Venom Master

Level

KXP

1

0

2

4

3

8

4

16

5

32

6

64

7

128

8

256

9

500

10

1000

11

1500

12

2000

13

2500

14

3000

15

3500

16

4000

17

4500

18

5000

19

5500

20

6000

21

6500

22

7000

23

7500

24

8000

25

8500

26

9000

27

9500

28

10000

29

10500

30

11000

31

11500

32

12000

33

12500

34

13000

35

13500

36

14000

curvedDagger_235x235

 

 

Requisites:

Dex 14, Con 14, Int 14

Alignment:

LE

HD/level:

2d6

Feats:

1+level/3

To Hit:

2+level/2

Saves:

Fort, PPD: 10+level; Others: 5+level

Reference:

RDM

Groups:

Rogue

Complexity:

CF=3

 

50 Rogue points/lvl, Exceptional Dex and Con, Gets +Dex bonus*5 bonus rogue points.

Level 1: Identify Poisons on sight.  Immune Poison.

Level 2: Breath Weapon: Poison [Alcohol+Negative] (E=3, 1/3r or 3/d, =current hp, BW save:½)

Level 3: Your weapons do extra poison damage (dmg = 5*lvl, PPD save: ½ )

Level 4: All of your attacks/effects that offer a save vs. poison now require 2, pick the worse.

Level 5: If someone fails a save vs your poison, they are stunned (1rd).

Level 6: Your poison dmg becomes vile poison dmg (can’t be healed on nonhallowed ground).

Level 7: All of your attacks/effects that offer a save vs. poison now give no save.

Level 8: Infect: Your poison dmg may be dealt in the form of random stat dmg by dividing the dmg by 10. Roll 1d6 for which stat is hit.

Level 9: Ignore all immunities to poison.

Level  Ability | -50% | -100% | -150%  Act  Base  Penalty  Bonus 
1 ("Twist") Find/Remove Wizard Abjurations/Priest Protections | Psionic Protections  VM  0 Dex-14  Dex-19
1 Backstab (each 30% = x1) (increases 10/level)  0 50 Int-6  Int-10 
1 Legend Lore | Identify | Object Reading | Know Visual History  0 | M  0 Int-10  Int-15 
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special  20 Dex-10  Dex-20
3 Considered extra +(rating/25) weapon to hit  0 Int-5  Int-15 
5 Controlled Blink (max N*N feet, N is amount made)  15 Dex-9  Dex-12
7 Seal Fate (counter a counter) x1 | x2 | x3 | etc.  2M (may borrow)  0 Dex*2-50  Dex*2-50 
7 oWR || oaWR || oaaWR  0 0 Int+Con-30  Int+Con-40
9 Dispel Exhaustion ||| Heal  10 Con-18  Con-25
13 Preparation (Ability to use +1 action of any type next segment per 50% made)  0 Int-18  Int-22