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    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Feb 2013
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    Default [D&D 3.5 Adaptations] The Elements of Shadow and Taint [PEACH]

    Fire, Water, Earth, Air. These are the main four elements, but why stop there? Shadow elementals and Taint elementals exist in D&D, so I figure why not create content to take these into account. This will expand as things are found to adapt. You are welcome to make suggestions, and all feed back is certainly welcome.

    Core Classes

    Sha'ir
    Sages of a mysterious land, barterers for their magic, the Sha'ir are spellcasters who deal with the elements in more ways than one. While most peruse the four primary elements, some choose to work with the unconventional. Sha'ir who barter for shadow magics are a rarity, but still fairly well accepted, though tentatively by most organizations known for their use of mysteries. Sha'ir who barter for vile magics, working with taint itself, tend to find themselves outcast unlike their standard counterparts.
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    Spells

    For Shadow:
    Allow mysteries to be retrieved, as Arcane Spell Unknown.

    For Taint:
    Allow Corrupt spells to be retrieved, as divine Spells for the purposes of time.

    Bonus Languages:

    For Taint: Abyssal may be substituted for any of the bonus languages available to a race

    Summon Gen Familiar:

    For Shadow:
    Shadow Gen
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    Tiny Outsider (Extraplanar)
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +2
    Speed: 20 ft., fly 70 ft. (perfect)
    Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
    Base Attack/Grapple: +1/-9
    Attack: Slam +5 melee (1d2-2)
    Full Attack: 2 Slams +5 melee (1d2-2)
    Space/Reach: 2-1/2ft./0 ft.
    Special Attacks: Shadow mastery
    Special Qualities: Blindsight 60ft, elemental endurence, fetch spells, elemental travel
    Saves: Fort +3, Ref +4, Will +4
    Abilities: Str 7, Dex 14, Con 12, Int 13, Wis 15, Cha 10
    Skills: Concentration +5, Escape Artist +6, Hide +12, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +4, Search +5, Spellcraft +5, Spot +4, Survival +6
    Feats: Combat Casting, Weapon Finesse
    Environment: Plane of Shadow
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Often neutral evil
    Advancement: 2-3 HD (tiny); 4-6 HD (Small)
    Level Adjustment: -


    For Taint:
    Taint Gen
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    Tiny Outsider (Extraplanar, Evil)
    Hit Dice: 1d8+1 (6 hp)
    Initiative: +1
    Speed: 20 ft., Fly 60ft (perfect)
    Armor Class: 14 (+2 size, +1 Dex, +1 natural) touch 13, flat-footed 13
    Base Attack/Grapple: +1/-9
    Attack: Slam +4 melee (1d2-2)
    Full Attack: 2 slams +4 melee (1d2-2)
    Space/Reach: 2-1/2 ft./0 ft.
    Special Attacks: -
    Special Qualities: darkvision 60 ft., elemental endurance, excessive taint, fetch spells, elemental travel
    Saves: Fort +4, Ref +3, Will +4
    Abilities: Str 7, Dex 12, Con 14, Int 13, Wis 15, Cha 10
    Skills: Concentration +6, Escape Artist +5, Hide +11, Knowledge (arcana) +5, Knowledge (the planes) +5, Listen +4, Move Silently +3, Search +5, Spellcraft +5, SPot +4, and Survival +6
    Feats: Combat Casting, Weapon Finesse
    Environment: Any tainted region
    Organization: Solitary
    Challenge Rating: 1/2
    Treasure: Standard
    Alignment: Often chaotic, usually evil
    Advancement: 2-3 HD (tiny); 4-6 HD (Small)
    Level Adjustment: -


    Elemental Protection
    For Shadow: Treat immunity to cold and the cold subtype as traits of your gen familiar for the purposes of this ability.
    For Taint: acquired DR may be used evil the same way it can be used against air, earth, fire, and water. Acquire resistance to vile 2, increasing to 4 later as normal.


    Shugenja
    Spellcasters attuned to the primal energies around them, some shugenja choose to take up elements outside the main four. Void and shadow, to some orders, may be separate and distinct disciplines. Taint, on the other hand, is rejected by most orders. Most who follow down the path of a taint shugenja will find their journey a lonely, yet rewarding one.
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    Element Focus:

    For Shadow: Simply allow the selection of darkness and shadow subtype spells as spells known.

    For Taint: Allow the selection of evil subtype spells as spells known. Also, depravity may be used in place of charisma for spells. Depravity is counted as 10 points higher for the purposes of Spell DCs, and bonus spells. The bonus however may exceed your maximum for moderate taint. Upon creation, both your corruption and depravity start out at 1.

    Sense Elements: Simply allow for detection of shadow and taint.

    Wu Jen
    Wu jen, like most casters, may in time come to experiment with different kinds of magic. Those who take up shadow, simply find their array of spells changed. While contradictory, some choose to purify their mind and bodies by wielding the element of taint. The very essence of evil staining what they seek to make pure, in exchange for leading them to a deeper understanding of things.
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    Elemental Mastery

    For Shadow:
    0: No Light
    1st: Unseen Servant
    2nd: Darkness
    3rd: Deeper Darkness, Shadow Binding
    4th: Shadow Conjuration
    5th: Evard's Black Tentacles, Shadow Evocation
    6th: Shadow Walk
    7th: Greater Shadow Conjuration
    8th: Greater Shadow Evocation
    9th: Shades

    Also, charisma may be used in place of intellect for the purposes of spell DCs and bonus spells.

    For Taint:
    0: Slash Tongue
    1st: Aberate, Detect Taint
    2nd: Dark Bolt, Desecrate
    3rd: Magic Circle against Good
    4th: Unholy Blight
    5th: Dispel Good
    6th: Fiendform
    7th: Blasphemy
    8th: Blackfire, Flensing, Unholy Aura
    9th: Elemental Swarm (Taint elementals only)

    Also, depravity may be used in place of intellect for spells. Depravity is counted as 10 points higher for the purposes of Spell DCs, and bonus spells. The bonus however may exceed your maximum for moderate taint. Upon creation, both your corruption and depravity start out at 1.

    Bonus Feat:
    For Shadow: Allow the use and selection of metashadow feats with wu jin spells.
    For Taint: Allow the selection of Taint feats.


    Prestige Classes

    Elemental Savant
    Elemental savants study the basic building blocks of existence and over time become an elemental. Shadow is more abundant than any other element, and even taint has its role to play. Time for the adaptation. (Includes Energy Substitution Feat Adaptation)
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    Requirements
    Feat: Energy Substitution.

    For Shadow: Energy Substitution (Shadow) [half damage as cold, half without element. Requires the Umbral Spell Metamagic feat as a prerequisite. Spells cast also receive the shadow subtype.]

    For Taint: Debilitating Spell instead of Energy Substitution.

    Spells: Able to cast at least three spells that have one of the following descriptors in common: acid, cold, electricity, or fire. One of the spells must be at least 3rd level

    For Shadow: Able to cast at least three spells that have one of the following descriptors: Darkness, or Shadow. One of the spells must be at least 3rd level. In place of spells you may use any 3 mysteries to qualify, but one must be at least 3rd level.

    For Taint: Able to cast at least three spells that have the Evil descriptor. One of the spells must be at least 3rd level.
    or
    Able to cast at least three Corrupt spells. One of the spells must be at least 3rd level.

    Special: Must have made peaceful contact with an elemental or outsider that has an elemental subtype.

    For Shadow: Must have made peaceful contact with an elemental or outsider native to the plane of shadow.
    or
    Must have made peaceful contact with a shadow elemental.

    For Taint: Must have made peaceful contact with a taint elemental.

    Class Features

    Elemental Specialty:

    For Shadow: All spells are cast as if under the effects of Energy Substitution (shadow).

    For Taint: All spells are cast as if they have the evil descriptor, in addition damage dealt has no type.


    Resistance to Energy and Energy Immunity

    For Shadow: Resistance to Cold, Immunity to Cold

    For Taint: You cannot exceed your maximum for Severe taint (Dying from it or going insane). You gain the ability to use corruption or depravity as your caster stat, which ever is higher. For the purpose of spells, add 10 to the score (9 corruption or depravity would be equivalent to 19 Wisdom to a cleric). You however can only use up to your maximum for mild taint. When you would go up to resistance 10, increase the maximum to your maximum for moderate taint. Instead of acquiring immunity later on, you may then use up to your maximum for severe taint.


    Energy Focus:

    For Shadow: Spells of the Shadow or Darkness descriptor, or mysteries.

    For Taint: Spells with the Evil descriptor.

    Darkvision:

    For Shadow: Blindsight 60 ft

    For Taint: Darkvision 60 ft (as normal)

    Elemental Perfection:

    For Shadow: Gain; Shadow Mastery, Dusk and Dawn 3/day (CL = 1/2 HD), and the Incorporeal Subtype.

    For Taint: Gain; Touch of Taint (1 corruption, DC 20 + Con mod), Dimension Door 3/day, and Excessive Taint (Only as a minimum to both scores, not a maximum).


    Monsters

    Gen
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    See the "Gen Familiar" class feature under the Sha'ir Class.


    Mephit

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    Shadow Mephit
    Small Outsider (Extraplanar)
    Hit Dice: 3d8 (13 hp)
    Initiative: +7
    Speed: 30 ft, fly 50 ft. (Perfect)
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3)
    Full AttacK: 2 claws +4 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Breath weapon, Mysteries,summon mephit
    Special Qualities: Damage reduction 5/magic, darkvision 60 ft., Fast healing 2
    Saves: Fort +3, Ref +6, Will +3
    Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2(+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3(+5 with bindings)
    Feats: Dodge, Improved initiative
    Enviornment: Plane of Shadow
    Organiation: Solitary (1), gang (2-4 mephits of mixed types), or mod (5-12 mephitis of mixed types)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Usually neutral evil
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3 (cohort)

    Breath Weapon (Su): 10-foot cone of darkness, damage 1d4 damage + 1d4 cold damage. Reflex DC 12 half. The save is Constitution-based and includes a +1 racial bonus.
    Mysteries (Su): A shadow mephit has the ability to use the following mysteries. Dusk and dawn 1/hour (CL 3rd), Shadow Skin 1/day (CL 6th)
    Fast Healing (Ex): A shadow mephit heals only if in an area of shadowy illumination or darkness.

    Taint Mephit
    Small Outsider (Evil, Extraplanar)
    Hit Dice: 3d8 (13 hp)
    Initiative: +7
    Speed: 30 ft, fly 50 ft. (average)
    Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +3/-1
    Attack: Claw +4 melee (1d3)
    Full AttacK: 2 claws +4 melee (1d3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-likke abilities,summon mephit
    Special Qualities: Damage reduction 5/magic, darkvision 60 ft., Fast healing 2, taint touched
    Saves: Fort +3, Ref +5, Will +3
    Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
    Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2(+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2(+4 with bindings)
    Feats: Dodge, Improved initiative
    Enviornment: Any tainted environment
    Organiation: Solitary (1), gang (2-4 mephits of mixed types), or mod (5-12 mephitis of mixed types)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Often chaotic, Usually evil
    Advancement: 4-6 HD (Small); 7-9 HD (Medium)
    Level Adjustment: +3 (cohort)

    Spell-like abilities: Once per hour, a taint mephit can use Wither Limb (CL 3rd). Once per day, a taint mephit can use Cruel Disappointment (CL 6th)

    Taint touched: A taint mephit begins with a corruption and depravity score equal to half their charisma score +2, They cannot suffer from the negative effects of taint.


    Monolith

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    See Summon Elemental Monolith under Spells.


    Monster Classes

    Khayal
    [WiP revision]
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    Racial Traits
    Starting Ability Score Adjustments: +2 Dex, +2 Con, +2 Cha
    Speed:30 ft.

    Class Skills
    Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis)

    Class Features
    Weapon and Armor Proficiency: Khayal are proficient with all simple and martial weapons, with light and medium armor, and with shields.

    {table=head]Level|Hit Dice|Base Attack Bonus|Fort Save|Ref Save|Will Save|Skill Points|Special
    1st|1d8|+1|+2|+2|+2|(8 + Int mod) x 4|Feat, subtype (extraplanar), shadow bound, telepathy 100 ft.,
    2nd|1d8|+1|+2|+2|+2|-|+2 Con, +2 Int, improved finesse
    3rd|2d8|+2|+3|+3|+3|8 + Int mod|+2 Dex, Fly 10 ft. (Perfect)
    4th|3d8|+3|+3|+3|+3|8 + Int mod|+2 Str, Feat, +1d6 Sneak Attack
    5th|3d8|+3|+3|+3|+3|-|+2 Con, +2 Wis
    6th|4d8|+4|+4|+4|+4|8 + Int mod|+2 Dex, Fly 20 ft. (Perfect)
    7th|5d8|+5|+4|+4|+4|8 + Int mod|+2 Str
    8th|5d8|+5|+4|+4|+4|-|+2 Con, +2d6 Sneak Attack
    9th|6d8|+6/+1|+5|+5|+5|8 + Int mod|+2 Dex, Feat, Fly 30 ft. (Perfect)
    10th|7d8|+7/+2|+5|+5|+5|8 + Int mod|
    11th|7d8|+7/+2|+5|+5|+5|-|+2 Con, +2 Int
    12th|8d8|+8/+3|+6|+6|+6|8 + Int mod|+2 Dex, Fly 40 ft. (Perfect), +3d6 Sneak Attack [/table]



    Races

    Races of Shadow
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    All members of umbral races have the following traits
    • +1 racial bonus on attack rolls if they and their target are in an area of darkness or shadowy illumination .
    • -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the light subtype or used by creatures while in an area of bright illumination.
    • Innate Fundimental (Su): Member of umbral races can use a single fundamental of their choice 1/day. This fundamental is chosen at 1st level, and cannot be changed. This fundamental is treated as if cast by a 5th-level shadowcaster.
    • +2 Dexterity, -2 Strength; This is in addition to any ability score adjustments the race already possesses.



    Races of Taint
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    All members of tainted races have the following traits
    • +1 racial bonus on attack rolls against targets of the good subtype
    • -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the good subtype or used by creatures of the good subtype.
    • Innate Taint (Ex): Any member of a race of taint always has a both a corruption and depravity score of at least half of their charisma score. They take no ill effects from taint.
    • +2 Charisma, -2 Dexterity; This is in addition to any ability score adjustments the race already possesses.


    Genasi
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    Shadow Genasi
    • +2 Dexterity, +2 Intellect, -2 Constitution, -2 Charisma
    • Medium-Size
    • Outsider (native)
    • Speed: 30 ft
    • Darkvision 60ft
    • Dusk and Dawn (Sp): Shadow Genasi can use the dusk and dawn mystery once per day as cast by a 5th-level shadowcaster.
    • Clerical Focus: A shadow genasi cleric must choose shadow or darkness as one of their domains.
    • +1 racial bonus on a saving throws against all shadow spells
    • Innate Fundimental (Su): Shadow Genasi can use a single fundamental of their choice 1/day. This fundamental is chosen at 1st level, and cannot be changed. This fundamental is treated as if cast by a 5th-level shadowcaster.
    • Favored Class: Shadowcaster


    Taint Genasi
    • +2 Constitution, +2 Wisdom, -2 Strength, -2 Charisma
    • Medium-Size
    • Outsider (native)
    • Speed: 30 ft
    • Darkvision 60ft
    • Bestow Wound(Sp): Taint genasi can use the bestow wound spell once per day as cast by a 5th-level sorcerer.
    • Clerical Focus: A taint genasi cleric must choose evil as one of their domains.
    • +1 racial bonus on a saving throws against all evil spells
    • Taint Touched: A taint genasi begins with a corruption and depravity score equal to half their charisma score +1, They cannot suffer from the negative effects of taint.
    • Favored Class: Archivist


    Mephling
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    Shadow Mephling
    • -2 Intellect, +2 Charisma, +2 Dexterity
    • Humanoid (Extraplanar)
    • Small
    • Speed: 30 ft. Fly 10 (perfect)
    • Breathweapon: 1d4 damage + 1d4 cold damage. (15 ft. cone) Reflex save (10 + 1/2 mephling's HD + mephling's con modifier) for half damage. 1/day + 1 per 4 additional levels. 1d4 rounds in between uses
    • +1 caster level with shadow spells
    • Favored Class: Shadowcaster
    • Level Adjustment: +1


    Taint Mephling
    • -2 Intellect, +2 Charisma, +2 Constitution
    • Humanoid (Extraplanar)
    • Small
    • Speed: 30 ft.
    • Taint Touched: A taint mephling begins with a corruption and depravity score equal to half their charisma score +2, They cannot suffer from the negative effects of taint.
    • +1 caster level with evil spells
    • Favored Class: Sorcerer
    • Level Adjustment: +1



    Genie, Khayal
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    Khayal as Characters
    Khayal characters posses the following racial traits
    • +4 Strength, +8 Dexterity, +10 Constitution, +4 Intellect, +2 Wisdom, +4 Charisma
    • Medium Size
    • Speed 30 feet. Fly 40 (perfect)
    • Darkvision out to 60 feet.
    • Racial Hit Dice: A khayal begins with eight levels of outsider, which provide 8d8 Hit Dice, a base attack bonus of +8 and base saving throw bonuses of Fort +6, Ref +6, and Will +6.
    • Racial Skills: A khayal's outsider levels give it skill points equal to 11 x (8 + Int modifier). Its class skills are Bluff, Concentration, Craft (any), Diplomacy, Escape Artist, Intimidate, Knowledge (the planes), Listen, Move Silently, Ride, Sense Motive, and Spot.
    • Racial Feats: a khayal's outsider levels give it three feats. A khayal receives improved initiative and weapon finesse as a bonus feats
    • Special Attacks: Sneak attack +3d6, spell-like abilities
    • Special Qualities: Elemental endurance, improved finesse, immunity to cold, pass into shadow, resistance to acid 5, electricity 5, fire 5, sonic 5, telepathy 100ft.
    • Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran
    • Favored Class: Rogue
    • Level adjustment: +4



    Genie, Lesser Khayal
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    • Type: Medium Outsider (Extraplanar)
    • Starting Ability Score Adjustments: +2 Dex, +2 Con, +2 Cha
    • Speed: Khayal land speed is 30ft, they may fly 20 feet (good)
    • Darkvision: Khayal can see in the dark for 60ft
    • Natural Armor: +2
    • Elemental endurance: A khayal can survive on the Elemental Plane of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to the khayal, until it dies or returns to the Material Plane.
    • Shadow Bound: Khayal cannot survive for long away from the Plane of Shadow. If a khayal ever spends more than 24 Consecutive hours away from the Plane of Shadow, it takes 2 points of Constitution drain. For each additional hour beyond 24 hours that a khayal remains away from the Plane of Shadow, it takes another 2 points of Constitution drain.
    • Special Qualities: Resistance to Cold 5
    • Spell-Like Abilities: At will—Black Candle; 1/day—Pass Into Shadow (Self Only)
    • Automatic Languages: Auran, Aquan, Ignan, or Terran, plus Abyssal, Celestial, or Infernal.
    • Level Adjustment: +2

    Special Thanks to: Guigarci


    Bloodlines

    Shadow Elemental
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    The bloodline of a shadow elemental, rare as it is, is most common among the decedents of mystery-users. Such beings tend to have duller colors than others of their race. Grey and black skin tones, and hair highlights are common traits but are not universal.

    {table=head] Character Level|Minor|Intermediate
    2nd|-|+2 on Hide checks
    4th|+2 on Hide checks|Improved Initiative
    6th|-|Dexterity +1
    8th|Improved Initiative|Dusk and Dawn 1/day (Sp)
    10th|-|Shadow elemental affinity +2(1)
    12th|Dexterity +1|Combat Reflexes
    14th|-|+2 on Move Silently checks
    16th|Dusk and Dawn 1/day (Sp)|Shadow Mastery (Ex)(2)
    18th|-|Constitution +1
    20th|Shadow elemental affinity +2(1)|Alertness [/table]
    (1) You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Preform checks made to interact with shadow elementals
    (2) As the shadow elemental special ability


    Taint Elemental
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    The bloodline of a taint elemental is found almost universally among the decedents of those who have tapped into taint, or the decedents of unholy scions born from taint. Such beings tend to have skin that looks like it is rotting, and perpetually bloodshot eyes.

    {table=head] Character Level|Minor|Intermediate
    2nd|-|+2 on Intimidate checks
    4th|+2 on Intimidate checks|Surge of Malevolence
    6th|-|Strength +1
    8th|Surge of Malevolence|Excessive Taint (Ex)(1)
    10th|-|Taint elemental affinity +2(2)
    12th|Strength +1|Debilitating Strike
    14th|-|+2 on Move Silently checks
    16th|Excessive Taint (Ex)(1)|Touch of Taint (Ex)
    18th|-|Constitution +1
    20th|Taint elemental affinity +2(1)|Alertness [/table]
    (1) As the taint elemental special ability
    (2) You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Preform checks made to interact with shadow elementals


    Genie, Khayal
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    Characters with the bloodline of a khayal typically are compulsive liars and very haughty. Their skin tends towards grey, and both their eyes and hair black. Some, aware of their ancestry, feel an obligation to any they feel beneath themselves who see past their lies.

    {table=head] Character Level|Minor|Intermediate|Major
    1st|-|-|+2 on Bluff checks
    2nd|-|+2 on Bluff checks|Improved Initiative
    3rd|-|-|Constitution +1
    4th|+2 on Bluff checks|Improved Initiative|Resistance to cold 5 (Ex)
    5th|-|-|Khayal Affinity +2(1)
    6th|-|Constitution +1|+1 to natural armor
    7th|-|-|+2 on Knowledge (the planes) checks
    8th|Improved Initiative|Resistance to cold 5 (Ex)|Dodge
    9th|-|-|Dexterity +1
    10th|-|Khayal Affinity +2(1)|Sight Eclipsed 1/day (Sp)
    11th|-|-|Khayal Affinity +4(1)
    12th|Constitution +1|+1 to natural armor|Resistance to cold 10 (Ex)
    13th|-|-|+2 on Concentration checks
    14th|-|+2 on Knowledge (the planes) checks|Bolster 1/day (Sp)
    15th|-|-|Charisma +1
    16th|Resistance to cold 5 (Ex)|Dodge|Pass into shadow 1/week
    17th|-|-|Khayal Affinity +6(1)
    18th|-|Dexterity +1|+1 to natural armor
    19th|-|-|+2 on Move Silently checks
    20th|Khayal Affinity +2(1)|Sight Eclipsed 1/day (Sp)|Immunity to cold (Ex)[/table]
    (1) You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Preform checks made to interact with khayal.

    Spell Changes
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    Elemental Burst

    For Shadow: The target area's light level and temperature drop suddenly and briefly. The resulting bitter darkness deals 1d4 damage + 1d4 cold damage. Any magical light sources and spells of the light descriptor of a lower caster level in the area are dispelled.
    Target: Any area of shadowy illumination.

    For Taint: The very essence of evil is ripped from the target and rips through everything in its path, dealing 1d8 points of damage to all creatures within the burst. If the target has mild taint, increase the corruption or depravity of all creatures hit by the burst by 1. If the target has moderate, the increase is by 2 points. If the target has severe, the increase is by 3 points. The same amount of corruption or depravity, however, is removed from the target (1, 2, or 3 points). The target is not eligible for the gain of taint from this ability.
    Target: Any object or creature with at least 1 point of corruption or depravity. This includes undead, and creatures and magical items of the evil descriptor.

    Elemental Swarm

    For Shadow: Conjuration [Summoning] (Shadow). Summons shadow elementals of the appropriate sizes.

    For Taint: Conjuration [Summoning] (Evil). Summons taint elementals of the appropriate sizes.

    Elemental Ward

    For Shadow: Material; A small quantity of light, or light generating-object (Such as an object under the effects of the light spell)

    For Taint: Material; A small quantity of any holy material, such as silver or holy water.

    Summon Elemental Monolith

    For Shadow:
    Shadow Monolith
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    Gargantuan Elemental (Extraplanar, Incorporal)
    Hit Dice: 36d8+216 (378 hp)
    Initiative: +15
    Speed: Fly 100 ft. (perfect)
    Armor Class: 31 (-4 size, +11 Dex, +14 natural), touch 17, flat-footed 20
    Base Attack/Grapple: +27/+50
    Attack: Incorporeal touch +34 melee (2d6 plus 8d6 cold)
    Full Attack: 2 ncorporeal touches +34 melee (2d6 plus 8d6 cold)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Shadow mastery, dusk and dawn
    Special Qualities: Blindsight 60 ft, damage reduction 15/-, elemental traits, incorporeal traits
    Saves: Fort +18, Ref +31, Will +16
    Abilities: Str-, Dex 33, Con 22, Int 12, Wis, 15, Cha 17
    Skills: Balance +13, Diplomacy +5, Intimidate +16, Jump +41, Listen +43, Sense Motive +15, Spot +43, Tumble +24
    Feats: Alertness, Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Flyby Attack, Ghostly Grasp, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Spring Attack, Weapon Focus (incorporeal touch), Whirlwind Attack
    Enviornment: Plane of Shadow
    Organization: Solitary
    Challenge Rating: 17
    Treasure: None
    Alignment: Usually neutral evil
    Advancement: 37-54 HD (Gargantuan)


    For Taint:
    Taint Monolith
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    Gargantuan Elemental (Evil, Extraplanar)
    Hit Dice: 36d8+255 (417 hp)
    Initiative: +6
    Speed: 60 ft.
    Armor Class: 27 (-4 size, +6 Dex, +15 natural), touch 12, flat-footed 21
    Base Attack/Grapple: +27/+53
    Attack: Slam +38 melee (6d8 +14 plus taint/19-20)
    Full Attack: 2 Slams +38 melee (6d8 +14 plus taint/19-20)
    Space/Reach: 20 ft./20 ft.
    Special Attacks: Touch of taint
    Special Qualities: Damage reduction 15/-, darkvision 60 ft., dimension door, elemental traits, excessive taint
    Saves: Fort +27, Ref +20, Will +16
    Abilities: Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 17
    Skills: Diplomacy +5, Hide +34, Intimidate +16, Jump +27, Listen +43, Move Silently +33, Sense Motive +15, Spot +43, Survival +33
    Feats: Alertness, Cleave, Debilitating Strike, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Natural Attack, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Surge of Malevolence, Weapon Focus (Slam)
    Enviornment: Any tainted region
    Organization: Solitary
    Challenge Rating: 17
    Treasure: None
    Alignment: Usually chaotic, always evil



    Weapon and Armor Enchantments
    Spoiler
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    Taint

    Taint Channeling: A taint channeling weapon is bestowed with an very rare ability. Upon striking a target, the wielder may transfer 1 point of corruption or depravity to or from their target. This, like damage, is multiplied on a critical. Bows, crossbows, and slings so crafted bestow the power of taint upon their ammunition.
    Moderate transmutation; CL (7th); Craft Magical Arms and Armor, Bestow Wound, Detect Taint, creator must possess at least mild taint. Price +1 Bonus.

    __________________
    Im taking some of my older home-brews and giving them a fresh thread and coat of paint so people can take a new look, and to avoid personal thread necromancy. Enjoy.
    Last edited by Xuldarinar; 2014-03-08 at 05:32 PM.

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    Default Re: [D&D 3.5 Adaptations] The Elements of Shadow and Taint [PEACH]

    Elemental Plane of Taint

    The elemental plane of taint appears as a decaying landscape. The smell of rotting flesh almost always present. If one were to walk through the plane, they would notice the environment would change rapidly. Dense rotting forests can abruptly end, meeting a desert. Very little of the environment, however, is innate to the plane. Instead, any tainted environment has it's reflection in the plane of taint. For instance, if a region of the plane of fire is tainted, there too will be a region in the plane of taint of flame. Where the environment isn't a reflection, the environment tends to be simply a barren wasteland. Tainted environments tend to spread as normal though, forests and planes reaching further than their edges in the material plane. Any creature that can be found in a tainted environment can also be found in this plane.
    The elemental plane of taint has the following traits.
    - Perpetual Taint. The entire plane is treated as a tainted environment. In addition, any source of taint provides twice the amount of taint.
    - Enhanced magic. Spells and spell-like abilities with the evil descriptor are both maximized and enlarged (as if the maximize spell and enlarge Spell had been used on them, but the spells don't require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
    - Impeded magic. Spells and spell-like abilities of the good descriptor are impeded.
    - Mildly chaos-aligned and mildly evil-aligned



    SOL'ANA CEA

    Lesser Deity
    Symbol: A green flame within a black circle
    Home Plane: Elemental Plane of Taint
    Alignment(s): Neutral Evil*
    Portfolio: Taint, Tainted Creatures
    Worshipers: Taint-Users, Tainted Creatures, Paladins
    Cleric Alignments: Any
    Domains: Corruption, Death, Madness, Pain, Spite
    Favored Weapon: Spiked Chain


    Sol'ana Cea (sōl-un-uh s-ā-a), goddess of taint, was said once to be a moral woman. Its long been up to debate if she created taint after her ascent, or if she became a deity by use of taint. The truth, however, is a lot more complicated than one could care to admit.
    She always sought the best in those around her, always wanted to protect others. In time, however, she lost everything dear to her. Her hatred and sorrow became her strength. Evil, already as much a fundamental component of the universe as good, found a place to take root. As she drew upon it's power, she grew stronger but her body changed. Madness and decay became evident. By force of will alone she pressed on. At the time of her ascent, she used what power she had to place a curse on the planes. All who would tap into this power would suffer as she did, and it would claim them. Madness worthy of the far-realm, and decay known only to the grave. All who embraced evil would be forever marked, so that good may better find it and strike it down. As a side effect, even as she ascended, her own life was taken by her curse. Her flesh rotted and her eyes became eerie green flames.

    Dogma
    Followers of Sol'ana have no predominant dogma. Those who follow her to strike down taint, do so without hesitation. Those who follow her to wield taint for their ends, do so religiously. She, herself, teaches to strike down evil wherever it lurks. Even so, many of her followers use her curse.

    Clergy and Temples
    Unlike most faiths, there is no typical cleric nor typical temple to Sol'ana Cea. All that unifies them is a name, a symbol, and knowledge of her curse.


    Sol'ana Cea
    Ex-Paladin 10/Corrupt Avenger 10/ Wizard 10/Tainted Scholar 10
    Medium-Size Undead
    Divine Rank: 9
    Hit Dice: 10d12 (Pal) Plus 10d12 (Cor Aven) plus 10d12 (Wiz) Plus 10d12 (Tainted Sch) (480 hp)
    Initiative:
    Speed: 60 ft.
    AC: 46 (+4 Natural, +32 deflection)
    Attacks: +5 ghost touch, consumptive burst, spellstoring spiked chain +41/+36/+31/+26
    Damage: +5 ghost touch, consumptive burst, spellstoring spiked chain 2d4 + 11
    Face/Reach: 5 ft. by 5 ft./5 ft.
    Special Attacks: Fear aura, Tainted strike 5/day, frightful fury, unnerving fury, Death knell, domain powers, spell-like abilities
    Special Qualities: Damage Reduction 44/+4, Damage Reduction 15/magic and silver, Divine Immunities, Resistance to Fire 29, Spell Resistance 41, Understand, speak, and read all languages and speak directly to all beings within 9 miles, Remote communication, Create magic items, Divine aura (DC 23, 900 ft), Grant spells, Salient Divine Abilities, Domain Powers, Immortality, Change shape, fast healing 3, Armored casting, blood component, detect sworn foe, grim resolve, lay on hands, sworn foe +10, tainted spellcasting, taint suppression, Secret (Bloodseeking spell, Wholesome Corruption, Staunch, Bloodied Metamagic, Tainted Knowledge), Lore, Outre Lore, Aberrant Lore, Heretical Lore, undead traits
    Saves: Fort 73, Ref 78, Will 74
    Abilities: Str 29, Dex 32, Con -, Int 28, Wis 24, Cha 75
    Skills: Bluff 40, Concentration 43, Diplomacy 34, Heal 38, Knowledge (arcana) 43, Knowledge (local) 40, Knowledge (nobility and royalty) 40, Knowledge (religion) 43, Ride 4, Sense Motive 37, Spellcraft 43, Survival 20
    Feats: Exotic Weapon Proficiency (Spiked Chain), Weapon Finesse, Weapon Focus (Spiked Chain), Quick Draw, Surge of Malevolence, Debilitating Strike, Tainted Fury, Bane Magic (Outsider), Bane Magic (Undead), Scribe Scroll, Eschew Materials, Sudden Silent, Energy Substitution (Acid), Debilitating Spell, Epic Spellcasting
    Divine Immunities: transmutation, energy drain, ability drain, ability damage, mind-affecting effects, electricity, cold, acid, disease, poison, stunning, sleep, paralysis, death, Imprisonment, banish
    Salient Divine Abilities: Divine Spellcasting, Lay Curse, Hand of Death, Life and Death, Life Drain, Alter Reality, Arcane Mastery, Avatar, Divine Blast, Possess Mortal, Know Secrets
    Domain Powers: -1 wisdom based skill checks and will saves, 1/day 1/2 level to wisdom based check or will save. Ignore Hardness 1/day, Death touch 1/day, Sympathetic Strike 1/day, 1/day heal 10 points of damage on attack,
    Spell-like Abilities: Sol'ana uses these abilities as a 10th-level caster. Animate Dead, Angry Ache, Befoul, Bestow Wound, Blindness/Deafness, Bolts of Bedevilment, Cause Fear, Cloak of Hate, Confusion, Contangion, Create Greater Undead, Create Undead, Death knell, Death Ward, Despoil, Destruction, Doom, Eternity of Torture, Feeblemind, Fire in the Blood, Imprison Soul, Insanity, Lesser Confusion, Liquid Pain, Maddening Scream, Mantle of Pure Spite, Morality Undone, Pact of Return, Phantasmal Killer, Pox, Pronouncement of Faith, Rage, Sadism, Slay Living, Symbol, Thousand Needles, Touch of Madness, Vampiric Touch, Wail of the Banshee, Wave of Pain, Weird, Wrack
    Corrupt Avenger Spells/Day: 7/7/6/5
    Wizard Spells/Day 4/9/9/8/8/8/8/7/7/7
    Possessions: Sol'ana carries with her a +5 spiked chain with the ghost touch, spell storing, and consumptive burst special abilities. Besides her spiked chain, Sol'ana wears

    Other Divine Powers
    As a lesser deity, Sol'ana may take 10 on any check. Sol'ana treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal.
    Senses: Sol'ana can see, hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of her worshipers, holy sites, objects, or any location where her name was spoken in the last hour. She can extend her senses to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations for 9 hours.
    Portolio Sense: Sol'ana can sense any event regarding taint, or tainted creatures, that involves five-hundred or more people.
    Automatic Actions: Sol'ana can use any skill as a free action, when involving taint or tainted creatures, as long as the DC for the task is 20 or lower. She can preform up to five such free actions each round.
    Create Magic Items: Sol'ana can create any kind of magic item, as long as the item's market price does not exceed 30,000 gp.
    Last edited by Xuldarinar; 2013-10-10 at 10:45 PM.
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