PDA

View Full Version : The Plaguebearer (PrC, PEACH)



Sedgewood
2015-02-14, 01:54 PM
The Plaguebearer

"What doesn't kill you can only make you stronger... but I wouldn't worry about that if I were you. I'm definitely going to kill you."
- Marin Hollowthorn, a plaguebearer.

BECOMING A PLAGUEBEARER
Plaguebearers often begin their adventuring careers as rangers or druids, and most view disease as a natural and necessary means of eliminating those who are weak and unworthy. They commonly spend their time seeking out ever more exotic and powerful diseases to infect themselves with, much like a wizard would seek out new sources of spells.

Many plaguebearers are loners who shun the company of others whom they look down upon, but some with darker ambitions form loosely knit organizations that actively oppose groups who would heal and offer succor to the sick. It is not uncommon for those in the latter group to pose as victims of the very plagues they unleash as a means to infiltrate temples and other places of healing.

ENTRY REQUIREMENTS
Alignment: Any non-good.
Base Attack Bonus: +5
Base Save Bonus: Fortitude +4
Spells: Able to cast 1st-level divine spells.
Feats: Great Fortitude
Special: Must have recovered from a disease without magical intervention.

Class Skills
The Plaguebearer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Disguise (Cha), Intimidate (Cha), Knowledge (nature) (Int), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.
Hit Dice: d8


LevelBABFortRefWillSpecialSpells per Day
1st+0+2+0+0Disease Suppression, Sickening Touch-
2nd+1+3+0+0Accelerate Infection+1 level of existing divine spellcasting class
3rd+2+3+1+1Contaminated Weapon-
4th+3+4+1+1Waves of Nausea 1/day+1 level of existing divine spellcasting class
5th+3+4+1+1Tainted Breath-
6th+4+5+2+2Fevered Memory+1 level of existing divine spellcasting class
7th+5+5+2+2Disease Mastery-
8th+6+6+2+2Waves of Nausea 2/day+1 level of existing divine spellcasting class
9th+6+6+3+3Plagueborn Resilience-
10th+7+7+3+3Terminal Illness+1 level of existing divine spellcasting class


Class Features
All of the following are Class Features of the plaguebearer prestige class.

Weapon and Armor Proficiency: Plaguebearers gain no proficiency with any weapon or armor.

Spells per Day: At 2nd level, and at every other level thereafter, the character gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before becoming a plaguebearer. If a character had more than one divine spellcasting class before becoming a plaguebearer, he must decide to which class he adds the new level for purposes of determining caster level and spells per day.

Disease Suppression (Ex): A plaguebearer has the ability to carry diseases within his body unharmed and to use them as weapons against his enemies. Whenever the plaguebearer would roll a saving throw against disease, he may choose whether or not the save succeeds.

At any time, the plaguebearer can cause a disease within his system to become active. A disease activated in this way can never kill the plaguebearer or reduce his ability scores lower than 1, but otherwise progresses as normal for that disease. If the plaguebearer makes enough consecutive saves to recover from the disease, it becomes dormant until the plaguebearer wishes to activate it again.

Should a magical spell or effect attempt to remove a disease the plaguebearer carries, he is entitled to a Fortitude save to resist the spell as if it were harmful.

Sickening Touch (Ex): At 1st level, the plaguebearer can weaken his enemies with a touch. If the plaguebearer succeeds on a melee touch attack, the target must make a Fortitude save (DC 10 + plaguebearer level + Con modifier) or be sickened for 1 minute per plaguebearer level. In addition, the plaguebearer can attempt to infect the target with any disease he carries that can be transmitted by contact. Roll a separate Fortitude save at the same DC for the disease effect. If the save fails, the target contracts the disease with no incubation period.

A plaguebearer can use this ability a number of times per day equal to his plaguebearer level + his Constitution modifier.

Accelerate Infection (Su): A 2nd level plaguebearer can increase the rate at which his enemies take damage from disease. As a standard action, the plaguebearer chooses a target within 30 feet that has been infected with a disease he carries. The target must make an immediate Fortitude save (use the DC specific for that disease) or take additional damage. This may cause the target to recover from the disease if they have rolled enough consecutive saves, as normal for that disease. At 6th level, the plaguebearer can use this ability as a move action instead of a standard action. At 10th level, the plaguebearer can use the ability as a swift action. This ability affects only one disease per target, and can be used at most once per round.

Contaminated Weapon (Ex): A 3rd level plaguebearer gains the ability to channel disease through his weapons. The plaguebearer must declare he is using this ability, and then make a melee attack roll. If the attack hits and deals damage, the target must roll a Fortitude save (DC 10 + plaguebearer level + Con modifier) or be sickened for 1 minute per plaguebearer level. In addition, the plaguebearer can attempt to infect the target with any disease he carries that can be transmitted by injury. This ability counts as a use of Sickening Touch.

Waves of Nausea (Su): In his pursuit of mastery over his own body, the plaguebearer has learned how to have an unsettling effect on those around him. All living creatures in a 30-foot cone must make a Fortitude save (DC 10 + plaguebearer level + Con modifier) or become nauseated for 1d4 + 1 rounds. Creatures that lack a discernable anatomy (such as oozes and plants) are not affected by Waves of Nausea. A plaguebearer can use this ability once per day starting at level 4, and twice per day at level 8.

Tainted Breath (Ex): At 5th level, a plaguebearer gains the ability to exhale a 15-foot cone of sickly vapors. All living creatures in the area of effect must make a saving throw (DC 10 + plaguebearer level + Con modifier) or become sickened for 1 minute per plaguebearer level. In addition, the plaguebearer can attempt to infect those creatures with any disease he carries that can be transmitted by inhalation or ingestion. Creatures that do not breathe are immune to the effects of Tainted Breath, but holding one's breath is not sufficient to prevent exposure. This ability counts as a use of Sickening Touch.

Fevered Memory (Ex): The diseases a plaguebearer carries with him have become an integral part of his being, and are never truly lost. Beginning at 6th level, the plaguebearer can attempt to restore diseases that have been lost to him by rolling a Concentration check. The plaguebearer immediately regains any diseases he has previously been exposed to with a DC less than or equal to the result of his roll.

Disease Mastery (Ex): At 7th level, the plaguebearer can use his Sickening Touch, Contaminated Weapon, and Tainted Breath abilities to spread diseases he carries regardless of the usual method of infection for that disease. For example, he could use his Tainted Breath ability to transmit a disease that normally requires contact.

Plagueborn Resilience (Ex): A 9th level plaguebearer gains immunity to magical and supernatural diseases. He no longer automatically fails a Fortitude save on a roll of 1.

Terminal Illness (Su): A 10th level plaguebearer has the ability to twist a disease into something far deadlier. Once per day as a full round action, the plaguebearer can focus his energy on one creature within 30 feet that has been infected with a disease he carries. The target must make a Fortitude save (DC 10 + plaguebearer level + Con modifier) or die. A creature that makes its save recovers from that disease, but becomes exhausted from the strain of fighting off the illness.