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dboxcar
2017-02-15, 03:06 AM
The Plague Doctor
http://s14.postimg.org/7v14kjyu9/Plague_Doctor_Mask.jpg

http://s26.postimg.org/z8ys43jvd/Plague_Doc_table.png
HD: d6
Alignment: Any non-good. Plague doctors’ abilities necessitate apathy and encourage exploitation and malpractice.
Skills: 6 + Intelligence mod per level (×4 at 1st level). A plague doctor’s skills are Bluff (Cha), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Class Features

Weapon and Armor Proficiency: A plague doctor is proficient with simple weapons, the sap, the hand crossbow, and light armor. Light armor does not impede the plague doctor’s spellcasting (but medium or heavier armor and shields do).

Plague Mask (Su): A plague doctor may attune himself to a special type of mask called a “plague mask.” If the plague doctor wishes, he may construct a plague mask from scratch materials (which takes 1 hour); or he may attune himself to a manufactured mask if he prefers. The plague doctor may only be attuned to one plague mask at a time. Attuning to a plague mask requires one hour and may be done while the plague doctor is preparing spells and creating mixtures (see Master of Mixtures, below).
..........In addition to the wearing of his plague mask being a focus for the plague doctor’s spells, any creature wearing the mask gains certain benefits. It gains +5 on Fortitude saves to avoid contracting diseases, and +10 on Fortitude saves vs contracting inhaled diseases, Fortitude saves vs inhaled poisons, and Fortitude save vs fog-like spells and effects (use the larger bonus). Creatures other than the plague doctor may wear the mask and gain its benefits. If the plague doctor attunes himself to a new plague mask, the previous mask immediately loses all supernatural benefits.

Surgical Precision (Ex): When a plague doctor wielding a light melee weapon threatens a creature with that weapon, he may take a swift action to apply surgical precision to his attacks against the creature. The plague doctor makes a Heal check against the creature’s current AC (sans Dexterity, dodge, etc bonuses if appropriate). If he beats the creature’s AC with his Heal check, all melee attacks he makes against the creature with the chosen light weapon this turn deal extra precision damage equal to his plague doctor level (or nonlethal precision damage if the light weapon deals bludgeoning damage). Like Sneak Attack, the plague docotr must be in a position to strike a creature's vitals to deal this precision damage, and creatures immune to other forms of precision damage such as Sneak Attack and critical hits are immune to Surgical Precision.
..........At 3rd level on, Surgical Precision meets prerequisites as if it were Sneak Attack (every 3 points of precision damage = 1d6). Ambush feats may be taken and utilized with this in mind. Surgical Precision does not meet the prerequisites for the Craven feat.

Bedside Manner: When wearing his plague mask, a plague doctor gains extra 0th-level spells equal to ½ his ranks in the Heal skill (rounded down; the mask must be worn during both preparation and casting of the cantrips).

Disease Immunity (Ex): At 2nd level, a plague doctor’s training is complete, and he gains immunity to all mundane diseases. While wearing his plague mask, he also gains immunity to supernatural afflictions.

Master of Mixtures (Su): At 2nd level, a plague doctor can prepare mixtures that only work for him out of materials he has on hand (the DM may determine that in some circumstances it is implausible for the plague doctor to have materials on hand; for example, a plague doctor locked in a prison cell might be able to salvage moss and mold for certain mixtures, but not if the guards have scrubbed the cell clean first). Each day while preparing spells, the plague doctor may craft in the hour anything he could attempt to craft with Craft (alchemy) or Craft (poisonmaking), as if he had raw materials equal to his plague doctor level × 50gp (remember that raw materials must be expended equal to 1/3 the price of materials crafted, or 1/6 for poisons). The plague doctor must succeed on the Craft DC in order to craft the item; a failed check wastes those effective raw materials for the day, but he may take a 10 on this check if he wishes. These mixtures become inert if they are not activated within 1 round per plague doctor level of leaving the plague doctor’s square (they can be used after spending at least 1 round in the plague doctor’s square again). The mixtures spoil the next time the plague doctor crafts additional mixtures in this fashion.

..........At 7th level, the plague doctor can create mixtures that are truly supernatural. The plague doctor counts as having the Brew Potion feat, and gains the following options when using Master of Mixtures; The plague doctor may expend effective raw materials equal to the values on the table below in order to craft potions or oils using Master of Mixtures. The plague doctor may create potions or oils of either a plague doctor spell or a druid spell, but must expend a spell slot for that day of the level of the spell (if the spell is on both the druid and plague doctor list, use the lower level version). There is no craft DC for potions or oils, but the plague doctor cannot expend spell slots for levels of spells they do not normally have access to (so a 9th-level plague doctor can only create up to 3rd-level poisons or oils). A potion or oil may be made of any spell that can affect a target. A target that ingests a potion is affected by the spell as if it were targeted normally by the plague doctor; the same applies to a target that comes into liberal contact with an oil (such as being slathered in it or having it introduced via injury like a poison). As with all creations of Master of Mixtures, the potion or oil becomes inert if it is not activated within 1 round per plague doctor level of leaving the plague doctor’s square, but can be used after spending at least 1 round in the plague doctor’s square again.



Potion or Oil Level
Raw materials using Master of Mixtures



0

12.5 gp



1

25 gp



2

150 gp



3

375 gp



4

700 gp



5

1,125 gp



6

1,650 gp



7

2,275 gp




Spells: A plague doctor casts arcane spells (although the mechanisms by which he retrieves and casts his spells are very similar to the spirit shaman’s divine spells), which are drawn from the plague doctor spell list. To retrieve or cast a spell, a plague doctor must have ranks in the Heal skill equal to at least 2 × the spell level. The Difficulty Class for a saving throw against a plague doctor's spell is 10 + the plague doctor’s ranks in the Heal skill.
..........Like other spellcasters, a plague doctor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day as if his ranks in the Heal skill + 10 was an ability score (see Table 1—1: Ability Modifiers and Bonus Spells, Player’s Handbook pg 8).
..........All a plague doctor’s spells have “plague mask worn” as an added arcane focus component.
..........A plague doctor’s caster level is 0 at 1st level, and from 2nd level onwards equals his plague doctor level. A plague doctor may forgo either the plague mask, somatic, or verbal components of a plague doctor spell if he chooses; spells cast when forgoing a component are cast at -2 caster level (a plague doctor may only forgo one component per spell).
..........Like a sorcerer, a plague doctor knows only a small number of spells. However, each day a plague doctor may change the spells he knows. When a plague doctor meditates to regain his daily allotment of spells (see table below), he contemplates his mystical and scientific understanding of medicine and retrieves knowledge of the specific plague doctor spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up his spells per day for that spell level. For example, a 3rd-level plague doctor can retrieve three 0-level, two 1st-level, and one 2nd-level plague doctor spells. he can cast 0-level spells five times, 1st-level spells four times, and his 2nd-level spell two times in the course of the day. he might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses of any of his 0-level spells.
..........In addition to the spells retrieved each day, a plague doctor always counts as having retrieved the following spells of the levels he can cast:

0th: detect poison, delay disease, delay poison, remove disease.
1st: death knell, gentle repose, remove paralysis, lesser restoration.
2nd: close wounds, contagion, neutralize poison, remove blindness/deafness, spider poison, summon swarm.
3rd: contagious fog, repel vermin.
4th: consumptive field, contagious touch, panacea, restoration, stone to flesh (petrified creature only).
5th: mass contagion, insect plague, plague of rats.
6th: ooze puppet.
7th: greater consumptive field, creeping doom, plague, greater restoration.
..........If a plague doctor knows any metamagic feats, he applies them to his spells when he retrieves his spells for the day. For example, a plague doctor might choose to retrieve an empowered mass whelm by using a 6th-level spell retrieved slot. Any time he uses mass whelm during the ensuing day, he must use a 6th-level spell slot to cast it, and it is always empowered. A plague doctor could use a 4th-level spell slot and a 6th-level spell slot to retrieve mass whelm and empowered flame strike if he wanted to have both spells available to his in a day. A plague doctor cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Plague doctors using metamagic feats do not have an increased casting time as sorcerers do.
..........Plague doctors meditate for their spells, receiving them through their own apathetic expertise. Each plague doctor must choose a time at which he must spend 1 hour each day in meditation to regain his daily allotment of spells. Time spent resting has no effect on whether a plague doctor can prepare spells.

http://s14.postimg.org/g16lssl5t/Spell_table.jpg
Death Blow: A 3rd level cultist gains the Death Blow feat (Complete Adventurer pg 106) even if he does not meet the prerequisites, allowing him to make a coup de grace attack as a standard action instead of a full-round action.

Poison Use (Ex): A plague doctor of 3rd level or higher never accidentally poisons himself when applying poison to a weapon.

Tools of the Trade (Ex): At 5th level, a plague doctor gains a +2 bonus on Craft (alchemy), Craft (poisonmaking), Heal, and Forgery checks. These bonuses increase by 1 for every two levels past 5th (+3 at 7th level, +4 at 9th level, etc).

Poison Focus (Ex): At 6th level, the Fort DCs of all poisons that are acting as the plague doctor’s mixtures increase by 2.

Improved Poison Use (Ex): Starting at 9th level, a plague doctor can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)

Poison Immunity (Ex): At 11th level a plague doctor becomes immune to poisons of all kinds.

Form of Leeches: A 20th-level plague doctor has discovered a method of achieving immortality. Leeches, tapeworms, and other parasites are birthed and empowered within the plague doctor, consuming his body utterly and housing his consciousness and his power. The plague doctor retains his humanoid (or original) shape, but is composed entirely of crawling vermin. He gains the ooze type with the [swarm] subtype, and gains the following qualities:
• The plague doctor becomes blind, but gains blindsight out to 300 feet.
• The plague doctor becomes immune to sleep effects, paralysis, and polymorph effects.
• The plague doctor can no longer be flanked or affected by stunning effects, and is no longer subject to critical hits or precision damage.
• The plague doctor no longer requires sleep.
• The plague doctor is now a swarm of densely packed diminutive creatures. As such he gains a +4 size bonus to AC (though not to attack rolls) and takes only half damage from slashing, piercing, bludgeoning, and force effects. The plague doctor may pass through holes or narrow openings as small as 2 inches in diameter at no penalty. He gains a climb speed equal to half his base speed (and a +8 bonus on Climb checks, as well as being allowed to take 10), and a swim speed equal to his land speed. The plague doctor can remain submerged as long as desired without breathing.
• The plague doctor no longer ages.
• As long as the plague doctor’s “body” is totally covered, he takes no penalty on Disguise checks to disguise himself as a normal member of his previous race.
• The plague doctor can cast contagion at will without preparing or using a spell, using his normal caster level and save DC.
• Discorporation (Ex): As a swift action, a plague doctor may burst apart, separating into his component vermin. These vermin scuttle away, burrow into the ground, sprout wings and fly into the air, or vaporize into tiny spore-like eggs. Unless they are somehow all found and destroyed (very unlikely), the plague doctor reforms at half-health in an area with any vermin whatsoever (even a single spider or fly will do) after 1 day per mile away from the area where the plague doctor discorporated (the DM chooses the exact location, but the plague doctor should reappear in an area with no significant threats in the general vicinity, with an opportunity to adopt at least a rudimentary disguise before being spotted by civilized witnesses). A plague doctor automatically discorporates if slain, unless slain in a fashion that would absolutely obliterate every single one of the vermin he is comprised of (and even then…).



Plague Doctor Spell List
All non-organic material components replaced with strange herbs, unguents, and brews (for example, Tenser’s Transformation uses an herbal brew worth 300 gp). XP components may be replaced with herbal components worth 10 gp per point of XP.
Plague doctors may retrieve and cast corrupt spells, just like a cleric can prepare them.
Underlined spells always count as retrieved and do not count against the plague doctor's retrieved spells per day.


Cure Minor Wounds
Detect Poison
Disrupt Undead
Delay Disease SpC
Delay Poison
Flare
Healthful Rest SpC
Lullaby
Mending
Message
Minor Disguise SpC
Remove Disease
Repair Minor Damage
Touch of Fatigue

Bloodletting CM
Breath of the Jungle SpC
Calm Animals
Critical Strike SpC
Death Knell
Deathwatch
Doom
Gentle Repose
Goodberry
Hide from Undead
Ironguts SpC
Moment of Clarity SpC
Nystul’s Magic Aura
Obscure Object
Obscuring Mist
Pass without Trace
Remove Paralysis
Restoration, Lesser
Serene Visage SpC
Sleep
Spirit Worm SpC
Undetectable Alignment
Whelm PHBII

Animal Trance
Blackrot CM
Blindness/Deafness
Close Wounds SpC
Command Undead
Contagion
Darkvision (self only)
Disguise Undead SpC
Fog Cloud
Ghoul Touch
Glitterdust
Infernal Wound SpC
Make Whole
Malevolent Miasma SpC
Mesmerizing Glare SpC
Neutralize Poison
Protection from Negative Energy
Remove Blindness/Deafness
Remove Curse
Scare
See Invisibility
Shroud of Undeath SpC
Snare
Spider Poison SpC
Summon Swarm
Stabilize SpC
Status
Vertigo PHBII
Warp Wood
Whelming Blast PHBII

Amorphous Form SpC
Caustic Smoke CM
Contagious Fog SpC
Deep Slumber
Diminish Plants
Disrupt Undead, Greater SpC
Fear
Gaseous Form
Halt Undead
Junglerazor SpC
Know Opponent SpC
Mind Poison SpC
Poison
Prickling Torment CM
Repel Vermin
Rusted Blade CM
Stinking Cloud
Toxic Tongue

Animate Dead
Antiplant Shell
Blight
Break Enchantment
Consumptive Field SpC
Contagious Touch SpC
Death Ward
Horrid Sickness CM
Last Breath SpC
Melf’s Slumber Arrows CM
Miasma of Entropy SpC
Panacea SpC
Reincarnate
Restoration
Revenance SpC
Rusting Grasp
Solid Fog
Stoneskin
Stone to Flesh (petrified creature only)
Touch of Years CM
Vecna’s Malevolent Whisper CM
Whelm, Mass PHBII
Wither Limb SpC
Wood Rot SpC

Cloudkill
Contagion, Mass SpC
Cryptwarden’s Grasp CM
Endless Slumber CM
Fabricate (alchemy or poison-making only)
Fever Dream CM
Ghoul Gauntlet SpC
Graymantle SpC
Insect Plague
Memory Rot SpC
Plague of Rats SpC
Raise Dead
Revivify SpC
Touch of Vecna CM

Acid Fog
Antilife Shell
Aura of Terror SpC
Barghest’s Feast SpC
Curse of Lycanthropy SpC
Create Undead
Eyebite
Fleshshiver SpC
Imperious Glare SpC
Ooze Puppet SpC
Overwhelm PHBII
Tenser’s Transformation

Clone
Consumptive Field, Greater SpC
Control Undead
Creeping Doom
Death Ward, Mass
Emerald Flame Fist SpC
Evil Glare SpC
Evil Weather BoVD
Field of Ghouls SpC
Flensing SpC
Hiss of Sleep SpC
Plague PHBII
Regenerate
Restoration, Greater
Resurrection
Simulacrum
Skeletal Guard SpC
Veil of Undeath SpC
Vision
Withering Palm SpC


Alchemical items in Player’s Handbook: http://www.d20srd.org/srd/equipment/goodsAndServices.htm

Craft DCs for alchemical items in the Player’s Handbook: http://www.d20srd.org/srd/skills/craft.htm

Alchemical items in Dungeonscape: https://dnd.rem.uz/3.5%20D%26D%20Books/Dungeonscape.%20An%20Essential%20Guide%20To%20Dung eon%20Adventuring.pdf

Alchemical items from Forgotten Realms: http://www.realmshelps.net/magic/items/alchemy.shtml

Alchemical items and poisons* in the Arms and Equipment Guide: http://seelie.net/garyonwolf/DnD%20Books/Arms%20and%20Equipment%20Guide.pdf
*some poisons may be superseded by those in the Dungeon Master’s Guide

Poisons from the Dungeon Master’s guide, alchemical items, alchemical capsules in Complete Adventurer: https://dnd.rem.uz/3.5%20D%26D%20Books/Complete%20Adventurer.pdf

Kaskus
2017-02-19, 11:28 AM
You reference two different spell lists in the class (Plague Doctor & Cultist). Is this intentional? If so, you may want to make it more explicit as it reads like a copy/paste error currently.

I really like classes that make use of skills and encourage specialization. I like the focus on the Heal Skill you have here.

The pinnacle ability feels a little out of sync with the rest of the class. The class does not appear to do anything related to either vermin or transformation until this point. Also, you say that the PD's body becomes composed of vermin but then say they gain the ooze type?

Without doing math, overall the class feels underwhelming power wise and could probably use some bolstering. After 3rd level, everything they get seems to be just improvements to their existing abilities. Consider adding additional new abilities throughout. If you want to make the pinnacle power make a little more sense, put some sort of leech-based class feature in there. Perhaps you can throw leaches as a weapon that do ongoing damage and store a certain amount of HP that can be used to heal yourself or others. You throw the leaches, let them do their thing and then collect them after combat and put them in a jar (leeches have to be kept in a jar). Then later, you can apply them to yourself or others for minor healing. Then as you level up, you can increase the ongoing damage as well as the healing capacity. Now that I am thinking about it, I may use a similar ability for something on which I am working.

nonsi
2017-02-20, 04:08 AM
You reference two different spell lists in the class (Plague Doctor & Cultist). Is this intentional? If so, you may want to make it more explicit as it reads like a copy/paste error currently.

I really like classes that make use of skills and encourage specialization. I like the focus on the Heal Skill you have here.

The pinnacle ability feels a little out of sync with the rest of the class. The class does not appear to do anything related to either vermin or transformation until this point. Also, you say that the PD's body becomes composed of vermin but then say they gain the ooze type?

Without doing math, overall the class feels underwhelming power wise and could probably use some bolstering. After 3rd level, everything they get seems to be just improvements to their existing abilities. Consider adding additional new abilities throughout. If you want to make the pinnacle power make a little more sense, put some sort of leech-based class feature in there. Perhaps you can throw leaches as a weapon that do ongoing damage and store a certain amount of HP that can be used to heal yourself or others. You throw the leaches, let them do their thing and then collect them after combat and put them in a jar (leeches have to be kept in a jar). Then later, you can apply them to yourself or others for minor healing. Then as you level up, you can increase the ongoing damage as well as the healing capacity. Now that I am thinking about it, I may use a similar ability for something on which I am working.

For starters, I'd spread the benefits of the capstone ability over several levels, starting at 10th (or 12th at the latest).

Amechra
2017-02-20, 05:14 AM
So... what counts as "in position" for Surgical Precision? All in all, I'm not a terribly big fan of the feature - I'd personally prefer to see a Heal-focused Knowledge Devotion effect (AKA you make a DC 15 Heal check, and get bonuses based off how much you beat that by).

Secondly, your use of Heal for the spellcasting is neat, but weird. You're going to have a TON of bonus spells, and you qualify for spells super-easily. You don't actually have to invest more points in Heal (at least as far as Heal is concerned) past 11th level.

Why does Tools of the Trade give bonuses to Forgery?

Form of Leaches comes out of nowhere.