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Daggermark Poisoner

Daggermark Poisoner CR 7

Source Inner Sea NPC Codex pg. 17
XP 3,200
Gnome rogue (poisoner) 5/Daggermark poisoner 3
LE Small humanoid (gnome)
Init +7; Senses low-light vision; Perception +12

Defense

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

Offense

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)
At will—detect poison (range 5 feet, swift action)
Gnome Spell-Like Abilities (CL 8th)
1/day—dancing lights, ghost sound (DC 11), prestidigitation, speak with animals

Statistics

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, Hallit, Sylvan
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), sassone leaf residue (2 doses), shadow essence (2 doses); Other Gear +1 mithral chain shirt, mwk buckler, +1 rapier, daggers (12), cloak of resistance +1, alchemist’s lab, mwk thieves’ tools, 224 gp

Special Abilities

Combine Poison (Ex) Three times per day, the Daggermark 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.

Master Poisoner (Ex) The Daggermark poisoner’s levels in the Daggermark poisoner prestige class stack with her rogue levels when determining her bonus on Craft (alchemy) checks dealing with poison granted by this ability.

Quick Poisoning (Ex) The Daggermark poisoner can poison a weapon as a move action. She can create poisons with the Craft (alchemy) skill in half the normal amount of time.

Toxic Apothecary (Ex and Sp) The Daggermark poisoner can use detect poison at will (range 5 feet) as a swift action. She gains a bonus equal to half her Daggermark 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.

Toxic Manufactory (Ex) When creating poisons or antitoxins, the Daggermark 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.

Trapster (Ex) The Daggermark 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.

Poison is widely used throughout the Inner Sea and across Golarion, but the Daggermark Poisoners’ Guild produces artists of toxins. The guild is closely allied with the Daggermark Assassins’ Guild, and it’s rumored that the founder killed the last king of Daggermark.