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D&D 3E/3.5 BoVD 3.5e: Hellbound!

Dog Moon

Adventurer
Originally posted by Nifft
It's intended for non-PC monsters, so it's total HD -- base class, monster and PrC. It's wonky, but there are reasons, having to do with keeping a critter in line at high HD or low HD, whenever it chooses to start this PrC.

Ah, okay. Well, I added it to a Hydra, so it's definitely a non-PC monster. ;) I guess I'll make the proper modifications then cause I treated it as Class HD, so the DC is kinda low [And the fact that Hydra aren't the most Charismatic beings, though with a Bluff of +21, it could fool ya].
 

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Dog Moon

Adventurer
Originally posted by Nifft
Er... Hydrae can't advance by class levels, so you will miss this requirement:

Bah. Through Half-Fiend and my giving it 2 Int, it has an Int of 8, so I saw no reason not to give it the ability to take class levels. I gave it a level in Fighter and a level in Ranger [With Favored Enemy Human no less], so it could meet the prereqs of the class.

The great thing of being a DM and creating monsters is the ability to modify things from the normal to make them interesting. I figure if it has a high enough Int, it can take a Class if it wants to instead of simply advancing further in its own boring Monster HD.
 

Nifft

Penguin Herder
Dog_Moon2003 said:
Bah. Through Half-Fiend and my giving it 2 Int, it has an Int of 8, so I saw no reason not to give it the ability to take class levels. I gave it a level in Fighter and a level in Ranger [With Favored Enemy Human no less], so it could meet the prereqs of the class.

Ah! Yes, I forgot that the Half-Fiend template did not require a 3 Int, but did grant an Int bonus. Okay, never mind. :)

(I was wondering where all the skill ranks came from...)

-- N
 

Dog Moon

Adventurer
Originally posted by Nifft
Ah! Yes, I forgot that the Half-Fiend template did not require a 3 Int, but did grant an Int bonus. Okay, never mind.

Actually, Half-Fiend requires an Int of 4, which is why I gave it a two-point boost.
 

the Lorax

First Post
Nifft said:
I'm probably spending too much time on Arcanists, but let's face it: they make some of the best possible BBEGs. :)
Good work as usual N., I have a few comments on some of this, as a method of streamlining it. So I will attempt to "Shead light, not heat" and give some suggestions that would make it easier to use this.
Nifft said:
Mephitic Spray
...
A spray of choking smoke blasts from the caster's outstretched hand. Any creatures caught within must make a Fortitude save or be nauseated for 1d4 rounds, unless it is immune to poison.
Perhaps: "A spray of choking poisonous smoke blasts from the caster's outstretched hand. Any creatures caught within must make a Fortitude save or be nauseated for 1d4 rounds."
Nifft said:
Caina Hound
...
Aroth Hound
While these are both nice critters, wouldn't a Fiendish Winter Wolf do the trick without having to create a new monster?
Nifft said:
Disciple of Astaroth

Role: Specialist Arcanist (Poisoner)
I'd almost like to see a PrC that is more useful to Assassins and Bards than it is to Wizard/Sorcerer types. Yes I know that's a tall order.
Nifft said:
Prerequisites:
Benefits:
It would be nice to see some Diplomacy ranks rather than one of those spell casting feats, and a bit better skill selection.
Nifft said:
[*]Poison Focus (Su):
It would be nice to see this bonus apply to actual poisons also.
Nifft said:
[*]Hellfrost (Su):
This would probably be easier to apply to any [cold] spell.
Nifft said:
[*]Cainan Familiar:
A little convoluted for my taste, simply a limited Improved Familiar feat would be better.
Nifft said:
[*]Arcane Venom (Su):
Ok - WAY too involved, especially for use as a BBEG. I wouldn't appreciate having to have this chart handy and reference it all the time when using the villian. I suggest that Arcane Venom could be a specialized Metamagic Feat only availiable to the Disciple, perhaps like this:
Arcane Venom [Metamagic]
Benefit
This spell also gains a poisonous effect. Targets who are affected by this spell must also make a Fortitude save to avoid being Sickened (1 round per caster level) and taking 1 point of Int, Wis and Con damage.
An Arcane Venom spell uses up a spell slot one level higher than the spell’s actual level.
Nifft said:
[*]Caina's Breath (Su):
I know its a high level ability, but I think it would be cooler to base it off of the Archmages Arcane Fire, like this:
Caina's Breath (Su): The Disciple gains the ability to change arcane spell energy into a freezing, poisonous blast, manifesting it as a bolt of raw energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of Disciple) that deals 1d6 points of damage per class level of the Disciple plus 1d6 points of damage per level of the spell used to create the effect. This damage is Supernatural, half is considered cold, the other half poison.
 

Nifft

Penguin Herder
the Lorax said:
While these are both nice critters, wouldn't a Fiendish Winter Wolf do the trick without having to create a new monster?

Check the listing for Hell Hound. These two were even cheaper than template application. :)


the Lorax said:
I'd almost like to see a PrC that is more useful to Assassins and Bards than it is to Wizard/Sorcerer types. Yes I know that's a tall order.

That would require better poison rules than what the SRD provides. I suspect it would grow quite naturally from such rules.


the Lorax said:
Ok - WAY too involved, especially for use as a BBEG. I wouldn't appreciate having to have this chart handy and reference it all the time when using the villian.

It gives a bit more flexibility to Corrupt metamagic, which I like. I'd suggest that a BBEG would take ONE type of ability damage and write that next to each spell level for which he has Corrupt spells prepared (or available). If he throws around a lot of Evocations, he'd probably target your Dex. If he wanted to subdue captives who were fighting his infernal minions, he might use Str damage. If he wanted to kill you, he'd use Con damage... etc. Pick one and stick with it.


the Lorax said:
I suggest that Arcane Venom could be a specialized Metamagic Feat only availiable to the Disciple, perhaps like this:
Arcane Venom [Metamagic]
Benefit
This spell also gains a poisonous effect. Targets who are affected by this spell must also make a Fortitude save to avoid being Sickened (1 round per caster level) and taking 1 point of Int, Wis and Con damage.
An Arcane Venom spell uses up a spell slot one level higher than the spell’s actual level.

So slow and magic missile can poison you? I just don't buy it. My version requires that you take damage, and most importantly it can't be put into a Wand for minions to use.

Also, I think it's important to have the poison strength (and damage) scale with spell level. That means I'm only going to be happy with a table of some sort. :)


the Lorax said:
I know its a high level ability, but I think it would be cooler to base it off of the Archmages Arcane Fire

Arcane Fire is indeed nifty, but I don't think it's an appropriate ability for a 10 level PrC. 10d6 damage from a cantrip? 11d6 of (Su) vs. magic missile, hmm... Over the top, IMHO.

Thanks for your feedback though! -- N
 

the Lorax

First Post
Nifft said:
Check the listing for Hell Hound. These two were even cheaper than template application. :)
I assumed without even looking that you simply made a cold version of Hellhound, maybe I just like Winter Wolves...
Nifft said:
It gives a bit more flexibility to Corrupt metamagic, which I like. I'd suggest that a BBEG would take ONE type of ability damage and write that next to each spell level for which he has Corrupt spells prepared (or available). If he throws around a lot of Evocations, he'd probably target your Dex. If he wanted to subdue captives who were fighting his infernal minions, he might use Str damage. If he wanted to kill you, he'd use Con damage... etc. Pick one and stick with it.
Eh...still not a fan of a big 'ol chart.
Nifft said:
So slow and magic missile can poison you? I just don't buy it. My version requires that you take damage, and most importantly it can't be put into a Wand for minions to use.
Well, even with your version, a Corrupt Magic Missle can poison you. Yeah its slow, but its likely to have immediate effects. The con loss is probably going to cause HP loss, and the Int and Wis loss is going to effect Spell DCs and Will saves. Perhaps is a free add on to Corrupt Metamagic. I like simple.
Nifft said:
Also, I think it's important to have the poison strength (and damage) scale with spell level. That means I'm only going to be happy with a table of some sort. :)
Fair enough.
Nifft said:
Arcane Fire is indeed nifty, but I don't think it's an appropriate ability for a 10 level PrC. 10d6 damage from a cantrip? 11d6 of (Su) vs. magic missile, hmm... Over the top, IMHO.

I though about it, but at least its:
a - half cold damage, plenty of resistances to that
b - half poison damage, plenty of immunities to that
c - not based upon a full caster character
d - makes a useful attack spell for Bard/Assassin based characters

and you could always

e - use d4's instead
f - limit the number of uses per day
g - make it 1d6 per 2 class levels

All just thoughts. :)
 

Evilhalfling

Adventurer
So the Mortal Thrall of Demegorgon saw play last this weekend :)
a 5th/3rd goblin wizard named Abandon - He and several friends of his repeatly ambushed the PCs in a city. He used extened darkvision to get the drop on them in one encounter and had his familiar controlling a silent image, used to conceal him, in another.
The reaction penalty for his familiar was played by a brief mention of a feeling of uneasyness to the LG character, and Abandon would curse everyother word when adressing him (but remain civil with neutral PCs. They found out he was a worshiper of DG - but not that he was anything other than a wizard.

They ended up turning the city authorities against him, killed one of his friends and stole his spellbooks. On charges of kidnapping a PC and trying to rig a city festival contest. (the kidnapping was true the rigging was accidental). He dimension doored out from under their noses and escaped.
When he returns, and he will, he will have dual casting as well. His group will show up again as 10th/11th level charaters, for at least one more fight.

I was also going to ask for advice on the spell maintance ability, as the only use he found was an illusion. I just remembered Summon Swarm... Any other suggestions (no evocations, 4th/5th level max.)
 
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Nifft

Penguin Herder
Here's all the Sorc/Wiz spells that have Duration: Concentration...

* Contact Other Plane
* Detect Magic
* Detect Secret Doors
* Detect Thoughts
* Detect Undead

* Gate
* Hypnotic Pattern
* Mage Hand
* Major Image
* Minor Image

* Mirage Arcana
* Mislead
* Rage
* Rainbow Pattern
* Scintillating Pattern

* Silent Image
* Summon Swarm
* Telekinesis
* Veil
* Wall of Fire

Some spells that aren't listed here have duration not linked to concentration, but require a move action to direct (e.g. flaming sphere). I can't find a way to get d20srd.org to list those nicely... but the one I can think of is an Evocation, so I'm not going to bother.

Cheers, -- N
 

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