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''Source: Harker's Guide for Vampire Hunting'' | ''Source: Harker's Guide for Vampire Hunting'' | ||
Universally recognized by thick, hooded robes and crow- shaped masks, plague doctors are a feared necessity in most societies. Unhampered by pesky ethical obligations, plague doctors wallow in disease and offer experimental medical procedures or a painless death as the situation warrants. These grim physicians wield both potion and pathogen the | Universally recognized by thick, hooded robes and crow- shaped masks, plague doctors are a feared necessity in most societies. Unhampered by pesky ethical obligations, plague doctors wallow in disease and offer experimental medical procedures or a painless death as the situation warrants. These grim physicians wield both potion and pathogen the way an artisan might wield a chisel or paintbrush. | ||
{| class="wikitable" | |||
!Talent | |||
!PreReq | |||
!Description | |||
!Tags | |||
|- | |||
|'''Grim Tools, Grim Purpose''' | |||
|Tinkerer Entry | |||
|Choose one talent: Alchemy Set, Medical Set, Plague Mask, Scalpel, Syringe, or Thurible. | |||
Gain that talent. You may choose to make the associated item your Masterwork. If you do, your previous Masterwork loses its bonuses. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Alchemy Set''' | |||
|Grim Tools, Grim Purpose | |||
|Gain alchemist tools. As long as you have alchemist tools, you may use one of the following abilities each time you Take a Rest. | |||
way an | * '''Preserve.''' Touch one potion. That potion gains +24 hours potency. | ||
* '''Enhance.''' Touch one medical kit. Each dose of basic medicine in that kit restores 1 HP when consumed. These doses are stored in individual vials. Each of these basic medicine doses count as potions and lose their potency after 24 hours, becoming mundane basic medicine again. | |||
'''''Masterwork:''''' If this is your Masterwork, you may use both features when you Take a Rest, and you can produce the 10 doses of basic medicine each day with your alchemist tools (no longer requiring a medical kit). | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Medical Set''' | |||
|Grim Tools, Grim Purpose | |||
|Gain a medical kit. You are especially effective with medical kits. When you use at least 1 bandage and 1 dose of basic medicine when you make an INT/Medicine check, you may reroll the d20 if the unmodified number is lower than your INT, but you must take the second result. | |||
'''''Masterwork:''''' If this is your Masterwork, you may reroll the d20 if the unmodified number is lower than double your INT (still taking the second result). | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Plague [[Mask]]''' | |||
|Grim Tools, Grim Purpose | |||
|You have a mask that resembles a crow with an uncannily long beak. This beak, stuffed with herbs and incense, protects you from the worst effects of disease. | |||
The creature wearing the plague mask gains Resist Common Diseases +6 and Resist Uncommon Diseases +2. | |||
'''''Masterwork:''''' If this is your Masterwork, whenever a Plague Doctor talent gives you Resist Disease, increase that resistance by +4. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Scalpel''' | |||
|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 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. | |||
'''''Masterwork:''''' If this is your Masterwork, you have a +1 to attacks, damage, and INT/Medicine checks made with the scalpel. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Syringe''' | |||
|Grim Tools, Grim Purpose | |||
|Gain a medical syringe. | |||
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. | |||
'''''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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Thurible''' | |||
|Grim Tools, Grim Purpose | |||
|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. | |||
You have one kind of aroma: Disinfectant. | |||
'''''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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Antigen''' | |||
|Alchemy Set | |||
|Gain two Alchemical Antigen abilities from the following list. Each time you Take a Rest and have access to your alchemist tools, you may create a number of Alchemical Antigens equal to your INT. Each Antigen is contained in a vial that can be consumed for 1 AP or fed to another creature for 2 AP. These medications are considered potions that lose their potency 24 hours after you create them. | |||
|''Tinkerer, Plague Doctor'' | |||
|} | |||
{| class="wikitable" | |||
|'''Medication''' | |||
|'''Effect''' | |||
|- | |||
|1. Antibiotics | |||
|Ignore the symptoms of a disease (besides death) for 2d4 hours. | |||
|- | |||
|2. Antihistamine | |||
|Ignore the Shaken and Chilled conditions for 1 hour. | |||
|- | |||
|3. Antipyretics | |||
|Ignore the Sickened condition for 1 hour. | |||
|- | |||
|4. Cocaine | |||
|Gain +1 AP at the start of each of your turns for the next hour, then gain Fatigue. | |||
|- | |||
|5. 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. | |||
|- | |||
|6. 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. | |||
|- | |||
|7. Lavender | |||
|Gain Resist Charmed 2 and Resist Frightened 2 for 1 hour. | |||
|- | |||
|8. Morphine | |||
|Ignore any checks made against the effects of extreme cold, heat, or forced marching for 2d4 hours, then gain Fatigue. | |||
|- | |||
|9. Opium | |||
|For 1d4 x 5 minutes, gain Resist Fear 2, Immune Charmed and Immune Frightened, then gain Fatigue. | |||
|- | |||
|10. Penicillin | |||
|If Bloodied or Sickened, regain 1 HP at the start of each of your turns for 1d4 rounds. | |||
|} | |||
{| class="wikitable" | |||
!Talent | |||
!PreReq | |||
!Description | |||
!Tags | |||
|- | |||
|'''Alchemical Treatment''' | |||
|Antigen | |||
|Gain +2 Alchemy. If you have any Skill Points in Medicine, you may lose them to gain that many additional points in Alchemy. | |||
You may use your Alchemy skill whenever you would make an INT/Medicine check. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Experimental Antigen''' | |||
|Alchemical Treatment | |||
|When you create Alchemical Antigens each day, you may choose one of them to be Experimental. Roll 1d10 to randomly determine which Antigen you create. This may be an Antigen that you already know, or one that you do not know. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Additional Antigen''' | |||
|Experimental Antigen | |||
|Gain +2 Alchemy. | |||
Learn one new Alchemical Antigen. | |||
'''''Masterwork.''''' If your alchemist tools are your Masterwork, this is a Repeatable talent. Furthermore, you may make +2 Antigens per day. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Synthesize Potion''' | |||
|Syringe | |||
|Each time you create a Herbal Potion, you may attempt to make a Healing Vial or Healing Potion instead. Make the appropriate Alchemy check, ignoring the material costs associated with these potions. If you succeed on the check, you make the potion, but it expires after 24 hours when made with this ability. | |||
You may now learn the Pathogen and Antigen talents, ignoring their prerequisites. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Purifying Concoction''' | |||
|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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Rapid Treatment''' | |||
|Purifying Concoction | |||
|It costs you 0 AP to inject yourself with potions. | |||
Gain the Rapid Treatment ability. | |||
'''Rapid Treatment.''' You may inject an ally with a potion for 0 AP. (INT/Rest) | |||
'''''Masterwork:''''' If your medical syringe is your Masterwork, Rapid Treatment has a 40 ft range when injecting allies. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Versatile Surgeon''' | |||
|Scalpel | |||
|Gain +2 Medicine. | |||
Your surgical scalpel does +1 damage. | |||
You may use your Plague Surgeon ability on creatures that are suffering from a poison or Burning. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Balm''' | |||
|Versatile Surgeon | |||
|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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Precise Surgeon''' | |||
|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. | |||
'''''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'' | |||
|- | |||
|'''Antigenic Balm''' | |||
|Precise Surgeon | |||
|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) | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Pathogen''' | |||
|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 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. | |||
|''Tinkerer, Plague Doctor'' | |||
|} | |||
{| class="wikitable" | |||
|'''Pathogen''' | |||
|'''Effect''' | |||
|- | |||
|1. Allergen | |||
|Creature is Shaken for 1d4 hours. | |||
|- | |||
|1. Bacterial Infection | |||
|Creature is Demoralized for 2d4 hours. | |||
|- | |||
|4. 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. | |||
|- | |||
|3. Fever | |||
|Creature is Chilled for 1d4 x 5 minutes. | |||
|- | |||
|5. Sedative | |||
|Creature is Slowed for 1d6 x 10 minutes. | |||
|- | |||
|6. Viral Infection | |||
|Creature is Sickened for 1d4 x 5 minutes. | |||
|} | |||
{| class="wikitable" | |||
!Talent | |||
!PreReq | |||
!Description | |||
!Tags | |||
|- | |||
|'''Experimental Pathogen''' | |||
|Pathogen | |||
|When you create Pathogens each day, you may choose for one of them to be Experimental. Roll 1d6 to randomly determine which Pathogen you create. This may be a Pathogen that you already know, or one that you do not know. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Deadly Pathogen''' | |||
|Experimental Pathogen | |||
|When you use your Alchemical Pathogen ability, you may make a DC 30 INT/Alchemy check. On a success, in place of one of your Pathogens, you make one potent Pathogen. Choose a common disease. When a creature is affected by your Pathogen, they become infected with that disease. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Additional Pathogen''' | |||
|Deadly Pathogen | |||
|You may make +1 Pathogen each day. | |||
Learn one new Pathogen of your choice. | |||
'''''Masterwork:''''' If your medical kit is your Masterwork, you may make +2 Pathogens each day instead. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Clarity''' | |||
|Thurible | |||
|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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Valor''' | |||
|Clarity | |||
|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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Motivation''' | |||
|Valor | |||
|You may choose to exclude any creature in your thurible’s radius from its effects. | |||
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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Vitality''' | |||
|Motivation | |||
|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. | |||
'''''Masterwork:''''' If your thurible is your Masterwork, you may now produce a number of aromas equal to your INT. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Triage''' | |||
|Plague Mask | |||
|When you restore HP to a Bloodied creature, that creature regains additional HP equal to your INT. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Analyze''' | |||
|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. | |||
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'' | |||
|- | |||
|'''Plague Mask II''' | |||
|Analyze | |||
|You have Immune Common Diseases. Your Resist Uncommon Diseases becomes 6, and you gain Resist Rare Diseases 2. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Triage II''' | |||
|Plague Mask II | |||
|When you restore HP to a creature with 0 HP, that creature regains additional HP equal to double your INT. | |||
'''''Masterwork:''''' If your plague mask is your Masterwork, you restore HP to a Bloodied creature, that creature regains additional HP equal to their current Death Points. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Treatment Arsenal''' | |||
|Plague Doctor 10 | |||
|You gain an additional Masterwork, choosing from one of the following talents you possess: Alchemy Set, Medical Set, Plague Mask, Scalpel, Syringe, or Thurible. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Treatment Arsenal II''' | |||
|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) | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Experimental Treatment''' | |||
|Treatment Arsenal, Additional Antigen, Rapid Treatment | |||
|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. | |||
'''Creature is in a:''' | |||
* Treatment facility: +0 | |||
* Permanent Shelter: +2 | |||
* Makeshift shelter: +5 | |||
'''Creature is suffering the ___ condition:''' | |||
* None: +0 | |||
* Bleeding: +10 | |||
* Bloodied: +8 | |||
* Burning: +12 | |||
* Sickened: +8 | |||
* Shaken: +5 | |||
'''Creature has Death Points:''' | |||
* +2 per Death Point | |||
'''Creature has a ___ Disease:''' | |||
* Common: +2 | |||
* Uncommon: +5 | |||
* Rare: +8 | |||
* Very Rare: +12 | |||
'''Creature has a ___ Lethality Disease:''' | |||
* Low: +2 | |||
* Medium: +5 | |||
* High: +8 | |||
* Extreme: +12 | |||
'''Creature has a ___ Transmissibility Disease:''' | |||
* Low: +0 | |||
* Medium: +2 | |||
* High: +5 | |||
* Extreme: +8 | |||
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 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'' | |||
|- | |||
|'''Leeching''' | |||
|Experimental Treatment | |||
|By implementing leeches to suck out the impure blood, you can improve your likelihood of success when performing experimental treatments. | |||
When performing Experimental Treatment on a creature with a disease, you may apply leeches. If you do, ignore the creature’s disease for the purposes of determining the adjusted INT/Medicine DC. | |||
On a success, you cure the creature’s disease, but the creature gains none of the other standard benefits from the Experimental Treatment. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Cauterize''' | |||
|Experimental Treatment | |||
|By cauterizing an open wound, you ensure that your patient will not bleed out during an Experimental Treatment. | |||
Provided that you have the means to heat up a metal surface that you can apply to the patient’s body, you end the patient’s Bleeding condition before making your Experimental Treatment check. The patient suffers 1d4 fire damage. Gain a bonus to your INT/Medicine check equal to the fire damage that they suffered. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Blood Transfusion''' | |||
|Experimental Treatment | |||
|You or a willing creature may siphon some of your own blood into the wounded creature while you perform your Experimental Treatment. | |||
The creature contributing the blood suffers 1d8 necrotic damage and is Shaken for 1d4 x 5 minutes. (If the creature has Immune Necrotic, it cannot contribute blood.) | |||
Ignore the Bleeding and Bloodied conditions when calculating your Experimental Treatment DC. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Amputate''' | |||
|Experimental Treatment | |||
|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: | |||
# Right arm | |||
# Left arm | |||
# Right leg | |||
# Left leg | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Miracle of Science''' | |||
|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) | |||
'''''Level 30:''''' If you did not use either Miracle of Science ability, then both abilities become 1/Rest. | |||
|''Tinkerer, Plague Doctor, '''Capstone''''' | |||
|- | |||
|'''Tome of Disease''' | |||
|Treatment Arsenal, Antigenic Balm, Additional Pathogen | |||
|You gain a medical tome that helps you research and diagnose illness. When you take this talent, choose a disease lethality and a disease transmissibility (both Low, Medium, High, or Extreme). | |||
You can automatically identify when a creature is suffering from a disease that fits your selection. When attempting to treat such a creature, you double your INT attribute bonus. | |||
Your surgical scalpel and medical kit now count as a single Masterwork, allowing you to take another Masterwork when applicable. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Autopsy''' | |||
|Tome of Disease | |||
|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) | |||
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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Confident Diagnosis''' | |||
|Autopsy | |||
|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) | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Retraining''' | |||
|Confident Diagnosis | |||
|Once per week when in a well-resourced library, medical center, or alchemical laboratory, you may reselect the lethality and transmissibility choices that you made when you took the Tome of Disease talent. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Lasting Remedy''' | |||
|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). | |||
'''''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''''' | |||
|- | |||
|'''Cleanse Virulence''' | |||
|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) | |||
Your thurible and plague mask now count as a single Masterwork, allowing you to take another Masterwork when applicable. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Plague Mask III''' | |||
|Cleanse Virulence | |||
|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. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Cleanse Virulence II''' | |||
|Plague Mask III | |||
|When you use your Cleanse Virulence ability, you may also use the benefits of Plague Mask III. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Comprehensive Treatment Plan''' | |||
|Cleanse Virulence II | |||
|All Plague Doctor items count as Masterworks for you. | |||
|''Tinkerer, Plague Doctor'' | |||
|- | |||
|'''Plague Master''' | |||
|Comprehensive Treatment Plan | |||
|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. | |||
You may respec your Plague Doctor talents within Plague Doctor. (1/Month) | |||
'''''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. | |||
|''Tinkerer, Plague Doctor, '''Capstone''''' | |||
|} | |||