Corruption Symptom

  • Internal Corruption1
  • Bones Thicken2
  • Skin Thickens3
  • Shriveled Flesh4
  • Joint Pain5
  • Wrigglers6
  • Claws7
  • Extra Eyes8
  • Bulbous Eyes9
  • Slimy Skin10
  • Webbed Hands and Feet11
  • Paralyzed Face12
  • Twitchy13
  • Unnatural Respiration14
  • Ravenous15
  • Odor of Decay16
  • Dead Eyes17

Each symptom has three stages of severity, a character cannot gain a higher level symptom without first gaining the previous levels. Each level of each symptom however still only takes 5 corruption to gain. A character does not have to gain maximum symptom level before getting a different one. As other corruption symptoms may twist and mutate a character’s body even when diseased by another.

1 Internal Corruption (Level 1): Your body is slowly consumed from the inside out by the corruption growing within you. While others cannot see it, it’s effects are all too obvious – you regain 2 fewer hit points from a second wind and take a -1 penalty to endurance checks. However, the festering growths within your body make you unappetizing to creatures that might otherwise want to make a meal out of you. If a living creature makes a bite attack against you that deals damage, it takes a -1 penalty to all attack rolls and skill checks until the end of it’s next turn.

Internal Corruption (Level 2): You regain 4 fewer hit points from a second wind and take a -2 penalty to endurance checks. If a living creature makes a bite attack against you that deals damage, it takes a -2 penalty to all attack rolls and skill checks until the end of it’s next turn.

Internal Corruption (Level 3): You regain 6 fewer hit points from a second wind and take a -3 penalty to endurance checks. If a living creature makes a bite attack against you that deals damage, it takes a -3 penalty to all attack rolls and skill checks until the end of it’s next turn.

2 Bones Thicken (Level 1): Your bones become dense and strong, filled with puss and covered in unnatural growths that add to your strength but make fine manipulation difficult. You take a -2 penalty to all dexterity based skill checks and ability checks and gain a +1 bonus to all strength based skill checks and ability checks.

Bones Thicken (Level 2): The penalty you take to all dexterity based skill checks and ability checks increases to -3, and the bonus you gain to all strength based skill checks and ability checks increases to +2, as you gain an unnatural level of strength from your thickened bones. At this point, your bones impede your movement as well, decreasing your movement speed by 1 square – but you can rely on your attacks being augmented by this freakish warping of your form-you gain a +1 bonus to melee damage rolls.

Bones Thicken (Level 3): You take a -4 penalty to all dexterity based skill checks and ability checks and gain a +3 bonus to all strength based skill checks and ability checks. Your bones impede your movement as well, decreasing your movement speed by 2 squares – but you gain a +2 bonus to melee damage rolls.

3 Skin Thickens (Level 1): Your skin becomes tough and scabrous, thick and leathery, or covered with small bony and cancerous growths that protect you from harm but impede your movement – you gain a +1 bonus to your Armor class, but take a -2 penalty armor check penalty that stacks with any armor worn.

Skin Thickens (Level 2): Increases to +2 to your Armor Class, but take a -3 armor check penalty that stacks with any armor worn.

Skin Thickens (Level 3): Increases to +3 to your Armor Class, but take a -4 armor check penalty that stacks with any armor worn.

4 Shriveled Flesh (Level 1): Your flesh gradually tightens unnaturally over your bones, and you lose weight, gradually reducing you to an emaciated husk. At first, this is subtle, sapping your strength slightly but enabling you to squeeze out of restraints more easily-you gain a -2 penalty to all strength based skill checks and ability checks, but gain a +2 bonus to acrobatics checks to wriggle free of restraints and grapples.

Shriveled Flesh (Level 2): At this point you likely weigh half of what you originally did, further sapping your strength but enabling you to slip through tight spaces as a creature much smaller than yourself. The penalty to strength based ability checks and skill checks increases to -3 and the bonus to acrobatics checks made to wriggle free from restraints and grapples increases to +3. Additionally, you are able to squeeze as if you were a small creature.

Shriveled Flesh (Level 3): Increases to a -4 penalty to all strength based skill checks and ability checks, but gain a +4 bonus to acrobatics checks to wriggle free of restraints and grapples.

5 Joint Pain (Level 1): Perhaps as a way of rebelling against the corruption filling your body, your bones begin to ache-often when trouble is nearby. You take a -1 penalty to all strength and dexterity based skill checks, but gain a +1 bonus to all perception checks-as your bones tell you of trouble approaching.

Joint Pain (Level 2): The pain is almost constant now, but it still flares up when evil is afoot-perhaps according to some twisted law of sympathy. The penalty you take to dexterity and strength related ability checks and skill checks increases to -2 and the perception bonus increases to +2. Your speed while running or charging is decreased by 1, but you gain a +2 bonus to all knowledge checks regarding topics relating to taint-the knowledge is literally in your bones.

Joint Pain (Level 3): The penalty you take to dexterity and strength related ability checks and skill checks increases to -3 and the perception bonus increases to +3. Your speed while running or charging is decreased by 2, but you gain a +3 bonus to all knowledge checks regarding topics relating to taint.

6 Wrigglers (Level 1): Twisting and wriggling tentacle like growths grow all over your body, occasionally creeping out from clothing or in between the gaps in your armor. These tentacle-like growths sap your strength, inflicting a -2 penalty to strength based ability checks and skill checks, but aid you in keeping a hold of creatures that you grab. You gain a +1 bonus on attack rolls to initiate a grab.

Wrigglers (Level 2): The tendril-like growths increase in both number and length, increasing the penalty you take to strength based ability checks and skill checks to -3 and increasing the bonus to attack rolls made to initiate a grab to +2. Additionally, these tendrils become long enough that they assist you in larcenous pursuits, providing a +2 bonus to Thievery for the purpose of pick-pocketing or sleight of hand.

Wrigglers (Level 3): Increase the penalty you take to strength based ability checks and skill checks to -4 and increasing the bonus to attack rolls made to initiate a grab to +3. Additionally, these tendrils become long enough that they assist you in larcenous pursuits, providing a +3 bonus to Thievery for the purpose of pick-pocketing or sleight of hand.

7 Claws (Level 1): Your fingernails become sharp and thick, and your hands curl slightly, decreasing your manual dexterity. You take a -2 penalty on all skill checks and ability checks which involve using your hands, but gain the ability to make claw attacks that deal 1d4 damage and that have a +3 proficiency bonus. Your claws count as light blades for the purpose of powers and feats.

Claws (Level 2): Your claws become longer and sharper, no longer recognizable as fingernails and your hands become more like those of a beast that those of a civilized creature. The penalty you take to all skill checks and ability checks involving your hands increases to -3, and your claws now deal 1d6 points of damage with a +3 proficiency bonus. They still count as light blades for the purpose of powers and feats.

Claws (Level 3): The penalty you take to all skill checks and ability checks involving your hands increases to -4, and your claws now deal 1d6 points of damage with a +3 proficiency bonus. They still count as light blades for the purpose of powers and feats and gain the high crit property.

8 Extra Eyes (Level 1): A few small bloodshot eyes (many with slit-like pupils and unnatural colors) appear all over your body, warning you of danger but leaving you vulnerable to gaze attacks. You take a -1 penalty to all defenses against gaze attacks, and a +2 bonus to perception checks for the purpose of seeing.

Extra Eyes (Level 2): The eyes increase in both number and size, making it hard for creatures to surround you, but leaving you far more vulnerable to effects that rely upon sight. The penalty to defenses against gaze attacks increases to -2, and the perception bonus for seeing increases to +3.

Extra Eyes (Level 3): The penalty to defenses against gaze attacks increases to -3, and the perception bonus for seeing increases to +4.

9 Bulbous Eyes (Level 1): Your eyes grow large and your pupils disappear in the manner of a subterranean creature, rendering you excellent at existing in the dark, but vulnerable to light. You gain low light vision (or dark vision if you already had low-light vision) but take a -1 penalty to all attack rolls, skill checks and ability checks after abrupt exposure to bright light. Additionally, you take a -1 penalty to defenses against attacks which blind. If you already have dark vision, you gain a +1 bonus to perception checks to see.

Bulbous Eyes (Level 2): You gain Darkvision but take a -2 penalty to all attack rolls, skill checks and ability checks after abrupt exposure to bright light. Additionally, you take a -2 penalty to defenses against attacks which blind. You gain a +2 bonus to perception checks to see.

Bulbous Eyes (Level 3): You take a -3 penalty to all attack rolls, skill checks and ability checks after abrupt exposure to bright light. Additionally, you take a -3 penalty to defenses against attacks which blind. You gain a +3 bonus to perception checks to see.

10 Slimy Skin (Level 1): Your skin becomes slick and oily, like that of an amphibian. This enables you to slip out of restraints and grabs more easily, but also renders it difficult to maintain a grip on things yourself. You take a -2 penalty to athletics checks made to climb, attack rolls to establish a grab, acrobatics checks made to balance, and all dexterity checks that relate to holding on to an object. You gain a +2 bonus to all attempts to escape from restraints and grabs.

Slimy Skin (Level 2): Increases to a -3 penalty to athletics checks made to climb, attack rolls to establish a grab, acrobatics checks made to balance, and all dexterity checks that relate to holding on to an object. You gain a +3 bonus to all attempts to escape from restraints and grabs. Also you gain the ability to breathe through your skin as amphibians do.

Slimy Skin (Level 3): Increases to a -4 penalty to athletics checks made to climb, attack rolls to establish a grab, acrobatics checks made to balance, and all dexterity checks that relate to holding on to an object. You gain a +4 bonus to all attempts to escape from restraints and grabs.

11 Webbed Hands and Feet (Level 1): Thin folds of skin connect your fingers and your toes, decreasing your manual dexterity but making you a more adroit swimmer. You take a -2 penalty to skill checks and ability checks that use your hands (such as most thievery checks, checks to hold on to a weapon, athletics checks to climb) and gain a +2 bonus to athletics for the purposes of swimming.

Webbed Hands and Feet (Level 2): Your hands and feet are now completely webbed, making movement on land difficult for you-you take a -1 penalty to your movement speed while running or charging, but gain a swim speed equal to one half your land speed. The penalties for skill and ability checks involving the use of your hands increases to -3 and the bonus to athletics checks made to swim increases to +3.

Webbed Hands and Feet (Level 3): Increases to a -2 penalty to your movement speed while running or charging, but gain a swim speed equal to your land speed. The penalties for skill and ability checks involving the use of your hands increases to -4 and the bonus to athletics checks made to swim increases to +4.

12 Paralyzed Face (Level 1): Your face is perpetually frozen in one expression, whether it be a manic smile, a look of utter apathy, or a twisted grimace as a result of corruption’s work on your facial muscles. This grants you a rather incredible “poker face” but your inability to make any recognizable facial movements makes it hard to communicate emotions to others. You take a -2 penalty to diplomacy checks, and gain a +1 bonus to bluff checks.

Paralyzed Face (Level 2): Increases to a -3 penalty to diplomacy checks, and gain a +2 bonus to bluff checks.

Paralyzed Face (Level 3): You take a -4 penalty to diplomacy checks, and gain a +3 bonus to bluff checks.

13 Twitchy (Level 1): Your body, worn down by the eroding force of pure evil is prone to small tics and twitches, making you unsteady but on a hair-trigger. You take a -2 penalty to all dexterity based skill checks and ability checks and gain a +1 bonus to initiative checks.

Twitchy (Level 2): You find it hard to stay still at all at this stage-your body shaking as it attempts to fight off the seething corruption that has seized it. The penalty to all dexterity based skill checks and ability checks increases to -3, and the bonus you receive to initiative increases to +2.

Twitchy (Level 3): The penalty to all dexterity based skill checks and ability checks increases to -3, and the bonus you receive to initiative increases to +2.

14 Unnatural Respiration (Level 1): Exposure to ancient evils has transformed your heart and lungs into something that bears little resemblance to those of a natural creature. You regain 5 fewer HP from healing potions, and may hold your breath for twice as long as normal.

Unnatural Respiration (Level 2): Your internal organs continue to twist, becoming a network of redundant and horrific growths that nonetheless seem to accomplish their primary function. These twisted organs make it harder for you to receive any sort of benefit from imbibed substances, but increases your resistance to poison. The amount of HP deducted from what you gain from healing potions increases to 10, and you gain a +1 bonus to saves against poison.

Unnatural Respiration (Level 3): The amount of HP deducted from what you gain from healing potions increases to 15, and you gain a +2 bonus to saves against poison.

15 Ravenous (Level 1): The things growing within you need sustenance, or perhaps your body is just trying to prevent itself from falling apart into a pile of strange growths and pus. Whatever the reason, you constantly need food-and you need it now. You require three times as much food and water than a normal creature of your size-the good news is that the changes that your body has sustained make it a lot easier to put up with eating just about anything-you gain a +2 bonus to endurance checks to improve your condition when diseased.

Ravenous (Level 2): Your bonus to endurance checks to improve your condition when diseased increases to +3.

Ravenous (Level 3): Your bonus to endurance checks to improve your condition when diseased increases to +4 .

16 Odor of Decay (Level 1): You have an unnatural odor about you which repels animals, who find it difficult to attack something that their every sense tells them is wrong . You take a -2 penalty to all checks relating to positively influencing beasts with the natural keyword-they flinch away when you attempt to tend their wounds, and snarl at overtures of affection (this does not affect attempts to use intimidate on natural beasts). Additionally, beasts with the natural keyword take a -1 penalty to attack rolls and skill checks when within 3 squares of you-they simply cannot get the scent of you out of their nostrils.

Odor of Decay (Level 2): You take a -3 penalty to all checks relating to positively influencing beasts with the natural keyword-they flinch away when you attempt to tend their wounds, and snarl at overtures of affection (this does not affect attempts to use intimidate on natural beasts). Additionally, beasts with the natural keyword take a -2 penalty to attack rolls and skill checks when within 4 squares of you-they simply cannot get the scent of you out of their nostrils.

Odor of Decay (Level 3): You take a -4 penalty to all checks relating to positively influencing beasts with the natural keyword-they flinch away when you attempt to tend their wounds, and snarl at overtures of affection (this does not affect attempts to use intimidate on natural beasts). Additionally, beasts with the natural keyword take a -3 penalty to attack rolls and skill checks when within 5 squares of you-they simply cannot get the scent of you out of their nostrils.

17 Dead Eyes (Level 1): Your eyes become white and filmy, as if covered by cataracts or black and diseased. Because of this, your sense of hearing is sharpened. You take a -2 penalty to perception checks made to see and a +1 bonus to perception checks made to hear.

Dead Eyes (Level 2): Your eyes may be almost completely shriveled up by this point, covered with a thick membrane, or mostly rotted away. Your penalty to perception checks made to see increases to -3, a +2 bonus to perception checks made to hear, and you gain a +2 bonus to defenses against gaze attacks.

Dead Eyes (Level 3): Your penalty to perception checks made to see increases to -4 and you gain a +3 bonus to defenses against gaze attacks.

Corruption Symptom

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