LordErebus12
2013-11-23, 04:45 PM
Corrupter
http://wiki.guildwars.com/images/b/be/User_Knighthonor_Trent.jpg
"I'm here to end your despicable ways, for the good of all the natural world! You must be stopped from this path of madness! Do you wish the world to end?"
-Thamos, Archdruid of the Southern Woods-
"Life began in a bubbling, primordial soup. It is my intent on reverting it back to that simpler state of existence. You will not stop me from reaching that goal. In fact... *Taunting Chuckle* that primordial soup is closer to you than you think..."
-Havok, Corrupter
*Screams and more laughter ring out in the fading light as the Corrupter's companion dissolves another morsel.*
---------------------------
Once a cult of druids dedicated to preserving the natural order of things; birth, life, death, and decomposition. They were corrupted from their ways by 'Darkness Given Hunger', an intelligent demonic black pudding who worships Juiblex, the demon lord of oozes, slimes and puddings. Through this evil influence, the Corrupters began to change. They were banished by their druidic allies and warned to never return. The Corrupters swore an oath to destroy the druids for their 'harsh judgement' of them.
http://www.wizards.com/dnd/images/188_juiblex.jpg
The Corrupters began to worship destruction and power, turning themselves over to the whim of the Faceless Lord, who is imprisoned within the 528th layer of the abyss. Through their worship, they gained control over both acidic and destructive magics, as well as ooze creatures who would come to serve them.
Now a large group, Corrupters seek a way to free Juiblex into the material world, through which they believe they will be rewarded for. With the Faceless Lord freed, the Corrupters will attempt to merge with It and devour the world.
GAME RULE INFORMATION
Corrupters have the following game statistics.
Abilities: Wisdom holds some importance to abilities, saves and magic.
Alignment: Any Non-Good
Hit Die: d8
Class Skills
The Corrupter’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Int modifier
Class Table: Corrupter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st| +0 | +2 | +0 | +2 | Aberrant Empathy, Ooze Companion |3|1|-|-|-|-|-|-|-|-
2nd| +1 | +3 | +0 | +3 | |4|2|-|-|-|-|-|-|-|-
3rd| +2 | +3 | +1 | +3 | Acid Resistant (15) |4|2|1|-|-|-|-|-|-|-
4th| +3 | +4 | +1 | +4 | Defile (5 ft.) |5|3|2|-|-|-|-|-|-|-
5th| +3 | +4 | +1 | +4 | Tainted Body |5|3|2|1|-|-|-|-|-|-
6th| +4 | +5 | +2 | +5 | Acid Orb |5|3|3|2|-|-|-|-|-|-
7th| +5 | +5 | +2 | +5 | Fusion |6|4|3|2|1|-|-|-|-|-
8th| +6/+1 | +6 | +2 | +6 | Defile (10 ft.) |6|4|3|3|2|-|-|-|-|-
9th| +6/+1 | +6 | +3 | +6 | Acid Resistant (30) |6|4|4|3|2|1|-|-|-|-
10th| +7/+2 | +7 | +3 | +7 | Deforestation |6|4|4|3|3|2|-|-|-|-
11th| +8/+3 | +7 | +3 | +7 | |6|5|4|4|3|2|1|-|-|-
12th| +9/+4 | +8 | +4 | +8 | Defile (15 ft.) |6|5|4|4|3|3|2|-|-|-
13th| +9/+4 | +8 | +4 | +8 | Tainted Soul |6|5|5|4|4|3|2|1|-|-
14th| +10/+5 | +9 | +4 | +9 | Improved Fusion |6|5|5|4|4|3|3|2|-|-
15th| +11/+6/+1 | +9 | +5 | +9 | Acid Resistant (Immunity) |6|5|5|5|4|3|3|2|1|-
16th| +12/+7/+2 | +10 | +5 | +10 | Defile (20 ft.) |6|5|5|5|4|4|3|2|2|-
17th| +12/+7/+2 | +10 | +5 | +10 | |6|5|5|5|5|4|4|3|2|1
18th| +13/+8/+3 | +11 | +6 | +11 | Clone Self |6|5|5|5|5|4|4|3|3|2
19th| +14/+9/+4 | +11 | +6 | +11 | |6|5|5|5|5|4|4|3|3|3
20th| +15/+10/+5 | +12 | +6 | +12 | Defile (25 ft.), Ooze Apotheosis |6|5|5|5|5|5|4|4|4|4
[/table]
Class Features
All of the following are class features of the Corrupter.
Weapon and Armor Proficiency:
Corrupters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Corrupters are proficient with light and medium armor. Corrupters are proficient with shields (except tower shields).
Spells:
A Corrupter casts divine spells, which are drawn from the Corrupter spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Opposed Alignment Spells, below. A Corrupter must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the Corrupter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Corrupter's spell is 10 + the spell level + the Corrupter's Wisdom modifier.
Like other spellcasters, a Corrupter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Class Table: The Corrupter. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A Corrupter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Corrupter may prepare and cast any spell on the Corrupter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting:
A Corrupter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.
Opposed Alignment Spells:
A Corrupter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
1st - Aberrant Empathy (Ex):
A Corrupter can improve the attitude of an ooze or aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Corrupter rolls 1d20 and adds her Corrupter level and her wisdom modifier to determine the aberrant empathy check result. The typical ooze has a starting attitude of unfriendly, while aberrations are usually hostile.
To use aberrant empathy, the Corrupter and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
1st - Ooze Companion (Ex):
A Corrupter may begin play with an unique ooze companion called a 'Slime'. This ooze is a loyal companion that accompanies the Corrupter on her adventures as appropriate for its kind.
A 1st-level Corrupter's companion is completely typical for its kind except as noted below. As a Corrupter advances in level, the ooze's power increases as shown on the table. If a Corrupter releases her companion from service or it perishes, she may gain a new one by performing a special unbinding ceremony, requiring 24 uninterrupted hours of prayer. After this ceremony is performed, the Corrupter can bind with a new ooze creature that she encounters or creates (See Slime Creation below). The Corrupter cannot have an ooze companion with more than two hit dice higher than her current corrupter level.
3rd, 9th, 15th - Acid Resistant (Ex):
A corrupter becomes more resistant to acid damage and effects over time. The Corrupter has acid resistance 15 at 3rd level, acid resistance 30 at 9th level and culminates in acid immunity at 15th level.
4th, 8th, 12th, 16th, 20th - Defile (Su):
A corrupter's magic can deal horrible damage to the natural world. Whenever the Corrupter choses to cast one of its spells using defiling magic in a natural environment, the earth beneath the Corrupter becomes an ashen and barren scar. Non-sentient plant life withers and dies, becoming mildly toxic to ingest and provides no nourishment. The ash left behind after defiling is black and totally devoid of life‐giving properties. It is the telltale sign of defiling magic. Nothing grows in a defiled area for years. Even if the corrupterʹs ash moves with the wind, the ground remains a lifeless scar.
Creatures except the Corrupter (and ooze companion) caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer; taking 2 hp damage x spell slot level expended (a 0‐level spell inflicts 1 hp damage).
While there seems little benefit to others, when performing defiling magic, the Corrupter treats it's caster level as +2 higher for it's spells. The defiling range begins in a 5 feet radius surrounding the corrupter, increasing by 5 feet at 8th, 12th, 16th and 20th level (to a total of 25 feet).
5th - Tainted body (Su):
The corrupter's body becomes tainted with vile magic. They become immune to diseases (including supernatural) and poisons.
6th - Acid Orb (Sp):
With a single thought (without verbal or somatic components) at will, a Corrupter can summon an orb of acid about 3 inches across. The orb of acid is conjured in the Corrupter's palm and can be shot at any target within close range (25 ft. + 5 ft. per two Corrupter levels) as a standard action. The Corrupter must make a ranged touch attack against the target to hit successfully. Upon striking a target, the orb deals Xd6 acid damage, where X is equal to corrupter's level - 5 (15d6 maximum).
In addition, the target must make a fortitude save or become sickened by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage. The saving throw DC is equal to 14 + Corrupter's Wisdom modifier.
7th - Fusion (Su):
The Corrupter wears the ooze companion like translucent, living armor. The ooze companion mimics all of the Corrupter’s movements, and the Corrupter perceives through the ooze companion’s senses and speaks through a bubbly voice (as if underwater), as the two are now one creature.
While fused with his ooze companion, the Corrupter uses the ooze companion’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The Corrupter gains the ooze companion’s hit points as temporary hit points. When these hit points reach 0, the ooze companion is killed and sent back to its home plane. The Corrupter uses his attack bonus and saves, but gains the ooze companion’s natural armor bonuses and modifiers to ability scores. The Corrupter also gains access to the ooze companion’s special abilities, immunities and special attacks. The Corrupter is still limited to the ooze companion’s maximum number of natural attacks.
The Corrupter uses his own mental-based skills, while using the ooze companion’s physical-based skills. The ooze companion loses all feats, with the exception of racial bonus feats. The ooze companion must be within one size category of the Corrupter to be able to fuse, using the larger of the two for the final size of the fusion. The ooze companion must have limbs for the Corrupter to cast spells with somatic components. The ooze companion’s temporary hit points can be restored with spells, even if temporary hit points could not be normally restored this way.
While fused, the Corrupter loses the benefits of his armor. He counts as both his original type and as an ooze for any effect related to type, whichever is worse for the Corrupter. Neither the Corrupter nor his ooze companion can be targeted separately, as they are fused into one creature. The Corrupter and ooze companion cannot take separate actions. While fused with his ooze companion, the Corrupter can use all of his own abilities and gear, except for his armor.
10th - Deforestation (Sp):
A Corrupter can kill all non-sentient plant life within a radius of 20 feet per Corrupter level, as a full-round action, once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + 1/2 Corrupter level + Corrupter’s Wis modifier) to keep it alive.
Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded.
This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does little in the way of effects.
The effects on the Corrupter are instantaneous, but are limited to the area effected. All Corrupter spells with casting times shorter than full round actions that are cast within the deforested area act as if they were empowered, without increasing the spell's slot cost.
13th - Tainted Soul (Su):
The corrupter's soul becomes tainted with vile magic. They become immune to vile damage (BoVD) and death effects.
14th - Improved Fusion ():
The Corrupter becomes even more tough while fused with his ooze companion, the Corrupter now gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws while fused.
18th - Clone Self (Sp):
Just before a Corrupter dies, as a free mental action, the corrupter can command its ooze companion to flee and regenerate its master. The ooze companion will attempt to flee so it can create a clone of the corrupter with ten minutes of effort. Doing so consumes the ooze companion, destroying it. This ability works like the Clone spell, except it requires no added cost or components to perform.
Upon completion of this cloning process, the newly cloned Corrupter crawls out of the ooze companion's remains. The Corrupter can fully remember all that occurred up to the moment of death. Naked of its equipment and hungry for vengeance, most Corrupters begin plotting their revenge on whatever/whoever killed them before they have even dried off.
20th - Ooze Apotheosis:
Upon completion of the class, a Corrupter gains the ability to enter it's perfect and now natural form, dissolving into a puddle of organic/inorganic goo (or back into a solid state), as a move action, at will.
The Corrupter cannot wear any sort of armor while in this ooze form. They can still wield weapons, forming crude 'arms' to hold them, but take a -4 penalty against disarm checks while doing so and must deal with their acidic touch (see Acid below). The number of weapons they can use and body slots is the same as in their normal form. Worn items merge with the body completely and are still active (except for armor). While in this ooze form, they can speak with a bubbling voice, and can fully utilize somatic components.
The following changes occur:
+4 Constitution.
Type: The creature’s type changes to ooze (augmented (former type)). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase/decrease all current and future racial Hit Dice to d10s.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Blind: the corrupter is blind while in their new form, but gains Blindsight out to 90 ft., with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. If they change to their alternate form (see below) they regain their sight, and all things which come with it, but their Blindsight reverts to 30 ft.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Slam attack dealing bludgeoning damage (1d6 if medium; 1d8 if large; 1d4 if small).
Not subject to critical hits or flanking.
Special Abilities: Acid, Alternate Form, Constrict
Oozes eat and breathe, but do not sleep.
Immortal: They no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Bonuses still accrue, and if the ooze is well cared for they may persist forever.
Acid (Ex):
The corrupter secretes a digestive acid that dissolves both organic and inorganic material quickly. Any slam or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on reflex saves (DC 10 + 1/2 Corrupter level + Corrupter's constitution modifier). A weapon that strikes the corrupter also dissolves immediately unless it succeeds on a Reflex save.
The corrupter’s acidic touch deals acid damage (10 + 1/2 corrupter level + corrupter's constitution modifier) per round to objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Corrupters often favor blueshine weapons over non-blueshine weapons, since they are immune to acidic damage that their touch deals.
Constrict (Ex):
A corrupter deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
http://wiki.guildwars.com/images/b/be/User_Knighthonor_Trent.jpg
"I'm here to end your despicable ways, for the good of all the natural world! You must be stopped from this path of madness! Do you wish the world to end?"
-Thamos, Archdruid of the Southern Woods-
"Life began in a bubbling, primordial soup. It is my intent on reverting it back to that simpler state of existence. You will not stop me from reaching that goal. In fact... *Taunting Chuckle* that primordial soup is closer to you than you think..."
-Havok, Corrupter
*Screams and more laughter ring out in the fading light as the Corrupter's companion dissolves another morsel.*
---------------------------
Once a cult of druids dedicated to preserving the natural order of things; birth, life, death, and decomposition. They were corrupted from their ways by 'Darkness Given Hunger', an intelligent demonic black pudding who worships Juiblex, the demon lord of oozes, slimes and puddings. Through this evil influence, the Corrupters began to change. They were banished by their druidic allies and warned to never return. The Corrupters swore an oath to destroy the druids for their 'harsh judgement' of them.
http://www.wizards.com/dnd/images/188_juiblex.jpg
The Corrupters began to worship destruction and power, turning themselves over to the whim of the Faceless Lord, who is imprisoned within the 528th layer of the abyss. Through their worship, they gained control over both acidic and destructive magics, as well as ooze creatures who would come to serve them.
Now a large group, Corrupters seek a way to free Juiblex into the material world, through which they believe they will be rewarded for. With the Faceless Lord freed, the Corrupters will attempt to merge with It and devour the world.
GAME RULE INFORMATION
Corrupters have the following game statistics.
Abilities: Wisdom holds some importance to abilities, saves and magic.
Alignment: Any Non-Good
Hit Die: d8
Class Skills
The Corrupter’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Int modifier
Class Table: Corrupter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st| +0 | +2 | +0 | +2 | Aberrant Empathy, Ooze Companion |3|1|-|-|-|-|-|-|-|-
2nd| +1 | +3 | +0 | +3 | |4|2|-|-|-|-|-|-|-|-
3rd| +2 | +3 | +1 | +3 | Acid Resistant (15) |4|2|1|-|-|-|-|-|-|-
4th| +3 | +4 | +1 | +4 | Defile (5 ft.) |5|3|2|-|-|-|-|-|-|-
5th| +3 | +4 | +1 | +4 | Tainted Body |5|3|2|1|-|-|-|-|-|-
6th| +4 | +5 | +2 | +5 | Acid Orb |5|3|3|2|-|-|-|-|-|-
7th| +5 | +5 | +2 | +5 | Fusion |6|4|3|2|1|-|-|-|-|-
8th| +6/+1 | +6 | +2 | +6 | Defile (10 ft.) |6|4|3|3|2|-|-|-|-|-
9th| +6/+1 | +6 | +3 | +6 | Acid Resistant (30) |6|4|4|3|2|1|-|-|-|-
10th| +7/+2 | +7 | +3 | +7 | Deforestation |6|4|4|3|3|2|-|-|-|-
11th| +8/+3 | +7 | +3 | +7 | |6|5|4|4|3|2|1|-|-|-
12th| +9/+4 | +8 | +4 | +8 | Defile (15 ft.) |6|5|4|4|3|3|2|-|-|-
13th| +9/+4 | +8 | +4 | +8 | Tainted Soul |6|5|5|4|4|3|2|1|-|-
14th| +10/+5 | +9 | +4 | +9 | Improved Fusion |6|5|5|4|4|3|3|2|-|-
15th| +11/+6/+1 | +9 | +5 | +9 | Acid Resistant (Immunity) |6|5|5|5|4|3|3|2|1|-
16th| +12/+7/+2 | +10 | +5 | +10 | Defile (20 ft.) |6|5|5|5|4|4|3|2|2|-
17th| +12/+7/+2 | +10 | +5 | +10 | |6|5|5|5|5|4|4|3|2|1
18th| +13/+8/+3 | +11 | +6 | +11 | Clone Self |6|5|5|5|5|4|4|3|3|2
19th| +14/+9/+4 | +11 | +6 | +11 | |6|5|5|5|5|4|4|3|3|3
20th| +15/+10/+5 | +12 | +6 | +12 | Defile (25 ft.), Ooze Apotheosis |6|5|5|5|5|5|4|4|4|4
[/table]
Class Features
All of the following are class features of the Corrupter.
Weapon and Armor Proficiency:
Corrupters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Corrupters are proficient with light and medium armor. Corrupters are proficient with shields (except tower shields).
Spells:
A Corrupter casts divine spells, which are drawn from the Corrupter spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Opposed Alignment Spells, below. A Corrupter must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the Corrupter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Corrupter's spell is 10 + the spell level + the Corrupter's Wisdom modifier.
Like other spellcasters, a Corrupter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Class Table: The Corrupter. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A Corrupter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Corrupter may prepare and cast any spell on the Corrupter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting:
A Corrupter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.
Opposed Alignment Spells:
A Corrupter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
1st - Aberrant Empathy (Ex):
A Corrupter can improve the attitude of an ooze or aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Corrupter rolls 1d20 and adds her Corrupter level and her wisdom modifier to determine the aberrant empathy check result. The typical ooze has a starting attitude of unfriendly, while aberrations are usually hostile.
To use aberrant empathy, the Corrupter and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
1st - Ooze Companion (Ex):
A Corrupter may begin play with an unique ooze companion called a 'Slime'. This ooze is a loyal companion that accompanies the Corrupter on her adventures as appropriate for its kind.
A 1st-level Corrupter's companion is completely typical for its kind except as noted below. As a Corrupter advances in level, the ooze's power increases as shown on the table. If a Corrupter releases her companion from service or it perishes, she may gain a new one by performing a special unbinding ceremony, requiring 24 uninterrupted hours of prayer. After this ceremony is performed, the Corrupter can bind with a new ooze creature that she encounters or creates (See Slime Creation below). The Corrupter cannot have an ooze companion with more than two hit dice higher than her current corrupter level.
3rd, 9th, 15th - Acid Resistant (Ex):
A corrupter becomes more resistant to acid damage and effects over time. The Corrupter has acid resistance 15 at 3rd level, acid resistance 30 at 9th level and culminates in acid immunity at 15th level.
4th, 8th, 12th, 16th, 20th - Defile (Su):
A corrupter's magic can deal horrible damage to the natural world. Whenever the Corrupter choses to cast one of its spells using defiling magic in a natural environment, the earth beneath the Corrupter becomes an ashen and barren scar. Non-sentient plant life withers and dies, becoming mildly toxic to ingest and provides no nourishment. The ash left behind after defiling is black and totally devoid of life‐giving properties. It is the telltale sign of defiling magic. Nothing grows in a defiled area for years. Even if the corrupterʹs ash moves with the wind, the ground remains a lifeless scar.
Creatures except the Corrupter (and ooze companion) caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer; taking 2 hp damage x spell slot level expended (a 0‐level spell inflicts 1 hp damage).
While there seems little benefit to others, when performing defiling magic, the Corrupter treats it's caster level as +2 higher for it's spells. The defiling range begins in a 5 feet radius surrounding the corrupter, increasing by 5 feet at 8th, 12th, 16th and 20th level (to a total of 25 feet).
5th - Tainted body (Su):
The corrupter's body becomes tainted with vile magic. They become immune to diseases (including supernatural) and poisons.
6th - Acid Orb (Sp):
With a single thought (without verbal or somatic components) at will, a Corrupter can summon an orb of acid about 3 inches across. The orb of acid is conjured in the Corrupter's palm and can be shot at any target within close range (25 ft. + 5 ft. per two Corrupter levels) as a standard action. The Corrupter must make a ranged touch attack against the target to hit successfully. Upon striking a target, the orb deals Xd6 acid damage, where X is equal to corrupter's level - 5 (15d6 maximum).
In addition, the target must make a fortitude save or become sickened by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage. The saving throw DC is equal to 14 + Corrupter's Wisdom modifier.
7th - Fusion (Su):
The Corrupter wears the ooze companion like translucent, living armor. The ooze companion mimics all of the Corrupter’s movements, and the Corrupter perceives through the ooze companion’s senses and speaks through a bubbly voice (as if underwater), as the two are now one creature.
While fused with his ooze companion, the Corrupter uses the ooze companion’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The Corrupter gains the ooze companion’s hit points as temporary hit points. When these hit points reach 0, the ooze companion is killed and sent back to its home plane. The Corrupter uses his attack bonus and saves, but gains the ooze companion’s natural armor bonuses and modifiers to ability scores. The Corrupter also gains access to the ooze companion’s special abilities, immunities and special attacks. The Corrupter is still limited to the ooze companion’s maximum number of natural attacks.
The Corrupter uses his own mental-based skills, while using the ooze companion’s physical-based skills. The ooze companion loses all feats, with the exception of racial bonus feats. The ooze companion must be within one size category of the Corrupter to be able to fuse, using the larger of the two for the final size of the fusion. The ooze companion must have limbs for the Corrupter to cast spells with somatic components. The ooze companion’s temporary hit points can be restored with spells, even if temporary hit points could not be normally restored this way.
While fused, the Corrupter loses the benefits of his armor. He counts as both his original type and as an ooze for any effect related to type, whichever is worse for the Corrupter. Neither the Corrupter nor his ooze companion can be targeted separately, as they are fused into one creature. The Corrupter and ooze companion cannot take separate actions. While fused with his ooze companion, the Corrupter can use all of his own abilities and gear, except for his armor.
10th - Deforestation (Sp):
A Corrupter can kill all non-sentient plant life within a radius of 20 feet per Corrupter level, as a full-round action, once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + 1/2 Corrupter level + Corrupter’s Wis modifier) to keep it alive.
Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded.
This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does little in the way of effects.
The effects on the Corrupter are instantaneous, but are limited to the area effected. All Corrupter spells with casting times shorter than full round actions that are cast within the deforested area act as if they were empowered, without increasing the spell's slot cost.
13th - Tainted Soul (Su):
The corrupter's soul becomes tainted with vile magic. They become immune to vile damage (BoVD) and death effects.
14th - Improved Fusion ():
The Corrupter becomes even more tough while fused with his ooze companion, the Corrupter now gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws while fused.
18th - Clone Self (Sp):
Just before a Corrupter dies, as a free mental action, the corrupter can command its ooze companion to flee and regenerate its master. The ooze companion will attempt to flee so it can create a clone of the corrupter with ten minutes of effort. Doing so consumes the ooze companion, destroying it. This ability works like the Clone spell, except it requires no added cost or components to perform.
Upon completion of this cloning process, the newly cloned Corrupter crawls out of the ooze companion's remains. The Corrupter can fully remember all that occurred up to the moment of death. Naked of its equipment and hungry for vengeance, most Corrupters begin plotting their revenge on whatever/whoever killed them before they have even dried off.
20th - Ooze Apotheosis:
Upon completion of the class, a Corrupter gains the ability to enter it's perfect and now natural form, dissolving into a puddle of organic/inorganic goo (or back into a solid state), as a move action, at will.
The Corrupter cannot wear any sort of armor while in this ooze form. They can still wield weapons, forming crude 'arms' to hold them, but take a -4 penalty against disarm checks while doing so and must deal with their acidic touch (see Acid below). The number of weapons they can use and body slots is the same as in their normal form. Worn items merge with the body completely and are still active (except for armor). While in this ooze form, they can speak with a bubbling voice, and can fully utilize somatic components.
The following changes occur:
+4 Constitution.
Type: The creature’s type changes to ooze (augmented (former type)). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase/decrease all current and future racial Hit Dice to d10s.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Blind: the corrupter is blind while in their new form, but gains Blindsight out to 90 ft., with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. If they change to their alternate form (see below) they regain their sight, and all things which come with it, but their Blindsight reverts to 30 ft.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Slam attack dealing bludgeoning damage (1d6 if medium; 1d8 if large; 1d4 if small).
Not subject to critical hits or flanking.
Special Abilities: Acid, Alternate Form, Constrict
Oozes eat and breathe, but do not sleep.
Immortal: They no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Bonuses still accrue, and if the ooze is well cared for they may persist forever.
Acid (Ex):
The corrupter secretes a digestive acid that dissolves both organic and inorganic material quickly. Any slam or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on reflex saves (DC 10 + 1/2 Corrupter level + Corrupter's constitution modifier). A weapon that strikes the corrupter also dissolves immediately unless it succeeds on a Reflex save.
The corrupter’s acidic touch deals acid damage (10 + 1/2 corrupter level + corrupter's constitution modifier) per round to objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Corrupters often favor blueshine weapons over non-blueshine weapons, since they are immune to acidic damage that their touch deals.
Constrict (Ex):
A corrupter deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.