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Author Topic: Fiend Classes  (Read 8706 times)
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SiggyDevil
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Magmar, the ultimate butthead

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« on: November 15, 2010, 02:21:33 PM »

Feats

Baatezu Legion [Fiend]
Gain Devil and Baatezu subtype.
Level  Ability
1         Fire and Darkness resistance 5, See In Darkness, Endure Elements, +4 saves vs Poison, Darkvision 30
6         Fire and Darkness resistance 15, Telepathy, +8 saves vs Poison, Darkvision 60
11       Fire and Darkness resistance 30, Acid and Cold resistance 10, Immune to Poison
16       Fire and Darkness Immunity


Tanar'ri Horde [Fiend]
Gain Demon and Tanar'ri subtype.
Level  Ability
1         Electricity and Sonic resistance 5, +2 Spot and Listen, Endure Elements, +4 saves vs Poison, Darkvision 30
6         Electricity and Sonic resistance 15, Telepathy, +4 Spot and Listen, +8 saves vs Poison, Darkvision 60
11       Electricity and Sonic resistance 30, Fire, Acid, and Cold resistance 10, +6 Spot and Listen, Immune to Poison
16       Electricity and Sonic Immunity, +8 Spot and Listen


Yugoloth Guild [Fiend]
Gain Demon and Yugoloth subtype.
Level  Ability
1         Acid, Water, and Force resistance 5, Endure Elements, +4 saves vs Poison, Darkvision 30
6         Acid, Water, and Force resistance 15, Telepathy, +8 saves vs Poison, Darkvision 60
11       Acid, Water and Force resistance 30, Fire, Electricity and Cold resistance 10, Immune to Poison
16       Acid, Water and Force Immunity




Classes
• (Ability Name) at-will = Spell-Like Ability, at-will unless specified otherwise
• (Ability Name) X/day = Number of times a Spell-Like Ability may be used in a day

Transcend (Ex): The character may assume the form and appearance of a specific monster race for each one named. Only one specific type of Transcend form may be assumed each day.
After a full sleep period (one night) the character may switch to or from a previously known Transcend form, readying it for use throughout the day and until switched again.
Activating form abilities and appearance takes 1 round of concentration. Switching back is 1 standard action.
While a form is active add all specified traits to the character. Everything else stays the same.
Spell-like and supernatural abilities of the monster are available while the form is active, but class-based spells from the monster are not. For instance a Solar form does not grant Cleric spellcasting. A monster form's spell-like abilities with limited uses remain expended until after a full sleep period even if forms are changed.
Spell-like and Supernatural abilities use the character's total levels as caster level for effects.

Fiendish Adaptation (Ex):
Add each class level to Natural Armor bonus.
Add every even class level as a racial bonus to each ability score.
Ability score bonuses granted by this ability do not stack with racial or enhancement bonuses.

Wings (Ex): The character has wings that vary in ability from decorative to fully functional.
Level   Flight
1          as Feather Fall
3          Glide speed 30 (Average, fall 5 feet every round, no upward motion)
5          Fly speed 60 (Good)
9          Take no nonlethal damage from Hustle action while flying

Change Shape (Su): As Disguise Self but the character's body is physically altered as a Transmutation effect. Only humanoid forms of the same size or one smaller may be taken. Natural attacks are changed to that of the assumed species.

Fear Aura (Su): Devil, Level 10+. 5 foot aura created as a free action. All affected must pass a Will save DC 10 + 1/2 level + CHA or become Panicked for 1 round per level, success means the being is Shaken for 1 round per level. If the save was passed, a being can not be affected for 24 hours.


BAATEZU CENOBYTE
Must have Devil and Baatezu subtypes
Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

1   Transcend: Lemure form, Wings, Produce Flame at-will, Darkness 3/day
2   Damage Reduction 5/ weak to Good or Silver, Fiendish Adaptation
3   Transcend: Imp form, Spell Resistance (11 + level)
4   Transcend: Advespa form, Change Shape
5   Damage Reduction 5/ weak to Good
6   Transcend: Bearded Devil form
7   Deeper Darkness 3/day
8   Dispel Magic at-will,
9   Plane Shift 1/day, Teleport at-will
10 Transcend: Bone Devil form, Damage Reduction 10/ weak to Good
11 True Seeing (constant)
12 Transcend: Barbed Devil form
13 Greater Teleport at-will
14 Transcend: Ice Devil form, Greater Dispel Magic at-will
15 Damage Reduction 15/ weak to Good
16 Transcend: Horned Devil form
17 Transcend: Malebranche form, Soul Bind 3/day
18 Meteor Swarm 1/day
19 Gate 3/day
20 Transcend: Pit Fiend form, Damage Reduction 15/ weak to Good and Silver, Wish 1/day


Baatezu Transcend Forms:
Lemure (level 1)
Size Medium
-10 Land speed
2 Claws 1d4 + 1/2 STR
Immune to Mind-Affecting effects

Imp (level 3)
Size Tiny
-10 Land speed
Fly speed 50 (Perfect)
Tail Sting 1d4 + 1/2 STR + Poison
Poison (Tail Sting)
Alternate Form (Choose one: Small or Medium Monstrous Spider, Raven, Rat, or Boar)

At Will - Detect Good, Detect Magic, Invisibility (self)
1/day - Suggestion

Advespa (level 4)
Size Large
Fly speed 40 (Good)
4 Claws 1d6 + STR
Sting 1d4 + 1/2 STR + Poison
Poison: Fortitude save DC 10 + 1/2 level + CON, 1d4 STR/1d4 STR
Improved Grab (2 Claws)
Regeneration 2/ Acid or Holy

3/day - Command, Pyrotechnics

Bearded Devil (level 6)
Size Medium
+10 Land speed
2 Claws 1d6 + STR
Glaive
Infernal Wound (Glaive, 2 damage per round until stopped by cure magic or Heal check DC 10 + 1/2 level + CON)
Beard (2 Claw hits, 1d8+ STR damage + Disease: Devil Chills)
Disease (Beard): Devil Chills, Incubation 1d4 days, 1d4 STR damage
Battle Frenzy (Ex): 2/day, +4 STR and CON, +2 morale bonus to Will, -2 AC, for 6 rounds

Bone Devil (level 10)
Size Large
+10 Land speed
Bite 1d8 + 1/2 STR
2 Claws 1d4 + STR
Tail sting 3d4 + Poison
Poison (Fortitude DC 10 + 1/2 level + CON, 1d6 STR/2d6 STR)
Fear Aura

At Will - Dimensional Anchor, Fly, Invisibility (self), Major Image, Wall of Ice

Barbed Devil (level 12)
Size Medium
2 Claws 2d8 + STR
Fear (Claw attack)
Improved Grab (Claw)
Impale (3d8 + STR, grapple action)
Barbed Defense (1d8 + STR, occurs with non-reach melee attacks against it)

At Will - Hold Person, Major Image, Scorching Ray
1/day - Order's Wrath, Unholy Blight

Ice Devil (level 14)
Size Large
Bite 2d6 + 1/2 STR
2 Claws 1d10 + STR
Tail 3d6 + 1/2 STR
Fear Aura
Slow (Tail or Spear, Fortitude DC 10 + 1/2 level + CON, or Slowed 1d6 rounds)
Regeneration 5/ Good

At Will - Cone of Cold, Fly, Ice Storm, Persistent Image, Unholy Aura, Wall of Ice

Horned Devil (level 16)
Size Large
-10 Land speed
2 Claws 2d6 + STR
Tail 2d6 +  1/2 STR
Fear Aura
Stun (Spiked Chain)
Infernal Wound (Tail)
Regeneration 5/ Good

At Will - Dispel Chaos, Dispel Good, Magic Circle Against Good, Persistent Image
3/day - Fireball, Lightning Bolt

Malebranche (level 17)
Size Huge
+10 Land speed
Fly speed 120 (Average)
Bite 2d6 + 1/2 STR
Gore 2d6 + 1/2 STR
Claws 2d4 + STR
Regeneration 8/ Good
Huge Masterwork Cold Iron Trident (2d8)
Charge (Gore attack 6d6 + 1.5 STR)
Improved Grab (Claws)
Fear Aura

Pit Fiend (level 20)
Size Large
+10 Land speed
Bite 4d6 + 1/2 STR + Poison + Disease
2 Claws 2d8 + STR
2 Wings 2d6 + 1/2 STR
Tail 2d8 + 1/2 STR
Constrict 2d8 + 1.5 STR
Disease (Bite, Fortitude DC 10 + 1/2 level + CON or Devil Chills)
Poison (Bite, Fortitude DC 10 + 1/2 level + CON or take 1d6 CON/Death)
Fear Aura (20 foot radius)
Improved Grab (Claws)
Regeneration 5/ Good and Silver

At Will - Blasphemy, Create Undead, Fireball, Invisibility, Magic Circle Against Good, Mass Hold Monster, Persistent Image, Power Word Stun, Unholy Aura



TANAR'RI RAVAGER
Must have Demon and Tanar'ri subtypes

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

1   Transcend: Dretch form, Wings, Shocking Grasp at-will (as a Swift action), Death Knell 3/day
2   Damage Reduction 5/ weak to Good or Iron, Fiendish Adaptation
3   Transcend: Quasit form, Spell Resistance (11 + level)
4   Change Shape
5   Damage Reduction 5/ weak to Good
6   Transcend: Babau form
7   Transcend: Succubus form
8   Dispel Magic at-will
9   Transcend: Vrock form, Plane Shift 1/day, Teleport at-will
10 Damage Reduction 10/ weak to Good
11 True Seeing (constant)
12 Transcend: Hezrou form
13 Transcend: Glabrezu form, Greater Teleport at-will
14 Transcend: Nalfeshnee form, Greater Dispel Magic at-will
15 Damage Reduction 15/ weak to Good
16 Transcend: Marilith form
17 Regenerate 3/day
18 Destruction 1/day
19 Gate 3/day
20 Transcend: Balor form, Damage Reduction 15/ weak to Good and Iron, Wish 1/day

Tanar'ri Transcend Forms:
Dretch (level 1)
Size Small
-10 Land speed
Bite 1d4 + 1/2 STR
2 Claws 1d6 + STR
1/day - Scare, Stinking Cloud

Quasit (level 3)
Size Tiny
-10 Land speed
Fly speed 50 (Perfect)
Bite 1d4
2 Claws 1d4 + STR + Poison
Poison (Claws)
Alternate Form (Choose one: Bat, Small or Medium Monstrous Centipede, Toad, or Wolf)

At Will - Detect Good, Detect Magic, Invisibility
1/day - Cause Fear

Babau (level 6)
Size Medium
Bite 1d6 + 1/2 STR
2 Claws 1d6 + STR
Sneak Attack 2d6
Protective Slime (1d8 Acid damage to anything touching, melee attackers and magic weapons get Reflex save DC 10 + 1/2 level + CON to avoid damage)

At Will - Darkness, See Invisibility

Succubus (level 7)
Size Medium
2 Claws 1d6 + STR
Energy Drain and Suggestion Kiss (1 Negative Level + Suggestion, grapple action)
Tongues (Su)

At Will - Charm Monster, Detect Good, Detect Thoughts, Suggestion

Vrock (level 9)
Size Large
Bite 1d8 + 1/2 STR
2 Claws 2d6 + STR
Dance of Ruin (3+ Vrocks, 3 round action, 100 foot burst 20d6 damage, Reflex DC 10 + 1/2 level + CHA for half)
Spores (1 per 3 rounds, free action, 1d8 damage to all adjacent, then 1d4 damage each round for 10 rounds as a Disease and Poison effect, holy water cures)
Stunning Screech (1 per hour, 30 foot burst, Fortitude DC 10 + 1/2 level + CON or Stunned 1 round)

At Will - Mirror Image, Telekinesis
1/day - Heroism

Hezrou (level 12)
Size Large
Bite 4d4 + 1/2 STR
2 Claws 1d8 + STR
Stench (10 aura, Sickens, Fortitude DC 10 + 1/2 level + CON or Nauseated for 1d4 rounds as a Poison effect. On a successful save a being is immune for 24 hours.)
Improved Grab (2 Claws)

At Will - Chaos Hammer, Unholy Blight
3/day - Blasphemy, Gaseous Form

Nalfeshnee (level 14)
Size Huge
Bite 2d8 + 1/2 STR
2 Claws 1d8 + STR
Smite (1 round action, 60 foot burst, Will DC 10 + 1/2 level + CHA or Daze for 1s10 rounds)

At Will - Call Lightning, Feeblemind, Slow, Unholy Aura

Glabrezu (level 15)
Size Huge
+10 Land speed
Bite 1d8 + 1/2 STR
2 Pincers 2d8 + STR
2 Claws 1d6 + STR
Improved Grab (Pincers)

At Will - Chaos Hammer, Confusion, Mirror Image, Reverse Gravity, Unholy Blight
1/day - Power Word Stun

Marilith (level 16)
Size Large
6 arms with Slam 1d8 + STR
Tail 4d6 +1/2 STR
6 Large Longswords
Constrict (4d6 + 1.5 STR + Unconscious 2d4 rounds)
Improved Grab (Tail)

At Will -
3/day -

Balor (level 20)
Size Large
+10 Land speed
2 Slams 1d10 + 1.5 STR
+1 Large Longsword (2d6 + STR + Vorpal)
+1 Large Flaming Whip (1d4 + STR + 1d6 Fire + Entangle, Reach)
Entangle (Whip)
Flaming Body 6d6 (grapple)

At Will - Blasphemy, Dominate Monster, Insanity, Power Word Stun, Telekinesis, Unholy Aura
1/day - Fire Storm, Implosion



YUGOLOTH MERCENARY
Must have Demon and Yugoloth subtypes

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

1   2 Claws 1d4 + STR, Wings, Detect Magic (constant), Water Breathing (constant)
2   Damage Reduction 5/ weak to Good and Iron, Fiendish Adaptation
3   Transcend: Skeroloth form, Spell Resistance (11 + level)
4   Change Shape
5   Transcend: Voor form, Damage Reduction 5/ weak to Good
6   Transcend: Canoloth form
7   Arcane Sight (constant)
8   Transcend: Mezzoloth form, Dispel Magic at-will
9   Plane Shift 1/day, Teleport at-will
10 Transcend: Piscoloth form, Damage Reduction 10/ weak to Good
11 Transcend: Yagnoloth form
12 True Seeing at-will (constant)
13 Transcend: Nycaloth form, Greater Teleport at-will
14 Greater Dispel Magic at-will
15 Greater Arcane Sight (constant), Damage Reduction 15/ weak to Good
16 Transcend: Arcanaloth form
17 Gate 1/day
18 Gate 2/day
19 Gate 3/day
20 Transcend: Ultroloth form, Damage Reduction 15/ weak to Good and Iron, Wish 1/day

Yugoloth Transcend Forms:
Skeroloth (level 3)
Size Small
Burrow speed 20
Climb speed 20
4 Claws 1d4 + STR
Sneak Attack 1d6
Cringe (Su, as Sanctuary effect)

Spell-Like Abilities:
At Will - Daze, Detect Good, Jump
3/day - Burning Hands, Expeditious Retreat

Voor (level 5)
Size Large
Climb speed 20
Blind (immune to illusions, gaze, and visual effects)
Blindsense 120 feet
Scentless
2 Claws 1d6 + 1/2 STR
4 Tentacles 1d6 + STR (primary, Reach)
Rend (2 Claw attacks) 2d6 + 1.5 STR

Canoloth (level 6)
Size Medium
+20 Land speed
Blind (immune to illusions, gaze, and visual effects)
Blindsight 40 feet
Bite 2d6 + 1/2 STR
Tongue 1d4 + STR (primary, Paralysis)
Paralysis (Tongue) Fortitude save vs DC 10 + 1/2 level + CON or Paralyzed 1d6+2 minutes
Improved Grab (tongue)

Spell-Like Abilities:
At Will - Cause Fear, Desecrate, Detect Good, Detect Magic

 Mezzoloth (level 8)
Size Medium
+10 Land speed
2 Claws 1d4 + STR (primary)
2 extra hands
+1 Trident
+2 Large metal shield

Spell-Like Abilities:
At Will - Cause Fear, Darkness, Desecrate, Produce Flame, See Invisibility
3/day - Cloudkill, Dispel Magic

Piscoloth (level 10)
Size Medium
Swim speed 20
2 Pincers 2d6 + STR
8 Tentacles (Paralysis)
All-around Vision
Augmented Critical (Pincer, double critical threat and increase multiplier)
Paralysis (Tentacle; Fortitude save vs 10 + 1/2 level + CON or Paralyzed for 2d6 minutes)

Spell-Like Abilities:
At Will - Blink, Detect Good, Detect Magic, Protection from Good, Scare, See Invisibility
3/day - Meld Into Stone, Phantasmal Killer, Stinking Cloud

Yagnoloth (level 11)
Size Large
+20 Land speed
Claw (Muscular Arm) 1d6 + STR, no attack penalty for secondary use
Greatsword
Stunning Blow (Muscular Arm), Fortitude save vs DC 10 + 1/2 level + STR or Stunned for damage number of rounds
Energy Drain (Head), drain 1d4 levels from unconscious or stunned foe
Breath Weapon: 5 foot cone every 1d4 rounds, Reflex save vs DC 10 + 1/2 level + CON, or 2d6 Acid and Stun (same number of rounds as the Acid damage)

Spell-Like Abilities:
 3/day - Shocking Grasp

Nycaloth (level 13)
Size Large
+10 Land speed
4 Claws 1d6 + STR + Bleeding Wounds
Bleeding Wounds: 1 damage each round per attack, stopped by DC 15 Heal check or Cure spell
Rake 1d6 + STR, attack usable after 2 Claw hits
Improved Grab (2 Claw attacks)
Liftoff (Fly while carrying grappled Medium or smaller creature of no more than 800 lbs)

Spell-Like Abilities:
At Will - Deeper Darkness, Desecrate, Fear, Invisibility, Mirror Image, See Invisibility

Arcanaloth (level 16)
Size Medium
Bite 1d6 + 1/2 STR
2 Claws 1d4 + STR + Poison
Poison (Claws) Fortitude save vs DC 10 + 1/2 level + CON or -1 STR/-1 STR
Immune to Mind-Affecting spells

Spell-Like Abilities:
At Will - Darkness, Fly, Heat Metal, Invisibility, Magic Missile, Alter Self, Telekinesis, Warp Wood
3/day - Fear, Major Image

Ultroloth (level 20)
Size Medium
Hypnotic Gaze, as Hypnotic Pattern spell effect, 30 feet, Will DC 10 + 1/2 level + CHA

Spell-Like Abilities:
At Will - Alter Self, Deeper Darkness, Desecrate, Fear, Gaseous Form, Invisibility, Prying Eyes, Ray of Enfeeblement, Ray of Exhaustion, Scorching Ray, Scrying, See Invisibility, Suggestion, Wall of Fire
3/day - Binding, Enervation, Geas/Quest, Mass Suggestion
1/day - Symbol of Death



Prestige Classes

Fiendish Mind (Ex):
Add each class level to Natural Armor bonus.
Add every even class level as a racial bonus to each mental ability score (Intelligence, Wisdom, and Charisma).
Ability score bonuses granted by this ability do not stack with racial or enhancement bonuses.

Fiendish Body (Ex):
Add each class level to Natural Armor bonus.
Add every even class level as a racial bonus to each physical ability score (Strength, Dexterity, and Constitution).
Ability score bonuses granted by this ability do not stack with racial or enhancement bonuses.


TEMPTER Prestige Class

Prerequisites:
Must have Devil or Demon subtype
Base Attack Bonus: 3+
Spellcaster Level: 1+
Skill Ranks: Bluff 8+, Sense Motive 8+

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency: Simple weapons
Armor Proficiency: No armor, No shields

Spellcasting
+1 Spellcaster Level per even prestige class level. Arcane spells from the Enchantment and Illusion schools are added to the pre-existing class list(s) if possible.

1   Tongues (constant), Evil Rewards, Mark of Justice 1/day
2   Fiendish Mind, Undetectable Alignment (constant)
3   Enervation at-will (touch), Charm Person at-will
4   Plane Shift 1/day, Teleport at-will
5   Charm Monster 3/day
6   Greater Teleport at-will
7   True Seeing (constant)
8   Vampiric Touch at-will (heals damage, not temporary)
9   Shatter Mind Blank (Psionic) 3/day
10 Ethereal Jaunt at-will, Magic Jar at-will

Evil Rewards (Su): A being affected by a Mark of Justice applied by the Tempter may be rewarded in one of the following ways at any time the Tempter chooses and at any range if on the same plane;
• 1 bonus Fiend feat lasting 24 hours
• Restoration
• Heroism for 24 hours
• a spell the Tempter knows
The Tempter usually rewards the being for embezzlement and abuse of authority if Lawful Evil, betrayal and theft if Neutral Evil, or murder and fulfilling repressed desires if Chaotic Evil. A being successfully "conditioned" in this way converts to the Tempter's alignment after one week of consistent vile behavior; upon death the recipient's soul goes to the Tempter's home plane, and the Tempter gains experience for having "defeated" the being.



DARK LAWYER Prestige Class

Prerequisites:
Must have Devil subtype
Base Attack Bonus: 3+
Spellcaster Level: 1+
Skill Ranks: Diplomcacy 4+, Knowledge (Planes) 8+, Knowledge (Arcana) 8+

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple weapons
Armor Proficiency: No armor, No shields

Spellcasting
+1 Spellcaster Level per even prestige class level. Arcane spells from the Conjuration and Necromancy schools are added to the pre-existing class list(s) if possible.

1   Dark Pact, Rebuke Undead (as an Evil Cleric) 3 + CHA bonus times per day
2   Fiendish Mind, Undetectable Alignment (constant)
3   Lesser Geas 3/day
4   Plane Shift 1/day, Teleport at-will
5   Major Creation 3/day, Secure Shelter at-will
6   Raise Dead 3/day
7   True Seeing (constant)
8   Greater Teleport at-will
9   Geas 3/day, Mage's Magnificent Mansion at-will
10 Soul Bind 3/day

Dark Pact (Su): The Dark Lawyer may convince a willing non-Evil being into signing a single agreement with their blood that is legally binding even after death. In return, the being is allowed one of the following;
• 1 bonus Fiend feat
• a single Miracle within the restriction of Lawful Evil actions
• use of the Dark Lawyer's spells for 1 year within the restriction of Lawful Evil actions, but never to break the agreement with such spells
The Dark Lawyer and any of their allies may not directly harm the recipient, but may through inaction or over-encouragement of newfound power indirectly lead the recipient to their demise.
Upon death the recipient's soul goes to the Dark Lawyer's home plane, and the Dark Lawyer gains experience for having "defeated" the being. The contract is null of the Dark Layer dies.



DEMONSENTRY Prestige Class

Prerequisites:
Must have Demon subtype
Base Attack Bonus: 4+
Spellcaster Level: 1+
Skill Ranks: Spot 8+, Listen 8+, Survival 4+

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light and Medium armor, No shields

Spellcasting
+1 Spellcaster Level per even prestige class level.

1   Horns (1d6 + 1/2 STR), 2 Slams (1d6+1.5 STR), Size Increase, Fiendish Retainer
2   Fiendish Body, Stoneskin (constant)
3   Plane Shift 1/day, Teleport at-will
4   Wall of Stone 3/day
5   Size Increase
6   Wall of Iron 3/day
7   True Seeing (constant)
8   Greater Teleport at-will
9   Dimensional Lock at-will
10 Iron Body (constant)

Fiendish Retainer (Su): The Demonsentry may respond to any verbal mention of their name by a familiar being as if by Word of Recall, appearing next to the caller 1 round later. This ability functions only if the Demonsentry and caller are on the same plane.



DARK OVERLORD Prestige Class

Prerequisites:
Must have Devil or Demon subtype
Base Attack Bonus: 7+
Spellcaster Level: 6+
Skill Ranks: Spellcraft 13+, Knowledge (Planes) 13+, Intimidate 13+

Hit Die: d8
Base Attack Bonus: Full
Good Saving Throws: Fortitude, Reflex, and Will
Skill Points: 8+Int
Class Skills: Any

Weapon Proficiency:Simple and Martial weapons
Armor Proficiency: Light armor, No shields

Spellcasting
+1 Spellcaster Level per even prestige class level. Arcane spells from the Evocation and Transmutation schools are added to the pre-existing class list(s) if possible.

1   Dark Blast Invocation (Supernatural, 1d6 per odd level Darkness damage, 60 foot range), Plane Shift 1/day, Teleport at-will, Sending at-will
2   Fiendish Adaptation, True Seeing (constant), Fireball or Lightning Bolt at-will
3   Telekinesis at-will
4   Greater Teleport at-will, Disintegrate 3/day
5   Delayed Blast Fireball or Chain Lightning at-will
6   Regeneration 5/Good
7   Demand 3/day, Gate 1/day
8   Foresight (constant)
9   Gate 3/day
10 Wish 1/day
« Last Edit: December 10, 2010, 07:50:02 PM by SiggyDevil » Logged

RobbyPants
Organ Grinder
*****
Posts: 7139



« Reply #1 on: November 15, 2010, 03:07:57 PM »

Only 1 +1 spell per level may be readied each day out of all spells known.
What exactly does this line mean?


The feats are interesting, but I think the level 16 ability is somewhat lacking.  Personally, I think they should have immunity by level 11, but that's just me.  All in all, I don't consider them overpowered in the least.

When I understand how the classes work better, I might have better feedback.
Logged

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SiggyDevil
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« Reply #2 on: November 15, 2010, 03:15:39 PM »

At level 1, they have 2 spells available (when they 'study'), out of all the spells provided by schools known.
It's like memorizing but all it does is allows the character to cast those spells with the slots.
At level 2, they have 3 spells, and so on.
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RobbyPants
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« Reply #3 on: November 15, 2010, 04:43:29 PM »

Oh.  So the idea is if you're level 1, you pick two spells from the two allowed schools, and those are your spells known for the day?  I'll give this a bit of thought.
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My balancing 3.5 compendium
Elemental mage test game

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It is a shame stupidity isn't painful.
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Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
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Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
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I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
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I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
SiggyDevil
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Magmar, the ultimate butthead

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« Reply #4 on: November 15, 2010, 07:58:32 PM »

Yes, and every day you wake up (or sleep period, as I call it)

Got the concept from Arcana Unearthed. One of the few good things to come of it.


EDIT: I was missing an SLA for Overlord at level 15.
« Last Edit: November 15, 2010, 10:13:21 PM by SiggyDevil » Logged

RobbyPants
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« Reply #5 on: November 16, 2010, 08:01:46 AM »

When you list the by-level progression for SLAs, are they at will or 1/day by default?
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My balancing 3.5 compendium
Elemental mage test game

Quotes
Quote from: Cafiend
It is a shame stupidity isn't painful.
Quote from: StormKnight
Totally true.  Historians believe that most past civilizations would have endured for centuries longer if they had successfully determined Batman's alignment.
Quote from: Grand Theft Otto
Why are so many posts on the board the equivalent of " Dear Dr. Crotch, I keep punching myself in the crotch, and my groin hurts... what should I do? How can I make my groin stop hurting?"
Quote from: CryoSilver
I suggest carving "Don't be a dick" into him with a knife.  A dull, rusty knife.  A dull, rusty, bent, flaming knife.
Quote from: Seerow
Fluffy: It's over Steve! I've got the high ground!
Steve: You underestimate my power!
Fluffy: Don't try it, Steve!
Steve: *charges*
Fluffy: *three critical strikes*
Steve: ****
Quote from: claypigeons
I don't even stat out commoners. Commoner = corpse that just isn't a zombie. Yet.
Quote from: CryoSilver
When I think "Old Testament Boots of Peace" I think of a paladin curb-stomping an orc and screaming "Your death brings peace to this land!"
Quote from: Orville_Oaksong
Buy a small country. Or Pelor. Both are good investments.
SiggyDevil
Hong Kong
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Posts: 1111


Magmar, the ultimate butthead

igtsigma
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« Reply #6 on: November 16, 2010, 02:37:15 PM »

At-will unless specified otherwise. Think of them as like Invocation SLAs.

Also, reposted. Made some changes to names and the feats.
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #7 on: November 16, 2010, 07:41:43 PM »

Added Devil Cenobyte class
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #8 on: November 17, 2010, 10:48:53 AM »

Added Yugoloth Mercenary class, some changes to SLAs and other things.

Fixed Transcend wording.
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #9 on: November 25, 2010, 03:11:59 PM »

Minor changes
Sorcerer-casting now at -4 levels
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #10 on: December 01, 2010, 09:17:26 PM »

Changed Transcend activation time back to "a full sleep period (one night)" as I had it before.

This allows use of per day abilities of the Fiend form without breaking the game (by switching forms every hour to use each form's per days)
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #11 on: December 03, 2010, 04:31:17 PM »

I have altered the base classes, Yugoloth gets it next after I dig up all their abilities.

Deciding what to do with Transcend SLAs.

The last classes (Tempter, Dark Lawyer, etc) are becoming 10 level PrCs. Dark Overlord will become a 5 level PrC for 15+.
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #12 on: December 05, 2010, 02:19:11 AM »

Updated again. Almost, ALMOST, done. Maybe will add SLAs for Baatezu and Tanar'ri forms but that's easy enough; just look in the MM.
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SiggyDevil
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Magmar, the ultimate butthead

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« Reply #13 on: December 10, 2010, 07:50:33 PM »

Should be complete unless I missed something. Also, removed spellcasting since they have shitloads of SLAs.
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