Plague doctors are servants of the state, often unwillingly thrown or willfully stepping into this role without any previous experience in healing or medicine. They are most often sent to lands most affected by sickness and disease, and devastated by plague and death so as to offer what aid they can. It is here they grow in skill and reputation to the point where they become respected and feared by all that see them. With such experiences comes the knowledge and understanding of both healing and disease. With such knowledge, plague doctors learn how to bottle diseases and employ them as weapons of fear and terror with great effect. Many also gain reputable skills in necromancy to complement their use of alchemy. As the symbol of their station, all plague doctors wear a special white mask in the shape of a crow’s beak and black robes that fully cover them from head to foot. These items are meant to protect them from sickness and disease as they go about their duties. Often, they may find themselves in need to hunt down those who willingly or knowingly spread contagions beyond their immediate lands. Though often accused of being selfish money seekers, there are those plague doctors that honestly seek to help others and see too their duties without fear. Yet many plague doctors are not against tricking the rich or desperate, offering words of comfort when there are none and taking large sums of money for their troubles. (Original Concept by JonathonWilder)
Primary Class: Alchemist.
Secondary Class: Inquisitor.
Hit Dice: d8.
Bonus Skills and Ranks: The plague doctor selects three inquisitor skills to add to his class skills in addition to the normal alchemist class skills. The plague doctor gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The plague doctor is proficient with all simple weapons. He is also proficient with light armor, but not with shields.
Extracts: A plague doctor adds the following spells to his formulae list, at the indicated formulae levels: 1st—bane, diagnose disease, interrogation, lock gaze, remove fear, remove sickness, sanctuary, sanctify corpse, tireless pursuit; 2nd—castigate, confess, death knell, delay pain, howling agony, soothing word; 3rd—blood biography, eldritch fever, fester, terrible remorse; 4th—fear, interrogation (greater), judgment light, leashed shackles, tireless pursuers; 5th—castigate (mass), divine pursuit; 6th—cleanse, fester (mass), repulsion.
Diagnose Disease (Su): At will, a plague doctor can use diagnose disease, as the spell. A plague doctor can, as a move action, concentrate on a single creature, object, or area within 60 feet and determine if it carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, the plague doctor knows what disease it is and its effects. If the target is a creature, he gains a bonus on Heal checks to treat the creature’s disease equal to his plague doctor level. While focusing on one creature, object, or area, the plague doctor does not diagnose disease in any other creature, object, or area within range. This ability can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. This ability replaces brew potion.
Plague Vial (Su): At 1st level, a plague doctor can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague doctor can only maintain 1 plague vial at a time—if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague doctor's possession becomes inert until a plague doctor picks it up again.
It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague doctor's blood, sweat, tears, and other bodily fluids for 10 minutes per class level. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC 10 + 1/2 the plague doctor's level + the plague doctor's Intelligence modifier) or become sickened for 1 round per plague doctor level. The plague doctor is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack.
As a standard action, the plague doctor can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf's resistance to poison does not apply).
Anyone other than a plague doctor (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery, he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague doctor can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen.
All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery applies to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect. This ability replaces mutagen.
Disease Resistance (Ex): At 2nd level, a plague doctor gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 10th level, a plague doctor becomes completely immune to disease (including magical diseases). This ability replaces all increments of poison resistance and poison immunity.
Disease Use (Ex): At 2nd level, a plague doctor can apply filth from garbage, a sewer, a city street, a polluted area, or long-unwashed clothing or fur to a weapon as a standard action. Doing so causes the weapon to inflict filth fever on its next strike. The plague doctor does not risk exposure to this disease unless he is damaged by the weapon. After a successful attack with the weapon, the filth is dispersed and must be reapplied. This ability replaces poison use.
Swift Contamination (Ex): At 6th level, a plague doctor can apply filth or disease to a weapon as a swift action. This ability replaces swift poisoning.
Improved Plague Vial (Su): At 8th level, a plague doctor must select improved plague vial as his 8th level discovery.
Persistent Plague Vial (Su): This is exactly like the alchemist’s persistent mutagen ability, except that it applies to his plague vial instead.
Greater Plague Vial (Su): At 16th level, a plague doctor must select greater plague vial as his 16th level discovery.
Physician’s Touch (Su): At 20th level, a plague doctor must select either antiplague touch or plague touch as his 20th level grand discovery.
The following new discoveries are restricted to the Plague Doctor multiclass archetype.
Antiplague Touch (Su)
Prerequisite: Grand discovery
Benefit: The plague doctor gains a touch that removes all manner of disease (including magical diseases, but not curses), as if under the effects of a remove disease spell. He can suppress or activate this ability as a free action. The physical appearance of how the plague doctor generates and delivers his curative touch varies from plague doctor to plague doctor .
Exhaustion Bomb (Su)
Prerequisite: Plague doctor 6, smoke bomb discovery
Benefit:The effects of the smoke created by a plague doctor’s bombduplicates the effects of ray of exhaustion instead of fog cloud, filling an area equal to twice the bomb’s splash area for 1 round per level.
Greater Judgment Bomb (Su)
Prerequisite: Plague doctor 18, judgment bomb
Benefit: Whenever the plague doctor uses a judgment bomb, he selects three different judgments, instead of one. This only consumes one use of her bomb ability. Alternatively, when the plague doctor uses a judgment bomb, he can select one type of judgment. He is treated as if he were 5 levels higher for the purposes of determining the bonus granted by this judgment bomb. Only one judgment can be active when using ta greater judgment bomb in this way.
Greater Plague Vial (Su)
Prerequisite: Plague doctor 16, improved plague vial, plague vial class feature
Benefit: The plague doctor’s plague vial duplicates the effects of greater contagion, in addition to its normal effect.
Improved Plague Vial (Su)
Prerequisite: Alchemist 8, plague vial class feature
Benefit: The plague doctor’s plague vial duplicates the effects of contagion, in addition to its normal effect.
Judgment Bomb (Su)
Prerequisite: Plague doctor 2
Benefit: The plague doctor’s bombs are infused with divine judgment. When the bomb is created, the plague doctor chooses one of the following inquisitor’s judgments: destruction, justice, or smiting. The bomb is then infused with divine energy, granting the bomb the effects of the chosen judgment. For example, a plague doctor that infuses a bomb with the destruction judgment gains a +1 sacred (or profane) bonus on his damage roll, +1 for every three plague doctor levels he possesses. At 10th level, whenever a plague doctor uses her judgment bombs, he selects two different judgments, instead of one. This only consumes one use of her bomb ability.
Plague Touch (Su)
Prerequisite: Grand discovery
Benefit: The plague doctor gains a disease touch, as if under the effects of a contagion spell. He can suppress or activate this ability as a free action. The physical appearance of how the plague doctor generates and delivers his infectious touch varies from plague doctor to plague doctor .
Purifying Bomb (Su)
Prerequisite: Plague doctor 10, smoke bomb discovery
Benefit: The effects of the smoke created by a plague doctor’s bombduplicates the effects of remove disease instead of fog cloud, filling an area equal to twice the bomb’s splash area for 1 round per level. In addition, the smoke of a purifying bomb renders the effects of any creature with the disease special ability inert (such as dire rats, otyughs, or plague zombies) while within the cloud.
Scare Bomb (Su)
Prerequisite: Plague doctor 6, smoke bomb discovery
Benefit: The effects of the smoke created by a plague doctor’s bombduplicates the effects of scare instead of fog cloud, filling an area equal to twice the bomb’s splash area for 1 round per level.
Terror Bomb (Su)
Prerequisite: Plague doctor 12
Benefit: The plague doctor’s bombs subject the target’s conscious mind to its most horrible fears imaginable. A creature that takes a direct hit from a terror bomb takes damage from the bomb and is under the effect of a phantasmal killer spell for 1 round per caster level of the plague doctor. Reduce the amount of normal damage dealt by the bomb by 4d6 (so a bomb that would normally deal 6d6+4 points of damage deals 2d6+4 points of damage instead).
Table: Plague Doctor