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World-Building Part 2: Elemental-Based Prestige Classes

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Kalgalath

PostPosted: Thu Sep 16, 2004 10:59 am


The Tainted
An Elemental Energy-Based Prestige Class Set

In a world where elemental forces run rampant, and where all magic is somehow composed of combinations of the 6 elements Fire, Earth, Air, Water, Light, and Shadow, there will be those who seek to unlock the mysteries of the elements. Many feel the lure of power inherent in mastering these powerful forces through magic. Some even go so far as to make these elemental forces a part of their very being, changing themselves irrevocably. They become Tainted, Masters of the Elements they control, and feared for their strength.

There are 6 Elemental Tainted Classes, and 4 Combination Classes.
The 6 Basic Tainted Are: Fire, Ice, Lightning, Earth, Light, and Shadow
The 5 Combination Classes are: Magma, Crystal, Chaos, and Radiance, Energy

All Tainted share a few things in common. The first is a passion or relationship to the elemental type in question. Another is an appearance that lets others know exactly what they are. . . no longer true members of their race, but something else altogether.

The Tainted classes may be achieved in on of three ways:

*1. Taken as a Prestige Class by someone with a passion for elements

*2. Applied to a creature as a racial template. If this is the case, it is applied at the highest level for that class, and instead of class hit dice, the creature goes up by racial hit dice.

*3. Inflicted as a template on a creature due to exposure to intense magical energy. Characters with Spelltouched feats are particularly susceptible to this, for they have already begun to be changed by magic they have experienced. If this is the case, the DM determines the amount of levels inflicted.

Once a level of Tainted has been obtained, one other energy type may be taken with the following restrictions:
**Fire Tainted may take Earth Tainting to become Magma Tainted.
**Light Tainted may take Fire Tainting to become Radiance Tainted.
**Shadow Tainted may take Fire Tainting to become Chaos Tainted.
**Ice Tainted may take Earth Tainting to become Crystal Tainted.
**Earth Tainted may take Ice Tainting to become Crystal Tainted.
**Lightning Tainted may take Fire, Light, and Shadow Tainting, but do not get a combination class.

Once the first Tainted class is taken, the Combo Classes that may be taken are locked. One cannot take Lightning Tainted first, then Fire and Shadow and then Chaos. If Lightning Tainted is taken, the character can no longer gain any Combo Classes.

When a Tainted (except Lighning) takes his second Tainting class, they are automatically considered to be Tainted with the related Combo Class, regardless of whether or not they take any levels in it. For example, Vekmar, A Level 5 wizard, Level 1 Shadow Tainted, Level 1 Fire Tainted is considered for all purposes to be a Chaos Tainted, though he has not yet taken any levels in Chaos Tainted. This reflects the fact that he is bonded to both energies, though he has not yet mastered his control over the mixture of the two.

Unlike other Tainted characters, those who take Lightning Tainted as thier first Elemental class may take up to 4 Tainted classes (Four Basic Taints), whereas the other Elements may only have up to 3 (Two Basic Taints and One Combination.)
PostPosted: Thu Sep 16, 2004 11:39 am


The Tainted are a set of prestige classes. For the purpose of simplicity, I have set here the common requirements for all the classes. Also, because I don't want to post a million screenshots of tables, and I don;t know how to do them in the Gaia forums (or even if you can), I'll use the standard descriptions that WotC uses to denote progressions. (See below).

Note: Where is inserted, for basic Tainted classes, it means that energy type. For combo classes, it means one of each of the energy types being combined.

Requirements:
Alignment: Any
Base Attack Bonus: +3
Feats: None
Special: Caster Level 5, or Manifester Level 5. Able to cast at least one spell or Manifest at least one Energy Power.

For reference and condensing the list, I will use the following progressions:

All Tainted Classes use:
BAB(Avg)
1st: +0
2nd: +1
3rd: +2
4th: +3
5th: +3

Saves use the following progressions:
Save(Good):
1st: +2
2nd: +3
3rd: +3
4th: +4
5th: +4

Save(Poor):
1st: +0
2nd: +0
3rd: +1
4th: +1
5th: +1

Which saves are used for each class will be listed under the specific Tainted PrC.

Kalgalath


Kalgalath

PostPosted: Thu Sep 16, 2004 11:40 am


Common Ability Descriptions:
Some abilities are common to all the Tainted classes. They are described here to avoid having to repeat them.

Taint of : All the casters energy-related spells and/or powers deal 25% of thier damage converted to the type of energy the Taint is. Ex. A when a level 5 Wizrd, Level 1 Light Tainted casts a Fireball, the total damage is 6d6. (5 from wizard, 1 from Tainted). The damage is rolled, and 25% of the damage counts as Light damage instead of fire. The spell is altered appropriately when it is cast, so a Shadow Tainted Kineticist who casts Energy Ray (Fire) will fire a ray of Flames with shadows swirling about inside.
Note: When a Character has Taint of two elements, but not Fusion of Elements, he chooses which taint will alter his spell when it is cast.

Enhanced Tainting: The Tainted Character’s energy spells are completely tainted with thier two energy types, causing all energy-related spells casted to lose their orginal energy type and become tainted by 50% of each Tainting Element. I.e, A Level 3 Magma Tainted’s energy spells are always composed of 50% Fire and 50% Earth (Bludgeoning) damage.

Caster Levels: At certain levels, a Tainted’s spell casting ability improves. The character chooses one of his arcane, divine, or manifesting classes to improve. The character gains new spells, powers, and/or powerpoints for that class, and is considered one level higher for the purposes of level-dependent spells or powers. The character does not gain any other benefits from the class being improved, such as feats or familiar/psicrystal improvements.

Elemental Type: The Tainted gains the Elemental Type, if he does not already have it, and a sub-type of the Tainted Element.

Fusion of Elements: The Tainted has begun to master his elemental nature, fusing them into a single type within himself. The spells cast by the character now get both Taints, converting 50% of the spell into another energy type (25% for each type). At 2nd level, the Character may simultaneously activates his level 2 Tainted Abilities for only a move action. Ex. A level 3 Ice Tainted, Level 2 Earth Tainted, Level 2 Crystal Tainted uses a single move action to activate Freeze and Fists of Stone. The character can no longer activate them separately. At 4th level, the character silmultaneously activates her level 4 Tainted abilities for only a move action. The character can no longer activate them separately.
PostPosted: Thu Sep 16, 2004 11:41 am


Fire Tainted

Saves: Fort(Poor), Ref(Good), Will(Poor).

Ability Progression:
1st: Taint of Fire, +1 caster level
2nd: Flame Touch
3rd: Quickness of Flames, +1 Caster Level
4th: Flame Shield
5th: Aspect of Fire, Elemental Type

Flame Touch: As a move action, the Tainted may wreath his hands in billowing flames, allowing him to make touch attacks that deal 2d6 fire attacks.

Quickness of Flames: The Tainted is infused with flames, altering her appearance and abilities. She gains a +2 Bonus to Dexterity and her base movement rate increases by 10ft.

Flame Shield: As a move action, the Tainted exudes a ring of fire that surrounds his body. The shield deals 1d6 fire damage for every 2 levels of Tainted classes the character has to creatures who use natural weapons against the caster. Does not stack with Static Shield. The Tainted may use this ability for a number of rounds equal to his Tainted levels.

Aspect of Fire: Once per day, the Tainted may take on the fullness of his mastery of flame, bursting into a wreath of flames. He takes a single move action to activate both Flame Touch and Flame Shield. The damage from Flame Touch increases to 3d6, and Flame Shield affects any creature you striking you with a weapon, as well as those using natural or touch attacks.
Using Aspect of Fire does not count against the number of rounds a character may use Flame Shield or Flame Touch. The Aspect of Fire lasts for a number of rounds equal to all of the character's Tainted Levels, and cannot be dispelled. While it is in effect, the Tainted may not enable and other Elemental Aspects he may have.


Earth Tainted

Saves: Fort(Good), Ref(Poor), Will(Poor).

Ability Progression:
1st: Taint of Earth, +1 caster level
2nd: Fists of Stone
3rd: Strength of Earth, +1 Caster Level
4th: Earth Armor
5th: Aspect of Earth, Elemental Type

Fists of Stone: As a move action, the Earth Tainted may harden his fists to stone, allowing him to make unarmed attacks as if he had a strength of 20. Each punch deals an extra 1d6 bludgeoning damage in addition to whatever normal punching damage the character may deal. Also, the character's unarmed attacks deal lethal damage instead of non-lethal.

Strength of Earth: The Tainted embraces his bond with the earth, altering his appearance and abilities. The character gains a +2 to Strength and +2 to Con.

Earth Armor: Each day the Tainted can harden his skin to the consistency of stone for a number of rounds equal to his Tainted Levels. This ability is used as a move action, and grants a +4 AC enhancement bonus to natural armor.

Aspect of Earth: Once per day, the Tainted may take on the fullness of his mastery of earth, his skin becoming as hard as stone. He takes a single move action to activate both Fists of Stone and Earth Armor. The damage bonus from Fists of Stone increases to 2d6, and Earth Armor also provides damage reduction 5/-.
Using Aspect of Earth does not count against the number of rounds a character may use Fists of Stone or Earth Armor. The Aspect of Earth lasts for a number of rounds equal to all of the character's Tainted Levels, and cannot be dispelled. While it is in effect, the Tainted may not enable and other Elemental Aspects he may have.

Magma Tainted
(Combination Class)

Saves: Fort(Good), Ref(Poor), Will(Poor).

Ability Progression:
1st: Fusion of Elements
2nd: Hurl Magma
3rd: Enhanced Tainting, +1 Caster Level
4th: Magma Burst
5th: Aspect of Magma, Elemental Type

Hurl Magma: As a full action, the Tainted may hurl a large glob of magma at a target up to 30ft away. The Tainted makes a Ranged attack roll that deals 2d6 Fire and 2d6 Earth damage.

Magma Burst: As a standard action, the Tainted can call up a blast of fiery lava from the ground. This burst fills a 5 foot area, and any adjacent squares. Opponents must make a Reflex save (DC 10 + Tainted Levels) or take 1d6 Magma per Tainted level.

Aspect of Magma: As a move action, the Tainted can simultaneously activate Flame Touch, Earth Armor, Flame Shield, and Fists of Stone, if he has them. Unless the character also has the Elemental Aspect for the relevant element, the use of Aspect of Magma counts against the number of rounds per day the character may use those abilities. For example, a level 5 Wiz/4 Fire/5 Earth/5 Magma may use Aspect of Magma, but the duration of the Aspect counts against the number of rounds he may use Flame Shield, but not against Earth Armor.


Ice Tainted

Saves: Fort(Good), Ref(Poor), Will(Good).

Ability Progression:
1st: Taint of Ice, +1 caster level
2nd: Freeze
3rd: Sturdiness of Ice, +1 Caster Level
4th: Ice Armor
5th: Aspect of Ice, Elemental Type

Freeze: As a move action, the Tainted can wreathe her hands and weapons in a nimbus of cold energy. Creatures struck while this ability is in effect take an additional 1d4 cold damage and must make a fortutude save or be slowed. (DC = 10 + Tainted Levels)

Sturdiness of Ice: Strength of Earth: The Tainted embraces her bond with the para-elemental plane of ice, altering her appearance and abilities. The character gains +2 to Natural armor and +2 to Con.

Ice Armor: As a move action, the Tainted may sheathe herself in blue ice (see the Frostburn campaign setting), granting her a +4 Armor bonus. She may have this ability active a number of rounds per day equal to her Tainted Levels.

Aspect of Ice: Once per day, the Tainted may take on the fullness of her mastery of Ice, sheathing herself in ice and radiating an icy cold. She takes a single move action to activate both Freeze and Ice Armor. Freeze gains an additional damage bonus of 1d6 cold, and Ice Armor's bonus increases to +6.
Using Aspect of Ice does not count against the number of rounds a character may use Freeze or Ice Armor. The Aspect of Ice lasts for a number of rounds equal to all of the character's Tainted Levels, and cannot be dispelled. While it is in effect, the Tainted may not enable and other Elemental Aspects she may have.

Crystal Tainted

Saves: Fort(Good), Ref(Poor), Will(Poor).

Ability Progression:
1st: Fusion of Elements
2nd: Shard Storm
3rd: Enhanced Tainting, +1 Caster Level
4th: Crystal Prison
5th: Aspect of Crystal, Elemental Type

Shard Storm: A number of times per day equal to her Tainted levels, The Tainted can spray forth from her finger tips thousands of tiny crystal shards. These shards whirl about her, creating a whirlwind of slashing crystals in a 20ft radius around her. Any creatures caught in the area take 1d4 slashing damage per Tainted Level. (Reflex Half, DC 10 + Tainted levels) This ability is used as a standard action.

Crystal Prison: 3/day, the Tainted may call forth pilars of deep crystal from the ground, surrounding creatures of size L or smaller and trapping them. The prison can be escaped by flying of teleportation, or by smashing through the barrier. The crystal has a hardness of 20 and has 50hp. The prison lasts for a number of rounds equal to the characters Tainted levels.

Aspect of Magma: As a move action, the Tainted can simultaneously activate Freeze, Earth Armor, Ice Armor, and Fists of Stone, if he has them. Unless the character also has the Elemental Aspect for the relevant element, the use of Aspect of Crystal counts against the number of rounds per day the character may use those abilities. For example, a level 5 Wiz/4 Ice/5 Earth/5 Crystal may use Aspect of Magma, but the duration of the Aspect counts against the number of rounds she may use Ice Armor, but not against Earth Armor.

Kalgalath


Kalgalath

PostPosted: Fri Nov 04, 2005 9:34 pm


I know nobody's probably looked at this much at all since it was first posted, but I found a use for it in a campaign I was doing at home, so I did a bit of extra work to put out the stats for the Shadow Tainted and the Chaos Tainted. If anybody would like me to do one or more of the others listed in the first section, or even a specific Quasi or Para Elemental Tainted not in the original list, just PM me about it, and I'll have it up in a day or so.



Shadow Tainted

Saves: Fort(Good), Ref(Poor), Will(Good).

Ability Progression:
1st: Taint of Shadow, +1 caster level
2nd: Eldritch Claws
3rd: Deception of Shadow, +1 Caster Level
4th: Shadowswarm Warding
5th: Aspect of Shadow, Elemental Type

Eldritch Claws: As a move action, the Tainted sprouts long claws of glowing black-and-purple energy. These claws are counted as natural weapons, and deal 2d6 shadow to living targets, and heal undead targets for 2d6.

Deception of Shadow: The Tainted's form becomes infused with shadow energy, altering her appearance and abilities. She gains a +2 Bonus to Charisma and giving her a +4 competence bonus to Hide and Move Silently.

Shadowswarm Warding: As a move action, the Tainted releases a swarm of batlike shadows that swirl around her. These shadows make it very difficult to see the form of the Tainted, granting her partial concealment (20%). These shadows do not obscure the Tainted's own vision. The Tainted may have this ability activated a number of rounds per day equal to her Tainted Levels.

Aspect of Shadow: Once per day, the Tainted may take on the fullness of his mastery of shadows. She takes a single move action to activate both Eldritch Claws and Shadowswarming Warding. The damage from Eldritch Claws increases to 3d6, and Shadowswarm Warding extends to a 5ft radius. In addition, the Shadowswarm distracts anyone other than another Shadow (or Chaos) Tainted as if they were standing within the area of a creature with the swarm type.
Using Aspect of Shadow does not count against the number of rounds a character may use Eldritch Claws or Shadowswarm Warding. The Aspect of Shadow lasts for a number of rounds equal to all of the character's Tainted Levels, and cannot be dispelled. While it is in effect, the Tainted may not enable any other Elemental Aspects she may have.


Chaos Tainted
(Combination Class)

Saves: Fort(Poor), Ref(Good), Will(Good).

Ability Progression:
1st: Fusion of Elements
2nd: Entropic Shards
3rd: Enhanced Tainting, +1 Caster Level
4th: Entropic Aura
5th: Aspect of Chaos, Elemental Type

Entropic Shards: A number of times per day equal to her Tainted levels, As a standard action the Tainted can call forth several shards of pure entropic force. The Tainted can call forth a number of shards equal to half her tainted levels. These shards can be placed anywhere within 60ft of the Tainted, in as many different spaces as desired. At the beginning of each round, any creature standing withing 5ft of a shard takes 1d6 points of damage as the forces of entropy rip into thier bodies, and the shard moves 5ft in a random direction (roll an appropriate die). Any creature passing through a space containing a shard, or standing in a space the shard moves into, takes this damage as well (note this may mean they are damaged twice!). The shards do not affect Chaos Tainted. They last for 4d4 rounds before vanishing.

Entropic Aura: 3/day, the Tainted may create about her an aura of chaos, similar to that of a Wildzone or that possessed by an Amorphion. Any spells cast within 60ft of her are treated as if having been effected by a Wild Surge. The aura lasts for a number of rounds equal to her Tainted levels. (Note: For those who do not have the Tome of Magic, or a chart detailing Nahal's Reckless Dweomer, instead substiture a roll from an appropriate Wand of Wonder or Rod of Wonder chart. The Expanded Wand of Wonder is posted here in the guild, the Rod of Wonder is found in the DMG)

Aspect of Chaos: As a move action, the Tainted can simultaneously activate Flame Touch, Flame Shield, Eldritch Claws and Shadowswarm Warding, if she has them. Unless the character also has the Elemental Aspect for the relevant element, the use of Aspect of Chaos counts against the number of rounds per day the character may use those abilities.
The Aspect of Chaos lasts for a number of rounds equal to all of the character's Tainted Levels, and cannot be dispelled. While it is in effect, the Tainted may not enable any other Elemental Aspects she may have.  
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