Toxinblade (3.5e Class)

Toxinblade
"You're a fool to trust to your body to save you--watch as it crumbles about you!"

Most warriors trust to their weapons to slay foes, but not all. Some use a far more insidious method to debilitate their foes, crushing them from within rather than without, or worse, attacking them both from within and without. The ones that specialize in this method of attack are known as toxinblades, strange warriors who can poison a foe with just a look and a wave of their hands.

Playing a Toxinblade
Some toxinblades are made through an ancient ritual. Others are born with the ability to produce toxins within their body, their liver and kidneys working together to create a powerful and subversive poison deep within their bodies. They then slowly learn to harness this poison, inflicting every-greater poisons first upon their foes' body, then on their minds, and finally upon their very soul.

Abilities: Constitution is by far the most important ability score for toxinblades, since it decides both the potency of their poison and their ability to withstand the blows that their foes inexorably hail upon them. Those who prefer to stand back and attack with ranged weapons as their toxins do their deadly work also invest in Dexterity, while those who prefer to enter combat more deeply focus on Strength.

Races: The natural sneakiness of their race makes halflings consumate toxinblades, poisoning their foes and running before their victims know what happened. While looked down upon, many dwarves find themselves becoming toxinblades, their natural fortitude bolstering them against the effects of the poisons running through their bodies.

Alignment: While most toxinblades are non-good and non-lawful, they have no hard alignment requirements and any emotion can fuel the transformation into a toxinblade.

Starting Gold: 6d4 x 10 gp (150 gp).

Starting Age: As Fighter.

Class Features
All of the following are class features of the toxinblade.

Weapon and Armor Proficiency: Toxinblades are proficient with all simple and martial weapons. Toxinblades are also proficient with light armor, medium armor, heavy armor, and with shields (except for tower shields).

The poison is more metaphysical than physical, and can pass to the toxinblade's target without any physical contact of any sort. At first level, the toxinblade gains a Toxin Pool which contains a number of Toxin Points. The toxinblade regains two Toxin Points per round, and may forcibly create more by taking a full-round action to generate a number of Toxin Points equal to his Constitution bonus (if any). Regaining Toxin Points in this way is reduced to a move action at level 20. The toxinblade's Toxin Pool may contain a maximum number of Toxin Points equal to his Constitution modifier (minimum 0) + his class level + 5. All abilities that require the use of Toxin Points have a range of Close (with effective caster level equal to character level) unless noted otherwise in the ability.

 (Su): At first level, the toxinblade can infuse their opponents with their mystical poisons. As a standard action, he may force an opponent to make a Fortitude save with a DC of his Constitution modifier + 1/2 his class level + 10. This effect lasts until the end of the toxinblade's next turn and costs 4 Toxin Points, dealing damage to the target at the start of the toxinblade's turn. The amount of damage dealt by this ability is 1d6 per level of toxinblade, and non-toxinblade levels count as 1/2 for this. Thus, a Toxinblade 6 / Fighter 5 would deal damage as a level 8 toxinblade, or 8d6 damage through this ability. The target immediately knows that it was poisoned, who inflicted it with this ability, and what the consequences are to not damaging them. This poison is mystical in nature, and can hurt even creatures normally immune to poisons (including undead or constructs and other creatures that are immune to Fortitude-targeting effects). However, such creatures gain a +2 bonus to their save (if any).

The toxinblade may increase the DC of this ability by paying another two Toxin Points for every +1 by which he increases the DC, and the effect can be extended for another round for every additional Toxin Point spent. However, the combined number of points spent to increase the DC and duration cannot exceed his Constitution modifier. This ability ends early should the toxinblade take damage from the target, and may target an additional enemy for every five class levels the character has (at level 5, 10, 15, etc) without a change to the cost in Toxin Points. Damage from sources that deal continual damage (such as Acid Arrow) only end Insidious Venom the first time they deal damage; only the initial damage ends Insidious Venom, and later damage from a continual source does not. Targets of this ability may make another saving throw against this ability at the same DC every time they take damage from it three times in a row. At 14th level this ability may be used instead as a move action and becomes more spiritual than physical, allowing the toxinblade to force the enemy to replace the Fortitude save with a Will save should he wish. At 18th level this ability may be used as a free action once per round.

The toxinblade may also activate this ability as a free action (even when it's not your turn) should he hit with a melee attack. In such a case, he reduces the cost of activation by 2 Toxin Points and the target does not get an initial save against the ability (though he still gets a save every three rounds afterwards should he not damage the toxinblade by that time). This effect may be dispelled by the toxinblade with a free action.

 (Su): From the beginning a toxinblade can call upon the toxins in his body to bloom forth into small barriers between him and attacks. They sing out in pain within the toxinblade's body, taking the brunt of blows and attacks, yet leaving the toxinblade unharmed and ready to fight on. At first level, a toxinblade may spend three Toxin Points as an immediate action to gain a number of temporary HP equal to twice his class level. At the start of his next two turns, he gains an equal number of temporary HP. These temporary HP don't stack with each other or with temporary HP from any other source.

 (Su): Just as swords can be turned into plowshares, so can poison within the toxinblade be used for healing as well as harm. As a swift action at second level, the toxinblade continues unlocking the mysteries of his mystical poison, allowing him to spend three Toxin Points to gain Fast Healing equal to his class level for three rounds. This fast healing can heal the toxinblade's HP up to a maximum of 1/2 his total HP.

At level 10, this ability continues to improve; the toxinblade may now heal up to two points of ability damage or ability drain (he must pick one or the other each round) at the beginning of his round while Poisonous Rejuvenation is in effect.

At level 15, this ability blossoms further, the poison slowly gaining sentience and willing to do anything to protect its master. By spending ten Toxin Points as an immediate action, the Fast Healing from Poison Rejuvenation turns into Regeneration until the end of the toxinblade's next turn. This ability may only be activated while Poison Rejuvenation is in effect, and no damage deals lethal damage to the Toxin Warrior under this effect.

 (Ex): With the knowledge he garners of his own body at level 2, the toxinblade learns how to apply poisons to his blade without the risk of poisoning himself. At level 9, he may instead apply poison to a weapon as a swift or move action, but only once per round. At level 17, this ability upgrades further, and he may apply poison to a weapon as a free action, but only once per round.

 (Su): The toxinblade learns how to use the virulent poison within his body to soften the blows of enemies. Starting at third level as a swift action, he may spend three Toxin Points to reduce any damage he takes by one for every 2 class levels they possess. This effect lasts for three rounds.

 (Ex): Poison runs through the toxinblade's body, keeping him standing even when lesser men would fall. At fourth level, the toxinblade gains the Diehard feat.

 (Ex): The toxinblade's body is so used to the poison running within his body that he gains immunity to poisons at fifth level. Against any poison-like effect (as defined by the DM) that would work on him regardless of his immunity, the toxinblade gains a +4 bonus to his saving throw to resist.

 (Su): At level 4, the toxinblade can use the virulent mixture trapped within his body to fight off other pathogens and effects that attempt to take over his mind and body. When subject to an effect that requires a save, he may command the toxins to rebel as an immediate action by spending two Toxin points, gaining a +5 bonus to one of his saving throws until the end of his next round, and if he would succeed on his save against an effect that would have a lesser effect when they save (such as a Reflex save for half damage) they completely negate that effect.

 (Su): Poison begins to course through the toxinblade's very veins, allowing him to change his form, altering his very limbs to suit his size. At sixth level as a swift action, a toxinblade may spend three Toxin Points to extend his reach by 5' for three rounds. He may add another 5' to his reach by spending double the number of Toxin Points they used for the last 5'. (So 3 points for +5' reach, 6 points for +10' reach, 12 points for +15' reach, and so on.) A maximum number of Toxin Points can be spent on this ability equal to the toxinblade's class level.

 (Su): The poison within the toxinblade's body can support his very muscles, strengthening them even as they harm his enemies. At 7th level, the toxinblade may spend three Toxin Points as a swift action to gain a +2 bonus to opposed Strength checks (such as those to trip, bull rush, and so on) for every three class levels he possesses. This ability lasts for three rounds.

 (Ex): At levels 8, 12, and 16 the toxinblade continues to unlock his martial prowess, and gains a bonus feat from the fighter bonus feats list.

 (Su): As he continues unlocking the secrets of the foul poison that courses through his body, the toxinblade finds that it has gained a mind of its own. Even when he would normally die, poison courses through his veins, forcing him to stand and fight when he would have otherwise wished to lay down from the pain. The ninth level toxinblade does not die when reduced to -10 HP, but instead dies when he reaches a number of negative HP equal to one-third his maximum HP. Furthermore, only if the Toxinblade's nonlethal and lethal damage taken added up together equal his maximum HP + 33% (the number he'd now need to take before dying) does he go unconscious.

 (Su): The poison within the toxinblade writhes on its own, hating those who would hurt its master, and attacking them in retaliation. At level 11 as an immediate action in response to taking damage the toxinblade may spend three Toxin Points to create a sticky burst of poison that affects all enemies within adjacent squares. For every three additional Toxin Points spent, the area increases by 5'. This ability causes an amount of damage equal to 1d6 per two levels the toxinblade possesses as well as entangling opponents for three rounds. A successful Reflex save (DC 10 + 1/2 class level + Constitution modifier) negates the entangling effect and reduces the damage by half.

 (Su): Sometimes, all that can save the toxinblade is the poison that courses through his body. Sometimes, the poison is worth even more than his own flesh and blood, and it always, always hungers for ever more power and control. It eats away at him when he allows it, converting his body for its own use. As many times per round as he wishes as a free action at level 13, the toxinblade may take damage equal to his Constitution modifier to regain one Toxin point. This damage cannot be redirected or prevented, and goes directly to the toxinblade's HP, bypassing any temporary HP he might have.

 (Su): At 17th level, the toxinblade's mastery over poison becomes so masterful that he may turn an enemy's blood to poison, cause the very air about him to turn to a toxic substance, or envenom the very soul of his enemy. As a standard action, by expending three Toxin points the toxinblade can force an enemy to make a saving throw (the toxinblade may choose which save he targets) or take 1d6 damage for every two class level he posseses, +1d6 for every additional point expended by this ability (half damage on a successful save). Alternatively, they may use this ability to corrupt the very essence of structures, dealing the same damage to objects (bypassing hardness completely). This ability is so potent that it can even carve holes through walls of force and other defenses, as though they had been targeted by the disintegrate spell.

 (Su): The toxinblade finally unravels the final secret of his blood, discovering a way to free it from his body while maintaining control, even beyond death. If killed at level 19, the toxinblade splits open and the toxic mass oozes out of his body in a gruesome mass, ripping free from his organs and taking his items at the same time. This new body has exactly the same statistics as the toxinblade at full HP and its Toxic Points increase to the maximum its pool can hold, and continues to act under the toxinblade's will. It also gains a +4 bonus to the DCs of any abilities powered by Toxin Points, and gains a +8 bonus on any intimidate checks but a -4 to any other social checks it would need to make. In addition, it gains some of the properties of the ooze type; it gains the following:


 * Blindsight out to 60'
 * Immunity to gaze attacks, visual effects, illusions, and other attacks that rely on sight
 * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
 * Immunity to poison, sleep effects, paralysis, polymorph, and stunning
 * Not subject to critical hits or flanking.
 * Does need to eat and breathe, but does not sleep.

However, despite the power of this state, it is a very risky one to stay in, and if killed while in this form the only way to bring back the toxinblade is by casting a wish or miracle spell followed immediately by true resurrection. It requires eight hours of immobility for the toxinblade to rebuild his body in this state, and if interrupted he must begin once more from the start.

Note: If the toxinblade does not have a Constitution score (due to being/becoming undead, for example), their Constitution score for class abilities of the toxinlord is considered to be 10.

Human Toxinblade Starting Package
Armor: Scale mail (+4 AC, armor check penalty -3, speed 20 ft., 30 lb.), large steel shield (+2 AC, armor check penalty -2, 15 lb.)

Weapons: Longbow (1d8, crit 20/x3, range inc. 100 ft., 3 lb, piercing), longsword (1d8, crit 19-20/x2, 4 lb., one-handed, slashing)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Skill Focus (Diplomacy).

Bonus Feats: Toughness.

Gear: Backpack, bedroll, waterskin, flint & steel, 3 torches, sewing needle, belt pouch, sack, traveler's outfit.

Gold: 4d4 gp.

Playing a Toxinblade
Religion: While many toxinblades worship Hextor, using the poison to defeat his foes and and focus attacks on themselves rather than on their allies, others see the connection of their poison to nature and pay due to Obad-Hai. Others use their poison to exact justice upon their enemies, allowing poisoners to feel exactly what it's like to suffer from a debilitating toxin and worship St. Cuthbert, while those who are more mischievous follow Olidammara. Finally, those who work in the dark to keep secrets hidden and known only by their church follow the teachings of Vecna.

Other Classes: Many of the more martial classes, especially Paladins, hold toxinblades in disdain, seeing their poisonous powers as "tricksy" and "dishonorable". Most casters are fairly neutral in their outlook of toxinblades, seeing their powers as just another extension of magic, transmuters in particular holding some respect for those willing to change their bodies through arcane rituals. Finally, rogues and other sneakier classes enjoy keeping company with toxinblades who protect them while they work their dirtier deeds, and hold their ability to manufacture poison within themselves in high regard.

Combat: Toxinblades usually work as frontliners who focus on attracting enemy attention while they inflict debilitating effects upon their foes and keep their attention off their allies. Some others work from a distance, using their powers on enemies while never coming within their grasp.

Advancement: The toxinblade makes a good dip for any martial class that wants to be a little more "sticky", increasing the attractiveness of targeting the toxinblade over other characters.

Toxinblades in the World
""He thinks he's so safe, protected on all sides by guards just waiting to take an arrow or sword-thrust for him. But I'll teach him differently...""

Daily Life: Toxinblades can often be found working as apothecaries, their natural affinity with poisons lending itself to knowledge of how the mortal body works. Alternatively, they sometimes function as champions-for-hire, fighting duels in the place of wealthier employers due to their natural constitution and ability to heal almost any wounds.

Organizations: While most toxinblades are for the most part loners, some do join different guilds and organizations of different sorts. Many are drawn to assassins' guilds, where they can use their special talents to kill their enemies from a distance with no more than a wave of their hand and a smirk on their face, while others are drawn to warriors' guilds, focusing on their martial prowess rather than their supernatural abilities.

NPC Reactions: Most toxinblades are met with disdain, and often even hatred. The common man feats their ability to kill with but a look, and even more powerful creatures regard them with a tinge of fear, wondering if they will be the next to fall to the toxinblade's insidious poison. However, others see them as tools to be manipulated, and use them for whatever cause they believe in.

Toxinblade Lore
Characters with ranks in Knowledge (Local) can research toxinblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Toxinblades in the Game
Toxinblades are excellent defenders, attracting enemy attention so that the squishier party members may stay alive and not take damage. Toxinblades can fit into any game, and allow their teammates to concentrate on the enemy without having to worry as much about the enemy's attacks--for should the target ignore the toxinblade, they'll take far more damage down the line.

Adaptation: While the standard "power source" of the toxinblade is poison, one could use almost any power source. For example, a fireblade might use fire to burn their foes from within, use it to purify themselves, and use the essence of a warm flame at night to invigorate their bodies and heal themselves. Alternatively, a character who uses holy/celestial/sacred power could be an alternative paladin who wreaks divine justice upon foes who ignore his divine challenges. In fact, one could use almost any power source one felt like using, simply adapting the flavor to match the source of power. Another example might be fiendish pacts of influences that have taken residence within the character or his ki which lets him invade the souls of other creatures, or someone tainted by the Far Realms who infects others with the madness which has possessed him in a tangible form.

Sample Encounter:

EL : 7