Summoner

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Advanced Noble Summoner

Female human summoner 11 (Summoner 14, Rogue (True Professional) 14


LE Medium humanoid
Init +1; Senses Perception +2
DEFENSE
AC 18, touch 12, flat-footed 17 (+6 armor, +1 deflection, +1 Dex)
hp 68 (14d8+10)
Fort +3, Ref +10, Will +10
OFFENSE
Speed 30 ft.
Melee +2 naginata +9/+4 (2d4+1)
Spell-Like Abilities (CL 14th; concentration +15)
11/day—summon monster VII - 3/day Quickened summon monster VII
Summoner Spells Prepared (CL 14th; concentration +18)
5th—Rejuvenate Eidolon (greater), Summon Monster VII, Greater Teleport
4th—acid pit*, summon accuser, wall of stone, instant restoration, hostile juxtaposition
3rd—dispel magic, fire shield, heroism, rejuvenate eidolon, stoneskin
2nd—blur, bull’s strength (2), create pit, haste
1st—endure elements, enlarge person, grease, identify, *, unfetter
0—acid splash (DC14), detect magic, mending, message, , resistance
STATISTICS
Str 8, Dex 12, Con 10, Int 14, Wis 14, Cha 22
Base Atk +8; CMB +7; CMD 19
Feats 7+1+7: Augment Summoning, Empower Spell, Evolved Summons, Quicken Spell-like
Ability, Eschew Materials, Lightning Reflexes, Magical Aptitude, Martial Weapon Proficiency
(scythe), Sacred Summons, Spell Focus (conjuration), Summon Evil Monster, Superior
Summoning, Toughness, Expanded Summons, Extra Summons x2, Summon Defenders
Skills Craft (alchemy) +9, Knowledge (arcana) +9, Knowledge (engineering)
+9, Knowledge (local) +9, Knowledge (planes) +11, Knowledge (religion)
+7, Linguistics +16, Ride +10, Spellcraft +20, Use Magic Device +17
Languages Aklo, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan,
Infernal, Terran, Undercommon
SQ aspect, bond senses, eidolon, life link, maker’s call, shield ally, transposition
Combat Gear potions of cure light wounds (3), potion of cure moderate wounds; Other
Gear +2 mithral chain shirt, +2 scythe, ring of protection +1, spell component pouch, 67 gp
PC Gear +65,650 gp
* See the Advanced Player’s Guide.

Summon Monster I (Sp): Starting at 1st level, a summoner can cast summon monster I as a
spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon
this ability uses up the same power as the summoner uses to call his eidolon. As a result, he
can only use this ability when his eidolon is not summoned. He can cast this spell as a
standard action and the creatures remain for 1 minute per level (instead of 1 round per level).
At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell
level, allowing him to summon more powerful creatures (to a maximum of summon monster
IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used
as gate, the summoner must pay any required material components. A summoner cannot
have more than one summon monster or gate spell active in this way at one time. If this ability
is used again, any existing summon monster or gate immediately ends. These summon spells
are considered to be part of his spell list for the purposes of spell trigger and spell completion
items. In addition, he can expend uses of this ability to fufill the construction requirements of
any magic item he creates, so long as he can use this ability to cast the required spell.

Bond Senses (Su): Starting at 2nd level, a summoner can, as a standard action, share the
senses of his eidolon, hearing, seeing, smelling, tasting, and touching everything the eidolon
does. He can use this ability a number of rounds per day equal to his summoner level. There
is no range to this effect, but the eidolon and the summoner must be on the same plane. The
summoner can end this effect as a free action.

Shield Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the
summoner receives a +2 shield bonus to his Armor Class and a +2 circumstance bonus on
his saving throws. This bonus does not apply if the eidolon is grappled, helpless, paralyzed,
stunned, or unconscious.

Maker’s Call (Su): At 6th level, as a standard action, a summoner can call his eidolon to his
side. This functions as dimension door, using the summoner’s caster level. When used, the
eidolon appears adjacent to the summoner (or as close as possible if all adjacent spaces are
occupied). If the eidolon is out of range, the ability is wasted. The summoner can use this
ability once per day at 6th level, plus one additional time per day for every four levels beyond
6th.

Transposition (Su): At 8th level, a summoner can use his maker’s call ability to swap
locations with his eidolon. If it is larger than him, he can appear in any square occupied by the
eidolon. The eidolon must occupy the square that was occupied by the summoner if able, or
as close as possible if it is not able.

Aspect (Su): At 10th level, a summoner can divert up to 2 points from his eidolon’s evolution
pool to add evolutions to himself. He cannot select any evolution that the eidolon could not
possess, and he must be able to meet the requirements as well. He cannot select the ability
increase evolution through this ability. Any points spent in this way are taken from the
eidolon’s evolution pool (reducing the total number available to the eidolon). The summoner
can change the evolutions he receives from these points any time he can change the
eidolon’s evolutions.

Greater Shield Ally (Su): At 12th level, whenever an ally is within an eidolon’s reach, the ally
receives a +2 shield bonus to its Armor Class and a +2 circumstance bonus on its saving
throws. If this ally is the summoner, these bonuses increase to +4. This bonus does not apply
if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Life Bond (Su): At 14th level, a summoner’s life becomes linked to his eidolon’s. As long as
the eidolon has 1 or more hit points, the summoner is protected from harm. Damage in
excess of that which would reduce the summoner to fewer than 0 hit points is instead
transferred to the eidolon. This damage is transferred 1 point at a time, meaning that as soon
as the eidolon is reduced to a number of negative hit points equal to its Constitution score, all
excess damage remains with the summoner.
Effects that cause death but not damage are unaffected by this ability. This ability does not
affect spells like baleful polymorph, flesh to stone, or imprisonment, or other spells that do not
cause actual damage.
Atamahuta Oni CR 11 (Eidolon)
LE Large outsider (giant, native, oni, shapechanger)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +24
DEFENSE
AC 30, touch 13, flat-footed 24 (+9 armor, +4 Dex, +8 natural, –1 size)
hp 200 (14d10+70); regeneration 15 (acid) Immune fire, cold DR 10/good
Fort +14, Ref +8, Will +12 SR 22
OFFENSE
Speed 30 ft.
Melee +2 orc double axe +25/+25/+20/+20/+15/+15 (2d6+17/19–20)
Space 10 ft.; Reach 10 ft.
Special Attacks double weapon mastery, spellstrike
Spell-Like Abilities (CL 11th; concentration +14)
Constant—see invisibility
3/day—chill touch (DC 14), dimension door, fireball (DC 16), haste, rage, shocking grasp,
invisibility, fly
1/day—black tentacles, stoneskin, wall of fire
STATISTICS
Str 30, Dex 18, Con 20, Int 13, Wis 16, Cha 17
Base Atk +14; CMB +25; CMD 39
Feats Cleave, Combat Casting, Improved Initiative, Improved Sunder, Power Attack, Spell
Penetration, Vital Strike
Skills Bluff +20, Disguise +20, Intimidate +20, Knowledge (planes) +18, Perception +24,
Sense Motive +20, Spellcraft +18; Racial Modifiers +4 Perception
Languages Common, Giant, Orc, +1 additional
SQ change shape (Large humanoid, alter self), ward off distractions, Improved Evasion
Gear banded mail +2
SPECIAL ABILITIES
Double Weapon Mastery (Ex): An atamahuta fights with an orc double axe. While making a
full attack, an atamahuta controls its arms with both heads and does not take a penalty on
attack or damage rolls for attacking with a double weapon.
Spellstrike (Su): An atamahuta can imbue its weapon with magical properties using its spell-
like abilities. Whenever an atamahuta casts a spell with a range of “touch” from its spell-like
abilities, it can deliver the spell through any weapon it is holding as part of a free melee attack
at its highest base attack bonus as part of casting its spell. If successful, this melee attack
deals its normal damage as well as the effects of the spell. This attack uses the weapon’s
critical multiplier (usually ×3), but the spell effect only deals x2 damage on a successful critical
hit, while the weapon damage uses its own critical modifier. An atamahuta cannot make a full
attack during the same round that it uses a spell-like ability unless another effect would allow
it to do so.

Ward Off Distractions (Ex): An atamahuta uses one of its heads to defend against attacks
while the other is using a spell-like ability, giving it a +4 bonus to AC against attacks of
opportunity while casting.

Pounce (Ex): An eidolon gains quick reflexes, allowing it to make a full attack after a charge.
This evolution is only available to eidolons of the quadruped base form.
Fiendish Emperor Cobra (1d4+2)
CE Large animal
Init +6; Senses low-light vision, scent; Perception +13
DEFENSE
AC 20, touch 11, flat-footed 16 (+2 Dex, +9 natural, –1 size)
hp 75 (6d8+36)
Fort +10, Ref +8, Will +6
Resistance (Fire, Cold) 10, DR 5/Good SR 12
OFFENSE
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +10 (2d8+9 plus poison)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 15, Con 22, Int 1, Wis 17, Cha 2
Base Atk +4; CMB +13; CMD 25 (can’t be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +10, Climb +14, Perception +13, Stealth +11, Swim +14; Racial Modifiers +8
Acrobatics, +8 Climb, +4 Perception, +4 Stealth, +8 Swim
SPECIAL ABILITIES
Poison (Ex): Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Con;
cure 2 consecutive saves.
ECOLOGY
Environment temperate or warm swamps
Organization solitary, pair, or nest (3–8)
Treasure none
Smite Good (Su): Once per day, the fiendish creature may smite a good-aligned creature. As
a swift action, the creature chooses one target within sight to smite. If this target is good, the
creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to
its HD against that foe. This effect persists until the target is dead or the creature rests.
Vrock CR 9
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 24, touch 11, flat-footed 20 (+2 Dex, +13 natural, –1 size)
hp 130 (9d10+63)
Fort +16, Ref +11, Will +7
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +15 (2d6+7), bite +15 (1d8+7), 2 talons +15 (1d6+7)
Space 10 ft.; Reach 10 ft. 15Ft claws
Special Attacks dance of ruin, spores, stunning screech
Spell-Like Abilities (CL 12th)
At will— greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)
1/day— heroism , mirror image , summon (level 3, 1 vrock 35%)
STATISTICS
Str 25, Dex 15, Con 29, Int 14, Wis 16, Cha 16
Base Atk +9; CMB +17; CMD 29
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15,
Spellcraft +14, Stealth +10, Survival +15; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SPECIAL ABILITIES
Dance of Ruin (Su): A vrock can dance and chant as a full-round action—at the end of 3
rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity
damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each
additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the
effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC
continues to increase with additional vrocks, but the damage does not). The dance
immediately ends and must be started anew if any of the participating vrocks is slain,
stunned, or otherwise prevented from dancing. The save DC is Charisma-based.

Spores (Ex): A vrock can release a cloud of spores from its body once every 3 rounds as a
free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of
damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the
vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can
be destroyed by casting bless on the affected creatures or by sprinkling them with holy water.
This attack can also be halted by effects that remove or provide immunity to disease.

Stunning Screech (Su): Once per hour, a vrock can emit a shrill screech. All creatures
except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be
stunned for 1 round. The save DC is Constitution-based.
Tiefling (Oni Spawn)
Alchemist (Toxicant, Vivisectionist) 12//Monk 6/Guild Poisoner 5
Outsider (Native) Medium
Name
Init +; Senses Darkvision 60ft Perception +
DEFENSE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12d8's+()
Fort +8, Ref +7, Will +7; +4 vs. Poison,, Resistance cold, fire, electricity 5
OFFENSE
Speed 30 ft.
Melee +6 (1d8/.3)
Ranged dart +7 (1d4 plus poison)
Special Attacks bomb 11/day (4d6+4 fire, DC 17)
Alchemist Extracts Prepared (CL 7th)
4th— Fluid Form, Freedom of Movement, Greater Invisibility
3rd—Channel Vigour, Fly, Heroism
2nd—Barkskin, Bulls Strength, Touch Injection (gets around poison onset period, lasts for
1hour/lvl)
1st—Invisibility Alarm, Enlarge Person, Long Arm, True Strike
STATISTICS
Str 20, Dex 16, Con 14, Int 24, Wis 16, Cha 10
Base Atk +9; CMB +5; CMD 17
Feats Brew Potion,
Skills Appraise +10, Craft (alchemy) +14, Disable Device +12, Knowledge (engineering) +11,
Knowledge (local) +8, Perception +9, Sleight of Hand +12, Spellcraft +14, Stealth +9, Survival
+9
Languages Aklo, Common, Giant, Orc, +1 additional
SQ alchemy (alchemy crafting +7, identify potions), discoveries (acid bomb, enhance potion
4/day, latest dose, mutagen (+4/–2, +2 natural, 70 minutes), precise bombs [4 squares]),
poison use, swift alchemy, swift poisoning
Traits:
– God Scorn: You gain a +1 trait bonus on saving throws against divine spells.
– Defensive Strategist: You are not flat-footed when you are an unaware combatant.
This includes a surprise round that you don’t get to act in, and before you get to act at
the start of a battle.
Equipment: Alchemists Fire, 10gp, Burst Jar, 35gp, Ghast Retch Flask, 50gp
Tanglefoot Bag, 50gp,Weapon Blanch, Ghost Salt, 200gp, applied to 10 Blowdarts, Bandolier,
5sp, x2, Iron Vials, 1sp, (x30), Masterwork Tool, 50gp, +2 to craft alchemy, Spring Loaded
Wrist Sheathe, 5 gp, x2, Ring of Protection +2 8000gp, Greater Serpents Belt, 20000gp,
+2str,+2 dex, +4 to poison DCs, +2 to escape artist, Poisoner's Gloves 5000gp, x2, Headband
of Intelligence, +6 for 36000gp, Cloak of Resistance +3 for 9000gp, Bracers of Armour 25,000
gp (+5), Handy Haversack 2000gp, Cauldron of Brewing, 3000gp, Monks Robe, 13000gp
Virulent Snakebite Dagger +1 (virulent living steel dagger +2), 25760gp x2

A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you
throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10
feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough
and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls
and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor,
unable to move. Even on a successful save, it can move only at half speed. Huge or larger
creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it
must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall
to the ground. A tanglefoot bag does not function underwater.
Tangleburn Bag, 150gp, This sack contains tanglefoot bag materials and alchemical powders
that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a
creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or
catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25
Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst
of burning material equivalent to alchemist's fire making a direct hit on the target (including
splash damage). After the initial 2 rounds, the flames may be extinguished as normal. Crafting
this item is a DC 30 Craft alchemy) check

Skilled: Tieflings gain a +2 racial bonus on Disguise and Intimidate


Spell-like ability: Tieflings can use Alter Self once per day as a spell like ability. The caster
level for this ability equals the tiefling's class level.

Alchemist Side
Alchemy
Sneak Attack 6d6
Brew Potion
Throw Anything
Favoured Class: +12 to craft alchemy and +4 to the DC of created poisons.
Poison Use
Poison Immunity
Toxic Secretion (Ex): At 1st level, a toxicant has learned to mimic creatures with the ability to
secrete harmful toxins through the skin. Once per day, in a process that takes 10 minutes, the
toxicant can create and imbibe a tincture that causes her skin to secrete a mild toxin. The
toxicant is immune to this secretion, but any creature that hits her with a natural attack or
unarmed strike must succeed at a Fortitude save (DC = 10 + 1/2 the toxicant's alchemist level
+ the toxicant's Intelligence modifier). On a failed save, the target takes an amount of damage
equal to the toxicant's Intelligence modifier. At 4th level, a target that fails its save must
succeed at a second save 1 round later or take the same amount of damage again. This
effect repeats as long as the target continues to fail its saving throws, to a maximum number
of rounds equal to 1 + 1 for every 4 alchemist levels the toxicant possesses (to a maximum of
6 rounds at 20th level).

This is a poison effect. The toxicant can suppress this secretion as a standard action, in which
case it remains suppressed for 1 hour or until the toxicant reactivates it as a standard action.
At 3rd level and every 3 levels thereafter, the toxicant can choose a condition to have her
toxin impose.

Once this choice is made, it can't be changed. A creature that fails its save against the toxic
secretion also gains these conditions until it succeeds at a save against the secretion, or until
the toxin's duration ends.

At higher alchemist levels, the toxicant gains access to stronger conditions; some replace
lower-level conditions, which must be selected first. The following conditions are available at
the given alchemist levels: 3rd—bleed (1d6), dazzled, fatigued, or sickened; 6th—dazed or
shaken; 9th—blinded (replaces dazzled) or staggered(replaces dazed); 12th—exhausted
(replaces fatigued); 18th—stunned (replaces exhausted and staggered).

Chosen conditions: Sickened, Shaken, Staggered, and Exhausted

As a swift action, the toxicant can collect and concentrate this secretion into a poison she can
deliver as a touch attack or apply to a weapon. Targets of such attacks must attempt saving
throws as if they had touched the toxicant's toxic secretion. The toxicant can do this a number
of times per day equal to her alchemist level + her Intelligence modifier.

Discoveries:
Lvl 2: Preserve Organs, Light Fortification
Lvl 4: Vestigial Arm
Lvl 6: Poison Conversion, By spending 1 minute, the alchemist can convert 1 dose of poison
from its current type (contact, ingested, inhaled, or injury) to another type. For example, the
alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled
poison. This process requires an alchemy lab. Not really needed
Lvl 8: Sticky Poison, Any poison the alchemist creates is sticky—when the alchemist applies it
to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s
Intelligence modifier.
Lvl 10: Mummification, Immune to Cold, nonlethal, paralysis, and sleep
Lvl 12: Malignant Poison,
Benefit: As a full-round action, the alchemist can increase the save DC of any poison by 4
and increase its duration by 2 frequency increments (for example, large scorpion venom lasts
8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant
poisons take effect immediately and do not have an onset time. This alchemical change
lasts until the poison's extended duration ends or for a number of minutes equal to the
alchemist's level, whichever comes first. After that, the poison reverts back to its original state.

Monk Side:
AC Bonus: +4 to AC and CMD, works against touch and flat footed, treat as 5 higher so +5
Bonus Feat: Dodge
Flurry of Blows: 7/7/2, full str bonus
Stunning Fist
Unarmed Strike: Gain Imp. Unarmed Strike, full str on all unarmed dmg, lethal or nonlethal,
natural or manufactured, 1d8 Dmg, treat as 5 lvl higher so 1d10
Bonus Feat: Combat Reflexes
Evasion
Fast Movement +20ft
Maneuver Training
Still Mind
Ki Pool (Magic)
Slow Fall 30ft
High Jump
Purity of Body
Bonus Feat: Improved Feint
Master Poisoner: A Guild poisoner adds 1/2 her level on Craft (alchemy) checks dealing with
poison. In addition, she can use Craft (alchemy) to change the type of a poison with 1 hour of
work and an alchemist's lab. If the Craft (alchemy) check (DC equals the poison's save DC) is
successful, the poison's type changes to contact, ingested, inhaled, or injury; on a failed
check, the poison is ruined.
Quick Poisoning
Toxic Apothecary: At 2nd level, a Guild poisoner can use detect poison at will (range 5 feet,
caster level equal to the Guild poisoner's class level) as a swift action. She gains a bonus
equal to 1/2 her class level on Heal checks dealing with poison, and on a successful check
she adds this bonus to the save bonus she provides her patient against the treated poison.
Toxic Trick: Smoke Bomb, This ability allows a ninja to throw a smoke bomb that creates a
cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja
can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of
20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point. Can
use 9 toxic tricks/day.
Toxic Manufactory
Trapster +1
Toxic Trick: Poison Bomb, Whenever the ninja throws a smoke bomb, she can decide to
include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the
smoke and lasts as long as the smoke lasts. She must pay for the poison normally.

Feats: 6
Racial Heritage (Nagaji)
Potion Glutton: You can drink potions, elixirs, or other potables as a swift action without
provoking attacks of opportunity.
Quick Draw:
Extra Discovery: Infusion
Extra Discovery: Tumor Familiar. Monkey with Valet Familiar archetype
Master Alchemist:

Equipment:
216000gp
Acid, 10gp

145420

Familiar starts with Barkskin and True Strike infusions loaded in Poisoners Gloves

HD: 12d8 HP:12+(11x6)+24=102


AC: 10+5armour+2def+3dex+5monkwis+1dodge+(5barkskin)= 26(31), FF 22(27), Touch 21
Defensive Strategist: You are not flat-footed when you are an unaware combatant. This
includes a surprise round that you don’t get to act in, and before you get to act at the start of a
battle.
Anyone who hits poisoner with natural or unarmed attacks suffers toxicant poison, below.
Cold resistance 5, electricity resistance 5, and fire resistance 5.
Immune to Cold, nonlethal, paralysis, and sleep
Light Fortification

Fort: 8+2=10
Ref: 8+3=11
Will: 7+3=10

Single Attack, either dagger:


Atk 9/4+5str+2magic=
16/11
Dmg 1d6+5str+2magic+POISON

Full Attack, both daggers: (can spend monk ki point for another atk)
Atk 7/7/2+5str+2magic=
14/14/9
Dmg 1d6+5+2+POISON/1d6+2+2+POISON

Poison Smoke Bomb 9/day


Center on self or RTA targeting a square within 20 feet, 15 foot radius, smoke like smokestick
but with everyone in radius subject to Burnt Othur Fumes, see below

Poisons:
Toxicant: (pre applied to one dagger, lasts for 7 hits)
DC 10+6lvl+7int+4fc+4belt+(4dagger)=31(35)
No onset, 7 damage and following conditions, 1/rd for 4 rounds, Cures on 1 save. Conditions:
Sickened, Shaken, Staggered, and Exhausted.
As a swift action can create to use as a touch attack or apply to a weapon 19 times a day.

Black Lotus Extract: (pre applied to the other dagger, lasts for 7 hits)
DC 20+4fc+4belt+4dagger+4malig+(6sneakatk)=36(42)
No onset because malignant, 1d6 Con dmg, 1/rd for 8 rounds, Cures on 2 saves.

Burnt Othur Fumes:


DC 18+4fc+4belt+(4malig)=26(30)
No onset, 1 Con drain primary, 1d3 Con dmg secondary, 1/round for 6(8) rounds, Cures on 2
saves.

IF YOU WANT TO BE LESS LETHAL


Replace Black Lotus Extract and Burnt Othur with
Modified Oil of Taggit (Injury or inhaled as needed)
DC 31(37) on dagger, DC 23(27) in bomb
No onset if malignant else 1 min, Unconscious 1d3 hours, Cures on 1 save not that that
matters
or

Modified Drow Poison (Inhaled if needed)


DC 29(35) on dagger, DC 21(25) in bomb
No onset, Unconscious 1 min primary, 2d4 hours secondary, 1/min for 2 min, 1 save cures.

Combat:
1st round, familiar uses a poison glove to apply barkskin to the Poisoner. Poisoner uses swift
action to drink Greater Invisibility, then quick draws his daggers, uses full round action to
make the black lotus extract malignant.
2nd round, familiar use poison glove to apply true strike to Poisoner. Poisoner uses swift
action to drink Fluid Form (for extra 10ft reach), attacks the biggest threat with Black Lotus
dagger, moves to safety.
3rd onwards, drink extracts in following order, Channel Vigour, Longarm, Heroism, Fly, unless
something situational comes up. Keep attacking with Black Lotus dagger, true strike if
needed, full attack with toxicant dagger if you can get away with it. For getting multiples at
once use poison smoke bomb. If you get a spare swift you can give the toxicant touch attack
to familiar, it'll want to separate at this point anyway as we cannot escape through tiny cracks
and grates (Fluid Form) with it riding us.

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