
icehawk333 |

So, I worked on this archetype a few months ago, and then forgot it.
But... Today, I looked through some old notes, and found this archetype again. Maybe it'll be of some use to some of you.
Plague bringer-
Alchemist archetype
Plague's caress- ( referred to as "contagion" as well.)
At first level, you are immune to the negative effects of carrying disease*, and diseases you have last indefinitely. You have contagion as a constant spell-like ability, but it's spell level is set to (your HD-1)/2 to a minimum of 1, with a CL equal to your level. This is an SU ability. Instead of the normal list of disease, roll randomly from diseases you have contracted. You always start play with one of two contracted diseases of your choice (see below).
This occurs on any contact- natural attacks, touch spells, unarmed strikes, or just a touch attack.
If someone strikes you with a natural attack, unarmed strike, or touch spell, they are automatically targeted by the ability.
This replaces bombs, or sneak attack if you are a vivisectionist.
Weakness to cure disease-
Disease is part of a plague bringer, and removing it is very painful indeed, sometimes lethal. Remove disease, when cast on the plague bringer, deals 1d6 damage per caster level of the caster. This doesn't remove any disease except the exceedingly rare few that harm the plague bringer.
Anatomical genius-
When taking the attack action with a one-handed or light piercing weapon, you add your ranks in heal (or knowledge (nature) if you are a vivisectionist) to your damage roll. You can deal non-lethal damage with such weapons with no penalty to your attack roll.
This replaces mutagen.
You can create anti-plague for 1/4th it's normal cost instead of 1/2, but this anti-plague only aids in preventing diseases you have. You can vaccinate a target against a disease you have, by paying 50 gold to make a vaccine- the target is completely immune to the disease in question two days after using the vaccine, but takes a -2 to saves vs that disease for those two days. Some diseases cannot be effectively vaccinated against, noted with a "(NV)"near them. Others, the vaccine is temporary, with the ailment changing after a while (noted by "(TV)" near the disease) - every month, the vaccine has a 25% chance of becoming obsolete.
This replaces throw anything.
Mutate disease-
At 4th level, a plague bringer may alter a disease they have in one of the ways listed in mutations. This change is permanent and affects one disease of your choice. At 6th level, and every 2 levels thereafter, you can mutate a disease again.
This replaces the discovery gained at 4th level.
Plague breath-
At 8th level, a plague bringer gains a breath weapon. Thai breath weapon can be used every 1d4 rounds, and spreads in a 30ft cone. All within the cone must make a save as if touched by the plague bringer's plague's caress. This excludes all non-airborne diseases from affecting the target- make a roll table using only airborne viruses contracted. Roll separately for each victim.
This replaces the discovery gained at 8th level.
Greater mutate disease-
At 10th level, you gain access to another list of mutations you can use (see advanced mutations)
This replaces poison immunity.
*mummy rot, as a curse, bypasses this. You can still pass it like any other contracted disease, but you suffer from it. If remove curse is cast on you, the disease ends without need of remove disease.
In addition, some diseases are just too much for the plague bringer, namely blight-burn sickness, witch ignores his Normal immunity and can't be transmitted though his contagion ability.
The diseases you can choose from are-
Flu (TV)-
Onset- 1d2 days.
Effect- exhausted for 2 days. Saves failed from the flu while exhausted by it extend the naueated effect for one day, and does 1 point of con damage that will not heal normally until the flu ends.
Cold (NV)-
Onset 1d2 days
Effect- sickened for 2 days. Saves failed from the cold while sickened by it extend the sickened effect for one day. If this persists for 3 days, every day thereafter the victim takes 1 point of con damage that doesn't heal until the cold ends.
Special- the cold gains a +5 to it's save DC vs initial contraction.

icehawk333 |

Plague Doctor outfit-
Due to the nature of the plague bringer, they often need to wear highly protective gear in civilized places. A few mundane items are added-
Plague doctor's garb 25gp-
This thick black cloak with black gloves prevents any from of contact with anything but the face while worn. While this is not enough to insulate magic spells, it can keep a plaguebringer's diseases to themselves, preventing them from infecting others. Removing a glove is a swift action if both hands are free, allowing the wearer to touch another person with their deceased touch. Lastly, this robe gives those who wear it a +5 to saves vs contact diseases. This outfit takes 3 rounds to don.
Plague doctor's mask 25gp-
A mask filled with ineffective perfume. Farley useless.
Provides a +1 to saves vs airborne diseases, and a +1 to saves vs scent based effects.
Plague doctor's mask, filtered 30gp-
A mask filled with actual filters. These filters give a +3 to saves vs airborne toxins and desease.
These filters can be laced with antiplauge, increasing the bonus against disease to +10. This lacing lasts a week before it must be replaced. While laced with antiplauge, a plaugebringer's breath is purified- he cannot use his breath weapon while wearing the mask, and will not release airborne diseases though his breath.
Strapping the mask on is a move action, and taking it off is a swift action. Moving the mask up to allow use of the breath weapon is a free action, taken as part of using the breath weapon. Moving it back down is a free action.
Mutations-
Transmission- you may change the way a disease transmits itself. Valid methods are- consumption, contact, waterborne, and airborne.
A consumption disease has a +5 to it's save dc when eaten, and infests food you touch directly.
A waterborne disease has a +3 to it's save dc if drunk, and also tires to infect anyone who simply comes in contact with the infected fluid, albeit at a -3. You infest liquid you touch directly aside from antiplague. If a large body of water is touched, about a 5 foot by 5 foot square is infected.
All diseases can still be contracted by the plaguebringer's touch.
Infectiousness-
The disease gains a +1 to it's initial save dc. Can be applied multiple times.
Lingering-
The disease requires 2 saves to cure, unless it was already more.
Damaging-
Add "deal 1 con damage" to the the disease's effects.
Patient-
The disease has no or mild effects for 2 days after the onset, so it can infect other people via touch. This has no effect on your touch, unless you take a free action to make the disease have a normal onset period instead of skipping it like your touch normally does.
Greater mutations-
Create disease-
You create a disease of your own design, and gain one mutation to use on it, selected from the non-greater mutations. (see "disease creation")
Blightburn carrier-
By putting a shard of blightburn into your skin, and focusing on it, you master it in a way few have ever managed.
You can use blightburn sickness as per any other disease you have, but you gain SR 35 VS teleport effects, and this SR cannot be lowered. The DC to cast spells while threatened by you skyrockets due to the blightburn's interference, adding a +5 to the dc of /all/ concentration checks made by those within 5 feet. You can treat this as an airborne effect for the purpose of your plague breath, spitting a cone of blughtburn radiation.
Devil's plague-
The disease can effect angels and other good outsiders that are immune to disease without hinderince. This is applied to /all/ disease's you possess instead of one.
Deamon's fever-
Anyone infected with the disease can receive telepathic messages from you from any distance.
Demon's rot-
Those affected by this disease are wracked with pain and fear, giving them the shaken condition so long as they are affected by the disease. Muscle rot follows shortly after, adding "deal 1d2 dex damage" to the effects of the disease.
Temptation of the cure-
Requires deamon's fever and demon's rot.
You can offer a infected subject a cure telepathically, at the minor price of a short servitude. Should the subject accept, they are subjected to dominate person without a save, and the disease and all effects of the disease dissipate instantly. This dominate person effect cannot force someone to do something obviously highly threatening to their life* - the subject simply refuses. It can, however, force them to act against their nature otherwise, with no save given.
*or soul- the target cannot be made to sign over their soul or preform a similar act. This doesn't, however, prevent you from making them do generally immoral things.

icehawk333 |

Disease creation-
When creating a new disease, you can take one of the options in each of the following sections, with the sections marked with a * being required.
Diseases created here are always SU.
The frequency is usually 1/day, unless a option is taken that changes that.
*transmission-
Ingested, Contact, liquidborne, airborne, extremophile.
Extremophile is a type of disease that only exists in excessively high or low temperatures, or other such strange conditions. Often, they die out quickly in a human host, but can be used to detrimental effect on certain creatures. Pick a elemental subtype. Creatures with that subtype take a -10 on their initial save VS the disease, and can be effected even if normally immune to the disease. Other creatures have a +10 on all saves vs the disease, and creatures with a opposing subtype are immune.
*onset-
Anything from 1 day to 1 decade. If onset takes longer then 2 days, the disease is non-contagious until 2 days before it's onset.
*major effect-
Ability damage (1d6 of any one type, or 1d4 of two different types.) , ability drain (1d2 of any one type), level drain (1 point), or chaotic effect.
Chaotic effect is different every time it happens. Roll a 1d6 every time someone suppers from the disease, drawing the effect from the chart below.
1- 1d2 ability damage to all stats.
2- 1d6 ability damage to the target's highest stat.
3- 1d4 ability damage to the target's lowest stat.
4- 1d2 ability drain to wis, int, and cha.
5- 1d2 ability drain to dex, con, and str.
6- 1d2 negative levels.
Minor effect-
Sickened, fatigued, painful (wile infected, the victim receives an extra 1/4th of all damage received as non-lethal damage.)
Other, strange effects-
Non-detection-
Those infected with the disease tend to have it escape magical detection- they have a non-detection spell on them (CL=your level) that attempts to prevent any divination that analyzes or detects the disease. Is does not prevent any form of divination that does not target the desease specifically.
Lastly, you cannot be magically tracked though the disease- spells asking or searching for the source of the disease simply fail.
Cursed-
the disease in question is part curse, and can infect other plague bringers. The disease shuts down all natural healing (including fast healing and regeneration) of it's victim, causing them to fail to regain any stat damage, negative levels, or lethal hp damage without magical aid.
The disease is also a curse effect, can be removed via remove curse, and makes you venerable to remove curse, just as you are venerable to remove disease.
Assassin-
the disease is entirely non-contagious, only effecting those targeted by your contagion ability. The disease kills quickly, with no regard to it's propagation. The disease triggers once every hour instead of once every day, and it's save DC to cure is 2 higher.
Reassigning plague-
as a manifestation of your own desires, the disease has a tendency to switch mental sense priorities in it's victim, and make physical changes to match, witch persist even after the desease is cured. (Extent of appearance of changes vary depending on the creator.) Removing the changes takes a limited wish, wish, miracle, or a polymorph spell (suppressing the effects for it's duration).
This part of the disease also targets you, with no save given, and persists even in A polymorphed state.
Choose a sense-
Smell, sight, touch, taste, or hearing.
If a creature is already attuned to the targeted sense, (such as a dog with scent targeted) this has no effect. (Most humanoids are attuned to sight.)
If it is not, however, it's main mode of sensing takes a penalty, While the targeted sense gains a bouns. if it didn't have the targeted sense to begin with, it gains it.
Penalties-
(Sight- lose any special vision such as low light, take -5 on sight-based perception checks, and all targets have 20% concealment.)
Hearing- take half the penalties of being deafened.
scent- lose the scent quality,
touch- lose tremor-sense or other contact-based abilities.
taste- taste buds go completely numb, unable to tell the difference between foods.)
Benefits-
(Sight- gain darkvison 120ft,
Hearing- gain hearing-based blindsense to 30ft. Unable to locate the silenced.
Scent- gain the scent ability
Touch- gain temor-sense 30ft, so long as no shoes are worn.
Taste- gain the scent ability by flicking tounge.)
---- extra gross section. You have been warned. ---
Eggs- the disease causes egg growths on a designated part of a victim, and alter the mind of the victim so he can't bring himself to harm them. The growth deals 1d6 damage on creation, and 1d12 on hatching. These fleshy growths occur after onset, taking an hour to fully form, and hatch an hour after fully formed. They cannot be located in a location that would be immediately fatal.
This repeats every day after waking up so long as the disease is had.
One of the following creatures hatch from these eggs, at your discretion when you create the desease.
Hundreds of Spiders, scorpions, or centipedes.
1d4 baby birds.
A single dream spider. This egg is about the size of a halfling. Has an int score of 2, loses mindless subtype- animal, not vermin.
Other creatures your dm approves.
When the creatures hatch, they become loyal to the original desease's host unless the plague bringer are within 100 feet, at witch point they come to you and serve him instead.
They can be directed, but the first set of insects will attack any living creature in their square aside from the director.
The plague bringer is subject to this the first time they create the disease. While loyal, creatures are not dominated, and tend not to fight things they don't think they can beat.