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    Feb 2013

    Default [D&D 3.5 Class] Corrupt Magus [PEACH]


    Hit Die: d6

    Class Skills
    The corrupt magus's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (All skills; taken individually) (Int), and Spellcraft (Int)
    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|+0|+0|+0|+2|Path of the Tainted, Taint Suppression|1|-|-|-|-|-|-|-|-
    4th|+2|+1|+1|+4|Advanced Learning|1|0|-|-|-|-|-|-|-
    8th|+4|+2|+2|+6|Advanced Learning|1|0|0|0|-|-|-|-|-
    12th|+6/+1|+4|+4|+8|Advanced Learning|1|0|0|0|0|0|-|-|-
    16th|+8/+3|+5|+5|+10|Advanced Learning|1|0|0|0|0|0|0|0|-
    20th|+10/+5|+6|+6|+12|Advanced Learning|1|0|0|0|0|0|0|0|0 [/table]

    Class Features

    Weapon and Armor Proficiencies: Corrupt magus are proficient with all simple weapons, but not with any type of armor or shield.

    Spells: A corrupt magus casts arcane spells. They must choose to prepare their spells ahead of time.
    To learn, prepare, or cast a spell, the corrupt magus must have a depravity score equal to at least the spell level. The Difficulty Class for a saving throw against a corrupt magus's spell is 10 + the spell level + the corrupt magus's Corruption modifier. (Corruption, for the purposes of modifiers, counts as 10 points higher. Corruption 2 = Ability Score 12 = +1 modifier)
    Like other spell casters, a corrupt magus can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. They receive bonus spells per day if they have a high corruption score (As with modifiers, count as 10 points higher).
    A corrupt magus knows all the spells in their spell list (Listed below), and may spontaneously cast any spell known to them.
    Path of the Tainted: Upon entering this class, a corrupt magus gains +1 to their corruption and depravity scores. Every level thereafter, they gain 1 additional point of corruption and 1 additional point of depravity. Every time a corrupt magus casts an evil spell, they acquire an additional point of depravity and an additional point of corruption. When ever they cast a spell, they have the option of releasing this accumulated taint, increasing their effective caster level by 1 per 5 corruption and depravity released. Using this ability inflicts 1 point of constitution damage and 1 point of wisdom damage for every bonus caster level that spell is granted. This damage lasts for 1 hour. Even if their constitution and/or wisdom score would be reduced below 0, they may still cast the spell. Since the spell being cast will always be evil aligned, If slain by use of this ability, so long as they possess 1 point of corruption or depravity, they immediately rise as a tainted minion.
    Taint Suppression: You are likely to accumulate high corruption and depravity scores, but this taint is not immediately obvious to onlookers. our depravity manifests in the normal range of mental symptoms, but you can replace any physical symptom of corruption with the internal corruption symptom. If you enter a tainted area, your corruption immediately manifests externally again, and you regain the physical symptoms you exchange for internal corruption, if any. These physical symptoms disappear again 1d4 days after you leave a tainted area. Otherwise, it is impossible to tell from external appearance that you carry corruption.
    Advanced Learning (Ex): At 4th level, a corrupt magus can add a new spell to their spells known. This spell must be a cleric or wizard spell of the conjuration or evocation school, and no higher in level than the highest level spell the corrupt magus can cast. Once selected, the new spell is added to the corrupt magus's spells known, and can be cast just like any other spell they know. Any spell attained through this feature is granted the evil descriptor.
    A corrupt magus gains an additional new spell at 8th, 12th, 16th, and 20th level.

    Corrupt Magus Spells

    1st-level spells
    Aberrate, Black Bag, Cheat, Curse Water, Death Grimace, Deathwatch, Heartache, Protection from Good, Seething Eyebane, Summon Monster I (evil only), Summon Undead I
    2nd-level spells
    Boneblast, Dance of Ruin, Darkbolt, Death Knell, Desecrate, Devil's Tongue, Graz'zt's Long Grasp, Lahm's Finger Darts, Summon Monster II (evil only), Summon Undead II
    3rd-level spells
    Absorb Mind, Animate Dead, Boneblade, Circle of Nausea, Clutch of Orcus, Cruel Disappointment, Curse of the Putrid Husk, Dread Word, Drown, Eyes of the Zombie, Flesh Ripper, Glimpse of Truth, Incorporeal Enhancement, Love's Pain, Magic Circle against Good, Red Fester, Rotting Curse of Urfestra, Serpents of Theggeron, Shriveling, Summon Monster III (evil only), Summon Undead III, Touch of Juiblex, Vile Lance
    4th-level spells
    Absorb Strength, Abyssal Might, Claws of the Savage, Consumptive Field, Contagion, Damning Darkness, Distort Summons, Flesh Armor, Grim Revenge, Psychic Poison, Summon Monster IV (evil only), Summon Undead IV, Unholy Blight, Wither Limb
    5th-level spells
    Call Dretch Horde, Call Forth the Beast, Call Lemure Horde, Call Nightmare, Charnel Fire, Claws of the Bebilith, Dispel Good, Forbidden Speech, Heartclutch, Morality Undone, Nightmare, Night's Caress, Power Leech, Summon Monster V (evil only), Summon Undead V, Symbol of Pain, Unhallow
    6th-level spells
    Alert Bebilith, Cloud of the Achaierai, Consume Likeness, Create Undead, Eyebite, Ghoul Gauntlet, Master's Lament, Pox, Revive Undead, Summon Monster VI (evil only)
    7th-level spells
    Avasculate, Awaken Undead, Blasphemy, Chain of Sorrow, Death by Thorns, Energy Ebb, Eye of the Beholder, Field of Ghouls, Greater Consumptive Field, Imprison Soul, Rapture of Rupture, Summon Monster VII (evil only), Wretched Blight
    8th-level spells
    Avascular Mass, Befoul, Bodak Birth, Create Greater Undead, Evil Weather, Plague of Nightmares, Steal Life, Summon Monster VIII (evil only), Unholy Aura, Veil of Undeath
    9th-level spells
    Apocalypse from the Sky, Crushing Fist of Spite, Despoil, Elemental Swarm (Taint Elementals), Imprison Soul, Mindrape, Plague of Undead, Summon Monster IX (evil only), Vile Death


    My attempt here is to make a moderately powerful class, that can take advantage of the flaws in the taint system as presented in heroes of horror without being game breaking. Due to the massive numbers of spells per day you could gain with a tainted scholar, I decided to factor that in. I may have broken this, in more way than one, but I hope its more balanced than the tainted scholar. Anyways; Opinions, fixes, so on. I'd love to hear them
    Last edited by Xuldarinar; 2013-05-24 at 06:29 AM.
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