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Quoted from Dragon Magazine Issue #312 pg.24
"Of the three unholy warriors presented here, none can match the corrupter in his capacity for evil. The despot serves as a guardian to those he oppresses and abuses, and the anti-paladin is often too self-destructive and capricious to be a long-term menace. Additionally, their goals are often focused on larger scales, and as such their evil is blatantly obvious. The corrupter, on the other hand, specializes in smaller scale perversions and cruelties. He may not rule nations or drive his enemies before himself with waves of fear, but the effects of his deeds are arguably more terrifying. The corrupter is a hidden evil, a lurking menace that uses charm, guile, and deception to allow his evil to work like a slow poison in the souls of his victims.
The corrupter's primary focus is to corrupt the faith of others; his favored targets are good clerics. He uses the abilities granted by his deity to infiltrate the churches of other gods, usually in the guise of a mercenary looking to add purpose to his life in the form of newfound faith. Once he has corrupted as many priests as possible, but before he is discovered, he moves on to a new church. Another favorite tactic is to quietly slay the enemy clerics in a settlement so that minions of his own faith can fill the void left by their passing, often a town readily accepts the arrival of a new band of clerics when the previous ones have mysteriously been slain.
Corrupters are always neutral evil; they ignore the laws of the land as they see fit to work their evil, yet must remain focused and true to their deities. All evil deities count at least a few corrupters among their faithful, although most worship deities of deception and temptation. A corrupter's faith in his deity is absolute; he sees himself as a personal extension of his patron's will and strives to undo the work of all other faiths. While he does his best to survive in the wake of his anguished victims, he never hesitates to make great personal sacrifices in order to ensure the success of his hateful goals."
 Making a Corrupter
Quoted from Dragon Magazine Issue #312 pg.24
"A corrupter can adventure with characters of any alignment, but remains suspicious and wary of good aligned characters. He tolerates the presence of good associates only as long as he is secretly working to convert them to evil. He will not continue an association with someone who consistently offends his moral code by resisting his efforts to convert them. A corrupter may only accept henchmen, followers, or cohorts who are neutral-evil."
Abilities: Charisma enhances a corrupter's ability to smite, her self-protective capabilities, and her ability to channel energy. Intelligence is important for its role in subterfuge, the corrupter's forté. A wisdom score of 14 or higher is required to access the spells available to the corrupter, and a score of 11 or higher is required to cast any spells at all.
Races: Corrupters can be found in any race and anywhere.
Alignment: Always Neutral-Evil
Starting Gold: As Rogue
Starting Age: As Rogue.
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+2||+2||Aura of Evil, Detect Good, Smite Heathen 1/day||—||—||—||—|
|2nd||+1||+0||+3||+3||Divine Grace, Hidden Faith||—||—||—||—|
|3rd||+2||+1||+3||+3||Aura of Fear, Disguise Self||—||—||—||—|
|4th||+3||+1||+4||+4||Intercession, Sneak Attack +1d6||0||—||—||—|
|5th||+3||+1||+4||+4||Smite Heathen 2/day, Evasion||0||—||—||—|
|8th||+6/+1||+2||+6||+6||Suggestion 1/week, Sneak Attack +2d6||1||0||—||—|
|10th||+7/+2||+3||+7||+7||Smite Heathen 3/day||1||1||—||—|
|11th||+8/+3||+3||+7||+7||Rogue Special Ability||1||1||0||—|
|12th||+9/+4||+4||+8||+8||Suggestion 2/week, Sneak Attack +3d6||1||1||1||—|
|14th||+10/+5||+4||+9||+9||Improved Unholy Whispers||2||1||1||0|
|15th||+11/+6/+1||+5||+9||+9||Smite Heathen 4/day||2||1||1||1|
|16th||+12/+7/+2||+5||+10||+10||Suggestion' 3/week, Sneak Attack +4d6||2||2||1||1|
|17th||+12/+7/+2||+5||+10||+10||Rogue Special Ability||2||2||2||1|
|20th||+15/+10/+5||+6||+12||+12||Suggestion 4/week, Smite Heathen 5/day, Sneak Attack +5d6||3||3||3||3|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the corrupter.
Weapon and Armor Proficiency: Corrupters are proficient with all simple weapons, light martial weapons, and the hand crossbow. Corrupters are proficient with light armor, but not with shields.
Spells: Beginning at 4th level, a corrupter gains the ability to cast a small number of divine spells, which are drawn from the corrupter spell list. A corrupter must choose and prepare her spells in advance.
To prepare or cast a spell, a corrupter must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a corrupter's spell is 10 + the spell level the corrupter's Wisdom modifier.
Like other spellcasters, a corrupter can only cast a certain number of spells of each spell level per day. Her base allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score (see Players Handbook, Table 1-1: Ability Modifiers and Bonus Spells, page 8). When the table above indicates that the corrupter gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level corrupter), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The corrupter does not have access to any domain spells or granted powers, as a cleric does.
A corrupter prepares and casts spells the way a cleric does, though a corrupter cannot lose a prepared spell to spontaneously cast a Inflict spell in its place. A corrupter may prepare and cast any spell on the corrupter spell list (below), provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a corrupter has no caster level. At 4th level and higher, her caster level is one-half her corrupter level.
Corrupters choose their spells from the following list:
1st—Bane, Cause Fear, Charm Person, Cure Light Wounds, Curse Water, Divine Favor, Doom, Endure Elements, Inflict Light Wounds, Magic Weapon, Profane Weapon, Protection From Good, Read Magic, Resistance, Sanctuary, Undetectable Alignment.
2nd—Cat's Grace, Calm Emotions, Desecrate, Detect Thoughts, Eagle's Splendor, Enthrall, Owl's Wisdom, Silence, Tongues.
3rd—Clairaudience/Clairvoyance, Cure Moderate Wounds, Dispel Magic, Glibness, Greater Magic Weapon, Inflict Moderate Wounds, Magic Circle against Good, Nondetection, Obscure Object, Scrying.
4th—Break Enchantment, Cure Serious Wounds, Dispel Good, Dominate Person, Dream, Greater Command, Inflict Serious Wounds, Locate Creature, Unhallow.
Aura of Evil: The power of a corrupter's aura of evil (see the Detect Evil spell) is equal to his corrupter level.
Detect Good (Sp): At will, a corrupter can Detect Good, as the spell.
Smite Heathen (Su): A corrupter's smite targets all creatures with the ability (including potential ability, such as a paladin or ranger who have yet to progress to a level that allows spellcasting) to cast divine spells, with the exception of worshipers of his own faith. The corrupter adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per corrupter level. If the corrupter accidentally smites a target that is inappropriate, the smite has no effect, but the ability is still used up for that day.
At 5th level and at every 5 levels thereafter, the corrupter may smite one additional time per day, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, the corrupter gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Hidden Faith (Su): A corrupter's faith in his deity becomes hidden when he reaches 2nd level. He gains a +4 profane bonus to all Bluff, Disguise, and Forgery checks to maintain this deception, and any magical attempt to discern his actual faith fails unless the caster makes a successful level check (DC = the target's corrupter levels + 10).
Aura of Fear (Su): Beginning at 3rd level, a corrupter exudes an almost palpable aura of menace and evil. Each enemy within 10 feet of her suffers a -4 moral penalty on saving throws against fear effects. The corrupter herself is deadened to the emotion of fear, and is immune to all fear effects. This ability functions while the corrupter is conscious , but not if she is unconscious or dead. A corrupter can suppress or activate the aura as a free action.
Disguise Self (Sp): At 3rd level, a corrupter can cast Disguise Self, as the spell. He may use this spell-like ability a number of times per day equal to his Charisma bonus (minimum of once per day), at a caster level equal to his corrupter level.
Intercession (Su): When a corrupter reaches 4th level, he gains the supernatural ability to cut divine spellcasters off from their source of power. To do so, the corrupter makes a turning check as a cleric three levels lower would. The result indicates the highest-level divine spellcaster the corrupter can cut off from her connection to her deity. The turning damage result indicates the maximum total Hit Dice of spellcasters withing 60 feet the ability can affect. The corrupter's intercession affects the closest spellcasters it can affect first. Affect divine spellcasters cannot cast divine spells for 1 minutes, except if the corrupter has twice as many corrupter levels as the creature has divine spellcaster levels; in this case, the divine spellcaster loses the ability to cast divine spells for 24 hours. If the corrupter attacks and affected divine spellcaster in any way, or the affected spellcaster receives and Atonement spell, the divine spellcaster is freed from this effect. The corrupter's allies and other creatures can attack the divine spellcaster without breaking the effect. The corrupter may use this ability a number of times per day equal to 3 + his Charisma modifier.
Sneak Attack: At 4th level, the corrupter can sneak attack as a rogue (see Player's Handbook pg.50), dealing an extra 1d6 damage to a target. The corrupter's sneak attack increase by an extra 1d6 every four levels, to a total of +5d6 at 20th level.
Evasion (Ex): At 5th level and higher, a corrupter can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a Fireball), she instead takes no damage. Evasion can only be used if the corrupter is wearing light armor or no armor. A helpless corrupter (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Fiendish Familiar (Su): At 6th level, a corrupter gains the Improved Familiar feat (Dungeon Master's Guide pg.200) as a bonus feat, even if he normally couldn't qualify for this feat's prerequisites. His new familiar must be an imp or a quasit. It benefits from the rules on page 52 of the Player's Handbook. The corrupter's class level counts as the "master class level" for the purposes of determining what benefits the familiar gains.
Unholy Whispers: By 7th level, the corrupter gains a helping hand from her evil deity in subverting those of a different faith in the form of helpful whispers. The corrupter gains a +2 bonus to all Bluff, Diplomacy, and Sense Motive checks when interacting with a creature of a different deity.
Suggestion (Sp): At 8th level, a corrupter gains the ability to cast Suggestion, as the spell, once per week. He may use this ability and additional time each week every additional four levels, to a maximum of 4 times a week at 20th level.
Uncanny Doge (Ex): Starting at 9th level, a corrupter can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by and invisible attacker. However, she still loses here Dexterity bonus to AC if immobilized.
If a corrupter already has uncanny dodge from a different class (a corrupter with at least two levels of barbarian, for example), she automatically gains improved uncanny dodge instead.
Improved Unholy Whispers: At 14th level, the corrupter's connection with his deity increases, allowing her deity to give more helpful hints. The corrupter's bonus to Bluff, Diplomacy, and Sense Motive with creatures of a different faith than the corrupter, increase to +4.
Rogue Special Ability: At levels 11 and 17, the corrupter gains a special ability as though being a rogue. See Player's Handbook pg.50-51.
A corrupter who ceases to be Neutral-Evil, who willingly commits a good act without sufficient reason in her deities eyes, or who grossly violates the code of conduct loses all corrupter spells and abilities (Including the service of the corrupter's familiar, but not extraordinary abilities or weapon and armor proficiencies). She may not progress any farther in levels as a corrupter. She regains her abilities and advancement potential if she atones for her violations (see Atonement spell description, Player's Handbook page 201), as appropriate.
Like a member of any other class, a corrupter may be a multiclass character, but multiclass corrupters face a special restriction. A corrupter who gains a level in any class other than corrupter, unless said class specifies itself as an exception, may never again raise her corrupter level, though she retains all her corrupter abilities. The path of the corrupter requires a complete dedication to evil. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.
 Epic Corrupter
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
6 + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic corrupter gains a bonus feat (selected from the list of epic corrupter bonus feats) every <-number of feats per level-> levels after 20th.
Epic Corrupter Bonus Feat List: <-list of bonus epic feats->.
 Campaign Information
 Playing a Corrupter
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 Corrupters in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 Corrupter Lore
Characters with ranks in Knowledge (Religion) can research corrupters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Corrupters are worshippers of evil deities.|
|10||Corrupters faith to their deity is absolute.|
|15||Corrupters usually prefer stealth over direct combat.|
|20||Corrupters usually infiltrate churcs and try to corrupt their clerics.|
 Corrupters in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.