TEXT: 1
  The Book of Disease
  The Book of Disease
  Pestilence
  The Book of Disease
  Revised Edition
  
  2
  Pestilence  
  Pestilence  
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinder-
  RPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publish-
  ing, LLC does not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Path-
  finder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility 
  Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfind-
  er® Roleplaying Game Compatibility License. See http://paizo.com/pathfinder-
  RPG/compatibility for more information on the compatibility license.
  Open Game Content: All material — including but not limited to art, place 
  and character names, character and setting descriptions, background, and new 
  class descriptions—is Product Identity. All other content is considered Open 
  Game Content.
  Written by Justice Mora
  Layout and Design by Rick Hershey
  Based on content originally written by Jason Stoffa
  Fat Goblin Games Team 
  Chris Bayes, Eric Hindley, John Bennett, Lucus Palosaari, 
  Nick Esposito, Rick Hershey, Troy Daniels, Tyler Beck
  Published by Fat Goblin Games
  Pestilence: The Book of Disease (revised) © 2015 Fat Goblin Games
  Pestilence
  Pestilence
  
  3
  The Book of Disease
  The Book of Disease
  Disease 
  4
  Physical Disease 
  4
  Mental Disease 
  5
  Stages of Disease 
  6
  Curing a Multistage Disease 
  6
  Mouth Rot (3 Stages) 
  6
  Whipworm Fever (2 Stages) 
  7
  Devil’s Kiss (2 Stages) 
  7
  Blood Burn (2 Stages) 
  8
  Red Shakes (3 Stages) 
  8
  Black Boil 
  9
  Servant’s Folly (3 stages) 
  10
  Lover’s Lesions 
  10
  Walking Corpse (2 Stages) 
  11
  Bald Man’s Bluff 
  11
  Doppelganger Syndrome  (2 stages)      12
  Forgotten Pain 
  12
  Plagues 
  14
  Engineering a Plague 
  16
  The Plagues 
  17
  Introduction
  Welcome to the revised edition of Pestilence: the Book of Diseases. I’m very happy to bring 
  you this updated version of one of Fat Goblin’s earliest works, and I hope you all enjoy it as 
  much as I enjoyed making it! Contained within are a myriad of diseases designed to strike fear 
  into the hearts of your players, as well as rules for creating virulent, hyper-contagious plagues 
  to ravage the denizens of your world. The text of this document remains faithful to the original; 
  only a few changes have been made to the rules, updating them and polishing them here and 
  there. The biggest change that long-time fans will recognize is the inclusion of new rules re-
  garding alchemically-engineered plagues; these are included at the very end of the document.
  On a more personal note, I am new to Fat Goblin, and this book is the very first of what I 
  hope will be many more products that I will have a hand in writing for them. I look forward to 
  bringing more of the same top-quality products to the community that Fat Goblin has been 
  known for. I’ve been playing roleplaying games and making personal, homebrew content for 
  years, and I’m sure you’ll all love my work as much as my friends have. Ultimately, that’s what 
  roleplaying games are about; having fun with your friends, and letting your creativity flow. If 
  you’ve got an idea, or you’re looking for a start, email Fat Goblin Games at fatgoblingames@
  gmail.com; Mr. Hershey’s always looking for more talent, and I’m sure there’s a place for you 
  here. And don’t forget, you’re beautiful. No; you, reading this sentence. I’m talking specifically 
  to you. You’re beautiful.
  Enjoy the book, and as always, wash your hands thoroughly after handling it!
  Contents
  
  4
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  Disease
  A disease is defined as an abnormal, 
  pathological condition affecting a particu-
  lar creature. Diseases come in many forms, 
  defined by the way they are transmitted, the 
  organisms and parts of those organisms that 
  they effect, and most importantly, what they 
  do to the victim. In this book, two types of 
  disease are covered: Mental and Physical.
  Physical Disease
  Physical diseases are the most simple, and 
  the ones which players are likely already 
  familiar with. These are afflictions of the 
  flesh; the Flu, Tuberculosis, Hay Fever; the 
  list goes on. Physical diseases are varied, but 
  each shares basic components, and each is 
  presented in a unified format, as exemplified 
  below:
  Disease Name – Stage Number
  Type Disease (Transmission); Contagious Yes or 
  No; Save DC of Fort Save; Onset Number of days 
  before symptoms manifest after first failed save; 
  Frequency How often a victim must save against 
  continuing effects (Number of days before mov-
  ing on to next stage); Effect Disease’s effects; 
  Cure Number of saves required to overcome the 
  disease.
  Stages are a new system meant to represent com-
  plex diseases that progressively worsen as they 
  assail a victim, and are detailed on page 3. The 
  other components of the disease are:
  Type: For physical diseases, the type is sim-
  ply “Disease,” however there are also four 
  modes of transmission that a disease may 
  possess, marked in parentheses after the 
  disease type. A disease may have more than 
  one mode of transmission.
  Injury: Diseases transmitted by injury can 
  only be contracted when the source of the 
  illness deals at least one point of lethal dam-
  age to the potential victim; such as when a 
  rabid wolf bites an adventurer, or a farmer 
  steps on a rusty nail laden with tetanus.
  Ingested: Diseases transmitted by ingestion 
  are contracted when the victim eats contam-
  inated food or drink, such as moldy meat or 
  water that a corpse has fallen into.
  Inhalation: Diseases transmitted by inha-
  lation are contracted whenever the victim 
  breathes in the source; such as fungal spores 
  or the sneeze of an infected individual. All 
  diseases that have the Inhalation transmis-
  sion are Contagious.
  Contact: Diseases transmitted by contact 
  are contracted whenever the potential victim 
  makes direct, physical contact (Skin to skin) 
  with an infected creature or its bodily fluids; 
  such as the vomit of an ill peasant.
  Regardless of mode of transmission, a crea-
  ture saves against contracting the disease as 
  soon as they are exposed.
  Contagious: some diseases spread more 
  readily than others, jumping from one in-
  fected host to another. These diseases are 
  said to be contagious. Whenever a creature 
  spends at least one consecutive hour within 
  5 feet of a creature that is infected with a 
  contagious disease, the non-infected crea-
  ture must make a fortitude save as though 
  they had been exposed to the disease nor-
  mally. In addition, any time the infected 
  creature makes physical contact with them, 
  the next save the non-infected creature 
  makes against the disease within one minute 
  is made at a -2 penalty. The non-infected 
  creature makes another save against the 
  disease at the end of each round in which he 
  ended his turn within 5 feet of the infected 
  creature.
  Save: Physical diseases require a Fortitude 
  save to resist contracting the disease, as well 
  as a Fortitude at each frequency interval to 
  resist its lingering effects.
  
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  Onset: If a player fails their initial saving 
  throw to avoid contracting a disease, the first 
  symptoms manifest at the end of the onset 
  period; at that point they make their first 
  saving throw to resist its effects.
  Frequency: At the end of the onset period, 
  the creature makes its first save against the 
  disease’s effects. After that point, they make 
  another such saving throw at each frequency 
  interval (usually once/day).
  Effect: The effects of the disease. When-
  ever a creature fails a saving throw against 
  the disease’s effects, this section details what 
  happens to them. Unless otherwise stated, 
  penalties to dice rolls caused by a disease 
  are non-cumulative with themselves (i.e. a 
  disease that inflicts a -2 penalty to attack 
  rolls does not increase to a -4 on the second 
  failed save).
  Cure: Most physical diseases can be 
  overcome with time; to do this, a creature 
  must succeed on a certain number of sav-
  ing throws. These successful saves must be 
  consecutive. Other diseases cannot be cured 
  naturally; their means of curing is detailed in 
  this section.
  Mental Disease
  Mental diseases differ from physical dis-
  eases in that they do not affect the body, 
  but the mind. They are presented in the 
  same format as physical diseases, with three 
  exceptions: 1. They have no means of trans-
  mission; they are obtained through mental 
  trauma. 2. They require Will saves, rather 
  than Fortitude Saves. 3. They are rarely (if 
  ever) contagious.
  Trauma: Whenever a creature takes any 
  amount of Wisdom damage or drain, the 
  GM should keep track of how much wisdom 
  damage/drain that character has received 
  in the last 30-day period. If at any time, this 
  amount becomes equal or greater than half 
  of that character’s Wisdom score (Rounded 
  down), that character must make a Will save 
  against a Mental Disease of the GM’s choice 
  (appropriate to the situation that led to the 
  damage/drain). This roll should be made in 
  secret by the GM (GM’s are encouraged to 
  present the effects of the mental disorder to 
  the player as though their warped percep-
  tions are true). In addition, if during this pe-
  riod the character has suffered any amount 
  of Wisdom Drain, they take a -1 penalty on 
  the saving throw.
  In addition to the above, mental trauma 
  can set in when a creature is in extreme fear. 
  Any time a creature is panicked for 5 or more 
  consecutive rounds, they must make a will 
  save against an appropriate mental disease 
  chosen by the DM. Likewise, a creature must 
  make such a save if they are Frightened for 
  10 or more consecutive rounds.
  Finally, the effects of certain spells or 
  encounters can lead to mental disease. The 
  descriptions of certain diseases describe the 
  unique situations that can lead to contracting 
  that Mental Disease.
  Unlike physical diseases, Mental diseases 
  cannot be cured with Remove Disease or 
  similar magic; though a casting of Restora-
  tion or Greater Restoration has the same ef-
  fect on mental disease that Remove Disease 
  has on Physical diseases.
  
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  Stages of   
  Disease
  While some of the more common diseases 
  have only a single stage and effect, others 
  are more complex and have many stages 
  in which the disease produces a variety of 
  different aliments. These could be as simple 
  as sore and aching muscles one day and as 
  extreme as projectile vomiting the next. Mul-
  tistage diseases are noted as such in their 
  description (the number of stages is marked 
  in parentheses beside the name of the dis-
  ease). Each stage of a multistage disease is 
  presented with its own stat block. Listed in 
  parentheses beside the frequency of each 
  stage is a time frame, typically a number of 
  days. After this amount of time has passed, 
  the victim moves into the next stage of the 
  disease; the next time they make a saving 
  throw it will be against the disease’s next 
  stage.
  Curing a Multistage 
  Disease
  When a character progresses into a later 
  stage of a disease, the process of healing 
  takes progressively longer, requiring more 
  successful saving throws or applications of 
  healing magic. Whenever a character makes 
  the necessary number of saving throws to 
  cure a disease, he instead moves back to the 
  previous stage of the disease. Only when 
  the initial stage is cured is the disease fully 
  lifted, and a character that has moved back 
  to the first stage can certainly progress back 
  into a later stage again. Healing magic works 
  in much the same way, removing a single 
  stage of the disease with each application; 
  for example, a character in the third stage of 
  the disease would require three castings of 
  Remove Disease to be cured.
  Mouth Rot (3 Stages)
  Mouth Rot is typically spread from tainted 
  food and bites from the infected. The disease 
  is commonly found in poor villages which 
  have infestations of mice, rats, and other 
  disease carrying rodents. It is transmitted to 
  the stores of grain, rice and other foods from 
  the shed fur, saliva and dried fecal matter left 
  as the rodents gnaw into the unprotected 
  food. The disease has three stages. The first 
  stage of the disease typically occurs within 
  a day’s time of consuming the tainted food 
  and can last up to two days. During this stage 
  the disease causes all form of problems to 
  its host. These take the form of a high fever, 
  vomiting, explosive diarrhea, and weak-
  ness in the muscles. The second stage, if left 
  untreated, shows itself as unsightly, swollen 
  red blisters and a black rash forming around 
  the creature’s lips and gums. As time passes 
  the afflicted flesh begins blacken and rot, 
  as necrosis sets in. The third and final stage 
  sees the growth of a gray and black colored 
  fungus in the gums, sprouting from the pulp 
  of the teeth. The roots of the fungus reach 
  into the brain, causing swelling, rage, intense 
  fever, and eventually death. Once the fungus 
  appears the disease can then be transferred 
  from injury, spread from bites from the af-
  flicted.
  MouTh RoT – STage 1
  Type disease (ingested); Contagious No; Save Fort 
  DC 13 
  Onset 1 day; Frequency 1/day (2 days); Effect Fa-
  tigued; Cure 2 consecutive saves
  MouTh RoT – STage 2 
  Type disease; Contagious No; Save Fort DC 15 
  Frequency 1/day (3 days); Effect Fatigued, - 4 on 
  Charisma based checks; Cure 2 consecutive saves
  
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  MouTh RoT – STage 3 
  Type disease (injury); Contagious No; Save Fort DC 
  17 
  Frequency 1/day (final stage) Effect 1 Con drain, 
  Subject cannot make Charisma, Int, or Wisdom-
  based skill checks, if subject doesn’t have a Bite 
  attack, it gains one that deals damage appro-
  priate to a creature one size smaller, creature 
  attacks nearest creature with bite attack each 
  round; Cure 3 consecutive saves
  Whipworm Fever (2 Stages)
  Whipworm Fever is caused by infection 
  from the whipworm parasite. Whipworms 
  resemble long, needle-thin earthworms 
  and can produce up to 200,000 eggs daily. 
  Whipworms infest food that has been con-
  taminated by fecal matter; unwashed hands 
  and poor food storage lead to outbreaks. 
  Once ingested, the larvae travel through the 
  bloodstream until they reach the lungs. Once 
  in the lungs, they latch into the flesh of the 
  organs with microscopic hooks and begin 
  to feed on the host’s blood. In this early 
  stage, the body responds with fever, and 
  the worms’ presence in the blood leads to 
  fatigue and anemia. A whipworm can grow 
  up to five feet in length, and an infection 
  consists of anywhere from one hundred to 
  two thousand worms. As they feed and grow, 
  they fill the host’s lungs, writhing and knot-
  ting together into thick, squirming cords (vic-
  tims can often feel these creatures moving 
  inside of their lungs. At this point, the host 
  loses blood rapidly, and is almost incapable 
  of breathing. Death comes quickly, as there is 
  no way to remove the worms naturally; even 
  if they die, their necrotizing flesh causes the 
  lungs to deteriorate. Only magic can remove 
  the worms safely.
  Whipworm Fever – STage 1
  Type disease (ingested); Contagious No; Save Fort 
  DC 16
  Onset 1d6 days; Frequency 1/day (10 days); Effect 
  Fatigued for 24 hours, sickened for 8 hours, -2 
  penalty to Wis and Int- based skill checks for 8 
  hours; Cure 3 consecutive saves
  Whipworm Fever – STage 2
  Type disease; Contagious No; Save Fort DC 20
  Frequency 1/day (final stage)
  Effect Exhausted and sickened for 24 hours, -8 pen-
  alty to Int and Wis based skill checks for 24 hours, 
  2 Con drain; Cure Remove Disease or similar spell.
  Devil’s Kiss (2 Stages)
  Devil’s Kiss is a deadly two-staged disease 
  which can spread at an alarming rate, leaving 
  a swathe of dead in its wake. This disease is 
  spread from the bites of an insect known as 
  the Devil Fly. This small creature is actually a 
  magical, extraplanar vermin from the depths 
  of Hell. They lack any means of reaching the 
  material plane themselves, but are often un-
  leashed by devils or infernal cultists looking 
  to cause mayhem. Their bite infects victims 
  with a magical disease, as much curse as it 
  is illness. At first, symptoms resemble a cold 
  or flu, with aches, fever, and weakness of 
  the limbs. However, within three days, the 
  disease reaches its terrifying second stage, 
  marked by the growth of hideous boils and 
  rapid cellular generation. Victims in the 
  second stage rapidly grow thick, calloused tu-
  mors, which necrotize and turn gray-black as 
  they literally rot and die. At the same time, 
  their soft tissues; the eyes, the tongue, and 
  the internal organs, begin to manifest thou-
  sands of tiny, twitching boils. These boils are 
  bright red and full of blood, and as they rup-
  ture, the victims rapidly hemorrhage, dying 
  within a day. In its first stage, Devil’s Kiss can 
  be overcome naturally or cured with magic 
  and medicine as any other disease; but once 
  it reaches the second stage, the curse must 
  be broken before the illness can be cured. 
  Contact with the blood or corpses of second-
  stage victims can transfer the disease; in past 
  
  8
  Pestilence  
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  outbreaks, those who showed signs of sick-
  ness were locked in their homes, which were 
  burned to the ground.
  Devil’s Kiss – STage 1
  Type disease (injury); Contagious Yes; Save Fort DC 
  15
  Onset 1d3+3 days; Frequency 1/day (3 days); Effect 
  Fatigued and Sickened for 24 hours, -2 to Str 
  and Dex-based skill checks for 24 hours; Cure 3 
  consecutive saves
  Devil’s Kiss – STage 2
  Type Curse, disease (contact); Save Fort DC 19 Fre-
  quency 1/day (final stage)
  Effect Exhausted for 24, All speeds reduced by 50% 
  (Round up; effect is permanent until disease is 
  removed), -6 to Str and Dex based skill checks for 
  24 hours, Special (see below); Cure Remove Curse 
  and Remove Disease cast within 1 minute of each 
  other.
  Each time the victim takes a standard action, there 
  is a cumulative 1% chance that several of the tiny 
  boils in his soft tissue rupture. Whenever this 
  happens, the victim takes one point of Con drain 
  immediately, and every minute thereafter until he 
  receives any amount of magical healing or is the 
  subject of a DC 24 heal check. In addition, every 
  time a victim’s boils burst, there is a 5% chance 
  he is struck permanently blind, a 5% chance he 
  is struck permanently mute, and a 5% chance he 
  is permanently disfigured (-2 to Charisma based 
  checks other than Intimidate, +4 to Intimidate 
  checks).
  Blood Burn (2 Stages)
  Spread by consuming water tainted with 
  high levels of oxidization, this disease is most 
  often found among those who live in close 
  proximity to steel forges and industrial zones 
  where metal working is common. In the 
  first stage of the disease, it causes fever and 
  stiff, aching joints; however as time passes, 
  the disease causes oxidization of iron in the 
  bloodstream, leading to severe anemia and 
  intense pain as victims feel a sensation not 
  unlike fire in their veins. The agonizing pain 
  tears a victim’s mind apart, and the severe 
  trauma often leads to the development of 
  mental sickness in survivors. While the dis-
  ease is most commonly spread via ingestion, 
  infected individuals (mostly animals) can 
  spread the infection through a bite.
  BlooD Burn – STage 1 
  Type disease (ingested/injury); Contagious No; 
  Save Fort DC 14; Onset 1 day; Frequency 1/day 
  (3 days); Effect -2 to all Wisdom, Strength, and 
  Dexterity based checks; Cure 2 consecutive saves
  BlooD Burn – STage 2
  Type disease; Contagious No; Save Fort DC 16 
  Frequency 1/day (final stage) Effect Staggered, -2 
  to all Skill checks, Attack rolls, and Saving Throws, 
  1d2 Wisdom damage; Cure 2 Successful saves.
  Red Shakes (3 Stages)
  The Red Shakes is a rare disease, practically 
  unheard of in the civilized world; however 
  it is distressingly common in more savage 
  lands. Unique to humanoids, it is a form of 
  spongiform encephalopathy, not unlike Mad 
  Cow Disease, which leads to the deteriora-
  tion of cerebral tissue and pervasive nerve 
  damage. Like Mad Cow, it results from can-
  nibalism; while a creature who engages in 
  cannibalism in an extreme situation is likely 
  safe, those who regularly partake in the flesh 
  of other humanoids are at great risk. Every 
  time a humanoid creature eats the flesh of 
  another humanoid creature, there is a cumu-
  lative 2% chance that they must save against 
  the disease. In addition, once a creature is 
  infected with Red Shakes, every time they 
  eat the flesh of a humanoid creature, they 
  receive a cumulative -1 penalty on their next 
  saving throw against the disease. In its first 
  stage, the disease causes slight tremors and 
  
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  The Book of Disease
  difficulty concentrating, but as it progresses, 
  the tremors become worse, and the skin be-
  comes a deep, ruddy color as it flushes with 
  fever. In its final stages, victims are driven 
  completely mad, their minds lost to their 
  dark hunger.
  ReD Shakes – STage 1
  Type Disease (Ingested); Contagious No; Save Forti-
  tude DC 10; Onset 6d6 Days; Frequency 1/Week; 
  Effect -1 to Wisdom and Dexterity- based checks; 
  -1 on Attack and Damage rolls; -1 on Concentra-
  tion checks; 5% chance of Arcane spell failure 
  when casting spells with Somatic components; 
  Cure 3 consecutive saves.
  ReD Shakes – STage 2
  Type Disease; Contagious No; Save Fortitude DC 
  13; Frequency 1/Week; Effect -3 to Wisdom and 
  Dexterity-based checks; -3 to Attack and Damage 
  rolls; -3 on Concentration checks; 15% chance 
  of Arcane spell failure when casting spells with 
  Somatic components; Cure 3 consecutive saves
  ReD Shakes – STage 3
  Type Disease; Contagious No; Save Fortitude DC 
  16; Frequency 1/Week; Effect -5 to Wisdom and 
  Dexterity-based checks; -5 to Attack and Damage 
  rolls; -5 on Concentration checks; -25% chance 
  of Arcane spell failure when casting spells with 
  Somatic components; Victim cannot speak coher-
  ently; Victim acts as though under the effects of 
  the spell Confusion; Cure 3 consecutive saves
  Black Boil
  This disease is a byproduct from untreated 
  wounds. Natural healing is a slow process, 
  and without the help of a skilled healer, it 
  may result in the wounds becoming infected. 
  Any time in which a character that has lost 
  more than half his total hit points and at-
  tempts recovery with natural healing, this 
  disease can take hold. In such a situation, 
  there is a cumulative 5% chance each day 
  that the victim must make a saving throw to 
  resist contracting this disease; a Heal check 
  made to provide long-term care or to treat 
  deadly wounds eliminates the need to make 
  a saving throw for that day, and resets the 
  chance to 5% on the next day. This disease 
  has but one stage which causes black, pus-
  filled boils to spread across the wounds pre-
  venting natural healing from taking place.
  Black Boil
  Type disease (injury); Contagious Yes (Only if unin-
  fected creature is at <50% maximum hit points); 
  Save Fortitude DC 15; Onset special (see text); 
  Frequency special (see text) Effect Prevents natu-
  ral healing until cured; Cure DC 20 Heal check
  Jungle’s Grasp (2 STages)
  Found as a common affliction in deep 
  jungles, Jungle’s Grasp is acquired through 
  contact with a patch of rare, green fungus 
  which emits spores (in a cloud up to 30’ 
  away) that cling to damp skin (a constant 
  in the extremely hot and humid conditions 
  found in such climates.)The first stage of the 
  disease occurs within six hours of contact as 
  the microscopic spores burrow harmlessly 
  into the pores of the victim’s flesh and take 
  root, feeding off of the bloodstream. This 
  leads to extreme dehydration and weakness 
  in the limbs affected. The second stage of the 
  disease sees the rupturing of the skin and 
  the emergence of a fungal bloom at the site 
  of the infection. The diseased creature now 
  becomes a mobile transport for the spores 
  while the flesh is slowly withered and finally 
  consumed leaving a fungus covered, desic-
  cated corpse.
  Jungle’s Grasp – STage 1
  Type disease (inhaled); Contagious Yes; Save Fort 
  DC 16; Onset 1d6 hours; Frequency 1/day (2 
  days); Effect -4 to all Dexterity based checks; Cure 
  2 consecutive saves
  
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  Jungle’s Grasp – STage 2
  Type disease (Inhaled); Contagious Yes; Save Fort 
  DC 18; Frequency 1/day (final stage) Effect -4 to 
  all Dexterity based checks, fatigued, 1d3 Constitu-
  tion damage; Cure 3 consecutive saves
  Servant’s Folly (3 stages)
  A mysterious mental disease brought on 
  by exposure to powerful compulsion spells, 
  Servant’s Folly slowly erodes a victim’s 
  mind, mirroring the effects of the magic that 
  brought this foulness upon them. When-
  ever a creature fails a saving throw against 
  Dominate Person or a similar effect, there is 
  a 2% chance they must make a save to resist 
  contracting Servant’s Folly. In addition, each 
  consecutive day after the first that a creature 
  remains under any such effect (whether the 
  original effect or not), this chance increases 
  by 2%.
  ServanT’s Folly – STage 1
  Type Mental Disease; Save Will DC 15; Onset 1 day; 
  Frequency 1/day (3 days); Effect Lose ability to 
  speak one language (chosen randomly), -4 on 
  Charisma based Checks and on saving throws 
  to resist Charm or Compulsion effects; Cure 2 
  consecutive saves 
  ServanT’s Folly – STage 2 
  Type Mental Disease; Save Will DC 17; Frequency 
  1/day (3 days); Effect As stage 1, Victim loses abil-
  ity to speak entirely; Cure 2 consecutive saves
  Servant’s Folly – Stage 3 
  Type Mental Disease; Save Will DC 19; Frequency 
  1/day (final stage); Effect As stage 2, Dominated*; 
  Cure 2 consecutive saves
  *The victim is effectively unable to refuse com-
  mands; any creature may give the victim a com-
  mand as a Move action on their turn, focusing 
  their will on domineering the infected. The victim 
  immediately obeys the command, as if commanded 
  by Dominate Monster or a similar effect. Whenever 
  the victim is given a new command, it immediately 
  forgets the previous one, and acts only on the most 
  recent. This effect has no saving throw, and cannot 
  be resisted or suppressed as long as they suffer the 
  disease; however, suicidal or self-destructive com-
  mands fail automatically. As the victim is obeying 
  the commands of others, it is incapable of taking 
  action on its own, and will perish if not commanded 
  to eat, drink, sleep, etc.
  Lover’s Lesions
  This disease is spread only through sexual 
  contact with an infected, and possibly mor-
  ally questionable, individual. Commonly 
  found in the seediest taverns, flophouses, 
  and brothels, the affliction causes many 
  problems for the unfortunate victim. The 
  first sign of this infection is a curious itching 
  of wherever initial contact was made. The 
  distraction becomes so bad that many seek 
  ointments created from rare plants to dull 
  the pain. During the first stage sexual organs 
  become engorged and extremely swollen. As 
  the second stage progresses, the flesh begins 
  
  11
  The Book of Disease
  The Book of Disease
  to peel in thin, bloody sheets, leading to ex-
  cruciating pain. Any activity more strenuous 
  than walking can lead to ruptures and tears 
  in the flesh, and even severe hemorrhaging. 
  Lover’s Lesions – STage 1
  Type disease (contact); Save Fort DC 15; Onset 1d6 
  days; Frequency 1/day (3 days); Effect -2 to all 
  perception checks, - 5 ft. to movement; Cure 2 
  saves 
  Lover’s Lesions – STage 2
  Type disease; Save Fort DC 16; Frequency 1/day 
  (final stage); Effect -15 ft. to movement, 1d3  
  damage*; Cure 2 consecutive saves
  *Damage occurs whenever the infected creature 
  takes more than one action in a single round (not 
  including swift actions; for example, a move and a 
  standard action, or two move actions).
  Walking Corpse (2 Stages)
   This mental disease takes the form of a 
  creeping depression and tends to slowly 
  awaken suicidal tendencies in its victims. 
  During the disease’s cycle the afflicted devel-
  ops delusions that he or she has died and is a 
  walking corpse. This delusion is expanded to 
  the degree that the patient might claim that 
  he can smell his own rotting flesh and feel 
  worms crawling beneath the skin and de-
  vouring the flesh. In the early stages, these 
  startling sensations tend to worsen at night, 
  when the victim finds themselves unable to 
  sleep. Indeed, victims often do not sleep for 
  great stretches of time, until they black out 
  from exhaustion, only to awaken later with 
  a gap in their memory they cannot account 
  for. As the sickness progresses, the power 
  of suggestion becomes so great that their 
  body begins to fight back against attempts 
  to heal them, and positive energy causes 
  them incredible pain. At the same time, they 
  become inured to pain from more mundane 
  sources, furthering their illusions that they 
  are undead. Eventually, they begin to hear 
  foul whispers that call to them, beckoning 
  them to destroy their physical shells and 
  come home to the grave.
  Walking Corpse – STage 1
  Type Mental Disease; Save Will DC 16; Onset 1d4 
  days; Frequency 1/day (6 days); Effect Fatigued, 
  whenever the victim takes lethal damage, the 
  first point is converted to nonlethal damage; Cure 
  3 consecutive saves
  Walking Corpse – STage 2
  Type Mental Disease; Save Will DC 18; Frequency 
  1/day (final stage); Effect fatigued, gains Spell 
  Resistance equal to 10+Character level against 
  magical effects that heal through the use of posi-
  tive energy, whenever the victim is the recipient 
  of a positive energy based healing spell, whether 
  it penetrates SR or not, the victim is wracked with 
  pain, and is staggered for one round, Special*; 
  Cure 2 consecutive saves
  *If a creature is afflicted by stage two of the 
  disease for a minimum of 12 consecutive days, and 
  during that period receives positive energy-based 
  magical healing at least once, the urges to take 
  their life become too great, and they make a coup 
  de grace attempt on themselves as a full-round-ac-
  tion with whatever weapon is closest. If the victim 
  survives this attempt on their own life, they may im-
  mediately make a DC 18 will save with a +4 bonus; 
  if this save is successful, the shock snaps them back 
  to reality, curing them from the disease.
  Bald Man’s Bluff
   A mostly harmless mental disease, Bald 
  Man’s Bluff tends to arise as a result of 
  intense stress and anxiety, and spellcasters 
  seem more prone to it than others. Whenev-
  er a 9-level spellcaster uses his last prepared 
  spell or spell slot in combat, leaving him with 
  only level-0 spells, He must make a will save 
  or suffer from Bald Man’s Bluff. Sufferers are 
  paranoid and stressed, often muttering to 
  themselves as they review and revise their 
  plans over and over again. The name of this 
  sickness comes from its most noticeable 
  
  12
  Pestilence  
  Pestilence  
  symptom; sufferers are compelled to pluck 
  hairs from their body, face, head, and every-
  where else. Sufferers pluck single strands at 
  a time, but they are incessant, eventually 
  driving themselves completely bald.
  BalD Man’s Bluff
  Type Mental Disease; Save Will DC 15; Onset 1 day; 
  Frequency 1/day; Effect Cumulative -1 penalty 
  on Charisma-based checks, lasts for 30 days after 
  disease is cured (unless cured by magic); Cure 3 
  saves
  Doppelganger Syndrome  
  (2 stages)
  A terrifying illness, this mental disorder af-
  flicts its victims with the delusions that those 
  around them have been replaced by sinister 
  duplicates who wish harm upon the sufferer. 
  In the beginning, the victim is suspicious and 
  untrusting of others, even those he holds 
  most dear; but as the disease progresses, 
  they fall into madness, their delusions inspir-
  ing violence against the supposed impostors 
  that have replaced their loved ones.
  Doppelganger SynDrome – STage 1
  Type mental disease; Save Will DC 15, Onset 1d4 
  days; Frequency 1/day (3 days); Effect -4 to sense 
  motive and diplomacy skills; Cure 2 saves
  Doppelganger SynDrome – STage 2
  Type mental disease; Save Will DC 19 Frequency 
  1/day (final stage) Effect -4 to sense motive and 
  diplomacy skills, 1d2 Wisdom damage, attack al-
  lies*; Cure 2 consecutive Saves
  *Each time the victim fails a save during the second 
  stage of the disease, select one of their allies at ran-
  dom. The player attempts to kill that ally the next time 
  they go to sleep, isolate themselves from the group, or 
  otherwise lower their guard. Should the target survive 
  the initial attack, the afflicted character initiates 
  combat, shrieking madly about the imposter that’s 
  replaced his or her friend. She likewise reacts with hos-
  tility to anyone that attempts to protect her target.
  Forgotten Pain
  Forgotten pain is a unique disorder, as 
  it afflicts the body, yet it is not caused by 
  bacteria or virus. When a creature undergoes 
  incredible pain, indescribable agony, some-
  times their body reacts by shutting out the 
  pain entirely. Sometimes, the nerves respon-
  sible for sending and receiving signals of pain 
  overload and fail. In those cases, the afflicted 
  lose the ability to feel pain at all. While this 
  may seem like a blessing, it is truly a curse; 
  afflicted souls have trouble recognizing when 
  they are injured, and may exacerbate serious 
  injuries by working through them (for exam-
  ple, a fighter who breaks his arm will contin-
  ue swinging his sword and fighting with that 
  arm, until it snaps off entirely or otherwise 
  becomes too useless to fight with). When-
  ever a creature is tortured with physical (or 
  illusionary) pain for more than one consecu-
  tive hour, they must make a DC 25 will save 
  or else contract Forgotten Pain the next time 
  they have at least an eight hour break from 
  their torture.
  In addition, a creature that is reduced to 
  negative hit points one below their Constitu-
  tion score must make a DC 20 will save to 
  resist contracting the disease (For example, a 
  Fighter with a Constitution score of 14 would 
  make a save when reduced to negative 13 
  hp).
  Forgotten Pain cannot be cured naturally; 
  only a casting of Regenerate or a similar 
  effect capable of restoring lost body parts 
  can repair the extensive nerve damage that 
  accompanies this disease; in addition, Res-
  toration or a similar effect must be cast on 
  the target within 1 minute of the Regenerate 
  effect in order to break the mental blocks 
  that compound the damage to their nervous 
  system.
  While a player character is afflicted with 
  Forgotten Pain, that player is no longer al-
  lowed to keep track of their character’s hit 
  points, nor will they be told how much dam-
  
  13
  The Book of Disease
  The Book of Disease
  age is dealt when their character is struck 
  by an attack; keeping track of the charac-
  ter’s health is solely the duty of the GM 
  while they suffer from Forgotten Pain. The 
  player or his allies may make a Heal check 
  (DC 10+the Character’s Level) to accurately 
  determine their current physical state, being 
  told the character’s current and maximum 
  hit points. As a side benefit, any creature af-
  fected by Forgotten Pain cannot be knocked 
  unconscious by nonlethal damage, and gains 
  DR 5/- against all nonlethal damage.
  
  14
  Pestilence  
  Pestilence  
  Plagues
  Disease is a natural force; a destructive 
  agent of decay, bringing death to the world. 
  Yet for all their power, diseases are rarely a 
  threat to the public commonwealth. They are 
  insidious, painful, and deadly, but infection is 
  typically contained between one person and 
  those who remain in close proximity with 
  that individual. But not always. Some dis-
  eases spread rapidly; whether by their own 
  power or the cramped, cluttered condition 
  of filthy slums and impoverished peoples. 
  Some diseases are guided; engineered and 
  designed by cruel, depraved individuals to 
  cause maximum pain, suffering, and death. 
  These pathogens transcend the normal 
  rules of disease and sickness. These are the 
  epidemics of legend, the most horrific and 
  potent illnesses. These are plagues.
  This system details the rules for Plagues, 
  which differ from ordinary diseases in sev-
  eral key ways. The Filth Fever an adventurer 
  catches while fighting a dire rat is related 
  to the Filth Fever plague below, but it is not 
  the same thing. The plague form is stronger, 
  deadlier, and spreads rapidly. Plagues have 
  their own rules for exposure, all of which 
  are presented below. The plagues below are 
  presented in a unified format.
  Name: The name of the Plague
  Type: This section denotes the type of the 
  Plague; Infestation, Contamination, or Cor-
  ruption.
  Corruption: Corruption plagues are usually the 
  hardest to resist catching, but not exceptionally 
  hard to overcome once they’ve been contracted, 
  at least not compared to other diseases. They 
  make up for this, however, by being exception-
  ally viral. They are easy to spread from person to 
  person, and they are airborne, allowing them to 
  spread through even casual contact. When en-
  gineered, they come in liquid form, and must be 
  released as a gas; perhaps through a smoke bomb 
  or boiling in a stew.
  Infestation: Combining the strengths and weak-
  nesses of Corruption and Contamination plagues, 
  Infestation Plagues are not too difficult to resist 
  or to overcome, comparatively speaking. They 
  are moderately infectious, allowing them to 
  spread at an appreciable rate. What they lack 
  in flair, however, they make up for in their raw 
  tenacity. Infestation plagues are spread through 
  pests; rats, fleas, ticks. Because of this, avoid-
  ing infection is almost impossible. In an infected 
  area, there is a base 10% chance each day that 
  an individual is exposed to the disease. That 
  chance is increased to 20% in cities, slums, and 
  other densely packed or dirty areas. In especially 
  filthy, tightly packed places, it may be as high as 
  50%, subject to GM discretion. The only way to 
  eliminate such a plague completely is to wipe out 
  the source, which is obviously no small feat, as 
  this would require thorough extermination of the 
  invasive pests. They are engineered in the form of 
  dozens of pellets, which are fed to plague animals 
  like rats and mice.
  Contamination: Slow and steady, Contamination 
  plagues are the easiest to resist upon initial 
  exposure, but they make up for this with their 
  subtlety. Engineered in the form of powder, or of 
  microbial parasites, Contamination plagues are 
  waterborne. They are not particularly infectious, 
  and are hard to spread from person to person, in 
  addition to being easy to resist. However, their 
  symptoms are slow and subtle, often people go 
  for days without recognizing they are infected, 
  in this time they have had plenty of chances to 
  spread the disease. In addition, they lurk in the 
  water, and all who drink from it are exposed 
  again and again, each time increasing the DC to 
  resist. Each time a creature drinks infected water 
  within a 30 day period, the DC to resist infection 
  increases by 1. It is a slow increase, but if the 
  poisoned source is a central one, such as a town’s 
  most important or only well, it is only a matter 
  of time until the town is infected. On top of this, 
  they are extremely difficult to overcome once 
  contracted, oftentimes being outright impossible 
  without magical assistance.
  
  15
  The Book of Disease
  The Book of Disease
  Save: This gives the type of save needed 
  to Resist contracting the plague on initial ex-
  posure, as well as the save to Overcome the 
  disease; it is this second DC, the Overcome 
  DC, that is rolled at each frequency interval 
  to resist the diseases effects and potentially 
  cure it. Unlike normal afflictions, plagues in 
  this system rarely have the same DC to resist 
  as they do to overcome; the two are usually 
  close, however. 
  Onset: Plagues have onset periods just like 
  normal diseases. When a creature is exposed 
  to a plague, it makes its save immediately; 
  success means the plague is resisted and no 
  further saves must be made. Failure means 
  that additional saves are made at the end of 
  the onset period. 
  Minor Symptoms: Plagues are insidious, and 
  though it takes time for them to take full effect, 
  they work quickly within the body. Some plagues 
  have a minor symptom that takes place during 
  the onset time. These minor symptoms last until 
  the end of the onset time, at which point they 
  are replaced by the full effects of the plague. 
  Sometimes these symptoms can warn a character 
  that they are sick; a character can attempt a heal 
  check during this time to diagnose the illness. If 
  the check is successful, then a heal check can be 
  made to treat the disease as normal; in this case, 
  upon a successful heal check to Treat Disease, 
  the infected character gets an immediate saving 
  throw, success means the disease is cured. 
  Frequency: This is how often the periodic 
  saving throw must be attempted after the 
  affliction has been contracted.
  Contagious: This section tells you whether 
  or not the disease is contagious. If a creature 
  is infected with a contagious disease, close 
  proximity to the infected creature exposes 
  others to the disease. Creatures must make 
  a save against contracting the disease under 
  any of the following circumstances:
  They are bitten by the infected creature
  They spend at least one consecutive hour within 
  five feet of the infected creature (such as while 
  sleeping beside them)
  They make contact with bodily fluids from the 
  infected (sweat, blood, saliva, etc.).
  Each time a creature makes such a save 
  within a 24 hour period, the DC to resist 
  infection increases by 2 (so sleeping for eight 
  hours next to an infected individual leads to 
  eight saves against the disease, with the dc 
  rising by 2 for each after the first). Corrup-
  tion plagues are exceptionally contagious, 
  requiring a save every time a creature comes 
  within five feet of an infected creature, as 
  even casual conversation can spread the sick-
  ness through the air. Again, the DC to resist 
  infection increases by 2 every time the save 
  is attempted in a 24 hour period.
  
  16
  Pestilence  
  Pestilence  
  Effect: This is the effect that the character 
  suffers each time if he fails his saving throw 
  against the plague. Most plagues do more 
  than just dole out ability damage, and in 
  fact, several do not do ability damage at all, 
  instead killing through other means. The 
  Effects of a Plague are cumulative, unless 
  specifically stated in the plague.
  Cure: This tells you how the plague is 
  cured. Most plagues can be cured through 
  consecutive, successful saves. Others can 
  only be cured through a certain mundane 
  mean; a specific herb or medicine. The most 
  powerful of mundane diseases can only be 
  cured through magic. Lastly, there are a rare 
  few plagues that have no cure. These rare 
  plagues are unnatural, exclusively engi-
  neered by sentient design, and always magi-
  cal in nature. In these cases, the only way to 
  cure the disease is to kill its creator, in which 
  case all sufferers are immediately cured of 
  the illness.
  Engineer DC: This tells you the Craft (Al-
  chemy) and Heal DC that you must meet in 
  order to engineer a plague. Additional rules 
  for engineering a plague are included below.
  Price: The cost to purchase (or value to 
  sell) an engineered plague on the black 
  market. Note that in almost all nations, the 
  selling or purchasing of plagues is extremely 
  illegal, and often punishable by death.
  Engineering a Plague
  Or: Magical Bioterrorism 
  Made Easy
  Just as in the real world, diseases can be 
  synthesized, strengthened, and released 
  intentionally for various reasons. In some 
  cases, a pest-killing disease may be released 
  to combat another one spread through rats. 
  Perhaps a certain disease kills a certain weed 
  that kills a certain crop. But in almost every 
  case, when a disease is released intention-
  ally, it is done so with the intention of killing 
  intelligent life-forms and causing as much 
  pain and panic as possible.
  Engineering a plague requires three things: 
  300 GP per Engineering DC of the disease
  Several successful skill checks in Heal and Craft 
  (Alchemy)
  Note that some magical plagues will require a 
  specific ingredient or spell as well. In this case, 
  the spell must be available during each day of the 
  crafting process.
  The process of engineering a plague, from 
  the perspective of game mechanics, is very 
  simple. It requires a number of successful 
  skill rolls, and days of work equal to half the 
  disease’s save DC.  All gold is spent at the be-
  ginning of the Engineering process. A charac-
  ter must spend 8 hours each day engineering 
  a disease in a controlled environment; unlike 
  magic items, diseases cannot be engineered 
  while adventuring, and they cannot be 
  engineered in more or less than eight hour 
  blocks.
  Each day the character works, he must 
  make a Craft (Alchemy) check at the end of 
  the day. If the character fails three checks 
  during the course of engineering, the engi-
  neering fails. Each time the character fails 
  a Craft (Alchemy) check, he must succeed 
  on a Heal check. This check should be made 
  in secret by the GM. If he fails this check 
  by 5 or more he is exposed to the disease, 
  but the onset time is tripled and he suffers 
  no minor symptoms. His cursory exposure 
  means the disease takes longer to germinate 
  within him, but it does so subtly. If he fails by 
  less than five, he is exposed to the disease 
  normally.
  At the end of the engineering period, the 
  disease takes a form determined by its Type. 
  From there, it is up to the engineer to re-
  lease it.
  
  17
  The Book of Disease
  The Book of Disease
  The Plagues
  The following list of Plagues contains one 
  example of each kind of plague; Contamina-
  tion, Corruption, and Infestation. Remember 
  that Plagues are different from ordinary 
  diseases; they are stronger, more viral, more 
  resilient versions of mundane sicknesses. In 
  other words, the Filth Fever that you may 
  contract from fighting a Dire Rat is different 
  from the Filth Fever described here, being 
  part of a different rules system.
  Black RoT
  Type Plague, Infestation
  Save DC 15 Resist, DC 14 Overcome
  Onset 1d3 days; Minor Symptoms Aching joints and 
  a headache impose a -1 penalty on all Dexter-
  ity and Intelligence-based skill checks during the 
  onset period. 
  Frequency 1/Day 
  Contagious Yes
  Effect 1 Dex damage, 1d2 Con damage. Any time a 
  Victim suffers Con damage from this plague, roll 
  a d20 and check the following table; roll again 
  if the result has already been rolled (Once all 
  results have been rolled at least once, the table 
  has no further effect, and no more such rolls are 
  needed). Each effect can be resisted with another 
  DC 14 fortitude save: 
  Result
  Effect
  1-5
  Victim is permanently blinded
  6-10
  Victim permanently loses abil-
  ity to speak
  11-15
  Victim’s Natural speeds perma-
  nently reduced to 10 feet
  16-20
  Victim suffers 2 points of Str 
  drain
  All of these effects can be removed (simultaneous-
  ly) by Greater Restoration or Regenerate, three 
  castings of Restoration, or six castings of Lesser 
  Restoration. All castings must be received in rapid 
  succession (within a minute) to have any effect.
  Cure 2 consecutive saves; in large quantities, green 
  tea is a powerful agent against Black Rot, and is 
  often drunk as the beverage of choice in infested 
  areas. Drinking or bathing in at least eight cups 
  of Green Tea over a 24-hour period offers a +2 
  circumstance bonus on the next save against the 
  disease.
  Engineer DC 30; Black Rot is a cruel and vile plague, 
  causing widespread death, panic, and permanent 
  disfigurement. It starts with a fever and inflam-
  mation of the soft tissue. Within a few days, soft 
  tissue begins to necrotize; sinus cavities, gums, 
  skin, cuticles, the tongue, even the eyes begin to 
  rot while the victim is alive. As the flesh rots, it 
  blackens in splotchy patches, literally sloughing 
  off the muscle and bone in sheets. The Black Rot 
  is horrific and brutal, sapping a victim’s will to live 
  even as it ravages their body; without magical 
  healing, victims are permanently scarred, in some 
  cases even crippled. 
  Price 10,500
  Whipworm Fever
  Type Plague, Contamination
  Save DC 4 Resist, DC 20 overcome 
  Onset 1 day; Minor Symptoms Strange thoughts 
  and sudden mood swings begin within three 
  hours of infection. The victim suffers a -2 penalty 
  to all wisdom and charisma based skill checks 
  during the onset period. 
  Frequency 1/Day 
  Contagious No
  Effect 1 Int and Wis damage (This damage cannot 
  reduce a victim below 1 Int or Wis). Each day that 
  a victim is suffering from Brainworms, there is 
  a cumulative 3% chance that they go berserk. If 
  this happens, they must make a DC 12 Will save; 
  if they succeed, nothing happens. If they fail this 
  will save, they become permanently enraged (As 
  a barbarian’s Rage ability) and proceed to attack 
  every living thing in sight. They will not stop fight-
  ing until they are slain, knocked unconscious, or 
  there are no living things in sight. Once there is 
  nothing alive in sight, they will walk in a random 
  direction until they find something else to attack 
  or collapse from exhaustion. While enraged in 
  this manner, a victim cannot sleep, eat, or drink, 
  but still accrues penalties from exhaustion, de-
  
  18
  Pestilence  
  Pestilence  
  hydration, and starvation. Each time a victim at-
  tempts to attack a creature for the first time, and 
  every 24 hours, the victim may make another Will 
  save to attempt to regain control of themselves. If 
  successful, the chance to go berserk resets to 3%.
  Cure 2 Consecutive saves; Brainworms require a 
  controlled environment, and do not respond well 
  to competition. If a victim becomes infected with 
  another disease while infected with Brainworms, 
  there is a cumulative 4% chance each day for the 
  victim to be cured of Brainworms.
  Engineer DC 35; Brainworms are rare creatures; 
  thin, ribbon-like parasites that infest a host’s 
  brain, multiplying rapidly and driving them to a 
  suicidal, psychotic rage. It is extremely easy to re-
  sist initial infection at first, but while in the water, 
  Brainworms are nearly microscopic, not reaching 
  full length or numbers until in a host brain; thus 
  victims will unknowingly expose themselves again 
  and again and again. As with all Contaminations, 
  each subsequent exposure within 30 days of the 
  last increases the Resist DC by 2.  
  Price 12,000
  BlinD Man’s Bane
  Type Plague, Corruption 
  Save DC 18 Resist, DC 12 Overcome 
  Onset 1 Day 
  Frequency 1/Day 
  Contagious Yes
  Effect -2 to sight-based Perception checks. This 
  penalty is cumulative, worsening each day. A 
  victim that suffers a penalty to perception checks 
  greater than his perception bonus is rendered 
  permanently blinded, as the disease destroys 
  their eyes. Remove Blindness will not restore the 
  victim’s sight at this point, but Regenerate will. 
  Engineer DC 30; Blind Man’s Bane is a vicious 
  plague, one of the cruelest that can be engi-
  neered on a large scale. It does not kill its victims, 
  but is crueler and much more insidious than 
  many more deadly illnesses. Blind Man’s Bane 
  is a fungus, a microscopic spore that enters the 
  body when inhaled. From the lungs, it enters the 
  bloodstream, where it makes its way to the ocular 
  cavity. It takes root behind the eyes, growing 
  rapidly in the dark, moist aperture. Symptoms 
  include pressure behind the eyes and intense 
  pain, like an icepick. As the fungus grows, its 
  roots overtake the optic nerve and spread quickly 
  through the tiny blood vessels in the eyes. Within 
  a few days, the victim’s eyes are completely de-
  stroyed, their eye sockets filled with a grotesque 
  mass of pulsing, black fungus. Blind Man’s Bane 
  is unique in that it is not contagious in its early 
  stages; there is no risk of exposure from contact 
  with the infected until their eyes are destroyed. 
  Once the fungus replaces the eyes, however, the 
  pulsating masses constantly shake off a cloud of 
  tiny, black spores, giving victims the appearance 
  of weeping a thick, black fog. Any creature within 
  five feet of an infected host in this stage of the 
  disease must make a fortitude save against the 
  disease each round they begin their turn within 5 
  feet of the creature.
  Price 10,000
  
  19
  The Book of Disease
  The Book of Disease
  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publish-
  ing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game: Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game: Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K 
  Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Pub-
  lishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christof-
  ferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR. 
  Pestilence: the Book of Diseases © 2011, Fat Goblin Games; Author: 
  Jason Stoffa. 
  Pestilence: The Book of Disease (revised) ©2015 Fat Goblin Games; 
  Author Justice Mora
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Pestilence - The Book of Disease (Revised).pdf