Path of the Toxicologist

The Path of the Toxicologist instructs the adept alchemist in further concoctions of plague and poison that numb the senses and cause insidious internal damage.

**Requirements**: Chemical Shotgun (Alchemist), Base Course Set

**Path Completion Bonus**: +1 Wisdom

## Core Abilities

**Trained Tolerance**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

*Your work with potions and poisons has accustomed your body to dealing with any substance you put in it.*

Gain +X to Strength checks made for the purpose of Recovery Shock, where X is the number of abilities purchased in the Path of the Toxicologist. When you Rest, decrease your Recovery Shock by an additional +X.

**Tincture of Mixed Blessings**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

When you consume any aqua that has been poisoned, all effects (positive and negative) of the mixture are doubled.

**Mask of the Plague Doctor**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 2

This mask, shaped like a bird beak, can be donned or doffed using 1 Action. While wearing this mask, you are resistant to damage from poisons, toxins, and diseases, but take a -1 penalty to Perception and Charisma.

**Toxicology**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

Gain +3 to all checks made to identify or know about poisons, toxins, and diseases. This ability includes related topics such as toxic plants and creatures. This bonus increases to +6 if you have completed the Path of the Toxicologist.

**Hardened Organs**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

You are resistant to attribute damage.

**Noxious Poison**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 1

*A small vial of tasteless, insidious liquid.*

This dose of aqueous poison applies 1 attribute damage to Strength, Dexterity, Agility, or Perception (chosen when crafted).

**Spirit Poison**

**Prerequisite**: **Noxious Poison**

**Cost**: 500 XP

**Expedited for**: Science

**DC**: 1

*A small vial of tasteless, insidious liquid.*

This dose of aqueous poison applies 1 attribute damage to Charisma or Spirit (chosen when crafted). When crafting, you may increase the DC by 2 to increase the attribute damage by 1.

**Mind Poison**

**Prerequisite**: **Noxious Poison**

**Cost**: 500 XP

**Expedited for**: Science

**DC**: 1

*A small vial of tasteless, insidious liquid.*

This dose of aqueous poison applies 1 attribute damage to Intelligence, Wisdom, or Technology (chosen when crafted). When crafting, you may increase the DC by 2 to increase the attribute damage by 1.

**Deadly Poison**

**Prerequisites**: **Spirit Poison, Mind Poison**

**Cost**: 500 XP

**Expedited for**: Science

**DC**: 3

*A small vial of tasteless, insidious liquid.*

This dose of aqueous poison applies 2 attribute damage to Strength, Dexterity, Agility, or Perception (chosen when crafted). When crafting, you may increase the DC by 3 to increase the attribute damage by 2.

**Professional Poisoner**

**Prerequisite**: **Noxious Poison**

**Cost**: 500 XP

**Expedited for**: Science

**Activation**: Passive

All of your aqueous poisons that deal attribute damage deal +1 attribute damage.

**Anti-Venom Serum**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 8

This dose of aqueous serum completely removes the target's attribute damage for all attributes. Additionally, the target gains the buff *Anti-Venom Serum* until the next Rest: whenever you take attribute damage, take 1 less.

**Needle Dart**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 1

This dart can be thrown as a Thrown Weapon and can hold one dose of any aqua. On a direct hit, the aqua's effect applies directly to the target, in addition to the Thrown Weapon's base damage.

**Chymical Canister**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 4

This attachment for the Chemical Shotgun (Alchemist) can hold 2, 4, 6, or 8 doses of identical aquas. When you fire the Chemical Shotgun with a **Chymical Canister** attached, remove 2 doses of aqua and increase the Chemical Shotgun's Range by 1 meter (making the cone 3 meters long, 2 wide). Targets directly hit suffer 1 dose of the aqua in addition to the Chemical Shotgun's other effects.

**Poisoner's Production**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: Passive

Designs in the Path of the Toxicologist you craft which cost 1 DC produce a second copy for free.

**Miasma Grenade**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 2

When crafted, spend X doses of identical aqueous poisons, up to 4. This Grenade deals Xd6 damage and 0 Blast Damage, has a Blast Radius of X meters, and affected targets must succeed a Strength check versus DL 11 + WIS + X or suffer the effects of half the doses of poisons, rounded up.

**Fumigate**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 1\* Action, 1\* dose of aqueous poison

*You wave your fumigator in the air while covering your face from its effects.*

All adjacent creatures must succeed a Strength check versus DL 11 + WIS or suffer the effects of the poison. When you activate this ability, you may spend an additional Action and dose of poison to increase the radius of effect by 1.

**Alchemical Remix**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 3 Actions, 1 aqueous Consumable

Gain 3 Bluespace to instantly use crafting any poison Design(s) you know in the Path of the Toxicologist. For example, this ability can produce 2 **Mind Poisons** and a **Spirit Poison**. This ability may trigger the effect of **Poisoner's Production**.

**Cleanse Poison**

**Cost**: 400 XP

**Expedited for**: Science

**Activation**: 3 Actions, X DC

You craft a liquid that instantly cures all effects of one poison, toxin, or disease. The DC of this Design is equal to the DC of the poison or half the Level of the creature or challenge that caused the poisonous effect.

**Plagueburner**

**Cost**: 400 XP

**Expedited for**: Science

**DC**: 10

This two-handed Tinkertech weapon deals 2d6 burn damage in cone 3 meters wide and 2 meters long. Against poisonous, toxic, or diseased targets, this weapon instead deals 6d6 burn damage.