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[edit] Corrupted

On very, very rare occasions, mortals are born with residues of spirit energy. Even more rarely, Corrupted spirits somehow enter the world of the living. The chance of one of these corrupted spirits attacking one of these people is ,therefore, one of the most unlikely events possible. But there is still a chance.

Unlike Soul Guardians, who increase their spiritual energy and physical ability through training, corrupts do this by devouring the spirit energy of other beings, whether it be soul guardians, spirits caught on the Deepwind, or other corrupts.

[edit] Becoming a Corrupted

Table: Corrupted

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +1 +1 +1 Spirit Energy, Unnatural ability, Spirit Skin
2nd +2 +2 +2 +2 Spirit Abilities
3rd +3 +3 +3 +3 Spirit Energy Required: 100
4th +4 +4 +4 +4 Spirit Energy Required: 280
5th +5 +5 +5 +5 Spirit Energy Required: 500

Class Skills (4 + Int modifier per level)
Continue class skills of your highest level class.

[edit] Class Features

Spirit Energy: To advance past the initial levels you get in this class, you must consume spirit energy from spiritual beings. Each individual gives you an increase in your maximum spirit energy equal to half the number of HD the creature had. Doing this permanently increases your spirit energy by that amount. You can only gain an amount of spirit energy per level equal to the amount of spirit energy you initially gain when taking this class.


Multiclassing: The corrupted class does not count towards your 3 class limit, and neither does it inhibit your xp gain in any way like normal multiclassing.

Spirit Energy:Upon gaining a level in this class, you start to build a pool of spirit energy. Your spirit energy dice is equal to 4d6 initially, and increases when you absorb more energy.

Unnatural Ability: You gain a +2 bonus to one ability score of your choice.

Spirit Skin: A thin layer of invisbile spirit energy surrounds your entire body. You gain damage reduction/- equal to your levels in this class.

Spirit Abilities: Using your spirit energy, you can use a number of different spirit abilities.

Phase Step: This ability allows the user to move up to his or her speed value, as long as they can see the destination. You can only use this ability once per round.

               Full Round Action: Costs 1 spirit energy.
               Move action: Costs 2 spirit energy.
               Attack action: Costs 2 spirit energy.
               Swift action: Costs 6 spirit energy.
               Free action: Costs 18 spirit energy.

Corrupted Blast: This ability allows you to convert your corrupted spirit energy into a beam of negative energy. Making a ranged touch attack, you can designate a target within 30 feet. For each 3 spirit energy you spend, this attack deals 1d4 negative energy damage. Additionally, you can spend 3 spirit energy to increase the radius of the blast by 5 feet. This ability provokes an attack of opportunity as normal.


[edit] Feats

Spirit Adaptation I-V:

Requirements: Spirit Energy 20. This feat provides resistance 4 to spirit energy attacks. This feat can be taken up to five times.

Consumer:

Requirements: Must be corrupted. Whenever you devour spirit energy from another being, you gain an additional 1 spirit energy.

Practiced Phase Step:

Requirements: Must be able to Phase Step. The spirit energy cost of using any type of phase step is reduced by 1.

Anima Blast:

Requirements: Must be able to manifest either a Spirit Blast or a Corrupted Blast. When you take this feat, choose a non-physical damage type. Your Blast damage type permanently changes to that type.

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