Inherently Evil Core Class

RisnDevil

First Post
So I was perusing my books that have core classes (PHB, MHB, OA, PHB) and I noticed that there is something missing from the core classses. I understand that the PHB states that you cannot start off with an evil character...but who listens to that rule anyways! So I pose a challenge to members of this forum (Who I highly respect)...design and inherently evil core class. There are no restrictions, other than it should be balanced with the other core classes, and it does not have to be a direct foil of the paladin. I do not have any evil characters in my campaign right now, but I just like to have options for my players (And myself!!!). Keep in mind, this is for a core class, which means that it needs saves, BAB, HD, to all go to level 20. I hope to see some good submissions.
 

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Check out one of the recent Dragon magazines. They detail antipaladin core classes.

The only inherently good core classes are paladins and clerics of good gods. The contrast to the cleric is simply a cleric of an evil god. Dragon does a nice job of providing a contrast to the paladin.

There were also inherently evil races either in Dragon 300 or BoVD you might be interested in checking out if you are looking for "evil" types.
 

Gaiden said:
Check out one of the recent Dragon magazines. They detail antipaladin core classes.

The only inherently good core classes are paladins and clerics of good gods. The contrast to the cleric is simply a cleric of an evil god. Dragon does a nice job of providing a contrast to the paladin.

There were also inherently evil races either in Dragon 300 or BoVD you might be interested in checking out if you are looking for "evil" types.

FWIW, "The Complete Warrior" offers the Hexblade core class (neutral or evil only). I miss having the evil only assassin from 1e as a core class, however.
 
Last edited:


Hm... I was thinking that Rogues are pretty much that class. Backstab, stealthy spies, pickpockets, trap setting, etc... no honor there whatsoever. How many thieves are there with heart of gold?
 

Assassin of the Hell God (AHG)

Prerequisites:
Alignment: any Evil
HD: d6
BAB: 3/4 (as Rogue)
Good Saves: Fortitude, Reflex / Bad Save: Will
Skill Points: 2 + Int bonus
Class Skills: Balance (Dex), Climb (Str), Craft (Int), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowlege (Religion, Planes) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Weapons and Armor: Assassins of the Hell God are proficient with light armor and shields, and with all simple weapons. They are also proficient with Hand Crossbows, Saps, Shuriken, Spiked Chains, and Whips.


Code:
[u]
Level   BAB   Fort	Ref	Will	Special Abilities[/u]
 1	+0	+2	+2	+0	Dark Patron, Aura of Evil, 
					Sneak Attack +1d6
 2	+1	+3	+3	+0	Minor Dark Gift
 3	+2	+3	+3	+1	Sneak Attack +2d6
 4	+3	+4	+4	+1	Minor Dark Gift
 5	+3	+4	+4	+1	Sneak Attack +3d6
 6	+4	+5	+5	+2	Minor Dark Gift
 7	+5	+5	+5	+2	Sneak Attack +4d6
 8	+6	+6	+6	+2	Dark Gift
 9	+6	+6	+6	+3	Sneak Attack +5d6
10      +7	+7	+7	+3	Dark Gift
11      +8	+7	+7	+3	Sneak Attack +6d6
12      +9	+8	+8	+4	Dark Gift
13      +9	+8	+8	+4	Sneak Attack +7d6
14      +10	+9	+9	+4	Dark Gift
15      +11	+9	+9	+5	Sneak Attack +8d6
16      +12	+10	+10	+5	Aspect of Hell
17      +12	+10	+10	+5	Sneak Attack +9d6
18      +13	+11	+11	+6	Aspect of Hell
19      +14	+11	+11	+6	Sneak Attack +10d6
20      +15	+12	+12	+6	Infernal Agent

Special Abilities:
  • Dark Patron: The Assassin swears fealty to the Insane Hell God, forswearing all other Powers. He may never take levels of Paladin or Druid. At the DM's option, he may convert previously acquired levels of Paladin or Druid directly into levels of Assassin.
  • Aura of Evil (Su): The Assassin detects as [Evil]. Furthermore, the aura surrounding the Assassin grants a +2 bonus on all Intimidate checks, but causes a -4 penalty on Diplomacy checks against Good targets.
  • Sneak Attack: As the Rogue class ability (and it stacks with other sources of Sneak Attack).
  • Minor Dark Gift: The Hell God grants the Assassin a minor boon, chosen from the following list:
    - Evasion
    - Uncanny Dodge
    - Poison Use (as Blackguard class ability)
    - Bonus Feat chosen from the following list: Combat Reflexes, Dodge (Mobility, Spring Attack), Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Weapon Finesse, Weapon Focus.
  • Dark Gift: The Hell God grants the Assassin a boon, chosen from the following list:
    - Death Attack (as core Assassin class ability)
    - Immunity to Poison
    - Improved Evasion
    - Improved Uncanny Dodge
    - Smite Good +1/day (as Blackguard class ability) -- this Gift may be taken multiple times
    - Luck of Fiends (Su): +2 Luck bonus on all saving throws
    - Eyes of the Beast (Su): Darkvision 120 ft.
    - Hell's Comfort (Ex): Acid, Cold & Fire Resistance 10
  • Aspect of Hell: The Hell God grants the Assassin a mighty boon, chosen from the following list:
    - Infernal Wound (Su): Melee damage delt by an Assassin causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by an Assassin's melee attack must succeed on a caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the Assassin, not of the weapon. The Heal & caster level check DC is 10 + 1/2 Assassin level + Con bonus.
    - Fear Aura (Su): Assassins can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a Will save or be affected as though by a fear spell (caster level = Assassin level). A creature that successfully saves cannot be affected again by the same Assassin's aura for 24 hours. Devils are immune to the aura. The save DC is 10 + 1/2 Assassin level + Cha bonus.
    - Invisible in Light (Su): The Assassin becomes invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
    - Eyes of the Pit (Su): The Assassin can see perfectly in darkness of any kind, even that created by a deeper darkness spell. (Note: this does NOT provide Darkvision.)
    - Regeneration (Ex): The Assassin takes normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. If the Assassin loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
  • Infernal Agent (Ex): The Assassin becomes an Outsider with the [Native] and [Evil] descriptors. He gains DR 10/Magic.

-- N
 

MarauderX said:
Hm... I was thinking that Rogues are pretty much that class. Backstab, stealthy spies, pickpockets, trap setting, etc... no honor there whatsoever. How many thieves are there with heart of gold?

Dishonorable and evil are very different things.

Plus, "honor" defined beyond keeping one's word has to do with a bunch of rules of chivalry which generally do nothing but get more people killed. Which is more good, allowing 5,000 people to die in a climatic battle to cut through the mind controlled army to get to the bad guy so you can kill him or sending in a well trained assassin so that only he dies.

One thing I like about the 3.x rogue is that it is NOT inherently a thief or assassin but it can be.

DC
 

First of all, it says that evil alignments are for monsters and npc's therefore meant for the dm only in chapter six, around the alignment desciption section.

Secondly, I knew of the "Alter Paladins" that dragon released, and did not like how it was a direct rip of the Paladin...I was looking for something original.

Thirdly, I did not know about the Hexblade, but since I do not have the book anyways (And since I am in the US Army currently stationed in Korea) it could be a while before I can get the book...

Lastly, I LOVE THAT CLASS!!!! With only a few minor changes (Just personal touch issues) it will be going into my campaign. Did you create it yourself, or get it from somewhere? If you got it elsewhere....where did you get it?
 

RisnDevil said:
Lastly, I LOVE THAT CLASS!!!! With only a few minor changes (Just personal touch issues) it will be going into my campaign. Did you create it yourself, or get it from somewhere? If you got it elsewhere....where did you get it?

Thanks! I just made it up, based on a combination of 1e Assassin nostalgia and powers drawn from some of the Devils in the Monster Manual.

I think it's got a juicy Evil feel to it. It's a good companion to Rogue, Fighter and Ranger levels, and it's a nice run-up into the Blackguard PrC.

-- N
 

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