Difference between revisions of "Better Disease Implementation (3.5e Variant Rule)"

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m (Red Ache)
m (Slimy Doom)
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=== Slimy Doom ===
 
=== Slimy Doom ===
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{{/Disease Template
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|name=Slimy Doom
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|infectiontype=Injury
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|cycle=1 day
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|flavor=You begin turning into jelly, eventually becoming a [[Green Slime (3.5e Monster)|Green Slime]].
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|stage1=You cannot move faster than half your speed otherwise you might trip.
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|stage2=You have trouble holding things and also take a -4 penalty to damage rolls and suffer a 20% spell failure on spells with somatic components.
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|stage3=Your move speed becomes 0 and you have trouble standing.
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|stage4=You cannot speak or eat.
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|stagefinal=You become a [[Green Slime (3.5e Monster)|Green Slime]].
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}}
  
 
'''Infection Type:''' Injury from a [[Green Slime (3.5e Monster)|Green Slime]].
 
'''Infection Type:''' Injury from a [[Green Slime (3.5e Monster)|Green Slime]].

Revision as of 19:13, 22 December 2011

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Author: Aarnott (talk)
Date Created: 22:34, 20 December 2011 (UTC)
Status: In progress :)
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Better Disease Implementation

Introduction

The standard D&D rules are pretty terrible when it comes to diseases. There are very few cases when it actually matters to the PCs and even then, the progression isn't really all that deadly. In a world where wizards are moving from one location to another in an instant and creating matter out of nothing, it would seem logical enough that common diseases aren't really a problem for the superheroes that are called adventurers. And that is already the case.

The problem is, we could get rid of diseases completely and probably have no major impact on the game. As it is right now, diseases are just a fancy form of poison that take effect sometime later when they aren't likely to be relevant, which is kinda lame. Cackle fever doesn't even make you cackle and blinding sickness doesn't always blind you. This rewrite puts diseases into different stages that become increasingly worse. It also attempts to make diseases a bit more relevant for the creatures employing them.

Rule Mechanics

Diseases now come in stages. When a character is hit by an attack that causes disease (or exposed to some disease-producing effect), they must make a Fortitude save or else immediately enter Stage 1 of the disease. Multiple failed saves do not advance the character further in the disease progression. Each disease has different effects described for each of its stages and the effects are cumulative between stages.

Diseases also have a cycle, which is how often the character must make a new Fortitude save to see if they improve or advance further with the disease. These Fortitude saves are taken at the first disease saving throw DC + the current stage the character is in. As they advance in the disease, it becomes harder to cure. A success means the disease does not advance for that cycle. A success by 5 or more means that it improves by 1 Stage. A failure means that the disease advances 1 stage. Bed rest reduces the DC by 2 and a heal check can be substituted for the saving throw in the case of long-term care.

Like the original rules, diseases can be caused by Contact, Ingestion, Inhalation, or Injury. Any disease can be caused by injury if it is carried by a monster, but otherwise, the listed infection type is the only way the disease can spread.

Generally, the base save DC for a disease should be 10 + 1/2 the monster's CR + its Constitution modifier. If the creature does not have a Constitution score, use its Charisma modifier instead.

Table: Diseases
Disease Infection Type Cycle SRD monsters carrying this disease Homebrew monsters carrying this disease
Blinding sickness Ingested 8 hours TODO
Cackle fever Inhaled 4 hours TODO
Cascade Flu Injury TODO TODO
Cerebral Parasites Contact TODO TODO
Demon fever Injury TODO Night Hag TODO
Devil chills Injury TODO Pit Fiend TODO
Filth fever Contact (Stage 4) 1 day Dire Rat, Otyugh Dire Rat
Mindfire Inhaled 1 day TODO
Mummy rot Contact TODO Mummy TODO
Red ache Injury (Stage 3 & 4) 1 day TODO
Slimy doom Injury 1 hour Green Slime

Below are rewrites of SRD diseases.

Blinding Sickness

Blinding Sickness Ingested, 8 hour cycle
Within a day, many people exposed to this disease have their eyes dissolve and drip out of the sockets.
You are cured, but if you were blinded, you remain blinded. You are dazzled. You take a -1 penalty to attack rolls, search checks, and spot checks and a 20% miss chance. You are permanently blinded. Your eyes dissolve.

Infection Type: Ingested (actively contagious during stage 1)

Cycle: 8 hours.

Stage 1:

Your eyes develop a white mucus film over them, which drips like a runny nose and covers them almost immediately after being wiped off. They are constantly sore and you find it difficult to focus your vision.

You are always considered dazzled (-1 to attack rolls, search checks, and spot checks).

Blinding Sickness can actively spread through the mucus if the mucus is ingested. Although this seems unlikely, the mucus is extremely resilient and can infect even in the smallest quantities, so a drop diluted in a water supply is likely to infect several people. Similarly, food handled by an infected individual, even with washed hands, will also likely expose anyone that eats the food to the disease.

Stage 2:

Your pupils contract, your irises disappear, and your eyes appear to be almost completely white now. The mucus film hardens frequently making your vision extremely poor.

You take an additional -1 to attack rolls, search checks, and spot checks. Opponents are treated as if they have partial concealment (20% miss chance) against your attacks.

Stage 3:

The white film cracks off and your pupil disappears. Your eyes now are solid white in color, with a bloody red ring around the edges.

You are permanently blinded. This can be magically cured with Remove Blindness/Deafness, but the disease must be completely cured first.

For this stage and the next one, if the characters do not have the means to cure the disease, the GM should effectively consider the character as "dead". The player should be given the option to retire the character and make a new one or the GM should provide a way for the character to have their vision restored.

Stage 4:

Your eyes liquefy, dripping out of the sockets as a white paste.

Your eyes are completely destroyed and only a Regenerate spell will be sufficient to restore your vision. The disease must be completely cured for the regeneration to have any effect.

Cackle Fever

Cackle Fever Inhaled, 4 hour cycle
You get a horrible fever and go crazy. Eventually you laugh yourself to death.
You are cured. You take a -4 penalty to Concentration checks. You also take a -2 penalty to AC. Save vs. Hideous Laughter every 1d6 rounds in combat. Save vs. confusion every 1d6 rounds in combat. You die.

Infection Type: Inhaled (actively contagious during stage 3).

Cycle: 4 hours.

Stage 1:

You develop a mild fever and find it difficult to concentrate. You giggle without reason occasionally.

You take a -4 penalty to Concentration checks. You also take a -2 penalty to AC.

Stage 2:

Your fever becomes more severe and you start bursting into uncontrolled bouts of laughter, especially when under stress.

When you are in a stressful situation (a situation you would be unable to take 10 on a skill check normally, such as combat), you must make a Will Save at the DC of the disease every 1d6 rounds (at the start of combat, make an initial roll to resolve when your first saving throw should be rolled). If you fail, you are affected by Hideous Laughter for one round.

Stage 3:

Your fever is dangerously severe and you lose control of your actions when under stress. You frequently shriek out in laughter, making communication much more difficult.

You take a -4 penalty to all social skills (Bluff, Diplomacy, etc.).

When you are in a stressful situation, you must make a Will Save at the DC of the disease every 1d6 rounds. If you fail, you are confused for one round, treating the caster as the nearest enemy creature or ally if there is no enemy.

During this stage, the disease is exposed to anyone in a 5ft. radius of you. They must make a single saving throw every 4 hours they are exposed or become infected.

Stage 4:

Your fever increases and you begin laughing as loudly as you can. You keep laughing so hard that you are unable to breathe and you die from either the fever or asphyxiation.

You die.

Cascade Flu

Cerebral Parasites

Demon Fever

Devil Chills

Filth Fever

Filth Fever Contact, 1 day cycle
Your body develops pus pockets, which become necrotic tissue, eventually killing you.
You are cured. You take a -4 penalty to attack rolls and DCs of your abilities. Your max hp is reduced by 3. You take a -2 penalty to your AC, saving throws, skill checks, and ability checks. Your max hp is reduced by 1 per HD. Your max hp is reduced by 2 per HD. You lose a random limb. You die.

Infection Type: Contact (stage 4)

Cycle: 1 day.

Stage 1:

You develop an infectious pus pocket on your skin, which is extremely painful. You break out into a mild fever.

You take a -2 penalty to attack rolls and DCs of your abilities until the disease is cured. In addition, your maximum hitpoints are reduced by 3 (this is not damage, but may reduce your current hitpoints).

Stage 2:

The infection has spread rashes all over your body and your skin is fragile, tearing easily. Your fever becomes quite severe, accompanied by strong migraines.

You take a -2 penalty to your AC, saving throws other than against this disease, skill checks, and ability checks. Your maximum hitpoints are reduced by a further 1 point per HD you have.

Stage 3:

The white boils found at the site where the infection began have turned to necrotic tissue. The pus pockets burst occasionally, leaving a slimy residue all over your body.

Your maximum hitpoints are reduced by a further 2 points per HD you have.

The disease is actively contagious during this stage. Any creature that tends to you or is in close proximity for more than 10 minutes must make a saving throw or contract Stage 1 of the disease themselves. If they make a successful saving throw, they do not need to roll another against contracting it for 1d4 hours.

Stage 4:

On entering this stage, you lose a random limb to the necrotic tissues. A leg reduces your base speed by 10 ft. An arm has the expected effect of forcing you to lose one of your weapon/shield slots (for lack of a better term).

Stage 5:

You die.

Mindfire

Mindfire Inhaled, 1 day cycle
Your brain feels like it is on fire and eventually melts.
You are cured. You take a -2 penalty to all int-based skill checks. You don't gain +2 to hit when flanking. You cannot make attacks of opportunity. You take a -2 penalty to your AC and saving throws. You take damage and might become nauseated whenever you take more than a standard action. You die.

Infection Type: Inhaled (actively contagious during stage 2 and 3).

Cycle: 1 day.

Stage 1:

A somewhat weird sensation: your brain feels hot. You have a lot of trouble thinking clearly and you have trouble thinking in tactical terms.

You take a -2 penalty to all int-based skill checks. You also do not gain the +2 bonus to hit when flanking and you cannot make attacks of opportunity.

Stage 2:

Your brain feels like it is burning. Your movements become more predictable because you cannot think clearly enough to be more careful with them.

You take a -2 penalty to your AC and saving throws other than against this disease.

During this stage, the disease is exposed to anyone in a 5ft. radius of you. They must make a single saving throw every day they are exposed or become infected.

Stage 3:

Red hot veins bulge around your forehead. You sweat profusely and are wracked with pain.

Each round that you take more than a standard action, you take 1 damage per 2 HD you have and you must make a Fortitude save at the disease DC or else become nauseated on your next turn.

During this stage, the disease is exposed to anyone in a 5ft. radius of you. They must make a single saving throw every day they are exposed or become infected.

Stage 4:

Your brain melts into goo inside your skull.

You die.

Mummy Rot

Red Ache

Red Ache Injury, 1 day cycle
Your body becomes so hot, it expels fire, eventually consuming you in the flame.
You are cured. When you wear clothing, you take a -3 penalty to AC and Reflex saves. Any held or worn item you carry takes 1 fire damage per round. You are under the effects of Symbol of Pain, cannot sleep, and deal fire damage to everything nearby. No new effects. You die.

Infection Type: Injury (Stage 3 & 4).

Cycle: 1 day.

Stage 1:

Your skin is covered in a horrible red rash. It is painful to the touch and you aren't nearly as capable of moving around in clothing.

If you are wearing a significant amount of clothing (ie. armor), you take a -3 penalty to AC and Reflex saves.

Stage 2:

Your skin becomes hot. Really hot. Like a small fire. Somehow, your insides are not nearly as affected, although they are certainly not in great shape either.

Any held or worn item you carry takes 1 fire damage per round.

Stage 3 & 4:

Your skin is now actually on fire. It hurts as if you were in a fire, but it doesn't seem to be damaging you. It's as if you are being burned alive, but you aren't dying.

You are treated as if you are in the radius of a Symbol of Pain. That is, you take a -4 penalty to attack rolls, skills, and ability checks.

You cannot sleep (or enter a trance), so you will likely become Exhausted if you don't improve.

You deal 1 fire damage to everything within 5 feet of you, which can be dangerous inside buildings. Any creature damaged by the fire is also exposed to the disease (but only needs to save once per day from exposure from you).

Note that Stage 4 presents no new effects, but is there so that you don't immediately die failing a save at stage 3.

Stage 5:

Your body is consumed by the flame and disintegrates into ash.

You die.

Slimy Doom

Slimy Doom Injury, 1 day cycle
You begin turning into jelly, eventually becoming a Green Slime.
You are cured. You cannot move faster than half your speed otherwise you might trip. You have trouble holding things and also take a -4 penalty to damage rolls and suffer a 20% spell failure on spells with somatic components. Your move speed becomes 0 and you have trouble standing. You cannot speak or eat. You become a Green Slime.

Infection Type: Injury from a Green Slime.

Cycle: 1 hour.

Stage 1:

Your legs become wobbly like jelly. You find yourself tripping if you don't move carefully.

If you move more than half your speed in a round, you must make a balance check with a DC equal to the disease DC + 5 or else fall prone.

Stage 2:

Your arms become wobbly now too. Holding onto things becomes much more difficult and you just can't put the same finesse or power into your attacks.

Whenever you hit an opponent with a melee attack, make a ranged attack roll, or otherwise use an item that causes an impact, you must make a Reflex save at the disease DC or drop the weapon or item you are using.

You take a -4 penalty to damage rolls and suffer a 20% spell failure on spells with somatic components.

Stage 3:

Your legs become completely bendy and gelatinous, making it impossible to walk.

You can no longer use your legs to move; your land speed becomes 0. Whenever you are hit by an attack you must make a balance check with a DC equal to the disease DC + 5 or else fall prone.

Stage 4:

Your throat is constantly filled with jelly and you can barely breathe, let alone talk.

You cannot speak or eat.

Stage 5:

The jelly that has been replacing the inside of your body bursts out of you.

You become a Green Slime and mindlessly begin hunting for living creatures to spread the Slimy Doom disease to.

Updated/New Spells

The following spells are either rewrites of existing spells, or new spells, which are designed to work with this disease rule system.


Accelerate Disease
Necromancy [Evil]
Level: Blackguard 2, Cleric 2, Destruction 2, Druid 2, Sorcerer/Wizard 3
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject of this spell has all of their diseases advanced by 1 stage immediately.


Contagion
Necromancy [Evil]
Level: Blackguard 3, Cleric 3, Destruction 3, Druid 3, Sorcerer/Wizard 4
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

The subject contracts stage 1 of a disease selected from the following list: blinding sickness, cackle fever, filth fever, mindfire, red ache, shakes, or slimy doom.


Improve Disease Recovery
Conjuration (Healing)
Level: Cleric 3, Druid 3, Ranger 2
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

All of the diseases the subject is suffering from are improved by 1 stage. If this would bring the disease to "stage 0" it is cured.


Remove Disease
Conjuration (Healing)
Level: Cleric 4, Druid 4, Ranger 3
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Same effect as before (note the increased spell level).


Slow Disease
Conjuration (Healing)
Level: Cleric 2, Druid 2, Ranger 1
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: See text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

The recipient of this spell automatically passes the next saving throw they make against each disease they have. They still roll the saving throw to see if their condition improves; the condition just cannot become worse from that roll.



Back to Main Page3.5e HomebrewVariant Rules

AuthorAarnott +
ComponentV + and S +
DescriptorEvil +
Identifier3.5e Variant Rule +
LevelBlackguard 2 +, Cleric 2 +, Destruction 2 +, Druid 2 +, Sorcerer/Wizard 3 +, Blackguard 3 +, Cleric 3 +, Destruction 3 +, Druid 3 +, Sorcerer/Wizard 4 +, Ranger 2 +, Cleric 4 +, Druid 4 +, Ranger 3 + and Ranger 1 +
RangeTouch +
Rated BySurgo +, Eiji-kun +, Wildmage +, Sulacu +, LenKagetsu +, ThunderGod Cid + and Ghostwheel +
RatingRated 3.7 / 4 +
SchoolNecromancy + and Conjuration +
SubschoolHealing +
TitleBetter Disease Implementation +