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{table=head]Toxin Name|Incubation Period|Duration|Effect Interval|Creation Cost|Craft DC Blackwing Rot|1 round|3 rounds|1 round|1,450 gp|36 Mutagenic Pestilence|None|Instant|Special|1,500 gp|37 Scythe Virus Alpha|1 round|1day|Special|1,750 gp|38[/table] Blackwing Rot: The target of this toxin is filled with a joint-seeking corrosion, though the joint in question depends on the place of injection. On the first failed save the target's skin begins to blacken as they are filled with an internal corruption, dealing 1d6 Constitution damage. On a second failed save the corruption is intensified and localized, focusing on a single major joint; in addition to taking another 1d6 Constitution damage, one of the creature's limbs rots away from the inside, bone and flesh alike turning into a foul sludge. Roll 1d4 to determine which of the target's limbs (left and right arms, left and right legs) is destroyed. If the target has more than four limbs, use an appropriately higher-sided die, though a very large number of limbs may mean that the target is not notably inconvenienced by this effect of the toxin. If the victim loses a leg, their base speed is reduced to 5 feet, and always provokes attacks of opportunity for any movement made. If the victim fails a third consecutive save, the corruption shoots through their body, dissolving organs, bone, and flesh with equal impunity, reducing the victim's entire body to a pile of sludge. Mutagenic Pestilence: This toxin functions as an advanced strain of mutagenic catalyser, except that in addition to its normal effects, the mutagenic pestilence toxim mimics the toxin to which it was attached. When Mutagenic Pestilence activates the target is subjected to the origional toxin again as well as the new, secondary toxin. Scythe Virus Alpha: A more sophisticated version of the prototype scythe virus, this potent concoction also has a delayed effect, but is even more virulent than its predecessor. Unlike the prototype, a victim of this toxin shows no more symptoms of infection than a slight fever and a sniffle, less even than a common cold. The toxin has no immediate effect, instead building in the victim's body for a full day. Any creature that touches the victim in this time is instantly subjected to the effects of the toxin; these secondary victims make their own save against the toxin, and if they fail they continue the cycle. Unlike the prototype, others may also be infected by breathing the same air as the victim in an enclosed space, or eating after them. After one day, the true power of the toxin takes effect, ripping through the immune system of the host with massive virulence, dealing 3d6 Constitution damage. The alpha scythe virus, while more powerful than it's prototype, shares one key flaw of the former's design, carrying with it the inability to reduce a creature's Constitution below 1.

{table=head]Toxin Name|Incubation Period|Duration|Effect Interval|Creation Cost|Craft DC Blinding Rage|1 round|3 rounds|1 round|225gp|26 Madness Fugue|1 round|1 minute|2 rounds|200 gp|24 Mutagenic Venom|None|Instant|Special|150 gp|24 Spitting Boils|1 round|1 minute|2 rounds|200 gp|24 Wasted Limbs|1 round|3 minutes|1 minute|225 gp|26[/table] Blinding Rage: It is surprisingly simple to force a creature to experience indiscriminate rage with the proper serum. Blinding rage does just that, overstimulating the portion of an afflicted creature's mind that feels anger, while numbing every other emotion away to nearly nothing. Each round that this toxin remains in effect, the afflicted creature mindlessly attacks the nearest creature to the best of its ability, full-attacking if possible, or charging if not; if neither of these options are available, the creature moves as fast as it is able until it can make attacks through whatever means it possesses. Madness Fugue: Similarly to the blinding rage toxin, madness fugue numbs away all reason and thought from an afflicted creature, causing it to act wildly. Each time the afflicted creature fails a save against this toxin, it is confused (as the spell) for two rounds. Mutagenic Venom: An exceptionally subtle toxin, this serum is incomplete on its own. As part of the creation process, the Plague Doctor mixes in a poison of his choice of any type, including inhaled poisons. This combined serum is then mixed into another of his toxins, to create a single dose of a double-layered toxin. While combined with the second toxin, mutagenic venom lies completely inert. Once the toxin to which it is attached is finished, whether by running its course, being overcome by the victim's body, or removed by a remove disease spell or similar, mutagenic venom flares to life, instantly subjecting the victim to the effects of the attached poison. Mutagenic venom is not removed by an initial application of remove disease , heal , or similar magic, only the toxin to which it is attached. A wish or miracle spell can remove both mutagenic venom and the toxin to which it is attached without triggering the effects of mutagenic venom, however. The poison mixed into the mutagenic venom uses either its normal save or that of the mutagenic venom, whichever is higher. Spitting Boils: A gruesomely effective toxin, spitting boils causes palm-sized pustules to erupt across the afflicted creature's entire body, which spurt jets of toxin-laced pus at irregular intervals. Each time the afflicted creature fails its save, it takes 1d4 Constitution damage and the boils across its body erupt immediately and at the beginning of the next round, infecting all creatures within 10 feet of the victim unless they succeed on a Reflex save at the same DC as the toxin. A creature infected with spitting boils cannot be infected again while the toxin remains active, though it may be infected again after the disease has run its course. Wasted Limbs: Brutally effective against those who rely on physical might to accomplish their goals, this toxin both dissolves muscle and wearies the body at the same time. Each round that the victim succumbs to this toxin, it takes 1d6 strength damage. If the victim fails a second save or more in a row, it is exhausted for one round in addition to taking the strength damage.

Spoiler

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Anatomy

Every body has its weak points, even those made of metal or without working organs. A cut wire here, a slashed tendon there... in the hands of a master, it really amounts to the same thing in the end.



You gain the ability to apply Surgical Precision damage to constructs, plants, and undead, though the base dice are reduced to d4s. Additionally, you may ignore the effect of light fortification on your foes, and halve the effect of medium and heavy fortification against your attacks.



Anatomy, advanced

Prerequisites: Plague Doctor level 5th, Anatomy

Further study into the makeup of creatures has revealed surprising secrets. Everything has a critical component, even those previously thought to be comprised of gel or pure liquid fire.



You gain the ability to apply Surgical Precision damage to elementals and oozes, though the base dice are reduced to d4s. Additionally, you may ignore the effect of medium fortification and quarter the effect of heavy fortification against your attacks.



Biology

Prerequisites: Plague Doctor level 5th

"If it can bleed, even if it bleeds sap or trickles of pure evil, you can work with that. It takes some tinkering, but in the end, everything can be compared to your own body in one way or another."



You gain the ability to bypass any immunity to poison or disease that comes from a creature's type or race, with the exception of constructs and undead. Creatures with a racial bonus to saves against poison or disease do not gain this bonus against your poisons or diseases.



Combat Medic

The first rule of battlefield triage: attend to the most injured whom you can save first, then move on to those with lesser injuries after. Only when the last stitch has been knotted off, the last burn slathered with salve, do you allow yourself to mourn for those that you could not save.



As a standard action, you may touch an ally and make a Heal check. You heal a number of hitpoints equal to your Heal check -10, minimum of 1 point. You may make multiple Heal checks for the same creature. This healing is little more than first aid however, and is limited to an amount equal to the healed creature's hit dice plus the your Intelligence modifier per encounter. Further healing requires additional measures beyond the scope of this ability.



Combat Surgeon

Prerequisites: Plague Doctor level 5th, Combat Medic

A suture there, a quick touch of a cauterizing rod there. That should stop the worst of the bleeding. It's not pretty, but then, this isn't exactly a physician's healing bed. One can only expect so much when having their insides pieced back together while you duck beneath fireballs exploding overhead.



Your Combat Medic ability improves, allowing you to heal up to twice the healed creature's hit dice plus double your Intelligence modifier per encounter. Additionally, you may stabilize a touched dying creature as a swift action, as the First Aid option of the Heal skill, but without making a Heal check.



Combat Savior

Prerequisites: Plague Doctor level 10th, Combat Surgeon

In your hands you hold both life and death. One wrong cut, one misplaced suture, and your patient's entire life might fall away. One mistake could turn this whole surgery into a disaster. It's a good thing you don't make mistakes.



Your Combat Medic ability improves further, allowing you to heal up to three times the healed creature's hit dice plus triple your Intelligence modifier per encounter. Additionally, you no longer take a -10 penalty on your Heal check when determining the number of hitpoints healed by this ability, and creatures you heal in this way also gain Fast Healing equal to your Intelligence modifier for 3 rounds. The hitpoints healed by this Fast Healing count against the total amount you can heal with this ability per encounter, and cannot exceed this amount.



Neurology

Prerequisites: Restorative Brews, Plague Doctor level 5th

Ah, paralysis. Quite a nasty case, too. Oh, never fear, I've treated far worse than this before. Leave it to me; I'll have your friend right as rain in no time.



As a standard action, you may make a Heal check on a touched creature to attempt to remove any one of the following conditions currently affecting the creature: dazed, exhausted, fatigued, paralyzed, and stunned. The Difficulty Class to remove a condition in this fashion is equal to 10 + the DC of the save against the original effect. If the effect did not allow a save, the DC of the Heal check is 10 + the HD of the originating creature. You cannot remove self-inflicted conditions in this fashion, such as a creature that has exhausted itself through prolonged forced marching.



Placebo Effect

Prerequisites: Plague Doctor level 5th

You're quite right. That was not, in fact, real medicine. The mind is a powerful tool however, and can often trick your body into thinking it was healed, when in reality the strength to heal came from within. And look, you're living proof of that.



Whenever you fail a Heal check, you may immediately roll a second Heal check at a -5 penalty. If the second Heal check achieves the DC of the task, you succeed on the check despite the initial failure.



Preventative Medicine

No, look  yes, I realize you're not bleeding right now, but  damnations, do you not see the claws on that thing? When it takes a swipe at your gut, you're going to be glad I had the forethought to give you something to slow your bleeding, mark my words.



By spending one full minute assessing a touched creature, you may grant it temporary hitpoints equal to your class level. These temporary hitpoints do not stack with other sources of temporary hitpoints, and you may not grant a creature more temporary hitpoints than twice your class level each day. Temporary hitpoints granted by this ability persist for one hour or until consumed.



Restorative Brews

A pinch of whitefern, a sprinkle of cureall, a touch of queensleaf... Mash it all together and boil for ten minutes. It'll taste vile going down, but it's sovereign for curing the effects of the white shakes.



You gain the ability to create rejuvenative potions out of seemingly mundane herbs and plants. By mixing just the right concoction in a vial or similar and allowing it to steep for at least an hour, you can create a potion that restores a number of points of ability damage equal to your Intelligence modifier to a score of your choice, determined at the time of making. Creating each of these potions requires at least ten minutes of dedicated effort, and no creature may benefit from more than one per day, even if the two potions are made to restore different damaged ability scores. Once made, a potion of this type remains potent for 48 hours, at which point it becomes nothing more than ill-tasting liquid.



Spirituality

Prerequisites: Plague Doctor level 10th, Neurology

Chi, life force, the soul, the link between mind and body... call it what you will. At the end of the day, this metaphysical thing is every bit as important to keep healthy as the body itself. Some will call you crazy for trying to heal something you can't see or feel, but they don't know what you know.



As a standard action, you may make a Heal check on a touched creature to attempt to remove 1d4 negative levels. The Difficulty Class of this check is equal to 10 + the highest DC of effects that applied negative levels to the creature. If the effect did not allow a save, the DC of the Heal check is equal to 10 + the highest HD of the originating creatures who applied negative levels.



You may only remove a number of negative levels per creature equal to your Intelligence modifier per day.



Toxicology

"Some people study toxins to better understand how to rid the world of disease. Some study them to learn how to use those same toxins for their personal gain. Which one are you?"



You gain a +4 competence bonus on all Craft (Poisonmaking) checks, and the save DC of any poison or blood toxin you use increases by 2.