One of the fundamental principles of medicine is to do no harm to the patient. Even xenoalchemists, with their twisted practices, firmly believe that every operation they make is to provide an advantage to the patient. A nosomatic chirurgeon is a xenoalchemist who understands that sometimes the only way to heal is to hurt. They use their xenoalchemical talents to develop and spread diseases in order to promote their agenda. No longer content to work with living flesh, they unleash biological weapons, which some people might deem unethical, in order to secure a future for them and their people.
Requirements: To become a nosomatic chirurgeon you must meet all of the following criteria.
Base Fortitude Save: +3
Grafts: Must have a Disease Incubator graft attached to yourself
Skills: Heal 9 ranks, Knowledge (nature) 9 ranks
Special: Thesis monster class feature
Xenoalchemy: Must be able to attach 2nd level grafts
Hit Die: d6
Skill Points at Each Additional Level: 4 + Int modifier
Class Skills: The nosomatic chirurgeon's class skills (and the key ability for each skill) are Concentration (Con), Craft (all) (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis).
The Nosomatic Chirurgeon
{table=head]
Level|
BAB|
Fort|
Ref|
Will|
Special |
Xenoalchemy
1st|+0|+2|+0|+2|Alpha strain, enhanced virulence|
+1 level of existing grafting class
2nd|+1|+3|+0|+3|Fast infection|
+1 level of existing grafting class
3rd|+2|+3|+1|+3|Multitudinous incubation, thesis monster|
+1 level of existing grafting class
4th|+3|+4|+1|+4|Beta strain|
+1 level of existing grafting class
5th|+3|+4|+1|+4|Targeted mutation, universal vaccine|
+1 level of existing grafting class
6th|+4|+5|+2|+5|Submolecular surgery, thesis monster|
+1 level of existing grafting class
7th|+5|+5|+2|+5|Gamma strain|
+1 level of existing grafting class
8th|+6|+6|+2|+6|Mutagenic rapidity|
+1 level of existing grafting class
9th|+6|+6|+3|+6|Divine plague, thesis monster|
+1 level of existing grafting class
10th|+7|+7|+3|+7|Magical adaptation, omega strain|
+1 level of existing grafting class
[/table]
Class Features
All of the following are class features of the nosomatic chirurgeon.
Weapon and Armour Proficiency: A nosomatic chirurgeon gains no additional weapon or armour proficiencies.
Alpha Strain (Ex): As a nosomatic chirurgeon, you cultivate and carefully manipulate disease to do what you want. Pick one single nonmagical disease that is currently being held in your Disease Incubator graft. This disease becomes your alpha strain, the first disease you will get to alter as you please. You get a number of upgrades equal to your Intelligence modifier, which you can use to modify the existing disease. You may purchase benefits for your strain from the Alpha List. Once modified you cannot change your alpha strain except to apply further benefits as you increase your Intelligence. You can choose to wait to distribute upgrades until a later point if you choose, or even to wait to select a base disease if you don't have one incubated that you want to or can develop. You are always immune to your alpha strain. If your Intelligence later drops you need to remove benefits, in the reverse order they were applied in.
Alpha List
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Compound Disease: Pick an associated ability score to the one your disease would normally damage (physical or mental). The disease now deals an equal amount of damage to each ability score, split evenly between them (roll for damage, and then divide the damage by two).
Extra Damage: The disease now deals an additional die of ability damage, no matter what size. For example, a disease which deals 1d4 Strength damage now deals 2d4 Strength damage. You can purchase this upgrade more than once.
Extra Virulence: The DC for your disease increases by +2. You can purchase this upgrade more than once.
Vector (Ingestion): You can purchase this upgrade to allow your disease to be spread by ingestion. This means that it automatically affects anyone who consumes a contaminated piece of food. You can contaminate a food sample you're touching with a standard action.
Enhanced Virulence (Ex): Your Disease Incubator is working overtime in order to make sure that your strains are continually evolving. The Infection DC for all of your strains is changed to the normal DC for your grafts instead of their base DC.
Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.
Fast Infection (Ex): Your diseases now incubate incredibly fast, mutating rapidly to avoid eradication by the host. Starting at 2nd level the incubation period of each of your strains is reduced to 1/24 the original time, effectively changing every mention of 'day' to 'hour'. For example, a strain based off of filth fever now has an incubation period of 1d3 hours instead of 1d3 days. The aftereffects are similarly reduced, with a new check required every hour instead of every day.
Multitudinous Incubation (Ex): Starting at level 3 you may now incubate a number of diseases in your Disease Incubator up to your class level, although you must find raw samples of each of them in the wild or in a body you examine for graft material. You can identify a disease present in any body (living or dead) with a DC 20 Knowledge (nature) check. Whenever you try to infect someone you may now choose which one of your incubated diseases you want to infect them with.
Thesis Monster (Ex): At 3rd level, 6th level, and 9th level you gain a new thesis monster as described in the xenoalchemist class features.
Beta Strain (Ex): At 4th level you get to develop a new disease of your very own, a beta strain. This beta strain must be based off of a normal nonmagical disease in your Disease Incubator graft. You receive a number of upgrades to this disease equal to 1 + your Intelligence modifier. You may purchase benefits from the Beta List or the Alpha List as you see fit. Otherwise this follows all the same rules as the alpha strain class feature.
Beta List
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Durable: Your disease now requires three successful saving throws in a row in order to shake off instead of two.
Second Stage: Your disease now has a second stage. If the victim fails their initial save against the disease, the disease incubates and they take the regular ability damage. However, their saves from now on are against both the ability damage and a secondary symptom chosen from the following: dazzled, fatigued, or sickened. If the target fails a subsequent roll the symptom lasts until they shake the disease, even if they receive the benefit of another effect which would normally cure the condition. You pick the condition when you first purchase the upgrade, and cannot change it later on.
Upgraded Damage: The die size of your disease's ability damage increases in the following progression: d4, d6, d8, d10, d12, 2d6, 2d8, and so on in that fashion. You can purchase this upgrade more than once.
Vector (Inhaled): Your disease is now spread by inhalation. As a standard action which provokes attacks of opportunity you can attempt to infect all breathing creatures within 5ft. of you. Creatures with scent can be infected from 10ft. away and take a -2 penalty on the saving throw.
Targeted Mutation (Ex): You've learned how to specifically target your diseases to overcome the natural anatomy of a being whose biology you understand deeply.Starting at 5th level, if you have a thesis monster benefit which allows you to overcome an immunity to precision damage against a certain type of monster you can now have your diseases target them even if they would normally have immunity to disease by virtue of their type.
Universal Vaccine (Ex): Thanks to your tireless research into disease, you've figured out a way to protect those you care about when you decide to initate a doomsday plague. Beginning at level 5, with an hour's effort and 100 gp in materials you can prepare a universal vaccine. This will protect someone permanently from all diseases, mundane or supernatural in nature. Once administered, however, this effect cannot be removed by any effect short of a
wish or similar magic. You cannot administer the vaccine to yourself unless you wish to lose all of your other class features, since this vaccine would prevent you from being able to incubate diseases inside your body. This vaccine requires an hour to prepare, but can be administered as a standard action which provokes attacks of opportunity. If the target is unwilling, a melee touch attack is required to apply it.
Submolecular Surgery (Ex): As an expert in viruses and medicine you can create a disease which can alter someone from the inside out. Starting at 6th level, whenever you would normally attach a graft you can instead infect the target with a special custom disease which causes their body to alter on its own, growing the graft for you. This has several effects:
• You no longer need to make a Concentration check to operate on yourself.
• The Heal check to perform surgery is replaced with a Knowledge (nature) check.
• The time required to attach a graft is reduced to only a single hour, no matter what level graft.
• Grafts attached in this way continually update themselves to your new xenoalchemy level, without requiring postop procedures.
• If a graft made in this way is cut off or removed it will grow back within an hour unless a new graft is attached instead.
• Multiple grafts can be made out of the same monstrous source material.
• Finally, anyone immune to disease cannot be operated on in this way.
Gamma Strain (Ex): At 7th level you get to develop a new disease of your very own, a gamma strain. This gamma strain must be based off of a normal nonmagical disease in your Disease Incubator graft. You receive a number of upgrades to this disease equal to 2 + your Intelligence modifier. You may purchase benefits from the Gamma List or any lower List as you see fit. Otherwise this follows all the same rules as the alpha strain class feature.
Gamma List
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Divine Immunity: Your diseases are now impossible to get ride of with a remove disease effect.
Full Impact: Your disease must have the compound disease benefit to purchase this upgrade. It now deals its full ability damage to both ability scores targeted.
Tertiary Stage: Your disease must have a second stage already to purchase this upgrade. It now has a third stage which becomes active after the third failed saving throw (the second stage still activates after the second failed save). This works like the second stage upgrade, but you can choose from the following list of conditions: blinded, confused, deafened, or exhausted.
Vector (Injury): As a swift action you can infect all of your natural weapons with your disease. The next successful attack you make with each of them attempts to infect the target.
Mutagenic Rapidity (Ex): Starting at 8th level, your diseases spread out of control. The incubation time for each of your strains is further reduced by 1/60 of their current incubation period, effectively changing each mention of 'hour' to 'minute'. For example, a strain based off of red ache now has an incubation period of only 1d3 minutes instead of 1d3 hours. The aftereffects are similarly reduced, with a new check required every minute instead of every hour.
Divine Plague (Ex): Beginning at 9th level, your diseases automatically overcome anything with the divine health ability which would normally protect it from disease.
Magical Adaptation (Su): At the height of your abilities your diseases transcend mere genetics. All of your strains are now supernatural diseases, and are thus immune to many of the normal ways you would treat disease.
Omega Strain: The omega strain is your final masterpiece, a disease that has the potential to shake the world. At 10th level you get to develop a new disease of your very own, an omega strain. This omega strain must be based off of a normal magical or mundane disease in your Disease Incubator graft. You receive a number of upgrades to this disease equal to 3 + your Intelligence modifier. You may purchase benefits from the Omega List or any lower List as you see fit. Otherwise this follows all the same rules as the alpha strain class feature.
Omega List
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Massive Damage: Double the ability damage your disease does after rolling all dice involved. The ability damage can now no longer be restored until the disease is shaken.
Terminal Stage: Your disease must have a third stage already. It gains a fourth stage which becomes active after four failed saving throws. This works like the second stage upgrade, but you can pick from either straight up death, paralyzation, or petrification.
Unlucky Fever: The first successful Fortitude save rolled against your disease must now be rerolled. In addition, natural 20s no longer automatically succeed on saving throws against it.
Vector (Contact): Your disease is now spread by contact. Any creature who comes in contact with you in any way is infected with your disease.