The Heroes of
Horror teaches us much about traveling in a world where evil has a real
foot hold, (like where all magic is tainted and the undead have a kingdom of
eternal night) and it informs us that there are a lot of things that should be used
to set the tone of a world where evil is not only in existents but also has a
fair chance of winning. The first thing
is for the DM to be sure that none of the players have a low horror threshold,
do you? Next is to make sure everyone is
ready to play into the mood of “yes, the PCs are scare-able, even when the
player might not be.” Third, the
introduction of forms of fear, such as dread which builds over time, shock
which is fleeting but can make you dazed, frightened no longer makes you
useless in battle, and you can pick up phobias.
Forth, taint should not be so lethal or generalized. Lastly, did you just say you want to bring
someone back from the dead? Oh boy.
Taint
Since, the new fear affect will be a case by case
issue, so let’s start with the formally overpowered taint. Taint is divided into two types: depravity
and corruption. They are accumulated
separately. Your “taint score” is equal
to the average of your corruption and depravity rounded up. That is the good news now for the bad news;
once you have reached a new level of taint (mild, moderate, severe, NPC) you
have 24hrs to get rid of it or it becomes permanent, then only a miracle or
wish can get rid of it. See Heroes of Horror pages 62-68 for details.
Taint thresholds
Con or |
No Taint |
Mild Taint |
Moderate Taint |
Severe Taint |
Dead/ Insane |
1–4 |
0 |
1 |
2–5 |
6–13 |
14+ |
5–8 |
0 |
1–3 |
4–11 |
12–27 |
28+ |
9–12 |
0 |
1–5 |
6–17 |
18–41 |
42+ |
13–16 |
0 |
1–7 |
8–23 |
24–55 |
56+ |
17–20 |
0 |
1–9 |
10–29 |
30–69 |
70+ |
21–24 |
0 |
1–11 |
12–35 |
36–83 |
84+ |
25–28 |
0 |
1–13 |
14–41 |
42–97 |
98+ |
29–32 |
0 |
1–15 |
16–47 |
48–111 |
112+ |
33–36 |
0 |
1–17 |
18–53 |
54–125 |
126+ |
37–40 |
0 |
1–19 |
20–59 |
60–139 |
140+ |
Corruption erodes the body. Corruption is fought off with fortitude
saves. If you ever gain more corruption than your constitution modifier, you
must make a fortitude save (DC 15+ points of corruption you just acquired), if
you fail you become nauseated for 1d4 rounds, if you succeed you become
sickened for 1d4 rounds instead. If at any time you commit an evil act which
gains you number of evil points (after the adjustment for your alignment) equal
to greater than your constitution score you must make a fortitude save (DC
10+the number of evil point you just gained) or gain 1 point of corruption plus
1 additional point of corruption for every 10th point of evil you gained. Long term exposure to tainted items or areas
will also cause corruption, but there is a fortitude
save to resist depending on the site or item.
Murder (the killing of a sentient being, excluding the undead and evil
outsiders) on hollowed ground bestows a point of corruption, no saving throw. Murder of a helpless creature in a powerfully
mystical or profane site grants a point of corruption, no saving throw. If you use a spell, spell like ability, or
supernatural ability with a death affect or which deals constitution damage
(this does not include affects such as raise dead used on a creature with only
one HD), you must make fortitudes save at the same DC as the spell or ability
or suffer a point of corruption. If you
cast a spell with the evil descriptor you must make a fortitude save (DC 10+the
level of the spell), if you fail you suffer 1 point of corruption.
Depravity affects wisdom and slowly drives the barer
mad. Depravity is resisted with
willpower saves; so witches, your spell casting will only affect your wisdom
score from here on out. Likewise, depravity is fought with fortitude
saves. If you ever gain more depravity
than your wisdom modifier, you must make a willpower save (DC 15+ points of
depravity you just acquired), if you fail you become dazed for 1d4 rounds, if
you fail you become stunned for 1d4 rounds instead. If at any time you commit an evil act which
gains you number of evil points (after the adjustment for your alignment) equal
to greater than your constitution score you must make a willpower save (DC
10+the number of evil point you just gained) or gain 1 point of depravity plus
1 additional point of depravity for every 10th point of evil you gained. Violence can lead to depravity, every time
you kill a sentient being you must make a will save (DC 9) or else take a point
of depravity; cruelty to sentient creatures (DC 6) or animals (DC 3) can also
cause depravity (one point for each hour of participation). Performing these same acts over
hollowed ground can bestow corruption as well as depravity at the same DCs +2; as corruption theses save would be fortitude. Murdering
innocents causes 2 point of depravity, (no saving throw), and unnecessary
cruelty in slaying evil beings (DC 15), or killing evil creatures despite
having other options for defeating them, causes 1 point of depravity, no saving
throw, (Note that these act will also grant you evil points and often chaos
points.) Stealing from a creature who is
in desperate straights; such a widow, beggar, or street urchin will cause you a
2 points of depravity although a will save may DC 10+ 1 for each previous offence+1
for ever 1,000 gp of liquidated value of items you posses, in order to reduce
this to 1 point of depravity, although mitigating factors may reduce the DC or
even negate the depravity all together, such as stealing water for a man dying
of thirst or stealing an evil artifact.
If you cast an arcane spell you must make a willpower save DC 10+the
level of the spell or gain one point of depravity, and if you cast a spell with
the evil descriptor the DC of the willpower save increases to 20 + twice the level
of the spell.
As you gain more and more taint the darkness consumes
you. Each point of taint reduces your
relative morality score by 5 points.
This means that if you have 3 points of depravity and 4 points of
corruption you and a morality score of 314, which is enough to be considered
exalted, you will have a functional score 279 and will be denied the benefits
of being exalted. If you have moderate
corruption or depravity you no longer detect as good, or if you have severe
corruption or depravity you detect as evil (morality score appears as evil 100
+ 5 x your taint score) no matter what your actual or functional morality score
maybe. A paladin or slayer with a taint
score of moderate or a cleric of a good patron is considered in violation of their
code and must atone.
Resurrections
How does renewed life become horrific? Well for
starters, you can replace the sacrificed diamonds with a sacrificed a human is
of the same age or younger, this is not universal replacement but a new
option. Additionally, you are not
guaranteed to come back right. When
someone casts a raise dead or other similar spell, they must make a Spellcraft or Knowledge (religion) check. The DC is equal to 15 plus the number of days
since they died (if using raise dead
or reincarnate), or plus the number of
decades (for resurrection or true resurrection). Unlike most skill
checks a natural 1 is always a failure.
If the caster fails something will go wrong from as little a thing as a
personality quirk such as a fascination with death, to horrible nightmare, to
taint, to even in the worse case scenario getting the wrong soul. See p. 79-80
of Heroes of Horror
Teleporting
How does moving about via become horrific? Well we
change the chance of success
Teleport
Conjuration
(Teleportation)
Level: Sor/Wiz 5,
Travel 5
Components: V
Casting
Time: 1 standard
action
Range: Personal and touch
Target: You and touched objects or other
touched willing creatures
Duration: Instantaneous
Saving
Throw: None and Will
negates (object)
Spell
Resistance: No and
Yes (object)
This spell
instantly transports you to a designated destination, which may be as distant
as 100 miles per caster level. Interplanar travel is
not possible. You can bring along objects as long as their weight doesn’t
exceed your maximum load. You may also bring one additional willing Medium or
smaller creature (carrying gear or objects up to its maximum load) or its
equivalent (see below) per three caster levels. A Large creature counts as two
Medium creatures, a Huge creature counts as two Large
creatures, and so forth. All creatures to be transported must be in contact
with one another, and at least one of those creatures must be in contact with
you. As with all spells where the range is personal and the target is you, you
need not make a saving throw, nor is spell resistance applicable to you. Only
objects held or in use (attended) by another person receive saving throws and
spell resistance.
You must
have some clear idea of the location and layout of the destination. The clearer
your mental image, the more likely the teleportation works. Areas of strong
physical or magical energy may make teleportation more hazardous or even
impossible.
To see how
well the teleportation works, roll d% and consult the Teleport table. Refer to
the following information for definitions of the terms on the table.
Familiarity:
“Very familiar” is a
place where you have been very often and where you feel at home. “Studied
carefully” is a place you know well, either because you can currently see it,
you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour.
“Seen casually” is a place that you have seen more than once but with which you
are not very familiar. “Viewed once” is a place that you have seen once,
possibly using magic.
“False
destination” is a place that does not truly exist or if you are teleporting to
an otherwise familiar location that no longer exists as such or has been so
completely altered as to no longer be familiar to you. When traveling to a
false destination, roll 1d20+80 to obtain results on the table, rather than
rolling d%, since there is no real destination for you to hope to arrive at or
even be off target from.
On
Target: You appear
where you want to be.
Off
Target: You appear
safely a random distance away from the destination in a random direction.
Distance off target is 1d10x1d10% of the distance that was to be traveled. The
direction off target is determined randomly
Similar
Area: You wind up in
an area that’s visually or thematically similar to the target area.
Generally,
you appear in the closest similar place within range. If no such area exists
within the spell’s range, the spell simply fails instead.
Wrong
Area: You wind up in
an area that is wrong and often dangerous such as on the edge of a cliff or in
the home of a beholder.
Mishap: You and anyone else teleporting with
you have gotten “scrambled.” You each take 1d10 points of damage,
and you reroll on the chart to see where you wind up.
For these rerolls, roll 1d20 on the false destination
range. Each time “Mishap” “Disaster” or “Catastrophe” comes up,
the characters take more damage and must reroll.
Disaster:
You and anyone else
teleporting with you have taken dire injury.
You each take 1 point of wound damage, and you reroll
on the chart to see where you wind up. For
these rerolls, roll 1d20 on the false destination
range. Each time “Mishap” “Disaster” or “Catastrophe” comes up,
the characters take more damage and must reroll.
Catastrophe:
You and anyone else
teleporting with you have gotten “scrambled.” You each take 1d4 points of wound
damage, suffer serious and long lasting affects such as a body part which
merges with the near by cave wall or your fellow teleporter’s leg or some other
horrific problem such as blindness or partial paralysis , and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20 on the false destination range. Each
time “Mishap” “Disaster” or “Catastrophe” comes up,
the characters take more damage and must reroll.
Familiarity |
Catastrophe |
Disaster |
Mishap |
Wrong Area |
Similar Area |
Off Target |
On Target |
Very
familiar |
— |
— |
— |
01 |
02–05 |
06–10 |
11–100 |
Studied
carefully |
— |
— |
01 |
02–04 |
05–09 |
10–20 |
21–100 |
Seen
casually |
— |
01–02 |
03–06 |
07–15 |
16–25 |
26–40 |
41–100 |
Viewed
once |
01 |
02–10 |
11–20 |
21–32 |
33–45 |
46–60 |
61–100 |
False
destination (1d20) |
01 |
02–04 |
05–09 |
10–14 |
15–20 |
— |
— |
Feats
These feats are for your new “Horrific” style of
play. Note: some of them are changed a
wee bit from their original nature.
Bane Magic [general]
You deal extra damage to creatures of a particular type, see p 119 H. o. H.
Prerequisite: ability to cast level two spells
Benefit: You choose a specific creature type. When you cast a spell that deals damage to a creature of your chosen creature type you deal an extra 2d6 of damage. Example, a humanoid (dwarf) bane lightning bolt cast by a ninth level caster would usually deal 9d6 points of electric damage, but if it hits a dwarf the spell deals 11d6 points of electric damage. This feat has on affects no spells that do not deal damage, nor can it be used to heal undead by casting a spell like inflict light wounds damage, but can add to the damage dealt to undead by spells such as cure light wounds. You can select any creature type below.
Special: you may select this feat multiple times, each time choosing a different creature type.
Designated Foe |
|||
Aberrations |
Humanoids, dwarf |
Humanoids, orc |
Outsiders, fire |
Animals |
Humanoids, elf |
Magical beasts |
Outsiders, good |
Constructs |
Humanoids, gnoll |
Monstrous humanoids |
Outsiders, lawful |
Dragons |
Humanoids, gnome |
Oozes |
Outsiders, native |
Elementals |
Humanoids, goblinoid |
Outsiders, air |
Outsiders, water |
Fey |
Humanoids, halfling |
Outsiders, chaotic |
Plants |
Giants |
Humanoids, human |
Outsiders, earth |
Undead |
Humanoids, aquatic |
Humanoids, reptilian |
Outsiders, evil |
Vermin |
-Greater Bane Magic [General]
Your intense hatred of your foe retards his ability to resist.
Prerequisite: ability to cast level three spells, Bane Magic with any creature type
Benefit: You choose a specific creature type for which you have the feat bane magic. You cast a spell that affects a creature of your chosen creature type, the DC of the spell increased by +2.
Special: you may select this feat multiple times, each time choosing a different creature type.
Fount of Life [general]
You deal extra damage to creatures of a particular type, see p 120 H. o. H.
Prerequisite: must be a living creature
Benefit: When you are struck by an attack which drains energy or bestows negative level, you receive an immediate saving throw at the same DC as normally given to resist the attack. If you succeed you negate the negative level but still suffer any other affects of the attack. If you fail, you still receive any saving throws you are normally entitled to.
-Fierce Vitality [general]
You deal extra damage to creatures of a particular type.
Prerequisite: must be a living creature, Fount of Life, any good alignment, constitution 13, and charisma 13
Benefit: When you are struck by an attack which deals ability drain, you receive an immediate saving throw at the same DC as normally given to resist the attack. If you succeed, the attack deals ability damage instead of ability drain. If the creature normally gains a benefit (such as temporary Hp or bonus levels), and if you make the DC of your Fierce Vitality saving throw or Fount of Life, the attacking creature must make a willpower saving throw (DC 10+1/2your HD + your constitution bonus if the attack drains levels, strength, dexterity, or constitution; 10+1/2your HD + your charisma bonus if the attack drains intelligence, wisdom, or charisma) or suffer an affect equal and opposite to the normal benefit (ie a vampire’s slam attack would cause him 5 points of damage instead of granting him 5 temporary hp). Regardless of whether or not you succeed on your Fierce Vitality saving throw, you still receive any saving throws you are normally entitled to.
Pure Soul [General]
Your faith and purity of spirit are greater than the evil within you. You are immune to taint.
Prerequisites: any good alignment, no taint.
Benefit: You do not gain taint.
Note: remember if you cease being good you lose the benefit of this feat until you meet the prerequisites again.
Daniel Malone © 2008