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    Ogre in the Playground
    Xuldarinar's Avatar

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    Feb 2013

    Default [D&D 3.5 Class] Corrupt Avenger Base Class


    "I don't care what it does to me, I only care what I can do to them" -Shovan the Marked, a corrupt avenger

    Born to the sword, a corrupt avenger has experienced first-hand the devastation that violence can cause. He survived, but someone close to him was not so lucky. As a result, he has sworn vengeance against whoever or whatever cause his loss, whether it's a specific individual or every representative of a specific kind of monster. He accepts any cost to his vengeance, even to the forfeit of his very soul. What does not kill him makes him stronger.

    Corrupt avengers have the following game statistics.
    Abilities: Corruption and charisma are vital for most of corrupt avenger class features, while constitution provides both health and increases the corruption a corrupt avenger can have. Strength and dexterity can also be be beneficial, increasing how hard they can hit and how hard they are to hit.
    Alignment: Any Non-Evil. A corrupt avenger who becomes evil can no-longer progress in the corrupt avenger class, but does not lose any of their class features.
    Taint: Moderate Corruption. If you enter this class at 1st level, your corruption is immediately brought to the minimum value for moderate corruption. Otherwise, you must acquire moderate corruption before entering this class.
    Hit Die: d12

    The corrupt avenger's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Str), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
    Skill Points at 1st Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Table: The Corrupt Avenger
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
    1st|+1|+2|+0|+0|Detect sworn foe, Sworn foe +2, taint suppression|-|-|-|-
    2nd|+2|+3|+0|+0|Lay on Hands, Tainted strike 1/day|-|-|-|-
    3rd|+3|+3|+1|+1|Grim Resolve|-|-|-|-
    4th|+4|+4|+1|+1|Armored Casting, Frightful Fury|0|-|-|-
    5th|+5|+4|+1|+1|Sworn foe +4|0|-|-|-
    6th|+6|+5|+2|+2|Tainted strike 2/day|1|-|-|-
    9th|+9|+6|+3|+3|Death Knell|1|0|-|-
    10th|+10|+7|+3|+3|Sworn foe +6|1|1|-|-
    11th|+11|+7|+3|+3|Tainted strike 3/day|1|1|0|-
    14th|+14|+9|+4|+4|Unnerving fury|2|1|1|0
    15th|+15|+9|+5|+5|Sworn foe +8|2|1|1|1
    16th|+16|+10|+5|+5|Tainted strike 4/day|2|2|1|1
    20th|+20|+12|+6|+6|Sworn foe +10|3|3|3|3 [/table]

    All of the following are class features of the corrupt avenger.
    Weapon and Armor Proficiencies: Corrupt avengers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields)
    Detect sworn foe (Sp): You have the spell-like ability to detect the presence of your sworn foe. This ability is similar to the detect evil spell in range, area, and duration. In the first round of concentration, you can ascertain the presence of a sworn foe within the area. In the second round, you can determine the number of foes in the area and the power of the strongest one. In the third round, you can determine the strength and location of each foe.
    Sworn foe (Ex): At 1st level, you must choose a specific kind of monster or an organization as your sworn foe. This cannot be a broad category such as aberrations but must be a single creature type, like bugbears. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks relating to your sworn foe. This bonus increases to +4 at 5th level, to +6 at 10th level, to +8 at 15th level, and to +10 at 20th level. Unlike the ranger's attack against a favored enemy, you do not gain a bonus on damage rolls against your sworn foe.
    Instead, whenever you face your sworn foe in combat, you enter a rage like fury. You gain a +2 bonus to your Strength and Constitution scores. This fury lasts for a number of rounds equal to your corruption score, or until none of your sworn foes remain within sight. At the conclusion of your fury, you must make a Fortitude save with a DC equal to 15 + 1 per round that you were in your frenzy. If you fail this save, your corruption score increases by 1.
    Taint Suppression: While you are likely to accumulate high corruption and depravity scores over the course of your career, this taint is not immediately obvious to onlookers. Your 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, and you regain the physical symptoms you exchanged for internal corruption. THese physical symptoms disappear 1d4 days after you leave a tainted area. It is otherwise impossible to tell, based on your external appearance, that you carry corruption.
    Lay on Hands (Su): Beginning at 2nd level, a corrupt avenger with a charisma score of 12 or higher can heal wounds by touch. Each day he can heal a total number of hit points of damage equal to one half their corruption score + your corrupt avenger levels. Alternatively, a corrupt avenger can use any or all of this healing power to deal damage to their sworn foe. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Unlike a paladin, they may only use this ability once per day.
    Tainted Strike (Ex): Beginning at 2nd level, you can infuse a melee attack with the power of your taint, adding 1/2 your class level to the damage you deal with the attack. If you strike a creature immune to the effects of taint, the tainted strike has no effect.
    You can use this ability once per day at 2nd level, twice per day at 6th level, three times per day at 11th level, and four times per day at 16th level
    Grim Resolve: Starting at 3rd level, you gain a bonus equal to your Charisma bonus ( if any) on all saving throws. This benefit does not stack with other effects that allow you to add your Charisma bonus to saves (Such as divine grace).
    Spellcasting: Beginning at 4th level, a corrupt avenger acquires the ability to cast a small number of arcane spells. To cast a corrupt avenger spell, you must have a corruption score equal to or greater than the spell level. Bonus spells are based on a number equal to 10 + your corruption score, and saving throws against these spells have a DC of 10 + spell level + your Charisma modifier. When you get 0 spells per day of a given level, you gain only any bonus spells you would be entitled to based on your corruption score. You prepare and cast spells just as a wizard does; your spell list appears below. You can also prepare and cast corrupt spells.
    You record your corrupt avenger spells in a spell book, just as a wizard does. At 4th level, a corrupt avenger acquires their spellbook with a single 1st level corrupt avenger spell contained within it. At each new corrupt avenger level, you gain 1 additional spell of your choice of any spell level or levels you can cast. You can also add spells found in other spellbooks to your own, as long as those spells appear on your class spell list or are of at least 1 spell level lower than your highest available corrupt avenger spell (an 8th level corrupt avenger can add any 1st level arcane spell to their spell book from any other spell book, but not any 2nd level arcane spell.)
    Armored Casting: Because the somatic components required for corrupt avenger spells are simple, you can cast corrupt avenger spells while wearing light armor without incurring the normal arcane spell failure chacne. However, wearing medium or heavy armor, or using a shield, imposes the normal chance of spell failure if the spell in question has a somatic component. Wearing even light armor still imposes the normal arcane spell failure chance for arcane spells derived from other classes.
    Frightful Fury (Ex): Beginning at 4th level, when you face your sworn foe and enter your fury, all opponents within 30 feet of you must succeed on a Will save (DC 10 + your corrupt avenger level + your Cha modifier) or become shaken, taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks.
    DeathKnell (Sp): Starting at 9th level, whenever a corrupt avenger uses a coup de grace to kill a living creature, they gain the benefit of the death knell spell.
    Unnerving Fury (Ex): When you reach 14th level, your fury becomes even more fearsome. Opponents within 30 feet who fail a Will save (DC 10 + your corrupt avenger level + your Cha modifier)become unnerved, taking a -4 penalty on attack rolls, saving throws, skill checks, and ability checks.

    The corrupt avenger's spell list appears below.
    1st Level: Cause fear, detect magic, detect poison, detect taint, detect undead, doom, endure elements, magic weapon, read magic, resistance
    2nd Level: Bear's endurance, bull's strength, darkness, death knell, false life, resist energy, scare, shatter, summon swarm, undetectable alignment, vampiric touch
    3rd Level: Bestow curse, deeper darkness, discern lies, dispel magic, fear, greater magic weapon, haste, protection from energy, remove curse, slow, speak with dead
    4th Level: Cloak of hate, crushing despair, death ward, enervation, Evard's black tentacles, freedom of movement, phantasmal killer, pronouncement of fate


    Without a taint system in place, you may make the following changes:

    • Remove taint suppression
    • The rage from sworn foe's penalty is changed to the standard penalty from the barbarian's rage
    • Replace corruption with constitution or charisma.
    • You may instead require undead type and/or evil subtype entry and play off of Effective Taint Score (Usually 1/2 Charisma + 1 or 2). In this case, you need not make any other changes.
    Last edited by Xuldarinar; 2013-08-23 at 05:39 PM.
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  2. - Top - End - #2
    Ogre in the Playground
    inuyasha's Avatar

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    Default Re: [D&D 3.5 Class] Corrupt Avenger Base Class

    so this is a...good...antipaladin? I like it :D
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  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: [D&D 3.5 Class] Corrupt Avenger Base Class

    Quote Originally Posted by inuyasha View Post
    so this is a...good...antipaladin? I like it :D
    Im glad you like it. It took a little more work than anticipated to convert the prestige class from HoH. Overall, while I feel the power goes up in this one, it isn't by too much. A solid constitution score is vital to the class, because it decides how often they can use spells but also how long your character will live. Not many classes have a mechanic that will kill your character after a while if you aren't careful/lucky.

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