Base Class: Rogue
In some regions, rogues operate in cities ruined by monsters and plague. Here they learn to sneak, steal, and trick not for profit, but survival, and prepare careful solutions to lethal, lurking problems.
Adaptive Poisons
When you take the Apothecary career at level 3, you gain the ability to manipulate alchemical properties. First, you become proficient in the poison kit, if you aren't already. In addition, when you craft poisons, you can make the following changes to a poison as you craft it:
- The material becomes corrosive, dealing acid damage instead of poison damage.
- The material fizzles and burns hot to the touch, dealing fire damage instead of poison damage (though the poison smokes and radiates heat, it does not set materials on fire as with other fire damage effects).
- The material rusts metal, rots flesh, and withers plants, dealing necrotic damage instead of poison damage.
Repel Miasma
At 9th level, you can use scented oils and dried herbs to mix an antidote that provides immunity to airborne ailments. To craft this antidote requires an hour of work and 50 gp worth of materials, and its scents remain potent for 24 hours. Breathing in the antidote's fumes cures airborne poisons, airborne diseases, and stench-related effects, and makes you immune to such effects until the start of your next turn.
Administering the antidote is as simple as taking a Use Item action to stick one's nose near the finished product, but rogues have been known to craft more elaborate delivery systems that deliver the antidote more quickly, such as incense sticks, thuribles, pressurized sprays, or placing the antidote into the beaks of large, bird-like masks.
Balance of Humours
At 13th level, your exposure to toxic materials has made your body develop an immunity to them. You have resistance to poison and acid damage, as well as damage caused by disease.
Homeopathic Killer
At level 17, your alchemical skill is without peer. The poisons you craft deal maximum damage.







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