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Thread: Complete Corruption [PEACH]
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- Feb 2013
Complete Corruption [PEACH]
Although this began as a single class updated, I have decided to take this on as a full project. I am going to attempt to bring the flavor of taint into pathfinder without dealing in a any sort of taint system. The systems are imbalanced and rather than tackling it head on, I am going to create classes, archetypes, and tools that introduce the aspects of the system.
CORRUPT AVENGER [ALTERNATIVE 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 caused 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. The anger and grief he feels festers within, taking a physical toll on his body as he is driven to acts of greater and greater desperation.
-The corrupt avenger is an alternate class. Making use of and altering numbers facets of the paladin class, this champion of vengeance and corruption can't truly reconsidered a new character class in its own right. By the changes made here, though, the detail and tones of the paladin class are shifted in a different direction and captures a different theme, without needlessly designing an entire new class. While a redesign of sorts, this alternate class can be used just as any of the other base classes.
Hit Die: d10.
Starting Wealth: 5d6 × 10 gp (average 175 gp.)
-The corrupt avenger's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis)
Skill Points at Each Additional Level: 2 + Int modifier
Table: The Corrupt Avenger
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 1st +1 +2 +0 +2 Aura of Evil, Detect Sworn Foe, Tainted Fury 1/day - - - - 2nd +2 +3 +0 +3 Grim Resolve, Touch of Corruption - - - - 3rd +3 +3 +1 +3 Aura of Cowardice, Maleformation, Plagued Avenger - - - - 4th +4 +4 +1 +4 Arcane Armor Training, Frightful Fury, Tainted Fury 2/day 0 - - - 5th +5 +4 +1 +4 Symptom of Corruption, Weapon of Corruption 1 - - - 6th +6/+1 +5 +2 +5 Maleformation 1 - - - 7th +7/+2 +5 +2 +5 Tainted Fury 3/day 1 0 - - 8th +8/+3 +6 +2 +6 Aura of Despair, Tainted Fury 3/day 1 1 - - 9th +9/+4 +6 +3 +6 Death Knell, Maleformation 2 1 - - 10th +10/+5 +7 +3 +7 Symptom of Corruption, Tainted Fury 4/day 2 1 0 - 11th +11/+6/+1 +7 +3 +7 Aura of Vengeance, Tainted Fury 3/day 2 1 1 - 12th +12/+7/+2 +8 +4 +8 Maleformation 2 2 1 - 13th +13/+8/+3 +8 +4 +8 Tainted Fury 5/day 3 2 1 0 14th +14/+9/+3 +9 +4 +9 Aura of the Corrupted 3 2 1 1 15th +15/+10/+5 +9 +5 +9 Maleformation, Symptom of Corruption 3 2 2 1 16th +16/+11/+6/+1 +10 +5 +10 Tainted Fury 6/day 3 3 2 1 17th +17/+12/+7/+2 +10 +5 +10 Aura of Depravity 4 3 2 1 18th +18/+13/+8/+3 +11 +6 +11 Maleformation 4 3 2 2 19th +19/+14/+9/+4 +11 +6 +11 Tainted Fury 7/day 4 3 3 2 20th +20/+15/+10/+5 +12 +6 +12 Font of Corruption 4 4 3 3
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).
-Aura of Evil (Ex): The power of a corrupt avenger's aura of evil is equal to his corrupt avenger level. A paladin who uses smite evil on a corrupt avenger deals 2 points of damage per paladin level on his first successful attack.
-Detect Sworn Foe (Sp): At 1st level, a corrupt avenger must choose a specific kind of monster or an organization as their sworn foe. At will a corrupt avenger can, as a spell-like ability, detect the presence of his 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.
-Tainted Fury (Su): Once per day, a corrupt avenger can call upon corrupting forces to crush his foes. As a swift action, the corrupt avenger chooses one target within sight to be the target of his fury. The corrupt avenger enters a rage-like state, gaining +2 to his Strength and Constitution scores, and adds his Charisma bonus (if any) on his attack rolls and adds his corrupt avenger level on all damage rolls made against the target of his fury. If the target of tainted fury is his sworn foe, the bonus to damage on the first successful attack increases to 2 points of damage per level the corrupt avenger possesses. Regardless of the target, tainted fury attacks automatically bypass any DR the creature might possess.
-In addition, while tainted fury is in effect, the corrupt avenger gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of his fury.
-The tainted fury effect remains until the target of the smite is dead or the next time the corrupt avenger rests and regains his uses of this ability, although their rage subsides once combat ends regardless of if their foe is dead. When this rage ends, they become fatigue for a number of rounds equal to twice the number of rounds they spent in the rage-like. If they enter combat with someone who has been targeted by their tainted fury while still fatigued, or if they select a new target for their tainted fury while fatigued, they become exhausted when the fury ends. At 4th level, and at every three levels thereafter, the corrupt avenger may use tainted fury one additional time per day, to a maximum of seven times per day at 19th level.
-Grim Resolve (Su): At 2nd level, a corrupt avenger gains a bonus equal to his Charisma bonus (if any) on all saving throws.
-Tainted Touch (Su): Beginning at 2nd level, a corrupt avenger surrounds his hand with an ebon ichor, causing terrible wounds to open and horrible deformities to form on those he touches. Each day he can use this ability a number of times equal to 1/2 the corrupt avenger level's + the corrupt avenger's Charisma modifier. As a touch attack, a corrupt avenger can cause 1d6 points of damage for every two corrupt avenger levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
-Alternatively, a corrupt avenger can use this power to heal undead creatures or creatures of the evil subtype, restoring 1d6 hit points for every two levels the corrupt avenger possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants a corrupt avenger 2 additional uses of the tainted touch class feature.
-Aura of Cowardice (Su): At 3rd level, a corrupt avenger radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a corrupt avenger with this ability. This ability functions only while the corrupt avenger remains conscious, not if he is unconscious or dead.
-Maleformation (Su): At 3rd level, and every three levels thereafter, a corrupt avenger can select one maleformation. Each maleformation adds an effect to the corrupt avenger’s tainted touch ability. Whenever the corrupt avenger uses tainted touch to deal damage to one target, the target also receives the additional effect from one of the maleformations possessed by the corrupt avenger. This choice is made when the touch is used. The target receives a Fortitude save to avoid this maleformation. If the save is successful, the target takes the damage as normal, but not the effects of the maleformation. The DC of this save is equal to 10 + 1/2 the corrupt avenger’s level + the corrupt avengers Charisma modifier.
At 3rd level, the corrupt avenger can select from the following initial maleformations.
Blood Eruption: Blood gushes from the target's nostrils and ears, becoming sickened for 1 round per level of the corrupt avenger.
Lumps: Burning hot lumps rise up all over your target's body and they run a fever. The target is fatigued.
Mildly Phobic: The target becomes mildly phobic of the corrupt avenger, becoming shaken for 1 round per level of the corrupt avenger.
At 6th level, a corrupt avenger adds the following maleformations to the list of those that can be selected.
Diseased: The target contracts a disease, as if the corrupt avenger had cast contagion, using his corrupt avenger level as his caster level.
Disoriented: The target loses track of events, becoming dazed for 1 round.
Winded: The target becomes short of breath and feels like they cannot get enough air. They are staggered for 1 round per two levels of corrupt avenger.
At 9th level, a corrupt avenger adds the following maleformations to the list of those that can be selected.
Cursed: The target is cursed, as if the corrupt avenger had cast bestow curse, using his corrupt avenger level as his caster level.
Moderately Phobic: The target becomes moderately phobic of the corrupt avenger, becoming shaken for 1 round per level of the corrupt avenger. The corrupt avenger must have the mildly phobic maleformation before selecting this maleformation.
Twisted Stomach: The target becomes nauseated for 1 round per three levels of the corrupt avenger. The corrupt avenger must have the blood eruption maleformation before selecting this maleformation.
At 12th level, a corrupt avenger adds the following maleformations to the list of those that can be selected.
Ear Scabs: The target's ears fill with a crust, scabrous substance. The target is deafened for 1 round per level of the corrupt avenger.
Greater Tainted Fury: Instead of acquiring a maleformation to apply to others, the corrupt avenger increases the bonus to their Strength and Constitution during their tainted fury by +2. However, when their fury subsides they take a 2 points of Constitution damage.
Rotted Eyes: The target's eyes seem to start to rot away. The target is blinded for 1 round per level of the corrupt avenger.
Uncontrollable Seizure: The target suddenly suffers from uncontrollable spasms, becoming paralyzed for 1 round.
These abilities are not cumulative. Once a cruelty is chosen, it can’t be changed.
-Plagued Avenger (Ex): At 3rd level, the powers of darkness that corrupt avengers wield make him more resilient in the face of disease. A corrupt avenger does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.
-Spellcasting: Beginning at 4th level, a corrupt avenger gains the ability to cast a small number of arcane spells which are drawn from the corrupt avenger spell list. A corrupt avenger must choose and prepare his spells in advance.
-To prepare or cast a spell, a corrupt avenger must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a corrupt avenger’s spell is 10 + the spell level + the corrupt avenger’s Charisma modifier.
-Like other spellcasters, a corrupt avenger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is the same as that of a paladin and is given on the table above. In addition, he receives bonus spells per day if he has a high Charisma score. When the table above indicates that the corrupt avenger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
-A corrupt avenger must spend 1 hour each day in meditation to regain his daily allotment of spells. A corrupt avenger may prepare and cast any spell on the corrupt avenger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
-Through 3rd level, a corrupt avenger has no caster level. At 4th level and higher, his caster level is equal to his corrupt avenger level –3.
-Arcane Armor Training: At 4rd level, a corrupt avenger gains arcane armor training as a bonus feat.
-Frightful Fury (Ex): Beginning at 4th level, when a corrupt avenger enters tainted fury against their sworn foe, all opponents within 30 feet of must succeed on a Will save (DC 10 +corrupt avenger level + Cha modifier) or become shaken, taking a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Starting at 14th level, opponents that fail on their will save become frightened.
-Symptom of Corruption (Ex): At 5th level, a corrupt avenger's corruption begins take it's toll. A corrupt avenger takes on one of the following symptoms.
- Occasional nausea or vomiting
- Pain in joints
- Hair goes white
- Mild paranoia
- Increased aggressiveness
- Mild hallucinations
- Phlegmy, wracking cough
- Eyelid swells, obscuring vision
- Pale, grayish, dead complexion
- Sunken eyes, cracked lips
- Skin seeps greasy, yellowish “sweat”
- Skin thickens, cracks, and turns leathery
Upon reaching 10th level, a corrupt avenger takes on another such symptom, drawn from the following.
- Bones begin to warp and thicken
- Black, lichenlike growth across skin itches incessantly
- Reddened, burnlike sores and scars
- Eye clouds or blood vessels break, obscuring vision
- Lips shrink back from gums
- Gums swell, bleed, and rot
- Bleeding from eyes, nose, mouth, ears, or lips
- Hair falls out
- Uncontrollable seizures that wrack the body with spasms
- Eruption of painful sores
- Sores ooze blood, pus, foul-smelling ooze, spiders or insects, thick pasty substance, maggots, or acidic green slime
- Hears voices of evil spirits
- Severe paranoia
- Fits of uncontrollable, disturbing laughter
- Disregard for hygiene and cultural mores
Finally, upon reaching 15th level, a corrupt avenger takes one last symptom, drawn from the following list.
- Flesh of nose rots away, leaving skull-like openings
- Mutated, deformed fingers, toes, leg, arm, head, ear, eye, or teeth begin to grow on inappropriate parts of the body, then shrivel, rot, and eventually fall off
- Spine twists, back hunches
- Severe warping of skeleton; skull enlarges and deforms
- Great swollen growths on the body
- Lungs eaten away from inside—wet, labored, and painful breathing
- Eye falls out, leaving gaping socket that glows with eerie green light
- Skin peels off in papery sloughs at the slightest touch, leaving raw, red flesh beneath
- Fingers or toes begin to web and fuse
- Irresistible murderous urges
- Reduced to primitive behavior
- Eats inedible or still-living things
These effects are cumulative and cannot be removed by any means.
-Weapon of Corruption (Su): Upon reaching 5th level, a corrupt avenger receives a boon through his use of vile magics. This boon allows the corrupt avenger to enhance his weapon as a standard action by channeling the very essence of corruption into his weapon for 1 minute per corrupt avenger level. When this corruption fills his weapon, it causes the weapon to appear to rust and warp, taking on a wicked and timeworn appearance. At 5th level, this grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: bane, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the corruption are determined when the corruption is channeled and cannot be changed until the corruption is called again. The corruption imparts no bonuses if the weapon is held by anyone other than the corrupt avenger but resumes giving bonuses if returned to the corrupt avenger. These bonuses apply to only one end of a double weapon. A corrupt avenger can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
-Aura of Despair (Su): At 8th level, enemies within 10 feet of a corrupt avenger take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice. This ability functions only while the corrupt avenger is conscious, not if he is unconscious or dead.
-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.
-Aura of Vengeance (Su): At 11th level, a corrupt avenger can expend two uses of his tainted fury ability to grant the ability to use tainted fury to all allies within 10 feet, using his bonuses. Allies must use this tainted fury ability by the start of the corrupt avenger’s next turn and the bonuses last for 1 minute. Using this ability is a free action.
-Aura of the Corrupted (Su): At 14th level, a corrupt avenger’s weapons are treated as evil-aligned for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated as evil-aligned for the purposes of overcoming damage reduction. This ability functions only while the corrupt avenger is conscious, not if he is unconscious or dead.
-Aua of Depravity (Su): At 17th level, a corrupt avenger gains DR 5/good. Each enemy within 10 feet takes a –4 penalty on saving throws against compulsion effects. This ability functions only while the corrupt avenger is conscious, not if he is unconscious or dead.
-Font of Corruption (Su): At 20th level, a corrupt avenger becomes so throughly corrupted in their pursuit of vengeance that they become something more. His DR increases to 10/good, and he becomes a native outsider and gains the evil subtype. In addition, he may add his Charisma modifier to his Constitution score for the purpose of determining bonus hit points. Furthermore, when he enters a tainted fury, the morale bonus he adds to his Strength and Constitution scores increases to +4.
CORRUPT AVENGER SPELL LIST
The corrupt avenger's spell list appears below.
-1st Level: Bane, cause fear, detect magic, detect poison, detect undead, doom, endure elements, inflict light wounds, magic weapon, read magic, resistance, summon monster I (evil creatures only)
-2nd Level: Blindness/deafness, bull's strength, darkness, darkvision, death knell, desecrate, false life, resist energy, scare, shatter, summon monster II (evil creatures only), summon swarm, undetectable alignment, vampiric touch
-3rd Level: Bestow curse, contagion, deeper darkness, discern lies, dispel magic, fear, greater magic weapon, haste, protection from energy, remove curse, slow, speak with dead
-4th Level: Black tentacles, cloak of hate, crushing despair, death ward, enervation, freedom of movement, phantasmal killer, pronouncement of fate, summon monster IV (evil creatures only)
Last edited by Xuldarinar; 2014-10-29 at 04:27 AM.
- Join Date
- Feb 2013
Re: Complete Corruption [PEACH]
CORRUPT OPTIONS: MAGIC
-Class Skill: Knowledge (religion).
-Bonus Spells: Protection from Good (3rd), Death Knell (5th), Magic Circle against Good (7th), Contagion (9th), Unhallow (11th), Planar Binding (Creatures of the Evil subtype only) (13th), Blasphemy (15th), Unholy Aura (17th), Gate (evil only) (19th).
-Bonus Feats: Die Hard, Empower Spell, Endurence, Great Fortitude,Maximize Spell, Power Attack, Sickening Spell, Toughness
-Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your vitality to power your magics. You use your Constitution, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You are considered to have an Aura of Evil that advances with your Sorcerer caster level, and all spells you cast as a sorcerer are evil spells. Special: If a creature takes any component of this bloodline by any means, they gain this bloodline arcana, even if they normally would not.
Blood Component (Ex): Starting at 1st, your spells require blood in place of their normal material components. As a free action, as part of the casting of any spell, you may deal this damage to yourself. For spell components costing up to 1gp, you must deal 1 point of damage to yourself. For spell components costing up to 50gp, you must inflict 5 points of damage to yourself. For spell components costing up to 300gp, you must inflict 11 points of damage to yourself. For spell components costing up to 750gp, you must inflict 17 points of damage to yourself. For spell components costing more than 750gp, you must inflict 23 points of damage to yourself.
Corruption of Form: Starting at 3rd level, your body begins to warp. You gain DR 5/magic or silver, and a symptom of corruption as gained by the Corrupt Avenger at 5th level. At 9th level, your DR increases to 10 and you gain a symptom of corruption as gained by the Corrupt Avenger at 10th level.
Tainted Metamagic (Su): At 9th level, you gain the ability to enhance your spells at the cost of blood. By taking a number of points of constitution damage equal to the spell slot adjustment of a metamagic feat you know, you may apply the metamagic feat to a spell without having to increase the level spell slot used to cast it.
Tainted Resistance (Su): At 15th level, you gain a spell resistance equal to your sorcerer level + 10.
Decaying Form: At 20th level, your corruption's outward impact grows ever more evident as your body begins to rot, though every wound seals itself. Your damage reduction becomes DR 10/magic and silver, and you acquire fast healing 1. Unintelligent undead do not notice you unless you attack them.
-Class Skill: Knowledge (planes).
-Bonus Spells: burning hands* (3rd), scorching ray* (5th), magic circle against good (7th), summon monster IV (undead and fiendish creatures only) (9th), summon monster V (undead and fiendish creatures only) (11th), summon monster VI (undead and fiendish creatures only) (13th), Summon Monster VII (15th), summon monster VIII (undead and fiendish creatures only) (17th), summon monster IX (undead and fiendish creatures only) (19th).
*These spells always deal typeless damage. In addition, the subtype of these spells changes to evil.
-Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Ref lexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
-Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to typeless. This also changes the spell’s type to evil.
Tainted Ray (Sp): Starting at 1st level, you can unleash an tainted ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Corruption of Form: Starting at 3rd level, your body begins to warp. You gain DR 5/good, and a symptom of corruption as gained by the Corrupt Avenger at 5th level. At 9th level, your DR increases to 10 and you gain a symptom of corruption as gained by the Corrupt Avenger at 10th level.
Tainted Blast (Sp): At 9th level, you can unleash a blast of tainted power once per day. This 20-foot-radius burst does 1d6 points of damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Speed of Corruption (Su): At 15th level, your base land speed increases by 30ft.
Tainted Body (Su): At 20th level, tainted power surges through your body. You gain immunity to sneak attacks and critical hits, and your DR becomes DR 10/-.