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| #1claytoniantombMar 06, 2009 1:14:27 | EDIT: The workup is below!
Today I was struck by an idea: What if we treated defiling like we treated a disease in 4th ed?
At the end of each encounter, if the arcane players have defiled, they get a negative modifier to a save roll to resist subsuming to corruption equal to the number of times that they defiled in that particular encounter.
Ex: Gnort the gnome use 4 powers of the arcane descriptor during a fight. He modified three of these powers by defiling the land. At the end of the encounter, the DM asks him to roll a save (DC 10 as with all saves in 4th ed.) at a -3 modifier. He rolls an 11. With the -3, this means he did not make the save and he is now on the defiling "disease" scale. |
| #2outlaw68Mar 06, 2009 8:39:14 | I like this idea alot.. it would definitely be a good starting point for defiling rules |
| #3yashugan00Mar 08, 2009 13:57:56 | Hi, good idea.
It would make it harder on a pc character to be a defiler of course. which makes sense. It's balancing because you are giving up certain things for the power. Atonement of any kind would cost resources (so you're paying back the balance). It's also provides opportunities for role playing the character. |
| #4claytoniantombMar 23, 2009 23:25:44 | nuts I was hoping someone would draw a chart up for me. Well, I guess I may be back with a disease progression. |
| #5lucifernietzscheMar 29, 2009 22:19:33 | Well, I just got to this thread, but I can give it some thought and post what I come up with if someone doesn't beat me to it.
I gotta agree...this sounds like a really good idea. |
| #6lucifernietzscheApr 05, 2009 16:05:24 | Ok...I've been lookin all over and don't have access to any Darksun material myself. Can anyone tell me the various negative side effects of defiling? The more complete the list, the better the disease track will turn out when I'm done.
Also, I'm thinking the effect of defiling on spells should be similar to the psionic augmentation idea posted in another thread. If you choose to use defiling on a power that has the defiling keyword, a specific additional effect is aquired. Then you roll your save and hope to the sorceror-kings that you don't blow it.
I think though that the disease shouldn't be too bad...and that there should be a negative consequence to defiling even if you make the save. So depending on the side effects everyone lists, we'll see how it all splits up. |
| #7claytoniantombApr 07, 2009 1:57:30 | I worked up something; it's quite big. For now, I will cover the disease, feats, and a simple workup of what defiling does in separate posts. First the disease.
Defiler's Corruption
A soul-corrupting addiction that acts much like a disease, but cannot be cured by powers that cure normal diseases. Unlike a normal disease, the DC to get better will fluctuate, and the target may choose to fail his save rather than roll it. Whenever the target makes an improvement against the disease progression, they lose a healing surge, as the power of withdrawal racks their bodies.
Contraction DC=10+1/2 the character's level+mitigating factors.
Stabilize DC=10+1/2 the character's level+mitigating factors.
Improvement DC=15+1/2 the character's level+mitigating factors.
Mitigating factors:
The target has performed a significant act of good or altruism since the last check: +2.
The target has helped or cultivated plants since the last check: +8 to the check.
The target has gained a level since the last check:+4
The target has reached a milestone since the last check: +2 (only one bonus from this).
The target has previously contracted the Defiler's Corruption: -2
The target has augmented a power with defiling since the last time they made a check: a penalty of -1 for each augmented power.
Progression chart:
The target is absolved and loses the taint of defilement, though the chance of relapse is strong as any addiction (see mitigating factors).
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Initial Effect: The target becomes addicted to defiling. At the beginning of each encounter, the target must make a save or be forced to make the first arcane power that they use in that encounter augmented by defiling.
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The target gains a +2 bonus to attack rolls on with any powers augmented by defiling.
The target gets a -2 penalty to diplomacy checks.
At the beginning of each encounter, the target must make a save or be forced to make every arcane power that they use in that encounter augmented by defiling.
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The target maintains the previous +2 bonus to attack rolls on with any powers augmented by defiling.
The target gets an additional -2 penalty to diplomacy checks.
The target no longer has to make saves to keep from defiling, but the following two conditions keep the addiction strong:
The target gains an action point at the end of any encounter in which it has defiled twice or more.
The target's total healing surges per day lower by two at the end of any day in which the target has not defiled.
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The target maintains the previous +2 bonus to attack rolls on with any powers augmented by defiling.
The target maintains the previous -4 penalty to diplomacy checks.
The target is corrupted and considered a so-called "True Defiler". The innocent and animals alike can sense the taint of defilement and are disturbed in its presence, imposing a further -2 to diplomacy checks when dealing with such creatures.
The target's alignment changes to evil. The DM may and should elect to make the character into an NPC at this time.
Each encounter, unless they can make a save, the target must augment every arcane power with defiling until the end of the encounter.
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| #8claytoniantombApr 07, 2009 2:00:48 | Now for the feats that match the mechanics I've established:
Feats:
Augment Psionics with Defilement: Prerequisite: Training in arcana.
You can augment a power with the psionic keyword as if it were arcane, and use of the power creates a defiling zone. However, any time the Defiler's Corruption disease would force you to augment powers, psionic powers are affected as well.
Blasphemous Defilement: Any creatures dealt damage by any of your powers augmented by defiling cannot use any channel divinity feats this encounter (save ends). A creature that saves cannot be affected by your Blasphemous Defilement again this encounter.
Call to Penance: Prerequisite: Channel divinity class feature.
You gain the following bonus, usable twice per encounter, when you use any channel divinity power that causes damage: Each defiler that would be damaged by the power takes an additional 1d4 radiant damage for each power, augmented by defiling, that they have used in this encounter. Affected creatures make their next Defiler's Corruption disease check with a bonus equal to the damage they have taken from this feat since their last check.
Defilement Quickening: Once per encounter, the target may make any one power that would normally be a standard action as a minor action, provided the power is augmented by defiling.
Dragon's Ritual: Prerequisite: Dragon's Form I.
You can power rituals to impossible heights with stolen life. You may gain a +2 bonus to a ritual check for every 30 aggregated hit levels of creatures you manage to steal the life force of. All creatures you sacrifice must be in a defiling zone of your creation, or within a special construction, such as a pyramid, that you own. Each round, your zone or construction makes an attack equal to your level versus each enemy's fortitude. If it hits, the creature loses a healing surge. If the attack roll is a one, that creature is immune for the rest of the encounter. Creatures with no remaining healing surges die. NPCs are considered to have healing surges equal to their level for this purpose.
Grey Defilement: Once per encounter, when you use a power augmented by defiling that deals damage to an opponent, you can call upon the power of The Grey to deal an extra 6 necrotic damage with that power. Your next Defiler's Corruption check will have a -1 penalty.
Grim Utilitarian: Prerequisite: Unaligned.
You gain a +2 bonus on checks to overcome Defiler's Corruption. At 21st level, this bonus increases to +5.
Special: If your alignment changes to anything other than unaligned you lose this feat until you are unaligned again.
Master Defiler: You may choose two defiling benefits whenever you augment a power with defiling.
Special: If you gain the True Defiler's Majesty feat: You may apply three benefits.
Nature's Antithesis: You have +4 to your defenses against all primal powers while in a defiling zone. Any enemy or ally that has access the primal power source that starts its turn in your defiling zone must make a save or be forced to target you with any attacks it makes that turn. Any creatures with the ability to rage must do so if they start their turn in your zone.
Nature's Enemy: Any enemies or allies that use a primal power in your zone of defilement lose any temporary hit points and take 2 damage. Your initial defiling zone increases to burst 2.
Preserver's Circle: Prerequisite: membership in an arcane or primal class.
As a minor action, you may make a zone of protective energy in a burst 2 area around you once per day. A defiling zone cannot be made within this zone. The zone last until the creator takes an extended rest. Any preserver rituals cast in the zone are made with a +2 skill check bonus. Any Defiler's Corruption checks within this zone are made with a +2 bonus.
You may also assist a willing person affected by Defiler's Corruption with their disease check.
Special: Increase the zone to burst 3 at 10th level, burst 4 at 15th level, burst 5 at 20th level and burst 6 at 25th level.
You lose access to this feat any time you have contracted Defiler's Corruption.
Ranged Defiling: Prerequisite: Paragon Tier. You may use you may use your zone as a ranged effect: an area burst of its normal size within a number of squares equal to half your level.
Special: If you gain the True Defiler's Majesty feat: increase the range to within a number of squares equal to your level.
Raze the Land: Your defiling zones are difficult terrain, and deal an additional 2 necrotic damage to plants when you create or expand the zone.
Restorer of the Land
Perquisite: Advanced Being of non-evil alignment. Twice per day, you can restore the ability of defiled soil-- within a burst equal to your level-- to sustain life. Creatures cannot create a defiling zone in this area for one week per level of the restoring creature.
Any time you use a power or ability that allows others to spend healing surges, plants with a burst of 2 also gain 5 hit points.
When you restore the land, it grows plant life instantly, which provides enough fruit to feed a group of 5 for one day.
Sense Defilement: Prerequisite: Membership in a class that uses the arcane or primal source.
You can make an arcane or nature skill check to detect if a target creature has contracted the Defiler's Corruption disease. The check is equal to the creature's will defense.
You may also assist a willing person affected by Defiler's Corruption with their disease check.
Servants of Corruption: Any time you use a power augmented by defiling, allies in your defiling zone gain temporary hit points equal to the power's level. If the power has no level, treat it as half your level to calculate the temporary hit points.
True Defiler's Majesty: Prerequisites: The character is a True Defiler and of the epic tier.
Enemies in your zone of defilement take damage from your defiling zone's creation and expansion as if they were plants. As long as there are creatures in your defiling zone, it is considered to be a lush environment.
Starting at level 25, you may use your zone as a ranged effect: an area burst of its normal size within a number of squares equal to half your level.
Advanced Being: all damage dealt by your defiling zone increases by 2.
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| #9claytoniantombApr 07, 2009 2:02:02 | And finally, how defiling works. No feats necessary! Addictive! Painful! Flavorful!
All characters with training in arcana on Athas gain the following feat as a world feature (similar to a class feature, but requires familiarity with the world):
Defiling: Each time you use a power with the arcane keyword, you may choose to make it augmented by defiling energies. Make this choice before you use the power. A defiling zone equal to an area of burst 1 is created by defiling, and grows by burst 1 each time someone defiles within it. Adjacent zones are merged, count as one, and have shared ownership for any creators involved. Plant life in the zone when it is created or extended takes 6 necrotic damage, which is usually enough to whither it, and the soil becomes infertile for generations. Augmenting a power makes it and any damage it deals necrotic. In addition, it grants one of the following benefits, but only one, which you choose at the same time you choose to defile:
*The power's range increases by a number of squares equal to half your level or one.
*If your power inflicts continuing damage or a condition that a save can end, that save is made at a -1 difficulty.
*Creatures damaged by the power cannot regenerate until the end of your next turn.
*Creatures damaged by your power are dazed.
*A power that makes a burst or blast may affect additional adjacent squares of your choosing equal in number to half your level or one.
*Gain 10 temporary hit points. You can only choose this option in in a lush environment.
*Spend a healing surge: You can only choose this option in a lush environment.
*You may take an additional minor action next turn. You can only choose this option in a lush environment.
Additionally, you may make a skill check for a ritual with +2 by creating a defiling zone. You can do this only on in a lush environment.
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| #10claytoniantombApr 23, 2009 1:27:55 | I updated and clarified the language of the disease progression above, and made the mechanics a little simpler. |