Guild Poisoner CR 7
AC 21, touch 15, flat-footed 17 (+5 armor, +3 Dex, +1 dodge, +1 shield, +1 size); +4 dodge vs. giants
hp 60 (8 HD; 5d8+3d8+21)
Fort +6, Ref +9, Will +2; +2 vs. illusions, +2 vs. poison
Defensive Abilities evasion, poison resistance +2, uncanny dodge
Speed 20 ft.
Melee +1 rapier +11 (1d4+2/18–20 plus poison)
Ranged dagger +9 (1d3+1/19–20 plus poison)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, poison use, sneak attack +3d6
Spell-Like Abilities (CL 3rd)
Gnome Spell-Like Abilities (CL 8th)
Str 12, Dex 16, Con 14, Int 14, Wis 8, Cha 12
Base Atk +5; CMB +5; CMD 19
Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics +14 (+10 when jumping), Bluff +12, Craft (alchemy) +15 (+19 when dealing with poison), Craft (traps) +10 (+13 with poisonous traps), Disable Device +9 (+12 with poisonous traps), Disguise +7, Heal +3 (+4 when dealing with poison), Knowledge (local) +10, Perception +12 (+15 to locate traps), Sense Motive +7, Sleight of Hand +14, Stealth +18
Languages Common, Elven, Gnome, Sylvan, +1 additional
SQ combine poison 3/day, master poisoner, quick poisoning, rogue talents (combat trick, finesse rogue), toxic apothecary +1, toxic manufactory, trapster
Combat Gear potions of invisibility (2), antitoxin (2), bloodroot (1 dose), drow poison (4 doses), Large scorpion venom (2 doses), Medium spider venom (2 doses), purple worm poison (1 dose), leaf residue (2 doses), shadow essence (2 doses); Other Gear +1 mithral chain shirt, masterwork buckler, +1 rapier, daggers (12), cloak of resistance +1, alchemist’s lab, masterwork thieves’ tools, 224 gp
Three times per day, the poisoner can combine two different poisons without reducing their efficacy, and apply them to the same weapon, object, or trap. A creature exposed to the poisons must save against both.
The poisoner can use detect poison at will (range 5 feet) as a swift action. She gains a bonus equal to half her poisoner level on Heal checks dealing with poison, and on a successful check she adds this bonus to the saving throw bonus she provides her patient against the treated poison.
When creating poisons or antitoxins, the poisoner can create a number of doses equal to her Intelligence modifier at one time (minimum 1). These additional doses do not increase the time required, but do increase the raw material cost accordingly. In addition, she uses the item’s gp value as its sp value when determining progress made with her Craft (alchemy) checks.
The poisoner adds her class level on Perception skill checks made to locate traps and on Craft and Disable Device checks regarding poisonous traps. She also adds a +1 bonus on attack rolls, save DCs, and Perception and Disable Device DCs for poisoned traps she creates.
Pathfinder Campaign Setting: Inner Sea NPC Codex © 2013, Paizo Publishing, LLC; Authors: John Compton, Paris Crenshaw, Adam Daigle, Josh Foster, Rob McCreary, Mark Moreland, and Russ Taylor.