Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Alchemy) (Int), Decipher Script (Int), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
All of the following are class features of the Carcinomancer.
Weapon and Armor Proficiency: A Carcinomancer is proficient with all simple weapons and with one martial weapon of her choice. Her choice of martial weapon is made when the character takes her first level of Carcinomancer and cannot be changed.
Carcinomancers are also proficient with light armor, but not with shields. Members of this class can cast carcinomancer spells while wearing light armor without incurring the normal arcane spell failure chance. She still incurs the normal arcane spell failure chance for arcane spells derived from other classes. In addition, if a Carcinomancer wears medium or heavy armor, or uses a shield, she incurs the same chance of arcane spell failure as any other arcane caster if the spell in question has a somatic component (and most do)..
Spells: Carcinomancer casts arcane spells, which are drawn from the Carcinomancer’s spell list (see below). Like a sorcerer, she can cast any spell she knows without preparing it ahead of time. When a Carcinomancer gains access to a new level of spells, she automatically knows all the spells for that level given on the Carcinomancer’s spell list. Carcinomancers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a Carcinomancer must have an Intelligence score of 10 + the spell’s level. The Difficulty Class for a saving throw against a Carcinomancer’s spell is 10 + the spell’s level + her Intelligence modifier. Like other spellcasters, a Carcinomancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells for a high Intelligence score (see Table 1–1 on page 8 of the Player’s Handbook). Carcinomancers have spells from the following list:
0— Acid Splash, Cure Minor Wounds, Detect Disease (3.5e Spell), Detect Magic, Detect Poison, Mage Hand, Prestidigitation, Ray of Frost, Read Magic, Tough of Fatigue, Unnerving Gaze*1
1st— Backbiter*2; Burning Hands; Corrosive Grasp*2; Cure Light Wounds; Hail of Stone*2; Inflict Light Wounds; Magic Missile; Orb of Acid, Lesser*2; Orb of Cold, Lesser*2, Orb of Electricity, Lesser*2; Ray of Flame*2; Rot of Ages*3; Seething Eyebane*1; Shocking Grasp; Spirit Worm*2
2nd— Addiction*1; Blindness/Deafness; Boneblast*1; Cure Moderate Wounds; Ghoul Touch; Infernal Wound*2, Inflict Moderate Wounds; Lahm’s Finger Darts*1; Melf’s Acid Arrow; Ray of Sickness*2; Scorching Ray, See Invisibility, Spectral Hand; Spores of Vrock*1; Summon Swarm; Wither Limb*2
3rd— Circle of Nausea*1; Contagious Fog*2; Cure Serious Wounds; Fireball; Horrid Sickness*4; Infestation of Maggots*2; Inflict Serious Wounds; Lightning Bolt; Mind Poison*2; Red Fester*1, Reality Blind*1; Rotting Curse of Urfestra*1; Shriveling*1; Spider Poison*5, Toxic Weapon*6, Unliving Weapon*1
4th— Animate Dead; Blight; Contagion, Contagious Touch*2, Cure Serious Wounds; Dimension Door; Doom Scarabs*6; Finger of Agony*4; Giant Vermin; Hypothermia*2; Inflict Critical Wounds; Phantasmal Killer; Plague Carrier*7; Poison, Psychic Poison*1; Starvation*2, Stop Heart*1, Summon Swarm; Touch of Years*4
5th— Ball Lightning*2; Cloudkill; Cone of Cold; Contagion, Mass*2; Cryptwarden’s Grasp*4; Dimension Door, Greater*2; Dragonsight*2; Earth Reaver*2; Inflict Light Wounds, Mass; Insect Plague; Memory Rot*2; Night’s Caress*2; Plague of Rats*; Slay Living; Teleport
6th— Acid Storm*2; Cloud of Achaierai*1; Contagion, Greater (3.5e Spell); Contingency; Create Undead; Curse of Lycanthropy*2; Eyebite*1; Fleshshiver*2; Ghoul’s Gauntlet*2; Harm; Heal; Inflict Moderate Wounds, Mass; Miasma*2; Pox*1; Spectral Touch*2; Spider Plague*2; True Seeing
7th— Antimagic Ray*2; Chain of Sorrow*8; Death by Thorns*1; Delayed Blast Fireball; Finger of Death; Harm, Greater*8; Inflict Serious Wounds, Mass; Necrotic Curse*4; Pestilence; Scourge*2; Teleport, Greater; Teleport Object; Wretched Blight*1
8th— Befoul*1; Bestow Curse, Greater*2; Blackfire*2; Create Greater Undead; Flensing*2; Horrid Wilting; Inflict Critical Wounds, Mass; Plague*6; Plague of Nightmares*1; Polar Ray
9th— Cometstrike*9; Despoil*1; Frostfell*9; Harm, Mass*8; Iceberg*9; Meteor Swarm; Otyugh Swarm*2; Plague of Undead*2; Weird; Weredoom*1
- 1: Book of Vile Darkness
- 2: Spell Compendium
- 3: Dragon Magic
- 4:Complete Mage
- 5:Magic of Faerun
- 6: Players Handbook 2
- 7:Races of Faerun
- 8:Heroes of Horror
Disease Host (Ex): A Carcinomancer is the host of an impressive variety of diseases and verminous creatures. As a result, they are justly feared throughout most civilized lands; it is all but unheard of for any cities to allow them inside due to risk of disease and infestation by vermin. If they are discovered inside a city, it is highly likely for citizens to report to the town guard, initializing a full-blown manhunt. The Carcinomancer gains immunity against all diseases and a +5 save versus poisons. Lastly, the creatures inhabiting a Carcinomancer’s body provide protection to their host. He receives a +1 Profane Bonus to AC that is retained when he is caught Flat-Footed, but does not apply to Touch AC. This bonus is increased to +2 at the 5th level, +3 at the 10th, +4 at 15th, and +5 at 20th
A Carcinomancer can know a number of diseases equal to twice his Carcinomancer level. The diseases listed under Contagion do not count toward this limit. Whenever he encounters disease that he is unfamiliar with, he can make a Knowledge (Nature) check at a DC equal to the disease's Save DC to attempt to learn how to create and nurture it. He can learn any diseases listed in the Player's Handbook, SRD:Disease, and/or the Diseases listed under 3.5e Other.
Diseased Spells (Su): At 1st level, the diseases inhabiting the Carcinomancer have begun effecting his spells. Whenever a Carcinomancer casts a spell that is not already disease related, the spell become infected by a disease of the Carcinomancer’s choice that it may spread to its victims. The disease is chosen from those listed under the Contagion spell or from among the Carcinomancer’s known diseases. Upon being targeted by a spell that does not normally cause diseases, the victim of he attack must make an additional Fortitude Save (DC of the disease in question) or become infected. An area effect spell will contaminate the area it effects, causing anybody who enters it to make a Fortitude save or become infected. If someone is killed by an attack spell, their corpse becomes infected and can spread the disease as well. Only spells that cause Hit Point damage become infected and any undead created by the Carcinomancer (via Animate Dead, Create Undead, etc) become carriers.
Plague Spores (Ex): Carcinomancers have turned the simple task of spreading diseases and poisons into a delicate art. The Carcinomancer is now able to spread many types of diseases through a large population. The Carcinomancer may only use a disease he knows from the Diseases table or a disease he has encountered in the game world before. This disease needs to be prepared for at least two hours and it may be stored in a glass vial (or something similar). If not stored in a vial, every applicable creature and being the Carcinomancer comes into contact with must make a Fortitude save against the disease to avoid catching it. In liquid form, a disease takes up 16 oz (1 pint). A separate check is made while preparing the disease as for actually using it. DC checks for both the creation and for the spreading are as listed under the spell Contagion for each disease. DC modifiers are as follows:
Presence of a very holy and grand/large chapel or advanced hospital nearby: -5 DC
Used airborne instead of in food, water, etc. : -4 DC
Every mile from highly populated area: -2 DC
Use of alchemist’s tools while preparing: +2 DC
Apply your ranks in Knowledge (nature) to the spreading check and Craft (alchemy) to the preparation check. This ability costs no money since the Carcinomancer carries his diseases inside him. Creatures that do not need to breathe and/or are immune to disease are unaffected by this ability regardless of one’s roll (unless there is a special circumstance, though this is very rare).
Advanced Learning (Ex): At 2nd Level, the Carcinomancer can add a new spell to her list, representing the result of personal study and experimentation. The spell must be a cleric, druid, or wizard spell, and of a level no higher than that of the highest-level spell the Carcinomancer already knows. Once a new spell is selected, it is added to that Carcinomancer’s spell list and can be cast just like any other spell she knows. If a spell is two or more of the spell lists, use the lowest of the spell levels (when different) to determine what level the spell is for the Carcinomancer. The Carcinomancer gains an additional new spell at 5th, 8th, 11th, 14th, 17th, and 20th levels
Improved Virulence (Ex): Starting at 2nd level, the Carcinomancer has been experimenting with his diseases enough that he can increase how difficult they are to resist. His diseases have a DC of 10 + 1/2 HD + Con Modifier or its original DC, whichever is higher. These increases are applied to all diseases the Carcinomancer knows. It applies to Contagion, diseased spells, diseased weapon damage, and Plague Spores checks
Summon Vermin (Su): At 2nd level, a Carcinomancer may draw upon the hordes of creatures that follow him and summon a group of them to fight. He can spontaneously convert spells into summon monster spells (either the Summon Monster (3.5e Spell) or core Summon Monster I-Summon Monster IX spells, player’s choice), but only for the purpose of summoning creatures of the Vermin type. You're always covered in bugs and are considered to have bugs on hand, such as for the target of the Giant Vermin spell
Plague Infect (Ex): At 3rd level, the Carcinomancer is able to congeal a disease and spread it onto a weapon or projectile, the disease has no incubation time, but the disease must be pre-prepared. The disease is applied as a standard action and lasts for 24 hours or until a target is struck. Upon striking a target, the disease is used up and must be reapplied. Only one disease can be applied at a time. Once a poison or disease has been created and placed in an appropriate container, the Carcinomancer may attempt to apply them to any weapon wielded by himself or his allies. The disease MUST be in a container or the Carcinomancer cannot use it to taint his allies’ weapons. Taint causes their attacks to do the effects of the disease or poison, but the target is still allowed to make a save (if applicable). 4 ounces of disease/poison is enough to taint 1 medium sized weapon or 8 medium sized projectiles. Small weapons use half as much poison while large weapons use twice as much (round down). All risks and restrictions associated with poisons apply. If used on a natural weapon (ie: claws), the target suffers the same restrictions as vermin, as outlined below.
The Carcinomancer may also use a disease to infect his vermin. When used in this manner, the vermin and/or swarms suffer the full effect of the disease after 1 hour. However, like with a tainted weapon, the vermin are able to spread the disease by successfully dealing damage to a target. The target is still allowed to make a save against the disease’s effects.
Create New Disease (Ex): At 4th level, the Carcinomancer’s understanding of diseases has grown to the point that he can create his own. To do so, he makes a Craft: Alchemy check (DC of the DM’s choice). If the check is successful, he creates the new disease, assigning its primary and secondary effects and setting the DC (modified by Improved Virulence), as well as naming it. He uses existing diseases as a base for the new disease, mixing and matching symptoms, effects, damages, method of deliver, incubation, etc. He can only create mundane diseases with Create New Disease
At 6th level, the Carcinomancer can apply this to magical and supernatural diseases as well.
Infestation (Su): At 5th level, by releasing a pair of rapidly-reproducing vermin into an area, a Carcinomancer can quickly infest a large area in little time, causing mass panic in many cities. Preparation for this action requires 6 hours worth of preparing time, a set of fertility potions worth at least 50 GP in value, and a DC 10 Knowledge (nature) check. If the check is failed, the infestation is unsuccessful. If successful, the people within the area suffer a -2 Morale Penalty to all attack rolls, skill checks, and saves and are Sickened for as long as they remain in the infested area. If the Carcinomancer also infects the vermin with one of his diseases, the people in the infested area must also make a Fortitude Save or suffer the effects of the disease.
Enchant Disease (Su): Starting at 6th level, the Carcinomancer’s understanding of disease expands even further. He can now enchant mundane diseases, turning them into magical or supernatural diseases.
Rapid Onset (Ex): At 7th level, the Carcinomancer can choose to decrease the incubation period of his diseases if he wants his victims to get sick faster. The incubation periods for his diseases are halved, to a minimum of 1 round.
Persistent Disease (Ex): A 7th level Carcinomancer’s diseases are much harder to shake off than normal. For any disease harbored by the carcinomancer that a target contracts, the number of successful daily saving throws required before doubles
Virulent Host (Ex): At 9th level, when a Carcinomancer accumulated enough diseases inside him, it becomes very hazardous to successfully attack him. Once per round, when the Carcinomancer is dealt damage, the attacker must make a Fortitude Save against one of the Carcinomancer’s diseases (Carcinomancer’s choice) or take 1 point of Con Damage. Again, this has no effect on creatures immune to poison and disease. Finally, because of his vermin’s near constant exposure to his diseases, the vermin in the Carcinomancer may enter play diseased without the Carcinomancer having to prepare the disease in a vial as per the norm. They still suffer the disease’s full effects after an hour.
Diseased Master (Ex): At 10th level, the Carcinomancer adds an additional +3 DC to Contagion, diseased spells, and diseased weapon attacks, Contagion may be cast as a ranged spell with range 60ft.
Run Its Course (Ex): At 12th level, the Carcinomaner’s diseases have mutate to the point where it is difficult to get rid of them. They now act like Mummy Rot in that if someone contracts the disease, they cannot get rid of it without magical assistance. The disease will continue to afflict them until they die or get cured. Additionally, Remove Disease does not automatically get rid of the disease. A cleric casting Cure Disease or any healing spell that can get rid of a disease must make a caster level check against the Carcinomancer’s caster level. If the cleric fails to overcome the Carcinomancer’s caster level, the disease is not cured. Instead it falls dormant as though it were cured for three hours, at which point it picks up where it left off and the cleric can’t try again for 24 hours
Empower Disease (Su): A 13th level Carcinomancer is capable of intensifying the disease strains he harbors, increasing their damage by one and a half times the standard damage.
Overcome Immunity (Su): Those who are immune to disease, like paladins, are always a pain to deal with. However, at 13th level, the Carcinomancer has figured out a way to get around this problem. Whenever he attempts to infect someone who is immune to poison or disease, he makes a caster level check 10+Character Level If he succeeds, he completely bypasses their immunity and infects them with the disease of his choice. If the check fails, the intended victim remains immune, but becomes a carrier. Creatures that disease would have no effect on either way (undead, etc) are still immune, but become carriers
Epidemic (Su): Starting at 14th level, the Carcinomancer’s understanding of how disease spreads has grown to the point that it is easier for him to make his diseases spread faster. The range on Mass Contagion triples, allowing him to infect an entire small village in less than 24 hours
Diseased Domination (Su): At 15th level, the carcinomancer can choose to forgo killing some of his victims with his diseases and instead permanently dominate them as though he had cast a permanencied Dominate Person or Dominate Monster on them. To do this, the concentrates on a single victim within line of sight, forcing the victim to make a will save against the disease at the same DC as though they were resisting its physical effects. If they fail, the disease falls dormant and overcomes the host’s mind, turning the unfortunate soul into a completely devoted slave to the carcinomancer and changing their alignment to match their master’s. If the save is successful, they resist the carcinomancer’s attempt to dominate them and another attempt cannot be made for 24 hours. If a Remove Disease spell is successfully cast on a victim, the carcinomancer’s hold over them is broken and they return to their old selves. The Carcinomancer can control a number of victims whose total hit dice do not exceed his level. Some Carcinomancers like to amass a small army of slaves in this way, while others pick a fairly powerful creature to serve as a forced protege.
Maximize Disease (Su): A 16th level carcinomancer’s diseases have reached maximum potency in his system. Any such disease harbored by a carcinomancer and infected by another deals maximum ability damage. This does not stack with Empower Disease, above. Either ability can be applied to any disease, but the Carcinomancer chooses which one upon infection..
Disease Fusion (Su): At 18th level, the Carcinomancer has experimented with disease enough that his understanding of how they work and how to create them vastly improves. He can now combine two diseases from the ones he knows to create an entirely new one. This new disease uses the higher of the two save DCs (if there is a difference), modified by Improved Virulence, the shorter of the incubation periods, can be delivered using both methods (if a difference exists) and gives the effects, damages, and symptoms of both of the originals
Disease Form (Su): At 19th level, a carcinomancer gains the ability to transform into a disease once per day. (This ability also affects up to 100 pounds of gear the carcinomancer is carrying). As a disease, the carcinomancer is intangible and invisible to standard methods of observation, even blindsight. Creatures with the scent ability note a foulness in the air. The carcinomancer cannot move, except with the wind (if any), or within a host. The carcinomancer may adopt his disease form as a standard action, attempting to infect a living creature within 100 feet. A potential victim must succeed at a Fortitude save (DC 20) to avoid being infected with the carcinomancer. Any creature that comes within 10 feet of a carcinomancer in disease form is subject to the saving throw to resist infection as well. Once inside an infected host, the carcinomancer can choose to deal 1d3 points of Constitution damage per day after a 24-hour incubation period or simply lie dormant. The victim has no way of knowing that the carcinomancer is anything other than a normal illness. The carcinomancer travels with the victim, aware of whatever the victim is aware of. A number of times per day equal to the carcinomancer’s Intelligence bonus, the carcinomancer can attempt to force the victim to take one round’s worth of actions of the carcinomancer’s choosing; a successful Will save (DC 18 + carcinomancer’s Wis modifier) allows the victim to resist this. While controlling his victim, the carcinomancer has access to all skills, feats, spells, and special abilities of the host, plus any of his own that he can use in his disembodied state. The carcinomancer can leave his host at any time, allowing the victim to recover normally. The victim can also attempt to force the carcinomancer out by making Fortitude saves as if the carcinomancer were a normal disease. Heal checks help the victim as they would normally. A Remove Disease spell kills the carcinomancer if he fails a Fortitude save (calculating the save DC as for spells of the same level). Even if the carcinomancer succeeds at the saving throw, he is forced to reassume his material form adjacent to the victim. A carcinomancer can remain in disease form as long as he desires, or he can return to his natural form and be done with the disease form for that day. While in disease form, the carcinomancer does not need to eat, sleep, or drink, and he does not age. A carcinomancer could remain dormant in a room for a hundred years, then take his material form or infect a new victim.
Living Disease (Ex): By 20th level, the diseases that infect the Carcinomancer’s internal systems literally change him. His type changes to aberration, and he is no longer affected by spells that target humanoids. However, the remove disease spell now causes him actual harm if cast upon him, dealing 1d6 points of damage per caster level with unless he makes a Fortitude Save vs the attacker’s caster level. Carcinomancers of this level learn to avoid directly confronting paladins and other curative individuals.
Table: The Epic Carcinomancer
Hit Die: d8
|| Bonus Feat
|| Cure Resistance 10, Intensify Disease
|| Advanced Learning, Improved Disease Fusion
|| Bonus Feat
|| Cure Resistance 20, Improved Disease Form
|| Advanced Learning
|| Bonus Feat, Diseased Possession
|| Cure Resistance 30
|| Advanced Learning, Continental Pandemic
||Bonus Feat, Cure Resistance 40, Disease Lich, Ultimate Disease Fusion
4 + Int modifier skill points per level.
Spells: The carcinomancer’s caster level is equal to his or her class level. The carcinomancer’s number of spells per day does not increase after 20th level. The carcinomancer does not learn additional spells unless he or she selects the Spell Knowledge feat or with Advanced Learning.
Cure Resistance: At 22nd level, the Carcinomancer develops a resistance to Cure/Remove Disease and any and all other cure spells of a similar nature. He gains Cure Resistance 10, allowing him to ignore the first 10 points of damage inflicted on him by a Cure Disease or similar spell. This increases to 20 at 25th level, 30 at 28th level, and 40 at 30th level
Intensify Disease: At 22nd level, the Carcinomancer can now combine the effects of Rapid Onset, Empower, and Maximize Disease
Improved Disease Fusion: At 23rd level, the Carcinomancer can now combine up to four diseases to form a new one. This new disease uses the highest of the save DCs (if different), the shortest of the incubation periods, can be delivered through all methods available to the originals (if a difference exists) and combines the effects, damages, and symptoms of all of them.
Advanced Learning: The Carcinomancer can add new spells to his spell list at 23rd, 26th, and 29th levels
Improved Disease Form: At 25th level, the Carcinomancer’s disease form develops to better protect him from curing spells. Failing a Saving Throw against Remove Disease no longer automatically kills him. Instead, he takes damage as though the spell were used on him outside of his victim, modified by his Cure Resistance, and is expelled from the victim. If he succeeds on the save, he is no longer ejected from the victim’s body. Instead, he goes dormant to give the appearance that the victim has been cured, only to reestablish the infection six hours later. Additionally, he now applies his Improved Virulence bonus to the DC to resist infection from his Disease Form.
Diseased Possession: At 27th level, the Carcinonmancer’s ability to take over a host’s minds while inhabiting their body in Disease Form improves. A number of times per day equal to the carcinomancer’s Intelligence bonus, the carcinomancer can attempt to take over the victim’s mind for 24 hours; a successful Will save (DC 18 + carcinomancer’s Wis modifier) allows the victim to resist this. If the save fails, the Carcinomancer’s mind replaces the victim’s own for the duration, although he still has access to all skills, feats, spells, and special abilities of the host, plus any of his own that he can use in his disembodied state.
Continental Pandemic: At 29th level, the effected are of the Carcinomancer’s Epidemic increases drastically. 1/Year, instead of a set area, when the Carcinomancer uses Epidemic, he can sense the distances that the entire continent he is on spans, all the way to the borders (whether they be a coast, mountain range, or the border between the current continent and another one). His Epidemic now encompasses this entire area, spreading Mass Contagion across the entire continent.
Disease Lich: At 30th level, the Carcinomancer learns how to infuse his essence into one his created diseases. This allows him to use anybody he infects with that particular strainas a phylactery. He is not a true lich, so he is not undead. However, as long as at least one person, animal, monster, etc remains with that strain of the disease inside them (with the host most likely being a carrier), the carcinomancer can return from death. Depending on the carcinomancer, they could either reform a new body or take over the host’s body, either using the body as is or transforming back into themselves (especially likely if the body in question is an animal or vermin). Only by completely wiping out all traces of that strain of the disease can the carcinomancer be permanently killed. Many 30th level Epic Carcinomancers keep a few vermin hidden away for just such an occasion. While the entire strain will be infused with the carcinomancer’s essence, only one host can have the infusion active at a time. If the host dies, another host’s essence infused disease will activate after 1 week.
Ultimate Disease Fusion: At 30th level, the Carcinomancer can now combine every disease he knows into one super disease. This new disease uses the highest of the save DCs, modified by Improved Virulence, and combines the effects, symptoms, and damages of all of them
Bonus Feats: The epic Carcinomancer gains a bonus feat (selected from the list of epic Carcinomancer bonus feats)at 21st, 25th, 28th and 30th levels
Epic Carcinomancer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the carcinomancer may select any item creation feat or metamagic feat not listed here..
Playing a Carcinomancer
Religion: A Carcinomancer can worship any deity, but most of them aren’t particularly religious. For the most part, they tend to worship gods of pestilence, death, and destruction..
Other Classes: Carcinomancers get along well with most martial classes, assuming that they are not bothered by the carcinomancer's craft. They also work very well with evil clerics, blackguards, and necromancers. Good clerics and paladins are strictly opposed to carcinomancy and carcinomancers try to avoid paladins, as well as monks, due to their immunity to disease. They also do not get along with druids at all, although blighters often work with them. They work exceptionally well with Cancer Mages due to their similar methods and outlooks, although Carcinomancers are far better at what they do than the Cancer Mage. Other classes are a case by case basis.
Combat: Carcinomancers mainly stay in the back behind the martial classes providing magical offense support much like a wizard or sorcerer. Their task is generally to severely weaken the enemies, if not out right kill them. They know several evocation spells, so they can easily just start blasting rather than being subtle.
Advancement: Carcinomancers generally stay carcinomancers, preferring to focus on their “studies” of disease. If they do branch out, they are likely to be a necromancy-focused sorcerer or necromancy specialist wizard since necromancy and carcinomancy work very well together as magical disciplines. In fact, Dread Necromancer is an even more popular choice for Carcinomancer cross classing. If they do this, they are also likely to take a prestige class that enhances the strengths of both classes. A few carcinomancers will, on rare occasion, dabble in the martial classes as well, usually fighter, war blade, or warmain (if you’re using Arcana Evolved)
Carcinomancers in the World
|| Health is overrated. It will always fail, but disease is ever present. In the end, pestilence and death always win
| —Scirrhus, Human Carcinomancer
Carcinomancers are relatively rare as most people find their art abhorrent. Despite this, they are all over the place, usually hiding within the dregs of society.
Daily Life: Carcinomancers spend much of their time in the worst parts of society, mingling with lepers and other diseased individuals studying the effects of their afflictions and obtaining new diseases. They have little to no value in personal hygiene, spending as much time with vermin as they do, and their own homes are often filthy even by the standards of a slum dweller.
Notables: Scirrhus, a human carcinomancer of unknown origins and Tohirata, his ogre mage bodyguard/protege. Their whereabouts are currently unknown.
Organizations: t is rare for more than one carcinomancer to inhabit a certain area, so few ever encounter each other. However, an organization known as the Plague Lords does exist, although their members are spread out. They gather once every 10 years to exchange information on new diseases and trade strains that they have developed.
NPC Reactions:NPC’s react to Carcinomancers with fear, revulsion, and disgust. If one shows up and the general public is aware of him, they will often try to form a mob to drive out or slay the unwanted guest. This rarely ends well for the mob.
Characters with ranks in Knowledge (Arcana) or Knowledge (Nature) can research Carcinomancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
Knowledge (Arcana) or Knowledge (Nature)
|| They specialize in disease magic and like to make people sick
|| They know other spells aside from disease magic, but can spread sickness with those spells too
||They are host to an impressive variety of diseases, but never get sick themselves, can make diseases more potent and harder kick, and can develop new diseases.
|| Specific information about a particular carcinomancer, including his whereabouts, habits, etc.
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