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BoVD 3.5e: Hellbound!
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<blockquote data-quote="Nifft" data-source="post: 1384908" data-attributes="member: 6562"><p><strong>Disciple of Baalzebul</strong></p><p></p><p>Role: Evil Bard/Thief (NOTE: IMC, Bards and Druids are not alignment-restricted.)</p><p></p><p><u>Prerequisites:</u></p><p>Alignment: Any Evil</p><p>Skill Ranks: Bluff 8+, Diplomacy 8+, Sense Motive 8+, Perform (any) 8+</p><p>Feats: Infernal Disciple, Verminfriend</p><p>Special: The Disciple must ritually sacrifice an intelligent, good, living being in its own home or lair.</p><p></p><p><u>Benefits:</u></p><p>HD: d6</p><p>BAB: 3/4 (as Bard)</p><p>Good Saves: Reflex, Will</p><p>Skill Points: 6 + Int bonus</p><p>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).</p><p></p><p></p><p>[code]</p><p>[u]Level BAB Fort Ref Will Spellcasting Special Abilities[/u]</p><p>1 +0 +0 +2 +2 -- Sneak Attack +1d6, Liar</p><p>2 +1 +0 +3 +3 +1 Lev Bard [i]Flyswarm[/i]</p><p>3 +2 +1 +3 +3 +1 Lev Bard Cloak of Vermin, Charisma +1</p><p>4 +3 +1 +4 +4 -- SA +2d6, Direct Swarm</p><p>5 +3 +1 +4 +4 +1 Lev Bard Quicken [i]Flyswarm[/i]</p><p>6 +4 +2 +5 +5 +1 Lev Bard [i]Suggestion[/i], Charisma +1</p><p>7 +5 +2 +5 +5 -- SA +3d6, Fly Eyes</p><p>8 +6 +2 +6 +6 +1 Lev Bard Black Flies of Hell</p><p>9 +6 +3 +6 +6 +1 Lev Bard [i]Glibness[/i], Charisma +2</p><p>10 +7 +3 +7 +7 -- SA +4d6, Discorporate</p><p>[/code]</p><p></p><p><strong>Special Abilities</strong>:</p><ul> <li data-xf-list-type="ul"><strong>Sneak Attack</strong> (Ex): As the Rogue class ability.</li> <li data-xf-list-type="ul"><strong>Liar</strong> (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.</li> <li data-xf-list-type="ul"><strong>Flyswarm</strong> (Sp): Once per day per Diciple level, the Disciple may cast a special version of the <em>Summon Swarm</em> spell (caster level 10 + Disciple level), except that he may only summon biting flies.</li> <li data-xf-list-type="ul"><strong>Cloak of Vermin</strong> (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).</li> <li data-xf-list-type="ul"><strong>Charisma</strong>: This bonus is treated as though gained by increase in level.</li> <li data-xf-list-type="ul"><strong>Direct Swarm</strong> (Su): As a move-equivalent action, the Disciple may direct the action of a single swarm that he has summoned.</li> <li data-xf-list-type="ul"><strong>Quicken Flyswarm</strong>: 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.</li> <li data-xf-list-type="ul"><strong>Suggestion</strong> (Sp or Special): The Disciple either gains <em>Suggestion</em> 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.</li> <li data-xf-list-type="ul"><strong>Fly Eyes</strong> (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.</li> <li data-xf-list-type="ul"><strong>Black Files of Hell</strong>: When using his <em>Flyswarm</em> 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.</li> <li data-xf-list-type="ul"><strong>Glibness</strong> (Sp or Special): As Suggestion above, the Disciple either receives <em>Glibness</em> 1/day as a spell-like ability, or as a bonus spell known.</li> <li data-xf-list-type="ul"><strong>Discorporate</strong> (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.</li> </ul><p></p><p></p><p></p><p><strong>New Monsters</strong></p><p></p><p><span style="font-size: 12px">FLY SWARM</span></p><p>Fine Vermin (Swarm) </p><p>Hit Dice: 3d8-6 (7 hp)</p><p>Initiative: +4 </p><p>Speed: 5 ft. (1 square), fly 20 ft. (good)</p><p>Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18</p><p>Base Attack/Grapple: +2/ </p><p>Attack: Swarm (1d6)</p><p>Full Attack: Swarm (1d6)</p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Distraction</p><p>Special Qualities: Immune to weapon damage, swarm traits, vermin traits</p><p>Saves: Fort +3, Ref +5, Will +1</p><p>Abilities: Str 1, Dex 19, Con 8, Int --, Wis 10, Cha 2 </p><p>Skills: Climb +12, Spot +4, Listen +4</p><p>Feats: Weapon FinesseB </p><p>Environment: Underground </p><p>Organization: Solitary, tangle (2 4 swarms), or colony (7 12 swarms) </p><p>Challenge Rating: 1</p><p>Treasure: None </p><p>Alignment: Always neutral </p><p>Advancement: None </p><p>Level Adjustment: </p><p></p><p>A fly swarm is a cloud of around ten thousand winged vermin that bites and annoyingly buzzes at any creatures in its path. </p><p></p><p><span style="font-size: 10px">Combat:</span></p><p></p><p>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. </p><p></p><p>Drone (Ex): If flying -- which is nearly always -- the Distraction DC increases by +2. This is factored into the listed DC (below).</p><p></p><p>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. </p><p></p><p>Skills: A fly swarm has a +4 racial bonus on Listen and Spot checks.</p><p></p><p></p><p><span style="font-size: 12px">INFERNAL BLACK FLY SWARM</span></p><p>Diminutive Magical Beast (Extraplanar, Evil, Swarm) </p><p>Hit Dice: 12d10+27 (93 hp) </p><p>Initiative: +10 </p><p>Speed: 5 ft. (1 square), fly 40 ft. (good)</p><p>Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14 </p><p>Base Attack/Grapple: +12/ </p><p>Attack: Swarm (3d6 plus blindness) </p><p>Full Attack: Swarm (3d6 plus blindness) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Distraction, blindness</p><p>Special Qualities: Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits </p><p>Saves: Fort +10, Ref +14, Will +7 </p><p>Abilities: Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9 </p><p>Skills: Hide +19, Listen +10, Spot +10 </p><p>Feats: Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness </p><p>Environment: Any evil-aligned plane</p><p>Organization: Solitary, fright (2-4 swarms), or terror (5-8 swarms) </p><p>Challenge Rating: 8 </p><p>Treasure: None </p><p>Alignment: Always lawful evil </p><p>Advancement: None </p><p>Level Adjustment: </p><p></p><p>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. </p><p></p><p><span style="font-size: 10px">Combat</span></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1384908, member: 6562"] [b]Disciple of Baalzebul[/b] Role: Evil Bard/Thief (NOTE: IMC, Bards and Druids are not alignment-restricted.) [u]Prerequisites:[/u] 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. [u]Benefits:[/u] 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 [/code] [b]Special Abilities[/b]: [list] [*][b]Sneak Attack[/b] (Ex): As the Rogue class ability. [*][b]Liar[/b] (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. [*][b]Flyswarm[/b] (Sp): Once per day per Diciple level, the Disciple may cast a special version of the [i]Summon Swarm[/i] spell (caster level 10 + Disciple level), except that he may only summon biting flies. [*][b]Cloak of Vermin[/b] (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). [*][b]Charisma[/b]: This bonus is treated as though gained by increase in level. [*][b]Direct Swarm[/b] (Su): As a move-equivalent action, the Disciple may direct the action of a single swarm that he has summoned. [*][b]Quicken Flyswarm[/b]: 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. [*][b]Suggestion[/b] (Sp or Special): The Disciple either gains [i]Suggestion[/i] 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. [*][b]Fly Eyes[/b] (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. [*][b]Black Files of Hell[/b]: When using his [i]Flyswarm[/i] 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. [*][b]Glibness[/b] (Sp or Special): As Suggestion above, the Disciple either receives [i]Glibness[/i] 1/day as a spell-like ability, or as a bonus spell known. [*][b]Discorporate[/b] (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. [/list] [b]New Monsters[/b] [size=3]FLY SWARM[/size] 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. [size=2]Combat:[/size] 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. [size=3]INFERNAL BLACK FLY SWARM[/size] 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. [size=2]Combat[/size] 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 [/QUOTE]
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