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View Full Version : Redone Corruptions from Horror Adventures please Preach



Starbuck_II
2017-01-23, 07:03 PM
I don't I ever posted this here. I posted a version over at Pathfinder homebrew.

I wanted to rewrite the Corruptions because I feel they aren't exactly right.
Now for some, they feel that even if not perfect they good enough.
Others feel, they give too much penalties for too little power.
A third category, feel that it is too short a path (3 stages).

I will be changing the main mechanic of progression to similar to Possession Corruption, tweaked when needed, as this feel most closely to image of what Corrupting is.
Accepting power that toxically influences you. What I mean, is, for example, you accept greater corrupting score in return for more power.
The best example in the book is Possession. It works like Spirits used by the medium.
Their influence is counted with every manifestation power you get. If you have 4 or more, the manifestation Contaminated Personality grants you untyped +2 cha. This rewards you for straddling the line between extra corruption and safety.
The power Weightlessness lets you add 1 influence in exchange for using a spell-like ability of Levitate or Spider Climb.

Now without further ado:
All corruptions have influence like the medium's spirit, this is called Corruption.
Each day at sunrise, it returns to 1 (how changes with each, example, ghoul requires consumption of flesh within a week or doesn't reset).
It gains 1 when you certain circumstances occur.

When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.
Note; While your daily* (sometimes monthly) Corruption drops to 1, you stage of Corruption does not.

1. Accursed:
(The progression is tied to spiteful actions you take that
have lasting consequences.) When you inflict a permanent or
long-lasting curse, such as bestow curse, or engage in brutal
retaliation (what constitutes brutal retaliation is up to the GM,
but usually includes disproportionate acts of violence against
living creatures), you lower your Corruption to 1 if first time done that day.
This corruptions have influence like the medium's spirit.
Each day at sunrise, Corruption returns to 1 (if you have caused brutal retaliation or a long lasting curse the previous day).
It gains 1 when you certain circumstances occur.

When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

You must also attempt a saving throw after any month in which you have failed to perform a number of spiteful retaliations equal to or greater than your manifestation level. If you fail any of these saving throws, you must use the most severe punishment at your disposal against
the next creature that wrongs you, even in a minor way.
If you fail the save but your allies or others prevent you
from exacting your retribution for three consecutive slights,
you shake off this urge. You avoid having to exact retribution
for the time being, and your corruption doesn’t progress.
However, the DC of the Will save against your corruption
progressing increases by 2. These increases stack each time
you shake off this urge, and they last until your corruption
reaches the next corruption stage.

When reaching the next stage:

Corruption Stage 1: The first time you engage in disproportionate punishment (voluntarily or because of a failed save), your alignment shifts one step toward evil and your face changes, making you memorably ugly or beautiful.

Corruption Stage 2: The second time you engage in this behavior, your alignment shifts another step toward evil and you take on an inhuman appearance, increasingly resembling the type of creature that cursed you.

Corruption Stage 3: The third time you engage in this behavior, you take on closer inhuman appearance, even more increasingly resembling the type of creature that cursed you.

Corruption Stage 4: The fourth time you engage in this behavior, you are utterly consumed by your hatred and become an NPC under the GM’s control



Manifestation for Accursed:

a) Cold Iron Allergy
Your skin is as hardened as your heart.
Prerequisite: Manifestation level 4th.
Gift: You gain an amount of damage reduction equal to 1/2 your manifestation level. This DR is overcome by cold iron. You can double this DR for 1 minute by raising your Corruption by 1.

Stain: Whenever you touch cold iron, including being struck by a cold iron weapon, you are sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early by any means. You can attempt to hide this aversion from foes with a Bluff check opposed by their Sense Motive checks.

b) Cruel Deceiver
You can weave magical lies to set victims up for a downfall.
Prerequisite: Manifestation level 2nd.
Gift: You gain a +2 bonus on Bluff and Disguise checks. You can use dancing lights, disguise self, and ghost sound once per day each as a spell-like ability. You can perfectly mimic the sound of any animal or voice you have ever heard. At manifestation level 3rd, the bonus doubles. At manifestation level 5th, you can use mirage arcana once per day as a spell-like ability. You can cast any one of these an additional time by accepting 1 Corruption each time.

Stain: You can never speak or otherwise communicate the truth. You can still communicate by various methods, such as uttering insignificant lies, obvious lies, or nonstatements.

c) Grim Fate
You can twist the strands of fate to your desires.
Gift: In exchange for increasing your Corruption by 1 each time: As an immediate action, you can reroll an ability check, attack roll, caster level check, saving throw, or skill check after learning the result.
At manifestation level 8th, you can also lay a curse of unluck upon a creature once per day. This takes a standard action, and must target a creature you can see within 30 feet. You can use this an additional time by accepting 1 Corruption each time.

Stain: You can’t benefit from morale bonuses. You take a –2 penalty on Perform and Sense Motive checks. At manifestation level 3rd, the penalty doubles.

d) Horrific Shock: Same as book, haven't figured out how to change.

e) Spiteful Transformation: Same as book, but you can use this again by increasing your Corruption by 1 (but this doesn't count for retting your Corruption to 1)

f) Undying Hatred: Each use increases your Corruption by 1. But no daily limit.

g) Weakening Claws: Each use increases your Corruption by 1. But no daily limit.
Comment Note: I know, it seems strong, but remember Corruption limits useage unless really good saving throws.

h) Wish Peddler: Each use increases your Corruption by 1. But no daily limit.
Comment Note: Seems strong, but again, Corruption Limits and limited by Manifest level. By 9th level, assuming you had it at first, the strongest you can cast is 5th level spells, since you can only get a new manifestation every 2 levels.

I) Baleful Glare (I missed this one): Each use increases your Corruption by 1. But no daily limit.


2. Deep One:
Once the deep one corruption has taken root, the summons
calling you to the deep ones’ cold, lightless realm becomes
a constant thrum in the back of your mind. Exposure to sea
water becomes increasingly important to you. Each day that
you spend at least 1 hour per manifestation level fully
immersed in the ocean or a salt-water sea, you lower your Corruption to 1 if first time done that day.

This corruption have influence like the medium's spirit.
Each day at sunrise, Corruption returns to 1 (if you have immersed in ocean or salt water, a barrel or bathtub filled will suffice).
It gains 1 when you certain circumstances occur.

When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

You also need to attempt such a Will save whenever you are a target
of (or in the area of ) a divine spell or spell-like ability with
the evil descriptor.

When reaching the next stage:

Corruption Stage 1: The first time you fail, you lose control
of yourself for 24 hours. When you regain your senses, you
find yourself in the sea or an ocean, or at least on your way to
such a place if you were too far away to reach it. Either way,
your alignment shifts one step towards chaotic evil.

Corruption Stage 2: The second time you fail, you lose
control again, and you find that you have made contact with
an alien entity during the missing time. Your race changes to deep one
hybrid (Pathfinder RPG Bestiary 5 70), if it wasn’t already, this rejuvenates you and restores you to middle age if already too old.

Corruption Stage 3: The third stage you fail, your alignment shifts again closer to CE (if you aren't already). Your Corruption starts each day at 2 instead of 2 each day.

Corruption Stage 4: The fourth stage you fail, you mind gets taken over completely into a Deep One under GM's control.


Manifestations for Deep One:

Only changed a two-
c) Claws of the Deep: Fine as Written, but deal an extra +1 hit/damage for 2 minute if increase Corruption by 1.
d) Deep Adaptation- You are acclimated to deep ocean pressures and temperatures.
Prerequisite: Loathsome gills*.
Gift: You gain cold resistance 5. At manifestation level 6th, you can survive safely at any ocean depth. At manifestation 8, you have Cold Resist 10.
Stain: Your flesh peels away to reveal fine, iridescent scales, and your movements become slow and awkward. You take a –2 penalty to your Dexterity score while on land.


3) Ghoul:
Each day at sunrise, it returns to 1 (ghoul requires consumption of flesh within a week or doesn't reset).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.
In addition, each week, you need to consume one portion of flesh from a sentient creature. A creature one size category smaller than you counts as one portion, a creature of your size category counts as two portions, and each time you increase a size category, the amount of portions it provides doubles (a creature one size larger counts as 4
portions).
After a week, if you haven’t consumed enough flesh, you must succeed at a Will saving throw DC 12 + 2[manifest level]+2 per previous save each day until you’ve eaten enough, failure raises Corruption by 1.
If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon), you start to starve as if you had not eaten in 3 days (Pathfinder RPG Core Rulebook 445), and you continue to hunger for flesh and struggle to escape and feed until you have received five times the amount of flesh from sentient creatures you normally require. If your allies are able to restrain and feed you flesh from sentient creatures, your corruption doesn’t progress. Unlike normal, these increases stack each time this occurs, and they last until your corruption reaches the next corruption stage.
In addition to starvation, close brushes with death also increase your craving for flesh. Whenever you are dropped
below 0 hit points, your corruption starting point is 2 instead of 1; also you must attempt a single saving throw as if you hadn’t eaten enough flesh that week.
If you fail the save, the next time you rest your corruptions takes over and you unconsciously hunt and feed, devouring a living sentient creature completely. In this state, you can’t differentiate between creatures and might consume an innocent; if you do so, your corruption progresses to the next stage.

When reaching the next stage:

Corruption Stage 1: Once you feed on an innocent sentient creature—either willingly or because you failed a saving throw—your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.

Corruption Stage 2:
The second time, your alignment shifts another step toward evil and you are affected by spellsand abilities as if your creature type were undead (including effects like bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.

Corruption Stage 3: The third stage you fail, again your alignment shifts another step toward evil; your Corruption starts each day at 2 instead of 1 each day.

Corruption Stage 4: The fourth stage you fail, , you become an NPC ghoul under the GM’s control.



Manifestation for Ghoul:

a) Brain Eater: Prerequisites: Manifestation level 5th, gnashing bite*. Using this incurs 1 Corruption.
b) Corpse Armor: You can double the amount for 1 minute in exchange for increasing Corruption by 1.
c) Diseased Bite: Prerequisites: Manifestation level 6th, corpse armor*, stench of the grave*. By incurring 1 Corruption, the ghoul you create is under your Complete control for 1 day before it becomes free willed.

d) Gnashing Bite: Fine as Written, but deal an extra +1 hit/damage for 2 minute if increase Corruption by 1.

e) Greater Stench of the Grave: Prerequisites: Manifestation level 6th, corpse armor*, stench of the grave*. Fine as Written

f) Paralysis: Fine as Written, but by incurring 1 Corruption you paralyze the target for 1d4 instead 1 rd.
g) Rending Claws: but deal an extra +1 hit/damage for 1 minute if increase Corruption by 1.

h) Staggering Claw:
Prerequisites: Manifestation level 4th, rending claws*. Fine as Written

I) Stench of Grave: Prereq: Corpse Armor
You exude an aura of decay. Creatures that begin their turns adjacent to you are sickened for 1d6 rounds unless they succeed at a Fortitude save. A creature that succeeds can’t be affected by your stench again for 24 hours. At manifestation level 5th, this aura extends out to 10 feet.
Stain: The stench of decay you emit allows creatures with scent to notice you from twice the usual distance, and makes it extremely difficult to disguise yourself. Any living creatures that have a sense of smell have their starting attitudes toward you reduced by one step. Your supernatural scent is not affected by the negate aromaAPG spell.

New choice:
j) Feed: The ghoul is able to assimilate fresh flesh it eats on his own body. If it fully consumes a corpse that has been dead for no more than 1 minute per portion it would count as, the ghoul gains 5 temporary hit points for each HD of the eaten corpse. The ghoul cannot have more temporary HP than 5 times its own HD.
But the ghoul grows hungry again quickly. It loses 1 temporary HP per his own HD every 8 hours.
Strain: Your connection to negative energy is so intense you recoil from its anathema. Whenever you take damage from a positive energy source, you are frightened for 1 round.


4. Hellbound:
Each day at sunrise, it returns to 1 (must do an action that fits within devil’s portfolio within a week ago).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]. Succeed, drops down to 4. Otherwise, it progresses to next stage.

Your diabolic patron’s portfolio determines what makes your corruption progress. When an opportunity to carry out a significant action that matches the devil’s portfolio comes up, you are tempted to take it, doing so lowers Corruption back to 1 (but only once each day). The action might include oppressing people using your authority or tempting someone closer to lawful evil. You must succeed at a Will save (DC = 12 + 2[your manifestation level]) or your corruption increases by1. What counts as significant is up to the GM. Usually, an act that wouldn’t harm anyone doesn’t count. If something prevents you from performing this act, the save DC increases by 2 permanently until you actually do the act or an act like it.


Corruption Stage 1: The first time you perform a significant act that matches the devil’s portfolio (either willingly or because you failed your save vs influence), your alignment shifts one step toward lawful evil (toward evil first, if you aren’t yet evil). Any attempt to raise you from the dead requires a successful caster level check (DC = 12 + double your manifestation level).

Corruption Stage 2: The second time you perform such an act, your alignment shifts another step toward lawful evil (toward evil first, if you aren’t yet evil).

Corruption Stage 3: The third time you perform such an act, your alignment shifts to lawful evil.

Corruption Stage 4: The fourth time you perform such an act, your contract comes due or you become the thrall to Hell, a living devil under DMs control.


Manifestation for Hellbound:

a) Darkest Desires
Your dark patron offers to grant you wishes to tempt you.
Prerequisite: Manifestation level 6th.
Gift: You can use limited wish as a spell-like ability in exchange for increasing Corruption by 1. It can’t duplicate a spell requiring a material component costing more than 1,000 gp. Each time you get more or less what you wished for (GM’s discretion), you must succeed at a Will save or your corruption progresses to the next stage.
Stain: Wishes you make from this manifestation’s gift or your own spells are granted by your patron and interpreted from a devil’s perspective. The patron always tries to twist your wish away from your intent and to its own dark ends.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

b) Devil’s Horns
Horns grow upon your brow.
Gift: You gain a gore attack that deals 1d4 points of damage if your size is Medium (1d3 if Small). These horns appear in any form you take, so you still retain this gore attack in any form you assume with a polymorph effect. You deal an extra +1 hit/damage for 1 hour if increase Corruption by 1.
Stain: You gain horns that can’t be hidden by magic, but can be hidden by mundane means. Anyone who sees the horns recognizes them as unnatural. If someone leaves a loophole in an agreement with you that would allow you to gain an advantage, you must exploit it. This typically counts as an act that might progress your corruption.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

c) Devil’s Mark
You have the mark of a fiend on your body.
Gift: You gain a 1st-level sorcerer/wizard or witch spell of your choice as a spell-like ability usable a number of times per day equal to your manifestation level. It must not have a casting time longer than 1 standard action or a material or focus component costing more than 1 gp.
Stain: Your devil’s mark manifests on your body. It can’t be hidden by magic, but can be hidden by clothing or other mundane means. Anyone who sees the mark automatically recognizes it as unnatural.

d) Diabolical Servitor
You fraternize with devils who answer your call for aid.
Prerequisite: Manifestation level 2nd.
Gift: As a spell-like ability in exchange for increasing Corruption by 1, you can summon a lawful evil outsider, as summon monster II with a duration of 1 minute per manifestation level. At manifestation level 4th, you can use summon monster III, but summon an accuser devil (Pathfinder RPG Bestiary 2 84). At manifestation level 6th, you can use summon monster IV this way. At manifestation level 8th, you can use summon monster V this way.
Stain: You see lies and pain behind every exchange, even when it isn’t there. You take a –4 penalty on Perception and Sense Motive checks except for those made against devils.

e) Fiendish Tutelage
You learn secrets best kept from mortal minds.
Gift: You gain Infernal as a bonus language and a +2 bonus on Bluff and Diplomacy checks to interact with devils. When you acquire this gift, choose two Knowledge skills. You can attempt checks with them untrained. At manifestation level 3rd, the bonuses double.
Stain: Effects that vary based on your alignment treat you as lawful evil or your true alignment, whichever is worse.

f) Murky Futures
You can call upon Hell for clues about how to avoid your fate.
Gift: In exchange for increasing Corruption by 1, you can call upon the knowledge of Hell with 10 minutes of meditation. You gain the benefit of guidance, with a duration of 24 hours or until discharged. At higher manifestation levels, you can choose to gain the benefit of a different divination spell at the end of your meditation instead: augury at manifestation level 2nd, divination at manifestation level 4th, or contact other plane at manifestation level 6th (to consult Asmodeus or an intermediate deity).
Stain: Increase the DCs of Constitution checks you attempt to stabilize while dying, Heal checks targeting you, and caster level checks required for conjuration (healing) spells to benefit you by 2 (the DC increase applies on the caster level check required to raise you from the dead at corruption stage 1). At manifestation level 3rd, the DCs increase by 4 instead. Your soul flees immediately on death, so you can’t be revived by breath of life, the gift of life domain power, or any similar ability.

g) Passage through the Pit
The maw of Hell yawns wide to welcome you.
Prerequisite: Manifestation level 3rd.
Gift: You can step through Hell to reach other places once per hour. As a full-round action, you can choose a direction, then teleport 2d10 × 5 feet away in that direction (or the nearest safe, unoccupied location). You can use this ability once per minute at manifestation level 6th, and at will at manifestation level 8th.
Stain: You register as lawful evil as well as your own alignment to effects that reveal alignments. This alignment aura is strong, as if you were a lawful evil cleric. You are treated as an extraplanar lawful evil outsider with the devil subtype by abjurations that protect against such creatures.

h) Serpent’s Tongue
You gain the persuasive power of a master deceiver.
Prerequisites: Manifestation level 3rd, fiendish tutelage*.
Gift: You gain a +2 bonus on Bluff and Diplomacy checks. By incurring 1 Corruption, when you succeed at a Bluff or Diplomacy check against a creature, you can attempt to influence it as if using suggestion with a caster level equal to your character level and a duration of 1 minute per level. At manifestation level 6th, the bonuses increase to +4.
Stain: Your tongue takes on a serpentlike fork that can’t be hidden by magic, though you can attempt a Disguise check to conceal it. Attempt one Disguise check per interaction, opposed by your opponent’s Perception. Your devil tongue rebels when you work against infernal interests. When you attempt to cast a spell for a chaotic or good cause (as determined by the GM), you have a 20% spell failure chance if it has a verbal components and a –5 penalty on concentration checks if it has a thought component (Occult Adventures 144).

i) Tenuous Soul
Your soul feels the constant and increasing pull of Hell.
Gift: You gain a +2 bonus on saving throws against emotion (Pathfinder RPG Ultimate Magic 137) and fear spells and effects. You are immune to spells and effects that would trap or destroy your soul except those employed by a devil. At manifestation level 3rd, the bonuses increase to +4. At manifestation level 6th, the bonuses increase to +6.
Stain: You take a –2 penalty on saving throws against spells and effects that would possess you or control your actions. At manifestation level 3rd, the penalty changes to –4.


5) Hive:
Each day at sunrise, it returns to 1 ().
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

In addition, a hive infestation increases over time as your body adapts. Each month, your infestation surges at unpredictable intervals a number of times equal to your manifestation level. Each episode lasts about an hour, during which you’re racked by pain and must attempt a Fortitude save (DC = 12 +2[manifestation level]). On a success, you weather the episode but gain 1 Corruption. If you fail, you start that day with Corruption 2 for one week.

Corruption Stage 1: The first time you fail the Fortitude save, your features shifts into an alien visage. You take a –2 penalty on Diplomacy, Disguise, and Handle Animal checks. Your alignment shifts one step toward neutral evil.
Corruption Stage 2: The second time you fail, your body transforms. You are affected by spells and abilities as if your creature type were aberration. Your mental link with the hive shifts your alignment one step toward neutral evil.
Corruption Stage 3: The third time you fail, you succumb to the link. . Your mental link with the hive shifts your alignment to NE if not already. You start each day with Corruption 2 instead of 1. If you failed your monthly Fort save, this holds it at 3 Corruption each day instead of 2.
Corruption Stage 4: The fourth time you fail, you succumb to the link. You seek out an isolated place and wrap yourself in a cocoon of resinous mucous, in which your body dissolves into hive larva swarms, which erupt after 24 hours



Manifestations For Hive

a) Acid Blood
Your blood burns like acid.
Prerequisites: Manifestation level 3rd, transformed flesh*.
Gift: If a creature damages you with a slashing or piercing manufactured weapon, it must succeed at a Reflex saving throw or its weapon takes 2 points of acid damage per manifestation level; this damage is not halved before it is applied to the weapon’s hardness. If a creature damages you with a slashing or piercing natural weapon, it must succeed at the save or take that amount of acid damage itself.
Stain: Your acidic sweat damages your equipment. After using or wearing an item for 8 hours total, it gains the broken condition. If you use or wear a broken item for 8 hours, it is destroyed. This ability doesn’t break cursed items, artifacts, or similar items that are difficult or impossible to destroy.

b) Blindsense
You can feel the unseen.
Prerequisites: Manifestation level 2nd, hive mind*.
Gift: As a move action, you can force the hive mind to use its senses to assist you. You gain blindsense with a range of 5 feet × 1/2 your manifestation level until the beginning of your next turn; during that time, you negate the penalty on Perception checks from the stain and instead gain a bonus on Perception checks equal to 1/2 your manifestation level.
You can use this as a free action, in exchange for 1 Corruption
Stain: You gain the light blindness universal monster ability. You take a penalty on Perception checks equal to your manifestation level.

c) Bristling Spines
Your body becomes covered in chitinous spines.
Prerequisites: Manifestation level 3rd, living weapon*.
Gift: Your spines can pierce walls, allowing you to climb quickly. You gain a climb speed equal to half your base speed. You can accept 1 Corruption to double this climb speed for 1 hour.
Stain: Your spines make it difficult to move. Your armor check penalty for any armor you wear increases by 2. Even when not wearing armor, you take a –2 armor check penalty.

d) Greater Acid Blood
Your blood becomes even more vitriolic.
Prerequisites: Manifestation level 5th, acid blood*, transformed flesh*.
Gift: Whenever you take slashing or piercing damage, all adjacent creatures take an amount of acid damage equal to 1/2 your manifestation level (Reflex negates). By accepting 1 Corruption, you deal damage instead equal to your Manifestation level.
Stain: Your blood is so thin it clots poorly, and its alien nature stymies magical healing. You take double the normal damage from bleed effects and lose double the normal amount of hit points per round when dying or when you act while disabled. The DC to stabilize you and stanch bleed effects on you with a Heal check increases by 5. Magical effects no longer stabilize you or end bleed effects—only a successful Heal check can do so.

e) Greater Hive Mind
The whispers of the hive call to you when awake or asleep.
Prerequisites: Manifestation level 5th, hive mind*.
Gift: As a move action, you can communicate telepathically with one creature within 30 feet for 1 round. The hive whispers through the connection, causing a creature that doesn’t have the hive subtype or hive corruption to be shaken for 1 round (Will negates).
Once per round, you can use this as a free action, in exchange for 1 Corruption
Stain: The noise of the hive mind is strongest when you are at your weakest. Whenever damage causes you to drop below half your maximum hit points, you are also staggered for 1 round. Immunities don’t prevent this staggered condition, and you can’t remove it early by any means. This effect doesn’t trigger if you are already below half your maximum hit points before you take damage.

f) Hive Mind
You hear whispers of the hive’s collective consciousness.
Gift: The strength of the hive mind bolsters your own, granting you a +1 bonus on Will saves. At manifestation level 5th, this bonus increases to +2.
Stain: Your mind is cluttered with other disparate voices. You take a –2 penalty on concentration checks, as well as on Intelligence- and Wisdom-based ability checks and skill checks, and you can never take 10 on such checks.

g) Living Armor
You can sheathe your body in an armored carapace.
Prerequisites: Manifestation level 2nd, living weapon*.
Gift: As a move action, you can cause chitinous plates of armor to grow out of your flesh. This armor grants a natural armor bonus to your AC equal to 1/2 your manifestation level and persists as long you maintain concentration with a swift action each round. You must succeed at a concentration check as if concentrating on a 0-level spell, and your bonus to this concentration check is equal to your character level + your manifestation level. If you fail a concentration check, the armor retracts.
You can use this as a free action and maintain it, in exchange for 1 Corruption for 1 hour.
Stain: Growing living armor is painful. You take 1 point of damage per manifestation level when you take the action to draw out your living armor and every time you retract the living armor (either voluntarily or by failing a concentration check). While your armor is retracted, you take 1 point of bleed damage whenever you take piercing damage.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

h) Living Weapon
Your hands contort and mutate into horrible rending claws.
Gift: You gain two claw attacks as primary natural weapons. These claws each deal 1d4 points of damage if your size is Medium (1d3 if Small). You deal an extra +1 hit/damage for 1 hour if increase Corruption by 1.
Stain: You take a –2 penalty on ranged attack rolls and attack rolls with manufactured weapons because of your deformed hands.

i) Resin Secretion
Your body produces a resinous spittle.
Prerequisites: Manifestation level 5th, living weapon*.
Gift: As a standard action, you can expel spittle that rapidly hardens into a resin. This effect is identical to the web spell with a caster level equal to your manifestation level, except it targets a single 5-foot space, has a hardness of 1, and has 2 hit points per manifestation level you have. Creatures caught in the spray can attempt a Reflex save to avoid the effect. The resin lasts for 1 minute before crumbling to dust.
Stain: Whenever you use your resin secretion gift, you are nauseated until the end of your next turn. Immunities don’t prevent this nauseated condition, and you can’t remove it early by any means. Once per hour, by accepting 2 Corruption, you are sickened instead after using Resin Secretion.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

j) Transformed Flesh
Your gain some of a hive creature’s resistance to acid.
Gift: You gain acid resistance 5. At manifestation level 5th, this acid resistance increases to 10.
Stain: The entirety of your flesh darkens and mutates to look more like that of a hive creature. You take a –2 penalty to your Charisma score.


6. Lich:
Your Corruption each day at sunrise, it returns to 1(assuming you have been exposed to at least 5 negative energy within last 48 hours).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.


However, Lich corruptions are rarely stable, and cause incredible mental and physical strain. Whenever you fail a saving throw against a necromancy effect, learn how to cast a new spell or spells, or are exposed to 25 points of negative energy damage or more from a single source (whether it heals or harms you), You must succeed at a Fortitude save (DC 12 + 2[Manifester level]) or become spiritually disjoined as well as incurring 1 Corruption. Also whenever anyone successfully casts the death ward spell on you, you gain 1 Corruption. After either failed save, your spirit and body also disconnect, leaving your corporeal form helpless and your mind trapped within the Negative Energy Plane. This state lasts for 1 hour per manifestation level; At the end of the period, your Corruption returns to 1 (unless you reach Stage 3, then you return to 2).



Corruption Stage 1: The first time you fail the save for Corruption, you return diminished, taking a permanent –2 penalty to your Charisma score, and your alignment shifts one step toward evil.
Corruption Stage 2: The second time this happens, your alignment shifts another step toward evil and you take an additional –2 penalty to your Cha.
Corruption Stage 3: The third time this happens, your alignment shifts another step toward evil again, you take a -2 penalty to Con. Also you Corruption starts at 2 instead of 1 each day.
Corruption Stage 4: The fourt time, you die and your soul is consumed by the Negative Energy Plane. You can’t be raised or resurrected except by powerful magic such as miracle or wish. Even if you do get brought back, you are an evil lich NPC under the GM’s control.


Manifestations For Lich


a) Agonizing Touch
Your touch racks the living with pain.
Prerequisites: Manifestation level 4th, death’s caress*.
Gift: Once per day per manifestation level, you can make an agonizing touch as a standard action. A living creature hit by this touch attack must succeed at a Fortitude save or be staggered for a number of rounds equal to 1/2 your manifestation level.
By incurring 1 Corruption, the target is sickened as well as Staggered on a fail save for same duration.
Stain: Both of your hands wither to nearly skeletal appendages, and your emotions dim towards the coldness of undeath. You take a –2 penalty on attacks with manufactured weapons. Your spells with somatic or emotion (Occult Adventures 144) components have a 5% failure chance. This stacks with any spell failure chances you incur from other sources.

b) Bleak Aura
Entropy seeps from your body.
Prerequisites: Manifestation level 4th, deathless*.
Gift: Any living creature that ends its turn adjacent to you takes 1 point of negative energy damage for every 2 manifestation levels you have. By incurring 1 Corruption, for 30 minutes, adjacent instead take double.
Stain: Animals are startled by your presence, worsening their starting attitudes toward you by one step. Any animal companion you have abandons you when you acquire this stain. Whispering voices fill the air around you, begging for release or cursing your existence. Any creature that succeeds at a DC 20 Perception check can hear these whispers, which might alert it to your presence if you’re using Stealth.

c) Cadaver’s Countenance
Your body takes on a deathly likeness.
Gift: You gain a +1 natural armor bonus to your AC and a +2 bonus on saves against mind-affecting effects.
By accepting 1 Corruption, for 1 minute, you instead gain a NA bonus equal to your 1 + ½ manifest level.
Stain: Your flesh tightens, turning corpselike and gray as your body rots. You take a –2 penalty to your Constitution.

d) Deathless
You are inured to negative energy.
Gift: You gain a +2 bonus on saving throws against spells and effects that work only on living creatures.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.

e) Death’s Caress
Your touch drains the warmth of life from others.
Gift: You can make a touch attack as a standard action that deals cold damage equal to 1d4 + your manifestation level.
By incurring 1 Corruption, you deal double the amount for 5 minutes.
Stain: The flesh from one of your hands rots away, leaving it a blackened, skeletal claw. Spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.

f) Greater Cadaver’s Countenance
You become emaciated and nearly skeletal.
Prerequisites: Manifestation level 4th, cadaver’s countenance*.
Gift: You gain cold resistance 5 and DR equal to 1/2 your manifestation level that is overcome by bludgeoning damage.
Stain: You take an additional –2 penalty to your Constitution score and are affected by spells and abilities (including bane and favored enemy) as if your creature type were undead. This doesn’t grant you the immunities of undead creatures, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.

g) Malevolence
You can wrench your soul from your body to possess another.
Prerequisites: Manifestation level 7th, bleak aura*, deathless*.
Gift: You can touch a living creature as a standard action and force your soul into its body. If hit by this touch attack, the target must succeed at a Will save (DC = 15 + your manifestation level) or be affected by possessionOA. You can possess creatures for a number of minutes per day equal to your manifestation level. These minutes don’t need to be used consecutively, but must be spent in 1-minute increments. A failed attempt costs 1 minute of use and renders your target immune to your malevolence for 24 hours. Your body is helpless while you possess another creature, and if it is destroyed you die when the duration of malevolence ends. You can use malevolence while in another creature’s body to transfer your soul again (following the same rules for casting possession while in a body that’s not your own).
Stain: Your spirit is untethered from your body. You roll twice and take the lowest result on saves against spells that imprison or target your soul, such as magic jar and trap the soul, as well as against positive energy effects. If you drop below 0 hit points, your soul leaves your body and you instantly die.

h) Master of the Dead
You can animate the dead with your necromantic power.
Prerequisites: Manifestation level 6th, agonizing touch*, death’s caress*.
Gift: You can cast animate dead at will as a spell-like ability with a caster level equal to your character level. You must provide the material components, and you take 1 points of Corruption for every creature you animate. You still must abide by the usual Hit Die limits of animate dead.
Stain: Your emotions are nearly a thing of the past. You can’t benefit from morale bonuses or bardic performances.

i) Necromantic Knowledge
You have gained unusual insights into necromancy.
Prerequisites: Manifestation level 2nd, ability to cast spells
Gift: You can add one necromancy spell from the sorcerer/ wizard spell list to your spellbook, familiar, or list of spells you can prepare or to your spells known. This spell must be of a level you can cast. A spell learned in this fashion is treated as though it were on your class spell list. If you normally cast your spells from the sorcerer/wizard spells list, you can add a necromancy spell from the cleric or witch spell list instead.
Stain: You cast any spell from a school other than necromancy as though your caster level were 1 lower, which might prevent you from casting the spell altogether.
Special: You can gain this manifestation multiple times. Each time you gain the gift, you gain a different necromancy spell, and each time you gain the stain, the penalties stack.


7. Lycanthropy:
Your Corruption each day at sunrise, it returns to 1 (assuming you have seen the moon the day before).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same Stage. Succeed, drops down to 4. Otherwise, it progresses to next stage.

Lycanthropy’s progress is tied to the phases of the moon. Each month, the moon is considered full for three nights. At the onset of the corruption, you must attempt a Will saving throw during one of the nights chosen by the GM. For each stage of lycanthropy corruption you have, you must attempt a save on one additional night, eventually needing to save on nights leading up to and possibly after the full moon. The DC of this save is equal to 12 + 2[manifest level]. If you fail a save, you don’t need to attempt more until the next full moon.
Failing a saving throw against this corruption causes you to black out, losing control of your character. During this time, your form becomes that of the associated creature and you give into your animalistic urges, hunting and killing with abandon. The next morning, you regain control, typically in the wilderness without any gear and soaked in blood. If you fail the save but your inner animal is prevented from running free, perhaps because you were restrained you gain 1 Corruption now and at beginning of next day. However, the DC of the Will save against your corruption progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next stage.

Corruption Stage 1: The first time you lose control, you kill defenseless small animals, such as birds, rodents, and possibly even a dog.
Corruption Stage 2: The second time this occurs, you kill larger animals, such as a horse, a cow, or a pig.
Corruption Stage 3: The third time this happens, again kill a larger animal such as a horse, a cow, or a pig. Also your Corruption starts each day at 2 instead of 1.
Corruption Stage 4: The fourth time this happens, you kill a nearby sentient humanoid, at which point the corruption becomes incurable and you are doomed to live a life of lycanthropy, forever turning evil and a thrall of the DM.


Couldn't fit it all in one post.

Starbuck_II
2017-01-23, 07:04 PM
Manifestations for Lycantropy:

a) Animalistic Health
You are hardier in your animal form.
Prerequisite: Shift form*.
Gift: Whenever you shift forms, you gain a +2 bonus to your Constitution score that lasts as long as you are in your shifted form. By incurring 1 Corruption, you gain 2 Temp hp per manifest level when you shifted.
Stain: You take a –2 penalty to your Charisma score.

b) Animalistic Might
You are stronger in your animal form.
Prerequisite: Shift form*.
Gift: Whenever you shift forms, you gain a +2 bonus to your Strength score that lasts as long as you’re in your shifted form. By incurring 1 Corruption, you instead gain +4 bonus to your Str. These bonuses double during a full moon.
Stain: Whenever you shift form involuntarily, your body spasms and changes size, causing you to drop whatever you were holding and burst out of your other gear and clothing. Items that can stay on throughout this size change might not fall off, at the GM’s discretion.

c) Feral Senses
You gain the senses of your animalistic side.
Gift: You gain low-light vision. At manifestation level 3rd, you gain the scent special ability if your lycanthrope animal type has the scent ability.
Stain: Creatures of the animal type (except those of your lycanthrope type) are unnerved by your lycanthropic presence, causing you to take a –2 penalty on Handle Animal and Ride skill checks. At manifestation level 3rd, these penalties change to –4.

d) Fur Armor
When in your shifted form, you gain a thick coat of fur.
Prerequisite: Shift form*.
Gift: Whenever you shift your form, your natural armor bonus increases by 1. At manifestation level 5th, your natural armor bonus instead increases by 2. By incurring 1 Corruption, your NA bonus double.
Stain: Whenever you shift form involuntarily, you shift as a free action but you spend your next round confused and must roll to determine your action. At manifestation level 5th, you are confused for 2 rounds instead. Immunities don’t prevent this confusion, and you can’t remove the confusion early by any means.

e) Greater Shift Form
You can become an animal.
Prerequisites: Manifestation level 6th, shift form*.
Gift: When you use shift form, you can instead take your animal form, as if using polymorph. Nonmagical clothing and gear don’t meld into your animal form. You don’t gain any ability score adjustments (other than those gained from other manifestations), but you do gain all of the other abilities granted by polymorph for your new form. Your Bite or Gore does damage of 1 size higher in animal form.
Stain: While you’re shifted, you’re treated as a lycanthrope and shapeshifter for abilities, items, or spells that target lycanthropes or shapeshifters. In addition, when you shift involuntarily, you can’t shift back until you spend a full-round action and succeed at a DC 20 Constitution check. If you don’t succeed, you remain in your shifted form, automatically consuming a daily use of shifting each minute until you have used up all of your uses for the day.

f) Lunar Call
The moon’s light affects your mind.
Prerequisite: Shift form*.
Gift: Whenever you are outside and the moon is visible, you gain a +1 morale bonus on attack rolls and damage rolls. By Incurring 1 Corruption, this bonus becomes +2. These bonuses double during a full moon
Stain: Whenever you are outside and the moon is visible, you take a –2 penalty on saving throws against emotion effects and a –4 penalty on saving throws to resist involuntarily shifting. These penalties double during a full moon.

g) Lycanthropic Empathy
You can relate to the creatures that share your type.
Gift: You can communicate with animals related to your animal type. You can use Diplomacy to alter such animals’ attitudes, and you gain a +4 racial bonus on such checks. This bonus also applies on your wild empathy checks.
Stain: Your animalistic nature imposes a penalty on your Bluff, Diplomacy, and Sense Motive skill checks equal to your manifestation level (minimum –2) when dealing with humanoids (and other civilized folk at the GM’s discretion).

h) Shift Form
You have some control over your shift to a feral nature.
Gift: You can attempt a DC 15 Constitution check as a full-round action to shift into a feral form, with a bonus equal to your manifestation level. This form grants you a Bite or Gore (your choice when choosing this Corruption manifestation) natural attack that deals 1d8 points of piercing damage if you’re Medium (1d6 if Small). You retain the use of your abilities and gear. You can remain in this form for up to 1 minute, but can revert back as a move action at any time. If the duration expires, you can extend it by 1 minute by spending another use of this ability as a free action. You can use this ability a number of times per day equal to your manifestation level
Stain: When you are struck by a confirmed critical hit and aren’t in your shifted form, you must attempt a Will save (DC = 12 + 2[your manifestation level). If you fail, you automatically shift form on your next turn without attempting a check. This consumes one use of that ability. You must also attempt this save if you take damage equal to or greater than your manifestation level while not in combat or before you’ve acted in combat.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

i) Silver Allergy
You’re resistant to harm, but can’t abide the touch of silver.
Prerequisites: Manifestation level 4th, shift form*.
Gift: When you are shifted, you gain an amount of damage reduction equal to half your manifestation level. This DR is overcome by silver. By Incurring 1 Corruption, this bonus becomes +2.you can instead gain DR equal to your full manifestation level.
Stain: When you’re not in your shifted form and you touch silver, including being struck by a silver weapon, you’re sickened for 1 round. Immunities don’t prevent this sickened condition, and you can’t remove it early. You can try to hide this aversion with a Bluff check opposed by Sense Motive.


8. Possessed:
Same as written but DC is 12 + 2 [Manifest level].


Corruption Stage 1: The first time you lose control, you move one step closer to the spirit’s alignment (GM’s choice) and the spirit controls your actions until the next sunrise.
Corruption Stage 2: The second time this occurs, again your alignment moves one step closer to the spirit’s, the spirit controls your actions until the next sunrise, and you have lapses of control and personality regardless of influence.
Corruption Stage 3: The third time this happens, your alignment changes to match the spirit’s and the spirit controls your actions until the next sunrise. Also your Corruption starts each day at 2 instead of 1.
Corruption Stage 4: The fourth time this happens, the spirit steals full control of your body and you become an NPC under the GM’s control. This NPC has the possessed corruption with you as the possessing spirit.


Manifestations for Possessed:

a) Blurred Soul
The possessing spirit confounds targeted magic.
Prerequisite: Manifestation level 5th.
Gift: Spells that affect a limited number of targets can fail when targeting you unless the caster selects you as two separate targets. Against such spells that target you only once, you have an amount of spell resistance equal to 13 + double your manifestation level. A spellcaster who finishes casting a spell that targets you only once and succeeds at a caster level check against your spell resistance notices the interference and can attempt a DC 25 Spellcraft check to realize she needs to target you twice to circumvent it with future spells.
Stain: You cringe from symbols of benevolent magic. Any ally attempting to cast a touch spell on you must succeed at a touch attack. You can spend a move action steadying yourself to allow allies to touch you without a touch attack for 1 round. If the spirit has 3 or more points of influence over you, you must attempt saving throws against harmless spells cast by allies (but not yourself ), and you no longer count as willing.

b) Contaminated Personality
Your mind fractures in the struggle against the spirit.
Prerequisite: Manifestation level 4th.
Gift: You gain a +2 bonus to your Charisma score while the possessing spirit has 3 or more points of influence over you.
Stain: You adopt the spirit’s mannerisms, disturbing others and making it harder to disguise the possession. You take a –4 penalty on Diplomacy and Disguise checks.

c) Hateful Voices
Paranoid whispers constantly mingle with your own thoughts.
Gift: You gain a +4 bonus on Perception checks and Sense Motive checks to see through disguises, notice when a creature is under an enchantment, and act on the surprise round. For 1 hour, by incurring 1 Corruption, you can gain double these bonuses.
Stain: Whenever a character you consider an ally or friend betrays or disappoints you, even if the disappointment is completely innocent, you unknowingly mutter (Perception DC 15 for others to hear) about how that character was an enemy all along and must be made to pay. As long as the spirit has 3 or more points of influence, you gain no benefit from another creature’s aid another attempts.

d) Temporary Clarity
You channel all your negative emotions into the spirit.
Gift: By incurring 1 Corruption, without spending an action, you can sublimate all of your negative thoughts into the spirit to clear your mind in response to gaining one of the following conditions: dazed, frightened, panicked, shaken, staggered, and stunned. You ignore the effects of that particular instance of that condition for a number of minutes equal to your manifestation level (if you suffer from that condition from another source, it applies normally). This time still counts against the condition’s duration.
Stain: You make the spirit more powerful by feeding it your darkest thoughts. Whenever you fall asleep (or perform your daily rest), the spirit gains 2 points of influence over you rather than 1 point, and at sunrise, the number of points of influence the spirit has over you changes to 2 (or 3 if Stage 3).

e) Traitorous Hand
The spirit focuses on one hand.
Gift: A number of times per day equal to your manifestation level, you can use traitorous hand to make a touch attack that confounds foes with the spirit’s influence. The target is nauseated for 1 round per point of influence the spirit has over you (Will negates). Even if the target succeeds, it can’t make attacks of opportunity for 1 round. A creature affected by this ability becomes immune for 24 hours.
Stain: You take a –2 penalty on attack rolls and Dexterity-based checks involving your hands. Whenever you become dazed or stunned, if the spirit has 3 or more points of influence over you after adding the point, the hand attacks you (or a vulnerable ally, GM’s discretion) with a held item or unarmed strike as if proficient, dealing damage equal to 1d8 + your Strength modifier (regardless of the held item).

f) Two Minds
The spirit suffers no rivals.
Gift: The extra mind provides a reserve of willpower against mental attacks. You gain a +2 bonus on saves against mind-affecting effects; if you fail, you can give the spirit 1 point of influence over you to reroll the save without using an action. If you do, you must accept the result of the second roll and can’t reroll. These benefits don’t apply against this corruption.
Stain: A cacophony of thoughts distracts you. Roll twice on initiative checks and take the lower result. You also take a –2 penalty on concentration checks. At manifestation level 3rd, the penalty changes to –4.

g) Unrestrained
The spirit resists physical restraint.
Gift: You gain a +2 bonus on Acrobatics, Climb, Fly, and Swim checks. At manifestation level 3rd, the bonuses increase to +4. You can give the spirit 1 point of influence as a swift action to gain the benefits of freedom of movement for 1 round.
Stain: Objects you wear and carry slip from your grasp and fall from your pockets, or suddenly pelt creatures that have acted in an unhelpful manner toward you. It takes you a standard action to retrieve a stored item, and whenever you drop or lose hold of an item, it lands 10 feet away in a random direction. You take a –2 penalty on saving throws and to your CMD against attacks and effects that would disarm you or steal from you. At manifestation level 3rd, the penalty changes to –4.

h) Violent Will
The spirit uses your body as a conduit to unleash forceful energy.
Prerequisites: Manifestation level 5th, unrestrained*, weightlessness*.
Gift: You can give the possessing spirit 1 point of influence over you to use telekinesis (as per the spell) with a caster level equal to your character level.
Stain: Whenever you become confused, dazed, frightened, panicked, or stunned, the possessing spirit blames your allies for failing you. It unleashes a forceful version of telekinesis at your nearest ally, either hurling the largest possible nearby object at her or, if there are no objects to hurl, hurling the ally against a hard surface.

i) Weightlessness
The possessing spirit’s influence causes you to nearly float.
Prerequisite: Unrestrained*.
Gift: You can use feather fall and jump at will as spell-like abilities. You can give the possessing spirit 1 point of influence over you to use levitate or spider climb as a spell-like ability. In all cases, your caster level is equal to your character level and the spell-like ability can target only you.
Stain: You take a –4 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple. At manifestation level 3rd, the penalty changes to –6.


9. Promethean:
Your Corruption each day at sunrise, it returns to 1 (after you replace your body with construct parts within 48 hours).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same Stage. Succeed, drops down to 4. Otherwise, it progresses to next stage.


Whenever you fail a Fortitude save against any effect or fall below 0 hit points, you must attempt a Fortitude save (DC = 12 +2[ your manifestation leve]l). If you fail that save, some of the living components of your body begin to fail. Within the next 3 days, you or someone you trust must spend 8 hours replacing more of your body with construct parts. If you don’t do so, you die, and even if you are brought back from the dead with resurrection or true resurrection (which are necessary since your body isn’t viable), you still must perform the operation or you die again in 3 days. After an operation, you gain 1 Corruption. The DC your saves increases by 2 until your corruption reaches the next stage. These increases stack.
While your body parts are failing (after you’ve failed the Fort save but before you’ve repaired your body), you don’t have to attempt additional saves when you fail a Fortitude save or fall below 0 hit points. Once you’ve been repaired, you need to attempt saves in these circumstances again.

Corruption Stage 1: The first time your corruption progresses, you fall into routines easily, performing repetitive actions. Your alignment shifts one step toward neutral.
Corruption Stage 2: The second time this occurs, you find you can’t bring yourself to care about things or even to love as much as before. Your alignment shifts one step toward neutral again.
Corruption Stage 3: The third time this happens, your alignment shifts to neutral. Also your Corruption starts each day at 2 instead of 1.
Corruption Stage 4: The fourth time this happens, too much of your body is gone for your soul to remain. You become a mindless, destructive automaton or free-willed evil construct under the GM’s control.


Manifestations for Prometheans:

a) Armored
Your body is unnaturally hardened against attacks.
Gift: Plates bolted to your bones or flesh like leather protect your body. You gain a +1 natural armor bonus to your AC. At manifestation level 4th, this bonus increases to +2. At manifestation level 8th, this bonus increases to +3.
Stain: Your take a –1 penalty on Dexterity- and Strength-based skill checks. At manifestation level 5th, this penalty changes to –2.
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

b) Berserk Fury
The only emotion left to you is rage.
Gift: You can voluntarily enter an enraged state as a free action for a number of rounds per day equal to your manifestation level; these rounds don’t have to be consecutive. Once you end this state, you can’t enter it again for 1 minute. While enraged, you gain a +2 bonus on attack and damage rolls, 1 temporary hit point per character level, and a +2 bonus on Fortitude saves. You are in control of yourself during this rage, but you must still succeed at a Will save to resist losing control (as detailed in this manifestation’s stain). While voluntarily enraged, you take a –2 penalty on Will saves.
If you incur 1 Corruption, you gain double the bonus when in a Fury, but you also double the penalty to will saves.
Stain: When you’re hit by a critical hit or drop below half your maximum hit points, you must succeed at a Will save (DC = 12 +2[ your manifestation level]) or become enraged for a number of rounds equal to your manifestation level. You gain the benefits of this manifestation’s gift, but you’re completely out of control, making melee attacks against the nearest creature (roll randomly if there are multiple targets).
Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants (see page 14).

c) Greater Armored
Your body is covered in thick armored plating.
Prerequisites: Manifestation level 5th, armored*.
Gift: Your natural armor bonus to your AC from the armored manifestation increases by 2. This increases by 1 more when Manifestation 8. By incurring 1 Corruption, you gain 2 NA for 5 minutes.
Stain: The penalty from armored changes to –3. All your movement speeds decrease by 10 feet.

d) Greater Shattered Body
Nearly all your body is replaced by artificial components.
Prerequisites: Manifestation level 5th, armored*, shattered body*.
Gift: Your body is almost entirely artificial, save for a few organic components tethering you to your original life
Your bonus on saving throws against poison and diseases from shattered body is equal to your manifestation level. You automatically stabilize when you are below 0 hit points. You no longer need to eat, drink, or sleep. You must still rest for at least 8 hours to prepare spells.
Stain: Most of your internal organs have been replaced. You can no longer benefit from potions, elixirs, extracts, or any other beneficial item that requires consumption.
Special: You can gain this manifestation only if you have failed another corruption progression saving throw and replaced more of your body with construct parts since the time you took shattered body.

e) Greater Shattered Mind
You can understand no emotion but rage.
Prerequisites: Manifestation level 6th, corruption stage 2, shattered mind*.
Gift: You become immune to all mind-affecting emotion effects, except those that produce emotions of rage, hatred, or anger.
Stain: You have lost the ability to understand love or joy. You can’t benefit from morale bonuses or bardic performances.

f) Promethean Transfiguration
You are more machine now than mortal.
Prerequisites: Manifestation level 7th, corruption stage 2, armored*, greater shattered body*, greater shattered mind*, shattered body*, shattered mind*.
Gift: You become immune to bleed, disease, paralysis, poison, sleep effects, and stunning.
Stain: So much of your body is now gone that you struggle to remain alive. You take a –4 penalty to your Constitution score.

g) Rampage
When you fly into a rage, you destroy everything nearby.
Prerequisite: Berserk fury*.
Gift: While enraged, you deal double damage to objects and gain a +4 bonus on Strength checks to break objects. By accepting 1 Corruption, for 1 minute, you deal triple damage to objects and gain a +6 bonus on Strength checks to break objects instead.
Stain: Returning from the heights of fury takes a toll on your body. You are staggered for 1 minute after ending a rage of any kind (including berserk fury, barbarian rage, and the rage spell). Nothing can remove this condition, nor does immunity to being staggered prevent it.

h) Replacement Limb
One of your arms has been replaced by a prosthetic.
Prerequisites: Armored*, shattered body*.
Gift: You gain one slam attack as a primary natural weapon. This slam deals 1d6 points of damage if your size is Medium (1d4 if Small). By accepting 1 Corruption, deal an extra +1 hit/damage for 5 minutes.
Stain: You take a –2 penalty on Dexterity-based skill checks and ability checks using your hands, as well as on Dexterity-based attack rolls.

i) Shattered Body
The last time you added more construct parts to your body, you reached a tipping point.
Prerequisite: Armored*.
Gift: You gain a bonus on Fortitude saves against poison and disease equal to half your manifestation level. Additionally, you require only half as much food and water as normal, and half as much rest as normal to gain a full night’s sleep. However, you must still rest for at least 8 hours to prepare spells.
Stain: You are treated as both a construct and your original creature type for spells and effects that target creatures by type (such as the bane weapon special ability or a ranger’s favored enemy class feature).
Special: You can gain this manifestation only if you have failed at least one corruption progression saving throw and replaced more of your body with construct parts.

h) Shattered Mind
Your transformation damaged your psyche.
Prerequisite: Corruption Stage 1 or 2.
Gift: Your dulled emotions are more difficult to affect with magic. You gain a +2 bonus on Will saves against emotion effects, and if you have this manifestation’s stain, you don’t need to roll twice and take the lower result against them. This doesn’t apply to emotion effects that cause rage, hatred, or anger. At manifestation level 4th, this bonus increases to +4. At manifestation level 8th, this bonus increases to +6.
Stain: Now easy to manipulate, you roll twice and take the lower result against compulsion effects



10. Shadowbound:
Your Corruption each day at sunrise, it returns to 1 (after you destroy a thing of beauty within 48 hours).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same Stage. Succeed, drops down to 4. Otherwise, it progresses to next stage.


The corruption progresses when you’re tortured by shadow again, when you destroy a thing of beauty or joy because your melancholy makes it unbearable, or when you sow fear. Every month you must spend at least 1 entire day per manifestation level you have away from all light and other life. If you don’t, at the end of the month you must attempt a Will saving throw. If you fail, sometime in the next 24 hours you go berserk and destroy something precious. You also need to attempt such a saving throw the first time each day you come across a being or object of great beauty, or a being or object with a strong or overwhelming aura of good (this includes yourself, so to avoid the save, you might need to ruin or tarnish your own beauty). The save DC is equal to 12 + 2[your manifestation level]. If allies are able to restrain you for 24 hours or otherwise prevent you from destroying anything precious during that time, your corruption doesn’t progress. However, the DC of the Will save to prevent your corruption from progressing increases by 2. These increases stack each time this occurs, and they last until your corruption reaches the next corruption stage.
The precious thing you destroy when you fail your save depends on your corruption stage, as noted below. If you voluntarily destroy a being or object related to a later corruption stage, you automatically progress to that stage (you might skip over intervening stages in this manner). For example, the first time that you intentionally terrorize innocents or destroy an important object of beauty, you then immediately proceed to stage 2. Repeating your actions doesn’t cause your corruption stage to


Corruption Stage 1: The first time you fail your save, you destroy a reliable source of light, joy, or beauty, such as a piece of art or bit of natural beauty.
Corruption Stage 2: The second time you fail your save, you terrorize innocent people or destroy an important object of beauty, light, or joy.
Corruption Stage 3: The third time this happens, destroy a hard to find object of beauty, light, or joy.Also your Corruption starts each day at 2 instead of 1.
Corruption Stage 4: The fourth time this happens, you destroy one of the pillars that has helped you retain yourself in the face of the corruption, either by killing someone whose support has been essential or destroying an object of vital personal importance. You lose your identity entirely, becoming an NPC under the GM’s control.

Manifestations for shadowbound:

a) Eerie Perception
Your eyes change, adapting to a life in the shadows.
Gift: You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases by 30 feet instead. You also gain a +2 bonus on Perception and Stealth checks. At manifestation level 3rd, the bonuses increase to +4. At manifestation level 6, the bonuses increase to +6.
Stain: Your eye color fades to a dull gray and your eyes overreact to light. You gain light sensitivity, causing you to be dazzled in areas of bright light.

b) Emptiness of the Void
Friends and allies are just people you can hurt more deeply.
Gift: The darkness in your soul can draw in the life force of allies. By incurring 1 Corruption, when you take ability damage, ability drain, or hit point damage, you can divide the damage or drain evenly between you and one ally within 30 feet. You can do so only if the damage or drain would reduce your ability score or hit points to 0. The ally can attempt a Will save to resist the link. You can activate this ability as a free action, even if it isn’t your turn.
Stain: You struggle to remember the meaning of alliance and friendship. You can’t benefit from or use the aid another action.

c) Frightful
Fear lingers in your mind, and you can spread it to others.
Gift: You have a knack for guessing just how to scare others. You gain a +2 bonus on Intimidate checks and the DCs of fear effects you create increase by 1. At manifestation level 3rd, the bonus on Intimidate checks increases to +4 and the DC increases by 2 instead of 1. At manifestation level 6, the bonus on Intimidate checks increases to +6 and the DC increases by 3 instead of 1.
Stain: Your hair loses its color and your sleep is interrupted by nightmares that never leave your mind. You take a –2 penalty on saving throws against fear effects, and you lose any immunities to fear you might otherwise possess. You gain immunity to effects that would remove your fear (such as remove fear). At manifestation level 3rd, the penalty changes to –4.

d) Insubstantiality
Your body flickers occasionally into insubstantial shadow.
Prerequisite: Manifestation level 3rd.
Gift: Your body sometimes shifts or blurs momentarily before resuming the appearance of solidity. You gain a deflection bonus to your AC equal to half your manifestation level. You have a 20% chance to ignore (treat as a normal hit) confirmed critical hits and precision-based damage (such as sneak attack damage) from any weapon unless it has the ghost touch weapon special ability. By incurring 1 Corruption, for 1 minute, you gain deflection equal to your full manifestation level.
Stain: You take a –6 penalty on saving throws and to your CMD against attacks and effects that would move or trip you, as well as on all combat maneuver checks except those made to escape a grapple.

e) Refuge in Pain
Pain is your only solace from the emptiness of your existence.
Prerequisites: Manifestation level 4th, eerie perception*, wretched pain*.
Gift: Pain invigorates you. Whenever you take an amount of damage greater than or equal to three times your character level from a single attack, you gain a +2 morale bonus on attack rolls, damage rolls, saving throws, and skill checks for 1 round. If you have the stain from the weaver of lies manifestation, these bonuses are profane bonuses instead. If you have a Corruption rate of 4, you only need to take an amount of damage greater than or equal to two times your character level
Stain: Whenever you take damage, increase the amount of damage you take by 1/2 your manifestation level.

f) Regretful Gaze
Your gaze carries your regret for wasted potential.
Prerequisites: Manifestation level 3rd, frightful*.
Gift: You gain a gaze attack that causes foes within 30 feet to become shaken for 1 round unless they succeed at a Will save. You can suppress this ability as a free action and cause it to resume as a swift action. A creature that succeeds at the saving throw is immune to your regretful gaze for 24 hours.
Stain: You are withered as if by age. Reduce your Strength, Dexterity, and Constitution scores by 1 point each, or by however much they would be reduced if you were one age category older, whichever is worse for you.

g) Touch of Ruin
You are infused with the ruin of the Shadow Plane.
Prerequisites: Manifestation level 4th, frightful*, regretful gaze*.
Gift: As a standard action a number of times per day equal to your manifestation level, you can make a melee touch attack that deals 1d10 points of damage per manifestation level you have. A creature touched this way takes 1 point of ability drain to the ability score of your choice unless it succeeds at a Fortitude save. Creatures immune to magical aging are immune to this touch attack.
Stain: Any clothing or gear you wear or carry seems strangely faded and timeworn as long as you wear or carry it. Treat such items’ hardness as half the normal amount. You take a –4 penalty on saving throws to protect items in your possession from damage or destruction.

h) Weaver of Lies
Using shadows drawn from the Plane of Shadow, you can spin falsehoods into convincing imitations of reality.
Prerequisite: Manifestation level 2nd.
Gift: By incurring 1 Corruption, you can use shadow conjuration as a spell-like ability, but only to emulate a sorcerer/wizard spell 1 spell level lower than your manifestation level. Your caster level is equal to your character level. The illusion is 10% real + another 10% real for every manifestation level you have beyond 2nd.
Stain: Joy and excitement have become foreign to you, leaving pain the only sensation of much interest. You can’t benefit from morale bonuses or bardic performances.

i) Wretched Pain
Inflicting pain is one of the few sensations that still stirs you.
Prerequisite: Eerie perception*.
Gift: Whenever you deal weapon damage to a creature that you are flanking or a creature that is denied its Dexterity bonus to its AC against you, you can inflict a painful wound as an immediate action. The target must succeed at a Fortitude saving throw or be nauseated by pain for 1 round. If the target succeeds at the save, it is sickened for 1 round and becomes immune to your further uses of this ability for 24 hours.
Stain: Your eyes turn a milky white, utter black, or pale yellow, making you appear blind although you can see normally in most circumstances. You gain light blindness, causing you to be blinded for 1 round whenever you are exposed to daylight or another source of bright light and dazzled for as long as you remain in bright light thereafter.

Starbuck_II
2017-01-23, 07:06 PM
Part 3:

11. Vampirism:
Your Corruption each day at sunrise, it returns to 1 (after you feed within 1 week).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same Stage. Succeed, drops down to 4. Otherwise, it progresses to next stage.

Vampirism progresses when you feed off and kill a sentient creature. Each week, you need to drink the blood of sentient creatures one size category smaller than you or larger until you drain enough to deal Constitution damage equal to your manifestation level. If you don’t have the fangs manifestation, you must feed on a helpless or willing creature. If you haven’t drunk enough blood after a week, you must succeed at a Will save (DC = 12 + 2[your manifestation level]) each day until you have. If you fail, the next time you rest, when you wake up your corruption increases by 1. If circumstances make it impossible to feed (such as if you are tied down or in a locale with nothing to feed upon) you start to starve as if you had not eaten in 3 days (Core Rulebook 445), and you continue to thirst for blood and struggle to escape and feed until you have received five times the amount of blood from sentient creatures you normally require. If your allies are able to restrain and feed you, your corruption stage doesn’t progress.
However, the DC of the Will save against your corruption progressing increases by 2. These increases stack, and last
until your corruption reaches the next stage. Whenever you drop below 0 hit points, you must attempt a save as if you hadn’t drunk enough blood that week.


Corruption Stage 1: Once you feed on an innocent sentient creature, your alignment shifts one step toward evil and spells that detect undead sense you, though the peculiar result they return informs the caster that you’re still a living creature. Other spells and effects don’t treat you as undead.
Corruption Stage 2: The second time this occurs, your alignment shifts another step toward evil and you are affected by spells and abilities as if your creature type were undead (including bane and the favored enemy class feature). This doesn’t grant you any of the immunities of being undead, nor does it make you immune to effects that target living creatures or change how negative and positive energy affect you.
Corruption Stage 3: The third time this happens,. , your alignment shifts another step toward evil. Also your Corruption starts each day at 2 instead of 1.
Corruption Stage 4: The fourth time this happens, you become a NPC Vampire.


Manifestations for Vampirism:

a) Allure
You can influence others subtly, but lose your reflection.
Gift: You gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. At manifestation level 3rd, these bonuses increase to +4.
Stain: You cast no reflection. While you’re within 10 feet of a mirror or reflective surface, nearby creatures may notice something amiss (Perception DC 20). If they succeed by 5 or more, they notice your lack of reflection. When you reach manifestation level 3rd, a creature can present a mirror to you as a standard action to repel you. You must stay at least 5 feet away from the mirror and can’t touch or make melee attacks against that creature. After 1 round, if the creature continues presenting the mirror, you can attempt a DC 25 Will save each round to ignore the repulsion for that round.

b) Children of the Night
You can summon foul beasts to faithfully serve you.
Gift: By incurring 1 Corruption, you can summon a rat swarm or a wolf, as if using summon nature’s ally II with a caster level equal to your character level. The creature serves you for 10 minutes or until destroyed. At manifestation level 4th, you can spend two uses of this ability to summon a bat swarm. At manifestation level 3rd and every 2 manifestation levels thereafter, you can use this ability once per day without incurring Corruption.
Stain: You take a –3 penalty on Handle Animal and Ride checks against animals (except those you summon with this manifestation’s gift). At manifestation level 5th, you affect non-hostile animals as if you had an unnatural aura (Bestiary 281).

c) Dreadful Charm
Your powers of persuasion allow you to compel the weak.
Prerequisite: Allure*.
Gift: By incurring 1 Corruption when you succeed at a Bluff, Diplomacy, or Intimidate check against a creature, you can charm that creature as if using charm monster with a caster level equal to your character level. If the creature fails its save, it’s charmed for a number of minutes equal to your character level.
Stain: You no longer cast a shadow. Noticing this in normal or bright light requires a successful DC 15 Perception check. Also, if you’re in an area that smells strongly of garlic, you must succeed at a DC 20 Fortitude save or be sickened for 1d4 minutes. Immunities don’t prevent this sickened condition.

d) Fangs
Your canines grow unnaturally long when you are angry.
Gift: You can, as a swift action, grow fangs that grant you a bite attack. This is a primary natural attack that deals 1d6 points of piercing damage if your size is Medium (1d4 if Small). You can dismiss the fangs as a move action. You can drain blood with your bite from a helpless creature as a standard action, or a pinned creature as a free action once per round immediately after succeeding at a combat maneuver check to pin the creature or maintain your pin. Each time you drain blood, you deal 1 point of Constitution damage. This counts toward the feeding you must do to avoid your corruption progressing; you needn’t entirely drain and kill the creature. Draining blood changes your alignment only if you feed on an unwilling innocent.
Stain: To avoid a saving throw against your corruption progressing, you must drink the requisite amount of blood each day instead of each week.

e) Greater Unlife
You can recover from nearly any wound.
Prerequisites: Manifestation level 3rd, unlife*.
Gift: When you use the ability of the unlife manifestation, you gain fast healing 3 instead of fast healing 1. While the fast healing lasts, you are immune to nonlethal damage, ability damage, and ability drain, although you retain any you already had.
Stain: Whenever you’re in direct sunlight, you’re staggered instead of shaken. Nothing can remove or prevent this condition, but it ends once you’re out of direct sunlight.

f) Life Drain
You can drain life from those you harm.
Prerequisites: Manifestation level 2nd.
Gift: You gain a slam attack, a primary natural attack that deals 1d6 points of bludgeoning damage if your size is Medium (1d4 if Small). If you confirm a critical hit with this attack, you inflict 1 temporary negative level on the target. The DC to remove this negative level is equal to the standard corruption ability DC.
Stain: You are healed by negative energy and harmed by positive energy as if you were an undead creature.

g) True Unlife
You can cheat death.
Prerequisites: Manifestation level 3rd, greater unlife*, unlife*.
Gift: When you’re reduced to fewer than 0 hit points but not slain and you have a use of fast healing remaining, you immediately assume gaseous form, activate your fast healing, and remain conscious. Once you have more than 0 hit points, the effect ends. This delays the normal Will save against your corruption progressing until gaseous form ends.
Stain: If you remain in direct sunlight, at the end of your second turn you burst into flame, taking 1d6 points of fire damage per manifestation level you have each round. This fire damage bypasses resistance or immunity and can’t be prevented. The fire damage and staggered condition end as soon as you get out of direct sunlight. If you are reduced to fewer than 0 hit points while in direct sunlight, you are slain and can’t be brought back to life without true resurrection.

h) Unlife
You heal at a phenomenal rate.
Prerequisite: Manifestation level 3rd.
Gift: As a standard action a number of times per day equal to 1/2 your manifestation level, you can grant yourself fast healing 1 for 1 minute. By incurring 1 Corruption, you can instead gain Fast Heal equal to ½ your manifestation level for 2x manifestation level rounds, if longer than normal length of Unlife.
Stain: While you’re in direct sunlight, you become shaken. Nothing can remove this condition, nor does immunity to fear prevent it, but it ends as soon as you are no longer in sunlight.

i) Vampiric Grace
You move with a predator’s grace.
Prerequisite: Manifestation level 2nd.
Gift: You gain Dodge as a bonus feat and a +2 racial bonus on Stealth checks. At manifestation level 6th, you can climb walls (as per spider climb) at will. If you incur 1 Corruption, for 1 minute, you gain Mobility and +4 racial bonus on Stealth.
Stain: You can enter a private dwelling only if invited in by someone with the authority to do so, unless you succeed at a DC 30 Will save. If you fail, you can never retry the save, but you can enter if you’re later invited inside.


New one (and due to not being in a book, including catalyst):
12. CEREBROTIC
Maddening revelations have overtaken you. As the energies of a realm beyond comprehension flow through you, it rips at your mind, threatening to destroy what remains of your psyche and to pull you into its waiting maw.

CATALYST
Cerebrotic corruption occurs after dwelling upon the nature of the realm beyond the great beyond. Just as often than not, this is purposeful and utilizes an elaborate rite, but there are those who's nightmares become plagued after exposure to something of this realm.

Progression
Your Corruption each day at sunrise, it returns to one (Assuming you have exposed a target to one fear save [whether they pass or fail] within last 48 hours).
It gains 1 when you certain circumstances occur.
When it reaches, 3, you difficulty struggling with corruption, you shift back and forth between your personality and a blend of your corrupt self.
When it reaches 5, you need a will save DC 12 + 2[manifest level]+2 per previous save in same day. Succeed, drops down to 4. Otherwise, it progresses to next stage.

Cerebrotic corruption leaves its victim with horrific nightmares each night. Whenever you sleep, be it natural or magically induced, you must succeed at a Will save (DC = 15 + your manifestation level) or you become pulled more deeply into them, causing them to worsen and grow ever more vivid, also your corruption the next day is 1 higher than normal after sunrise (unless you have reached Stage 3 then it starts 2 higher). If you belong to a race that ordinarily does not sleep, you become required to sleep. While you can never remember them with any clarity, horrific snippets at best, you remain aware that the nightmares exist. They often begin as maddening landscapes, blurred by impossible weather conditions.

Stages:

-Corruption Stage 1:The first time the dreams worsen you begin to see horrific architecture in the distance within your dreams. Your mind begins to suffer under the strain, causing you to take a permanent -2 penalty to your Wisdom score.
-Corruption Stage 2: The second time this happens, you begin to witness visits from hooded cultists, their robes appearing speckled if not caked in ooze. Your mind begins to buckle, causing you to take an additional -2 penalty to your Wisdom score.
-Corruption Stage 3: The third time this happens, you dream that you were a part of a strange ritual that is hazy to remember. But you remember tentacles, knives, and chanting. Your mind is barely holding on, causing you to take an additional -2 penalty to your Wisdom score.
-Corruption Stage 4: The fourth time this happens, you are violently expelled from existence, only a strange residue left behind. Only powerful magics, such as miracle or wish, can be used to bring you back. Even if you do get brought back, you return as an insane NPC with the aberration type under the GM's control.


Removing the Corruption
Curing cerebrotic corruption requires purging all memories of your nightmares and the triggering vision from your mind. This, alone, may not always be sufficient, especially upon reaching Corruption Stage 2. If purging the memories alone is not enough, then doing so in conjunction with the mind blank spell will end your corruption in all but the most dire of cases.

MANIFESTATIONS
The following are manifestations of the cerebrotic corruption.

Aching Dread
The nightmares have become clearer, and you can force but a taste of them into the minds of others.
-Prerequisite: Manifestation level 2nd.
-Gift: As a standard action, you can attempt to inflict visions from your nightmares upon all enemies within 10-ft of you, but in exchange you must incur 1 corruption for every useage each day after the first. Enemies effected become shaken for 1 round per manifestation level, unless they succeed at a Will save. Those that succeed do not witness the visions at all. This is a spell-like ability, and a mind-affecting fear effect. Upon reaching manifestation level 4th, targets become frightened instead. Upon reaching 8th level, the range is doubled from 10 to 20 ft.
-Stain: Whenever you attempt to afflict others with aching dread, you must take care not to relive them yourself. When casting this ability, you are forced to make a Will save or become shaken for the duration. Upon reaching manifestation level 4th, you risk becoming frightened instead.
-Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

Dimension Rift
Your nightmares have revealed to you the fragile nature of reality, and you have learned to abuse it at your own peril.
-Prerequisite: Manifestation level 4th
-Gift: By incurring 1 Corruption, as a standard action, you can transfer yourself from your location to any location within 400ft + 40ft. per manifestation level. You may do this by visualizing the location, or thinking of a direction and distance. However, when using this ability you never arrive instantaneously. Roll 1d6 to determine the number of rounds it takes for you to arrive at your location. You can take with you yourself, and equivalent to one additional willing medium creature per 2 manifestation levels (Large counts as 2, Huge counts as 4, and so forth). No individual teleported in this manner may be carrying more than their maximum load when teleported. All creatures transported in this manner must be in contact with one another and at least one must be in contact with you.
-Stain: Traveling utilizing this ability is wrought with peril. You are forced to succeed at a Will save or take 1d6 points of damage per round you were missing. Although no memory of the travel remains, your body bares strange claw marks, scratches, and bites. If the damage is enough to kill you, you simply never arrive at your location. If others are teleported with you and you take damage, they take damage as well.
-Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

Distorted Presence
The world around you begins to warp subtly.
-Gift: You gain a +1 deflection bonus to your AC and a +1 bonus on Reflex saves. At manifestation 5, these bonuses increases by1. You may incur 1 corruption as a standard action, to double this bonus for 1 hour.
-Stain: Subtle distortions around you make it harder to pick out details correctly. You take a -2 penalty on all Perception checks.

Dreadful Inspiration
The horrors of beyond linger in your mind, and they can serve as inspiration when trying to instill fear in others.
-Gift: From the frightful images you've witnessed at night, you have acquired a knack for scaring others. You gain a +2 bonus on intimidate checks and the DCs of fear effects you create increases by 1. At manifestation level 3rd, the bonus on Intimidate checks increases to +3 and the DC increases by 2 instead of 1. At manifestation 7, bonus on Intimidate checks increases to +4 and the DC increases by 3.
-Stain: Your nightmares begin to linger with you more through the day, the images of the places you have witnessed becoming more vivid. You take a -2 penalty on saving throws against fear effects, and you lose any immunities to fear you might otherwise possess. You gain immunity to effects that would remove your fear. At manifestation level 3rd, the penalty changes to -4.

Finger of Expulsion
You teeter on the edge of oblivion, and you have learned how to push others in your stead.
-Prerequisites: Manifestation level 6th, Corruption level 2.
-Gift: By incurring 1 Corruption, as a standard action, you can reach out and roughly trace the silhouette of your intended target. This target must be within 25ft + 5ft per manifestation level of you. Your target is then forced to make a Will save or be violently pushed from reality, they take 2d10 damage per manifestation level, any subject dropped to 10 or lower hp is subjecting them to the effects of your Corruption Stage Level 4, annulated from existence. This is a fear effect, but even creatures immune to fear take 1/2 damage on a failure.
-Stain: Whenever you attempt to use this ability, if your foe succeeds on their will save you must make a Will save yourself or you gain 1 corruption.
-Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

Incite Visitation
What horrors you have witnessed, you have learned to draw into reality for a time.
-Prerequisite: Manifestation Level 2nd.
-Gift: By incurring 1 corruption, you can use summon nature's ally as a spell-likeability, but only of a form up to 1 spell-level below your manifestation level. Creatures called are statistically identical to those normally summoned but with the Mutant Template, but are generally unrecognizable, any physical resemblance being in mockery at best.
-Stain: Upon using Incite Visitation, you must make a Will save or the creatures called turn against you. If you try summoning multiple creatures, you must roll a save for each individual summoned.
-Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

Insightful Whispers
Even in your waking hours, a constant whisper hangs within your mind in an unfamiliar tongue. Occasionally, you can glean some form of insight from them.
-Gift: You gain a +4 bonus on Knowledge checks and sense Motive checks to see through disguises, notice when a creature is under enchantment, or act on a surprise round.
-Stain: You are distracted by the constant chattering within your mind. Roll twice on initiative checks and take the lower result. You also take a -2 penalty on concentration checks. At manifestation level 3rd, this penalty changes to -4.

Qlippothi Visitation
You have learned to draw through creatures native to the furthest reaches of the Great Beyond, where a hatred of sin has festered for since time immemorial.
-Prerequisites: Incite Visitation.
-Gift: 1/day, when you use incite visitation, you may choose to summon a Qlippoth instead of creatures normally called. Qlippoth summoned in this way lack the mutant template, unlike most creatures summoned via Incite Visitation. To the following Summon Nature's Ally lists, add the qlippoth in parenthesis strictly for the purpose of using Incite Visitation; II (Cythnigot), IV (Thognorok), VI (Shoggti), VII (Nyogoth), VIII (Chernobue, Gongorian).
-Stain: Creatures summoned using Incite Visitation are more likely to turn on you, the closer your soul would be judged to the abyss. If you are Chaotic Evil, you take a -4 penalty to the save made to prevent creatures summoned by Incite Visitation from turning on you. This penalty decreases by 1 for each step you are away from Chaotic Evil (to a minimum of -0 at Lawful Good).

Raver's Eye
When you attempt to inflict the horrors from beyond upon another, you can channel a mote of that horrific realm.
-Prerequisite: Aching Dread, Manifestation Level 4th,
-Gift: Your Aching Dread becomes agonizing to all who witness its vision. Any creature that fails their Will save against Aching Dread takes 3d6 points of damage as its very form is warped and distorted.
-Stain: A eyeball forms upon the palm of your right hand, inflicting upon you a -2 penalty to Dexterity-based checks utilizing that hand and Charisma-based checks except for intimidate while the eyeball is visible. If you fail your Will save against Aching dread, you also take 3d6 points of damage.

Soul-Blasting Dread
You have learned to draw greater horrors from beyond and inflict them upon others.
-Prerequisites: Aching Dread, Manifestation Level 5th.
-Gift: When you attempt to use Aching Dread, you may choose for it to center not upon yourself, but effect creatures within a 20-ft. radius burst somewhere within 100ft. + 10ft. per manifestation level of you. Additionally, creatures risk becoming Panicked instead of Frightened. Attempting to use Aching Dread in this manner uses two incurrences instead of 1 of corruption.
-Stain: When attempting to use Aching Dread in this manner, you must attempt a Will save with a -1 DC even if you are not within its radius, and you must attempt it before anyone else. If you fail this Will save, you are the only one effected by it, regardless of the location of the effect.
-Special: Upon receiving this manifestation, you must take both the gift and the stain, even with the useful corruption or vile corruption variants.

Well of Madness
You have looked deep within your dreams of madness, and power has answered.
-Prerequisite: Manifestation level 2nd, ability to cast spells.
-Gift: You gain an extra spell slot in your daily allotment that you can use to cast any spell you know with the mind-affecting descriptor, or of the teleportation subschool.
-Stain: Whenever you would be effected by a mind-affecting effect, you are forced to attempt an additional Will save or become confused for the duration of the effect.