Unclean (Ukacharu) Character Class:
(Also known as: Outcast, Untouchable, Pariah, Mendicant, etc...)
Unkachas: Old Yhtillic for "Untouchable, Outcasts"
Ukacharu: Carcosan Black Man for "Unclean, Outcast, Pariah"
Description:
As an "Unclean" you have been outcast from your people for a number of afflictions, be they mutations, disease, heretical ideologies, etc... The higher level you get, your get more messed up physically and mentally, but as a side effect of your bodily corruptions you learn to manipulate them to your advantage.
Equipment: Skull bowl
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Starting Afflictions, Outcast Status, Expendable,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude,
Skills: +1 Survival, +1 Influence,
Specializations: +1 Haggle/Beg (Influence Specialization)
Weapon Proficiency:
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First Level ~ Unclean Class Abilities:
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Starting Afflictions: At first level roll D20 for three afflictions: (Reroll repeat results)
1 - Missing Hand: (Your choice which one), -1 DEX (Cannot use two weapons at once.)
2 - Missing Foot: (Your choice which one), -1 DEX, -10 from movement rate
3 - Missing Lower Jaw: -2 BEA
4 - Missing Tongue: Cannot Speak: -2 CHA
5 - Brandings of the Heretic: -1 CHA, -1 BEA
6 - Scalped: -1 BEA
7 - Horribly Burned: -2 BEA
8 - Missing 2D4 Fingers: -1 DEX, -2 Craft, -2 Mechanisms, -2 Repair
9 - Horribly Disfigured: -2 DEX, -2 BEA
10 - Missing Eye, -1 BEA, -1 Perception
11 - Horrible Shakes, -2 DEX, -2 Stealth
12 - Bloated Tumors: Interfere with movement: -1 BEA, -1 DEX
13 - Boils and sores across your body: -2 BEA
14 - Culturally Unacceptable Markings (Talk to GM) -1 CHA, -1 BEA
15 - Insanities, Roll on the Insanity Table 1D4 Times.
16 - Mutations, Roll for on Mutation Table.
17 - Missing part of your head/face: -2 INT, -2 BEA, -1 CHA
18 - Symbiotic Worms that flail out of every orifice: -2 BEA, -2 CHA
19 - Fragile Body: -3 CON, (minimum hit points each level, don't roll.)
20 - Horrific Stentch: 30' Radius: -3 CHA, -4 Stealth
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Outcast Stigmata:
In most cases your character will not be allowed within settlements unless it is a haven for other outcasts such as yourself. -4 to reaction rolls for any non-Unclean who encounter you.
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Expendable:
As an outcast you will be of little value to anybody. You are very unlikely to be taken as a slave & due to your afflictions there is a 25% + 5% each level of ruining any ritual you are used as a sacrifice for, resulting in a roll on the Sorcerous Critical Fumble Table table. Most gods will find you unsuitable as a sacrifice. Some exceptions to the above would be if you were sacrificed to the Slime God or recruited by it's cultists.
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Second Level:
2 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities:
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Survival, +1 Influence, +1 Art/Craft, +1 Linguistics,
Specializations:
Weapon Proficiency:
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Second Level ~ Unclean Class Abilities:
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Third Level:
3 Title: []
Affiliation Modifier:
Attributes: +1 CON,
Bonus Skill Points: N/A
Class Abilities: Gain Random Mutation, +1 Random Mutation, Disease Resistant,
Class Upgrades: +1 "Any Class Upgrade" (Not Unclean Class Abilities),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Disease (Based on Fortitude), +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Lore,
Specializations:
Weapon Proficiency:
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Third Level ~ Unclean Class Abilities:
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Disease Resistant:
At third level as a side effect of your pre-existing afflictions, you have developed a high resistance to disease & spores from molds/fungi. You also take minimum damage from any mold/fungi attacks. Even if you are afflicted by a disease, you take minimum effect from it. You can also make repeated attempts daily for it to go semi-dormant in your system, though you will still carry it. This is a standard Fortitude check with your disease bonus modifying the roll.
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Gain Random Mutation:
Starting at 3rd level you will gain one Random Mutation, with additional at levels: 5, 7, 9, 11, 13, 15.
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Fourth Level:
4 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Gain Random Insanities, +1 Random Insanity,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Poison (Based on Fortitude),
Skills: +1 Perception
Specializations:
Weapon Proficiency:
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Fourth Level ~ Unclean Class Abilities:
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Gain Random Insanity:
Starting at 4th level you will gain Random Insanity, with additional at levels: 6, 8, 10, 12, 14. The Insanity will start at 3D4 rating.
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Fifth Level:
5 Title: []
Affiliation Modifier:
Attributes: -1 BEA (If above 3),
Bonus Skill Points: N/A
Class Abilities: Disease Carrier, Spore Blister Burst,
Class Upgrades: +1 "Unclean Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +2 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Disease (Based on Fortitude),
Skills: +1 Survival, +1 Influence,
Specializations: +2 Haggle/Beg (Influence Specialization)
Weapon Proficiency:
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Fifth Level ~ Unclean Class Abilities:
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Disease Carrier:
At 5th level any diseases you carry can potentially be afflicted upon those struck by any unarmed attack from you or any weapon you carry if you intentionally infected them by rubbing bodily fluids upon them.
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Spore Blister Burst:
Duration: 2D4 +1 melee round per three levels of the Unclean.
Range: 5' per three full levels of the Unclean
At 5th level the Unclean can once per three full levels of the Unclean per day if not wearing armor, may burst blisters that spread spores within a range of 5' per three full levels of the Unclean. All within range must make Fortitude saves with a penalty of one per three full levels of the character. Any bonus to save vs Fungi and/or Disease will apply to saving throws. Those affected will take 1D6 per three full levels of the Unclean in damage per melee round and have all combat/defense/skills and ability rolls reduced by one per melee round afflicted, cumulative. Those killed by this ability will continue to become afflicted by the infesting fungi until they are nothing but a humanoid shaped moldy mass with odd sickly mushrooms sprouting from the mass.
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Sixth Level:
6 Title: []
Affiliation Modifier:
Attributes: +1 CON,
Bonus Skill Points: N/A
Class Abilities: +1 Random Mutation, Undead Resistant, +1 Random Insanity,
Class Upgrades: +1 "Any Class Upgrade" (Not Unclean Class Abilities),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Lore,
Specializations:
Weapon Proficiency:
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Sixth Level ~ Unclean Class Abilities:
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Undead Resistant:
At Sixth level, due to your attunement with your corruptions, you have developed an resistance to the afflictions of the undead. Any non-ranged undead attacks get a +1 to save for every three full levels of your Unclean character. If the Undead's ability would normally not allow a saving throw, you get a unmodified save of the type the GM finds appropriate for the attack. If you are ever afflicted by the Diseased Guardian Rotting Disease, it will go latent and turn you into a Diseased Guardian if you die. Unless you have Diseased Afterlife ability you will become an NPC monster.
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Seventh Level:
7 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Diseased Afterlife, Project Madness,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Poison (Based on Fortitude),
Skills: +1 Perception
Specializations:
Weapon Proficiency:
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Seventh Level ~ Unclean Class Abilities:
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Diseased Afterlife:
At 7th level even if your character was never affected by the Diseased Guardian's Rotting Disease, your character at this point has a chance of raising as a Diseased Guardian if killed. This assumes the head and most body is still intact. Your character makes a Will save at +1 for every three full levels. If successful, you will reanimate as a Diseased Guardian. Subtract one from INT, WIS, CHA and BEA. You can continue playing as a self aware with most your memories intact Diseased Guardian. Mutations gained at further levels should reflect some undead corruption. After this point if your character dies, it's permanent. Healing sorcery damages you and only corrupting negative energies can restore your health.
You no longer heal naturally and must dwell in unholy corrupt places to recover hit points and power points, or consume the fresh bodies of sentient humanoids. If your character dies at 10th level or higher, you will instead come back as a Plague Lord, which would be kind of like a Plague themed Lich.
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Project Madness:
At 7th level the Unclean gains the ability to "Project Madness" upon others. WIP
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Eighth Level:
8 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Begger's Curse, +1 Random Insanity, Blight Projection,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Survival, +1 Influence, +1 Art/Craft, +1 Linguistics,
Specializations: +2 Haggle/Beg (Influence Specialization)
Weapon Proficiency:
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Eighth Level ~ Unclean Class Abilities:
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Beggar's Curse:
At 8th level you have developed the ability to afflict others with a minor curse.
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Blight Projection:
At 8th level the Unclean is able to project an Aura of Blight into the area. Within this area for the duration, plants and non-preserved
food will rot, water, potions and other fluids will become corrupt and cause sickness, and small insects and animals will die and rot.
The possessions carried by others can get a saving throw based on the individuals Will but it will be a difficult check with a penalty of
one for every three full levels of the Unclean.
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Ninth Level:
9 Title: []
Affiliation Modifier:
Attributes: +1 CON,
Bonus Skill Points: N/A
Class Abilities: +1 Random Mutation, Ranting of the Mad Hermit, Corrupted Compensation, +1 Corrupted Compensation,
Class Upgrades: +1 "Any Class Upgrade" (Not Unclean Class Abilities),
Combat:
Hit Points: 1D4+3+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Disease (Based on Fortitude), +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Lore,
Specializations:
Weapon Proficiency:
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Ninth Level ~ Unclean Class Abilities:
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Rantings of the Mad Hermit:
Starting at Ninth Level: Tales speak of Mad Hermit who was once a great Sorcerer named Ah'Daekal. Corrupted and crippled in his
quest for power, he attempted on last desperate ritual that backfired in an uncontrolled fit or rage and ranting. The cosmic energies
released can sometimes be harnessed by desperate outcasts who have learned to turn their corruptions into power. When uttered,
this "Rantings of the Mad Hermit" can have dangerous and unexpected results on those within the area of effect.
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Corrupted Compensation:
At 9th level the Unclean begins to developed Corrupted Compensation which are some kind of mutation that compensates for an
affliction they started with or gained during play. For example a missing arm or leg might be replaced with a mutant tentacle. A blind Unclean might develop crab eye stalks on his/her head. Work with the GM for the details. You will gain an extra
Corrupted Compensation at levels: 11, 13 and 15th levels.
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Tenth Level:
10 Title: []
Affiliation Modifier:
Attributes: -1 BEA (If above 3)
Bonus Skill Points: N/A
Class Abilities: +1 Random Insanity, Prosperous Putrefaction, Immunity to Undead Related Diseases,
Class Upgrades: +1 "Unclean Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 2+(CON modifier)
Power Points: +2 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Poison (Based on Fortitude),
Skills: +1 Survival, +1 Influence,
Specializations:
Weapon Proficiency:
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Tenth Level ~ Unclean Class Abilities:
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Prosperous Putrefaction:
At 10th level the Unclean begins to develop a strange "Disease" that he/she can afflict upon others that will cause existing infections and diseases to work against themselves. The character saves like normal to resist the Unclean's disease, but in this case the person benefiting wants to fail. It is in fact the disease within them making the save, so the player cannot just accept the power. The recipient of this has a penalty of one per three full levels of the Unclean. This will affect even Sorcerous diseases, though such diseases might have extra saving bonus to resist being affected by this power. (Consult GM.)
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Immunity to Undead Related Diseases:
At 10th level, the Jester had developed a complete immunity to the effects of Undead related diseases. In addition to this, any Undead who attempts to afflict you with a disease effect, must make a Fortitude saving throw with a penalty of one for every three full levels of the Unclean, or lose the ability to inflict that disease for 1D4 hours, plus another hour per every three full levels of the Unclean.
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Eleventh Level:
11 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Aging Touch, Spore Zombies, +1 Corrupted Compensation,
Class Upgrades: N/A
Combat:
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Disease (Based on Fortitude), +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Art/Craft, +1 Linguistics,
Specializations: +2 Haggle/Beg (Influence Specialization)
Weapon Proficiency:
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Eleventh Level ~ Unclean Class Abilities:
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Aging Touch:
At 11th level the Unclean gains the ability to inflict "Aging Touch" upon others. The target must not be wearing an environmentally sealed armor, such as Full Alien Armor. Treat this as a "Secretion" attack under the combat rules with a +1 "Secretion" bonus with an additional bonus of +1 for every three full levels of the Unclean. If so touched by this, the target must make a Fortitude check with a penalty of one per every three full levels of the Unclean or target ages 1D6 years for every three full levels of the Unclean. Keep track of the years you age a target. For every ten years you age targets, you can reduce an insanity level by one. For every hundred years you age targets, you can reduce your own age by one.
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Spore Zombies:
At 11th level, the Unclean's ability of "Spore Blister Burst" will upgrade to Spore Zombies. What this means is that those slain by the "Spore Blister Burst" will within 1D4 hours after death, will rise as "Spore Zombies" that are loyal to the Unclean. They can only be commanded within line of site, but can be given simple commands, such as defend, attack, etc... All "Spore Zombies" created count as a single bound entity slot.
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Twelth Level:
12 Title: []
Affiliation Modifier:
Attributes: +1 CON,
Bonus Skill Points: N/A
Class Abilities: Famine Touch, +1 Random Mutation, +1 Random Insanity,
Class Upgrades: +1 "Any Class Upgrade" (Not Unclean Class Abilities),
Combat:
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Lore,
Specializations:
Weapon Proficiency:
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Twelth Level ~ Unclean Class Abilities:
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Famine Touch:
At 12th level the Unclean gains the ability to inflict "Famine Touch" upon others. The target must not be wearing an environmentally sealed armor, such as Full Alien Armor. Treat this as a "Secretion" attack under the combat rules with a +1 "Secretion" bonus with an additional bonus of +1 for every three full levels of the Unclean. If so touched by this, the target must make a Fortitude check with a penalty of one per every three full levels of the Unclean or target loses one Constitution point for every three full levels of the Unclean. Keep track of the CON points you drain a target. For every hundred CON points you take from targets, you can increase your own CON by one.
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Thirteenth Level:
13 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: +1 Corrupted Compensation,
Class Upgrades: N/A
Combat:
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Disease (Based on Fortitude), +1 Fortitude, +1 Reflex, +1 Will,
Skills: +1 Perception
Specializations:
Weapon Proficiency:
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Thirteenth Level ~ Unclean Class Abilities:
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Fourteenth Level:
14 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: +1 Random Insanity,
Class Upgrades: N/A
Combat:
Hit Points: 2+(CON modifier)
Power Points: +1 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +1 Survival, +1 Influence, +1 Art/Craft, +1 Linguistics,
Specializations: +2 Haggle/Beg (Influence Specialization)
Weapon Proficiency:
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Fourteenth Level ~ Unclean Class Abilities:
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Fifteenth Level:
15 Title: []
Affiliation Modifier:
Attributes: -1 BEA (If above 3)
Bonus Skill Points: N/A
Class Abilities: +1 Random Mutation, +1 Corrupted Compensation,
Class Upgrades: +1 "Any Class Upgrade" (Not Unclean Class Abilities), +1 "Unclean Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 2+(CON modifier)
Power Points: +2 PP,
Sanity: +2 (+WIS Modifier)
Saving Throws: +1 vs Disease (Based on Fortitude), +1 Fortitude, +1 Reflex, +1 Will,
Skills:
Specializations:
Weapon Proficiency:
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Fifteenth Level ~ Unclean Class Abilities:
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Pharaoh of Filth:
xxx
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Vanishing of Vanity:
xxx
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Call/Dismissal of Scavengers:
xxx
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Famines Feast:
xxx
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Sickness Surge:
xxx
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Feel My Pain:
xxx
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Unclean Advancement Abilities: (Choose one at levels 5, 10 and 15.)
* Choose one starting ability of another character class:
instead of choosing a class advancement ability, you can choose a starting ability of another class. Must be verified with the DM as being appropriate and learnable by your character.
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* Poisonous Lesions:
Due to advances in your afflictions, you release toxic bacteria from your skin. Any creature that bites you must save vs poison or take 1D6 damage per level of your character. You can poison any bladed weapon you possess and strike with it as a poison blade, but you must be unarmored and must spend an action coating the blade before striking. After each strike the blade must be rubbed against your lesions to re-poison it. Target struck by the blade must save vs poison or take 1D4 additional damage per level of your character. The poison cannot be stored for later, but if you are not moving, an ally can spend an action coating their blade against your lesions and strike a target with the same effect the following action or melee round.
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* Lepper Messiah:
As your mind is warped by your afflictions you are able to tune into the mad mysteries of the cosmos and begin to gain insights from dark gods. Once per day you can induce a mad ranting fit, which has a chance of allowing you to gain insight from the gods. Roll against your Lore skill plus with your level as a bonus to learn some dark secret. Such information may not be immediately useful but should at some point be insightful. On a natural 20, the Lepper Messiah has also divined a spell or ritual. Unless the Unclean character has purchased the ability to cast Sorcerer spells/rituals with the "Other Class Abilities" upgrade during character advancement, this will be unusable to him/herself, but will suddenly find him/herself attracting Sorcerers to learn these dark secrets. The Unclean may inscribe these insights however for later. On a Natural 1, the Lepper Messiah is inflicted with a random insanity with a DC rating of 2D10.
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* Rotting Touch:
As your afflictions progress, you can focus the diseases of your body into a rotting affliction that is treated as green slime level times per day. You must hit the target with an unarmed strike. Each action the rotting will eat away at the target until their flesh is consumed. The effect can be stalled/nullified in the same ways as Green Slime. This only affects living creatures. Undead are immune, as are robots. This attack only eats away organic material. Metal, rock and glass are unaffected.
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* Ooze Bane:
Slimes, Ooze and Puddings do minimum damage to you and have an aversion to attacking you. If the damage was already only 1 hit point per action, it would become 1 hit point per two actions instead for slimes. In the case of creatures, such as the Slime God, your character would take half damage against it's attacks instead of minimum damage.
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* Disease Eater:
You develop the ability to cure others of a disease by drawing it into yourself. If it is not a Sorcerous disease you will be immune to it's effects and just add it to your catalog of carried diseases. To do so, you must make an Arcane check at difficulty 20, minus your level. If successful you draw the disease from the target. On a Natural 20 you draw all diseases from the individual and heal them of all damage and afflictions. On a Natural 1 you infect them with all your diseases. [If you also have Prosperous Putrefaction player chooses the best option of the two powers and applies the double the bonuses of Prosperous Putrefaction to whichever ability the player chooses that time.]
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* Aura of Sickness and Madness:
You develop a psychic symbiotic bond with your carried diseases and other afflictions. You can levels per day release an area effect of sickness and madness from glowing diseased pustules in your skin. This is a 2 feet per level radius effect. Any (including allies) within range must save vs disease or gain your afflictions and they must also make SAN checks with your WIS as penalty or gain any insanities you might have.
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