8/24/2021

Class - Plague Doctor Download Free

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Random and devastating—striking down young and old, poor and rich—disease is the providence of the divine. Pestilence courses through your flesh, and the living wither at your touch. Car mechanic simulator 2015 - maserati download free. Through suffering and pain, you pierce the veils of mundane reality to reveal the transcendental truth: All creatures must die.

Class Skill(s): An oracle with the plague mystery adds Fly, Intimidate, Knowledge (nature), and Stealth to her list of class skills.

Bonus Spells: ray of sickness (2nd), pox pustules (4th), fungal infestation (6th), fleshworm infestation (8th), insect plague (10th), greater contagion (12th), plague storm (14th), symbol of death (16th), cursed earth (18th).

Revelations: An oracle with the plague mystery can choose from any of the following revelations.

Black Winds (Su)

Once per day, you can spew forth the foul air of pestilence in a 30-ft. cone. This acts as gust of wind. Creatures in the area must also make a successful Fortitude save or contract red ache with an immediate onset rather than 1d3 days. The save DC of the disease equals 10 + half your oracle level + your Charisma modifier. You may use this ability twice per day at 9th level and three times per day at 15th level.

Boils and Pustules (Sp)

You may make a melee touch attack that causes a creature’s flesh to erupt with painful, oozing sores. This deals 1d6 + 1 hp damage for every 2 oracles levels you possess. Half of this damage is acid damage. You may use boils and pustules a number of times per day equal to 3 + your Charisma modifier. At 11th level, the creature is also sickened for a number of rounds equal to your Charisma modifier.

Carrier (Ex)

Your successful melee touch attack infects a creature with filth fever. You may do this a number of times per day equal to 3 + your Charisma modifier. The onset of this disease is immediate rather than 1d3 days. Whenever you make a successful save against a disease, you may replace filth fever with that disease and infect targets with melee touch attacks.

Corrupt Food and Water (Su)

With a touch, you can infect a day’s rations or a flask of liquid with filth fever.

Creatures consuming the food or drink must make a Fortitude save or contract the disease. You may do this once per day for every 4 oracle levels you possess (minimum 1). At 5th level, a creature infected this way also spreads the disease as per the epidemic spell.

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Living Infection (Su)

Once per day, you may turn into a diseased vapor as the gaseous form spell. This condition lasts for a number of rounds equal to your oracle level.

While in this form, you may move into the square of another creature and attempt to infect it with filth fever with an immediate onset rather than 1d3 days. The Fort DC to resist this disease is equal to 10 + half your oracle level + your Charisma modifier. At 11th level, you may attempt to inhabit the body of a creature instead of giving it filth fever. To do so, you must enter the target’s square as a gaseous, living infection. If your target fails a Fortitude save, you infect the victim. On your turn, the target takes 1d6+1 Constitution damage each round you are in its body. It can make a Fortitude save each round to attempt to expel you.

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While inside the victim, you cannot be attacked or affected by special abilities or spells, but cure disease forces you to make a Will save. A failed save expels you from the victim. When expelled, you enter an empty square adjacent to the victim or the nearest empty square, whichever is closer.

Master of Plagues (Sp)

You gain a +4 bonus to Heal checks to treat disease. At 5th level, you may cast cure disease once per day for every 5 oracle levels you possess. When you cure a creature of disease either through the Heal skill or cure disease, the target immediately regains 1d3 ability damage that the infection caused. If more than one ability score is damaged, assign these regained points to a random damaged score.

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Carrion Wings (Su)

As a swift action, you sprout a pair of black, feathery wings that smell of carrion. The wings grant you a fly speed of 60 ft. with average maneuverability. You can use these wings for 1 min. per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-min. increments. You must be at least 7th level before selecting this revelation.

Plague Bearers (Su)

When you summon a vermin creature with a summoning spell, you summon one extra creature of that type. In case of summon swarm, you summon one additional swarm. These creatures carry filth fever and infect other creatures they damage. The save DC for the disease is 10 + half your oracle level + your Charisma modifier.

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Smite Living (Sp)

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As a standard action once per day, you may bring down sudden death upon a single creature within 60 ft. of you. The ability otherwise acts as finger of death. You must be at least 11th level to select this revelation. This is a disease effect.

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Final Revelation: You become the bearer of plague and sickness. You are immune to disease, including magical disease. Creatures infected with disease that come within 30 ft. of you take damage as if they had failed a save against that disease and also automatically fail their next save against the infection. Once per day, you may exude an aura of pestilence up to 100 ft. This area receives all effects of a cursed earth spell.

Deep Magic. © 2014 Open Design LLC. Authors: Wolfgang Baur, Tom Benton, Creighton Broadhurst, Jason Bulmahn, Ross Byers, Charles Lee Carrier, Tim Connors, Adam Daigle, Jonathan Drain, Mike Franke, Ed Greenwood, Frank Gori, Jim Groves, Amanda Hamon Kunz, Sam Harris, Brandon Hodge, Phillip Larwood, Jeff Lee, John Ling, Jr., Chris Lozaga, Ben McFarland, Nicholas Milasich, Carlos Ovalle, Richard Pett, Marc Radle, Stephen Radney-MacFarland, Wade Rockett, Stephen Rowe, Adam Roy, Amber E. Scott, Neil Spicer, Owen K.C. Stephens, Joshua Stevens, Christina Stiles, Matt Stinson, Stefen Styrsky, Dan Voyce, and Mike Welham.

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The plague doctor, known as SCP 049, escaped from security in the lab during experiments. He is very aggressive and intends to take revenge on all employees. You need to escape from the lab in time to avoid being caught, but it's not that easy!
Just because you were able to get out of the lab doesn't mean you were saved. The survival maze begins. All the doors are closed and you had to go down to the subway. It's dark and very scary. You have a task: to document everything on video, since you are most likely the only surviving eyewitness. This monster can inspire you with something terrible, the camera will help you find out whether it is real or its monstrous fantasies.
About the monster: a Humanoid, about 190 cm tall, who looks like a medieval plague doctor. He sets himself the task of healing humanity, the nature of which is clear only to himself. In practice, this means that touching a person is fatal. He performs operations on the corpse, and it later begins to come to life.
Special conditions of detention: kept in a standard reinforced holding cell. During transport, SCP-049 must be placed in a reinforced class 3 humanoid retainer system (with a collar and extension restraints), under the constant supervision of at least two armed guards.
As a rule, the subject makes contact with most of the Foundation's employees. Despite this, any sudden changes in behavior should be suppressed by force. During such changes, employees should use all available means to avoid direct contact with the object.
At first glance, it seems that SCP-049 is wearing a thick hoodie and a ceramic mask that are typical for this profession, however, judging by these items of clothing, they have gradually grown out of the monster's body and are currently indistinguishable from what they can hide under them. However, x-rays show that under this outer layer, it has a skeleton similar to a human.