Author Topic: Toxicant PrC, being sued for malpractice since 2011  (Read 2222 times)

Offline Garryl

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Toxicant PrC, being sued for malpractice since 2011
« on: December 17, 2011, 09:58:50 PM »
Toxicant Prestige Class
For Medic/Plague Doctors. Plague Doctor is by Circle of Life.

   Feats: Poison Spell
   Skills: Craft (poisonmaking) 8 ranks, Heal 8 ranks
   Spellcasting: Must be able to cast 1st level or higher spells, including at least 3 spells of any level from the healing subschool.
   Blood Toxins: Must be able to use 1st tier or higher blood toxins.
   Class Features: Battlefield Treatment, Medical Specialization.


Table: The          Hit Die: d8
        Base
        Attack  Fort Ref  Will
Level   Bonus   Save Save Save    Special                                                             -----------Spellcasting----------
1       +0      +0   +0   +2      Battlefield Treatment, Blood Toxins, Medical Practice               ---
2       +1      +0   +0   +3      Toxic Spell (healing spells)                                        +1 of existing spellcasting class
3       +2      +1   +1   +3      Battlefield Treatment (necrosis)                                    +1 of existing spellcasting class
4       +3      +1   +1   +4      Medical Specialization, Remote Toxicant                             +1 of existing spellcasting class
5       +3      +1   +1   +4      Disease Immunity, Universal Wound                                   +1 of existing spellcasting class
6       +4      +2   +2   +5      Battlefield Treatment (autoimmunity)                                +1 of existing spellcasting class
7       +5      +2   +2   +5      Toxic Spell (neurotoxin)                                            +1 of existing spellcasting class
8       +6      +2   +2   +6      Poison Immunity                                                     +1 of existing spellcasting class
9       +6      +3   +3   +6      Battlefield Treatment (neoplasm), Medical Specialization            +1 of existing spellcasting class
10      +7      +3   +3   +7      Implacable Toxin                                                    +1 of existing spellcasting class

Class skills (4 + Int modifier per level): Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Heal, Intimidate, Knowledge (all skills, taken individually), Listen, Sense Motive, Spellcraft, Spot

Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.

Spellcasting: At each level except 1st level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Toxicant, you must decide which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Battlefield Treatment: Your Toxicant levels stack with your existing effective class level for the purpose of determining the number of battlefield treatments you can perform each day and the effectiveness of the treatments you already know. You do not gain any new battlefield treatments from your previous classes as a result of your Toxicant levels, but see below. If you had the Battlefield Treatment ability from multiple sources before you became a Toxicant, you must decide which class to add each level for the purpose of determinging additional battlefield treatments per day and the effectiveness of the treatments.

Necrosis (Su): Starting at 3rd level, if you have at least 11 ranks in Heal, you can confuse the cells in a creature's body, making them die off as though they were ancient and withering, simulating the effects of rapid aging. As part of this ability, make a Heal check. One creature within 90 feet, plus up to one more per 3 Toxicant levels you possess beyond 3, must make a Fortitude save against a DC equal to the result of your Heal check. If it fails, it is fatigued, it suffers a -2 penalty on all Fortitude saves, and any fast healing or regeneration it has is halved. Each round on its turn, the subject suffers 2d6 points of damage as its body begins to shut down. This damage is not reduced by resistances or immunities and automatically overcomes any regeneration the subject may have (even regeneration that cannot normally be overcome). These effects last as long as you tend to the subject. As long as you are not interrupted, you may maintain Necrosis as long as you are willing and able.

Autoimmunity (Su): Starting at 6th level, if you have at least 14 ranks in Heal, you can cause the immune systems of nearby creatures to become hyperactive. While you continue to treat them, all opponents within a 30 foot radius emanation centered on you are affected. Whenever a subject makes a Fortitude save for any reason and does not voluntarily choose to fail it, it also takes 1d3 points of Constitution damage, regardless of the success or failure of the save. As long as you are not interrupted, you may maintain Autoimmunity for as long as you are willing and able.

Neoplasm (Su): Starting at 9th level, if you have at least 17 ranks in Heal, you can induce large tumors to grow from the body of a single subject within 90 feet. While otherwise benign, your magical infusions grant the fleshy masses a malicious hive mind. Each round while you continue to treat the subject, to a maximum of 5 rounds, the tumors attempt to use the subject's magic against it, casting spells, manifesting powers, using spell-like abilities, and using its otherwise primarily mental abilities. Creatures without such abilities are not negatively impacted in any significant way. Randomly select one of the subject's prepared spells, available spell slots, powers known, usable spell-like abilities, or similar abilities that can be used with a single standard action, swift action, or less. The tumors attempt to use that ability in the manner most detrimental to the subject, using the ability as if they were the subject. You must provide any verbal, somatic, material, focus, or experience components that the ability requires in place of the tumors. If you cannot or choose not to, the ability is considered used (the spell slot or power points are expended, the daily use of the spell-like ability is consumed, and so on), but it has no effect. If the ability is a touch-range effect, the tumors can target the spell against the subject, or they can transfer the charge to you, allowing you to make a single touch attack (as if you had just cast the spell), and another touch attack as a free action once in each subsequent round that you concentrate on this treatment (as long as you still hold the charge). Each round before the tumors attempt to use one of the subject's abilities, the subject may attempt to regain control of its abilities. If it succeeds on a Will save (DC 10 + your Toxicant level + the ability modifier that you add to your Heal checks), the treatment ends. When the treatment ends (whether you stopped treating the subject, the subject succeeded on its save, or for other reasons), the tumors rapidly shrivel and die. External tumors fall off, leaving minor scarring that heals over the course of a few days, while internal tumors are absorbed into the subject's body.

Blood Toxins: Your Toxicant levels stack with your existing effective class level for the purpose of determining the effectiveness of your blood toxins and the tier of blood toxins you can make. If you had the ability to make and use blood toxins from multiple sources before you became a Toxicant, you must decide which class to add each level for this purpose.

Medical Practice: Your Toxicant levels stack with your Plague Doctor level for the purpose of determining the effectiveness of your medical specializations and your effective class level when determining which new medical specializations you can select. If you do not have levels of Plague Doctor, you can select and use medical specializations as a Plague Doctor of your Toxicant level.
   At 4th level and again at 9th level, you gain a new medical specialization, as the Plague Doctor ability, from the Plague Doctor medical specialization list.

Toxic Spell (Ex): Starting at 2nd level, whenever you use Poison Spell to apply a blood toxin to a spell from the healing subschool, you may use the higher of the ability modifier that controls the save DC of that spell and the ability modifier that controls the save DC of the blood toxin to determine the save DCs of both. In addition, you can also apply blood toxins to spells from the healing subschool that have ranges other than touch.

Starting at 7th level, you also can use the Poison Spell feat to apply blood toxins to mind-affecting spells, even those that have a range other than touch. This functions just like applying blood toxins to healing spells with this ability, except as noted. When you do this, you may also choose to have the blood toxin require Will saves instead of Fortitude saves to resist its effects.

Remote Toxicant (Ex): Starting at 4th level, whenever you apply a blood toxin to a touch spell with the Poison Spell feat, you may cast that spell as though is had a range of 30 feet instead.

Disease Immunity (Ex): Beginning at 5th level, you gain immunity to all diseases.

Universal Wound (Ex): Starting at 5th level, when you cast a spell from the healing subschool that can deal damage, you may cause it to damage the subject for the full normal amount, even if the subject would normally be unaffected or healed by it. This has no effect upon spells that do not normally have the potential to cause damage, even against specific types of creatures, with the exception of effects that use positive or negative energy to cause healing.

In addition, you can use your battlefield treatments on nonliving creatures and those without discernible anatomies. You must still obey all other restrictions of the battlefield treatment you use.

Poison Immunity (Ex): Beginning at 8th level, you gain immunity to all poisons.

Implacable Toxin (Su): Starting at 10th level, whenever a creature succeeds on a save against one of your blood toxins, you may expend a use of your Battlefield Treatment ability and a single prepared spell or unused spell slot of a level equal to or greater than the blood toxin's tier. You channel this magical energy into the failing toxin, enhancing its toxicity. One round later, the subject must make a new saving throw at the same DC. If the subject fails, it is affected fully by the blood toxin as though it had failed the original saving throw instead of succeeding. Using this ability is an immediate action. You cannot use this ability multiple times on the same creature's saves against the same blood toxin.


Divine Spellcasting Adaptation
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