D&D 3E/3.5 BoVD 3.5e: Hellbound!

Nifft

Penguin Herder
Disciple of Asmodeus

Role: Spellcasting Leader

Prerequisites:
Alignment: Lawful Evil
Skill Ranks: Bluff 4+, Diplomacy 4+, Sense Motive 4+, Knowlege(Arcana) 8+
Feats: Infernal Disciple, Evil Brand, Leadership
Spellcasting: Must be able to cast 3rd level spells as a Cleric, Wizard or Sorcerer.
Special: Must sacrifice an intelligent, good, living being of noble birth or otherwise involved in governance at a high level (e.g.: an elected official, like a vice president, is just fine).

Benefits:
HD: d6
BAB: 3/4 (as Cleric)
Good Save: Will
Skill Points: 4 + Int bonus
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowlege (any) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).


Code:
[u]Level   BAB	Fort	Ref	Will	Spellcasting	Special Abilities[/u]
1	+0	+0	+0	+2	--		Charm, Infernal Familiar
2	+1	+0	+0	+3	+1 Level	Tyrant +1
3	+2	+1	+1	+3	+1 Level	Aura of Despair
4	+3	+1	+1	+4	+1 Level	Willbreaker +1
5	+3	+1	+1	+4	+1 Level	Tyrant +2
6	+4	+2	+2	+5	--		Dominate, Infernal Bargain
7	+5	+2	+2	+5	+1 Level	Willbreaker +2
8	+6	+2	+2	+6	+1 Level	Tyrant +3
9	+6	+3	+3	+6	+1 Level	Aura of Command
10      +7	+3	+3	+7	+1 Level	Willbreaker +3, Dreadmaster

Special Abilities:
  • Charm: You gain access to the spell Charm Person. What this means depends on your previous spellcasting class:
    - Cleric: You gain Charm Person as a 1st level Cleric spell.
    - Sorcerer: You gain Charm Person as a bonus 1st level spell known. If you already know Charm Person, you may use your class ability to trade out your previous Charm Person for any other 1st level spell. You cannot trade out this bonus Charm Person.
    - Wizard: You may spontaneously convert prepared 1st level spells into Charm Person.
  • Infernal Familiar: You may summon a familiar, chosen from the standard list or an Imp, Spinnagon or Hell Hound. Disciple levels stack with Wizard and/or Sorcerer levels to determine the power level of your familiar. You may still only have one familiar at a time. If you choose your new familiar from the standard list, it gains the Fiendish template.
  • Tyrant (Su): Any creature that is unconditionally under the Disciple's command, such as a dominated or summoned monster, gains the indicated bonus to its attack & damage rolls.
  • Aura of Despair (Su): The disciple radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. This effect stacks with the Blackguard's Aura of Despair.
  • Willbreaker (Su): Any spell with the [Charm] or [Compulsion] descriptor cast by the disciple gains the indicated bonus to its will DC.
  • Dominate: You gain access to the spell Dominate Person. What this means depends on your previous spellcasting class:
    - Cleric: You gain Dominate Person as a 5th level Cleric spell.
    - Sorcerer: You gain Dominate Person as a bonus 5th level spell known. If you already know Dominate Person, you may use your class ability to trade out your previous Dominate Person for any other 1st level spell. You cannot trade out this bonus Dominate Person.
    - Wizard: You may spontaneously convert prepared 5th level spells into Dominate Person.
  • Infernal Bargain (Su): Once per week, the Disciple may call upon his Infernal Master's reputation when bargaining with devils. The Disciple may safely call a devil (using any planar binding or planar ally spell at his disposal), and assign it a task without paying any monetary or XP cost normally associated with such transactions. At 10th level, the Disciple may use this power 2/week.
  • Aura of Command (Su): The Disciple generates an aura that extends 5 ft. per point of Charisma bonus (minimum 10 ft.). All allies within this aura gain a +1 morale bonus on attack rolls, and a +1 morale bonus to saves against fear. Furthermore, the aura grants the Disciple a +4 Circumstance bonus on all Intimidate checks, and Diplomacy checks when dealing with evil creatures.
  • Dreadmaster: The Disciple gains +2 Int, +2 Wis and +2 Cha. Each bonus is treated as though gained by increase in level.

-- N
 

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Beholder Bob

First Post
Nifft (The dreaded herder of Penguins) ,

I have to agree that the Disciple of Memphistopheles is too much. The prior version did get a 4d6 flame ray, but the spell you are using gives him multiple rays at once. Perhaps take it along the feats you suggested earlier, have him take stat damage to use the heavier stuff (say, 1 cha for flame ray, 2 for fireball,....yada yada). The other prestige classes you offer are much more balanced - and IMO all classes should be balanced. If I want to overpower a bad guy, I'll give him extra levels. By using overpowered prestige classes, it looks (by CR) to be a balanced fight, but that extra power boost can be lethal. I'm looking forward to further installments, and will switch my allegiance (come over to the dark side), once you get to my favorite dark lord.... ;)
 

Argent Silvermage

First Post
Nifft! How could you link these horrid things to the Meepo Thread. People ned to stop giving my DM ideas. really... Honest.... I'm tired of being eaten whole.
 

Nifft

Penguin Herder
Beholder Bob said:
I have to agree that the Disciple of Memphistopheles is too much. The prior version did get a 4d6 flame ray, but the spell you are using gives him multiple rays at once.

The original BoVD D.Meph gave "Hellfire Blast", a Supernatural (!!!) ability which did 4d6 Hellfire damage (!!!) at will! This means: bypasses SR! no Concenration check, no AoO! harms EVERYTHING, since Hellfire ignores Fire Resistance!

I nerfed the Baator out of that 3rd level ability! C'mon, people, read the fine print!

Now, as for those other powers, the Caster Level is very low (equal to the Disciple level, NOT the character level), so any SR is really going to ruin his fun. (The BoVD D.Meph's powers all clock in at CL 15, so again -- I am the force of nerf.)

Finally, compare the fire output of the Adult Red Dragon (min CR 15) to the 10th level Disciple of Meph (min CR 16): Breath Weapon 12d10 (50 ft. cone) every 1d4 rounds vs. Fireball 10d6 (20 ft. radius) every round. Like the D.Meph, the Adult Red Dragon has a decent BAB (+22 vs. the D.Meph's +16), but the Dragon has better saves, natural flight, natural armor, casts as a 7th level Sorcerer, and it's a Huge freekin' Dragon!

So no, I don't find Fireball at will unbalanced for a 16th level guy. However, I'm more than willing to put in bigger powers at a more limited number of uses...

Replacement Powers:
7th Level: Wall of Fire 3/day, caster level 15
8th Level: Fire Shield 5/day, caster level 15
9th Level: Fire Storm 3/day, caster level 15

-- N
 

Nifft

Penguin Herder
Argent Silvermage said:
Nifft! How could you link these horrid things to the Meepo Thread. People ned to stop giving my DM ideas. really... Honest.... I'm tired of being eaten whole.

You should thank me! None of these PrCs grant a bite attack! :p

-- N
 

Nifft

Penguin Herder
Disciple of Baalzebul

Role: Evil Bard/Thief (NOTE: IMC, Bards and Druids are not alignment-restricted.)

Prerequisites:
Alignment: Any Evil
Skill Ranks: Bluff 8+, Diplomacy 8+, Sense Motive 8+, Perform (any) 8+
Feats: Infernal Disciple, Verminfriend
Special: The Disciple must ritually sacrifice an intelligent, good, living being in its own home or lair.

Benefits:
HD: d6
BAB: 3/4 (as Bard)
Good Saves: Reflex, Will
Skill Points: 6 + Int bonus
Class Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).


Code:
[u]Level   BAB	Fort	Ref	Will	Spellcasting	Special Abilities[/u]
1	+0	+0	+2	+2	--		Sneak Attack +1d6, Liar
2	+1	+0	+3	+3	+1 Lev Bard	[i]Flyswarm[/i]
3	+2	+1	+3	+3	+1 Lev Bard	Cloak of Vermin, Charisma +1
4	+3	+1	+4	+4	--		SA +2d6, Direct Swarm
5	+3	+1	+4	+4	+1 Lev Bard	Quicken [i]Flyswarm[/i]
6	+4	+2	+5	+5	+1 Lev Bard	[i]Suggestion[/i], Charisma +1
7	+5	+2	+5	+5	--		SA +3d6, Fly Eyes
8	+6	+2	+6	+6	+1 Lev Bard	Black Flies of Hell
9	+6	+3	+6	+6	+1 Lev Bard	[i]Glibness[/i], Charisma +2
10      +7	+3	+7	+7	--		SA +4d6, Discorporate

Special Abilities:
  • Sneak Attack (Ex): As the Rogue class ability.
  • 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.
  • Flyswarm (Sp): Once per day per Diciple level, the Disciple may cast a special version of the Summon Swarm spell (caster level 10 + Disciple level), except that he may only summon biting flies.
  • Cloak of Vermin (Ex): The Disciple will never be attacked by a swarm of vermin, his own or someone else's, and may pass through such swarms at full speed. He need never make concentration checks within such swarms. Furthermore, any swarming vermin in the Disciple's square provide him with partial concealment (20% miss chance).
  • Charisma: This bonus is treated as though gained by increase in level.
  • Direct Swarm (Su): As a move-equivalent action, the Disciple may direct the action of a single swarm that he has summoned.
  • Quicken Flyswarm: 3/day, as though the Disciple had the Quicken Spell-Like Ability Feat. This only applies to normal fly swarms, not infernal black fly swarms.
  • Suggestion (Sp or Special): The Disciple either gains Suggestion as a spell-like ability usable 1/day, or gains Suggestion as a bonus Bard spell known. The Disciple may change which version of this ability he will receive for the next day at midnight.
  • Fly Eyes (Su): The Disciple can see glimpses from the thousands of eyes in a fly swarm. He is not considered flanked if he or one of his flankers is within a fly swarm.
  • Black Files of Hell: When using his Flyswarm ability, the Disciple may summon an Infernal Black Fly Swarm instead. Even though the Infernal Black Flies are Fine Magical Beasts, they are treated as Vermin for the Disciple's Cloak of Vermin ability.
  • Glibness (Sp or Special): As Suggestion above, the Disciple either receives Glibness 1/day as a spell-like ability, or as a bonus spell known.
  • Discorporate (Su): When reduced to 0 or less HP, the Disciple's body bursts into ten thousand normal flies (one swarm of flies), and attempts to escape as a swarm. If the swarm escapes with at least 1 hp and finds a dark, damp place where it can remain undisturbed for at least one hour, it will re-corporate as the Disciple.



New Monsters

FLY SWARM
Fine Vermin (Swarm)
Hit Dice: 3d8-6 (7 hp)
Initiative: +4
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +2/
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Immune to weapon damage, swarm traits, vermin traits
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 1, Dex 19, Con 8, Int --, Wis 10, Cha 2
Skills: Climb +12, Spot +4, Listen +4
Feats: Weapon FinesseB
Environment: Underground
Organization: Solitary, tangle (2 4 swarms), or colony (7 12 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment:

A fly swarm is a cloud of around ten thousand winged vermin that bites and annoyingly buzzes at any creatures in its path.

Combat:

A fly swarm surrounds and attacks any living or dead meat it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Drone (Ex): If flying -- which is nearly always -- the Distraction DC increases by +2. This is factored into the listed DC (below).

Distraction (Ex): Any living creature that begins its turn with a fly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: A fly swarm has a +4 racial bonus on Listen and Spot checks.


INFERNAL BLACK FLY SWARM
Diminutive Magical Beast (Extraplanar, Evil, Swarm)
Hit Dice: 12d10+27 (93 hp)
Initiative: +10
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +12/
Attack: Swarm (3d6 plus blindness)
Full Attack: Swarm (3d6 plus blindness)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, blindness
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits
Saves: Fort +10, Ref +14, Will +7
Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: Hide +19, Listen +10, Spot +10
Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness
Environment: Any evil-aligned plane
Organization: Solitary, fright (2-4 swarms), or terror (5-8 swarms)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful evil
Advancement: None
Level Adjustment:

A single infernal black fly resembles a thumb-sized normal fly, except its carapace is gleaming black, and its compound eyes are an iridescent yellow. In swarms, black flies form a collective hive mind intelligence with infernal cunning and bloodlust.

Combat
Like any swarm, a black fly swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. An infernal black fly swarm's attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.

Distraction (Ex): Any living creature that begins its turn with a black fly swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Blindness (Ex): This breed of fly has a penchant for eyes. Any sighted, living creature that takes damage must make a Reflex DC 18 to avoid being permanently blinded. The save DC is Constitution-based.

Hive Mind (Ex): Any black fly swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard black fly swarm) forms a hive mind, giving it an Intelligence of 6. When a black fly swarm is reduced below this hit point threshold, it becomes mindless.

-- N
 

Nifft

Penguin Herder
Gnoll Cultist of Yeenoghu


Requirements:
Type: Mammalian Humanoid
BAB: +2
Language: Abyssal
Feats: Demonic Thrall, Evil Brand
Special: Must worship the Demon-Prince Yennoghu and complete the Beast Ritual


Gnoll Cultist PrC
HD: d8
BAB: Full (as Fighter)
Good Save: Fortitude / Bad Saves: Reflex, Will
Skill Points: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis) and Swim (Str)


Code:
[u]Level   BAB   Fort	Ref	Will	Special Abilities[/u]
1	+1	+2	+0	+0	Beast Ritual, Bite, Natural Armor +1
2	+2	+3	+0	+0	Str +2, Claws, Darkvision 60 ft.
3	+3	+3	+1	+1	Natural Armor +2, Dark Blessing
4	+4	+4	+1	+1	Dex +2, Str +2
5	+5	+4	+1	+1	Natural Armor +3
6	+6	+5	+2	+2	Con +2, Dark Blessing
7	+7	+5	+2	+2	Natural Armor +4
8	+8	+6	+2	+2	Darkest Blessing

Special Abilities:
  • Beast Ritual: This ritual initiates the celebrant into the inner ring of Yennoghu's cult. To perform the ritual, the celebrant must partake of a human (or demi-human) sacrifice, eating the victim's living flesh while a Glabrezu watches. The ritual costs the celebrant 2 points of Intelligence and 2 points of Charisma, and the celebrant gains the [Evil] and [Chaotic] descriptors. Furthermore, the celebrant's type changes to Monstrous Humanoid, and it becomes sterile. Finally, its visage becomes visibly beastial, and it can no longer be recognized as its original race.
  • Ability Modification: These are treated as though gained through level advancement.
  • Natural Armor (Ex): The character gains the indicated bonus in addition to whatever racial Natural Armor it had before becoming a Gnoll.
  • Bite (Ex): The Gnoll gains a bite attack which deals 1d6 + (Str x 1.5) damage. This attack is treated as the primary natural weapon.
  • Claws (Ex): The Gnoll gains claw attacks which deal 1d4+Str damage. These are treated as secondary natural weapons. Most Gnolls fight with weapons if they have a choice.
  • Darkvision (Ex): As the Darkvision ability.
  • Dark Blessing: The Gnoll chooses from the following list of abilities, granted by Yennoghu:
    * Bonus Feat (Ex): Power Attack, Cleave, Great Cleave, Improved Natural Attack, Improved Natural Armor, Multiattack, Run, Endurance, Track.
    * Abyssal Luck (Su): +2 Luck bonus to all saves.
    * Deathbringer (Sp): the Gnoll may cast Death Knell 3/day
    * Jaws of the Abyss (Su): the Gnoll's natural attacks are treated as magical for the purpose of penetrating damage reduction.
  • Darkest Blessing: The Gnoll chooses from the following list of abilities, granted by Yennoghu:
    * Abyssal Might (Su): the Gnoll gains a permanent +4 Enhancement bonus to Strength. This may be suppressed by a Dispel Magic (caster level = character level) for 2d6 minutes.
    * Jaws of Blood (Su): the Gnoll's bite attack gains the Wounding special ability.
    * Jaws of Despair (Su): the Gnoll's bite attack gains the Unholy special ability.
    * Jaws of Terror (Su): the Gnoll's bite attack gains three Bane special abilities.
    * Abyssal Hound (Su): the Gnoll may summon a Howler for one hour per day with a 50% chance of success.
    * Abyssal Flesh (Su): the Gnoll gains damage reduction 5/good.

-- N
 

Nifft

Penguin Herder
Drider Cultist of Lolth


Requirements:
Type: Medium-sized Humanoid
Feats: Demonic Thrall, Verminfriend
Spellcasting: Must be able to cast 2nd level spells as a Cleric, Wizard or Sorcerer, OR able to manifest 2nd level powers as a Psion
Language: Abyssal
Special: Must worship the Demon-Princess Lolth and complete the Spider Ritual


Drider Cultist PrC
HD: d8
BAB: 3/4 (as Cleric)
Good Save: Will / Bad Saves: Fort, Reflex
Skill Points: 4 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Any) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).


Code:
[u]Level   BAB   Fort	Ref	Will	Spellcasting	Special Abilities[/u]
1	+0	+0	+0	+2	+1 Level	Spider Ritual, Bite, 
							Dex +2, Natural Armor +1
2	+1	+0	+0	+3	--		Int +2, Wis +2, Cha +2, 
							Natural Armor +2
3	+2	+1	+1	+3	+1 Level	Dex +2, Natural Armor +4, 
							Poison Bite, Darkvision 60 ft.
4	+3	+1	+1	+4	--		Int +2, Wis +2, Cha +2, 
							Drider Transformation

Special Abilities:
  • Spellcasting: The Drider continues to gain power as one kind of spellcaster or psion which it used to qualify for the PrC.
  • Spider Ritual: This ritual initiates the celebrant into the inner ring of Lolth's cult. To perform the ritual, the celebrant must partake of a human (or demi-human) sacrifice, drinking the victim's fresh warm blood while a Glabrezu (or higher demon) watches. The ritual costs the celebrant 4 points of Strength, and the celebrant gains the [Evil] and [Chaotic] descriptors. Furthermore, the celebrant's type changes to Aberration, and it becomes sterile. Finally, its visage becomes visibly arachnid, and it can no longer pass for its original race.
  • Ability Modification: These are treated as though gained through level advancement.
  • Natural Armor (Ex): The character gains the indicated bonus in addition to whatever racial Natural Armor it had before becoming a Drider.
  • Bite (Ex): The Drider gains a bite attack which deals 1d4 + (Str x 1.5) damage. This attack is treated as the primary natural weapon.
  • Poison Bite (Ex): Injury, Fort DC (10 + 1/2 HD + Con bonus), initial and secondary damage 1d6 Str.
  • Darkvision (Ex): As the Darkvision ability.
  • Drider Transformation: The Drider's body changes into the form associated with its cult, that of a humanoid torso attached to a spider's body. The Drider becomes Large, gains a Climb speed equal to half its land speed, and gains a +4 bonus to opposed Trip checks due to its multiple legs. Its final modifications, counting the cost of the Spider Ritual, are: Str +4, Dex +2, Con +4, Int +4, Wis +4, Cha +4, AC -1, Attack -1, Natural Armor +6. Despite being Large, the Drider still only has 5 ft. natural reach.

-- N

NOTE: This class was problematic, because Driders are CR+1 (over HD) but LA+4. This PrC should be balanced as CR, but probably isn't for ECL. I think it's simpler to just not allow PCs to be Thralls to Lolth.
 

Nightfall

Sage of the Scarred Lands
No offense Nifft, this is good stuff. But isn't Lolth considered by D&D cannon/d20 to be a goddess now? I mean I'm sure it could be different else-where, but in Greyhawk and in the Realms, she's a goddess. Just pointing that out. Otherwise, nice class.
 

Nifft

Penguin Herder
Nightfall said:
No offense Nifft, this is good stuff. But isn't Lolth considered by D&D cannon/d20 to be a goddess now? I mean I'm sure it could be different else-where, but in Greyhawk and in the Realms, she's a goddess. Just pointing that out. Otherwise, nice class.

IMC, there are no evil gods. Arch-devils and demon-princes fill that niche. So, IMC, Lolth is both a demon-princess and an "evil god"... use the class as you like, it works no matter what kind of entity Lolth really is. She's certainly a big evil power in the Abyss, and these are Abyssal Thralls.

-- N
 

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