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View Full Version : The Maleficant, a new kind of combatant [3.5/PF, PEACH]



AttilaTheGeek
2013-05-19, 09:01 PM
Design notes: This was coauthored by NichG. I'd say "I couldn't have done it without you", but that implies that it was mostly me writing it. There was a lot of bouncing ideas off each other and great teamwork between us.

In terms of the class itself, our primary worry is about its damage output. 4 damage per level per round, every round, seems like a lot, but we found that in standard four- or five-round combats it just couldn't compete with less. That being said, we are definitely looking for playtesters for the Maleficant! Playtesters will be rewarded with internet cookies and credit right here.


The Maleficant
Role: The maleficant is a powerful damage-dealer in combat, able to subtly but powerfully change the course of a battle with devastating damage-over-time effects, drains, and curses.
Alignment: Many, but not all, maleficants are evil. The art of curses does not often appeal to those dedicated to helping others, but a maleficant is under no compulsion to be evil.
Hit die: d6.
Class Skills: A maleficant's class skills for Pathfinder are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana, dungeoneering, and planes) (Int), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). A maleficant's class skills for 3.5 are Appraise (Int), Bluff (Cha) Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha) Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana, dungeoneering, and planes), Move Silently (Dex), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill points per level: 4+Int modifier.
Skill points at 1st level if played in 3.5: (4+Int modifier) x4

The Maleficant:
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+0|+0|+0|+2|Corruption

2nd|+1|+0|+0|+3|Least Invective

3rd|+1|+1|+1|+3|Least Curse, Curse 1/encounter

4th|+2|+1|+1|+4|Augment

5th|+2|+1|+1|+4|Lesser Invective

6th|+3|+2|+2|+5|Lesser Curse

7th|+3|+2|+2|+5|Evil Eye, Augment

8th|+4|+2|+2|+6|Lesser Invective

9th|+4|+3|+3|+6|Lesser Curse, Curse 2/encounter

10th|+5|+3|+3|+7|Augment, Double Augment

11th|+5|+3|+3|+7|Moderate Invective

12th|+6/+1|+4|+4|+8|Moderate Curse

13th|+6/+1|+4|+4|+8|Furious Glare, Augment

14th|+7/+2|+4|+4|+9|Moderate Invective

15th|+7/+2|+5|+5|+9|Moderate Curse

16th|+8/+3|+5|+5|+10|Augment

17th|+8/+3|+5|+5|+10|Greater Invective

18th|+9/+4|+6|+6|+11|Greater Curse, Curse 3/encounter

19th|+9/+4|+6|+6|+11|Aura of Misfortune, Augment

20th|+10/+5|+6|+6|+12|Greater Invective[/table]
Weapon and Armor proficiency: A maleficant is proficient with simple weapons and light armor. A maleficant can cast in light armor, but while wearing medium or heavy armor or wielding a shield, his Corruption and Curses suffer a chance to fail equal to the arcane spell failure chance of the armor and shield he is wearing.

The Maleficant is a master of curses, hexes, and all manner of inflicted dooms. Maleficants are often discovered rather than trained - someone pushes them over the edge and in their moment of cold fury, the nascent Maleficant curses them reflexively. While the very name of their class suggests evil, the actual power behind the Maleficant's curses is one of cosmic balance and retribution. Righteous Maleficants have been known to exist, punishing those who wrong others by tapping into the very bad karma they have developed.

Maleficants use supernatural abilities that are not strictly speaking spells. However, they are considered to have a caster level (CL) much like other casters, and benefit from items and feats that increase caster level. For the purpose of effects that are specific to a school of magic (Spell Focus, Reserve Feats, etc), Maleficant abilities are considered to be Abjurations. Unless noted otherwise, any Maleficant ability that deals damage deals Shadow damage, which functions as any other elemental damage. It is subject to the Resist Energy and Protection from Energy spells, and shadow resistance is commonly found on creatures from the void.

Corruption (Sp):
The core ability of the Maleficant is the ability to inflict a spiritual corruption upon a target that is then reflected in progressive injury to their body. Inflicting a Corruption is a standard action and has a range of close (25 feet plus 5 feet per two levels). The target of a Corruption may make a Will save (DC 10+Level/2+Cha mod) to take half damage. Corruption may be removed by the spell Remove Curse or when the Maleficant dismisses it or is killed. Otherwise, the duration is 5 rounds. Corruption can be stacked multiple times onto the same target.

Each stack of Corruption causes 4 points of damage per caster level each round to its targets. This occurs once at the onset, and at the beginning of the Maleficant's turn on subsequent rounds. Effects that cause the Maleficant to act twice in a round do not cause the Corruption damage to occur twice.

Every four levels the Maleficant can select an Augment which can be applied to their Corruption attack. These Augments generally cost a Swift action to enact, and increase the range, scope, or effectiveness of the Corruption while leaving its basic effect the same.

Curse (Sp):
Maleficants can focus their will upon truly devastating curses, but doing so is personally taxing and exhausting. Maleficants obtain their first Curse at Lv3 and gain a new Curse every 3 levels. A Maleficant can initially issue one Curse per encounter (two per encounter at Lv9, three per encounter at Lv18). Compared with Corruption, Curses are not necessarily more damaging, but they influence how the target interacts with damage (and so can lead to greater damage in the long run). Curses can also inflict status conditions and other indirect ways of harming or shutting down enemies. Most Curses last for 1 minute unless otherwise specified - some are permanent!

Issuing a Curse is a standard action, but doing so provokes attacks of opportunity in the same way that spellcasting does. A Maleficant may 'Curse Defensively' using the same rules for casting defensively. All Curses are medium range. Similarly to Corruption, they can be removed with Remove Curse, dismissed by the Maleficant, and end upon the Maleficant's death. Curses are divided up into four tiers: Least (initially available), Lesser (available at Lv6), Moderate (available at Lv12), and Greater (available at Lv18).

Refresh Mechanism: Maleficants may refresh one use of a Curse by pulling the life energy from one of their Corrupted. With a swift action, the Maleficant can remove one stack of Corruption upon a single target and regain one Curse use in the process.

The feat Extra Curse allows the Maleficant to learn an extra Curse that they qualify to learn.


Invective (Sp):
Sometimes it is not just a person that a Maleficant has a problem with, but rather is the world around them, the bad events that harm them, and other such broad things. This is where Invectives come in. Invectives are curses uttered to the world itself, allowing the Maleficant some justice against impersonal forces such as chance and fate. Mechanically, Invectives are utility abilities with mostly out-of-combat applications. Invectives are At-Will abilities.

Maleficants receive their first Invective at Lv2, and learn a new one every three levels. They follow the same tier scheme as Curses, but offset by one level (Lesser at Lv5, Moderate at Lv11, Greater at Lv17).

The feat Extra Invective allows the Maleficant to learn a new Invective of a tier they have access to.


Evil Eye (Su): By 7th level, The Maleficant is known for their swift vengeance to the point where enemies may be afraid to target them. The Maleficant may choose one enemy to direct their gaze at (they can change this for free each round on their turn, or off-turn by spending an Immediate action). This enemy's attacks suffer a 20% miss chance against the Maleficant unless the enemy is immune to fear.

Double Augment: At 10th level, a Maleficant may apply two Augments to a a Corruption at the same time with a single Swift action.

Furious Glare: At 14th level, a Maleficant's Evil Eye causes a 40% miss chance, as well as a 20% miss chance against any allies within 10 feet of the Maleficant.

Aura of Misfortune: Things just tend to go poorly for enemies within the Maleficant's presence. The Maleficant gains a 60ft aura , and enemies within it must reroll the first d20 roll they make each round and take the lower result.

Corruption Augments:

Corrupted Shadows: This causes the Corruption of the Maleficant to extend through their shadow as a Swift action. When this is used, the Maleficant can inflict their Corruption against a target within melee reach with a melee touch attack instead of a saving throw.

Doom Counter: This Augment increases the duration of the Maleficant's Corruption to 10 rounds.

Burden of the Soul: This Augment causes the Maleficant's corruption to wear upon a person's mind and emotions, not just their body. The Maleficant may trade 4 points of their Corruption damage to instead inflict a (non-stacking) -1 penalty to saves for the duration of the Corruption. They may trade as many increments of 4 damage as they wish, but only the largest such Corruption applies.

Family Curse: This Augment causes the Maleficant's Corruption to jump to a nearby enemy target when the current cursed individual is knocked out our killed. The Corruption can move a distance up to its original Close range from its previous host.

Infectious Corruption: Requires Family Curse. This Augment causes the Maleficant's Corruption to spread to new enemy targets. Each round after the first when it takes effect on a target, the Corruption attempts to spread to an un-Corrupted enemy within Close
range. This grows progressively - e.g. the first round one enemy is Corrupted; the second round a new enemy is Corrupted; the third round two new enemies are Corrupted. If an enemy saves against this spread, they are completely unaffected, rather than suffering the Corruption
at half intensity.

Detonating Corruption: This Augment reduces the duration of the Corruption to 1d3+1 rounds, but when the corruption ends it instead explodes out of the target, dealing 4 damage/CL to everyone within a 30ft radius (Reflex halves except for the original host).

Seed of Corruption: Req: Detonating Corruption. When your Corruption detonates, it infects other targets with a new Corruption (that does not benefit from any of the Augments of the original) instead of doing fixed damage. A successful Reflex save avoids this infection.

Blasted Heath: The Maleficant can, with a Swift action, extend this Corruption to everyone within 5ft of them (enemies and allies alike). Those caught in this effect do not receive a save against it.

Path of Destruction: The Maleficant's Corruption extends in a 60ft line, but now allows a Reflex save to reduce its effects instead of a Will save.

Debilitating Corruption: This Augment allows the Maleficant to add one point of Strength damage per 4CL to the effect of their Corruption.

Stupefying Corruption: This Augment allows the Maleficant to add one point of Wisdom damage per 4CL to the effect of their Corruption.

Maddening Corruption: Requires Stupefying Corruption. Each round, a character suffering under this Corruption must make a Will save or act randomly (as per the Confusion spell).

Harrowing Corruption: Whenever the target of this Corruption suffers its effects, there is an automatic dispel effect against one spell effecting them made at the Maleficant's caster level.

Persistent Corruption: Targets attempting to reduce the effects of this Corruption must successfully save twice or be fully affected.

Relentless Corruption: Requires Persistent Corruption. In addition to the effects of Persistent Corruption, the save DC of the effect is increased by 3.


Curses:Least Curses:

May Harm Befall: This Curse causes the target to suffer harm from their environment - the ground trips them up, things fall upon them, their weapon grip chafes their hands, their wounds fester. This Curse requires the Maleficant to make a pinpoint gesture (ranged touch
attack), after which the cursed entity will bear a mark upon their body indicating the curse.

Whenever the target takes damage from some source, they take an additional 1 point per 2CL (minimum 1) of the same type. This applies separately to all damage types in an attack. This Curse is permanent.

Malefic Grasp: This Curses accelerates the work of other curses and per-round effects laid upon the targets. This Curse affects a single target, who receives a Will save to reduce the
effects. On a failed save, the target is cursed and suffers the effects of all standing negative per-round effects (Corruption, other Curses, etc) an additional time each round. On a successful save, they merely suffer all such standing effects once again but are not thereafter
cursed. This curse lasts 1 minute.

Call to Rot: This Curse causes all the Corruption effects on a target to strike again immediately. The target may make a Will save to halve this effect.

Soul Swap: You recall the Corruptions of a target to hand, allowing you to send them out either immediately for free, or within one minute as a Swift action. These Corruptions apply as if new --- their durations are reset, augments are preserved, and the new target receives new saves against each Corruption.


Lesser Curses:

Coward's Call: This Curse harms those who attempt to harm others. The effects of this Curse apply whenever the target makes an attack roll for any reason. When doing so, the target suffers 1 damage per CL. This damage takes the form of the attacker's weapon or spell damage if applicable; otherwise, for non-damaging attacks it is the base type of the Maleficant. This curse may be applied as a Swift action to any creature that harms the Maleficant. There is no saving throw to resist it.

Plague of Ills: This Curse causes the target's misfortunes to be spread to those around him. When this Curse is applied, the target's Corruptions and per-round negative effects hit everyone within 20 feet of them. This happens once and then the Curse ends (though the Corruptions persist). There is no saving throw against this effect.

Bane: This devastating Curse focuses the Maleficant's fury on a single target, who receives a Will save to reduce its effects. Half of all Corruption damage dealt to other targets within line of effect is transferred to the Maleficant's Bane, and damage dealt directly to the Bane is increased by half. On a successful Will save, the target suffers this for only one round. This curse lasts 1 minute.

Damn Your Eyes: The Maleficant curses all those who would dare to look upon them. Anyone not averting their eyes must make a Fortitude save or be afflicted with Permanent blindness. On a successful save they are merely Dazzled for 1 minute.


Moderate Curses:

Ire of the Gods: This Curse targets divine casters, calling them to the attention their god's enemies. Whenever the afflicted casts a divine spell, they suffer 4 damage/CL that can interrupt their spell-casting. A Will save reduces the effects of this Curse to 1 damage/CL (though it can still interrupt their casting). This curse is Permanent.

Cascade Curse: This Curse amplifies the effects of things that cause a build-up of injury. Every round that a Corruption or other damage-over-time effect (including things like being on fire) applies to someone under this Curse, its damage increases by 1/CL. This curse lasts for 10 rounds on a failed save

For example, when a 10th-level Maleficant casts Corruption, it deals 40 damage per round on a failed save. With this curse, the target would take 40 damage, then 50 next round, then 60 the round after.

Soldier's Bane: This Curse applies to a wide area (120ft radius) and only affects enemies of the Maleficant. Those who fail Will saves against this curse suffer 1 damage per 2 CL whenever anyone else under the same instance of this curse suffers damage from a source other than this curse or other damage redirection abilities such as Shield Other - to put it explicitly, no loops. This curse lasts 1 minute.

Example: A Lv10 Maleficant Corrupts a target and then applies Soldier's Bane to the field, including the Corrupted individual. This round when the Corrupted target takes Corruption damage then everyone in the field who failed their save takes an extra 5 damage (including that target). If next round the Maleficant applies Corruption to a second sufferer of Soldier's Bane, everyone will take 10 damage that round.

Borrowed Time: This nasty Curse is a death sentence to many whom it afflicts. The target of this Curse suffers 1 point of damage that cannot be healed while the Curse remains upon them each hour. Will negates. This curse is permanent.


Greater Curses:

Doom:You take hold of a target's life force and end it abruptly. The target receives no initial save to negate this Curse's effects. The target takes 2d6 damage and another 2d6 per round the curse has been active each round. In other words, the target takes 2d6 the first round, 4d6 the second round, 6d6 the third round, and so on until the target dies. The target of Doom may make a save against the Curse only when its damage would reduce them below 0hp - if they succeed in their save they break the curse and prevent the lethal damage. The damage dealt by Doom cannot be healed until the curse ends. This curse lasts for one minute.

Vampiric Curse: Targets of this Curse suffer increased damage from all sources equal to +1/2 CL; this extra damage is applied as healing to the Maleficant. There is no save against this effect. This Curse lasts for one minute.

Killing Curse [Death]: The Maleficant calls upon the gods and the universe to remove their enemies from it. Those afflicted with this Curse merely stop living - there are no external signs, no injuries or decay. This is a Death effect and thus Raise Dead is insufficient to restore
those killed by this Curse. This curse requires a ranged touch attack and takes the form of a lancing green beam. If it successfully hits then the target is caught in the throes of the Curse for one minute. Each round under this Curse, the target must make a Fortitude save or die.

Invectives:Least Invectives:

Foul Weather: The Maleficant curses the weather and the unpleasant conditions it creates. This protects the Maleficant from the effects of heat and cold for one minute per CL. Furthermore, rain does not soak them or even accumulate upon them, and snow evaporates on contact (at least up to the conditions of heavy snowfall - no good against avalanches/etc).

Cursed Foreigners: This Invective is drawn out of the Maleficant due to being stuck in a place dealing with people who don't speak the same language. The result of this Invective is that the Maleficant may make themselves understood perfectly to those who do not speak their
language so long as they speak with hostility.

Tasteless Pap: This Invective is brought on by insufficient or bad quality food, and has the effect of Purify Food and Water. It also tends to upgrade the food quality of whatever it is used on, correcting seasoning and the like.


Lesser Invectives:

I Hate Bugs: This Invective expresses the Maleficant's hatred of insects and swarms of various types. Swarms must make a Will save (DC 10+CL/2+Cha) in order to approach within 30ft of the Maleficant for one minute per CL.

Where's a Guard When You Need One?: This Invective has the strange effect of imparting an intuitive feeling in nearby guards (or whatever the equivalent is in the area) that something is going on at the Maleficant's location. Said guards need not be friendly to the Maleficant, so this can be used for diversions as well as to summon real aid. This Invective allows responding guards to arrive within 3 rounds, even if they would otherwise have taken much longer to do so. The maximum range of this effect is 200ft per CL.

Note on the intended use of this Invective: Its not just for summoning aid in cities; this can be used to e.g. summon a large portion of the inhabitants of a hostile dungeon to one room for the purpose of ambushes or distraction.

Another Dead End?!: This Invective allows for a reroll of failed Gather Information checks, either for the Maleficant or their allies (but the Maleficant must be present). A check can be rerolled at most once.


Moderate Invectives:

Begone ye Bonds of Gravity: This Invective allows the Maleficant to briefly slip gravity's bonds. From any solid surface the Maleficant may move up to their normal movement rate disregarding the effects of gravity (by pushing off, etc). At the end of their movement they are once again under the effects of gravity and will fall if unsupported. Using this Invective while falling allows the Maleficant to minimize falling damage (e.g. they take 1 on each 1d6 of falling damage they would suffer), but does not allow them to hover or fly.

Iron Bars do Not A Prison Make: This Invective attempts to destroy any objects restraining the Maleficant - ropes, prison bars, etc. Note that the target objects must be preventing the Maleficant from leaving, not from entering (so you couldn't blow up the gate of a castle that you want to enter, but you could blow up the gate of a castle that you are trapped in). This Invective can affect an object with Hardness up to the Maleficant's CL and mass up to 25lbs/CL. Against magical constructs such as a Wall of Force, this Invective allows the Maleficant to make a Caster Level check to attempt to dispel the effect. Living restraints (e.g. someone grappling the Maleficant) are immune.

Cross my Heart and Hope to Die: This Invective punishes those who break their promises to the Maleficant. It may be uttered right before some promise or oath is sworn. By doing so, the oath becomes binding to both parties. Either side that violates their oath suffers
a permanent and un-healable reduction of maximum hitpoints equal to the caster level of the Maleficant.

Greater Invectives:

You Have Not Heard the Last of Me!: This Invective may be used as an Immediate action. It causes the Maleficant to escape their current situation, though they lack control of where they end up. Specifically, this Invective causes the Maleficant to teleport to a save location somewhere within a 10 mile radius at random.

Curse the Gods: This Curse may be used as an immediate action. It allows the Maleficant to redirect a harmful divine spell from an ally to themselves. This works even if the Maleficant would normally be outside the range of the spell.

This Cannot Be!: This Invective allows the Maleficant to ignore a physical barrier or other part of the environment for one round. They may not use this Invective more than once on a single object or environmental condition. For example, a Maleficant might use this to
walk through the wall of a building, but could not then pass back the same
way.

Changelog: {table=head]Date|Edit
5/19|Herp derp, forgot design notes.
5/23|Added Bluff and Diplomacy as class skills, and removed Knowledge: Religion.


[/table]

AttilaTheGeek
2013-05-19, 09:04 PM
Reserved for possible archetypes. Post away!

Moonwolf727
2013-05-20, 03:15 AM
Unfortunately I'm on my phone at the moment and cannot offer a ful critique without sitting here for hours and making my thumb sore. I did want to ask for a quick clarification though, the section on invectives mentions that you gain access to lesser invectives at 5th level but the table says otherwise, could you just let me know which it actually is, please?

AttilaTheGeek
2013-05-20, 05:58 AM
I've changed the table to match the text.

Philemonite
2013-05-23, 04:36 PM
I like this class very much, and I would like to play it.
4 damage per level does seam a bit high, I guess I need to see it in action.

Doom seams way to powerful, but I guess it should rival level 9 spells.
It is still affected by Resistance, right?

I would like to see Bluff and Diplomacy as class skills, lies and manipulation would go well with this class.

Otherwise, great job, I will definitely try it soon.

AttilaTheGeek
2013-05-23, 09:42 PM
I like this class very much, and I would like to play it.
4 damage per level does seam a bit high, I guess I need to see it in action.

We compared it to melee and evocation wizards, and it wasn't super over the top, but if you want to playtest it that would be awesome.


Doom seams way to powerful, but I guess it should rival level 9 spells.
It is still affected by Resistance, right?

Spell Resistance? As an SLA, yes.


I would like to see Bluff and Diplomacy as class skills, lies and manipulation would go well with this class.

Good idea.


Otherwise, great job, I will definitely try it soon.

Fantastic! Be sure to tell us how it goes.

Saidoro
2013-05-25, 12:03 PM
In terms of the class itself, our primary worry is about its damage output. 4 damage per level per round, every round, seems like a lot, but we found that in standard four- or five-round combats it just couldn't compete with less. That being said, we are definitely looking for playtesters for the Maleficant! Playtesters will be rewarded with internet cookies and credit right here.
It doesn't seem too high with reasonably optimized T3+ classes, but the class has a very high optimization floor, probably higher than TOB classes. You might want to note that the class is likely unsuitable for low-op games somewhere.

The target of a Corruption may make a Will save (DC 10+Level/2+Cha mod) to take half damage.
Is this up front or each round?(I recommend the former)

Every four levels the Maleficant can select an Augment which can be applied to their Corruption attack. These Augments generally cost a Swift action to enact, and increase the range, scope, or effectiveness of the Corruption while leaving its basic effect the same.
Does the swift action apply the augment to an existing corruption or to the next one you use?

The feat Extra Curse allows the Maleficant to learn an extra Curse that they qualify to learn.

The feat Extra Invective allows the Maleficant to learn a new Invective of a tier they have access to.
You should write the feats up separately, not just reference them here.

Evil Eye (Su): By 7th level, The Maleficant is known for their swift vengeance to the point where enemies may be afraid to target them. The Maleficant may choose one enemy to direct their gaze at (they can change this for free each round on their turn, or off-turn by spending an Immediate action). This enemy's attacks suffer a 20% miss chance against the Maleficant unless the enemy is immune to fear. A Will save at a DC of 10+1/2 level+Charisma modifier negates the miss chance.
Rolling a will save every attack on top of miss chance and an attack roll is really going to slow down the game. The miss chance isn't so powerful that you really need a save to negate it.

Furious Glare: At 14th level, a Maleficant's Evil Eye causes a 40% miss chance, as well as a 20% miss chance against any allies within 10 feet of the Maleficant. In addition, the target of the glare must make two consecutive Will saves or be affected.
No.

Infectious Corruption: Requires Family Curse. This Augment causes the Maleficant's Corruption to spread to new enemy targets. Each round after the first when it takes effect on a target, the Corruption attempts to spread to an un-Corrupted enemy within Close
range. This grows progressively - e.g. the first round one enemy is Corrupted; the second round a new enemy is Corrupted; the third round two new enemies are Corrupted. If an enemy saves against this spread, they are completely unaffected, rather than suffering the Corruption
at half intensity.
Are the corruptions this creates also infectious? Because this has the potential to destroy entire armies if they are.

Persistent Corruption: Targets attempting to reduce the effects of this Corruption must successfully save twice or be fully affected.
Relentless Corruption: Requires Persistent Corruption. In addition to the effects of Persistent Corruption, the save DC of the effect is increased by 3.
These are fine on their own, but they become a bit much if combined with Burden of the Soul or Maddening Corruption or the like.

May Harm Befall: This Curse causes the target to suffer harm from their environment - the ground trips them up, things fall upon them, their weapon grip chafes their hands, their wounds fester. This Curse requires the Maleficant to make a pinpoint gesture (ranged touch
attack), after which the cursed entity will bear a mark upon their body indicating the curse.
Whenever the target takes damage from some source, they take an additional 1 point per 2CL (minimum 1) of the same type. This applies separately to all damage types in an attack. This Curse is permanent.
I worry about permanent duration debuffs this early.

Damn Your Eyes: The Maleficant curses all those who would dare to look upon them. Anyone not averting their eyes must make a Fortitude save or be afflicted with Permanent blindness. On a successful save they are merely Dazzled for 1 minute.
This is too strong. Put a range on it, something far shorter than line of sight.

Doom:You take hold of a target's life force and end it abruptly. The target receives no initial save to negate this Curse's effects. The target takes 2d6 damage and another 2d6 per round the curse has been active each round. In other words, the target takes 2d6 the first round, 4d6 the second round, 6d6 the third round, and so on until the target dies. The target of Doom may make a save against the Curse only when its damage would reduce them below 0hp - if they succeed in their save they break the curse and prevent the lethal damage. The damage dealt by Doom cannot be healed until the curse ends. This curse lasts for one minute.
This is too weak. Even if running for the full duration this is only an average of 10d6 damage per round, far less than you get from your corruption.

Cursed Foreigners: This Invective is drawn out of the Maleficant due to being stuck in a place dealing with people who don't speak the same language. The result of this Invective is that the Maleficant may make themselves understood perfectly to those who do not speak their
language so long as they speak with hostility.
:smallbiggrin:

NichG
2013-05-25, 02:37 PM
Is this up front or each round?(I recommend the former)


The former.



Does the swift action apply the augment to an existing corruption or to the next one you use?


The idea is its like a meta-magic that costs a swift action to apply, so its to a Corruption you cast in the same round.




Rolling a will save every attack on top of miss chance and an attack roll is really going to slow down the game. The miss chance isn't so powerful that you really need a save to negate it.

No.


Agreed, I don't think this needs Will saves.



Are the corruptions this creates also infectious? Because this has the potential to destroy entire armies if they are.


No, they aren't.



These are fine on their own, but they become a bit much if combined with Burden of the Soul or Maddening Corruption or the like.


Thankfully its hard to combo too many of these into a single Corruption. Until higher levels you can only have one Augment on one Corruption.