D&D 3E/3.5 BoVD 3.5e: Hellbound!

Nifft

Penguin Herder
An Index because I love you all.
Disciple of Dispater - Melee Monster
Disciple of Mammon - Cleric/Thief
Disciple of Memphistopheles - Fire Specialist
Disciple of Asmodeus - Spellcasting Leader
Disciple of Baalzebul - Lies and Flies
Gnoll Cultist of Yeenoghu - Transformational PrC
Drider Cultist of Lolth - Transformational PrC
Thrall of Orcus - Necromancy Specialist
Faceless Thrall of Jubilex - Oooooooooze!
Warrior of Darkness - Kensai of Slaughter
Vile Entropist - Cleric of the Void
Vermonger - Vermin Druid
Hag Traveler - Agent of the Underworld
Summoner of the Skin - Bad Skin
Thrall of Grazzt - Dark Charm
Minotaur Cultist of Baphomet - Transformational PrC
Thrall of Demogorgon (Conduit) - Fell Flexibility
Thrall of Demogorgon (Arcanist) - Fell Spellcaster
Disciple of Astaroth - Hounds and Hoarfrost
Hellbound - Evil Binder


Better [Vile] Feats:

Infernal Disciple [Vile]
You have infernal sponsorship.
Benefit: Once per day, you may add an unnamed +2 bonus to any d20 roll. Better yet, you may choose to apply the bonus after you have rolled... because evil cheats.
Penalty: You are [Evil].
Special: You may not take the Demonic Thrall feat.



Demonic Thrall [Vile]
You have abyssal sponsorship.
Benefit: Once per day, instead of rolling, you may choose to "take 20" on any specific d20 roll. However, you suffer two points of Constitution damage... because evil is hungry.
Penalty: You are [Evil]
Special: You may not take the Infernal Disciple feat.



Evil Brand [Vile]
You are visibly marked as evil, and evil loves you.
Benefit: You gain the power of dark fortune. This extraordinary ability allows you to reroll one roll that you have just made, so long as your action is in the furtherance of evil. You must take the result of the reroll, even if it's worse than the original roll... because evil hates you, too.
Penalty: You are [Evil].
Special: This ability is identical to that granted by the Luck Domain. Even if you have access to that ability, or to any other ability that allows a d20 re-roll, you may only re-roll each specific check once.


Next: Disciple of Dispater! -- N
 
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Nifft

Penguin Herder
Better [Vile] Prestige Classes

Disciple of Dispater

Role: Combat Monster

Prerequisites:
Alignment: Lawful Evil or Neutral Evil
Skill Ranks: Knowlege(Religion) 4+, Knowlege(Planes) 4+, Intimidate 8+
BAB: 6+
Feats: Infernal Disciple, Combat Expertise, and Power Attack or Weapon Finesse
Special: Disciple must sacrifice an intelligent, good, living being while an Erinyes watches. The Erinyes must submit a positive report to Dispater... they often require bribes.

Benefits:
HD: d10
BAB: Full (as Fighter)
Good Saves: all
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Religion, Planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis) and Spot (Wis).


Code:
[u]Level   BAB	Fort	Ref	Will	Special Abilities[/u]
 1	+1	+2	+2	+2	Trapfinding, Flaw Lore +1
 2	+2	+3	+3	+3	Iron Specialization
 3	+3	+3	+3	+3	Master of Iron (Cold)
 4	+4	+4	+4	+4	Flaw Lore +2, [i]Summon Erinyes[/i] 1/day
 5	+5	+4	+4	+4	Corrosive Rebuke 3/day
 6	+6	+5	+5	+5	Master of Iron (Keen)
 7	+7	+5	+5	+5	Flaw Lore +3, [i]Ironskin[/i] 1/day
 8	+8	+6	+6	+6	Greater Iron Specialization
 9	+9	+6	+6	+6	[i]Summon Erinyes[/i] 3/day
10      +10	+7	+7	+7	Flaw Lore +4, Iron Critical

Special Abilities:
  • Trapfinding (Ex): As the Rogue class ability.
  • Flaw Lore (Su): The Disciple gains supernatural insight into the weaknesses of metal objects. He applies the indicated Insight bonus to Disable Device, Open Lock, Break and Sunder checks targeting metal objects.
  • Iron Specialization (Su): Once per day per Disciple level, the Disciple gains a +2 bonus to damage, as though he had Weapon Specialization in all metal melee weapons, for one round. This damage stacks with Weapon Specialization (if the Disciple has that feat). Activating this ability is a Quickened action.
  • Master of Iron (Cold) (Su): At 3rd level, any metal melee weapon held by the Disciple can be considered Cold Iron for the purpose of penetrating damage reduction. The Disciple may suppress this ability at will. If the Disciple is using an actual Cold Iron weapon, he gains a +1 bonus to attack and damage rolls.
  • Summon Erinyes (Sp): The Disciple may summon an Erinyes. She will serve him for 3 rounds + 1 round per Disciple level.
  • Corrosive Rebuke (Su/Sp): By activating this power, the Disciple may either preserve or destroy iron. He may use the power to negate a rust attack against an object (or creature) that he is touching, or to cast rusting grasp on himself (caster level = 3+Disciple level). The former use is a free action, the latter use is a spell-like ability.
  • Master of Iron (Keen) (Su): At 5th level, any Cold Iron melee weapon held by the Disciple is considered keen. If the Disciple is using an actual keen, Cold Iron weapon, he instead gains an unnamed +1 bonus to attack and damage.
  • Ironskin (Sp): As stoneskin with range: personal, caster level = 3+Disciple level.
  • Greater Iron Specialization (Su): When using the Iron Specialization power granted above, the Disciple instead gains a +4 bonus to damage.
  • Iron Critical (Su): At 10th level, the Disciple gains a +1 bonus to his critical multiplier when using a Cold Iron weapon.
 
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SteelDraco

First Post
Why does the Disciple of Dispater get good Reflex saves? I don't have a problem with the other two, but Reflex seems both out of their realm of focus, and a bit too powerful.

Other than that, great work.
 

Nifft

Penguin Herder
SteelDraco said:
Why does the Disciple of Dispater get good Reflex saves? I don't have a problem with the other two, but Reflex seems both out of their realm of focus, and a bit too powerful.

I dunno. I'm trying to follow the flavor of the BoVD as closely as 3.5e allows, without ripping off specific closed-content powers.

I assume it's like that in the BoVD to make the class a good choice for multi-classed Ftr/Monks, Ftr/Rogues and Rangers.

-- N
 

Nifft

Penguin Herder
Disciple of Mammon

Role: Cleric/Thief

Prerequisites:
Alignment: Any Evil
Skill Ranks: Bluff 8+, Slight of Hand 8+, and 8+ ranks in all skills offered by the Trickery Domain (IMC: Bluff, Forgery, Disguise)
Feats: Infernal Disciple
Spellcasting: Must be able to cast 2nd level spells as a Cleric.
Special: Disciple must sacrifice an item of great value, both in market value and emotional attachment.

Benefits:
HD: d6
BAB: 3/4 (as Cleric)
Good Saves: Reflex, Will
Skill Points: 6 + Int bonus
Class Skills: Appraise (Int), Bluff (Cha), Craft (any) (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Spot (Wis).


Code:
[u]Level   BAB	Fort	Ref	Will	Spellcasting	Special Abilities[/u]
 1	+0	+0	+2	+2	--		Liar, [i]Disguise Self[/i]
 2	+1	+0	+3	+3	+1 Lev Cleric	Sneak Attack +1d6,
							[i]Mage Hand[/i]
 3	+2	+1	+3	+3	+1 Lev Cleric	[i]Misdirection[/i]
 4	+3	+1	+4	+4	--		SA +2d6, [i]Glibness[/i]
 5	+3	+1	+4	+4	+1 Lev Cleric	Ranged Theft
 6	+4	+2	+5	+5	+1 Lev Cleric	SA +3d6
 7	+5	+2	+5	+5	--		Oathbreaker
 8	+6	+2	+6	+6	+1 Lev Cleric	SA +4d6
 9	+6	+3	+6	+6	+1 Lev Cleric	Charisma Increase +2
10      +7	+3	+7	+7	--		SA +5d6, Black Mind

Special Abilities:
  • Liar (Su): You gain SR equal to your ranks in Bluff against all spells and spell-like abilities that attempt to detect lies or determine truth.
  • Disguise Self: The Disciple gains Disguise Self as a 1st level Cleric spell.
  • Sneak Attack (Ex): As the Rogue class ability.
  • Mage Hand: The Disciple gains Mage Hand as an Orison.
  • Misdirection: The Disciple gains Misdirection as a 2nd level Cleric spell.
  • Glibness: The Disciple gains Glibness as a 3rd level Cleric spell.
  • Ranged Theft (Ex): The Disciple may make Sleight of Hand checks at range using the Mage Hand spell.
  • Oathbreaker (Su): The Disciple gains a +4 Infernal bonus to Bluff and Sense Motive checks. He may expend a Rebuke Undead attempt in order to cast a limited Break Enchantment spell, which dispels Mark of Justice, Gease and the like -- he can break any dweomer that prevents or penalizes evil behavior.
  • Charisma: This bonus is treated as though gained by increase in level.
  • Black Mind (Su): The Disciple's thoughts are shielded by a twisted web of dark infernal psychic energy, duplicating a constant mind blank spell (caster level = character level). This effect may be dispelled, but the Disciple may resume it as a standard action that does not provoke an attack of opportunity.



Next: Disciple of Memphistopheles! -- N
 
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Nifft

Penguin Herder
Disciple of Memphistopheles

Role: Combat Specialist

Prerequisites:
Alignment: Any Evil
BAB: 6+
Feats: Infernal Disciple, Evil Brand, Improved Unarmed Strike
Special: Disciple must sacrifice an intelligent, good, living being via fire.

Benefits:
HD: d8
BAB: Full (as Fighter)
Good Saves: all
Skill Points: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Religion, Planes) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis) and Survival (Wis).


Code:
[u]Level   BAB	Fort	Ref	Will	Special Abilities[/u]
 1	+1	+2	+2	+2	Body Aflame
 2	+2	+3	+3	+3	Hellfire Resistance 10
 3	+3	+3	+3	+3	[i]Scorching Ray[/i]
 4	+4	+4	+4	+4	[i]Flare[/i]
 5	+5	+4	+4	+4	Weapone Aflame
 6	+6	+5	+5	+5	Hellfire Resistance 20
 7	+7	+5	+5	+5	[i]Fire Shield[/i]
 8	+8	+6	+6	+6	Unholy Fire Conversion
 9	+9	+6	+6	+6	[i]Fireball[/i]
10      +10	+7	+7	+7	Hellfire Resistance 30,
					Elemental Wild Shape 1/day

Special Abilities:
  • Body Afire (Su): As a standard action, the Disciple may cover himself in flame. The flames do not harm him or his equipment. While aflame, his unarmed attacks are treated as though they had the Flaming special ability. Finally, anyone making a successful touch attack takes 1d6 fire damage, and anyone grappling him takes 2d6 fire damage each round.
  • Hellfire Resistance (Ex): The Disciple gains the indicated fire resistance. Unlike normal fire resistance, he is able to resist Hellfire.
  • Scorching Ray (Sp): Usable at will, caster level = Disciple level.
  • Flare (Sp): Usable at will, caster level = Disciple level.
  • Weapon Aflame (Su): Any melee weapon held by the Disciple is treated as though it had the Flaming Burst special ability. The ability ends when the weapon leaves the Disciple's hand.
    - If the Disciple's weapon already possesses the Flaming special ability, it deals an additional +1d6 fire damage (total +2d6 fire damage per hit).
    - If the Disciple's weapon already possesses the Flaming Burst special ability, it deals an additional +2d10 fire damage on a critical hit.
  • Unholy Fire Conversion (Su): At will, the Disciple may convert 1/2 of any Fire damage he inflicts into Unholy damage. He may choose to convert on a case-by-case basis.
  • Fire Shield (Sp): Usable at will, caster level = Disciple level.
  • Fireball (Sp): Usable at will, caster level = Disciple level.
  • Elemental Wild Shape (Sp): As a 16th level Druid's Elemental Wild Shape, but limited to only Small, Medium or Large Fire Elementals.

EDIT: Alternate power progression from level 7 up:
Code:
[u]Level   BAB	Fort	Ref	Will	Special Abilities[/u]
 7	+7	+5	+5	+5	[i]Wall of Fire[/i] 3/day
 8	+8	+6	+6	+6	Unholy Fire Conversion,
					[i]Fire Shield[/i] 5/day
 9	+9	+6	+6	+6	[i]Fire Storm[/i] 3/day
10      +10	+7	+7	+7	Hellfire Resistance 30,
					Elemental Wild Shape 1/day

Special Abilities:
  • Unholy Fire Conversion (Su): At will, the Disciple may convert 1/2 of any Fire damage he inflicts into Unholy damage. He may choose to convert on a case-by-case basis.
  • Fire Shield (Sp): Usable 5/day, caster level 15.
  • Wall of Fire (Sp): Usable 3/day, caster level 15.
  • Fire Storm (Sp): Usable 3/day, caster level 15.
  • Elemental Wild Shape (Sp): As a 16th level Druid's Elemental Wild Shape, but limited to only Small, Medium or Large Fire Elementals.


Next: Disciple of Baalzebub! -- N

EDIT: Well, if I had to lie about something... ;)
 
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John Q. Mayhem

Explorer
Nifft, I think you should reconsider that Disciple of Mephistopheles. That thing is so insanely overpowered it's not funny. Scorching Ray at will at level 3 (minimum level 9)? Fireball and fire shield at will also? This is most ridiculous.


EDIT: Coming back a year later, I've gotta say damn, that was rude. Sorry :heh:
 
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Nifft

Penguin Herder
John Q. Mayhem said:
Nifft, I think you should reconsider that Disciple of Mephistopheles. That thing is so insanely overpowered it's not funny. Scorching Ray at will at level 3 (minimum level 9)? Fireball and fire shield at will also? This is most ridiculous.

The BoVD D.Meph gets "Hellfire Ray" (at will, 4d6 fire ray) at level 3 (min. char level 9). So, I think that part's balanced.

Other lower-CR monsters get Fireball at will -- specifically, devils & demons, which is what I'm basing these guy's power levels around. (E.g.: Erinyes, CR 8, Unholy Blight at will.)

If you're planning on allowing these classes to PCs, yeah, you might want to limit those spells to 10/day or something high-but-not-insane.

Still, I'm not convinced it's out of line for a level 15 guy to be throwing around really quite a lot of fireballs. He's a one-trick pony in that regard -- many things are immune, or resistant, to fire.

-- N
 

el-remmen

Moderator Emeritus
In my own game I've house ruled that whenever someone Smites Good they do VILE damage.

Unfortunately, good folks don't get the opposite benefit. ;)
 

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