The Alexandrian

Posts tagged ‘advanced D20 rules’

Fantasy Clock Woman - Stefan Keller

Go to Part 1

These are the essential kaostech items that tie into the core rules for using kaostech. Other kaostech items can be found in tomes whose names are forbidden to us by strange rites. A few are described in the Laboratory of the Beast.

CHAOS SIPHON: One end of this black tube can be inserted into any kaostech device, with the other end fitting into a chaos storage cube in order to refuel the device. See the siphon chaos spell for more details. This item need never check for chaotic failure.

CHAOS STORAGE CUBE: This is the grey power battery for all kaostech devices. It has a hardness of 10, 50 hp, and Break DC 30.

(No activation; Craft DC 50; Price 20,000 gp; Weight 10 lbs.)

DEMONIC CONVERTER: This device looks like a flexible tube with a spike on one end. If a demon (or chaotically aligned undead or other extremely chaotic outsider) thrusts the spike into its flesh, inflicting 2d6 points of damage, it can connect the tube to any kaostech device. This effectively makes a non-intrinsic device into an intrinsic one. The demon’s own essence, rather than raw chaos, powers the device, so no chaotic failure can occur. However, each time the demon would have normally checked for chaotic failure with the device, it suffers 1 point of Constitution damage (or 2d6 points of damage in the case of undead). It also suffers 1d2 Constitution damage (or 2d6 points of damage in the case of undead) when it initially connects the device to the converter.

It requires a full-round action to hook up the converter to a kaostech device and thrust it into the demon’s flesh, and a full-round action to disconnect a device so that one might use it normally.

(Use activation; Craft DC 42; Price 15,000 gp; Weight 2 lbs.)

HEADCLAMP: A chaos surgeon inserts this small device in to the temple of a living creature, or otherwise near the brain. The living portions of the device instantly heal the surgical wound, then extend tiny filaments into the host’s brain while keeping a small circular opening available on the outside of the head. Numerous non-intrinsic kaostech devices have tubes or other extensions that attach to this opening and clamp into place. This connection allows a device to receive mental commands or to transfer information directly into the host’s brains.

The headclamp has no intrinsic abilities or benefits. A host can have no more than two headclamps.

Should someone attack a headclamp cord, it has AC 14 + the host’s Dexterity bonus. The DM may also grant the cord any of the host’s dodge, deflection, or other Armor Class modifiers, but not armor bonuses unless the headclamp is part of the armor. The cord has a hardness of 1 and 5 hit points. Headclamp cords are fairly easy to repair (Craft Kaostech, DC 18) but a device that requires the connection cannot function until the broken cord is repaired. One can pull a cord out of a headclamp with a Strength check (DC 8).

(Chaos Surgery DC 22; Procedure Time 1 hour; Recovery Period 1 day; Price 10,000 gp)

NUTRIENT SOLUTION/NUTRIENT SALVE: This thick liquid feeds intrinsic kaostech devices, so they do not feed off their host or so that they can survive without a host. To feed an external kaostech item, apply the salve to the item. To feed an implant or other internal item, the host must drink the solution. Once the kaostech device is sated, a Medium creature can down another dose of this solution as a (distasteful) replacement for her own week’s worth of food and water.

(Craft DC 40; Price 50 gp)

Fractal Steampunk Gears - Barbara A. Lane

Go to Part 1

KAOSTECH AND MAGIC

In their use, many kaostech items may appear similar to magical items, but they are not. Kaostech items do not have caster levels, cannot be dispelled, and are not affected by areas of antimagic.

When a spell or ability is described as affecting spells or magic, it does not apply to kaostech. For example, a nondetection spell (which provides protection against divination spells) does not work against a bonded tracer. On the other hand, a potion from protection from acid would still provide protection against acid damage dealt by a kaostech device (since the potion does not specify protection only from magical acid) and a ring of protection still offers a bonus to AC against an attack made with a kaostech weapon.

CHAOS SPELLS

Although kaostech is not magical, some magical spells have been developed to help those who use or work with kaostech. There are also spells with interface directly with the same chaotic forces and primal laws that are tapped by kaostech.

ADVENT OF CHANGE
Transmutation [Chaotic]
Level:
Clr 9
Components: V, S, M, DF
Casting Time: Standard action
Range: 10 miles/level
Area: One mile/two levels emanation
Duration: One day/level
Saving Throw: None
Spell Resistance: No

You alter the way reality works in the area, making things more random and the improbable more probable. Whenever someone makes an attack roll, saving throw, or other d20 check in the area, toss a d6 as well. On a roll of 2 on the d6, subtract 10 from the d20 roll. On a roll of 1, subtract 20 from the d20 roll. On a roll of 5, add 10 to the d20 roll. On a roll of 6, add 20.

For anything with a d% chance of taking place—such as spell failure, miss chances, random encounters, and so on—double the listed chance of the event’s happening if the chance is less than 50 percent. When it is 50 percent or greater, cut the listed chance in half. These effects are accompanied by all manner of other changes: The sky becomes red, the moon turns dark, babies are born with strange appearances, outsiders appear, fresh milk turns sour, animals die, crops wither, or any other sorts of random events the DM wishes (the caster has no effect on these changes). Many people look upon these occurrences as the beginning of the end of the world.

Material Component: A lawfully-aligned artifact. However, this material component is not needed if the spell is cast within the area of a previously cast advent of change spell. If the material component is used and the spell is cast within the area of a previously cast advent of change spell, the emanation spreads another mile for every two levels and lasts as long as the duration of the more recently cast advent of change spell.

KAOSTECH ENSLAVEMENT
Enchantment (Compulsion) [Chaotic, Mind-Affecting]

Level: Clr 5
Components: V, S, F
Casting Time: Standard action
Range: Close (25 feet + 5 feet/two levels)
Target: One humanoid with kaostech
Duration: 24 hours
Saving Throw: Will negates
Spell Resistance: Yes

You draw upon the energies within the kaostech wielded by the target to make the target a slave to the Gods of Chaos. You have no particular control over the target, but the Gods of Chaos become immediately aware of her (if they were not already) and can exert control over the target as though she were affected by a dominate person spell.

The target’s actions are up to the discretion of the DM; any Gods of Chaos aware of the target can control her actions. If two Gods of Chaos attempt to control a single target for different purposes, the one with the most Hit Dice wins. (Should a tie occur, use opposed Charisma checks.) The spell can be ended prematurely if someone strips the target of all kaostech gear. However, the controlling God of Chaos will do whatever it can to prevent that from happening. The Gods of Chaos themselves frequently use this spell when they need a mortal to do something: They search for a kaostech user and cast this spell upon her. As long as no more powerful God of Chaos wrests control, the caster can exert influence from any distance thereafter, seeing and hearing everything the target does.

KAOSTECH ENSLAVEMENT, GREATER
Enchantment (Compulsion) [Chaotic, Mind-Affecting]
Level:
Clr 8
Target: One creature with kaostech

As kaostech enslavement, except it affects any creature (not just humanoids).

DETECT KAOSTECH
Divination

Level: Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time: Standard action
Range: 60 feet
Area of Effect: A quarter-circle, radius 60 feet, emanating from you
Duration: Concentration, up to one minute/level (D)
Saving Throw: None
Spell Resistance: No

You detect kaostech devices. The amount of information this spell reveals depends on how long you study a particular area or subject:

1st Round: Presence or absence of kaostech devices

2nd Round: Number of different kaostech auras and the strength of the strongest aura

3rd Round: The strength of each aura, indicating the power of the device

Note: From each round to another, a caster can turn to detect things in a new area. Detect spells can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or a yard of wood or dirt blocks them.

IDENTIFY DEVICE
Divination
Level:
Brd 1, Clr 0, Sor/Wiz 1
Components: V, S,M
Casting Time: One hour
Range: Touch
Targets: Up to one object/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell determines the single most basic function of each nonmagical item, including but not limited to kaostech. This includes how to activate that function (if appropriate) and how many uses remain (if any). For example, a chain blade† would register as a “weapon,” while a long distance viewer would register as a “device for seeing faraway things.”

If a device has different functions that are equally basic, identify device determines the lowest-level function. If these functions are also of equal level, decide randomly which is identified.

Material Component: A small metal spring

SIPHON CHAOS
Transmutation [Chaotic]
Level:
Clr 2, Sor/Wis 2
Components: V, S
Casting Time: Standard action
Range: Touch
Target: One chaos storage cube†
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You transfer raw chaos within a chaos storage cube into a kaostech device, refueling and restoring it. You safely touch both the cube and the device when you cast the spell. After the casting, the device is fully charged. The cube has a 10 percent chance of being empty, at which point it collapses into a corrosive puddle (like a pool of acid). The collapse of a cube creates a 25 percent chance of summoning a chaos beast to the spot of collapse. The beast is predisposed to be neither hostile nor friendly.

Go to Part 4: Essential Kaostech Items

Fantasy Portrait: Surreal Woman - Kellepics

Go to Part 1

USING KAOSTECH

ACTIVATION: Using a kaostech device is rarely easy or straightforward: Strange switches, levers, dials, or even more obtuse mechanisms are involved. Sometimes one lever must be positioned in precisely the right orientation before another switch will function (or even appear). Or perhaps two switches must be activated at the same time. Or a dial turned only once the device has been oriented in a particular way. There is no internal logic to it, and even two devices with the same function might have different appearances and different means of activation.

Activating a Kaostech Device: Some kaostech devices, particularly those which are worn, are simply use-activated, but many require the use of a lever or switch. Using a lever to activate a kaostech device is a standard action. Using a switch is a free action.

Some kaostech devices must be controlled (or can be controlled) through the use of a headclamp (see item descriptions).

Determining Activation: In order to figure out how to use a particular kaostech device, a character must make a Craft Kaostech check (DC 20). Success means that the character can activate the item, although they may still not know what it does (unless its function is obvious).

Intrinsic Devices: An intrinsic kaostech device must be grafted or implanted into a host before it can be used. (A non-intrinsic device, on the other hand, can be used like any other piece of equipment.) Creatures without a Constitution score cannot use intrinsic kaostech items, although a demonic converter allows corporeal undead to use them. Incorporeal creatures and constructs can never use intrinsic kaostech.

ACTIVATION METHODS

Headclamp: Some kaostech devices can be controlled through the use of a headclamp.

Lever: A lever refers to an activation device that must be positioned precisely or is otherwise complex. For example, a metal handle with multiple positions; a cord that must be pulled to a specific length; or a liquid-filled bag that one must squeeze. Activating a device with a lever is a standard action.

Switches: A switch refers to an activation device with a simple on-off position or a similarly easy-to-use mechanism. For example, a glass panel that the user taps; a rotating ball that must be spun; or a cord that must be sharply pulled. Activating a device with a switch is a free action.

Use-Activated: Some kaostech items are activated simply by wearing them or wielding them. However, this may not always be obvious. For example, a pair of clarity goggles might initially have the appearance of a small metal box which must be twisted and turned in a specific sequence in order to unfold the goggles into a wearable form.

CHAOTIC FAILURE

CHAOTIC FAILURE: It is not necessary to keep track of uses or charges when using kaostech devices. The user simply waits until it fails. Such is the unpredictable nature of chaos.

Failure Check: When a character makes a check to use a kaostech device, a natural die roll of 1 indicates that the item is drained of power and can no longer be used, not matter how many uses it has been since it was last refueled.

If a device has no roll associated with its use, roll 1d20 when activating it. If it has no set activation, or if it goes for a long time between activations, make at least one check daily to determine whether the device fails when used.

Unused items require no checks. Some item descriptions specify how often checks should be made.

Backlash or Necrosis Check: If a device suffers a chaotic failure, immediately make another check by rolling 1d20. In the case of another roll of 1, a bone of steel has suffered chaotic backlash and a betrayal of the flesh has suffered chaos necrosis (see below).

Reactivation: If a device suffers chaotic failure but does not suffer chaotic backlash or chaotic necrosis, it can be reactivated. A bone of steel can be reactivated by infusing it with raw chaos (see below). A betrayal of the flesh can be reactivated by treating it with a dose of nutrient solution (see item descriptions).

CHAOTIC BACKLASH: When a bone of steel fails, make another check by rolling 1d20. In the case of another roll of 1, the device overloads, explodes, or melts down in a dramatic and dangerous way, inflicting 3d6 points of damage to anyone within 10 feet (Reflex saving throw, DC 18, for half; no saving throw allowed for characters touching the item). The device is utterly destroyed in the case of such a backlash.

CHAOTIC NECROSIS: When a betrayal of the flesh fails, make another check by rolling 1d20. In the case of another roll of 1, the device immediately begins dying and enters a state of chaotic necrosis. A device suffering from chaotic necrosis dies after 1 hour unless they have been successfully treated by a chaos surgeon. This treatment requires 10 minutes, a successful Chaos Surgery check (DC 25), and materials worth 1/10th the creation cost of the device.

If an intrinsic device dies for any reason, it becomes a rotting mass of cancerous flesh. Its host suffers 1 point of Constitution drain every day until the device is removed.

RAW CHAOS

Raw chaos is a viscous fluid that appears at once to be dull gray and a gleaming mass of every scintillating color that exists. Raw chaos is perhaps one of the most dangerous substances in the universe, destroying everything it touches if not handled properly.

USING RAW CHAOS: Raw chaos can only be safely stored in a chaos storage cube. These small gray boxes are about 3 feet to a side and perfectly featureless. A chaos siphon allows one to remove a splash of raw chaos from the cube (see item description).

A splash of raw chaos can be used to reactivate a kaostech device that has suffered chaotic failure. A splash of raw chaos is also required whenever a kaostech device is created.

EFFECTS AND DAMAGE: Raw chaos ignores hardness and damage reduction, treating all matter and flesh the same. A splash of raw chaos inflicts 10d6 damage on anything it touches — the matter simply burns away in a cloud of steamy vapor.

Puncturing or destroying a chaos storage cube (hardness 10, 50 hp, Break DC 30) releases the chaos in one burst, inflicting 20d6 points of damage in a 100-foot spread.

Immersion in raw chaos inflicts 20d6 points of damage per round.

Raw chaos spilled on the floor may eat through the floor. If it inflicts damage in excess of the floor’s hit points, it continues down to the level below (if any) and burns whatever is there.

Exposed raw chaos consumes even the air given enough time. Left in a perfectly sealed 10-foot cubic chamber, a small bit of raw chaos would destroy all the air in the room in about five hours, leaving nothing but vacuum.

SUSTENANCE

Because they are organic devices, betrayals of the flesh are creatures unto themselves, at least from a limited perspective, and require sustenance.

PARASITE: When an intrinsic betrayal of the flesh becomes a part of a host, it lives like a parasite, gaining its nutrition and energy from the host. Every other day, the host suffers 1d2 points of Constitution damage. (However, a nutrient salve can be used to alleviate this damage.)

If an intrinsic device dies for any reason, it becomes a rotting mass of cancerous flesh. Its host suffers 1 point of Constitution drain every day until the device is removed.

NUTRIENT SOLUTION: When not attached to a host, betrayals of the flesh must be treated with a dose of nutrient solution once per week or they die, becoming useless. (Betrayals of the flesh which need to be stored for long periods of time are often immersed in baths of nutrient solution, allowing them to consume it slowly without the need for attendants.)

TAINT OF KAOSTECH

All kaostech items are at least faintly tainted, although some kaostech items suffer from full taint, as noted in their descriptions. An area which has been used to create more than 1d6 kaostech items becomes a faintly tainted place. A faintly tainted place that has been used to create an additional 10d10 items becomes a fully tainted place.

INTRINSIC DEVICES: Each intrinsic device the character has implanted or attached to their body increases the DC of the Fortitude save required to resist the taint by 1. If any of the intrinsic devices are fully tainted objects, this increased DC stacks with the normal increase for carrying multiple tainted objects.

IDEOLOGICAL CHANGE: When a character suffers a point of taint from kaostech they must immediately make a Will save (DC 20). Failure means that the character’s alignment shifts one step towards chaos. Thus, if they are lawful, they become neutral. If they are neutral, they become chaotic. A chaotic neutral or chaotic evil creature is immune to ideological change, but a chaotic good character must continue making saving throws to avoid becoming chaotic neutral.

Go to Part 3:Kaostech and Magic

Kaostech

February 24th, 2020

Surreal Eye Time Clock - Kellepics

Kaostech is one of the many forms of technomancy. Like the other technomantic arts, it is not truly technological or magical. It does not function according to the pure rules and logic of natural science nor the transmutative animism and sympathetic laws of alchemy. Its existence is no dependent upon the power of magic or the whim of the gods.

Kaostech is something different. It is a harnessing of primal chaos, but it is also an embodiment and an expression of that primal chaos. It is corruption and destruction given form. It is something that could not exist without a perversion of the natural order — and the creation of that perversion is at the very heart o the kaostech device’s function.

Kaostech is also known as the technology of the taint. Its devices have been called chaos machines, demon devices, and artifacts of the taint.

FORMS OF KAOSTECH

Kaostech devices can be roughly divided into two categories: bones of steel and betrayals of the flesh.

BONES OF STEEL: These are mechanical devices designed to harness and use the powers of chaos. Although their intimate connection to chaos, and their manipulation of chaotic forces, often make the construction of bones of steel seem illogical or incomprehensible, they are fundamentally machines. They are built of metal and glass and cloth. Inside they maybe filled with a baffling array of wires and gears and tubes, but their function is still easily comprehended once it has been demonstrated.

BETRAYALS OF THE FLESH: Betrayals of the flesh, rather than being mechanical devices, are living organisms. They are grown in alchemical vats, harvested from corpses, or perverted from natural creatures. Some betrayals of the flesh are independent creatures of a sort — they eat and breathe and grow. A few of them are even capable of movement.

Other betrayals of the flesh, however, are designed to be used in a parasitic symbiosis with another creature: They are grafted on as replacement parts or created through the manipulation and surgical alteration of the host creature itself.

KAOSTECH SKILLS

CRAFT KAOSTECH (Intelligence + Special) (Trained Only)

Check: A character can make a Craft Kaostech check to build, repair, or modify a kaostech device. It can also be used to identify and activate newly encountered kaostech safely. The DC of the check depends on what the kaostechnician is attempting to accomplish.

Create Kaostech Device (Weekly Progress): The DC required to create a kaostech item is listed in the item’s description. The DC of the check, the skill check result, and the item’s price determine how long it takes to make a particular item.

  1. Find the item’s price in silver pieces (1 gp = 10 sp).
  2. Find the DC listed with each kaostech item.
  3. Pay one-third of the item’s price for the cost of raw materials and expend a splash of raw chaos.
  4. Make a Craft Kaostech check representing one week’s work.
  5. If the check succeeds, multiply the check result by the DC of the item. If the result is at least equal to the price of the item in silver pieces, then the kaostechnician has completed the item.
  6. If the result doesn’t equal the price, then it represents the progress the kaostechnician has made this week. Record the result and make a new Craft Kaostech check for the next week. Each week the kaostechnician makes more progress until their total reaches at least the price of the item.

If the check is failed by 4 points or less, the kaostechnician makes no progress. If the check is failed by 5 points or more, the kaostechnician ruins half the raw materials (and the cost of those materials must be paid again).

Create Kaostech Device (Daily Progress): Checks can be made by the day instead of by the week. In this case, evaluate the kaotechnician’s progress (check result times DC) in copper pieces instead of silver pieces.

Determine Activation Method: A kaostechnician can identify the activation method of a kaostech device by make a Craft Kaostech check (DC 20).

Identify Kaostech Device: A kaostechnician can attempt to identify a kaostech device by making a Craft Kaostech check. The DC is equal to the item’s original craft DC + 5.

Repair Kaostech Device: Generally, a kaostechnician can repair an item by making checks against the DC required to originally make the item. The cost of repairing an item is one-fifth its price. Due to the unstable nature of kaostech, if the repair check fails, the kaostechnician completely destroys the item; no further attempts are possible.

Repairing a kaostech item requires a splash of raw chaos.

Modifiers – Determining Activation & Identification: Craft Kaostech checks made to determine the activation method of a kaostech device or identifying a kaostech device are made easier or more difficult depending on the kaostechnician’s familiarity with the item in question.

Extremely Chaotic: If the character is extremely chaotic or maybe even a little made (a determination made at the DM’s discretion) they gain a +2 bonus on their check.

Extremely Lawful: If the character is extremely lawful or logical (a determination made by the DM) they suffer a -2 penalty to their check.

Familiar with Similar Item: If the character has used or dealt with a kaostech item similar to the one currently being examined they gain a +4 bonus to their check.

Obvious Use: If the device’s use is straightforward or obvious (goggles, for example) the character gains a +10 bonus on their check to determine the item’s method of activation. (They do not, however, gain any bonus for identifying the item’s function.)

Unfamiliar with Kaostech: If the character is unfamiliar with kaostech or believes the item to be magical, they suffer a -4 penalty to their check.

Try Again: No, except for creating a new kaostech device (although a failure by 5 or more points results in losing half the raw materials from the attempt).

Special: In addition to their Intelligence modifier, a kaostechnician’s Wisdom modifier also applies to Craft Kaostech checks. However, you must invert the Wisdom modifier so that a bonus acts as a penalty and vice versa.

Example: A character with a -2 Wisdom penalty gains a +2 bonus on their Craft Kaostech checks. On the other hand, a character with a +3 Wisdom bonus suffers a -3 penalty on their Craft Kaostech checks.

To create, repair, or identify a kaostech device the kaostechnician must have the right tools. Outfitting a kaostech creation laboratory costs 10,000 gp. One suitable only for repairs and identification costs 1,000 gp.

Untrained: If you have no ranks in Craft Kaostech, you can make an Intelligence test modified by your inverted Wisdom modifier to determine the activation method of a kaostech device.

CHAOS SURGERY (Intelligence + Special) (Trained Only)

Check: A chaos surgeon can perform surgical procedures to implant intrinsic kaostech devices into the body of a living creature or replace portions of a living body with kaostech.

Attach Intrinsic Device: Each type of intrinsic device has its own Chaos Surgery DC and requires a specific amount of time to perform the procedure, as specified in the item’s description.

Steampunk Male - ArtTowerIf the Chaos Surgery test is successful, the intrinsic kaostech device has been successfully grafted, implanted, or otherwise attached. The subject must enter a recovery period, the length of which is specified in the item’s description. During this time the subject requires complete bed rest. If the subject undertakes any strenuous activity or suffer any damage during the recovery period, they must make a Fortitude save with a DC equal to the original Chaos Surgery DC required to attach the device. If they fail the saving throw, the kaostech device fails and does not function.

If the Chaos Surgery test is failed, the intrinsic device automatically suffers chaotic failure (and has the standard 1 in 20 chance of suffering chaotic backlash or chaotic necrosis). In addition, the subject suffers 5d10 damage and 2d6 points of Constitution damage. The subject must still wait through the recovery period. If the subject undertakes any strenuous activity or suffers any damage during the recovery period, they must immediately make a Fortitude save (DC 15 + damage taken) or suffer 1d10 points of damage and 1 point of Constitution damage. (They do not need to make a second save as a result of damage taken from this failed saving throw.)

A chaos surgeon cannot attach an intrinsic device to themselves.

Treat Chaotic Necrosis: A chaos surgeon can revitalize a betrayal of the flesh that has suffered chaotic necrosis. This treatment requires 10 minutes, a successful Chaos Surgery check (DC 25), and materials worth 1/10th the original creation cost of the device.

Modifiers:

Distractions: If the chaos surgeon is distracted (by loud noises or nearby combat, for example) while using the Chaos Surgery skill, they suffer a -2 penalty to their check.

Filth Environment: Making a Chaos Surgery check in a non-hygienic environment imposes a -2 penalty to the check. (A filthy area may also force the subject to make a Fortitude save to resist disease, as the DM’s discretion.)

Try Again: Yes

Special: In addition to their Intelligence modifier, a chaos surgeon’s Wisdom modifier also applies to Chaos Surgery checks. However, you must invert the Wisdom modifier so that a bonus acts as a penalty and vice versa.

To make a Chaos Surgery check, the chaos surgeon must have the proper tools (a scalpel, grips, cutters, forceps, rags to soak up the blood, and so forth). This surgical kit costs 1,000 gp.

Untrained: Chaos Surgery cannot be used untrained.

Go to Part 2: Using Kaostech

Advanced D20 Rules: Taint

February 10th, 2020

These rules are adapted from a published D20 sourcebook. My primary design goal here was to both streamline the system and increase its versatility by introducing the concept of faint taint (which allows the GM to use taint more frequently due to its lower stakes). I unified these rules with those for kaostech (which I’ll be presenting separately), and both of these are used in the Laboratory of the Beast Scenario.

BECOMING TAINTED

If a character remains exposed to a tainted place or object for more than 10 rounds, they must make a Fortitude check (DC 15) or immediately suffer 1 point of taint. In addition, if a character uses or wields a tainted object, they must make a Fortitude check (DC 15) or immediately suffer 1d3 points of taint.

For every 24 hours spent in a tainted place, or spent carrying a tainted object, a character must make a Fortitude saving throw. The base DC is 15 + 1 for every consecutive 24 hours of exposure. Multiple, simultaneous exposures (such as carrying a tainted weapon in a tainted place) increases the DC by +2 per additional source of exposure every 24 hours. If the character fails this saving throw, their taint increases by 1.

FAINT TAINT

Some objects and places are only faintly tainted. Characters exposed to such objects and places still risk becoming tainted themselves, but the risk is not as great.

A character who is exposed to a faintly tainted place or carries a faintly tainted object for more than 1 day must make a Fortitude save (DC 15) or immediately suffer 1 point of taint. In addition, the first time a character uses or wields a faintly tainted object, they must make a Fortitude save (DC 15) or immediately suffer 1 point of taint.

For every week spent in a faintly tainted place or carrying a faintly tinted object, a character must make a Fortitude save (DC 15) or suffer 1 point of taint. Unlike fully tainted objects and places, multiple or simultaneous exposure to faintly tainted objects or places do not increase the DCs of these checks.

TAINTED PLACES

When a character casts an evil spell in a tainted area, the caster is considered at +1 caster level for spell effects that depend on level. When a character casts a good spell in a tainted area, the caster is considered at -1 caster level for spell effects that depend on level. (This has no effect on spells known, spells per day, or highest level of spell available.)

Faintly tainted places have no effect on the casting of such spells.

DETECTING TAINT

The use of a detect evil spell can detect taint. It reveals itself as an oozing, purple pulsation within the blackish aura which normally detects the presence of evil. The strength of the aura depends on the amount of taint present:

  • 1 taint point = Faint aura
  • 2-4 taint points = Moderate aura
  • 5-10 taint points = Strong aura
  • 11+ taint points = Overwhelming aura

EFFECTS OF TAINT

A character’s taint score applies as a penalty to his Constitution and Wisdom scores. Thus, a character with a 16 Constitution and a 14 Wisdom who acquires a taint score of 4 has an effective Constitution of 12 and an effective Wisdom of 10. These penalties reflect the taint’s impact on the character’s physical and mental health. Characters who embrace taint (see below) and make use of it can ignore some of these penalties. These penalties are not treated as ability damage, ability drain, or any other penalty to an ability score that can be removed by magic.

The effects of the tainted character’s Constitution and Wisdom penalties can be experienced in many ways, depending on the level of taint. A character who has lost 25% of their Constitution to taint is mildly tainted. A character who has lost 50% of their Constitution is moderately tainted. A character who has lost 75% of their Constitution is severely tainted.

MILD TAINT EFFECTS:

  • Occasional nausea or vomiting
  • Pain in joints
  • Hair goes white
  • Mild paranoia
  • Disorientation
  • Increased aggressiveness
  • Mild hallucinations
  • Phlegmy, wracking cough
  • Eyelid swells, obscuring vision
  • Pale, grayish dead complexion
  • Sunken eyes, cracked lips
  • Skip seeps greasy, yellowish “sweat”
  • Skin thickens, turns leathery

MODERATE TAINT EFFECTS:

  • Bones begin to warp, thicken
  • Black, lichen-like skin growth
  • Reddened, burn-like sores
  • Eye clouds or blood vessels break
  • Lips shrink back from gums
  • Gums swell, bleed, rot
  • Bleeding from orifices
  • Hair falls out
  • Uncontrollable seizures
  • Eruption of painful sores
  • Sores ooze blood, pus, ooze
  • Sores ooze spiders, insects, maggots
  • Hear the voices of evil spirits
  • Severe paranoia
  • Fits of disturbing laughter
  • Disregard of hygiene

SEVERE TAINT EFFECTS:

  • Flesh of nose rots away
  • Mutated, deformed extremities
  • Spine twists, back hunches
  • Severe warping of skeleton
  • Skull enlarges and deforms
  • Great, swollen growths on the body
  • Lungs eaten away from the inside
  • Eye falls out, leaving gaping socket
  • Skin peels off in papery sloughs
  • Fingers or toes begin to web and fuse
  • Irresistable murderous rages
  • Reduced to primitive beahvior
  • Eats inedible or still-living things

IGNORING TAINT

Only undead and creatures with the evil subtype are unaffected by taint.

DEATH FROM TAINT

If a character’s Constitution score reaches 0 from the effects of taint, they die. 1d6 hours later, they rise as a hideous, evil creature under the control of the DM.

CLEANING TAINT

Taint can be removed in a number of ways, particularly through the use of spells.

  • Remove curse and remove disease each reduce a taint score by 1 point, although they cannot reduce a taint score below 1.
  • Heal reduces a character’s taint score by 1 point per three caster levels, but it cannot reduce a taint score below 1.
  • Restoration reduces a character’s taint score by 1 point per four caster levels, but cannot reduce a taints score below 1.
  • Greater restoration reduces taint by a number of points equal to the caster level of the cleric casting the greater restoration, it can also reduce a taint score to 0.
  • Miracle or wish spells cannot remove taint except by duplicating the effects of other spells described here.

CLEANSING PLACES AND OBJECTS: Clerics may use hallow to remove the taint from an area, but it takes time. The spell must remain intact for a year and a day to remove the taint from an area. If, during that time, an opposing character casts unhallow on some or all of the area, the effort is lost and must be begun again.

Unintelligent items left in a hallowed area for a year and a day lose their taint. Items that have an intelligence score are cleansed as if they were characters.

TAINT-ABSORBING ITEMS: Some items can naturally absorb taint, either cleansing those affected by it (rare) or protecting those who carry them from taint (more common).

TAINTED FEATS

Tainted feats require that a character have at least 1 point of taint (as specified in the feat’s prerequisites).

CORRUPTED BODY [TAINT]

Prerequisites: 1 taint point

Benefit: You do not suffer any penalty to your Wisdom score as a result of the taint. However, you suffer twice the normal number of mutations.

Special: If you are ever completely cleansed of the taint, you may immediately choose another feat to replace Corrupted Body. A character with both the Corrupted Body and Twisted Mind feats suffers no penalties, mutations, or insanities from the taint.

MASTERY OF THE TAINT [TAINT]

Prerequisites: 5 taint points

Benefit: You have learned to use the taint within you to channel powerful magical energies. You cannot cast spells of the good and lawful types, but you cast chaos and evil spells at a +1 caster level. In a tainted area this bonus is doubled to a +2 caster level.

Special: This feat can be selected as one of the wizard’s bonus feats.

MASTERY OF THE TAINT, GREATER [TAINT]

Prerequisites: Mastery of the Taint, 10 taint points

Benefit: Your mastery of the taint has grown, allowing you to cast chaos and evil spells at +2 caster level and all other spells at +1 caster level. In a tainted area these bonuses are increased by one (+3 caster level for chaos and evil spells, +2 caster level for all other spells).

Special: This feat can be selected as one of the wizard’s bonus feats.

TAINTED EMBRACE [TAINT]

Prerequisites: 5 taint points

Benefit: You gain protection from good and protection from law as supernatural abilities.

TAINTED STRENGTH [TAINT]

Prerequisites: 4 taint points

Benefit: Your muscles and sinews have been infused with the taint, lending them unnatural strength even as your body rots from within. You gain a +2 bonus to Strength.

Special: Because your tainted strength requires the taint to corrupt your body, you cannot benefit from the Twisted Mind feat if you possess this feat.

TAINTED STRENGTH, GREATER [TAINT]

Prerequisites: Tainted Strength, 6 taint points

Benefit: You gain an additional +2 bonus to Strength (for a total bonus of +4).

TWISTED MIND [TAINT]

Prerequisites: 1 taint point

Benefit: You do not suffer any penalty to your Constitution score as a result of the taint. However, you suffer twice the normal number of insanities.

Special: If you are ever completely cleansed of the taint, you may immediately choose another feat to replace Twisted Mind.

A character with both the Corrupted Body and Twisted Mind feats suffers no penalties, mutations, or insanities from the taint.

This material is covered by the Open Gaming License.

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.