Poison Fang (3.5e Prestige Class)

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Poison Fang[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-fluff about this prestige class->

Becoming a Poison Fang[edit]

<-why characters pursue this class, what other classes they typically have, and what abilities are important->

Entry Requirements
Alignment: Any Non-Lawful
Base Attack Bonus: +3
Skills: Hide +6, Move Silently +6, Craft Poison +6, Survival +6
Feats: Master of Poisons, Two-Weapon Fighting, Virulent Poison
Special: Must have the ability to create poison either as a racial ability or through magic.
Table: The Poison Fang

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Speed Special
Fort Ref Will
1st 1 2 0 2 5 Skilled Collector, Rapid Application
2nd 2 3 0 3 10 Ambidexterity +1
3rd 3 3 1 3 15 Improved Two-Weapon Fighting
4th 4 4 1 4 20 Mixed Poison
5th 5 4 1 4 25 Hide in Plain Sight
6th 6 5 2 5 30 Extra-Application (1)
7th 7 5 2 5 35 Ambidexterity +2
8th 8 6 2 6 40 Greater Two-Weapon Fighting
9th 9 6 3 6 45 Reflexive Application, Twin Fang Strike
10th 10 7 3 7 50 Concentrated Distillation, Extra-Application (2)

Class Skills (4 + Int modifier per level)
Bluff, Craft, Disguise, Escape Artist, Heal, Hide, Intimidate, Knowledge (Dungeoneering), Knowledge (Nature), Listen, Move Silently, Ride, Search, Sleight of Hand, Spot, & Survival

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the Poison Fang.

Speed Increase (Ex): A Poison Fang realizes the value of mobility & practices regularly to increase their speed, at each level they increase their base land speed by 5ft.

Skilled Collector (Ex): The Poison Fang's ability to collect & engineer poisons improves as they progress. They receive a bonus to skill checks for collecting & crafting poisons equal to 1/2 their Poison Fang level.

Rapid Application (Ex): The Poison Fang is able to apply their poison equally amongst both of their weapons. If they so choose, when applying poison to a weapon a Poison Fang can apply it to up to two weapons they're currently wielding. Doing so uses up a dose of poison for each weapon it's applied to.

Ambidexterity (Ex): For a Poison Fang of 2nd level or higher, their attack penalties for fighting with two weapons are lessened by 1 (from -4 to -3, or from -2 to -1 if the off-hand weapon is a light weapon). At 7th level, the attack penalties are lessened by another 1 (from -3 to -2, or to 0 if the off-hand weapon is a light weapon). The character loses this ability when fighting in medium or heavy armor.

Improved Two-Weapon Fighting (Ex): Starting at 3rd level, in addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. See the Two-Weapon Fighting special attack.

Mixed Poison (Ex): At 4th level the Poison Fang learns to mix poisons to get multiple effects. Starting at 4th level the Poison Fang can mix 2 poisons, every 5 levels thereafter they can add one additional poison into the mix. The fortitude save DC to resist is made against the lowest save DC of the poisons mixed, -1 for each additional poison after the second. If the victim fails this save they suffer the effects of each poison administered. The Poison Fang must mix a full normal dose of each poison & ends with an equal number of doses of the mixed poison. Poisons with the same effect cannot be mixed, for example multiple poisons that do Con damage cannot be combined to do more Con damage with a single failed save.

Hide in Plain Sight (Ex): At 5th level, a Poison Fang can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, a Poison Fang can hide themselves from view in the open without having anything to actually hide behind. They cannot, however, hide in their own shadow.

Extra-Application (Ex): Through extensive knowledge & practice the Poison Fang has learned to get the most out of their poisons. Starting at 6th level the Poison Fang can get 2 uses from a single dose of poison. Either applying the full dose to a single weapon & being able to inflict it over two separate attacks or to apply the poison twice on two separate occasions. Every 4 levels thereafter they can get one additional use out of a single dose of poison.

Greater Two-Weapon Fighting (Ex): Starting at 8th level you get a third attack with your off-hand weapon, albeit at a -10 penalty. See the Two-Weapon Fighting special attack.

Reflexive Application (Ex): At 9th level the Poison Fang learns to make a specialized potion belt specifically for applying poisons to weapons. They must spend 8 hours & 100gp worth of materials to do so, and when completed they get a bandolier that resembles a potion belt except that it can hold up to 20 vials & is specially adapted to be able to apply it's contents to a weapon without the need to draw the vial. This allows a Poison Fang, and only the Poison Fang that made it, to make a full attack & apply poison to each attack if they so choose, and assuming they have sufficient vials of poison to do so. The Extra-Application class feat still applies. The Poison Fang that created the belt can pull vials as a free action, anyone else would have to use a standard action or make a DC 25 sleight of hand check to draw a vial as a free action.

Twin Fang Strike (Ex): The Poison Fang masters the use of dual weapons, wielding two weapons just as easy as most assailants would one. At 9th level the Poison Fang can attack with both weapons when making an attack as a standard action, making a charge attack, when making an attack of opportunity, or most similar situations where only a single attack would be allowed.

Concentrated Distillation (Ex): At 10th level the Poison Fang learns how to make their poisons nigh impossible to resist. By spending one hour working on a single dose of poison (this is in addition to any time needed to make the poison originally) in an alchemist's lab (or something similarly equipped). The Poison Fang can make a DC 20 Craft Poison check to increase the save DC of the poison by 1, for every full 5 points they beat this DC by they can increase the save DC by 1 more point, they must also expend rare materials & herbs worth 50gp per point they raise the save DC.

Table: The Epic Poison Fang
Level Speed Special
11th 55 Bonus Feat
12th 60
13th 65
14th 70 Bonus Feat, Extra Application (3)
15th 75
16th 80
17th 85 Bonus Feat
18th 90 Extra Application (4)
19th 95
20th 100 Bonus Feat

Campaign Information[edit]

Playing a Poison Fang[edit]

Combat: Scout & Ambusher

Resources: Poison Fangs are typically solitary, if part of an organization it's typically an Assassin's Guild & expectations would be based on their guild.

Poison Fang Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Poison Fangs in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



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