Elemental Focus, Corruption
Edict: Those with the corruption focus are at odds with all other Sacrament Striker disciplines in that they gained the focus only after some great injustice was committed upon them or by them that caused them to break their Sacrament Edicts in one form or fashion and thus betray the powers they once wielded. As such, the exact edict of a Corruption-Schooled Sacrament Striker varies depending on their means of acquiring the focus - some are listed below in broad categories, though GMs are free to come up with new edicts to fit exact scenarios.
- Edict of Obliteration: Indulge in your appetite for carnage and bloodshed and stain your hands crimson at every opportunity. Pursue slaughter and destruction above all else regardless of the means, and drown the world in corpses.
- Edict of Betrayal: Work to tear down and destroy all that you once held dear, and do not rest until those faithful to its ways have been corrupted, its places of power have been torn down, and its memory has been scattered to the cosmic winds.
- Edict of the Taken: Further the goals of your new master and work to carry out their will in the world - abide their commands and work to free them if they are imprisoned. Make their desires and goals your own, and bring their darkness out into the world that you may become a living conduit of their will. Empower them and bring them glory at any cost.
- Obliteration: Death Knell
- Betrayal: Percieve Betrayal(Any person you are familiar with)
- Taken: Witness
AC Bonus: Functions as the Sacrament Striker ability of the same name, but the Corruption-Schooled Striker uses their CON instead of WIS for determining their bonus to AC. Modifies AC Bonus. Exile's Brand: At 1st level, each round a Corruption-Schooled Sacrament Striker remains in combat they take damage equal to their Constitution Modifier(Minimum 1) at the start of their turn as their own internal energies, seared by their own sins, begin tearing their bodies apart. This damage bypasses all DR and resistances, but does not continue if the Striker is rendered unconscious. This damage increases at the same progression increments as the Sacrament Striker's "Powerful Strikes" ability, adding further instances of the Striker's Constitution Modifier to the damage they take with each activation of this ability. This ability prevents the Sacrament Striker from benefitting from either Fast Healing or Regeneration. Any creature that doesn't have a Constitution Score cannot become a Corruption-Schooled Sacrament Striker. Sinner's Feast: At 1st level, each time a Corruption-Schooled Sacrament Striker inflicts one instance of their primary melee damage ability score modifier onto a struck target, they heal for an amount of HP equal to 1 + their HD, to a maximum of the damage they took that round from Exile's Brand. Call of Destruction: At 1st level, the Sacrament Striker gains the Flurry of Blows Unchained Monk Class Feature. This replaces the Sacrament Stare Class Ability. Corruption Talents: A Corruption-Schooled Sacrament Striker can select any of the following corruption talents in place of the normal "Hollow Talents" normally gained from the Sacrament Striker class. Some of these talents replace existing Hollow Talents.Raging Demon's Wrath: At 3rd level, the Sacrament Striker may move a distance before every attack they make equal to 1/2 their fast movement bonus. This movement provokes Attacks of Opportunity as normal. At 7th level, if the Striker elects to use a powerful strike only instead of making multiple attacks, they may add another instance of this bonus movement to the distance they can travel with this ability for every attack they could have made beyond the first. Corruption-Schooled Sacrament Strikers cannot take or benefit from the 'Flying Kick' Holy Style Strike. Sinwalker's Call: At 7th level, the Sacrament Striker has one foot in the afterlife to which he is undoubtedly damned already - by performing a ritual that takes one hour on the corpse of another creature, the Striker can replicate the effects of a Speak with Dead spell on them, save that the condition of the body does not hinder its ability to respond so long as you have more than 50% of the body to perform the ritual on. In combat, this allows allows the Sacrament Striker to trigger the damage of the Exile's Brand Ability as an immediate action after killing a creature to anchor that creature to life until the end of combat as a minion under the Striker's Control, though they die as normal at the end of the combat or if they are slain anyway. The Striker can only have one creature controlled this way at a time. Corruption Mastery: At 10th level, whenever the Sacrament Striker would gain a Hollow-Hearted Mastery, they can opt to take one of the following Corruption Masteries Instead. Some of these Masteries replace existing Hollow-Hearted Masteries.
- Temple Toppler: You can pass through solid obstacles and barriers(Though not walls of force, prismatic walls, or energy-based barriers), treating them as difficult terrain, so long as their thickness does not exceed a total amount of feet equal to 1/2 your fast movement speed. Requires a Fast Movement Speed total above 0.
- Husk-Touched: As a full-round action on either yourself or a willing or helpless target, you can force the target to enter a "Death Trance"(During which time the target is paralyzed but aware of their surroundings) - during this trance, the target appears to all senses both magical and mundane as if they were deceased; body temperature is lowered, heart rate and blood flow is slowed to the bare minimum then paused altogether with unholy power, and only a pointed inspection followed by a DC 30 Heal check can identify the creature as in a trance. This trance can last for a maximum period of time equal to hour per point of CON the target possesses - they cannot wake up early of their own volition, though you can set an earlier time at which they will awaken when inducing the trance. During this time, the target does not need to eat, drink, sleep, or breathe.
- Sacrament Hunter: Whenever you would take damage from the "Exile's Brand" ability, you may make a free reposition attempt at one enemy within your melee reach at a +5. You gain an additional +5 at the same levels as the damage from "Exile's Brand" increases. This reposition attempt does not provoke Attacks of Opportunity.
- Fury of Calcordos: Whenever you would take damage from the "Exile's Brand" ability, you may move an amount of distance equal to 1/4 your fast movement bonus(minimum 5ft) for free - this movement does not provoke. Add +10ft to your Fast Movement Speed. Replaces the "March of Gabriel" Hollow Talent.
- Stolen Furnace: You gain the Ferocity UMR, and gain the Deathless Initiate feat as a bonus feat ignoring prerequisites. The damage from Exile's Brand no longer triggers when below 0HP - if this damage would reduce you from ABOVE 0HP to BELOW 0HP, the damage only reduces you to -1 and activates your ferocity UMR. Your death threshold increases by an amount equal to the damage dealt to you by your Exile's Brand ability. Your exile's brand begins functioning as normal again once you are above 0HP.
- Ronin's Scrapfist: By spending one hour with either your unarmed strikes or another weapon, you can alter its damage type(B/P/S) to any other singular or dual-typing you desire. You can inlay the Keen as well as the Agile Weapon Special Qualities so long as you have the proper monetary cost of the enchantment to spend. Doing so takes as much time as it would to do normally, but requires you to make no checks as you are considered to automatically pass them(though you are not considered to be speeding up the crafting process). Additionally, you may repair the HP of objects by breaking another object and adding the broken object's HP onto the item you wish to repair, up to a maximum of the repaired item's maximum HP.
- Ronin's Scrapcloak: You can create up to 100gp/2HD you possess of Unholy Water and Unholy Symbols each day. You can inlay the Comfort, Creeping, and the Energy Resistance Armor Special Qualities so long as you have the proper monetary cost of the enchantment to spend. Doing so takes as much time as it would to do normally, but requires you to make no checks as you are considered to automatically pass them(though you are not considered to be speeding up the crafting process). By spending an hour with an object you can magically treat the object by bolstering it with scrap metal and unholy power - doubling its HP and hardness. Objects can only be treated in this way once. Replaces the "Holy Smith" Hollow Talent.
- Soothe the Brand: By spending a standard action, you may prevent the next activation of the Exile's Brand ability.
- Hand of Samael: You may treat the movement from the Raging Demon's Wrath ability as dimensional movement for the purposes of Dimensional Assault and all feats for which it is a prerequisite. You are treated as having Dimensional Agility for the purposes of all feat pre-requisites. Requires Level 4+.
- Push the Limit: You may trigger the damage from your "Exile's Brand" ability as a free action to allow your next flurry of blows attack to count as a powerful blows strike, even if it could not normally do so. Requires Level 4+.
- Arcane Adept: Gain Either Glitterdust, Resist Energy, False Life, or Greater Infernal Healing(Can only heal up to the damage taken each round by the Exile's Brand Ability) as an SLA 3/day, chosen when taking this talent. Replaces the normal Sacrament Striker "Arcane Adept" Hollow Talent.
- Divine Adept: Gain Either Desecrate, Cure Moderate Wounds, Life Pact, or Silence as an SLA 3/day, chosen when taking this talent. Replaces the normal Sacrament Striker "Divine Adept" Hollow Talent.
Aura of Hate: At 13th level, the Sacrament Striker's seething hate and rage becomes a force so potent it can warp the space around them - they gain an aura with a radius of 20ft that allows them, at the start of their turns, to dimensionally reposition one creature within the aura to any other location within the aura's radius. This movement does not provoke, but does not function in areas where dimensional travel is barred. This allows the Sacrament Striker to move creatures out of grapples. By triggering the damage of the Exile's Brand Ability, the Striker can use this repositioning effect as an immediate action. Within this aura, each time they take damage due to their Exile's Brand ability, they gain knowledge of creature's locations within its radius as if they possessed Blindsight 20ft - however, this sense ends at the end of their turn. Damage taken outside of their turn lasts until the beginning of their next turn.
- Temple Obliterator: The limiter on the thickness of solid obstacles and barriers from the "Temple Toppler" Corruption Talent is removed - all such obstacles and barriers are still difficult terrain, but so long as you could pass through them entirely within one round, you may do so. You may pass through walls of force and other energy-based barriers, but you still take any effects from doing so, such as from Prismatic Walls. By spending a full-round action while in physical contact with a barrier that you could pass through as described above, you may see through it as if it were transparent so long as you remain in contact with it. Requires the "Temple Toppler" Corruption Talent.
- Judazhai's Death Trance: The duration of the death trance you can induce from the "Husk-Touched" Corruption Talent increases to one day per point of CON the target possesses. The target no longer ages while in this trance and no mortal sense can detect the target as alive - only powerful divination magic of the 5th level of higher or the Divination spel itself can recognize the true nature of the target's "Demise". You can induce this trance as an immediate action in either yourself or in a target you successfully reduce below 0HP with a melee attack. Requires the "Husk-Touched" Corruption Talent.
- Halvard's Heresies: You gain the Deathless Master and Deathless Zealot feats as bonus feats ignoring prerequisites. When using the ferocity UMR, you can trigger your Exile's Brand at half damage as an immediate action to reduce all physical damage from an attack directed at you to 0 as if you had resisted it with DR Untyped. Whenever you slay a creature while in ferocity, you can as an immediate action cause the creature to erupt in a hail of corrupted blood, granting all allies besides yourself within the slain creature's natural reach Fast Healing equal to your CONMOD for 1d4+1 rounds. This fast healing does not stack. Requires the "Stolen Furnace" Corruption Talent.
- Disciple of Doranox: You gain Fast Healing 10 that works regardless of the normal restrictions on Fast Healing imposed by the "Exile's Brand" ability. However, the amount of brand damage you can heal per successful iteration of your primary ability damage modifier is reduced to 1/2 your HD.
- Butcher's Bolts: Whenever you succeed on a saving throw against a hostile spell, SLA, or poison, you can absorb the energy of the effect into a metallic bolt driven into your skull or screwed into your skin. Once stored, the effect can be discharged as a free action when you strike a foe for damage in melee. You may only have one such effect stored at a time. If the hostile effect would target multiple people, absorbing its energies does not negate its effects for others - you only store the effects as they would have applied to you, and inflict the effect upon your target(Allowing for saves as normal if it had one) when the effect is discharged, using the same DC and stats as when it was used upon you. You can instead accept a beneficial spell cast upon you and store it in the same manner, releasing upon yourself as an immediate/swift action. This ability does not prevent you from taking effects that are reduced on a successful save.
- Die one Thousand Deaths: As a standard action against a target greater than 30ft away from you(But within the distance you could double move to reach), you can channel the unholy power subsuming your body and vanish. On the following round after activating this ability, you appear in an open square that places the target within your melee reach force the target to make a Fortitude Save(Wis-Based) - on a failure, the target is reduced to one above their death threshold and stabilized. On a successful save, they are struck by a symbol of pain effect instead. If the target moves outside the range you could reach with a double move or enters into an area you cannot follow and breaks line of effect(Such as into a sealed force sphere, or closes a door, etc) after you have initiated the ability, you re-appear in your square and the ability fails. Requires Level 14+. Replaces the "Quivering Palm" Hollow-Hearted Mastery.
- Arcane Mastery: Gain either True Seeing, Black Spot, Mind Probe, or Passwall as a SLA 1/day, chosen when you take this mastery. Replaces the normal Sacrament Striker "Arcane Mastery" Hollow-Hearted Mastery.
- Divine Mastery: Gain either Unhallow, Cleanse, Cruel Jaunt, or Breath of Life as a SLA 1/day, chosen when you take this mastery. Replaces the normal Sacrament Striker "Divine Mastery" Hollow-Hearted Mastery.
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