Temotei
2010-01-04, 02:19 AM
Debaser
Taste your demise as I taste your soul...
-- Iolus Hosh, "soul-sucking bastard"
Disease, pain, suffering, and blight is everywhere. One just has to look for it. In some cases, searching for a source leads to a creature. This creature may be a debaser. In those cases, beware, for the corruption that creature can cause is beyond what most mortals know. For this reason, debasers have come to be known as "soul-sucking bastards."
Adventures: A debaser may adventure for several reasons. If they're evil, a common reason is to simply increase their power by practicing on settlements and innocents. They adventure for the purpose of being the best (by throwing others down). One who is not so evil or corrupted may decide to adventure on a whim, letting fate take them where it will, or they might adventure because of a higher-up ordering them to in a guild or organization. There are all kinds of reasons to adventure, but the least common for debasers is helping others. In contrast, a debaser might want to save the world or some part of it because that is what they revel in destroying and reducing.
Characteristics: Debasers cast spells similar to the way a beguiler does. They focus on spells that "debuff" an enemy or multiple enemies. The same goes for their class features. Fell drain saps life from an enemy and powers the debaser with the energy, and the debaser's other class features have similar effects, like the debaser's curse, the namesake of the class. Altogether, a debaser is about weakening enemies so that they may take over them more easily.
Alignment: Of the alignments, debasers are most commonly evil, but some are neutral. Their abilities focus on weakening and debasing others, so it's no wonder there are so very few good debasers. Even those who are have trouble staying on the path, usually tending more towards neutral in the end. Debasers also tend towards chaos, with their scourge bringing such to the lands they visit.
Religion: Debasers worship neutral and evil gods, and sometimes (although rare), a debaser might even follow the path of a good deity, although their views most likely conflict in a few ways. One debaser could be a trickster of sorts, relying on making others sick for short periods of time to show them a lesson, worshiping Olidammara. Another could be a follower of Nerull, bringing a blight upon whomever they meet.
Background: A debaser could come from anywhere. One could be a demon from the abyss, using fell magic and drains to sap the life out of the world. Another could be a simple human from a life of peasantry, learning how to use their power to advance in life. Yet another could be a king, keeping others below him by weakening would-be usurpers.
Races: Any race can be a debaser, but the more savage populations tend to steer clear of this particular profession. Those races that tend to have a population of charismatic individuals often become debasers.
Other Classes: Debasers don't often get along with paladins, as their conflicting views on the subject of morality come into play. Barbarians tend to dislike debasers as well, with their views on the occult, furthered by the debaser's outlook on life--a thing to be drained. Sorcerers and bards might enjoy the company of someone sharing their abilities. Rogues, having similar combat skills and sometimes philosophies, often associate with debasers. Wizards often welcome another user of magic into an adventuring party, but those with a less necromantic view of magic might find their use of it repulsive. Clerics sometimes like to have a debaser on their team--especially war clerics. Druids are sometimes alright with debasers--until they pick on nature. Monks hold a fairly neutral view of debasers, and the same goes for rangers, although they sometimes take to the druid point of view.
Role: Debasers are usually indirect support characters. They can hold their own in melee (usually after cursing their target) with their weapons of choice, which usually happen to be the most painful or the most wicked, but much of their power comes from controlling the battlefield, weakening enemies so allies and possibly the debasers themselves can wade in and crush them easily. Essentially, the debaser is the opposite of the bard. While bards power up their allies, thereby ending enemies, debasers power down enemies, thereby ending them in a different way.
GAME RULE INFORMATION
Debasers have the following game statistics.
Abilities: Charisma improves almost all of the debaser’s abilities, and is their primary spellcasting ability. Dexterity helps with certain targeted abilities requiring attack rolls, such as their fell drain ability. Constitution improves Concentration and hit points, both of which help greatly.
Alignment: Any nongood.
Hit Die: d8.
Class Skills
The debaser’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DEBASER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Debaser's curse, fell drain, armored mage
2
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Bolster curse 1/day
3
0
-
-
-
-
-
3rd
+2
+3
+1
+3
Corruption aura 1/day, debasement focus +2
3
1
-
-
-
-
-
4th
+3
+4
+1
+4
-
3
2
0
-
-
-
-
5th
+3
+4
+1
+4
Mettle
3
3
1
-
-
-
-
6th
+4
+5
+2
+5
Greater debaser's curse, corruption aura 2/day
3
3
2
-
-
-
-
7th
+5
+5
+2
+5
-
3
3
2
0
-
-
-
8th
+6/+1
+6
+2
+6
Bolster curse 2/day
3
3
3
1
-
-
-
9th
+6/+1
+6
+3
+6
Overwhelming drain, corruption aura 3/day
3
3
3
2
-
-
-
10th
+7/+2
+7
+3
+7
-
3
3
3
2
0
-
-
11th
+8/+3
+7
+3
+7
Debasement focus +4
3
3
3
3
1
-
-
12th
+9/+4
+8
+4
+8
Corruption aura 4/day
3
3
3
3
2
-
-
13th
+9/+4
+8
+4
+8
-
3
3
3
3
2
0
-
14th
+10/+5
+9
+4
+9
Bolster curse 3/day
4
3
3
3
3
1
-
15th
+11/+6/+1
+9
+5
+9
Supreme debaser's curse, corruption aura 5/day
4
4
3
3
3
2
-
16th
+12/+7/+2
+10
+5
+10
-
4
4
4
3
3
2
0
17th
+12/+7/+2
+10
+5
+10
-
4
4
4
4
3
3
1
18th
+13/+8/+3
+11
+6
+11
Domination drain, corruption aura 6/day
4
4
4
4
4
3
2
19th
+14/+9/+4
+11
+6
+11
Debasement focus +6
4
4
4
4
4
4
3
20th
+15/+10/+5
+12
+6
+12
Scourge, bolster curse 4/day
4
4
4
4
4
4
4
Class Features
All of the following are class features of the debaser.
Weapon and Armor Proficiency: Debasers are proficient with all simple and martial weapons. Debasers are proficient with light and medium armor, but not with shields.
Spells: Debasers cast arcane spells, which are drawn from the debaser spell list given below. They are able to cast any spell they know without preparing it ahead of time.
To learn or cast a spell, a debaser must have a Charisma score equal to at least 10 + spell level. The Difficulty Class for a saving throw against a debaser’s spell is 10 + spell level + Cha modifier.
When the debaser gains a new spell level, they automatically know all spells of that level.
Debaser’s Curse (Su): A debaser may call upon the darkness within to bring a curse upon an enemy as a swift action. When using this ability, the debaser chooses from two of the following effects, combining them to make the debaser’s curse, targeted on an enemy within 60 feet. The debaser must have line of sight to the target.
Disable -– -2 penalty to Strength
Debilitate -– -2 penalty to Dexterity
Devastate -- -2 penalty to Constitution
Disenable -- -2 penalty to Intelligence
Depress -– -2 penalty to Wisdom
Disgrace -– -2 penalty to Charisma
Cripple -– -10’ penalty to speed
Hinder -– -2 penalty to skill checks
A creature’s speed may be reduced to a minimum of 5’ in this manner. This ability can lower a creature's abilities to a minimum of 1. Debaser’s curse can be used 1 + Cha modifier times per day. If the opponent succeeds on a Will saving throw of DC 10 + ½ class levels + Cha modifier, no uses are wasted. The effects of debaser's curse last for an hour.
Fell Drain (Su): The debaser may conjure a blast of destructive energy connected to their own essence as a full round action, aimed at an enemy. If the debaser successfully hits an enemy with a ranged touch attack with a range of up to 60 feet, the debaser may drain power from the target. The debaser gains +2 Armor Class and +2 to all saves for 3 + Cha modifier rounds, and the enemy suffers 1d4 Strength or Dexterity damage. Fell drain can be used once per day per class level.
Armored Mage (Ex): The debaser has trained extensively in casting spells that lower their opponents' capabilities. So extensively, in fact, that they can cast arcane spells in light and medium armor with no chance of spell failure. Spells granted from other classes still have a chance of failure from wearing armor, unless they also grant the ability to cast in armor.
Bolster Curse (Su): At 2nd level, a debaser can add an additional choice from the list of curse options to their debaser's curse once per day. This does not grant an extra use of debaser's curse. Rather, it allows the debaser to alter a use of it to gain one additional effect.
At 8th level, and every 6 levels after (14, 20), the debaser is allowed another use of bolster curse.
Corruption Aura (Su): At 3rd level, the debaser is able to evoke a dark aura. Once per day, a debaser can activate the corruption aura at a mental command as a free action, lasting for 3 + Cha modifier rounds. Enemies within 30 feet of the debaser slowly decay, unless they succeed on a Fortitude saving throw of DC 10 + 1/2 class levels + Cha modifier. Each enemy is subject to 1 Constitution damage each round they are within the area. If an enemy is within the area for more than 5 rounds, negative levels start to apply every round after. If an opponent leaves the area for more than one round, the count is reset, and they take Constitution damage if they go back in range of the aura.
At 6th level, and every 3 levels after (9, 12, 15, and 18), the debaser can use corruption aura one more time per day.
Debasement Focus: At 3rd level, the debaser gains a +2 bonus to overcome spell resistance when casting from the debaser spell list.
At 11th level, this bonus increases to +4.
At 19th level, this bonus increases to +6.
Mettle (Ex): At 5th level, a debaser gains an even more resistant body and mind, allowing a Fortitude or Will saving throw against spells that can be reduced in effectiveness by an ordinary Fortitude or Will saving throw. This ability, however, allows the debaser to avoid all damage and negative effects from such spells.
Greater Debaser’s Curse (Su): At 6th level, the debaser’s curse strengthens, further penalizing enemies, and providing another option for the curse.
Disable -– -4 penalty to Strength
Debilitate -– -4 penalty to Dexterity
Devastate -- -4 penalty to Constitution
Disenable -- -4 penalty to Intelligence
Depress -– -4 penalty to Wisdom
Disgrace -– -4 penalty to Charisma
Cripple -– -20’ penalty to speed
Hinder -– -4 penalty to skill checks
Mutilate -- -4 penalty to armor or natural armor bonus (whichever is higher) to Armor Class
This ability can lower a creature's abilities to a minimum of 1. The mutilate property allows an opponent's armor or natural armor bonus to fall to a minimum of 0. The cripple property allows speed to be dropped to a minimum of 5'.
Overwhelming Drain (Su): At 9th level, the debaser's drain power improves. The benefits now improve to +4 Armor Class and +4 to saves. In addition, the debaser can now choose to gain +4 to attacks instead of the bonus to saves. Ability damage improves to deal 1d6 + 1.
Supreme Debaser's Curse (Su): At 15th level, the debaser's curse reaches its pinnacle, further increasing the penalties imposed, and offering yet another option.
Disable -– -6 penalty to Strength
Debilitate -– -6 penalty to Dexterity
Devastate -- -6 penalty to Constitution
Disenable -- -6 penalty to Intelligence
Depress -– -6 penalty to Wisdom
Disgrace -– -6 penalty to Charisma
Cripple -– -30’ penalty to speed
Hinder -– -6 penalty to skill checks
Mutilate -- -6 penalty to armor or natural armor bonus (whichever is higher) to Armor Class
Magebane -- -2 penalty to caster level for the purposes of spell effects
This ability can lower a creature's abilities to a minimum of 1. The magebane property allows caster level to fall to a minimum of 1. The mutilate property allows an opponent's armor or natural armor bonus to fall to a minimum of 0. The cripple property allows speed to be dropped to a minimum of 5'.
Domination Drain (Su): At 18th level, the debaser's fell drain ability is at its high. The benefits improve once more to +6 Armor Class and +6 saves. The debaser may choose to substitute +6 attack for the bonus to saves. Ability damage is improved once again to 1d8 + 2.
Scourge (Su): At 20th level, the debaser has reached the pinnacle of debasing. Once per day as a full round action, the debaser can release a huge wave of dark energy to make defeating their enemies a breeze. All enemies within 60 feet take a penalty of -10 to all ability scores, damage rolls, critical confirmation rolls, saves, skills, and initiative for an hour. A successful Will saving throw of DC 15 + 1/2 class levels + Cha modifier negates the penalties.
Debaser Spell List:
0 -- Daze, flare, touch of fatigue, prestidigitation, sonic snap1, stick1, slash tongue2
1st -- Bane, cause fear, doom, dispel ward1, incite1, inhibit1, impede3, obscuring mist, grease, sleep, color spray, chill touch, ray of enfeeblement, karmic aura4, resinous tar4, death's call4, buzzing bee1, wall of smoke1, distract1, distract assailant1, shock and awe1, spirit worm1, ray of clumsiness1
2nd -- Blindness/Deafness, silence, sound burst, death knell, curse of ill fortune1, wave of grief1, bewildering visions3, execration3, mark of the outcast1, fog cloud, black karma curse5, blade brothers5, daze monster, hideous laughter, touch of idiocy, ghoul touch, scare, arcane turmoil4, torrent of tears4, escalating enfeeblement4, wall of gloom1, Kelgore's grave mist5, curse of impending blades1
3rd -- Bestow curse, hold person, contagion, dispel magic, invisibility purge, wrack1, clutch of orcus1, nauseating breath1, sink1, curse of arrow attraction5, energy vulnerability5, hesitate5, sleet storm, stinking cloud, deep slumber, halt undead, ray of exhaustion, vampiric touch, slow, karmic backlash4, caustic smoke4, pall of twilight4, prickling torment4, unluck1, ray of dizziness1, mass curse of impending blades1, mind poison1, spider poison1, spell vulnerability1, shivering touch6
4th -- Poison, confusion, castigate1, doomtide7, confound3, consumptive field1, hypothermia1, moon bolt1, negative energy aura1, unholy blight, enervation, solid fog, crushing despair, shout, fear, finger of agony4, horrid sickness4, touch of years4, sensory deprivation1, sword of deception1, suicidal thoughts (http://www.giantitp.com/forums/showpost.php?p=9274757&postcount=1)
5th -- Insect plague, symbol of pain, symbol of sleep, bewildering mischance3, bleed3, mark of sin3, mass contagion1, mass curse of ill fortune1, symbol of spell loss1, vulnerability1, wall of dispel magic1, condemnation5, mana flux5, cloudkill, feeblemind, mind fog, blight, waves of fatigue, resounding thunder4, cryptwarden's grasp4, touch of vecna4, freezing fog1, spiritwall1, night's caress1, vulnerability1, gelid blood6, disrupt spell resistance (http://www.giantitp.com/forums/showpost.php?p=9259930&postcount=1)
6th -- Antilife shell, greater dispel magic, symbol of fear, zealot pact1, weight of sin3, cold snap1, ghost trap1, rejection1, antimagic field, hold monster, eyebite, karmic retribution4, endless slumber4, transfix1, aura of terror1, fleshshiver1, imperious glare1, ray of entropy1, spectral touch1, greater shout, heartfreeze6, greater disrupt spell resistance (http://www.giantitp.com/forums/showpost.php?p=9259930&postcount=1), mass suicidal thoughts (http://www.giantitp.com/forums/showpost.php?p=9274757&postcount=1)
1. Spell Compendium.
2. Book of Vile Darkness.
3. Complete Champion.
4. Complete Mage.
5. Player's Handbook II.
6. Frostburn.
7. Complete Divine.
Taste your demise as I taste your soul...
-- Iolus Hosh, "soul-sucking bastard"
Disease, pain, suffering, and blight is everywhere. One just has to look for it. In some cases, searching for a source leads to a creature. This creature may be a debaser. In those cases, beware, for the corruption that creature can cause is beyond what most mortals know. For this reason, debasers have come to be known as "soul-sucking bastards."
Adventures: A debaser may adventure for several reasons. If they're evil, a common reason is to simply increase their power by practicing on settlements and innocents. They adventure for the purpose of being the best (by throwing others down). One who is not so evil or corrupted may decide to adventure on a whim, letting fate take them where it will, or they might adventure because of a higher-up ordering them to in a guild or organization. There are all kinds of reasons to adventure, but the least common for debasers is helping others. In contrast, a debaser might want to save the world or some part of it because that is what they revel in destroying and reducing.
Characteristics: Debasers cast spells similar to the way a beguiler does. They focus on spells that "debuff" an enemy or multiple enemies. The same goes for their class features. Fell drain saps life from an enemy and powers the debaser with the energy, and the debaser's other class features have similar effects, like the debaser's curse, the namesake of the class. Altogether, a debaser is about weakening enemies so that they may take over them more easily.
Alignment: Of the alignments, debasers are most commonly evil, but some are neutral. Their abilities focus on weakening and debasing others, so it's no wonder there are so very few good debasers. Even those who are have trouble staying on the path, usually tending more towards neutral in the end. Debasers also tend towards chaos, with their scourge bringing such to the lands they visit.
Religion: Debasers worship neutral and evil gods, and sometimes (although rare), a debaser might even follow the path of a good deity, although their views most likely conflict in a few ways. One debaser could be a trickster of sorts, relying on making others sick for short periods of time to show them a lesson, worshiping Olidammara. Another could be a follower of Nerull, bringing a blight upon whomever they meet.
Background: A debaser could come from anywhere. One could be a demon from the abyss, using fell magic and drains to sap the life out of the world. Another could be a simple human from a life of peasantry, learning how to use their power to advance in life. Yet another could be a king, keeping others below him by weakening would-be usurpers.
Races: Any race can be a debaser, but the more savage populations tend to steer clear of this particular profession. Those races that tend to have a population of charismatic individuals often become debasers.
Other Classes: Debasers don't often get along with paladins, as their conflicting views on the subject of morality come into play. Barbarians tend to dislike debasers as well, with their views on the occult, furthered by the debaser's outlook on life--a thing to be drained. Sorcerers and bards might enjoy the company of someone sharing their abilities. Rogues, having similar combat skills and sometimes philosophies, often associate with debasers. Wizards often welcome another user of magic into an adventuring party, but those with a less necromantic view of magic might find their use of it repulsive. Clerics sometimes like to have a debaser on their team--especially war clerics. Druids are sometimes alright with debasers--until they pick on nature. Monks hold a fairly neutral view of debasers, and the same goes for rangers, although they sometimes take to the druid point of view.
Role: Debasers are usually indirect support characters. They can hold their own in melee (usually after cursing their target) with their weapons of choice, which usually happen to be the most painful or the most wicked, but much of their power comes from controlling the battlefield, weakening enemies so allies and possibly the debasers themselves can wade in and crush them easily. Essentially, the debaser is the opposite of the bard. While bards power up their allies, thereby ending enemies, debasers power down enemies, thereby ending them in a different way.
GAME RULE INFORMATION
Debasers have the following game statistics.
Abilities: Charisma improves almost all of the debaser’s abilities, and is their primary spellcasting ability. Dexterity helps with certain targeted abilities requiring attack rolls, such as their fell drain ability. Constitution improves Concentration and hit points, both of which help greatly.
Alignment: Any nongood.
Hit Die: d8.
Class Skills
The debaser’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
DEBASER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Debaser's curse, fell drain, armored mage
2
-
-
-
-
-
-
2nd
+1
+3
+0
+3
Bolster curse 1/day
3
0
-
-
-
-
-
3rd
+2
+3
+1
+3
Corruption aura 1/day, debasement focus +2
3
1
-
-
-
-
-
4th
+3
+4
+1
+4
-
3
2
0
-
-
-
-
5th
+3
+4
+1
+4
Mettle
3
3
1
-
-
-
-
6th
+4
+5
+2
+5
Greater debaser's curse, corruption aura 2/day
3
3
2
-
-
-
-
7th
+5
+5
+2
+5
-
3
3
2
0
-
-
-
8th
+6/+1
+6
+2
+6
Bolster curse 2/day
3
3
3
1
-
-
-
9th
+6/+1
+6
+3
+6
Overwhelming drain, corruption aura 3/day
3
3
3
2
-
-
-
10th
+7/+2
+7
+3
+7
-
3
3
3
2
0
-
-
11th
+8/+3
+7
+3
+7
Debasement focus +4
3
3
3
3
1
-
-
12th
+9/+4
+8
+4
+8
Corruption aura 4/day
3
3
3
3
2
-
-
13th
+9/+4
+8
+4
+8
-
3
3
3
3
2
0
-
14th
+10/+5
+9
+4
+9
Bolster curse 3/day
4
3
3
3
3
1
-
15th
+11/+6/+1
+9
+5
+9
Supreme debaser's curse, corruption aura 5/day
4
4
3
3
3
2
-
16th
+12/+7/+2
+10
+5
+10
-
4
4
4
3
3
2
0
17th
+12/+7/+2
+10
+5
+10
-
4
4
4
4
3
3
1
18th
+13/+8/+3
+11
+6
+11
Domination drain, corruption aura 6/day
4
4
4
4
4
3
2
19th
+14/+9/+4
+11
+6
+11
Debasement focus +6
4
4
4
4
4
4
3
20th
+15/+10/+5
+12
+6
+12
Scourge, bolster curse 4/day
4
4
4
4
4
4
4
Class Features
All of the following are class features of the debaser.
Weapon and Armor Proficiency: Debasers are proficient with all simple and martial weapons. Debasers are proficient with light and medium armor, but not with shields.
Spells: Debasers cast arcane spells, which are drawn from the debaser spell list given below. They are able to cast any spell they know without preparing it ahead of time.
To learn or cast a spell, a debaser must have a Charisma score equal to at least 10 + spell level. The Difficulty Class for a saving throw against a debaser’s spell is 10 + spell level + Cha modifier.
When the debaser gains a new spell level, they automatically know all spells of that level.
Debaser’s Curse (Su): A debaser may call upon the darkness within to bring a curse upon an enemy as a swift action. When using this ability, the debaser chooses from two of the following effects, combining them to make the debaser’s curse, targeted on an enemy within 60 feet. The debaser must have line of sight to the target.
Disable -– -2 penalty to Strength
Debilitate -– -2 penalty to Dexterity
Devastate -- -2 penalty to Constitution
Disenable -- -2 penalty to Intelligence
Depress -– -2 penalty to Wisdom
Disgrace -– -2 penalty to Charisma
Cripple -– -10’ penalty to speed
Hinder -– -2 penalty to skill checks
A creature’s speed may be reduced to a minimum of 5’ in this manner. This ability can lower a creature's abilities to a minimum of 1. Debaser’s curse can be used 1 + Cha modifier times per day. If the opponent succeeds on a Will saving throw of DC 10 + ½ class levels + Cha modifier, no uses are wasted. The effects of debaser's curse last for an hour.
Fell Drain (Su): The debaser may conjure a blast of destructive energy connected to their own essence as a full round action, aimed at an enemy. If the debaser successfully hits an enemy with a ranged touch attack with a range of up to 60 feet, the debaser may drain power from the target. The debaser gains +2 Armor Class and +2 to all saves for 3 + Cha modifier rounds, and the enemy suffers 1d4 Strength or Dexterity damage. Fell drain can be used once per day per class level.
Armored Mage (Ex): The debaser has trained extensively in casting spells that lower their opponents' capabilities. So extensively, in fact, that they can cast arcane spells in light and medium armor with no chance of spell failure. Spells granted from other classes still have a chance of failure from wearing armor, unless they also grant the ability to cast in armor.
Bolster Curse (Su): At 2nd level, a debaser can add an additional choice from the list of curse options to their debaser's curse once per day. This does not grant an extra use of debaser's curse. Rather, it allows the debaser to alter a use of it to gain one additional effect.
At 8th level, and every 6 levels after (14, 20), the debaser is allowed another use of bolster curse.
Corruption Aura (Su): At 3rd level, the debaser is able to evoke a dark aura. Once per day, a debaser can activate the corruption aura at a mental command as a free action, lasting for 3 + Cha modifier rounds. Enemies within 30 feet of the debaser slowly decay, unless they succeed on a Fortitude saving throw of DC 10 + 1/2 class levels + Cha modifier. Each enemy is subject to 1 Constitution damage each round they are within the area. If an enemy is within the area for more than 5 rounds, negative levels start to apply every round after. If an opponent leaves the area for more than one round, the count is reset, and they take Constitution damage if they go back in range of the aura.
At 6th level, and every 3 levels after (9, 12, 15, and 18), the debaser can use corruption aura one more time per day.
Debasement Focus: At 3rd level, the debaser gains a +2 bonus to overcome spell resistance when casting from the debaser spell list.
At 11th level, this bonus increases to +4.
At 19th level, this bonus increases to +6.
Mettle (Ex): At 5th level, a debaser gains an even more resistant body and mind, allowing a Fortitude or Will saving throw against spells that can be reduced in effectiveness by an ordinary Fortitude or Will saving throw. This ability, however, allows the debaser to avoid all damage and negative effects from such spells.
Greater Debaser’s Curse (Su): At 6th level, the debaser’s curse strengthens, further penalizing enemies, and providing another option for the curse.
Disable -– -4 penalty to Strength
Debilitate -– -4 penalty to Dexterity
Devastate -- -4 penalty to Constitution
Disenable -- -4 penalty to Intelligence
Depress -– -4 penalty to Wisdom
Disgrace -– -4 penalty to Charisma
Cripple -– -20’ penalty to speed
Hinder -– -4 penalty to skill checks
Mutilate -- -4 penalty to armor or natural armor bonus (whichever is higher) to Armor Class
This ability can lower a creature's abilities to a minimum of 1. The mutilate property allows an opponent's armor or natural armor bonus to fall to a minimum of 0. The cripple property allows speed to be dropped to a minimum of 5'.
Overwhelming Drain (Su): At 9th level, the debaser's drain power improves. The benefits now improve to +4 Armor Class and +4 to saves. In addition, the debaser can now choose to gain +4 to attacks instead of the bonus to saves. Ability damage improves to deal 1d6 + 1.
Supreme Debaser's Curse (Su): At 15th level, the debaser's curse reaches its pinnacle, further increasing the penalties imposed, and offering yet another option.
Disable -– -6 penalty to Strength
Debilitate -– -6 penalty to Dexterity
Devastate -- -6 penalty to Constitution
Disenable -- -6 penalty to Intelligence
Depress -– -6 penalty to Wisdom
Disgrace -– -6 penalty to Charisma
Cripple -– -30’ penalty to speed
Hinder -– -6 penalty to skill checks
Mutilate -- -6 penalty to armor or natural armor bonus (whichever is higher) to Armor Class
Magebane -- -2 penalty to caster level for the purposes of spell effects
This ability can lower a creature's abilities to a minimum of 1. The magebane property allows caster level to fall to a minimum of 1. The mutilate property allows an opponent's armor or natural armor bonus to fall to a minimum of 0. The cripple property allows speed to be dropped to a minimum of 5'.
Domination Drain (Su): At 18th level, the debaser's fell drain ability is at its high. The benefits improve once more to +6 Armor Class and +6 saves. The debaser may choose to substitute +6 attack for the bonus to saves. Ability damage is improved once again to 1d8 + 2.
Scourge (Su): At 20th level, the debaser has reached the pinnacle of debasing. Once per day as a full round action, the debaser can release a huge wave of dark energy to make defeating their enemies a breeze. All enemies within 60 feet take a penalty of -10 to all ability scores, damage rolls, critical confirmation rolls, saves, skills, and initiative for an hour. A successful Will saving throw of DC 15 + 1/2 class levels + Cha modifier negates the penalties.
Debaser Spell List:
0 -- Daze, flare, touch of fatigue, prestidigitation, sonic snap1, stick1, slash tongue2
1st -- Bane, cause fear, doom, dispel ward1, incite1, inhibit1, impede3, obscuring mist, grease, sleep, color spray, chill touch, ray of enfeeblement, karmic aura4, resinous tar4, death's call4, buzzing bee1, wall of smoke1, distract1, distract assailant1, shock and awe1, spirit worm1, ray of clumsiness1
2nd -- Blindness/Deafness, silence, sound burst, death knell, curse of ill fortune1, wave of grief1, bewildering visions3, execration3, mark of the outcast1, fog cloud, black karma curse5, blade brothers5, daze monster, hideous laughter, touch of idiocy, ghoul touch, scare, arcane turmoil4, torrent of tears4, escalating enfeeblement4, wall of gloom1, Kelgore's grave mist5, curse of impending blades1
3rd -- Bestow curse, hold person, contagion, dispel magic, invisibility purge, wrack1, clutch of orcus1, nauseating breath1, sink1, curse of arrow attraction5, energy vulnerability5, hesitate5, sleet storm, stinking cloud, deep slumber, halt undead, ray of exhaustion, vampiric touch, slow, karmic backlash4, caustic smoke4, pall of twilight4, prickling torment4, unluck1, ray of dizziness1, mass curse of impending blades1, mind poison1, spider poison1, spell vulnerability1, shivering touch6
4th -- Poison, confusion, castigate1, doomtide7, confound3, consumptive field1, hypothermia1, moon bolt1, negative energy aura1, unholy blight, enervation, solid fog, crushing despair, shout, fear, finger of agony4, horrid sickness4, touch of years4, sensory deprivation1, sword of deception1, suicidal thoughts (http://www.giantitp.com/forums/showpost.php?p=9274757&postcount=1)
5th -- Insect plague, symbol of pain, symbol of sleep, bewildering mischance3, bleed3, mark of sin3, mass contagion1, mass curse of ill fortune1, symbol of spell loss1, vulnerability1, wall of dispel magic1, condemnation5, mana flux5, cloudkill, feeblemind, mind fog, blight, waves of fatigue, resounding thunder4, cryptwarden's grasp4, touch of vecna4, freezing fog1, spiritwall1, night's caress1, vulnerability1, gelid blood6, disrupt spell resistance (http://www.giantitp.com/forums/showpost.php?p=9259930&postcount=1)
6th -- Antilife shell, greater dispel magic, symbol of fear, zealot pact1, weight of sin3, cold snap1, ghost trap1, rejection1, antimagic field, hold monster, eyebite, karmic retribution4, endless slumber4, transfix1, aura of terror1, fleshshiver1, imperious glare1, ray of entropy1, spectral touch1, greater shout, heartfreeze6, greater disrupt spell resistance (http://www.giantitp.com/forums/showpost.php?p=9259930&postcount=1), mass suicidal thoughts (http://www.giantitp.com/forums/showpost.php?p=9274757&postcount=1)
1. Spell Compendium.
2. Book of Vile Darkness.
3. Complete Champion.
4. Complete Mage.
5. Player's Handbook II.
6. Frostburn.
7. Complete Divine.