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With all of the ways to gain power, the infected must suffer in order to gain their powers and when they do, they must be incredibly careful when using them. Their powers, though strong, will be their undoing if it is used to its full extent.

Alignment: Any (restrictions depending on the virus chosen may apply).

Hit Die: d8

Class Skills

The infected's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Disguise (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: Infected
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st+0+0+2+0Infection, Infection Rate, Base Infection Power
2nd+1+0+3+0Infected Defense
3rd+2+1+3+1Infection Power
5th+3+1+4+1Infection Power
7th+5+2+5+2Infection Power
9th+6/+1+3+6+3Infection Power
11th+8/+3+3+7+3Infection Power
13th+9/+4+4+8+4Infection Power
15th+11/+6/+1+5+9+5Infection Power
17th+12/+7/+2+5+10+5Infection Power
19th+14/+9/+4+6+11+6Infection Power
20th+15/+10/+5+6+12+6True Infection

Class Features

All of the following are class features of the infected.

Weapon and Armor Proficiency

Infected are proficient with all simple and martial weapons. They are also proficient with light and medium armor, and bucklers.

Infection Rate (Ex)

The infected have a virus within them, raging and wishing to be let loose so it may control its host. They start with an infection rate of 0%, and each power they use will increase this infection rate. Once their infection rate reaches 100%, they turn into a monstrous form for a number of hours equal to their level. In this monstrous form they gain a +6 to all physical stats, but take a -6 penalty to all mental stats. If this penalty brings them to a 0 in one of their mental stats, they do not suffer the effects of having 0 in that stat until after their rampage is over. While in this monstrous form, they are unable to distinguish allies and enemies.


The infected hold a special power deep within their blood that rages within them. This power determine various things such as their abilities, appearance, and what they excel at. The different infections change which Infection Powers and Infected Defense the Infected has access to. Each infection has a different mental or physical ability score associated to it. This stat is used for calculating DCs and uses. Saving throws from Infections are as follows: DC 10 + 1/2 Infected level + Infection stat.


Infection Power (Ex, Su, or Sp)

Various powers gained at 3rd level and every odd level thereafter. Which powers are available to them is determined by their Infection, however there are some universal powers.

Infection Powers

Infected Defense

Using their infection to better improve their surviveability, this varies depending on the infection chosen.

True Infection

At 20th level, the Infected receives the ultimate power from their infection. What this is varies depending on which infection is chosen.

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Sorcerer Archetypes / Alternate Class Features

Archetype / Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Cantrips Bloodline Power Eschew Materials Bloodline Bonus Spell Bloodline Bonus Class Skill Bloodline Bonus Feat Bloodline Arcana
1 3 9 15 20 3 5 7 9 11 13 15 17 19 7 13 19

C C (X) (X) (X) (X) (X)
(X) (X) (X) (X) (X) (X) (X) (X) (X) C C C C C
3rd Party Publishers
4 Winds Fantasy Gaming
Learned Sorcery

X=replaced, (X)=optional replacement, C=changed