level | Effect |
4th | You emit no scent and make no sound while invisible unless you attack. |
5th | While invisible you gain 30ft of movement and benefit of the shot on the run feat. |
6th | The first ranged attack you make in an encounter while invisible is an automatic confirmed crit if the attack roll succeeds. |
Poison Resistance (Ex): At 2nd level, a Toxicant gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a Toxicant becomes completely immune to poison.
Crossbow Skill (Ex): At 3rd, 7th, 11th, 15th, and 19th levels a Toxicant gains new prowess with their crossbow. They may select from the following feats at each of these levels to gain without needing to meet that feat’s prerequisites. This only functions as long as she is wearing light, medium, or no armor.
Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.
Favored Terrain (Ex): Much like a normal ranger, a Toxicant can choose a favored terrain at 5th level. She gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when she is in this terrain. A Toxicant traveling through her favored terrain normally leaves no trail and cannot be tracked (though she may leave a trail if she so chooses).
At 13th level and 19th, the Toxicant may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the Toxicant's bonuses do not stack; she simply uses whichever bonus is higher. Unfortunately for her, the Toxicant has a much more limited variety of terrains to choose from than a ranger, being able to choose from only Forest, Jungle, Swamp, Underground, and Urban.
Quick Poisoning (Ex): A 6th level Toxicant can poison a weapon as a move action (including all the processes of applying her toxin). She can create poisons with the Craft (alchemy) skill in half the normal amount of time.
Intravenous Toxin (Ex): At 9th level whenever a creature successfully saves against the toxicant’s toxin, they suffer its effects one last time the round after they made the save.
Swift Poisoning (Ex): At 11th level, a Toxicant can draw a vial of poison from her bag and apply it to a weapon as a swift action. This applies only to a single use of her toxin in a given round. This action does not provoke attacks of opportunity as long as she has at least one hand free.
Induce Weakness (Su): At 12th level a Toxicant’s skills allow her toxin to affect even those that normally laugh in the face of a lesser poisoner. Even if a creature is normally immune to poison (such as outsiders or undead), only receives a +4 bonus on their save instead of being immune. This is due to a Toxicant imbuing a portion of her own person magic within each does, her venomous will reaching out.
Instantaneous Toxicology (Ex): At 15th level, a Toxicant can create a poison as a full-round action if she succeeds at the Craft (alchemy) check and has the appropriate resources on hand to pay the creation cost. Poisons crafted in this way last up 10 minutes per class level before losing their potency. In addition, she can instead create an unstable toxin. An unstable toxin costs 1/10 its normal price (rather than 1/3), but is ruined if not used by the end of her next turn.
Induce Frailty (Su): Every poisonous substance the Toxicant creates strikes fear into the hearts of all those who once feared no venom. At 17th level no creature is immune to ANY poison she creates and administers herself, and no longer gains a bonus to saves from her poisons.
Toxin Mastery (Ex): At 20th level, the Toxicant begins to work on their masterpiece. Taking 3 days of constant work and 10,000gp worth of supplies, she toils away in her alchemy lab combining whatever strikes her mind in a feverous epiphany. At the end of the 3rd day, she emerges with a single dose of Deathform Poison. If she chooses to drink this poison, she suffuses with the impossible mixture and gains the Poisonous Creature template as well as 2 claws and a bite attack of her size. If she chooses to use this poison on an arrow however, it becomes an instrument of terror. A creature hit with a Deathform arrow must make a Fortitude save (DC 25 + ½ class level + Int mod) or immediately die. Demons, Angels, Liches, nothing but the gods themselves can hope to stave of destruction as this poison eats away their very being, slaying them no matter their defences or abilities. However this comes at a price, for only ONE dose of Deathform poison can exist within a single plane, and a Toxicant only gains the eldritch epiphany to create it once in their whole existence.