Cancer Mage

Requirements
To qualify to become a Cancer Mage, a character must fulfill the following criteria.

Any Evil

Skill: Heal 5 Knowledge Nature 5

Feat: Great Fortitude

Class Information

Hit Die: 1d10

The Cancer Mage’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level 6 + Int modifier.

Level BAB Fort Ref Will Special
1st +0 +1 +0 +1 Sneak Attack +1d6, Disease Host
2nd +1 +1 +1 +1 Contagion, Cancerous Companion
3rd +2 +2 +1 +2 Tatterdemalion, poison
4th +3 +2 +2 +2 Children of the Night
5th +3 +3 +2 +3 Sneak Attack +2d6, Viral Agent
6th +4 +3 +2 +3 Infected Wound
7th +5 +4 +3 +4 Insect Plague, Insect armor
8th +6 +4 +3 +4 Viral ally
9th +6 +5 +3 +5 Sneak Attack +3d6
10th +7 +5 +3 +5 Disease Form

Class Features

The following features pertain to the Gunslinger advanced class.

Sneak Attack
If a Cancer Mage can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Cancer Mage's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Cancer Mage flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every three Cancer Mage levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Cancer Mage can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The Cancer Mage must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Cancer Mage cannot sneak attack while striking a creature with concealment.

Disease Host (Ex)
At first level a cancer mage suffers no ill effects of diseases, except for purely cosmetic ones such as boils, pockmarks, watery eyes, blackened skin, hair loss, foul smell and so on. The cancer mage becomes a carrier of every disease he encounters though he remains immune to most of their effects.

However, the cancer mage takes 1d6 points of damage per caster level if someone casts cure disease spell or effect on him. (He can make a fortitude save to try and resist the effect). Furthermore, if the cancer mage has a cancerous companion (See below), he loses all abilities gained from the companion for 1d10 days after being the subject of a cure disease spell. a Contagion spell can reverse the effects.

Contagion (SP) Beginning at 2nd level, the touch of a cancer mage carries a contagion spell once per day per level. The DC for the targets saving throw is 15+ the cancer mage's wisdom modifier.

Cancerous Companion (Ex) at 2nd level, a cancer grows within the cancer mage forming a large tumor. This cancerous growth gains intelligence and a personality distinct from the cancer mage. The companion and the cancer mage can communicate telepathically when needed the cancerous companion uses the cancer mages scores for saves ability scores other than intelligence and so forth. the cancerous companion gains abilities as the cancer mage gains levels.

Cancer Mage Level Intelligence Ability
2nd 6 Blind sight 30 feet.
3rd 7 Can use a spell or spell-like ability of the cancer mage on its own as a standard action once per day, requiring no action on the cancer mages behalf
4th 8 Can warn the cancer mage of danger, granting him the evasion ability
5th 9 Can warn the cancer mage of danger granting him the uncanny dodge ability (DEX to AC)
6th 10 mind-affecting spells and effects have a 50% chance of affecting the companion rather than the cancer mage
7th 11 Can use a spell or spell-like ability of the cancer mage on its own as a standard action three times per day, requiring no action on the cancer mages behalf
8th 12 Can warn the cancer mage of danger granting him the uncanny dodge ability (Can't be Flanked)
9th 13 Can form a 1-ft tendril of flesh capable of making touch attacks including the cancer mages contagion and poison spell like abilities
10th 14 Blind sight 60ft

Tatterdemalion (Ex) Gathering scraps of clothing and old discarded rags, a cancer mage is able to make such articles into light armor witht he following stats: +4 Max dex bonus +5 Armor check penalty -1 arcane spell failure 15% speed 30ft/20ft weight 20lb. Only a 3rd level or higher cancer mage can wear this armor. this armor is considered masterwork quality and can be fashioned into magic armor.

Poison (Sp Oncer per day per level beginning at 3rd level, the touch of a cancer mage carries a poison spell the DC for the targets saving throw is 15 + the cancer mages wisdom modifier.

Children of the Night (Su) A 4th level cancer mage commands the lesser creatures of the world and can call forth a swarm of 2d6 small monstrous spiders or a pack of 4d8 dire rats or swarm of 10d10 bats once perday as a standard action. These creatures arrive in 2d6 rounds and serve the cancer mage understanding his mental commands for up to ten minutes per class level.

Viral Agent (Su) At 5th level a cancer mage befriends a disease or virus that infests his body. he supernaturally enhances a disease making it smarter by giving it a point of his own intelligence. He establishes a elepathic link with the disease that functions at a range of one mile per class level. The cancer mage can then attempt to infect a target with his viral agent using his contagion ability if successful the viral agent can tell the cancer mage telepathically what the host experiences. in all other respects the viral agent is a normal disease if the victim fights it off or a cure disease spell is used the disease and the viral agent die. the cancer mage regains his intellignce point after 24 hours. the cancer mage can create as many viral agents as he is willing to devote intelligence points toward.

Infected wound (Ex)
Once per day per class level beginning at 6th level a cancer mage can infect his foe with an infectious taint after making a successful melee attack. the foe takes 1 point of constitution damage and must make a fort save dc 10 + Cancer mage lvel + cancer mages wis modifier. 1 hour later or take a further 1d6 points of constitution damage

Insect Plague (Sp) At 7th level a cancer mage invokes insect plague once per day as a cleric of his class level.

Insect Armor (Su)
By allowing insects and worms to crawl over his body a 7th level cancer mage gains +4 natural armor bonus. The cancer mage cannot wear armor heavier than light armor and keep this benefit however.

Viral Ally (Su)
In a fasion similar to the viral agent ability, a cancer mage of 8th level or higher can create a viral ally by devoting 3 points of intelligence to a disease or virus in his system. The cancer mage can bestow hos viral ally upon a humanoid victim using his contagion ability and the viral ally can communicate telepathically with the cancer mage. The viral ally (and thus the cancer mage) controls its host as surely as with a dominate person spell, although the hsot gets no separate saving throw to avoid the dominate effect. the viral ally is a normal disease however and the victim can fight it off with a successful fortitude save or a cure disease spell either of which kills the viral ally. The cancer mage regains his missing intelligence 24 hours later can can create as many viral allies as he is willing devote intelligence points towards.

Disease Form (Su)
At 10th level a cancer mage gains the ability to transform into a disease once per day. (This ability also affects up to 100 pounds of gear the cancer mage is carrying + tatterdemalion armor, insect armor, and a cancerous companion) As a disease the cancer mage is intangible and invisible to standard message of observations even blind sight. Creatures with the scent ability note a foulness in the air. The cancer mage cannot move except with the wind (if any) or within a host. The cancer mage may adopt his disease form as a standard action, attempting to infect a living creature with 100ft. a potential victim must succeed a fortitude save 15+Cancer mage level + the wisdom modifier of the cancer mage. to avoid being infected by the cancer mage. Any creature that comes within 10ft of the cancer mage is also subject to this fortitude save. inside an infected host the cancer mage deals 1d4 points of constitution damage per day after 24 hour incubation period. the victim has no way of knowing that the cancer mage is anything other than a normal illness. The cancer mage travels with the victim aware of whatever the victim is aware of. A number of times per day equal to the cancer mages wisdom bonus the cancer mage can attempt to force a victim to take one rounds worth of actions of the cancer mages choosing a successful will save (DC 18+ cancer mages wis modifier) allows the victim to resist this. While controlling his victim, the cancer mage has access to all skills, feats, spells, and anything else the host has access to plus any of his own that he can use in his disembodied state. The cancer mage can leave his host at any time allowing the victim to recover normally. the victim can also attempt to force the cancer mage out by making fortitude saves as if the cancer mage was a normal disease. Heal checks help the victim as they would normally. A Cure disease spell kills the cancer mage if he fails a fortidue save (calculating the save dc as for the spells of the same level). Even if the cancer mage succeeds his saving throw he is forced to resume his material form adjacent to the victim. A Cancer mage can remain in disease form as long as he desires, or he can return to his natural form and be done with disease form for that day. While in disease form the cancer mage does not need to eat sleep or drink and he does not age. a cancer mage could remain dormant in a room for a hundred years, then take his material form or infect a new victim.

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