Topic: Plague Doctor
Plague Doctor
A mysterious figure in mask and robes, the Plague Doctor walks among the dying not with prayer, but with knowledge—of disease, death, and the fragile balance between life and rot. While not a priest, the Plague Doctor's presence inspires both fear and hope.
Hit Die: d8
BAB: Medium (as Cleric)
Saves: Good Fortitude and Will
Alignment: Any (often Neutral or Lawful Neutral)
Skills per Level: 6 + Int modifier
Class Skills: Concentration, Craft (Alchemy), Diplomacy, Heal, Intimidate, Knowledge (Arcana), Knowledge (Nature), Knowledge (Religion), Profession (Doctor), Search, Sense Motive, Spellcraft, Survival, Use Magic Device.
Spell-Like System: Medical Practices
Instead of divine spells, the Plague Doctor uses Formulas (alchemical and herbal mixtures), applied through Medicine Kits. These mimic spell effects, with a "prepared" style similar to Clerics but limited in scope.
Formula Progression: Similar to Clerics, but limited to up to 6th-level effects.
Preparation: Requires 1 hour with alchemical tools.
No Spell Failure in Light/Medium Armor.
Healing: Specializes in curing diseases, poisons, and ability damage more than raw HP.
Class Table (Levels 1–20, simplified)
Level BAB Fort Ref Will Special Formulas (per day)
1 +0 +2 +0 +2 Medical Training, Doctor’s Tools 3
2 +1 +3 +0 +3 Triage 4
3 +2 +3 +1 +3 Field Alchemy 4
4 +3 +4 +1 +4 Resist Infection +2 5
5 +3 +4 +1 +4 Anatomy Mastery (+1 damage vs living) 5
6 +4 +5 +2 +5 Soothe the Suffering (Lesser) 6
7 +5 +5 +2 +5 Surgical Precision 6
8 +6 +6 +2 +6 Resist Infection +4 7
9 +6 +6 +3 +6 Anatomy Mastery (+2) 7
10 +7 +7 +3 +7 Immunity to Disease 7
11 +8 +7 +3 +7 Soothe the Suffering (Greater) 8
12 +9 +8 +4 +8 Resist Infection +6 8
13 +9 +8 +4 +8 Plague Mask 8
14 +10 +9 +4 +9 Anatomy Mastery (+3) 9
15 +11 +9 +5 +9 Alchemical Immunity 9
16 +12 +10 +5 +10 Resist Infection +8 9
17 +12 +10 +5 +10 Soothe the Dying 10
18 +13 +11 +6 +11 Anatomy Mastery (+4) 10
19 +14 +11 +6 +11 Plague Bearer (optional, see below) 10
20 +15 +12 +6 +12 Master of Disease & Cure 10
Class Features
Medical Training (Ex)
You can use the Heal skill to treat wounds, disease, and poison with surgical precision. You treat critical injuries as if casting Cure Light Wounds, 1/day/level. This healing is nonmagical and requires 1 minute.
Doctor’s Tools (Ex)
You gain a set of Plague Tools, functioning like a spell component pouch but for formula creation. You may also craft healing or toxin-based alchemical items as if you had the Brew Potion and Craft Alchemy feats.
Triage (Ex)
At 2nd level, you may assess a creature’s HP and conditions (disease, poison, etc.) as a move action with a DC 15 Heal check.
Field Alchemy (Ex)
At 3rd level, you may prepare and apply minor concoctions on the battlefield without provoking attacks of opportunity. You can also create a Plaguebomb once per day: a small splash weapon that applies effects like Stinking Cloud, Sickening, or Grease (your choice; scaling with level).
Resist Infection (Ex)
At 4th level, and every 4 levels thereafter, you gain a +2 bonus to saves vs disease and poison. You may also extend this protection to allies via salves (1 hour per level).
Anatomy Mastery (Ex)
You understand humanoid and monstrous biology. Starting at 5th level, gain +1 to damage with precision-based attacks (sneak attack, called shot, etc.) against living creatures. Increases by +1 every 4 levels.
Soothe the Suffering (Su)
At 6th level, you may use a formula-like ability to reduce pain and neutralize minor ailments: remove fear, lesser restoration, or delay poison 3/day. At 11th level, this becomes Greater (includes remove disease, neutralize poison, restoration).
Surgical Precision (Ex)
At 7th level, you may stabilize a dying ally as a free action. On a full-round action, you can return a dying ally to 1 HP without magical healing (once per target per day).
Immunity to Disease (Ex)
At 10th level, you become immune to all natural and supernatural diseases.
Plague Mask (Su)
At 13th level, your mask or hood protects you from inhaled poisons, airborne spells, and gases. You may treat this as permanent nonmagical Miasma Resistance: +4 save vs airborne effects, immunity to magical stench/fear/sickening effects.
Alchemical Immunity (Ex)
At 15th level, any alchemical item (bomb, poison, smoke, etc.) you create has no effect on you or chosen allies.
Soothe the Dying (Su)
At 17th level, you may bring a creature at -9 HP or lower back to 1 HP as a full-round action once per day. This includes neutralizing any disease or poison affecting them.
Plague Bearer (Optional) (Su)
At 19th level, you may carry a controlled disease within you. This may be unleashed once per day as a breath weapon (30 ft cone, Fort save or infected). Diseases may include mummy rot, demon fever, or custom virals.
This is optional, as it leans into grim antihero territory.
Master of Disease and Cure (Ex/Su)
At 20th level, you become immune to all poisons, ability damage, and aging. You can prepare up to 3 formulae instantly per day and may cast Heal, Greater Restoration, or Contagion once per day each as spell-like abilities.
Formula Sample List (Spells Reflavored)
Formula Level Example Effects
1st Cure Light Wounds, Remove Fear, Shield, Grease
2nd Delay Poison, Lesser Restoration, Invisibility
3rd Remove Disease, Neutralize Poison, Stinking Cloud
4th Restoration, Stoneskin, Air Walk
5th Greater Command, Cloudkill, Wall of Force
6th Heal, Harm, Disintegrate (surgical)
Role in Party
Replaces Cleric: strong healing, disease/poison removal, buffs, battlefield control
Debuffer: Can make enemies sick, panicked, or weakened
Anti-plague/undead: While not divine, a great thematic substitute
Flavored as Rational: More science than prayer, fitting for gothic horror or alchemical fantasy