Tainted Disciple (3.5e Prestige Class)

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No secret is barred from the tainted disciple's grasp, be it hidden beyond the gates of Heaven or buried deep within the bowels of Hell. And if such forbidden knowledge comes at the cost of his soul, he's willing to pay that price...

Becoming a Tainted Disciple[edit]

Entry Requirements
Skills: Knowledge (arcana) 8 ranks, Knowledge (religion) 8 ranks, Spellcraft 8 ranks.
Feats: Knowledge Devotion and Skill Focus (Knowledge [religion]).
Spellcasting: You must be able to prepare and cast 2nd-level divine spells.
Special: You must have the eldritch blast and still mind class features.

Table: The Tainted Disciple

Hit Die: d4

Level BAB Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Level Advancement, Tainted Spellcasting +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
2nd +1 +3 +0 +3 Tainted Spell +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
3rd +1 +3 +1 +3 Otherworldly Secret +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
4th +2 +4 +1 +4 Tainted Spell +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
5th +2 +4 +1 +4 +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
6th +3 +5 +2 +5 Otherworldly Secret, Tainted Spell +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
7th +3 +5 +2 +5 +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
8th +4 +6 +2 +6 Tainted Spell +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
9th +4 +6 +3 +6 Otherworldly Secret +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class
10th +5 +7 +0 +7 Spontaneous Metamagic, Tainted Spell +1 level of existing prepared divine spellcasting class
+1 level of existing invocation-using class

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis),
Intimidate (Cha), Knowledge (any, taken individually) (Int), Listen (Wis), Martial Lore (Int), Perform (oratory only) (Cha), Ride (Dex),
Search (Int), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Use Magic Device (Cha), and Use Psionic Device (Cha)

Class Features[edit]

All of the following are class features of the tainted disciple.

Proficiencies: Tainted disciples gain no proficiency with any weapon or armor.

Spellcasting: At each indicated level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a prepared divine spellcasting class to which you belonged before adding the prestige class level. You also gain new invocations known, increased damage with eldritch blast, and an increase in invoker level at each level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one prepared divine spellcasting class before becoming a tainted disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Level Advancement: The power of taint is seductive. Once you have tasted its attractions, it is hard to resist. If you wish to advance a level in another class after taking your first level as a tainted disciple, you must succeed on a Will save (DC = 10 + your corruption score). If you fail, you must stay in this prestige class and advance another level in tainted disciple instead. If you succeed, you can advance the level in another class, although you must still attempt the saving throw the next time you gain a level or default back to this prestige class.

Once you reach 10th level as a tainted disciple, you can freely advance in other classes until you reach epic levels, at which point you must once again succeed on a Will save in order to advance in another class.

Tainted Spellcasting (Su): Rather than using a key ability score for spellcasting or invoking, you can choose to use your corruption and depravity scores. To cast a spell, you must have a corruption score at least equal to the spell's level. Your bonus spells are based on a number equal to your depravity score + 10, and saving throws against your spells or invocations have a DC of 10 + spell level + 1/2 your depravity score. For example, a tainted disciple with a depravity score of 3 would gain bonus spells as an archivist with an Intelligence score of 13.

You accumulate taint for casting your spells. Each time you cast a divine spell, you must make a Will save (DC 10 + spell level) or increase your depravity score by 1. In additional, all divine spells you cast are evil spells.

If you begin at a level higher than 1st level, you begin play with corruption and depravity scores equal to one-half your Charisma score (unmodified by temporary boosts such as magic items or spells) + your character level + 2 per tainted disciple class level (effectively tripling your class levels). If you are undead, add +1 to this total. If you are [Evil], add +2.

Additionally, you gain an innate understanding of objects, places, and creatures that carry the taint of evil. By concentrating as a full-round action and focusing your attention on a creature, object, or specific site within 60 feet of you, you can determine if it carries or transmits taint.

Tainted Spell (Su): Select one spell you have access to. You can spontaneously convert any prepared spell of an equal or higher level into that spell, similar to a cleric casting cure spells. In addition, once per day for every tainted spell you know, you can cast one of your prepared spells as if it were a supernatural ability. You must still pay any XP costs associated with the spell, but it automatically bypasses spell resistance and does not require any other components.

Otherworldly Secret: At the indicated levels, you unlock one of the following secrets. Each one has an additional requirement that you must meet before it can be selected.

  • Aberrant Lore: This secret requires that you have an Intelligence of at least 20 and that you know the otherworldly whispers invocation.
Tainted disciples gather knowledge. Upon selecting this otherworldly secret, you gain the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. You add your tainted disciple class level and your Intelligence modifier to this lore check. If you know the Magical Skill Mastery secret, you can add your depravity score instead of your Intelligence modifier to any lore check dealing with supernatural, horrific, tainted, or otherwise forbidden subjects, at the DM's discretion.
If you have unlocked at least three otherworldly secrets, your knowledge of lore beyond the realm of common experience is broadened and magically augmented. Once per day, you can use contact other plane as a spell-like ability. If your Intelligence and Charisma temporarily decrease as a result of using this ability, you must make a Will save or have your depravity score increased by 1. The DC for this Will save equals the DC of the Intelligence check to avoid the ability score decrease +10. Thus, if you contact an Elemental Plane, the DC is 17; if you contact a greater deity on an Outer Plane, the DC is 26.
  • Eldritch Blades (Su): This secret requires that you possess Two-Weapon Fighting and the hideous blow invocation.
On the start of your turn, your can spend a free action to invoke your hideous blow power. Doing so channels your eldritch blast into any two one-handed melee weapons you're holding at the time, and the channeling lasts until the start of your next turn. Any targets you hit with your melee attacks while channeling your blast in this way causes them to be affected by your eldritch blast (including any eldritch essence applied to the blast) in addition to your weapon and/or precision damage.
Until the start of your next turn, you also threaten nearby squares as normal, and can thus make attacks of opportunity with your eldritch blades. Additionally, if your base attack bonus is +6 or higher, you can take a full-attack action in order to make as many iterative attacks with your eldritch blades as your base attack bonus allows.
For every otherworldly secret you know, you also gain a bonus feat from the following list: Combat Expertise, Combat Reflexes, Dual Strike, Greater Two-Weapon Defense, Greater Two-Weapon Fighting, Improved Critical, Improved Disarm, Improved Initiative, Improved Two-Weapon Defense, Improved Two-Weapon Fighting, Martial Stance, Martial Study, Power Attack, Quick Draw, Shadow Blade, Two-Weapon Defense, Two-Weapon Pounce, Two-Weapon Rend, Weapon Finesse, or Weapon Focus. These feats only apply when using your eldritch blades, however.
  • Imbue Magic: This secret requires either brimstone blast, hellrime blast, or vitriolic blast, plus at least one item creation feat.
You can use your tainted magic to create magic items, even if you don't know the spells required to make them. You can substitute a Use Magic Device check (DC 15 + spell level) in place of a required spell you don't know or can't cast. Such magic items are automatically [evil].
Every morning when preparing your spells, you may select one item creation feat of choice even if you don't otherwise qualify for it (aside from caster level and/or Spellcraft prerequisites). You are treated as possessing that feat until you decide to change it during your morning preparation.
In addition, each time your eldritch blast gains an energy type, choose one of the following: acid, cold, fire, electric, or sonic. Your eldritch blast uses that element instead, much like the Energy Substitution feat.
  • Magical Skill Mastery: This secret requires that you know at least two metamagic feats and either the otherworldly whispers or draconic knowledge invocations.
Upon learning this secret, you may take 10 even if stress and distractions would normally prevent you from doing so when using the following skills: Autohypnosis, Concentration, Craft, Knowledge (all), Spellcraft, and Use Magic Device. If one of these skills is instead used for an extended period of time, such as researching a topic, the minimum required time to perform that action is halved. This secret also grants an insight bonus equal to half your class level (rounded up) on each of those checks.
Furthermore, for every otherworldly secret you know, you gain a bonus [metamagic] feat of choice.
Finally, you can add your depravity score to your Intelligence modifier for any check relating to the use of magic or supernatural subjects. This includes but is not limited to: Concentration checks to cast defensively, Craft (alchemy) checks or other Craft checks made to create magic items, Spellcraft checks to learn or identify a spell, and Knowledge checks made to identify most non-mundane creatures.
  • Master Blaster (Su): This secret requires that you know at least three eldritch blast shape or eldritch essence invocations.
You have learned how to use your eldritch blast more effectively than traditional warlocks. Its range increases by 20 feet per class level, and in any round in which you use your eldritch blast, if an opponent within 15 feet takes an action that would provoke an attack of opportunity, you may attack them with your eldritch blast using your highest attack bonus. Doing so, however, consumes all of your remaining attacks of opportunity for that round. Additionally, if your base attack bonus is +6 or higher, you can take a full-attack action in order to make as many iterative attacks with your eldritch blast as your base attack bonus allows.
Furthermore, you can alter your eldritch blast if it uses one of the following shapes: burst, cone, cylinder, emanation, line, or spread. The alteration consists of creating spaces within the blast's area of effect that are not subject to the effect. The minimum dimension for these spaces is a 5-foot cube.
Finally, You can also treat your eldritch blast as a ranged weapon for purposes of feats and special abilities. For each otherworldly secret you know, you also gain one of the following feats as a bonus feat: Able Sniper, Dead Eye, Deadly Aim, Far Shot, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Point Blank Shot, Precise Shot, Ranged Disarm, Rapid Shot, Sharp-Shooting, Shot on the Run, and Zen Archery. These feats only apply when using your master blaster ability unless you also learn them through other means.
  • Obtain Familiar: This secret requires that you know the call of the beast invocation.
You gain Obtain Familiar and Improved Familiar as bonus feats.
In addition, for every otherworldly secret you know, you may add one 0-level spell from the wizard/sorcerer spell list to your list of known spells, reflecting a cantrip your familiar helped you develop.
  • Sacrificial Metamagic (Su): This secret requires that you possess a Constitution score of at least 20 and the utterdark blast invocation.
This secret allows you to apply a metamagic feat you know to a spell you cast by paying an additional cost in blood. By draining your own blood, you can enhance your spells without using a higher-level spell slot. The cost is a number of points of Constitution damage equal to the spell slot adjustment of the metamagic feat. Thus, casting an empowered flame strike spell costs you 2 points of Constitution damage, because an empowered spell uses up a spell slot two levels higher than normal.
If you do not have a Constitution score, you cannot use this ability.
Additionally, if you know at least three otherworldly secrets, the spell slot modifier of all your metamagic feats is reduced by one level, to a minimum of +0. This feat has no effect on metamagic feats whose spell slot modifier is +0 or less. In order to gain this benefit, however, you must take a permanent -2 penalty to Constitution.
  • Supernatural Transformation (Su): This secret requires that you possess the Ability Focus (eldritch blast) feat and your eldritch blast must have a base of at least 5d6 damage.
Your eldritch blast becomes a supernatural effect. It still requires a somatic component, but is no longer subject to spell resistance (though it can still be suppressed in an antimagic field), and it does not provoke an attack of opportunity. This secret may only be unlocked at 9th level. You may still apply any eldritch essence or blast shape essence to your eldritch blast when using this secret.
Additionally, for each otherworldly secret you know, you gain a bonus eldritch essence or eldritch shape invocation from your list of available invocations at each level you unlocked a secret.

Spontaneous Metamagic (Ex): You can apply metamagic feats to any of your prepared spells just as a spontaneous caster can. This increases the casting time as normal, unless you have the Rapid Metamagic feat (which you automatically qualify for).




Table: The Epic Tainted Disciple
Level Special
11th
12th Otherworldly Secret, Tainted Spell
13th
14th Tainted Spell
15th Bonus Epic Feat, Otherworldly Secret
16th Tainted Spell
17th
18th Otherworldly Secret, Tainted Spell
19th
20th Bonus Epic Feat, Tainted Spell

Epic Spellcasting Progression: At each level above 10th, you gain new spells per day and spells known as if you had gained a level in a prepared divine spellcasting class you belonged to previously, up to the maximum spells per day and spells known by that class. Your caster level in that class increases by +1. You also gain new invocations known, increased damage with eldritch blast, and an increase in invoker level at each level as if you had also gained a level in the warlock class, up to a maximum of 20th level.

Bonus Epic Feat: The epic tainted disciple gains a bonus feat every 5 levels after 10th level.

  • Epic Tainted Disciple Bonus Feat List: Additional Magic Item Space, Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Efficient Item Creation, Enhance Spell, Epic Leadership, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life Span, Familiar Spell, Great Charisma, Great Intelligence, Great Wisdom, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Magic, Legendary Commander, Master Staff, Master Wand, Multispell, Permanent Emanation, Polygot, Spell Opportunity, Spell Stowaway, Spontaneous Spell, and Tenacious Magic, plus any feat from WotC's Epic Insights: Epic Warlock Feats article.



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