Jesus_marley
First Post
While reading the post for the Accursed PrC, it gave me an idea for a PrC of my own...
The Afflicted
Disease is a normal and natural part of life. People get sick. Sometimes they live, sometimes they die. Those that live are stronger for the experience. The Afflicted have taken this to the extreme. The afflicted believe that it is through disease and suffering that the secrets of life and death can be found. By willingly becoming carriers of disease they enter a crucible that winnows out the weak and unworthy. The way of the Afflicted is not an easy road to travel, those who choose this path do not do so lightly; many who choose to follow this path do not survive. The few that do live through the ravages of this path are a testament to the true strength of the body.
Hit Die: d8
Prerequisites: Alignment - Any Non-good. Base Fort. save +5. Must have been afflicted with a disease.
Class Skills: Concentration (con), Craft (int), Disable Device (int), Escape Artist (dex), Hide (dex), Intimidate (cha), Jump (str), Knowledge (arcana, dungeoneering, history, local) (int), Listen (wis), Profession (wis), Search (int), Sense Motive (wis), Sleight of Hand (dex), Spellcraft (int), Spot (wis), Survival (wis), Swim (str). Skill points per level: 3 + (normal) int bonus.
Base Attack: Medium (as cleric)
Good Saves: Fort and Will
Poor Saves: Ref
Level---Special Abilities
1---Affliction I
2---Detect Disease,Affliction II
3---Cause disease(1/day), Affliction III
4---Plague Wind(1/day), Affliction IV
5---Disease immunity, Cure disease (3/week), Cause Disease (3/day), Plague wind (2/day)
CLASS FEATURES
Weapon and Armor Proficiencies: An afflicted gains no new proficiencies.
Affliction I (Su): The Afflicted is struck with a disease that reduces his strength, contitution and dexterity by 1 point each. This disease cannot be cured in any way. Stats cannot be reduced any further by disease however. The affliction cannot reduce a stat below 3. Other effects can still reduce stats normally.
Detect Disease (Su): The afflicted is able to detect disease at will in an individual. By spending a full minute examining a subject, an Afflicted can not only sense whether someone is diseased, but they can even tell what disease the person has.
Affliction II (Su): The afflicted begins to feel the strength of their affliction, Strength, Con, and Dex are at -2; Chr and wis are at -1.
Cause Disease (Sp): 1/day an Afflicted can cause disease on an enemy with a touch or a successful melee. If the afflicted chooses to attempt this as part of an attack, the cause disease and the attack together are a single standard action. The victim receives a Fort save, DC 17 + Con bonus, to resist this effect.
Affliction III (Su): The afflicted's disease truly takes hold at this stage, Strength, Con, and Dex are at -4; Chr and wis are at -3.
Plague Wind (Su): 1/day the Afflicted is able to breath out a cloud of virulence that infects anyone caught in it with a ravaging disease. The victim receives a Fort save DC 22 + Con bonus. The cloud is cone shaped and is 30' long and 10' wide at the far end.
Affliction IV: (Su): The disease is now at full strength. The afflicted is at -5 on all stats except Int and Con. Constitution is reduced to 3.
Disease Immunity(Su): The Afflicted has survived the ravages of their willful affliction. As a result, all Stats return to normal and the Afflicted is now immune to all diseases both magical and mundane.
Cure Disease (Ex or Su): The Afflicted has gained a rare insight into the nature of disease. As a result, the Afflicted is able to cure disease as a Paladin of the same class level 3/week.
Cause disease (Sp): The Afflicted can Cause Disease 3/day. The DC to resist is increased to 20 +chr Modifier.
Plague Wind (Su): The Afflicted can now use Plague wind 2/day. The DC to resist is increased to 25 + chr Modifier.
Edit: Admittedly, this is not something that a character would enter into lightly... this is primarily a "flavour" PrC. I thought it would be neat to come up with something that as you went up in levels would provide a greater and greater challenge to the player with a nice payoff at the end...
The Afflicted
Disease is a normal and natural part of life. People get sick. Sometimes they live, sometimes they die. Those that live are stronger for the experience. The Afflicted have taken this to the extreme. The afflicted believe that it is through disease and suffering that the secrets of life and death can be found. By willingly becoming carriers of disease they enter a crucible that winnows out the weak and unworthy. The way of the Afflicted is not an easy road to travel, those who choose this path do not do so lightly; many who choose to follow this path do not survive. The few that do live through the ravages of this path are a testament to the true strength of the body.
Hit Die: d8
Prerequisites: Alignment - Any Non-good. Base Fort. save +5. Must have been afflicted with a disease.
Class Skills: Concentration (con), Craft (int), Disable Device (int), Escape Artist (dex), Hide (dex), Intimidate (cha), Jump (str), Knowledge (arcana, dungeoneering, history, local) (int), Listen (wis), Profession (wis), Search (int), Sense Motive (wis), Sleight of Hand (dex), Spellcraft (int), Spot (wis), Survival (wis), Swim (str). Skill points per level: 3 + (normal) int bonus.
Base Attack: Medium (as cleric)
Good Saves: Fort and Will
Poor Saves: Ref
Level---Special Abilities
1---Affliction I
2---Detect Disease,Affliction II
3---Cause disease(1/day), Affliction III
4---Plague Wind(1/day), Affliction IV
5---Disease immunity, Cure disease (3/week), Cause Disease (3/day), Plague wind (2/day)
CLASS FEATURES
Weapon and Armor Proficiencies: An afflicted gains no new proficiencies.
Affliction I (Su): The Afflicted is struck with a disease that reduces his strength, contitution and dexterity by 1 point each. This disease cannot be cured in any way. Stats cannot be reduced any further by disease however. The affliction cannot reduce a stat below 3. Other effects can still reduce stats normally.
Detect Disease (Su): The afflicted is able to detect disease at will in an individual. By spending a full minute examining a subject, an Afflicted can not only sense whether someone is diseased, but they can even tell what disease the person has.
Affliction II (Su): The afflicted begins to feel the strength of their affliction, Strength, Con, and Dex are at -2; Chr and wis are at -1.
Cause Disease (Sp): 1/day an Afflicted can cause disease on an enemy with a touch or a successful melee. If the afflicted chooses to attempt this as part of an attack, the cause disease and the attack together are a single standard action. The victim receives a Fort save, DC 17 + Con bonus, to resist this effect.
Affliction III (Su): The afflicted's disease truly takes hold at this stage, Strength, Con, and Dex are at -4; Chr and wis are at -3.
Plague Wind (Su): 1/day the Afflicted is able to breath out a cloud of virulence that infects anyone caught in it with a ravaging disease. The victim receives a Fort save DC 22 + Con bonus. The cloud is cone shaped and is 30' long and 10' wide at the far end.
Affliction IV: (Su): The disease is now at full strength. The afflicted is at -5 on all stats except Int and Con. Constitution is reduced to 3.
Disease Immunity(Su): The Afflicted has survived the ravages of their willful affliction. As a result, all Stats return to normal and the Afflicted is now immune to all diseases both magical and mundane.
Cure Disease (Ex or Su): The Afflicted has gained a rare insight into the nature of disease. As a result, the Afflicted is able to cure disease as a Paladin of the same class level 3/week.
Cause disease (Sp): The Afflicted can Cause Disease 3/day. The DC to resist is increased to 20 +chr Modifier.
Plague Wind (Su): The Afflicted can now use Plague wind 2/day. The DC to resist is increased to 25 + chr Modifier.
Edit: Admittedly, this is not something that a character would enter into lightly... this is primarily a "flavour" PrC. I thought it would be neat to come up with something that as you went up in levels would provide a greater and greater challenge to the player with a nice payoff at the end...
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