I did finish the corruptions to the classes the group is going to be playing in at least, and I figured I would share them here.
At the moment they have:
Barbarian - my wife
Cleric - my cousin
Witch (slightly modified from pathfinder) - my other cousin
Psion, or Ranger - my friend can't make up his mind on which yet
Rogue - NPC
We start playing Friday night (10/18/13) and hopefully it goes well, I'm going to be relying and hoping on their ability to explore more instead of me pointing them in a specific direction (first time most have done this so not sure how well it will work out yet).
But here are the corruptions I've worked up, and yes mostly they make them stronger which I am factoring into how the game is going to go.
AllCharacters:
v
Potions found in the Mournland function normally
for you, all others function half as well.
v
While in the Mournland, at the end of every
round there is a 25% (this chance drops to 10% while outside the Mournland)
chance that the spells cast during that round could possibly turn into living
spells, if a cleric and wizard both cast a spell there is a chance the spells
will merge to form a stronger living spell (ECS. 294) which lasts for 1hr per
half its HD while in the Mournlands (this drops to 1rd per HD outside of the
Mournland). You can attempt to gain control of the Living spell by making a
Caster Level Check, whatever you roll is what the Living spell must beat with a
Will save. If it fails this save then the caster can control it until it
dissipates.
v
You take a -10 penalty to CHA based checks when
dealing with people/creatures not corrupted by the Mournland.
Clerics:
v
Healing spells function normally while in the
mournlands, and only heal half as much outside the mournlands.
v
Whatever Holy Symbol the cleric possesses has
been transformed into an identical holy symbol except it’s now purple and made
of Mournlode (deals your level in damage to undead you turn).
v
While in the mournlands clerics gain an
additional Domain in addition to their normal 2 (for a total of 3 domains), you
can also cast one additional spell per day but it has to be from this extra
domain.Extra domain choices: Darkness, Decay, Destruction, Madness, Pestilence,
or Shadow.
v
When turning undead a cleric can choose to twist
the energy to instead turn a non-warforged creature that is not corrupted by
the Mournland. (This functions exactly like turn undead).
v **Turning undead might be changed to channeling energy similar to pathfinder if I can sit down and write the rules out for her.**
Witch:
v
Your patron has not been affected but the
effects of the Mournland have affected your mind which manifests in the form of
a second patron although it must be from this list: Death, Insanity, Plague, or
Shadow. This second patron is only active and follows you around while you are
in the mournlands.
v
You also gain one new spell of each spell level
but this extra spell must be pulled from the list of spells you secondary
patron grants you.
v
Your familiar gets warped and grows to a medium
size, and it also gains the Mage-bred template.
Barbarian:
v
Your rage works in reverse, you are constantly
in a rage state and you can use your daily rage uses to instead clear your mind
for a short time.
v
While in the Mournlands your DR is increased by
1 (this stacks with your other DR from the barbarian).
v
While in a rage state your STR & CON is
increased by another +2, and your AC is dropped by an additional +2. Also while
raging you move an additional 10ft. faster.
Ranger:
v
The Rangers companion is corrupted by the
Mournlands and gains the Dark Creature template (Tome of Magic pg. 161)
although you can choose which element it is resistance too at creation.
v
Rangers gain one extra spell slot for each level
and they can choose any spell they could normally cast for that spell.
v
Rangers also gain one extra favored enemy that
has to be one of the following: Aberration, Construct, Monstrous Humanoid,
Outsider (air, good, lawful), or Undead.
Psion:
v
Your psicrystals personality splits letting you
choose a second personality to reside in your psicrystal. You gain the bonuses
from both.
v
You have gained a deeper understanding of one
element. You choose one element from Acid, Fire, Cold, or Force. Anytime you
manifest a power with this element you can add in two extra power points (from
your own pool) over what the maximum you normally could. This means you could
manifest a power with more modifications than you normally could.
v
Anytime you manifest an astral construct it
gains one additional choice from whatever menu it has access to. Only one extra
choice is given total.
v
If you choose to have an Elemental Envoy through
the feat instead of a psicrystal then your elemental envoy is corrupted and has
the Phrenic creature template applied to it (EPH pg 206).
Rogue:
v
You gain an uncanny ability to blend into your
surroundings granting you to gain a +5 bonus to hide and move silently.
v
You have an easier time focusing in one opponent’s
weak spots; this grants you an additional +1d6 to sneak attack damage.
v
Although you don’t quite understand it yet, you
have the ability to sneak attack undead creatures now. You can’t critical hit
them for some reason, but you can apply your sneak attack when appropriate.
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