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Thread: PrC Contest XVII: Mono e Mono

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    Firbolg in the Playground
    Join Date
    Mar 2008
    Hell itself (Ohio)

    Default Re: PrC Contest XVII: Mono e Mono

    I'm siding with Draco Dei



    "It is not necessary to change. Survival is not mandatory."

    Seeds of Corruption are Arcane Casters who have traveled the Planes and been foolish enough to go to the Far Realms in search of power, or knowledge, or less understandable ideals. Once there it is not always easy to leave, particularly if you have been unfortunate enough to gain the attention of one of the powers of that place.

    A Seed is one such unfortunate. Mentally and physically probed, disassembled and reborn, they are the vanguard of the Far Realms spreading corruption where ever they travel. Their purpose: weaken the barriers between the Far Realms and the other Planes of existence, and prepare them to be more suitable for Far Realms flora and fauna.

    Since becoming a Seed requires travel to the Far Realms, a prospective victim of this class (few agree to it unless they want the powers it grants for insane reasons, or are some sort of cultist) needs to be able to not only travel the Planes, but survive the Far Realms long enough to be assimilated.

    Skills: Knowledge (Arcane) 10 ranks, Knowledge (Nature) 10 ranks, Knowledge (The Planes) 10 ranks
    Feats: Spell Focus (Conjuration, Transmutation)
    Arcane Casting: Must be able to cast 7th level Arcane spells, and must know the following spells: Baleful Polymorph, Planar Tolerance, Plane Shift, Polymorph
    Special: Must have traveled to the Far Realms, and encountered one of the godlike powers of that place and survived transformation into a Seed

    Class Skills
    The Seed of Corruption's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Knowledge (Any)(Int), and Spellcraft (Int).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Casting

    |Corrupted Body, Corrupt Others| +1 Level of Arcane Casting Class

    |Corrupt Terrain| +1 Level of Arcane Casting Class

    |Pierce Veil| +1 Level of Arcane Casting Class

    |Rend Veil| +1 Level of Arcane Casting Class

    |Final Apotheosis| +1 Level of Arcane Casting Class[/table]

    Weapon Proficiencies: A Seed of Corruption gains no new weapon or armor proficiencies.

    Corrupted Body (Su): Your Type changes to Outsider with the Extraplanar Subtype. Your alignment changes, and if you are Good or Evil you become Neutral instead. You also lose any Lawful components of your Alignment and are considered a Native of the Far Realms.

    Corrupt Others (Su): At will as a Supernatural Ability the Seed can make a Melee Touch Attack against any living corporeal being. If the being fails a Fortitude Save (Save DC is 10 plus 1/2 HD plus Int Modifier) he gains the Pseudonatural Template (see Complete Arcane or Manual of the Planes) or the Half Farspawn Template (See Lords of Madness). The victim also ceases to view the Seed as an enemy so long as the Seed doesn't attack him first (this does not necessarily translate into being immediately loyal to the caster). If this ability is used on members of a party, they lose levels equal to the templates LA. For example if the template is +3 LA, they lose 3 class levels of their choice.

    Corrupt Terrain (Su): Once per week as a Supernatural Ability the Seed can 'lose' one spell of the highest level it can cast as a Full Round Action. The spell converts an area equal to (Spell Level x10') cube to conditions resembling those of the Far Realms. Each time this ability is used the area gains one Trait (Gravity, Alignment, etc) of the Far Realms (see Manual of the Planes page 211, Seed decides which Trait is gained).

    Pierce Veil (Su): Once a Seed has used it's Corrupt Terrain ability to completely convert an area to resemble the Far Realms, any beings native to the Far Realms (or that have been converted via the Corrupt Others ability) that have a spell cast on them designed to return them to their native Plane (such as Dismissal) gain a +2 Bonus to their Save DC while within that area.

    Rend Veil (Su): At 4th level the Seed if the Seed casts Gate within an Area that qualifies for his Pierce Veil ability, and 'loses' an additional 9th level spell, that Gate remains open for a number of days equal to your Intelligence Modifier). You cannot call creatures through it, but you may use it for planar travel.

    Final Apotheosis (Ex): At 5th level you gain all the benefits of the Half Farspawn Template.

    Secrecy is your friend. No one must discover what or who you are, and you will sacrifice anything to prevent that. Because once they discover you, they will likewise sacrifice anything to stop you. And your discovery may lead to a search for others of your kind and you are all too rare to have any losses.
    Combat: You were not intended to travel to the Prime Material to fight. That is best left to others, make sure to surround yourself with appropriate hirelings of various kinds. They are expendable, they can do the fighting. Eventually you will have more forceful guards...
    Advancement: Once someone has taken a level in this Prestige Class they may not take levels in other classes until they have all 10 levels of this one. The class represents ongoing mutations to their body and mind, and they do not stop because the victim wishes them to.
    Resources: You are generally spat out in the Prime Material and left to your own devices. There are more of you, and there are cults dedicated to helping you, but you can't rely on them for help until you find them. Until that happens you're effectively cast adrift with nothing to help you.

    “Our earth is degenerate in these latter days; bribery and corruption are common; children no longer obey their parents; and the end of the world is evidently approaching.”

    You spend your time being helpful, kind, and generous. You give the outwards appearance of a model citizen in order to make sure others have no reason to suspect you. That way no inquisitive parties think about suspecting you let alone pursue you when odd events happen. Often times they even ask for your help. And you provide it willingly, knowing you may get the chance to corrupt them in the near future.
    Daily Life: You spend a great deal of time indulging the illusion of being a normal citizen in urban areas, slowing your plans down, and requiring you o get the aid of cultists. If you are in a wild untamed land, you spend your days doing little but converting the area into raw chaos for your masters.
    Notables: Akane (CN Human Female Wizard 15/Seed of Corruption 1) is a newly created Seed haunting the remote mountain passes near a major city.
    Organizations: Various odd cults pop up around the Seeds devoted to worshiping their masters and expanding the Far Realms influence. But none seems to have gained much power beyond the local level, rarely influencing areas larger than a large city/state. These cults are not necessarily cooperative as the Seeds may have been formed by different Lords.

    NPC Reaction
    PC's generally regard the Seeds of Corruption with absolute terror once they realize what they are. Otherwise it's assumed they're the usual odd mage with eccentrc habits, but once it's realized they're parasitized pawns of the Lords of the Far Realms people tend to go into gibbering panic. After all the Realms do have a bit of a reputation...

    This is a class prone to horrifying deeds, not necessarily because you're evil, but because good and evil are now foreign concepts to you. You don't think of what you're doing as wrong so much as helping people prepare for what's coming. You're doing them a favor. In other words you're crazy, and the DM should make sure players are comfortable with this.
    Adaptation: This is meant for campaigns which are fairly dark or have a horror theme, and may possibly go into the other Planes at higher levels. If your players have no intention of dimension hopping it may require some modification.
    Encounters: Seeds of Corruption rarely have a set schedule or plan, and can be found almost anywhere they can hide (preferably in plain sight). Many prefer isolated locations far from intelligent species and cities, and others use the cities as their initial cover to spread their cults.

    Sample Encounter
    The PC's have been asked to discover what has been causing the appearance of horribly mutated and misshapen animals and plant life at a local village 2 days ride from the city. Arriving they find signs of the same corrupting influence on the local inhabitants, with the exception of a young woman who seems unmarked (and desperate to leave).
    EL 16: Akane appears to be a young human woman, and is currently converting or destroying small villages within range of her mountain home in preparation for building into an assault on the nearby major city. She has short black hair and dark eyes and sometimes seems half elven. In her true form she also has pointed ears and small horns.

    CN Human Female Wizard 15/Seed of Corruption 1
    Init +2, Senses: Listen +1, Spot +1
    Languages Common, R'lyehian, any 3 others
    AC , touch , flat-footed (+2 Dex, )
    hp 40 (16 HD)
    Fort +5, Ref +7, Will +12
    Speed 30 ft. (6 squares)
    Base Atk +7, Grp +6
    Atk Options
    Combat Gear
    Spells Prepared 0 (DC 14):
    1 (DC 15):
    2 (DC 16):
    3 (DC 17):
    4 (DC 18):
    5 (DC 19):
    6 (DC 20):
    7 (DC 22):
    8 (DC 23):
    Supernatural Abilities Corrupt Others (DC 22)
    Abilities Str 8, Dex 14, Con 10, Int 19, Wis 12, Cha 13
    SQ Corrupted Body, Familiar (Snake)
    Feats Delay Spell, Extend Spell, Maximize Spell, Persistent Spell, Spell Focus (Conjuration, Transmutation), Spell Penetration, Quicken Spell (B), Scribe Scroll (B), Silent Spell (B), Still Spell (B)
    Skills Bluff +5, Concentration +19, Diplomacy +5, Knowledge (Arcane, Nature, The Planes) +22, Knowledge (Geography, Local, Religion) +15, Spellcraft +23
    Last edited by Bhu; 2010-03-10 at 06:51 PM.
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