PRC: The Dark Lord

Mr. T

First Post
Comments Wanted

While the black guards fulfill the “combat” branch of evil armies, it is the dark lord that sees those armies exist. Armed with a bewildering array of Spells, spell like abilities and the like, dark lords can prove a to be devastating weapon with out any armament. The sight of enemy forces fleeing in confusion, fighting each other ferociously or suffering a similar fate is a trademark ability of the dark lord. Indeed, tales tell of entire kingdoms being pushed into utter chaos by the work of a single dark lord…

Requirements
To qualify to become a dark lord, a character must fulfill all of the following criteria.
Alignment: Lawful Evil.
Base Attack Bonus: +4.
Feats: Any two metamagic or item creation feats.
Skills: Bluff 2 ranks, Diplomacy 2 ranks, Intimidate 10 ranks and Sense Motive 8 ranks.
Spells: Able to cast 4th divine spells, including Magic circle against good.
Domains: Evil or tyranny (if complete warrior is used).

Game Rule Information
Dark lords have the following game statistics.
Base Attack Bonus: Average (as assassin).
Hit Die: d6.
Saving Throws:
Good Fortitude and Will / Poor Reflex.
Class Skills: Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana), (religion) or (nobility and royalty) (Int), Sense Motive (Wis) And Spellcraft (Int). Skill Points At Each Level: 4+Intelligince Modifier.

Class Features
All of the following are class features of the dark lord.
Weapon and Armor Proficiencies: Dark Lords gain no additional weapon or armor proficiencies.

1. Detect good, aura of evil, spell Resistance
2. Spread Discord 1/day
3. Dark blessing
4. Spread Discord 2/day
5. Aura of fear 1/day
6. Spread Discord 3/day
7. Command Evil
8. Spread Discord 4/day
9. Aura of fear 2/day
10. Mass spread Discord 5/day


Detect Good [1st]: As Black guard ability.

Aura of Evil [1st]: As Black guard ability.

Spell Resistance [1st]: The dark lord gains Spell resistance equal to 10+his current level against all spells cast by a good-aligned caster.


Spread Discord [2nd/4th/6th/8th/10th]: One target with-in line of sight to the dark lord must make a Will save DC 10+the dark lords level+ the dark lords Cha modifier. If the target fails it save, it immediately becomes filled with chaotic evil energy (disaccorded) and goes on a rampage, attacking the biggest living target in range. If there are no opportune targets available or the disaccorded has killed all targets in range, the target must move to the next closet, largest target and attack to the best of his/her ability.
At 10th level, all targets with in 60ft must make a Will Save or be “disaccorded”.
This affect lasts 1 round per level of dark lord+ the dark lords Cha mod.

Dark Blessing [3rd]: As Black guard ability.

Aura of Fear [5th]: Once per day, all opponents with in 60ft of the dark lord take a penalty on all d20 rolls equal to the dark lord’s level + the dark lord’s Cha modifier. A successful Will save against DC 10+1/2 the dark lord level + the dark lords Cha mod halves the penalty. At 9th level, the dark lord can use this ability twice per day. These Penaltys last 1 round per dark lords level.

Turn Good [7th]: This ability functions the same as turning undead, except it applies to all creatures of the good alignment (the dark lord can not however, destroy good). The dark lord can turn good once a day as full action that provokes a AoO.
 

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Ok, looks pretty decent, below are a some comments:

Spellcasting: Change highest required spell level to 3rd, which is the spell level for magic circle against good

Spread Discord [2nd/4th/6th/8th/10th]: This is fine, however instead automatically coverting all discord to Mass Spread Discord at 10th level, change it so that the Dark Lord must expend 1 additional daily use of this power to use the area effect version. Also, you may want to consider reducing the area of effect to 30' or 40'

Aura of Fear [5th]: Ditch this and give them the frightful presence ability

Turn Good [7th]: Make this ability 3/day + Cha modifier like normal turning. Also, since this reads like it targets only creatures with the (Good) subtype, i.e. outsiders, if you double their HD with a successful turning check you may want to have the ability banish the affected creatures.
 


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