Pathfinder 1e Archetype Rogue

Poisoner

Some consider poisoning an evil act.

Class
Rogue
Kind
Archetype
Granted Spells
Replaces
2 features

Some consider poisoning an evil act. The poisoner knows poison is just a tool toward an end, and is no different than any other weapon. Some poisoners see themselves as great equalizers, as they are able to craft weapons that the weakest of creatures can wield to devastating effect, but most have no lofty delusions about their work.

Replaces

trapfindingtrap sense

Archetype Features

Poison Use

↪ builds on Trapfinding (Rogue)

At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding.

Master Poisoner

↪ builds on Trap Sense (Rogue)

At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist's lab and a Craft (alchemy) skill check with a DC equal to the poison's DC. If successful, the poison's type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level. This ability replaces trap sense.

Rogue Talents

The following rogue talents complement the poisoner archetype: distracting attack, lasting poison, surprise attack*, swift poison, and weapon training*.

Advanced Talents

The following advanced rogue talents complement the poisoner archetype: deadly cocktail, hunter's surprise, and opportunist*.

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
  • Based on class: Rogue (Class) — core content under OGL 1.0a

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