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Plague BringerD&D 3e (3.0/3.5) Rulesby StunsporeThese elite cultists serve Morgion by ensuring the spread of disease throughout the world. Occasionally, they will bring respite to those who suffer from sickness, only to see to it that they help spread ills to those they love. RequirementsRace: Any (at the DM's discretion). Class SkillsThe plague bringer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).
Class FeaturesWeapon and Armor Proficiency: Plague bringers do not gain any additional weapon or armor proficiency, and retain any they had from previous classes. Spells per Day: Plague bringers improve on their spellcasting by +1 to their divine spellcasting progression per level. This does not improve their turning attempts or any other class feature. Poison Use: The plague bringer can apply poison to his weapons without worrying that he will accidentally poison himself. Unholy Disease: Should the plague bringer become infected with a disease, the disease is automatically suppressed and does not harm the plague bringer. The plague bringer can, as a free action, keep the disease harmless to others or make himself infectious. Only one disease per 2 class levels can be suppressed in this manner. If this is exceeded, the plague bringer is cured of that disease instead. He may choose which diseases to retain, and which diseases are cured. Disease Touch: The plague bringer may imbue his natural or unarmed attacks with diseases that live in his body. Regardless how the disease is transmitted, those who are damaged by the plague bringer must make a saving throw (dependent on the type of disease) to avoid becoming infected. The plague bringer can also, as a standard action, apply this to items such as drinks or weapons, but must bleed (take 1 hp of damage), which will then remain infected for 3 rounds. Stronger Disease: The plague bringer makes diseases and poisons more difficult to resist. The base DC is 10 + Con modifier (if positive) + one-half the plague bringer's class level, unless the disease or poison's original DC is higher. The save DC increases by +1 at level 2 and every two levels thereafter, to a maximum of +5 at 10th level. Power of Disease: The plague bringer may penetrate a living creature's immunity to diseases or poisons. The living creature makes a Fort save with a +10 bonus, against the plague bringer's attack. Mask Poison: The plague bringer can imbue potions or water with disease or poison. When used on a potion, the plague bringer must expend XP equal to the normal DC (ignoring the Stronger Disease ability) of the disease or poison. The potion will function normally when consumed, but after a number of rounds equal to the disease or poison's DC, the consumer must make a Fort save, with the DC adjusted as per the Stronger Disease ability. If the consumer fails, he is infected. The DC to identify such potions is the same as that through the Stronger Disease ability. Sickening Aura: The plague bringer exudes an aura that sickens those within a radius equal to 10 feet, plus 1 foot per class level. Living creatures that are not immune to disease must make Fort saves with a DC as per the Stronger Disease ability. Those who are normally immune to disease must make saves as per the Power of Disease ability. The plague bringer can generate this aura as a free action, which can be used multiple times so long as the total does not exceed twice the plague bringer's class level in rounds. Hidden Woe: Any spell or power that attempts to detect disease or poison upon the plague bringer's body will give any result the plague bringer chooses. Greater Power of Disease: The plague bringer is far more advanced in his use of diseases and poisons. Those who are normally immune to the plague bringer's disease or poison must make a Fort save to avoid being infected or poisoned. This ability replaces the Power of Disease ability (which grants those with immunity a Fort save with a +10 bonus). Poison Immunity: The plague bringer has developed a tolerance to poisons and is now immune to them, as well as any poison that the plague bringer has personally made (but he can still be affected by another plague bringer's poison if that plague bringer has the Power of Disease ability). Infectious Aura: The plague bringer can make an aura surrounding him (equal to a radius of 10 feet, plus 1 foot per class level) exude with any one of the diseases that the plague bringer has suppressed. Everyone in the area is subject to infection every round. This ability stacks with Sickening Aura, Greater Power of Disease, and Stronger Disease. The plague bringer can generate this aura as a free action, which can be used multiple times so long as the total does not exceed twice the plague bringer's class level in rounds. Exalting Form: The plague bringer becomes so in touch with diseases that his type changes to vermin. He gains immunity to all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), and gains darkvision to 60 feet. Those plague bringers already possessing darkvision can increase its range by 60 feet. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas
