Yeah, my group was messing around with some alternate rules, and this was my level 1 build.
Using updated HoH taint rules, but I preferred the Maho class. I don't remember why. Maybe just the front loaded class features maybe the D8s.
E6 PrC, so any PrC was fine for 1st level
Subtract point buy for LA
Weapon Groups
Recharge Magic & Encounter feats
Background: Basically this guy sucked as a sorcerer and went all power thirst trading into M-T
The randomly rolled afflictions were played up as much as possible, to the point of playing extremely aggressive in combat.
We played one or two sessions. I had fun, and I think the DM had fun switching roles as well. While this character pretty much guaranteed disaster for its targets, the combination of playing him super aggressive, and the disastrous defenses made it all fair turn about.
So yeah, the aspect of targets needing a 20 to succeed a save is broken as hell, and with high level casters it tends to be how much time and effort do you have to make yourself invincible anyways. In the spirit of things, it really comes down to how much depravity is or isn't circumvented, as an actual deterrent to spell usage.
NE Sunscorch hobgoblin “Rust Blade”
(dragon magic): +2 Con, +2 Wis; Medium Humanoid (Goblinoid) (dragonblood), 30 ft., DV 60 ft.
Draconic: Str +2, Con +2, Cha +2
Pt Buy: 18
16/8/14/8/10/8
Final Array
18/8/18/8/12/10
Current Stats
18/8/16/8/12/10
Class: MAHO-TSUKAI 1
Proficiencies (1): Basic, Weapon Group (Heavy Blades)
Physical Corruption is replaced by Internal Corruption (option)
Mild
M: 1d10 → [1] = (1): Aggresive (-1 AC)
P: 1d10 → [4] = (4): Feet Curl (-10 speed)
Moderate
M: 1d10 → [6] = (6): Moderately Phobic (DC14 +CR run away from phobia DARK)
P: 1d10 → [5] = (5): Eruption of Sores (-1 str & cha checks)
Severe
M: 1d10 → [10] = (10): Fatalistic (-3 saves)
P: 1d10 → [5] = (5): Internal Corruption (-2con)
HD:D8
BAB: 0
HP: 11/11
Move: 20ft
Severely Tainted (HoH 63)
Corruption: 40, 56 is dead
Depravity: 21, 42 is insane (could go bonkers failing saves while casting spells)
Attacks:
Falchion (2handed): 1d20+4;2d4+6(18-20/×2)
Claws 1d20+4;1d3+4
Spells: 5% ASF
0th DC30 recharge 1d4+1 rounds
Acid Splash
No Light
Horizikaul’s Cough
Slash Tongue
Prestidigitation
Detect Magic
1st - DC31 recharge 1d4+1 rounds
Color Spray
Forcewave (MOF)
Options
Surge of Malevolence: +9 to attack, skill or save 1/enc
Debilitating Spell: 2 con damage on damaging spell 4/enc
Debilitating Strike: 2 con damage on melee attack 4/enc
Blood Component: A maho-tsukai must substitute a drop of blood for a spell’s material component or focus, if any.
Maho Metamagic: A maho-tsukai who learns metamagic feats can apply them by paying an additional cost in blood.
Defenses
AC: 10 (10 +1 Padded +1 Shield +1 NA -1 Dex -1 Aggresive)
Touch: 8
Fort: 1d20 +2
Ref: 1d20 -4
Will: 1d20 -3
Feats
Surge of Malevolence
Debilitating Spell
Debilitating Strike