Talona - Fang (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest, Wizard
Bonus Proficiencies 	Alchemy, herbalism
Recommended Proficiencies	Healing
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==Overview==
A fang is a special type of priest who serves Talona, the lady of poisons and diseases. Fangs have a dual nature, where one aspect brings disease and venom to their victims, and another aspect cures diseases and creates poison antidotes. Heal and harm are the two sides of Talona's fangs.
==Description==
Talona is always represented as an old crone with a hideously scarred and tattooed face. Her fangs fare little better, and most of them voluntarily scar their faces, necks, and bare arms. Tattoos are popular as well, especially on the cheeks and foreheads.
Fangs wear a sickly olive-drab, sleeveless overgarment. Most also wear a black wimple that covers their hair and ears, while black leather gloves and a black half-cape are favored accessories. The final touch in a fang's wardrobe is a black iron chain worn around her neck and adorned with a triangular plate that bears the goddess's holy symbol.
Fangs reject all armor except for leather that is dyed a sickly green or black. For weapons, fangs rely on darts, daggers, blowguns, and short swords, since these weapons are better at delivering poison-laced wounds.
==Role-Playing==
Talona is a goddess more feared than worshiped, and her priests use that fear to their advantage. They never make overt threats, but, like poison, they insinuate fear by subtle means. When a fang says something, there are at least two other meanings, each with deadlier implications than the previous one.
Although fangs do not fear combat, they very rarely enter melee. They believe it is better to use poison or disease to do the killing rather than risk their necks and waste energy with so much swordplay.
==Special Abilities==
Fangs get a +4 bonus to all saving throws vs. poison. A fang can also resist the effects of any poisons he is exposed to and double their onset time to possibly give himself time to neutralize it.
A fang can brew poisons and antidotes. A fang must learn one poisoning method from the DUNGEON MASTER® Guide (Injected, Ingested, or Contact). Starting at 3rd level, the fang learns how to brew the first listed poison (and its antidote) of his chosen method. The fang learns how to brew a new poison and antidote every two levels thereafter (two poisons at 5th level, 3 at 7th level, etc.). The poisons are learned in order from the top of the list to the bottom. Once all poisons of one method are known, the fang learns a new method and its poisons.
Fangs are immune to disease, even magical diseases like mummy rot, though they are not immune to lycanthropy. They can cure or cause disease once per week for every three levels of the fang.
==Special Disadvantages==
Fangs do not like normal melee, as they prefer ambushes and backstabs. They get a +1 penalty on initiative rolls and a -1 penalty on attack rolls if forced to fight in standard melee.
Fangs cannot turn undead, and find them disturbing, since poisons cannot hurt them. The melee penalties double when a fang has to fight any undead.