Tinkerer: Difference between revisions

118 bytes added ,  10 February 2025
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|Grim Tools, Grim Purpose
|Grim Tools, Grim Purpose
|You possess a surgical scalpel. It has the stats of both a dagger and a knife, allowing you to use DEX and INT interchangeably.
|You possess a surgical scalpel. It has the stats of both a dagger and a knife, allowing you to use DEX and INT interchangeably.
You gain the Plague Surgeon ability.
Gain the Plague Surgeon ability.


'''Plague Surgeon.''' When making an INT/Medicine check to treat Bleeding or disease, you may use your surgical scalpel to aid in your procedure. Roll 1d4+INT. You may increase your Medicine check by that total, but the subject creature takes damage equal to your roll.
* '''Plague Surgeon.''' When making an INT/Medicine check to treat Bleeding or disease, you may use your surgical scalpel to aid in your procedure. Roll 1d4+INT. You may increase your Medicine check by that total, but the subject creature takes damage equal to your roll.


'''''Masterwork:''''' If this is your Masterwork, you have a +1 to attacks, damage, and INT/Medicine checks made with the scalpel.
'''''Masterwork:'''''If this is your Masterwork, you have a +1 to attacks, damage, and INT/Medicine checks made with the scalpel.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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Each time you Take a Rest, you may create a Herbal Potion.
Each time you Take a Rest, you may create a Herbal Potion.


Whenever you create a potion, you may store it in a vial. Potions stored in vials may be loaded into your syringe and applied to other creatures for 1 AP, instead of 2.  
Whenever you create a potion, you may store it in a vial. Potions stored in vials may be loaded into your syringe and applied to other creatures for 1 AP, instead of 2.


'''''Masterwork:''''' If this is your Masterwork, whenever a Plague Doctor talent allows you to make a potion (including this talent), increase the number of potions that the talent allows you to make by +1.
'''''Masterwork:''''' If this is your Masterwork, whenever a Plague Doctor talent allows you to make a potion (including this talent), increase the number of potions that the talent allows you to make by +1.
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|Grim Tools, Grim Purpose
|Grim Tools, Grim Purpose
|You have acquired a thurible that you can fill with burning incense and herbal concoctions.
|You have acquired a thurible that you can fill with burning incense and herbal concoctions.
When you finish Taking a Rest, you may produce a number of aromas equal to ½ your INT. Filling the thurible with an aroma and lighting it costs 3 AP; the thurible then burns for 2 minutes, providing the benefit for the duration.
When you finish Taking a Rest, you may produce a number of aromas equal to 1⁄2 your INT. Filling the thurible with an aroma and lighting it costs 3 AP; the thurible then burns for 2 minutes, providing the benefit for the duration.


You have one kind of aroma: Disinfectant.
You have one kind of aroma: Disinfectant.


'''''Disinfectant:''''' Creatures within 5 ft of the Thurible gain Resist Shaken 2 and Resist Sickened 2.
* '''''Disinfectant:''''' Creatures within 5 ft of the Thurible gain Resist Shaken +2 and Resist Sickened +2.


'''''Masterwork:''''' If this is your Masterwork, gain +2 to all Resist features granted by your thurible.
'''''Masterwork:''''' If this is your Masterwork, gain +2 to all Resist features granted by your thurible.
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|}
|}
{| class="wikitable"
{| class="wikitable"
|+Antigen List
|'''Medication'''
|'''Medication'''
|'''Effect'''
|'''Effect'''
|-
|-
|1. Antibiotics
|Antibiotics
|Ignore the symptoms of a disease (besides death) for 2d4 hours.
|Ignore the symptoms of a disease (besides death) for 2d4 hours.
|-
|-
|2. Antihistamine
|Antihistamine
|Ignore the Shaken and Chilled conditions for 1 hour.
|Ignore the Shaken and Chilled conditions for 1 hour.
|-
|-
|3. Antipyretics
|Antipyretics
|Ignore the Sickened condition for 1 hour.
|Ignore the Sickened condition for 1 hour.
|-
|-
|4. Cocaine
|Cocaine
|Gain +1 AP at the start of each of your turns for the next hour, then gain Fatigue.
|Gain +1 AP at the start of each of your turns for the next hour, then gain Fatigue.
|-
|-
|5. Cathartics
|Cathartics
|The next time a creature consumes poisoned food or drink within 24 hours of taking this medication, they ignore the normal symptoms and are instead Sickened for 1d4 x 5 minutes.
|The next time a creature consumes poisoned food or drink within 24 hours of taking this medication, they ignore the normal symptoms and are instead Sickened for 1d4 x 5 minutes.
|-
|-
|6. Chloroform
|Chloroform
|A creature that consumes this medication falls Unconscious for 2d4 x 10 minutes. INT/Medicine checks made to treat this creature gain a bonus equal to the sum of the 2d4 rolled.
|A creature that consumes this medication falls Unconscious for 2d4 x 10 minutes. INT/Medicine checks made to treat this creature gain a bonus equal to the sum of the 2d4 rolled.
|-
|-
|7. Lavender
|Lavender
|Gain Resist Charmed 2 and Resist Frightened 2 for 1 hour.
|Gain Resist Charmed +2 and Resist Frightened +2 for 1 hour.
|-
|-
|8. Morphine
|Morphine
|Ignore any checks made against the effects of extreme cold, heat, or forced marching for 2d4 hours, then gain Fatigue.
|Ignore any checks made against the effects of extreme cold, heat, or forced marching for 2d4 hours, then gain Fatigue.
|-
|-
|9. Opium
|Opium
|For 1d4 x 5 minutes, gain Resist Fear 2, Immune Charmed and Immune Frightened, then gain Fatigue.
|For 1d4 x 5 minutes, gain Resist Fear +2, Immune Charmed and Immune Frightened, then gain Fatigue.
|-
|-
|10. Penicillin
|Penicillin
|If Bloodied or Sickened, regain 1 HP at the start of each of your turns for 1d4 rounds.
|If Bloodied or Sickened, regain 1 HP at the start of each of your turns for 1d4 rounds.
|}
|}
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|'''Purifying Concoction'''
|'''Purifying Concoction'''
|Synthesize Potion; Antigen or Pathogen
|Synthesize Potion; Antigen or Pathogen
|You may sprinkle purifying chemicals over one ration's worth of food or one drink. To do so, expend one Herbal Potion or one dose of Basic Medicine. Any nonmagical disease or poison in the food or drink is automatically neutralized. Any magical disease or poison is not removed, but glows visibly, alerting you to its presence.
|You may sprinkle purifying chemicals over one ration’s worth of food or one drink. To do so, expend one Herbal Potion or one dose of Basic Medicine. Any nonmagical disease or poison in the food or drink is automatically neutralized. Any magical disease or poison is not removed, but glows visibly, alerting you to its presence.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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Gain the Rapid Treatment ability.
Gain the Rapid Treatment ability.


'''Rapid Treatment.''' You may inject an ally with a potion for 0 AP. (INT/Rest)
* '''Rapid Treatment (INT/Rest).''' You may inject an ally with a potion for 0 AP.  


'''''Masterwork:''''' If your medical syringe is your Masterwork, Rapid Treatment has a 40 ft range when injecting allies.
'''''Masterwork:''''' If your medical syringe is your Masterwork, Rapid Treatment has a 40 ft range when injecting allies.
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|Versatile Surgeon
|Versatile Surgeon
|Gain the Balm ability.
|Gain the Balm ability.
'''Balm.''' When you willingly damage an allied creature, that creature immediately gains Shield HP equal to the amount of damage you dealt.
 
* '''Balm.''' When you willingly damage an allied creature, that creature immediately gains Shield HP equal to the amount of damage you dealt.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
|'''Precise Surgeon'''
|'''Precise Surgeon'''
|Balm
|Balm
|When you use your Plague Surgeon ability, you may increase your Medicine check by a number less than or equal to double 1d4+INT. Your subject takes damage equal to ½ the amount by which you increased your Medicine check.
|When you use your Plague Surgeon ability, you may increase your Medicine check by a number less than or equal to double 1d4+INT. Your subject takes damage equal to 1⁄2 the amount by which you increased your Medicine check.
'''''Masterwork:''''' If your surgical scalpel is your Masterwork, when performing a Medicine check that takes minutes, halve the amount of time it takes. When performing a Medicine check that takes AP, reduce the APC by 1 (min 1).
'''''Masterwork:''''' If your surgical scalpel is your Masterwork, when performing a Medicine check that takes minutes, halve the amount of time it takes. When performing a Medicine check that takes AP, reduce the APC by 1 (min 1).
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
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|Precise Surgeon
|Precise Surgeon
|Gain the Antigenic Balm ability.
|Gain the Antigenic Balm ability.
'''Antigenic Balm.''' When you willingly damage an allied creature with your scalpel, that creature immediately gains Shield HP equal to the amount of damage you dealt + your INT. If it still has any of this Shield HP the next time it would Recoup, it loses the Shield HP and regains HP equal to the amount of Shield HP it had. (INT/Rest)
 
* '''Antigenic Balm (INT/Rest).''' When you willingly damage an allied creature with your scalpel, that creature immediately gains Shield HP equal to the amount of damage you dealt + your INT. If it still has any of this Shield HP the next time it would Recoup, it loses the Shield HP and regains HP equal to the amount of Shield HP it had.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|Medical Set
|Medical Set
|Gain two Pathogens from the following list. Each time you Take a Rest and have access to your medical kit, you may create 2 Pathogens. Each Pathogen is contained in a vial that can be emptied onto food or into a drink for 3 AP. These Pathogens are considered potions that lose their potency 24 hours after you create them.
|Gain two Pathogens from the following list. Each time you Take a Rest and have access to your medical kit, you may create 2 Pathogens. Each Pathogen is contained in a vial that can be emptied onto food or into a drink for 3 AP. These Pathogens are considered potions that lose their potency 24 hours after you create them.
Gain the Pathogen attack
Gain the Pathogen attack.


'''''Pathogen:''''' Throw a Pathogen. (3 AP) ''Thrown 40 ft One-Handed Weapon.'' +INT vs FORT. '''Hit:''' The creature suffers the Pathogen’s effects. '''Miss:''' The Pathogen is wasted.
* '''''Pathogen:''''' Throw a Pathogen. (3 AP) ''Thrown 40 ft One-Handed Weapon.'' +INT vs FORT. '''Hit:''' The creature suffers the Pathogen’s effects. '''Miss:''' The Pathogen is wasted.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|}
|}
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|'''Effect'''
|'''Effect'''
|-
|-
|1. Allergen
|Allergen
|Creature is Shaken for 1d4 hours.  
|Creature is Shaken for 1d4 hours.  
|-
|-
|1. Bacterial Infection
|Bacterial Infection
|Creature is Demoralized for 2d4 hours.
|Creature is Demoralized for 2d4 hours.
|-
|-
|4. Emesis
|Emesis
|For the next 1d4 hours, when the creature starts its turn, it has a 10% chance of being Stunned. If it is Stunned in this way 3 times before the end of the duration, the effect ends.
|For the next 1d4 hours, when the creature starts its turn, it has a 10% chance of being Stunned. If it is Stunned in this way 3 times before the end of the duration, the effect ends.
|-
|-
|3. Fever
|Fever
|Creature is Chilled for 1d4 x 5 minutes.
|Creature is Chilled for 1d4 x 5 minutes.
|-
|-
|5. Sedative
|Sedative
|Creature is Slowed for 1d6 x 10 minutes.
|Creature is Slowed for 1d6 x 10 minutes.
|-
|-
|6. Viral Infection
|Viral Infection
|Creature is Sickened for 1d4 x 5 minutes.
|Creature is Sickened for 1d4 x 5 minutes.
|}
|}
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|Thurible
|Thurible
|Your thurible affects creatures within 10 ft. In addition, you gain an additional aroma: Clarity.
|Your thurible affects creatures within 10 ft. In addition, you gain an additional aroma: Clarity.
'''''Clarity:''''' Creatures within 5 ft of the thurible gain Resist Charmed 2 and Resist Enthralled 2.
 
* '''''Clarity:''''' Creatures within 5 ft of the thurible gain Resist Charmed +2 and Resist Enthralled +2.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|Clarity
|Clarity
|Gain +2 to all Resists granted by your thurible. Additionally, you gain an additional aroma: Valor.
|Gain +2 to all Resists granted by your thurible. Additionally, you gain an additional aroma: Valor.
'''''Valor:''''' Creatures within 5 ft of the thurible gain Resist Frightened 2, Resist Broken 2, and Resist Fear 2.
 
* '''''Valor:''''' Creatures within 5 ft of the thurible gain Resist Frightened +2, Resist Broken +2, and Resist Fear +2.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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Additionally, you gain another aroma: Motivation.
Additionally, you gain another aroma: Motivation.


'''''Motivation:''''' When a creature starts its turn within the thurible's effect, that creature's first attack gains +1 TA.
'''''Motivation:''''' When a creature starts its turn within the thurible’s effect, that creature’s first attack gains +1 TA.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|Motivation
|Motivation
|You gain one additional aroma: Vitality.
|You gain one additional aroma: Vitality.
'''''Vitality:''''' Creatures that begin their turn within the thurible's radius regain 1 HP if they are Bloodied and have more than 0 HP.
 
* '''''Vitality:''''' Creatures that begin their turn within the thurible’s radius regain 1 HP if they are Bloodied and have more than 0 HP.


'''''Masterwork:''''' If your thurible is your Masterwork, you may now produce a number of aromas equal to your INT.
'''''Masterwork:''''' If your thurible is your Masterwork, you may now produce a number of aromas equal to your INT.
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|'''Analyze'''
|'''Analyze'''
|Triage
|Triage
|You may spend 1 AP to study a hostile creature and determine how healthy they are. Make an INT/Medicine check,with a DC of 10 + ½ that creature’s level. On a success, you learn their current HP.
|You may spend 1 AP to study a hostile creature and determine how healthy they are. Make an INT/Medicine check,with a DC of 10 + 1⁄2 that creature’s level. On a success, you learn their current HP.
If you beat the DC by 5 or more, you also learn whether the creature has Regen or DR, and if so, how much.
If you beat the DC by 5 or more, you also learn whether the creature has Regen or DR, and if so, how much.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
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|'''Plague Mask II'''
|'''Plague Mask II'''
|Analyze
|Analyze
|You have Immune Common Diseases. Your Resist Uncommon Diseases becomes 6, and you gain Resist Rare Diseases 2.
|You have Immune Common Diseases. Your Resist Uncommon Diseases becomes +6, and you gain Resist Rare Diseases +2.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|'''Treatment Arsenal II'''
|'''Treatment Arsenal II'''
|Treatment Arsenal
|Treatment Arsenal
|You may reselect your two Masterworks from the following talents you possess: Alchemy Set, Medical Set, Plague Mask, Scalpel, Syringe, or Thurible. (1/Week)
|
* '''(1/Week)''' You may reselect your two Masterworks from the following talents you possess: Alchemy Set, Medical Set, Plague Mask, Scalpel, Syringe, or Thurible.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
|'''Experimental Treatment'''
|'''Experimental Treatment'''
|Treatment Arsenal, Additional Antigen, Rapid Treatment
|Treatment Arsenal, Additional Antigen, Rapid Treatment
|Gain the Experimental Treatment ability.
|Choose Leeching, Cauterize, Blood Transfusion, or Amputate and gain that talent. Gain the Experimental Treatment ability.
'''Experimental Treatment.''' When a creature is in dire straits, you may attempt a risky experimental treatment to give them a new lease on life. (1/Rest)


Make an INT/Medicine check. The base DC is 15 and is modified by the following circumstances.
* '''Experimental Treatment (1/Rest).''' When a creature is in dire straits, you may attempt a risky experimental treatment to give them a new lease on life.
 
<blockquote>Make an INT/Medicine check. The base DC is 15 and is modified by the following circumstances.


'''Creature is in a:'''
'''Creature is in a:'''
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* High: +5
* High: +5
* Extreme: +8
* Extreme: +8
 
</blockquote>If a creature has a disease, up to three modifications may apply to the DC from the same disease based on its rarity, lethality, and transmissibility. Experimental treatment is risky!
If a creature has a disease, up to three modifications may apply to the DC from the same disease based on its rarity, lethality, and transmissibility. Experimental treatment is risky!


If you fail, the creature becomes Fatigued and gains +4 Death Points.
If you fail, the creature becomes Fatigued and gains +4 Death Points.


If you succeed, remove all the creature's Death Points, Bleeding and Burning conditions, and cure the creature's disease. The creature also regains 1 HP if it has none.
If you succeed, remove all the creature’s Death Points, Bleeding and Burning conditions, and cure the creature’s disease. The creature also regains 1 HP if it has none.
 
Choose Leeching, Cauterize, Blood Transfusion, or Amputate and gain that talent.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|Sometimes, experimental treatments fail, and the best solution is to simply cut the disease off.
|Sometimes, experimental treatments fail, and the best solution is to simply cut the disease off.
When you fail an Experimental Treatment check on a creature that has a disease, you may choose to succeed instead. If you do so, the target creature loses the limb that is most infected, losing that limb at the elbow or knee. If the area of infection was not previously specified, roll 1d4:
When you fail an Experimental Treatment check on a creature that has a disease, you may choose to succeed instead. If you do so, the target creature loses the limb that is most infected, losing that limb at the elbow or knee. If the area of infection was not previously specified, roll 1d4:
# Right arm
# Right arm
# Left arm
# Left arm
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|'''Miracle of Science'''
|'''Miracle of Science'''
|Experimental Treatment, Plague Doctor 14
|Experimental Treatment, Plague Doctor 14
|If you fail an Experimental Treatment, you may choose to succeed instead. (1/Campaign)
|
If you use Amputate successfully, you may devise a fully functioning prosthetic limb for the affected creature after a number of days equal to 90 - INT/Alchemy. (1/Campaign)
* '''(1/Campaign)''' If you fail an Experimental Treatment, you may choose to succeed instead.
 
* '''(1/Campaign)''' If you use Amputate successfully, you may devise a fully functioning prosthetic limb for the affected creature after a number of days equal to 90 - INT/Alchemy.


'''''Level 30:''''' If you did not use either Miracle of Science ability, then both abilities become 1/Rest.
* '''''Level 30:''''' If you did not use either Miracle of Science ability, then both abilities become 1/Rest.
|''Tinkerer, Plague Doctor, '''Capstone'''''
|''Tinkerer, Plague Doctor, '''Capstone'''''
|-
|-
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|Tome of Disease
|Tome of Disease
|Gain the Autopsy ability.
|Gain the Autopsy ability.
'''Autopsy.''' You may spend 1 day studying the corpse of a creature that died from a disease. You then learn that disease's lethality and transmissibility. (1/Month)
 
* '''Autopsy (1/Month).''' You may spend 1 day studying the corpse of a creature that died from a disease. You then learn that disease’s lethality and transmissibility.


You gain the bonus from your Tome of Disease whenever treating a creature that suffers from any combination of lethality and transmissibility that you have researched.
You gain the bonus from your Tome of Disease whenever treating a creature that suffers from any combination of lethality and transmissibility that you have researched.
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|Autopsy
|Autopsy
|Gain the Confident Diagnosis ability.
|Gain the Confident Diagnosis ability.
'''Confident Diagnosis.''' When making an INT/Medicine check to treat a creature with a disease covered by your Tome of Disease, you may double your Medicine skill bonus instead of doubling your INT. (1/Week)
 
* '''Confident Diagnosis (1/Week).''' When making an INT/Medicine check to treat a creature with a disease covered by your Tome of Disease, you may double your Medicine skill bonus instead of doubling your INT.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|Retraining
|Retraining
|When you cure a creature of a disease, it becomes Immune to that disease for triple the normal amount of time (as denoted in the description of the disease).
|When you cure a creature of a disease, it becomes Immune to that disease for triple the normal amount of time (as denoted in the description of the disease).
'''''Level 30:''''' When you cure a creature of a disease, it becomes Immune to that disease for the rest of its life.
 
* '''''Level 30:''''' When you cure a creature of a disease, it becomes Immune to that disease for the rest of its life.
|''Tinkerer, Plague Doctor, '''Capstone'''''
|''Tinkerer, Plague Doctor, '''Capstone'''''
|-
|-
|'''Cleanse Virulence'''
|'''Cleanse Virulence'''
|Treatment Arsenal, Vitality, Triage II
|Treatment Arsenal, Vitality, Triage II
|When you expend a use of your thurible, you may extend the benefits of the Plague Mask talent to all creatures within the thurible's effective area. (1/Rest)
|
* '''(1/Rest).''' When you expend a use of your thurible, you may extend the benefits of the Plague Mask talent to all creatures within the thurible’s effective area.
 
Your thurible and plague mask now count as a single Masterwork, allowing you to take another Masterwork when applicable.
Your thurible and plague mask now count as a single Masterwork, allowing you to take another Masterwork when applicable.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
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|'''Plague Mask III'''
|'''Plague Mask III'''
|Cleanse Virulence
|Cleanse Virulence
|Plague Mask II becomes: Resist Uncommon Diseases 10, Resist Rare Diseases 6, and Resist Very Rare Diseases 2.
|Plague Mask II becomes: Resist Uncommon Diseases +10, Resist Rare Diseases +6, and Resist Very Rare Diseases +2.
Whenever you take necrotic or poison damage, you reduce that damage by ½ your INT.
Whenever you take necrotic or poison damage, you reduce that damage by 1⁄2 your INT.
|''Tinkerer, Plague Doctor''
|''Tinkerer, Plague Doctor''
|-
|-
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|'''Plague Master'''
|'''Plague Master'''
|Comprehensive Treatment Plan
|Comprehensive Treatment Plan
|Plague Mask III becomes: Immune Uncommon Diseases, Resist Rare Diseases 10, and Resist Very Rare Diseases 6.
|Plague Mask III becomes: Immune Uncommon Diseases, Resist Rare Diseases +10, and Resist Very Rare Diseases +6.
Whenever you take necrotic or poison damage, reduce that damage by your INT.
Whenever you take necrotic or poison damage, reduce that damage by your INT.


You may respec your Plague Doctor talents within Plague Doctor. (1/Month)
* '''(1/Month).''' You may respec your Plague Doctor talents within Plague Doctor.  


'''''Level 30:''''' You are Immune to all diseases, magical and nonmagical. When you Take a Rest, you may extend this benefit to ½ INT allies that you touch until the next time you Take a Rest.
* '''''Level 30:''''' You are Immune to all diseases, magical and nonmagical. When you Take a Rest, you may extend this benefit to 1⁄2 INT allies that you touch until the next time you Take a Rest.
|''Tinkerer, Plague Doctor, '''Capstone'''''
|''Tinkerer, Plague Doctor, '''Capstone'''''
|}
|}