Prestige Classes --  Bloodmyst Poisoner

Bloodmyst Poisoner
”We fight as the ivy, the viper and the nightshade. Venom and virulent nectar are our weapons. Our mercy is that the kiss of our blades always lead quickly to death’s embrace.”~ Langstrom Greenbriar, Druid of the Bloodmyst

The secret of the Bloodmyst was once a guarded secret among a sect of Sylph with the same name. They viewed the use of poison to be a sacred imitation of nature’s perfect weapon. Over the centuries however, the secret of the Bloodmyst has been disseminated among assassin schools and alchemists the world over.

Bloodmyst Poisoners wear their faith openly and keep their profession private. They feel no shame in their abilities, but understand that many people see their methods as dishonorable or even immoral. With those who don’t look down on their methods, poisoners feel a special kinship and trust, even if those people are not Sylph’s devotees.

Poisoners try to end combat quickly, striking as often as possible with a poisoned blade and if possible, making use of their poison breath ability.

Bloodmyst Poisoners go where Sylph needs them, possibly recruiting a party of adventurers for help with particularly strong foes. If they succeed in their task, they often stay on with the party to repay debts, or out of general friendship. They are, however, still at Sylph’s beck and call.

Poisoners themselves have no real organization, but they often have close ties with the Darkstar School of Assassins and of course, the Temple of Sylph. Almost any organization that is tied to Sylph will have likely have a poisoner in its ranks.

Becoming a Bloodmyst Poisoner
Rogues, and bards most often become poisoners, seeking new and more efficient ways to deal with their foes with as little combat as possible. Rangers and Druids also have the reverence to Sylph to follow this path purely to serve their god as she sees fit.

Barbarians, fighters and combatants, those who care more about the victory than the means, also sometimes take this class to add new weapons to their arsenal.

Inborns, Sorcerers and Intuitives sometimes develop an affinity for spells like poison and drift toward the powers of the Bloodmyst.

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.

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