Infected Host

The Infected Host is an individual infected with a ‘curse’ of sorts, giving them an arm with special powers.

Role: Unarmored front-line fighters. Glass cannons.

Alignment: Any

Hit Points: 12 per level

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The imprinted arm receives 1 rank in the following;  Acrobatics, Awareness, Artisan, Endurance, Feats of Strength, Intimidate, and Knowledge (Planes).

Skill Ranks per Level: 4 + Int modifier.

Table: Infected Host
Level Base Attack Bonus Fort Save Ref Save Will Save Special Imprint Arm
1st +1 +2 +0 +0 Tainted soul,  1d6
2nd +2 +3 +0 +0 Infected defense 1d6
3rd +3 +3 +1 +1 Ignite Arm 1d6
4th +4 +4 +1 +1 Infected power 1d8
5th +5 +4 +1 +1 Unnatural heft 1d8
6th +6/+1 +5 +2 +2 Agitate infection 1d8
7th +7/+2 +5 +2 +2 Ferocious fist 1d8
8th +8/+3 +6 +2 +2 Infected power 1d10
9th +9/+4 +6 +3 +3 Assimilate 1d10
10th +10/+5 +7 +3 +3 Mutate arm 1d10
11th +11/+6/+1 +7 +3 +3 Aggravated recovery 1d10
12th +12/+7/+2 +8 +4 +4 Infected power 2d6
13th +13/+8/+3 +8 +4 +4 Destructive force 2d6
14th +14/+9/+4 +9 +4 +4 Improved ferocious fist 2d6
15th +15/+10/+5 +9 +5 +5 Absorb weaponry 2d6
16th +16/+11/+6/+1 +10 +5 +5 Infected power 2d8
17th +17/+12/+7/+2 +10 +5 +5 Stitch together 2d8
18th +18/+13/+8/+3 +11 +6 +6 Maximized infection 2d8
19th +19/+14/+9/+4 +11 +6 +6 Unnatural growth 2d8
20th +20/+15/+10/+5 +12 +6 +6 Infected power 2d10

Class Features

All of the following are class features of the infected host.

Weapon and Armor Proficiency

Infected hosts are proficient with all simple weapons, however they are not proficient with armor or shields and wearing armor or shields incurs their Armor Check Penalty to attacks regardless of if they are proficient with them.

Imprint Arm (Ex)

One of the infected host’s arms becomes laced with power from his infection, preventing him from being able to wield complicated weapons or tools within the hand of the imprint arm.

Their imprint arm is considered to be both an unarmed strike and a natural weapon for the purpose of feats and class abilities which affect them. Damage for their imprint arm starts at 1d6 and increases by one step at 4th level and every 4 levels thereafter. Monk, Brawler, or levels from classes which have progressing unarmed strikes stack for the purpose of determining their imprint arm/unarmed strike’s damage dice.

Tainted Soul (Ex)

Infected Hosts are afflicted with a taint upon their very soul, giving them unnatural abilities and changing them physically, mentally, and spiritually. These take many forms, but are usually broken up into a variety of specializations that the Infected Host receives at 1st level. Once chosen this cannot be changed. The Tainted Soul chosen determines which Infected Powers and Infected Defense the Infected Host receives.

All powers and abilities granted by Tainted Soul, and some other abilities that the infected host receives are modified by what is known as their “Infection Level”. The Infected Host’s Infection Level starts at a base equal to their level plus Constitution score, and can be increased by 15% + Constitution modifier by spending a full-round action, forcibly mutating your body.

Infection Level ranges from 1% to 300%, with anything above 40% growing steadily more risky for the Infected Host. The chart details Infection Level bonuses and negatives at various levels of infection. After reaching 300%, an infected host cannot use abilities which would increase their infection level until it goes back down.

After 24 hours of rest the Infected Host’s Infection Level goes back down to its starting level.

Any DCs from infected powers granted by your tainted soul use DC 10 + 1/2 infected host level + Constitution modifier.

Each of the bonuses and penalties gained stack with those granted by the previous levels.

Infection Level Bonuses Penalties
41-80% +1 to-hit and damage -1 to AC and Saves
81-120% +2 to-hit and damage -1 to AC and Saves
121-160% +1 to-hit and damage -1 to AC and Saves
161-200% +2 to-hit and damage -2 to AC and Saves
201-240% +2 to-hit and damage -3 to AC and Saves
241-280% +2 to-hit and damage -4 to AC and Saves
281-300(+)% +5 to-hit and damage -4 to AC and Saves



An infection caused by nanites, clockwork creatures, or a combination of various construct entities has caused your body to take on a more construct-like shape and nature.

Infected Defense: You receive a 10% chance to negate critical hits and sneak attacks as per effects similar to fortification. Fortification and other percent chances to negate critical hits and/or sneak attacks do not stack, and the highest percentage is instead used. Every level after 2nd this chance increases by 5% (to a maximum of 100% or effective critical hit/sneak attack immunity at 20th level).

Penetrating Strikes (Ex): At 4th level you learn to harness your unarmed strikes in order to bypass materials which would otherwise block your oncoming fists. By spending 1 Stamina Point you can negate 2 points of hardness from an object or negate 1 point of any DR from a creature. This increases by 2 for every four levels thereafter (to a maximum of negating 10 Hardness, or 9 points of DR). At 12th level if you at 200% or over Infection Level, you instead double the amount of hardness/DR you negate.

Extending Dislocation (Ex): At 8th level your imprint arm receives the reach special weapon property.

Wired Reflexes (Ex): At 12th level the artificial aspects of your body take over in times of danger to help guide you out of a potentially deadly situation with minimal damage. You receive a +2 insight bonus to AC, and at 200% or over Infection Level this instead becomes a +5 insight bonus to AC.

Automated Healing Unit (Ex): At 16th level the organic parts of your body receive maintenance and repairs from the artificial parts, making sure you are able to keep fighting. This grants you Fast Healing 5, and an addition usage of Second Wind. At 200% or over Infection Level this increases to Fast Healing 10 instead.

Targeting Systems (Ex): At 20th level your brain and eyes have been augmented to a point where the machines serve not as a replacement to your organic brain and eyes, but instead as an addition to enhance your existing mental capacity. You receive Darkvision 60 feet and Low-Light Vision if you didn’t already possess these (if you do, increase your Darkvision by 30 feet), and in addition to this you reduce any penalties you suffer to attack and damage from any sources by half. At 200% or over Infection Level this reduces any penalties by 75% instead.



Caused by angelic blood being injected into someone young, these infected hosts are few and far between, often the result of worshippers of deities of good whose beliefs stray from traditional teachings, or even doomsday cults associated with different good aligned deities.

Infected Defense: You are capable of recovery in the middle of battle, your divine heritage stitching wounds closed. You have Fast Healing 2 and once per day can cast Cure Light Wounds as a Spell-Like Ability, using your Constitution in place of any casting ability scores necessary.

Divine Blood (Su): At 4th level you and any allies within 10 feet of you receive a +1 sacred bonus to AC so long as your Infection Level is above 120%. At 200% or over Infection Level this bonus increases to be equal to your Constitution modifier.

Wrist Block (Ex): At 8th level your imprint arm receives the shielding special weapon property.

Divine Banish (Su): At 12th level the celestial power flowing through you can be called upon to destroy the unnatural and wicked. This functions as Smite Evil except it relies on Constitution instead of Charisma, and only works against the following targets instead; outsider (Evil), undead, and antipaladins. This can be used once per day, however increasing your Infection Level beyond 120% restores a usage if any were missing. This occurs for every step of your Infection Level you increase by (ex. you increase it by one step when going from 81-120% and thus recover a usage, then by another when going from 121%-160% and recover another usage when choosing to reach this point).

Divine Intervention (Su): At 16th level you can choose to target someone as a free action with this ability, and when targeted with this ability they must reroll all d20 checks and take the better or worse result (your choice which they must take). This ability can be used once per day, and lasts a number of rounds equal to twice your Constitution score.

Heavenly Ascension (Su): At 20th level you become one with the angels you share blood with now, growing a pair of beautiful white feathered wings and a radiant halo above your head to denote your holy status. These wings grant you a Fly speed at 60 feet with good maneuverability, and in addition to this you can manifest a set of celestial armor over your body to defend you. This armor functions as a +5 full-plate with the righteous armor special ability applied to it, save that it doesn’t hinder movement speed, have an Armor Check Penalty, or a Maximum Dexterity Bonus. This transformation can be performed once per day, and lasts up to 1 minute or until dismissed (the time needn’t be consecutive for the 1 minute duration).



Blackened demonic blood runs through your veins, giving you a diseased and ferocious appearance.

Infected Defense: You receive DR 1/- so long as you are unarmored and unencumbered, and this increases by 1 for every four levels thereafter (to a maximum of DR 5/- at 17th level).

Bully (Ex): At 4th level you receive a competence bonus to attack and damage rolls against opponents who are at least 2 levels lower than you or less. This bonus is equal to 1/4 of your Infected Host level.

Brutal Fist (Ex): At 8th level your imprint arm receives the savage special weapon property.

Megaton Smash (Ex): At 12th level you’re capable of unleashing destruction with a single punch. By spending 2 stamina points before making an attack roll you sacrifice any additional attacks you may possess on this turn, granting a +2 bonus to attack and damage for each additional attacks sacrificed in this manner. For example if you used this on your first attack roll and possessed two additional attacks, you sacrifice both attacks to grant a +4 to your attack and damage. Alternatively it can be used on the second attack, only sacrificing one additional attack (the third) and granting only a +2 to this second attack. At 200% Infection Level the bonus granted by this ability is instead doubled.

Hellfire Resistance (Su): At 16th level you receive Fire Resistance 20, and are immune to the unholy effects of hellfire or similar spells and hazards.

Demonic Form (Su): At 20th level your body begins taking on the shape and characteristics of a demon, your muscles hardening and the black veins across your body constantly visible, making your undead heritage difficult to hide. You are treated as one size category larger for the purpose of your imprint arm damage, and you receive a Natural Armor bonus to your AC equal to 2 + your Constitution modifier.



Ignite Arm (Su)

At 3rd level the infected host can choose to coat their imprint arm in volatile and raw energy which enhance their punches. As a move action they can use this ability to grant themselves a bonus to damage equal to half their level (minimum 1) plus their Constitution modifier. This lasts for a number of rounds per day equal to 3 + Constitution modifier.

Unnatural Heft (Ex)

At 5th level the infected host becomes better at lifting and carrying, as well as exercising their strength. They are treated as if they were wearing muleback cords for the purpose of their strength when determining carrying capacity. This benefit doesn’t stack with muleback cords. At 10th level this bonus is doubled to treat their strength as 16 higher for the purpose of carrying capacity.

Agitate Infection (Ex)

At 6th level the infected host learns of new ways to manipulate their infection, as well as risky maneuvers they can pull off depending on how intense their infection level has become.

Megaton Smash (Simple Technique): By spending 1 stamina point on a full-round attack you can convert additional attacks into strengthening first attack. You increase your damage dice by one size category for every attack sacrificed in this manner. If you’re at 200% infection level or higher you increase your damage dice by two size categories for every attack sacrificed in this manner. You take your minimum damage you can deal with your attack when using this ability.

Erratic Dodge: If you’re at 241% infection level or more you can choose to forgo the bonuses to attack and damage granted by infection level increases and instead gain the penalty instead as a dodge bonus to AC. You must choose whether or not to activate this as a free action, and if you do you cannot receive the bonuses to attack and damage for 2d4+1 rounds thereafter, instead keeping the dodge bonus to AC until the duration has ended. After the duration ends, you are afflicted with fatigue and suffer 1d4 bleed damage for 3 rounds thereafter.

Ferocious Fist (Ex)

At 7th level the infected host adds 1-1/2 times their strength modifier to damage with their imprint arm, effectively counting it as being two-handed for the purpose of abilities and feats which may rely on it.

Assimilate (Ex)

At 9th level the infected host can attempt to strengthen their infection level and absorb an opponent whom they’ve just slain. If the infected host lands a killing blow they can choose to activate this as a free action, increasing their infection level by +2d10 and acquiring the opponent’s form, being able to transform into it as if using Disguise Self, except you appear as a perfect replica of the individual you’ve absorbed. This ability can only be used against creatures within one size category of you, and only works on humanoids or outsider (native).

Using this ability again causes you to lose the previous form you’ve stored from the last time you used this ability. This form shift is purely cosmetic, and grants a +5 circumstance bonus on Bluff checks made to attempt to disguise yourself accurately as that individual.

You also acquire the memories of enemies slain and absorbed, though these memories fade the instance their form is lost.

Mutate Arm (Ex)

At 10th level the infected host can as a swift action choose to increase their infection level by 2d10 in order to increase the reach of their imprint arm by 1 square (effectively giving it the Reach quality). In addition to this; the arm can deal slashing, bludgeoning, or piercing damage, and changing between them is a swift action as well. The reach quality lasts for 1d4 + Constitution modifier rounds.

Aggravated Recovery (Ex)

At 11th level the infected host can choose to increase their infection level by 3d10 in order to recover 3d8 + Constitution modifier hit points, and 1d4 + Constitution modifier stamina points. Doing this is a move action.

Destructive Force (Ex)

At 13th level the infected host is able to bypass up to DR/adamantine with their unarmed strikes. In addition to this, any DR they are unable to bypass they reduce by 1 (to a minimum of 0 or effectively negating the DR anyways). As a full-round action they can increase their infection level by 3d10 and increase this from being reduced by 1 to instead be reduced by 2 + their Constitution modifier for 1d4 rounds.

Improved Ferocious Fist (Ex)

At 14th level the infected host adds their Constitution modifier as a bonus to damage with their imprint arm, and is added together with strength before the 1-1/2 times bonus is applied.

Absorb Weaponry (Ex)

At 15th level the infected host can absorb manufactured weapons into themselves, adding them to an internal arsenal of matter which can be recalled at any time. Weapons absorbed in this way can emerge from the infected host as a move action, and can only be wielded by the infected host in their imprint arm, counting as being their imprint arm for the purpose of damage and feats however keeping the weapon’s bonuses from materials, magic enhancements, and their special qualities. These weapons can remain summoned for a number of rounds per day equal to double your Constitution modifier, after which it increases your infection level by 1d10 for every round thereafter the weapon is maintained.

Stitch Together (Ex)

At 17th level the infected host receives regeneration 5. This regeneration increases to 10 at infection level 240% and regeneration 20 at infection level 300%. In addition to this your regeneration regrows lost limbs at twice the normal rate, and you naturally recover an additional 1d4 ability damage after an 8 hour rest.

Maximized Infection (Ex)

At 18th level the infected host is capable of going from their base infection level to their maximum infection level (300%) in a single turn by spending a move action to mutate their infection rapidly. After doing this the infected host receives DR 5/-, a +6 morale bonus to Strength and Constitution, and a +20 ft. bonus to land move speed.

Unnatural Growth (Ex)

At 19th level the infected host can ascend briefly with their disease, reaching an unstable physical perfection which radiates your own energy out. In order to activate this you must be at infection level 300%, and doing this is a full-round action. Upon doing so you create a 15 ft. aura of your infection, and all enemies within the radius are affected by the penalties of your infection level but gain none of the benefits. The penalties are halved compared to normal (-8 for 300% infection level).

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