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    Corrupted Classes
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    Corrupted Classes
    Publisher: Legendary Games
    by Thilo G. [Featured Reviewer]
    Date Added: 07/11/2019 13:05:22

    An Endzeitgeist.com review

    This plug-in for Wrath of the Righteous clocks in at 34 pages, 1 page front cover, 1 page inside of front cover, 2 pages of editorial/introduction, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with 27 pages of content, so let’s take a look!

    The first part of the pdf deals with so-called “Corrupted classes”, representing once pure targets that have been, in some ways, tainted by the harsh reality of the environment they work in – such as the Worldwound. The first of these would be the anarchist inquisitor, who receives access to mesmerist spells, but requires an (un-) holy symbol to cast them – this replaces monster lore and track. Domain is relegated to 3rd level, and all domain powers behave as though two levels lower, but to make up for that, the anarchist may freely choose domains and subdomains, disregarding deity portfolios, and change a domain or subdomain every 3 levels after 3rd. Minor nitpick: The ability’s header isn’t properly bolded here. Instead of detect alignment, we have a +2 to saving throws vs. divinations, and alignment may only be discerned if the CL exceeds inquisitor levels by 4 or more. At 3rd level, we replace solo tactics and 3rd 6th and 9th level’s teamwork feats with the graffiti ability, which is powered by judgment expenditure, but otherwise does not follow its rules. A graffiti is essentially an at-will arcane mark. Optionally, as a full-round action, a judgment use may be used to create enhanced graffiti, which defames a target, imposing a Charisma penalty on the target when interacting with creatures that can see the graffiti. The penalty scales, and duration may be enhanced by expending more judgment uses. Additionally, later, graffiti may duplicate glyphs of warding, that instead of holding a spell, either demoralize or alter a creature’s attitude. At 9th level, we then get the fully functional magic graffiti that can convey mind-affecting effects. Discern lies is replaced with class level rounds of detect charm per day, with said spell (hyperlink here not italicized) and suppress charms and compulsions added to spells known. The teamwork feats usually attained at 12th, 15th and 18th level are replaced by the ability to expend judgments to generate a potent and longer lasting variant of song of discord –proper riot instigation, essentially. 17th level nets immunity to mind-affecting divinations and compulsions instead of slayer. Really cool archetype here!

    The Black Mage kineticist archetype is pretty out there – you first need to have the dark elementalist AND elemental annihilator archetypes to even contemplate taking this one – yep, it’s a third archetype stacked atop of the two! The black mage may freely choose on whether to use Intelligence or Constitution to determine the damage caused by wild-talents, the DCs and durations of Constitution-based wild talents, bonus on concentration checks and other class-related effects – this may be done freely and is NOT an action. The archetype nets two feats at first level, the first of which would be Burning Thunder of Omnikinesis. This one lets you choose to take a -40 penalty to Stealth, as you emit light like a sunrod. This feats also locks you into using it whenever you gather power, and it may not be used in social identity, if available through e.g. Incredible Hidden Power. When this feat is active and you use a feat, trait, wild talent, kinetic blast or kineticist class ability that deals one of the 4 core elemental damage types, you may freely opt to choose one of the other 3 damage types instead as a swift action, changing the descriptor, if anything, of the effect. Non-damaging effects remain unchanged, unless the changed energy type invalidates them, subject to GM’s discretion – and this is the key sentence here that prevents this feat from being ridiculously overpowered. That and the daily use cap of 3 + wild talent-governing key ability modifier. Don’t get me wrong – this is still a VERY strong option, but this caveat does indeed eliminate a lot of the tricks you can usually execute with blasts.

    The second feat gained at 1st level would be Heir to Power Unstable, the single longest feat I’ve read so far…wait…do you also have a déjà-vu? Yep, this was originally featured in Occult Archetypes II. HOWEVER, close reading of the two actually yields an interesting observation – the feat as presented in this book, while still providing various unique effects depending on elemental focus, etc., has actually been changed in comparison – what previously caused bleed damage, for example, now causes animals and non-sentient animals to attempt to leave the area. The feat has been retooled, to the point where I consider it to be a flavorful and action economy-wise powerful option, and one that I’d allow in my campaign. Pleasant surprise! On the downside, this feat mentions rage or bloodrage in the prerequisite lines – both of which do not belong there.

    I already mentioned Incredible Hidden power, another feat that makes a return here – this one also mentions rage/bloodrage, but here, it makes sense – the feat has been expanded, and in case you don’t remember it, it basically nets you a seamless guise/dual identity akin to the vigilante, with themagical child’s transformation sequence. It makes you social identity meeker, and the feat does scale at higher levels, with this book’s iteration also adding in a rage/bloodrage-interaction: These class features are not available per se in social identity, but may be used to tap into e.g. rage powers at increased costs, allowing for an interesting additional multiclass support-angle. The feat also provides a means to Bluff targets regarding your spellcasting in social identity, which, while something I appreciate concept-wise, would have been better off in another feat – this one already does A LOT, and this aspect imho is a bit overkill.

    But I digress – let’s return to the black mage archetype. At 1st level, the character gets a masterwork staff that automatically rejuvenates if destroyed or lost upon resting, and that staff is required to use any supernatural kineticist abilities. The staff does not count as an occupied hand fo the purposes of kineticist class features, and all black mage’s wild talents are considered to be arcane, divine and psychic – all effects that resist one of the three are applied to all spells and supernatural effects a black mage uses as a kind of balancing drawback. Black mages only inflict half damage on undead or living creatures with negative energy affinity, and they may never gain kinetic healer. The black mage does not gain internal buffer, but is treated as having it for the purpose of the Force-Focusing Oath feat. This feat, alas, is still missing its prerequisite line. Kudos for the layout of Absorb Violent Energies, another feat from Occult Archetypes II – its presentation in this iteration is cleaner.

    Black mages also are treated as having the Craft Wondrous item feat and a CL equal to character level, but only for the purpose of making a lich’s phylactery. While we’re on the subject matter of kineticist options, let us discuss some of the other feats within, shall we? By Blackest Ink lets you read scrolls and cast arcane spells from them at class level -4, and lets you use UMD to decipher them instead of Spellcraft – without read magic. (Spell-reference not italicized); the feat also nets you a scaling Intelligence bonus boost for the purpose of determining the spell levels you can cast from scrolls, which is pretty clever. Initiate of Thanatokinesis builds on By Blackest Ink, and nets you limited access to necromancy SPs, with burn costs – the feat may be taken multiple times, may not be used in sunlight, and is pretty damn cool.

    Fierce Fiendish Brilliance allows you to BOTH be an Elemental Ascetic and gain the Dark Elementalist archetype, with free choice between Intelligence and Wisdom regarding the determination of what acts as key ability score modifier. This may be taken as a faith trait for adherents of evil deities, which makes sense, considering that it’s basically a multiarchetyping enabler – and before you scream that this is still too potent, if taken this way, it does come with a pretty extensive set of limitations and modifications. I liked this.

    The pdf also contains 2 vigilante archetypes – the gore fiend is a vigilante with an evil vigilante identity; the archetype loses vigilante specialization and instead gets a bite attack, and damaging targets nets viscera points – these may be used to enter unchained barbarian-style rages and select rage powers, with higher levels providing the means to auto-cannibalize. Viscera may be used at higher levels for limited healing etc. Kudos: No kittens were harmed during the making of this archetype, i.e. you can’t cheese it by eaten harmless, cute animals. Rot Fiend is a feat for the gore fiend, which lets you gain viscera from undead. I like this one. Hellion vigilantes are the damned that have somehow escaped – they have one last chance at redemption (or existence) and may use hellfire. Annoyingly, this one of the archetypes that still hasn’t learned that there is no such thing as profane damage in PFRPG, which pretty much immediately disqualifies it for me. They use this make-believe energy type to enhance weapons, curse targets, etc. – nothing remarkable, and frankly, not worth the hassle of being riled up about the damage type.

    The order of the blood knight cavalier order, on the other hand, is pretty cool: Unable to grant mercy, these fellows are bleeding specialists and can hijack the healing of challenge targets and cause bleeding to those nearby. Nasty and neat. The riven medium essentially gets a variation of dual identity that focuses on personality traits and alignment instead, representing compartmentalized component of nasty psychological traits. The archetype can tap into this power and manifest it to enhance spells to e.g. deal bleed damage, and being in mortal danger may see this personality surface. This does render the character more susceptible to evil effects, but we have DR and DC-increases to make up for this. Really enjoyed this engine-tweak with its unique roleplaying angle.

    There are two class options presented for characters holding strong to their ideals, the first of which would be the grail knight paladin, who gets to choose an outsider subtype to detect, as though with detect demons, and may detect the chosen subtype via detect evil. This replaces third level’s mercy. Divine health is replaced with the Worldwound counting as favored terrain and immunity to the tainted plague. Channeling is tweaked to heal good and harm evil outsiders, and smite evil’s 4th, 10th and 16trh level uses are replaced with a favored enemy style passive boost versus the chosen evil outsider. Divine bond is replaced with the ability to designate a forged, holy cup as a grail-simulacrum,, which can enhance healing. Its duration may also be expended in a rather wide variety of ways that include SPs, anointing weaponry, etc. Mercy-synergy is also provided with it, and divine bond is relegated to 9th level, with the same level also enhancing attacks versus the chosen outsiders. All in all, one of the better nemesis-style archetypes.

    Moon howlers are summoners with diminished spellcasting and a quadruped eidolon resembling a moon dog, with an obviously modified summon monster list. The archetype loses (greater) shield ally and merge forms with the ability to lick the wounds of targets, healing them with scaling effects, and the (greater) aspect as well as maker’s call and transposition abilities are replaced with a scaling array of howl-based supernatural effects that are balanced via a hex-caveat and and the use of summon monster SPs as a limited resource.

    A massive section of the pdf is devoted to so-called cursed archetypes that begin play impoverished and with a minor penalty to saves, but also skill boosts and some spells added to spell list. Druid, shaman, bloodrager, kineticist, investigator, medium, mesmerist, occultist, psychic, sorcerer, spiritualist, sumnmoner and witch are provided, and oracle curse would be a leitmotif that may be found here, with the druid becoming a spontaneous spellcaster and gaining a witch patron being the most pronounced modification here – this is essentially an engine-tweak chapter, and one that I generally enjoyed.

    Now, I’ve already touched upon quite a few of the feats from said chapter, but I should also mention the one that makes you a survivor of aforementioned tainted plague (which is btw. statted for your edification as a hazard); it is, alongside Thrallborn, Warped Mind and Twisted Flesh, one of the feats that basically help contextualize a character’s starting angle,as they are 1st-level only feats.

    Blazing Bolts Against the Darkness requires being a Gray Paladin, but allows for the taking of divine hunter as an archetype as well; and with Oathbound, you can have further multiclass synergy with classes like slayer, inquisitor or gunslinger (if you have Mysterious Stranger). Dark Forces Adept would be another multiclass enabler, allowing you to use arcane pool, grit, ki, panache or touch of corruption interchangeably, and also nets some SPs with these resources. It should be pretty evident that this allows you to escalate resources fast – I’m not a fan, and would relegate this to NPCs only. (Granted, it’s only for non-good characters, but still…) Comprehend the Corrupted is narrative gold and allows you to determine whether someone would be swayed to your side, the motivations of the target, etc. Cruel Kiss of Thunder is a massive feat for antipaladins, druids or cityskin warlocks with the proper domains and feats, netting you cantrips, the modification of touch of corruption to deal half electricity damage and inflict bonus conditions, and also synergy of domains and bloodlines. Thrashing Heart of the Shockwave builds on that and nets you the Dark Force Adept feat as well as a further synergy there.Sorcerous Damnation provides a similarly complex operation, providing a crossover between Eldritch Heritage and antipaladin abilities. Fiendfoe is a bland anti-evil-outsider feat to identify them better and deal more damage to them. Not a fan. Flesh of Many Skins is a really cool wild shape tweak that lets you quickly change shapes and nets you partial swarm traits due to your rapidly-shifting proto-bestial form – however, this does also make you susceptible to AoE attacks. Redeemed Scoundrel nets you a couple of skill bonuses and two rogue class skills or a rogue talent.

    There are also two complex feats for Pazuzu-adherents – Senses of the Shrike and Awareness of Dark Winds, which make you aware of your title/name being uttered, with such fools also suffering from you getting bonuses, treating them as studied target or favored enemy, and you may denote them as quarry; oh, and you may eat such fools to know when they first heard or read your name. This can make for a truly frightening, awesome villain. Love them! Warp Sense makes you potentially aware of teleportation and allows you to prevent teleportation-based ambushes. Useful one!

    The pdf features two magic items – razor claw guards and razor mouthguard, which basically net you pseudo-natural attacks that may enhanced as a whole. Decent, but not mind-blowing.

    The final section deals with feats based on a new one – Bright-Burning Super-Sanity, which requires that you can accept Burn. It allows you to mitigate Burn by one or more points, but when you do, you roll on a d20 table – these may entail becoming super-honest, a random phobia, language-loss, etc. – a phobia and obsession table is provided as well. One issue: I think defining “Mind Burn” would make sense - I don’t think I know what that’s supposed to be. I assume Burn applying to a mental ability score. The feats building on this allow for rolling twice (or choosing a 16), and the second lets you also roll a d8, gaining one of 7 (is there one missing?) effects. The 7th effect also lacks italics in the header, and a spell-reference is not italicized here.

    Conclusion: Editing and formatting on a rules language and formal level are good, though not as good as usual for Legendary Games – there are quite a few missing formatting components (such as spell-references) and quite a few class feature-references that are nonstandard; considering the density of the rules presented here, those can make thing slightly more challenging for the user than they need to be. Layout adheres to the two-column full-color standard of the Wrath of the Righteous plugins (personally, my least favorite of LG’s layout templates so far), and the pdf sports a variety of full-color artworks that will be familiar to fans of LG. The pdf comes fully bookmarked for your convenience.

    Clinton Boomer, Jason Nelson, Carl Cramér, N. Jolly and Julian Neale are all veterans that regularly feature among my higher rated design supplements, and it shows here – the supplement juggles exceedingly complex concepts, and Clinton Boomer’s feats, which while always awesome, sometimes blow past the realms of the sensible, have remained more grounded this time around. The multiclass enhancing for character class combos is generally appreciated, and the archetypes (with the exception of the sucky hellion) tend to be pretty amazing and conceptually interesting. All in all, I consider this to be an interesting and fun expansion, one with a few filler feats that particularly stand out next to Clinton’s complexity-monsters, but nonetheless a book with a strong focus, well worth a final verdict of 4 stars.

    Endzeitgeist out.

    [4 of 5 Stars!]
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