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Tainted


Brutal monsters and evil villains stalk heroes at every turn, but if their claws, weapons, or spells fail to slay their enemies, some evil creatures employ a far more subtle method – insidious temptation. Any hero can thus find himself traveling down a dark road – the first few steps always seem to make so much sense – but once the journey is began, it can only end in death or damnation. Still, a valiant few who walk dark paths fight against the loss of their souls and virtue, and manage to maintain some measure of balance, wrestling with the temptation with each breath and even in their dreams.

A tainted character is one who has fallen under the sway of a fiendish parasite. The demon, devil, or yugoloth slowly tries to control the character’s will, offering him vile powers in dark whispers. How a person becomes tainted varies greatly; some are possessed, some are tricked, and still others willingly allow a fiend to enter their body, hoping to gain power in exchange. Once a person is tainted, a heart of as black as night, a will of unyielding evil, and a potency of unwholesome origin can often be concealed, but the eyes of the fiend cannot. These “eyes of the fiend” are the telltale sign of a tainted creature, a pair of strange eye-shaped markings that burn themselves into the character’s chest.

If the tainted character resists the advances of the fiend, he can use its powers without risk. He cannot, however, prevent the changes to his body due to the presence of the fiend. Should the fiend’s whispers pervert the character’s mind far enough, he might become lost forever, trapped in a living nightmare while the fiend runs amok in his body. Those who wish to banish the fiend often seek some way to banish it, but most tainted, even those who master the fiend within, secretly fear losing the fiend’s power.

A fiend usually prefers to take corrupt the noblest souls, craving nothing so much as watching a pure heart melt away to be replaced with one as black as night. Fiends seem to take pleasure in polluting the most trusted and well-loved individuals, and such individuals are at prime risk for attracting a fiend’s attention. Sometimes, however, a fiend will corrupt an evil character, seeking an easy victory before moving on to more challenging game.

Hit Dice: d8

Requirements


In order to qualify to become a Tainted, a character must meet the following criteria.

Base Attack Bonus: +1

Base Will Save: +3

Special: The character must share his soul with the personality of a particular fiend. Some situations which may lead to such a predicament include fiendish bargains, miscast conjuration spells, contact with a cursed or evil item, a family curse, or other similar situations.

A character who has recently died may choose to make a bargain with a fiend, offering it a place in his body in return for renewed life. Such a character must still meet the other prerequisites of this class. Assuming he does, the character is returned to life at full health, with no negative levels or other penalties. However, the next class level the character takes must be a level of Tainted.


Class Skills

The Tainted’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spot (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 2 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Specialization, Fiend Points, Tainted Soul, Eyes of the Fiend -
2 +1 +0 +0 +3 Fiendish Power I, Dream Haunting +1 caster level
3 +2 +1 +1 +3 Minor Physical Change +1 caster level
4 +3 +1 +1 +4 Fiendish Power II +1 caster level
5 +3 +1 +1 +4 Hallucinations +1 caster level
6 +4 +2 +2 +5 Moderate Physical Change +1 caster level
7 +5 +2 +2 +5 Fiendish Power III +1 caster level
8 +6 +2 +2 +6 Telepathy, Craving +1 caster level
9 +6 +3 +3 +6 Major Physical Change +1 caster level
10 +7 +3 +3 +7 Fiendish Power IV +1 caster level


Class Features

All of the following are class features of the Tainted prestige class.

Weapon and Armor Proficiency: A tainted character gains no new proficiency with weapons or armor.


Specialization: The fiend within the tainted’s soul quickly learns to adapt its tactics to match its host. Upon gaining his first level in this class, the character must designate whether he will advance as a spellcaster or warrior. Should the character choose to advance as a spellcaster, he uses the above table normally. Should he choose to advance as a warrior, the character does not advance his spellcasting power at any level of this class, instead gaining a fighter’s base attack bonus progression (+1 base attack bonus per level), good Fortitude saves, and an increased hit die (d12). Once chosen, the character may not change the way he progresses in this class.


Spellcasting: A tainted character continues training with magic. Thus, at every level after 1st, the character gains new spells per day and spells known as if he had also gained a level in whatever spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).


Fiend Points (Su): A tainted character shares his body with a fiend, and is continually struggling to maintain ownership of his soul. At 1st level, the character chooses a specific type of fiend (see below) to inhabit his body with him. Fiend points represent how much control this fiend has over the tainted’s soul. At 1st level, the tainted has 5 fiend points, modified by an amount according to the table below.

Condition Fiend Points
Good Alignment -2
Neutral Alignment +0
Evil Alignment +2
Each Exalted Feat -1
Each Vile Feat +1

When a character gains a tainted level beyond the first or uses a fiendish power, he must make a fiends point check. If a fiendish power is continuous or can be used an unlimited number of times per day (such as a feat or ability increase), the tainted must make the check at the start of every day (one check must be made for each continuous power). Note that this applies only to the tainted’s fiendish powers, and not to the tainted’s physical changes. Willingly taking an evil action forces the tainted character to attempt a fiend points check.

A fiend points check is a Wisdom check with a DC equal to the number of fiend points the character has. If the check succeeds, the character has fought off the fiend’s temptations for the time being, and suffers no ill effect. If the check fails, the character gains a fiend point. If the role is a natural 20, the fiend’s grip on the tainted’s soul falters, and the character loses 1 fiend point. On a natural 1, the fiend takes advantage of a moment of weakness on the tainted’s part; the tainted automatically fails the save, and gains 1d4 fiend points.

If at any time the character’s fiend point total equals or exceeds twice his natural Wisdom score, he has los the battle over his soul, and the fiend gains complete control of his body. If the character’s Wisdom score is unnaturally low (due to ability score damage or drain, for instance), this control lasts only until the character’s Wisdom returns to normal.


Tainted Soul (Su): No matter what alignment, tainted characters cannot cast spells with the “Good” descriptor. Each time the character casts a spell with the “Evil” descriptor, he must attempt a fiends point check to avoid gaining a fiend point. Spellcasters normally unable to cast “Evil” spells (such as clerics gaining their spells from a good-aligned deity) have the option of casting “Evil” spells appropriate to their class, but each casting of such a spell causes the character to gain a fiend point.

Clerics and other characters who channel positive energy to turn undead or spontaneously cast cure spells now have the option of using negative energy to rebuke undead and spontaneously cast inflict spells. They can choose to utilize this power at any time – it is not a permanent choice – but each use of negative energy in this way causes the tainted to gain a fiend point. Characters who already channeled negative energy in this way need only attempt a fiend points check each time they do so.

Crusaders and other tainted characters who have the lay on hands ability have the option to cause damage with this ability instead, like an inflict spell (but with no save for half damage). In addition, he may now use his remove disease ability to instead create a contagion effect. Each use of the tainted’s abilities in this way earns him a fiend point.


Eyes of the Fiend (Su): A tainted character’s true identifying mark, the eyes of the fiend are marks that are burned into the chest of the character. Looking like two orbs of darkest night, they grant the tainted character the Evil Brand feat, regardless of his alignment. The tainted gains a +4 deformity bonus on Intimidate checks against anyone who can see these marks.

In addition, the tainted character gains darkvision through his own eyes to a range of 60 feet. Should the character already possess darkvision, he instead gains the ability to see through magical darkness normally.


Fiendish Power I: At 2nd level, the fiend begins to tempt the tainted with its evil gifts. The power granted depends upon the type of fiend possessing the tainted (see below). When spell-like abilities are granted to the tainted, they are cast as if by a sorcerer of the tainted’s character level.


Dream Haunting (Su): Starting at 2nd level, whenever the tainted character falls asleep, he must make a fiend points check. If he fails, his rest is filled with horrifying images of anguish and despair, and he is considered shaken until he either defeats a foe in combat, gains a fiend point, or makes a fiend points check (regardless of success or failure). This fiend points check does not increase the tainted’s fiend points, though a natural 20 on the roll does cause the tainted to lose a fiend point.


Minor Physical Change (Ex): At 3rd level, the tainted character’s body shows the first signs of what fied shares the tainted’s soul. This change does not grant any special bonuses or abilities, but often unnerves those who see it. The exact change depends upon the possessing fiend (see below).


Fiendish Power II: At 4th level, the fiend increases its pressure on the tainted as well as the potency of its temptations. The power granted depends upon the type of fiend possessing the tainted (see below). When spell-like abilities are granted to the tainted, they are cast as if by a sorcerer of the tainted’s character level.


Hallucinations (Ex): After reaching 5th level, the tainted begins to hallucinate at random. Once per day during a stressful situation, the DM may ask the tainted to make a fiend points check. If he fails, his mind becomes distorted; the tainted gains a fiend point, and everything he sees or hears takes on the qualities of a random lower plane. A roll of a natural 20 when making this check results in the loss of 1 fiend point.


Moderate Physical Change (Ex): At 6th level, the tainted undergoes a more severe physical change. The exact change depends upon the possessing fiend (see below).


Fiendish Power III: If the tainted has not fallen at this point, the fiend continues to tempt him with unholy abilities. The power granted depends upon the type of fiend possessing the tainted (see below). When spell-like abilities are granted to the tainted, they are cast as if by a sorcerer of the tainted’s character level.


Telepathy (Su): An 8th level tainted character gains the ability to speak telepathically to any creature within 100 feet.


Craving (Su): Upon reaching 8th level, the tainted must make a fiend points check every morning at dusk. In addition to the results of a normal fiend points check, failure means that the tainted must kill a number of creatures equal to his class level before the sun comes up. If the tainted cannot meet this quota, he is shaken until the quota is met. This penalty cannot be removed by any means short of a miracle or wish spell.


Major Physical Change (Ex): At 9th level, the tainted has fought with the fiend within so much that his form changes dramatically to match that of his archenemy. The exact change depends upon the possessing fiend (see below).


Fiendish Power IV: Further drawing upon its vile potency, the fiend continues to entice the 10th level tainted with dark gifts. The power granted depends upon the type of fiend possessing the tainted (see below). When spell-like abilities are granted to the tainted, they are cast as if by a sorcerer of the tainted’s character level.


Fiends


Demons

Demons cause the tainted to become tempered and prone to violence.

Babau
Babau-possessed tainted typically become sneaky and underhanded.
Fiendish Power I Darkness (Sp): Once per day per class level.
Minor Physical Change Tainted’s mouth enlarges as his teeth become more pointed and jagged.
Fiendish Power II Dispel Magic (Sp): 3/day.
Moderate Physical Change The tainted’s skin turns a charred black color, and begins to ooze a slimy red jelly. Any weapon that strikes the tainted takes 1d8 points of acid damage, which is not reduced by the weapon’s hardness. A magic weapon may attempt a Reflex save (DC 13 + the tainted’s Con modifier) to avoid taking this damage. Armor worn by the tainted takes this damage each round, unless it possesses immunity to acid. Anyone striking the tainted with an unarmed attack, touch spell, or natural weapon also takes this damage, unless they succeed at a Reflex save at the above DC.
Fiendish Power III Sneak Attack (Ex): The tainted gains the ability to make sneak attacks like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the tainted is flanking.
Major Physical Change A long, curved horn rises from the back of the tainted’s head. Additionally, his jaw widens further and his teeth sharpen, granting him a bite attack dealing 1d6 damage.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Balor
Balor-possessed tainted become instigators of the worst sort, sparking off riots and violence.
Fiendish Power I See Invisibility (Sp): Once per day per class level.
Minor Physical Change Tainted’s skin and hair become dark red.
Fiendish Power II Dispel Magic (Sp): 3/day.
Moderate Physical Change The tainted’s skin hardens and becomes scaly, increasing his natural armor by +5.
Fiendish Power III Firestorm (Sp): Once per day.
Major Physical Change Huge bat-like wings erupt from the tainted’s spine, enabling him to fly at a rate of twice his base land speed with good maneuverability.
Fiendish Power IV Flaming Body (Su): The tainted can wreathe his body in flames. Anyone grappling the tainted takes 6d6 points of fire damage each round. He may activate or deactivate this ability as a free action.

Bebilith
Bebilith-possessed tend to develop an unhealthy obsession with hunting sentient beings.
Fiendish Power I Scent (Ex): The tainted gains the scent ability.
Minor Physical Change Sharp barbs sprout from the tainted’s limbs.
Fiendish Power II Web (Ex): Four times per day, the tainted can shoot webs from its mouth or limbs as a standard action. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to one size larger than the tainted. The web anchors the target in place, entangling it and allowing no movement. An entangled creature can escape with an Escape Artist or Strength check (DC 18 + the tainted’s Con modifier). The web has 10 hit points and a hardness of 0. There is only a 25% chance per round that the webbing will burn if fire is applied to it.
Moderate Physical Change The barbs on the tainted’s limbs increase in size and sharpness. His unarmed attacks are now considered to be armed attacks, and deal 1d6 points of piercing damage, plus his Str modifier. While grappling, the tainted is considered to be wearing spiked armor.
Fiendish Power III Spider Legs (Ex): The tainted grows four long spider legs from the sides of his torso. He can use these legs to move at a speed of 30 feet, no matter what his normal speed is, as long as he carries less than his maximum load. The tainted can use these legs to climb on vertical surfaces or even traverse ceilings as well as a spider does, with his hands completely free. He gains a climb speed of 15 feet.
Major Physical Change The tainted’s mouth grows deadly mandibles, granting him a bite attack dealing 2d6 points of damage, plus his Str modifier.
Fiendish Power IV Plane Shift (Sp): 2/day.

Glabrezu
Glabrezu-possessed tainted often become violent bullies.
Fiendish Power I See Invisibility (Sp): Once per day per class level.
Minor Physical Change The tainted’s eyes begins to glow with violet light.
Fiendish Power II Confusion (Sp): 3/day.
Moderate Physical Change The tainted’s hands twist and deform into crab-like claws. This grants him two natural claw attacks, each dealing 2d4 points of slashing and bludgeoning damage, plus his Str modifier. However, the claws are not designed for precise manipulation, so the tainted suffers a -4 penalty on any check requiring manual precision (Open Lock, etc).
Fiendish Power III Reverse Gravity (Sp): 1/day.
Major Physical Change The tainted’s skin thickens and hardens, granting him a +8 increase in his natural armor.
Fiendish Power IV Chaos Hammer(Sp): 5/day.

Hezrou
Hezrou-possessed tainted often lose all concept of person hygiene.
Fiendish Power I Stench (Su): The tainted may emit a foul odor once per combat. Anyone within 10 feet of the tainted must make a Fortitude save (DC 20 + the tainted’s Con modifier) of become sickened for 1d4 rounds.
Minor Physical Change Warts cover the tainted’s entire body.
Fiendish Power II Gaseous Form (Sp): 3/day.
Moderate Physical Change The tainted’s warty skin thickens and becomes even more wart-covered, granting him a +5 increase to his natural armor.
Fiendish Power III Damage Reduction (Su): The tainted gains damage reduction 10/good.
Major Physical Change The tainted’s mouth becomes wide and frog-like, and fills with many sharp teeth. The tainted gains a bite attack dealing 2d6 points of damage, plus his Str modifier.
Fiendish Power IV Blasphemy(Sp): 2/day.

Marilith
Marilith-possessed tainted become calculating and bossy, often willing to unnecessarily risk the lives of others.
Fiendish Power I Two-Weapon Fighting (Ex): The tainted gains the Two-Weapon Fighting feat as a bonus feat.
Minor Physical Change The character’s skin becomes green and scaly.
Fiendish Power II Greater Magic Weapon (Sp): 5/day.
Moderate Physical Change The tainted grows a third arm. In addition, the character gains the Multiattack feat, which replaces the Two-Weapon Fighting feat.
Fiendish Power III Blade Barrier (Sp): 1/day.
Major Physical Change The tainted’s legs fuse together into a large snake’s tail. The tainted gains a slam attack that deals 1d6 points of damage, plus his Str modifier. In addition, the tainted can constrict an opponent of the same size or smaller during a grapple, inflicting 4d6 points of damage, plus his Str modifier, with each successful grapple check.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Nalfeshnee
Nalfeshnee-possessed tainted become judgmental, prejudiced bigots.
Fiendish Power I See Invisibility (Sp): Once per day per class level.
Minor Physical Change The tainted’s lower canine teeth contort into small fangs.
Fiendish Power II Smite (Su): Twice per day, the tainted can cause a nimbus of light to play around his body. One round after activating this ability, the nimbus of light explodes outward in a 60-foot radius burst, dazing all creatures in the area for 1d10 rounds each, unless they succeed at a Will save (DC 17 + the tainted’s Cha modifier). This ability does not affect demons.
Moderate Physical Change The tainted grows hulking and burly, increasing his Strength by +4.
Fiendish Power III Feeblemind (Sp): 2/day.
Major Physical Change The tainted grows even more hulking and burly, increasing his Constitution by +4.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Succubus
Succubus-possessed tainted typically become lecherous and seductive.
Fiendish Power I Change Self (Sp): Once per day per class level, but the chosen form must have a beautiful appearance.
Minor Physical Change Tiny, vestigial bat wings grow from the tainted’s back.
Fiendish Power II Polymorph (Sp): 3/day, humanoid forms only, self only.
Moderate Physical Change The tainted’s natural appearance becomes stunningly beautiful, and he gains a confidence that others find appealing. His Charisma score increases by +4.
Fiendish Power III Charm Monster (Sp): 3/day.
Major Physical Change The tainted grows long, powerful claws on his hands that allow him to make two claw attacks as natural weapons, dealing 1d6 damage per claw, plus his Str modifier. In addition, the tainted’s vestigial wings grow, granting him a fly speed of twice his base land speed with average maneuverability.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Vrock
Vrock-possessed tainted often take on the scavenging qualities of vultures.
Fiendish Power I Mirror Image (Sp): Once per day per class level.
Minor Physical Change The character’s nose curves downward, mimicking a vulture’s beak.
Fiendish Power II Spores (Ex): The tainted gains the ability to release masses of spores from his body three times per day as a free action. After making a spore attack, the tainted must wait 1d4 +1 rounds before making another. The spores automatically deal 1d8 damage to all creatures adjacent to the tainted. They then penetrate those creatures’ skins and grow, dealing 1d4 points of damage per round for 10 rounds. At the end of this time, the victims are covered in tangled growths of tiny vines (the vines are harmless and wither and die in 1d4 days). A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kill the spores, as does sprinkling affected individuals with holy water.
Moderate Physical Change The tainted grows feathered wings, granting him a fly speed of twice his base land speed with average maneuverability.
Fiendish Power III Dance of Ruin(Sp): 3/day.
Major Physical Change The tainted’s face becomes like that of a vrock, causing him to grow a sharp beak. This beak grants the tainted a bite attack dealing 1d8 points of damage, plus his Str modifier. In addition, the tainted can release a stunning screech once per hour. All non-demons within a 30-foot radius must succeed at a Fortitude save (DC 15 + the tainted’s Con modifier) or be stunned for 1 round.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.


Devils

Devils add to the tainted’s desire for power and control, no matter what the cost.

Barbed Devil
Barbed devil-possessed tainted typically become paranoid and distrusting.
Fiendish Power I Hold Person (Sp): Once per day per class level.
Minor Physical Change Small barbs protrude from the tainted’s skin.
Fiendish Power II Scorching Ray (Sp): 3/day.
Moderate Physical Change The tainted grows long claws on his hands, granting him two natural claw attacks dealing 1d6 slashing damage each, plus his Str modifier.
Fiendish Power III Improved Grab (Ex): The tainted gains the improved grab ability. To use this ability, it must hit with a claw attack. In addition, the tainted’s barbs grow longer, allowing him to deal 3d8 damage to a grappled opponent with a successful grapple check (the tainted may add one and one-half times his Strength bonus to this damage roll).
Major Physical Change The barbs protruding from the tainted’s skin grow longer and razor-sharp. Any creature striking the tainted with handheld or natural weapons 1d8 points of piercing and slashing damage (the tainted may add his Strength modifier to this damage) from these barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their wielder in this way.
Fiendish Power IV Order's Wrath (Sp): 2/day.

Bearded Devil
Bearded devil-possessed tainted become more aggressive and confrontational.
Fiendish Power I Battle Frenzy (Ex): The tainted gains the ability to enter a rage once per day, as if he were a barbarian, though he is not fatigued afterwards. This ability stacks with any other rage abilities the tainted may possess.
Minor Physical Change The tainted grows a long, snaky beard that attracts vermin.
Fiendish Power II Infernal Wound (Su): The damage the tainted deals with his melee weapons causes persistent wounds. An injured creature loses 2 additional hit points each round. The wound does not heal naturally, and resists healing spells. The continuing hit point loss can be stopped by a Heal check (DC 13 + the tainted’s Con modifier), a cure spell, or a heal spell. However, a character attempting to magically heal an infernal wound must succeed at a caster level check (DC 13 + the tainted’s Con modifier) or the spell has no effect on the injured creature.
Moderate Physical Change The tainted’s beard grows longer and more foul. Any character grappled by the tainted must succeed at a Fortitude save (DC 13 + the tainted’s Con modifier) or be infected with the devil chills (incubation period 1d4 days, damage 1d4 Str). Damage in dealt each day unless the victim succeeds on three consecutive Fortitude saves, the disease is cured magically, or the target dies. In addition, tainted’s skin becomes scaly, increasing his natural armor by +3.
Fiendish Power III Greater Battle Frenzy (Ex): The tainted gains the ability to enter a battle frenzy one additional time per day. In addition, his battle frenzies become more vicious, and are treated as greater rages. He is still not fatigued afterwards.
Major Physical Change The tainted’s skin grows moist and clammy, providing him with acid and cold resistance 20. His natural armor bonus increases to +5.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Bone Devil
Bone devil-possessed tainted “snitch” more, blaming things on innocents.
Fiendish Power I Fear Aura (Ex): The tainted can radiate a fear aura in a 5 foot radius burst as a free action once per day per class level. All those within the area must succeed at a Will save (DC 13 + the tainted’s Cha modifier) or become panicked for 1d6 rounds. A creature affected by the tainted’s fear aura cannot be affected by the tainted’s fear aura for the rest of the day. Baatezu are immune to this ability.
Minor Physical Change The tainted’s fat is stripped away, leaving him shockingly skinny.
Fiendish Power II Fly (Sp): 3/day.
Moderate Physical Change The tainted grows a long, bony tail with a scorpion-like stinger on the end, granting him a natural sting attack that deals 2d4 points of damage, plus his Str modifier.
Fiendish Power III Poison (Ex): Sting, Fortitude save (DC 15 + the tainted’s Con modifier); initial damage 1d6 Str, secondary damage 2d6 Str.
Major Physical Change The tainted’s form becomes “skin and bones”. His skeleton hardens, increasing his natural armor by +5. This also enhances his fear aura ability, increasing its save DC by +2.
Fiendish Power IV Wall of Ice (Sp): 5/day.

Chain Devil
Chain devil-possessed tainted develop a disturbing obsession with sadistic torture.
Fiendish Power I Exotic Weapon Proficiency (spiked chain) (Ex): The tainted gains the Exotic Weapon Proficiency (spiked chain) feat as a bonus feat.
Minor Physical Change The tainted’s eyes glow with a yellow light, and all his hair falls out.
Fiendish Power II Chain Control (Su): The tainted can cause any chain in his hand (including a spiked chain) to lengthen 10 feet while it remains in his hand. This increases the range of any spiked chain wielded by the tainted by 10 feet. In addition, the tainted can now climb chains at his normal speed.
Moderate Physical Change The tainted gains the ability to fuse chains to his flesh, increasing his natural armor by +5. The tainted can remove or fuse the chains as a full-round action.
Fiendish Power III Dancing Chains (Su): The tainted can control up to four chains within 20 feet as a standard action, making the chains dance or move as he wishes. In addition, the tainted can increase those chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the tainted himself. If a chain is in another creature’s possession, the creature may attempt a Will saving throw (DC 14 + the tainted’s Charisma modifier) to break the tainted’s control over that chain. If the save is successful, the tainted cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession.
Major Physical Change Unnerving Gaze (Su): Gaze attack, range 30 feet, Will save (DC 14 + the tainted’s Cha modifier) negates. The tainted’s face continually changes to resemble opponents’ departed loved ones or bitter enemies. Creatures who fail the saving throw are shaken for 1 round.
Fiendish Power IV Wall of Deadly Chains (Sp): 5/day.

Erinyes
Erinyes-possessed tainted become increasingly sacrilegious.
Fiendish Power I See Invisible (Sp): Once per day per class level.
Minor Physical Change The tainted sprouts useless, feathered wings from his back.
Fiendish Power II Charm Monster (Sp): 3/day.
Moderate Physical Change The tainted’s wings are now fully grown, allowing him to fly at a speed of twice his base land speed, with average maneuverability.
Fiendish Power III Animate Rope (Sp): At will. The tainted is able to hurl rope 30 feet without range penalty.
Major Physical Change The tainted becomes a striking figure, increasing his Charisma by +4.
Fiendish Power IV Greater Teleport(Sp): 1/day, self plus 50 pounds of objects only.

Hellcat
Hellcat-possessed tainted are prone to run on all fours and make disturbing bestial noises.
Fiendish Power I Keen Ears (Ex): The tainted gains a +5 competence bonus on all Listen checks.
Minor Physical Change The tainted’s hair grows rapidly, but becomes translucent.
Fiendish Power II Pounce (Sp): If the tainted charges an opponent, he can make a full attack at the end of the charge.
Moderate Physical Change The tainted’s body becomes translucent and pale, granting him a +10 deformity bonus to Hide checks.
Fiendish Power III Rake (Ex): The tainted grows wicked claws from his feet, allowing him to make rake attacks. When the tainted grapples or pounces an opponent, he can make two rake attacks with these claws at his full base attack bonus. Each rake deals 1d8 points of slashing damage, plus the tainted’s Str modifier.
Major Physical Change In any area well lit enough for a human to see, the tainted is naturally invisible. In other conditions, he shows up as a faintly glowing outline and is visible from 30 feet away (60 if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Fiendish Power IV The tainted’s mouth warps to resemble that of a lion or other large cat, and he gains a natural bite attack dealing 2d8 points of damage, plus half his Str modifier.

Horned Devil
Horned devil-possessed tainted often become brave to foolish proportions.
Fiendish Power I Fear Aura (Ex): The tainted can radiate a fear aura in a 5 foot radius burst as a free action once per day per class level. All those within the area must succeed at a Will save (DC 13 + the tainted’s Cha modifier) or become panicked for 1d6 rounds. A creature affected by the tainted’s fear aura cannot be affected by the tainted’s fear aura for the rest of the day. Baatezu are immune to this ability.
Minor Physical Change The tainted grows a short, lizard-like tail.
Fiendish Power II Fireball (Sp): 3/day.
Moderate Physical Change The tainted’s tail grows longer, granting him a natural tail attack dealing 1d6 points of damage, plus his Str modifier. In addition, the tainted’s skin grows thick, dark scales, increasing his natural armor by +3.
Fiendish Power III Stun (Ex): The tainted’s tail damage increases to 1d8. In addition, any creature damaged by the tainted’s tail attack must succeed at a Fortitude saving throw (DC 17 + the tainted’s Str modifier) or be stunned for 1d4 rounds.
Major Physical Change The tainted’s muscles bulge beneath his skin, increasing his Strength by +4.
Fiendish Power IV Regeneration (Su): The tainted gains regeneration 2. Fire and acid deal normal damage to him, as do good-aligned spells, effects, and weapons.

Ice Devil
Ice devil-possessed tainted quickly develop elitist attitudes.
Fiendish Power I Numbing Attack (Su): Once per day per class level, the tainted can declare a melee touch attack to be a numbing attack. If the attack hits, the creature suffers damage as normal, but is also treated as if it were under the effects of a slow spell for 1d6 rounds.
Minor Physical Change The tainted’s mouth changes into a set of blunt mandibles.
Fiendish Power II Ice Storm (Sp): 2/day.
Moderate Physical Change The tainted’s mandibles sharpen, granting him a natural bite attack dealing 2d4 points of damage, plus his Str modifier.
Fiendish Power III Cone of Cold (Sp): 3/day.
Major Physical Change The tainted’s breath is now infused with a hellish chill. Anytime the tainted damages an opponent with his bite attack, that foe is slowed for 1d6 rounds.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Pit Fiend
Pit fiend-possessed tainted often gain fiendish cunning and wicked pyromania.
Fiendish Power I Constrict (Ex): The tainted gains the ability to squeeze enemies to death, dealing 2d6 points of damage, plus his Str modifier, with each successful grapple check.
Minor Physical Change The tainted’s teeth now drip a foul-smelling fluid.
Fiendish Power II Wall of Fire (Sp): 2/day.
Moderate Physical Change The tainted grows a long, spiked tail, allowing him to make a tail attack that deals 2d4 points of damage, plus his one and one-half times Str modifier.
Fiendish Power III Fireball(Sp): 3/day.
Major Physical Change The tainted’s teeth lengthen into sharp, tusk-like fangs and the liquid dripping from them becomes infused with a vile disease. The tainted gains a natural bite attack dealing 1d6 damage, plus his Str modifier, and those bitten must succeed at a Fortitude save (DC 19 + the tainted’s Con modifier) or contract devil chills (incubation period 1d4 days, damage 1d4 Str). Damage in dealt each day unless the victim succeeds on three consecutive Fortitude saves, the disease is cured magically, or the target dies.
Fiendish Power IV Meteor Swarm(Sp): 1/day.


Yugoloths

Yugoloths cause the tainted to become more greedy, selfish, and callous.

Canoloth
Canoloth-possessed tainted are prone to being overly stubborn.
Fiendish Power I Blind-Fight(Ex): The tainted gains the Blind-Fight feat as a bonus feat.
Minor Physical Change The tongue becomes rough like a cat’s, and grows longer.
Fiendish Power II Blindsight(Ex): The tainted’s sense of smell and hearing have grown so acute that he gains blindsight to a range of 10 feet. Should either of those senses be negated, this ability’s benefits are reduced to the Blind-Fight feat.
Moderate Physical Change The tainted’s tongue grows longer and becomes barbed, granting him a natural tongue attack dealing 1d6 points of slashing damage, plus his Strength modifier. The tainted gains the benefits of the improved grab ability, but only with his tongue.
Fiendish Power III Detect Good, Detect Magic (Sp): The tainted gains the ability to detect good and detect magic at will. In addition, his blindsight range increases to 20 feet.
Major Physical Change The tainted’s form becomes hunched over, and he can now walk on all fours if he wishes. While carrying nothing in his hands, he can run on all fours, increasing his base speed by 20 feet. In addition, his skin hardens, increasing his natural armor by +5.
Fiendish Power IV Paralysis (Ex): Those damaged by the tainted’s tongue attack must succeed at a Fortitude save (DC 15 + the tainted’s Con modifier) or be paralyzed for 1 minute.

Mezzoloth
Mezzoloth-possessed tainted often use their host’s body to continue their martial training.
Fiendish Power I Produce Flame (Sp): Once per day per class level.
Minor Physical Change The tainted’s eyes glow red when he’s angry.
Fiendish Power II Dispel Magic (Sp): 3/day.
Moderate Physical Change The tainted’s skin becomes like insect chitin, increasing his natural armor by +5.
Fiendish Power III Cloudkill (Sp): 3/day.
Major Physical Change The tainted’s chitin carapace becomes inured to most forms of damage, granting him damage reduction 10/good.
Fiendish Power IV Spell Resistance (Su): The tainted gains spell resistance equal to 10 + his class level.

Nycaloth
Nycaloth-possessed tainted become sneakier, favoring attacks from the shadows and other stealthy maneuvers.
Fiendish Power I Invisibility (Sp): Once per day per class level.
Minor Physical Change The tainted sprouts a small pair of limp arms beneath his current set.
Fiendish Power II Fear (Sp): 3/day.
Moderate Physical Change The tainted’s small pair of limp arms grow to match the original pair. The tainted gains the Multiattack feat as a bonus feat.
Fiendish Power III Wounding Claws (Ex): Each of the tainted’s hands grows sharp claws, granting him four claw attacks dealing 1d6 points of damage each, plus his Str modifier. Any living creature damaged by a claw continues to bleed in following rounds. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss. The bleeding can only be stopped with a DC 15 Heal check or with the application of magical healing.
Major Physical Change A pair of huge, green bat wings erupts from the tainted’s back, allowing him to fly at a speed of twice his base land speed, with average maneuverability.
Fiendish Power IV Greater Teleport (Sp): 1/day, self plus 50 pounds of objects only.

Ultroloth
Ultroloth-possessed tainted often gain fiendish cunning and wicked pyromania.
Fiendish Power I Hypnotic Pattern (Sp): Once per day per class level.
Minor Physical Change The tainted’s eyes swirl with constantly changing colors.
Fiendish Power II Prying Eyes (Sp): 3/day.
Moderate Physical Change The tainted’s brain cavity shifts and grows, elongating his skull. The tainted’s Intelligence increases by +4.
Fiendish Power III Suggestion, Mass (Sp): 3/day.
Major Physical Change The tainted’s brain continues to grow, lengthening his cranium out of proportion. He gains an additional +4 Intelligence.
Fiendish Power IV Geas/Quest (Sp): 1/day.

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