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Since you made Palpatine, can you make Vitiate/Valkorion as well? I'm curious as to how his multiples bodies work
He is already in the program but not soon: I know Darth Vitiate thanks to a friend of mine who is a big fan of Star Wars but I don't know his skills / how they work in detail: I've never played those video games. In the future I will document better to create it but for now not knowing exactly how it works, I point towards a Hive mind.
 

Based on this old PC D&D 3.5 Homebrew: Reborn Necromancer

Reborn Necromancer

Lords of necromancy and with the ability to create and control immense amounts of undead, few can rival this spellcaster.

BECOMING A REBORN NECROMANCER

Hit Die: d8.

Requirement

To qualify to become a Reborn Necromancer, a character must fulfill all the following criteria.

ENTRY REQUIREMENTS

Feat: Command Undead, Spell Focus (Necromancy).

Skills: Heal 6 ranks, Knowledge (arcane) 6 ranks, Knowledge (religion) 6 ranks.

Spells: Able to cast animate dead as a spell or spell-like ability.

Special: If the character has the domains class feature, he must have access to one of the following domain or subdomain: Death, Necromancy (Animation; The Knotty-Works), Undead.

Class Skills

The Reborn Necromancer’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcane) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics, Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack
Bonus
Fort Save
Ref Save
Will Save
Special
Spells per day
1st​
+0​
+0​
+0​
+1​
Command Undead, Magic of the Unliving, Unholy Rebirth​
+1 level of existing class​
2nd​
+1​
+1​
+1​
+1​
Aura of Dread, Train Undead​
+1 level of existing class​
3rd​
+1​
+1​
+1​
+2​
Channel Resistance +2​
+1 level of existing class​
4th​
+2​
+1​
+1​
+2​
Eternal Balance, Master’s Call, Necromantic Prowess (+1)​
+1 level of existing class​
5th​
+2​
+2​
+2​
+3​
Captain of Undeath, Ritual Master​
+1 level of existing class​
6th​
+3​
+2​
+2​
+3​
Channel Resistance +4​
+1 level of existing class​
7th​
+3​
+2​
+2​
+4​
Undead Versatility​
+1 level of existing class​
8th​
+4​
+2​
+2​
+4​
Master’s Demand, Necromantic Prowess (+2)​
+1 level of existing class​
9th​
+4​
+3​
+3​
+5​
Channel Resistance +6​
+1 level of existing class​
10th​
+5​
+3​
+3​
+5​
Eyes of the Dark Lord, General of Undeath​
+1 level of existing class​
Class Features
All of the following are class features of the Reborn Necromancer.

Spellcasting
At the indicated levels, a Reborn Necromancer gains new spells per day as if he had also gained a level in a spellcasting class to which he belonged before taking the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a Reborn Necromancer, he must decide to which class he adds the new level for the purposes of determining spells per day.

Command Undead (Su)
Reborn necromancer class levels stack with levels of all other classes that grant the ability to channel energy and for the command undead feat (like cleric, undead master archetype, necromancy arcane school, atc.) for the purpose of determining the character’s effective cleric level for channel. For example, a 7th-level cleric/5th-level reborn necromancer channel energy as a 12th-level cleric.

Magic of the Unliving (Ex)
A reborn necromancer focuses on learning black magic, regardless of the source. He can learn and cast spells of the necromancy school from any spell list. If, however, the spell would normally be of the wrong type of magic (arcane/divine/occult), it can only be learned and cast on a spell level higher than it would normally be. Therefore, for example, a cleric reborn necromancer cannot cast 9th level arcane necromancy spells and vice versa.

Unholy Rebirth
Upon attaining the 1st level, a reborn necromancer strengthens his bond with a strong unholy power, such as the negative energy plane or an evil deity. This requires one hour of meditation for every level in other classes the reborn necromancer has, which may be interrupted or broken up in smaller pieces. When this rite of meditation has been completed, the reborn necromancer seals his chosen fate with a one-hour ritual ending at strike of midnight. The reborn necromancer gains the Necropolitan Template. A reborn necromancer whom was already undead upon attaining this level stands for a choice: he can retain his old undead race or template, or can change into a necropolitan.

Template Necropolitan (CR +0)


Alignment: Same as the base creature.

Size and Type: The creature's type changes to undead, and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, necropolitans use their Charisma modifier to determine bonus hit points (instead of Constitution).

Defensive Abilities: A necropolitan gains all the defensive abilities granted by the undead type.

Special Qualities: A necropolitan retains all the special qualities of the base creature and gains those described below.

Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control or command undead spell.

Channel Resistance (Ex): A necropolitan has +2 channel resistance, or increase any channel resistance by +2.

Abilities: Same as the base creature, except that as undead creatures, necropolitans have no Constitution score.

Aura of Dread (Su)
Unholy power grants the reborn necromancer strength, but there are drawbacks to this connection as well. From the 2nd level, reborn necromancers are surrounded by an aura of fear. Living creatures in this aura feel tendrils of despair in their minds. Creatures in the area are aware that something unnatural is nearby. The reborn necromancer has a penalty to Diplomacy checks but a bonus to Intimidate checks when used on living creatures equal to ½ the levels in the reborn necromancer prestige class. Animals do not willingly approach the reborn necromancer unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check (this count and work as unnatural aura). This aura projects over an area surrounding the reborn necromancer of 5 feet per reborn necromancer level.

Train Undead
At 2nd level, a reborn necromancer swiftly learns that mindless undead minions are useful in many ways, but hard to handle. He therefore learns how to train small tricks to them, as if they were animals. He can treat undead without an intelligence score as animals with an intelligence score of 1 for training purposes, except that instead of handle animal, a reborn necromancer uses knowledge (religion).

Channel Resistance (Ex)
At 3rd level, a reborn necromancer has gained immortality through the rite of unholy rebirth, but he can be defeated by warriors of deities. He trains to resist these attacks, and gains an unnamed bonus to his channel resistance equal to the number shown in the table.

Eternal Balance (Su)
At 4th level, a reborn necromancer interact with positive energy as a living creature (eg. cannot be damage with the use of channel positive energy against the undead and is cured with cure light wounds, heal and the use of channel positive energy for heal the living) and with negative energy as a undead.

Master’s Call (Su)
At 4th level, a reborn necromancer of can perform a greater command against undead in place of a regular command attempt. The greater command is like a normal command except that intelligente undead that are commanded with greater command gains a new save only once per week instead of every day. This ability is usable 1/week and costs four use of channel energy instead of one.

Necromantic Prowess (Su)
At 4th level, the reborn necromancer’s specialization in necromancy spells increases as he gains more power. He receives the indicated number as a bonus on the caster level and save DC’s of any necromancy spells he casts.

Captain of Undeath
At 5th level, a reborn necromancer can control more undead than other masters of the undead can. A reborn necromancer double the amount of undead HD controllable with animate dead and command undead feat. For example: if the reborn necromancer would normally be able to control 4 HD per caster level, he can now control 8 HD per caster level, and if he could control 11 HD of undead with command undead, he can now control 22 HD.

Ritual Master (Su)
At 5th level, some reborn necromancers think that blood contains power and others say it is the soul that is the real source of strength of any living being. Although they may never reach consensus on this subject, they agree on one thing: scarification unleashes power that can be used. You can sacrifice living creatures to empower the spells you know that create undead. The creature to be sacrificed must have at least half the amount of HD the undead to be created will have, or he will grant no power to a reborn necromancer. Sacrificing a creature during a spell or ritual that create an undead creature grants certain benefits. You may lower the amount of material the spell or ritual costs by 25 gp per HD sacrificed. The body of the creature that you are using for the creation of an undead does grant this power only if he’s killed during the casting of the spell or ritual (and has at least half the HD of the undead's that must be created). Sacrificed creatures have to die during the casting of the spell or ritual to empower it. You can sacrifice multiple creatures but the cost cannot lower than 0.

Undead Versatility
At 7th level, a reborn necromancer ignore caster level prerequisites for create specific undead with the create undead and create greater undead spells. A reborn necromancer can create any undead with a CR up to 11 with create undead, and up to his caster level with create greater undead. The GM decides any extra specific components for each undead (ex: thirty bodies of people starved for a Gashadokuro). A reborn necromancer can create undead based on template (like vampire, lich, dread ghoul, etc.) only if the undead final CR is equal or lower than his caster level. If the creation of the undead require particular components (like the phylactery of a lich), that components must be provided during the casting as an additional material and/or focus component.

Master’s Demand (Su)
At 8th level, a reborn necromancer can assert his will with easy. This ability functions like and replaces Master’s Call except that it requires only two channel use instead of four, and can be used 2/week.

Eyes of the Dark Lord (Su)
The amount of control the reborn necromancer has over his undead increases every day. At 10th level, he can look through the senses of any undead he is currently controlling. The undead must be within a radius of 1 mile per reborn necromancer prestige class level. Looking through the senses of an undead requires a full round action to start watching, and one swift to stop. While the reborn necromancer is in the undead’s mind, he leaves his own body in a sleep-like state. The reborn necromancer may look through the undead’s senses and he may use its mouth to speak, but no other actions may be taken.

General of Undeath
Reborn necromancers of this level can create enormous armies of crawling undead, and keep them all under his control. A reborn necromancer quadruple the amount of undead HD controllable with animate dead and command undead feat. For example: if the reborn necromancer would normally be able to control 4 HD per caster level, he can now control 16 HD per caster level, and if he could control 16 HD of undead with command undead, he can now control 32 HD. This replace and does not stack with captain of undead. He may also add half the modifier of the ability score he use to cast spells as a bonus to his caster level of the following spells: animate dead, command undead, create undead, create greater undead.
 

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Balor Paragon

Hit Die: d10.

Class Skills

The Balor Paragon’s class skills are Acrobatics (Dex), Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Knowledge (religion), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Ability Increased
1st​
+1​
+2​
+0​
+2​
Balor body, Fiend whip​
+1 Str​
2nd​
+2​
+3​
+0​
+3​
Demon, Flaming body​
+1 Con​
3rd​
+3​
+3​
+1​
+3​
Abyss Skin​
+1 Str​
4th​
+4​
+4​
+1​
+4​
Wings​
+1 Con​
5th​
+5​
+4​
+1​
+4​
Entangle, Growth​
+1 Str​
6th​
+6​
+5​
+2​
+5​
Dispel magic​
+1 Con​
7th​
+7​
+5​
+2​
+5​
Summon demon​
+1 Cha​
8th​
+8​
+6​
+2​
+6​
Executor​
+1 Str​
9th​
+9​
+6​
+3​
+6​
Telekinesis​
+1 Cha​
10th​
+10​
+7​
+3​
+7​
Teleport​
+1 Con​
11th​
+11​
+7​
+3​
+7​
True Seeing​
+1 Str​
12th​
+12​
+8​
+4​
+8​
Firestorm​
+1 Con​
13th​
+13​
+8​
+4​
+8​
Unholy Aura​
+1 Str​
14th​
+14​
+9​
+4​
+9​
Insanity​
+1 Con​
15th​
+15​
+9​
+5​
+9​
Power Word Stun​
+1 Str, +1 Cha​
16th​
+16​
+10​
+5​
+10​
Dominate Monster​
+1 Con​
17th​
+17​
+10​
+5​
+10​
Blasphemy​
+1 Str, +1 Cha​
18th​
+18​
+11​
+6​
+11​
Implosion​
+1 Con​
19th​
+19​
+11​
+6​
+11​
Executioner​
+1 Str, +1 Dex, +1 Con, +1 Cha​
20th​
+20​
+12​
+6​
+12​
Death Throes​
+1 Str, +1 Dex, +1 Con, +1 Cha​

Class Features
All of the following are class features of the Balor Paragon.

Weapon and Armor Proficiency
Balor paragons are proficient with all simple and martial weapons, the whip, and its natural weapons. Balor paragons are also proficient with light armor and shields (except tower shields).

Ability Score Increase
The balor gains +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 19, 20, +1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20, +1 Cha at levels 7, 9, 11, 13, 15, 17, 19, 20 and +1 Dex at levels 19 and 20.

Balor Body
At 1st level, the balor is a outsider (extraplanar) and has the following traits
  • darkvision 60 feets
  • low-light vision
  • medium sized
  • base land speed 40 ft.
  • 2 slam attacks which deal 1d8 + Str damage
  • unlike other outsiders, the balor can be brought back from the dead with raise dead and resurrection
  • the balor gains a natural armor bonus equal to its constitution modifier
  • The balor start the game speaking Abyssal and Common. A balor with high Intelligence scores can choose any languages it want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Fiend Whip (Ex)
The balor can, as a full-round acion, summon/dismiss a masterwork whip appropriate to his size. A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor or natural armor.

At 4 HD it summons/dismisses as a standard actin and the whip gains +1 enhancement bonus.

At 8 HD it summons/dismisses as a move action and the whip gains +2 enhancement bonus and the flaming property.

At 12 HD it summons/dismisses as a swift action and the whip can be further enchanted as a normal weapon, keeping it's properties when dismissed.

If this whip is destroyed, the fragments dissolve into abyssal flames, but the balor can summon a new whip with the same enchanted of the previous.

Demon (Ex)
At 2nd level, a balor gains resistance to electrecity and a bonus on saves against poison equal to his HD, and resistance to fire, acid and cold equal to half his HD. He gains also telepathy 40 feets plus 10 feets for each extra HD from here. Also he gains the chaotic, demon (without gaining any benefict from it unless stated in this class) and evil subtypes and his attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR. At 8th level the balor gains immunity to electricity, fire and poison.

Flaming body (Su)
At 2nd level, as a swift action, a balor can summon/dismiss flames around it's body. Anyone striking a balor with a melee natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one (and is adjacent to him) takes 1d6 points of fire damage per 2 HD each round the grapple persists.

Abyss Skin (Ex)
At 3rd level, a balor gains DR/cold iron ad good equal to half his HD and SR equal to 11+HD.

Wings (Ex)
At 4th level, a balor grows a pair of powerfull wings, wich can be used to fly at a speed of 5 feet per HD (with good maneuverability).

Entangle (Ex)
At 5th level, if a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.

Growth (Ex)
At 5th level, the balor grows one size category, gains +2 Str, -1 Dex and +2 Cos.

Balor SLAs (Sp)
At 6th level, the balor becomes able to use some SLAs (CL equal to HD)

Level
Spell-like Ability
6​
Dispel Magic* twice per day per HD​
9​
Telekinesis once per day per HD​
10​
Teleport** twice per day per HD​
11​
True Seeing constant​
12​
Firestorm once per day per 2 HD​
13​
Unholy Aura once per day per 3 HD​
14​
Insanity once per day per 3 HD​
15​
Power Word Stun once per day per 4 HD​
16​
Dominate Monster once per day per 3 HD​
17​
Blasphemy once per day per HD​
18​
Implosion once per day per 5 HD​
*at 11th level upgradet to greater dispel magic

**at 16th level upgraded to greater teleport

Summon Demon (Sp)
At 7th level, twice per day, the balor can summon reinforcments, depending on it's HD:

7 HD: 4d10 dretches

12 HD: 1d4 hezrous

14 HD: 1 glabrezu

16 HD: 1 nalfeshnee

18: 1 marilith

20: any 1 CR 19 or lower demon

Those demons serve for 1 hour and then disappear. This effect is equivalent to a spell of a level equal to half the balor’s HD and has a caster level equal to the balor’s HD and unlike common summon ability this has 100% probability of success. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability. No experience points are awarded for defeating summoned monsters.

Executor (Su)
At 8th level, as a swift action three times per day, the Balor can give the vorpal and flaming qualities to any slashing weapon it wields for 1 round per HD.

Executor (Su)
At 19th level, any slashing weapon a balor wields gains the vorpal and flaming weapon qualities. Weapons retain these qualities for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Death Throes (Su)
At 20th level, when killed, a balor explodes in a blinding flash of fire that deals 10 points of damage per HD (half fire, half unholy damage) to anything within 100 feet, a Reflex DC 10+ ½ HD + Con modifier halves.
 

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Balor Paragon

Hit Die: d10.

Class Skills

The Balor Paragon’s class skills are Acrobatics (Dex), Apprise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Knowledge (religion), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Ability Increased
1st​
+1​
+2​
+0​
+2​
Balor body, Fiend whip​
+1 Str​
2nd​
+2​
+3​
+0​
+3​
Demon, Flaming body​
+1 Con​
3rd​
+3​
+3​
+1​
+3​
Abyss Skin​
+1 Str​
4th​
+4​
+4​
+1​
+4​
Wings​
+1 Con​
5th​
+5​
+4​
+1​
+4​
Entangle, Growth​
+1 Str​
6th​
+6​
+5​
+2​
+5​
Dispel magic​
+1 Con​
7th​
+7​
+5​
+2​
+5​
Summon demon​
+1 Cha​
8th​
+8​
+6​
+2​
+6​
Executor​
+1 Str​
9th​
+9​
+6​
+3​
+6​
Telekinesis​
+1 Cha​
10th​
+10​
+7​
+3​
+7​
Teleport​
+1 Con​
11th​
+11​
+7​
+3​
+7​
True Seeing​
+1 Str​
12th​
+12​
+8​
+4​
+8​
Firestorm​
+1 Con​
13th​
+13​
+8​
+4​
+8​
Unholy Aura​
+1 Str​
14th​
+14​
+9​
+4​
+9​
Insanity​
+1 Con​
15th​
+15​
+9​
+5​
+9​
Power Word Stun​
+1 Str, +1 Cha​
16th​
+16​
+10​
+5​
+10​
Dominate Monster​
+1 Con​
17th​
+17​
+10​
+5​
+10​
Blasphemy​
+1 Str, +1 Cha​
18th​
+18​
+11​
+6​
+11​
Implosion​
+1 Con​
19th​
+19​
+11​
+6​
+11​
Executioner​
+1 Str, +1 Dex, +1 Con, +1 Cha​
20th​
+20​
+12​
+6​
+12​
Death Throes​
+1 Str, +1 Dex, +1 Con, +1 Cha​

Class Features
All of the following are class features of the Balor Paragon.

Weapon and Armor Proficiency
Balor paragons are proficient with all simple and martial weapons, the whip, and its natural weapons. Balor paragons are also proficient with light armor and shields (except tower shields).

Ability Score Increase
The balor gains +1 Str at levels 1, 3, 5, 8, 1, 13, 15, 17, 19, 20, +1 Con at levels 2, 4, 6, 10, 12, 14, 16, 18, 19, 20, +1 Cha at levels 7, 9, 11, 13, 15, 17, 19, 20 and +1 Dex at levels 19 and 20.

Balor Body
At 1st level, the balor is a outsider (extraplanar) and has the following traits
  • darkvision 60 feets
  • low-light vision
  • medium sized
  • base land speed 40 ft.
  • 2 slam attacks which deal 1d8 + Str damage
  • unlike other outsiders, the balor can be brought back from the dead with raise dead and resurrection
  • the balor gains a natural armor bonus equal to its constitution modifier
  • The balor start the game speaking Abyssal and Common. A balor with high Intelligence scores can choose any languages it want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Fiend Whip (Ex)
The balor can, as a full-round acion, summon/dismiss a masterwork whip appropriate to his size. A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe’s armor or natural armor.

At 4 HD it summons/dismisses as a standard actin and the whip gains +1 enhancement bonus.

At 8 HD it summons/dismisses as a move action and the whip gains +2 enhancement bonus and the flaming property.

At 12 HD it summons/dismisses as a swift action and the whip can be further enchanted as a normal weapon, keeping it's properties when dismissed.

If this whip is destroyed, the fragments dissolve into abyssal flames, but the balor can summon a new whip with the same enchanted of the previous.

Demon (Ex)
At 2nd level, a balor gains resistance to electrecity and a bonus on saves against poison equal to his HD, and resistance to fire, acid and cold equal to half his HD. He gains also telepathy 40 feets plus 10 feets for each extra HD from here. Also he gains the chaotic, demon (without gaining any benefict from it unless stated in this class) and evil subtypes and his attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR. At 8th level the balor gains immunity to electricity, fire and poison.

Flaming body (Su)
At 2nd level, as a swift action, a balor can summon/dismiss flames around it's body. Anyone striking a balor with a melee natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one (and is adjacent to him) takes 1d6 points of fire damage per 2 HD each round the grapple persists.

Abyss Skin (Ex)
At 3rd level, a balor gains DR/cold iron ad good equal to half his HD and SR equal to 11+HD.

Wings (Ex)
At 4th level, a balor grows a pair of powerfull wings, wich can be used to fly at a speed of 5 feet per HD (with good maneuverability).

Entangle (Ex)
At 5th level, if a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not.

Growth (Ex)
At 5th level, the balor grows one size category, gains +2 Str, -1 Dex and +2 Cos.

Balor SLAs (Sp)
At 6th level, the balor becomes able to use some SLAs (CL equal to HD)

Level
Spell-like Ability
6​
Dispel Magic* twice per day per HD​
9​
Telekinesis once per day per HD​
10​
Teleport** twice per day per HD​
11​
True Seeing constant​
12​
Firestorm once per day per 2 HD​
13​
Unholy Aura once per day per 3 HD​
14​
Insanity once per day per 3 HD​
15​
Power Word Stun once per day per 4 HD​
16​
Dominate Monster once per day per 3 HD​
17​
Blasphemy once per day per HD​
18​
Implosion once per day per 5 HD​
*at 11th level upgradet to greater dispel magic

**at 16th level upgraded to greater teleport

Summon Demon (Sp)
At 7th level, twice per day, the balor can summon reinforcments, depending on it's HD:

7 HD: 4d10 dretches

12 HD: 1d4 hezrous

14 HD: 1 glabrezu

16 HD: 1 nalfeshnee

18: 1 marilith

20: any 1 CR 19 or lower demon

Those demons serve for 1 hour and then disappear. This effect is equivalent to a spell of a level equal to half the balor’s HD and has a caster level equal to the balor’s HD and unlike common summon ability this has 100% probability of success. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability. No experience points are awarded for defeating summoned monsters.

Executor (Su)
At 8th level, as a swift action three times per day, the Balor can give the vorpal and flaming qualities to any slashing weapon it wields for 1 round per HD.

Executor (Su)
At 19th level, any slashing weapon a balor wields gains the vorpal and flaming weapon qualities. Weapons retain these qualities for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any.

Death Throes (Su)
At 20th level, when killed, a balor explodes in a blinding flash of fire that deals 10 points of damage per HD (half fire, half unholy damage) to anything within 100 feet, a Reflex DC 10+ ½ HD + Con modifier halves.
Nice! This is awesome
 

In the next days i will put some conversion I use in my campaing fron old work of this forum.
These use the 3.5 system and either because some abilities are not written well or because they no longer work in PF1 as before (like the polymorph effects) I reworked them for PF1. I have already posted one of the works (the Balor) and more will arrive in the next days.
 

Half-Fiend

Hit Die: d10.

Requirement

To qualify to become a Half-Fiend, a character must fulfill all the following criteria.

Must have an ancestor who was an outsider native to the lower planes

OR

Alignment: Any non-good.

Skills: Knowledge (planes) 8 ranks.

Special: Must drink fiend blood in a special ritual.

Class Skills

The Half-Fiend’s class skills are Bluff (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Fiendish Magic, Smite Good, Tainted Body​
2nd​
+2​
+0​
+3​
+3​
+1 Dex, Tainted Soul, Wings​
3rd​
+3​
+1​
+3​
+3​
+1 Str, +1 Int, Tainted Hide​

Class Features
All of the following are class features of the Half-Fiend.

Weapon and Armor Proficiency
Half-Fiends are proficient with all simple and martial weapons and its natural weapons. Half-Fiends are also proficient with light armor and shields (except tower shields).

Ability Score Increase
The half-fiend gains +1 Dex at 2nd level and +1 Str and +1 Int at 3rd level.

Fiendish Magic

A half-fiend gains spell-like abilities. They are all 1/day unless stated and casted at CL equal to the half-fiend character level.

Hit Dice
Spell-Like Ability
1–2​
Darkness 3/day​
3–4​
Desecrate​
5–6​
Unholy blight​
7–8​
Poison 3/day​
9–10​
Contagion​
11–12​
Blasphemy​
13–14​
Unholy aura 3/day, Unhallow​
15–16​
Horrid wilting​
17–18​
Summon monster IX (fiends only)​
19–20​
Destruction​

If they multiclasses for an arcane/divince class they can count its Half-fiend levels as levels of that class for purposes of CL and for the purposes of learning new spells and geting new spell slots. So for example, a half-fiend 3 who took 1 level of sorcerer could choose to have CL 4, get 1 1st level spell slots, 3 2nd level spell slot, 1 2nd level spell known and 1 0th level spell known. It wouldn't get the spell knowns and spell slots of a sorcerer 3 however.

Tainted Body (Ex)
The creature’s type changes to outsider (native) and gains darkvision 60 ft.

The half-fiend gains two claw attacks dealing 1d4+Str damage each and a bite secondary attack dealing 1d6+ ½ Str damage. Those are the values for a medium sized half-fiend, and should be adjusted to half-fiends of other size by the standard die size changes.

The half-fiend also gains a +1 bonus to natural armor and immunity to poison. The half-fiend grow a tail and gains the prehensile tail racial trait of the tiefling.

Smite Good (Su)
A number of times per day equal to 1 plus 1/5 HD, as a swift action, the half-fiend can smite good as the smite good ability of an antipaladin of the same level as the half-fiend’s Hit Dice. The smite persists until target is dead or the half-fiend rests.

Tainted Soul (Su)
At 2nd level, a half-fiend gains spell resistance equal to 11+HD. This increase to 15+HD against spells with the good descriptor.

Wings (Ex)
At 2nd level, a half-fiend gains wings that allow it to fly at its land speed with average maneuverability.

Tainted Hide (Ex)
At 3rd level, the half-fiend's hide becomes supernaturally resilient. It gains damage reduction/magic and resistance to acid, cold, fire and electricity equal to half his HD.
 

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Succubus Paragon

Hit Die: d10.

Class Skills

The Succubus Paragon’s class skills are Acrobatics (Dex), Apprise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Intimidate (Cha), Knowledge (planes), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Stealth (Dex).

Skill Ranks per Level: 6 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+0​
+2​
+2​
Body of Temptation, Corrupter Initiate​
2nd​
+2​
+0​
+3​
+3​
Change Shape, Demon​
3rd​
+3​
+1​
+3​
+3​
Deadly Seduction, Inspiration​
4th​
+4​
+1​
+4​
+4​
Abyss Skin, Prehensile Tail, Wings​
5th​
+5​
+1​
+4​
+4​
Temptation Incarnate​
6th​
+6​
+2​
+5​
+5​
Kiss, Lethal Nightingale​
7th​
+7​
+2​
+5​
+5​
Lethal Blink​
8th​
+8​
+2​
+6​
+6​
Abyssal Beauty, Profane Gift​

Class Features
All of the following are class features of the Succubus Paragon.

Weapon and Armor Proficiency
Succubus paragons are proficient with all her natural weapon, simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Succubus paragons are also proficient with light armor and shields (except tower shields).

Ability score increase
The succubus gains +1 Cha at every level.

Body of Temptation
At 1st level, the succubus is an outsider (extraplanar) and has the following traits

  • darkvision 60 feets
  • medium sized
  • base land speed 30 ft.
  • always female
  • 2 claw attack which deal 1d6+ Str damage
  • a bonus to natural armor equal to her Cha modifier
  • a tail although it's too weak to do anything for now
  • unlike other outsiders, the succubus can be brought back from the dead with raise dead and resurrection
  • The succubus start the game speaking Abyssal and Common. A succubus with high Intelligence scores can choose any languages she want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Corrupter Initiate (Sp)
A succubus gains some spell-like abilities when her power grow. The caster level for all of them is equal to her HD. As 1st level she can use detect good, detect thoughts, charm person as SLAs twice per day per HD. At 2nd level, a succubus gains tongues as a constant SLA. At 3rd level, a succubus can use suggestion as SLAs once per day per HD. At 5th level, a succubus can use charm monster as a SLA once per day per HD. At 7th level, the succubus can now use dominate person, ethereal jaunt and teleport 1/day as SLAs for each 4 HD she has. A succubus with 12 HD or more can use greater teleport instead of the teleport SLA.

Change Shape (Su)
At 2nd level, a succubus gains the change shape ability (any small or medium humanoid, alter self). This ability functions as alter self, except that the succubus does not adjust her ability scores and can remain in this form indefinitely.

Demon (Ex)
At 2nd level, a succubus gains resistance to electrecity and a bonus on saves against poison equal to her HD, and resistance to fire, acid and cold equal to half her HD. She gains also telepathy 40 feets plus 10 feets for each extra HD from here. Also she gains the chaotic, demon (without gaining any benefict from it unless stated in this class) and evil subtypes and her attacks with natural and manufactured weapons count as chaotic and evil for bypassing DR. At 8th level the succubus gains immunity to electricity, fire and poison.

Deadly Seduction (Ex)
At 3rd level, if the succubus successfully feints an opponent in combat, that opponent takes a penalty to AC equal to the succubbus Cha modifier untill the end of the next succubus turn.

Inspiration (Su)
At 3rd level, a succubus can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair). As long as the succubus retains her favor for this creature and as long as the creature carries the succubus’s token, the creature gains a +2 profane bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a succubus for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his succubus muse’s Charisma modifier. The succubus retains a link to her token and its carrier as if she had cast a status spell on the carrier. The succubus can end this effect at any time as a free action. A single succubus may only inspire one creature at a time in this manner.

Abyss Skin (Ex)
At 4th level, a succubus gains DR/cold iron or good equal to half her HD and SR equal to 11+HD.

Prehensile Tail (Ex)
At 4th level, a succubus strength in her tail improved. While she cannot wield weapons with her tails, she can use it to retrieve small, stowed objects carried on her persons as a swift action.

Wings (Ex)
At 4th level, a succubus develops wings allowing her to fly at a speed of 50 feets with average maneuverability.

Temptation Incarnate (Su)
At 5th level, the succubbus benefits from a permanent sanctuary effect as the spell, with a Will save DC 10 + ½ HD + succubus Cha mod, except that creatures make must make the saves every round they try to attack the succubus and if the succubus attacks a creature the sanctuary effect is only lost towards that creature. The succubus can force an attacked opponent to make Will saves for this ability again if she suceeds on a bluff check against their sense motive as a standard action.

Kiss (Su)
At 6th level, a succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a Will save DC 10 + ½ HD+ Cha modifier to negate the effect of the suggestion. The DC for removing the negative level is the same, except that it demands a fortitude save. For every two negative levels inflicted on a single sentient creature by kiss the succubus gains +1 to an ability score of her choice other than charisma for 1 hour. The succubus cannot gain a bonus to any of her ability scores trough this ability bigger than her HD.

Lethal Nightingale
At 6th level, if a succubus multiclass into bard, succubus levels stack with bard levels for the purpose of the bardic performance class feature.

Lethal Blink (Su)
At 7th level, once per day per point of Charisma modifier (minimum 1), as a standard action, a succubus can stun a creature within 30 feet with a blink of an eye. The target must succeed on a Fortitude save DC 10 + ½ HD+ Cha modifier or be stunned for 1d4 rounds.

Abyssal Beauty (Su)
At 8th level, a succubus adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

Profane Gift (Su)
At 8th level, once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save). The profane gift has additional effects: the succubus must select one of the following temptations, and once chosen, it can no longer be changed.
  • Gift of Transformation: The succubus’s profane gift also allows the target to use the succubus’s change shape ability. While using this ability, the succubus can also use detect thoughts on the target, and the target’s saving throws against this or the succubus’s suggestion SLA take a –4 penalty.
  • Gift of Domination: The target can allow the succubus to use her dominate person spell-like ability through the link to affect creatures as if the target had been the source of the spell-like ability. Whenever the target allows the succubus to do so, he gains a +2 profane bonus to a second ability score of his choice (other than the one already profanely enhanced) for 24 hours.
  • Gift of Recovery: Once per day as an immediate action when the target fails a Will saving throw from a source other than the succubus who granted the profane gift, the character can allow the succubus to attempt a second Will saving throw (using her own Will save) to resist the effect. If the succubus fails the save the effect affects the character normally, but if she makes the save, the character is treated as if he made his initial Will save. The next time the succubus uses suggestion on the PC, he automatically fails the saving throw.
 

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Raging Hulk

"You wouldn't like me when I'm angry."

-Bruxe Banner, human raging hulk

Sometimes a person's rage grows so much that his body cannot possibly hold his rage, and he lashes out in a fearsome fury. Sometimes, a person's body grows with his rage, and as he lashes out, he terrifies those around him. This is the rage of a raging hulk, the towering rage that grows to the size of the tree, and the mountains. You think its safe to taunt that little halfling barbarian, until he's twice your size and he's introducing his friend Mr. Tree to your head.

Becoming a Raging Hulk

The most likely candidate for raging hulk is a barbarian, though a fighter/barbarian may also choose to take levels in raging hulk to add a little firepower to his already strong attacks. Strength and Constitution are prime abilities for this class.

Hit Die: d12.

Requirement

To qualify to become a Raging Hulk, a character must fulfill all the following criteria.

Base Attack Bonus: +10.

Alignment: Any Chaotic.

Feats: Power Attack, Improved Unarmed Strike

Class Feature: Rage

Class Skills

The Raging Hulk’s class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+1​
+0​
+0​
Barbarian Abilities, Improvised Weapon Proficiency​
2nd​
+2​
+1​
+1​
+1​
Powerful Build​
3rd​
+3​
+2​
+1​
+1​
Colossal Rage +1, Heavy Punches​
4th​
+4​
+2​
+1​
+1​
Colossal Stamina (DR 5/—)​
5th​
+5​
+3​
+2​
+2​
Agile Fury ½, Colossal Rage +2, Greater Improvised Weapon Proficiency +1​
6th​
+6​
+3​
+2​
+2​
Hurl Foe (smaller), Total Destruction​
7th​
+7​
+4​
+2​
+2​
Colossal Rage +3​
8th​
+8​
+4​
+2​
+2​
Colossal Stamina (Fast Healing 4)​
9th​
+9​
+5​
+3​
+3​
Agile Fury 0, Colossal Rage +4, Greater Improvised Weapon Proficiency +2, Hurl Foe (any size), Massive​
10th​
+10​
+5​
+3​
+3​
Colossal Stamina (DR 11/—, Fast Healing 8), Hulk Smash​

Class Features
All of the following are class features of the Raging Hulk.

Barbarian Abilities
A raging hulk continues to gain rage, and its benefits, as if they were leveling in barbarian, including the improvements to the bonuses of rage (Greater Rage and Mighty Rage) and the number of rounds of rage per day. They may also add their raging hulk levels to their barbarian levels to determine the effectiveness of their Improved Uncanny Dodge if they possess it (it does not however grant it to a creature who lacks Improved Uncanny Dodge).

Improvised Weapon Proficiency
A raging hulk gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything combat feats and Quick At Hand monster feat as a bonus feats without the need to meet their prerequisites.

Powerful Build (Ex)
At 2nd level, whenever the raging hulk is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. The raging hulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The raging hulk may use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature his actual size. The benefits of this ability stack with the effects of abilities, powers, and spells that change the raging hulk’s size category.

Colossal Rage (Ex)
At 3rd level, a raging hulk can increase his size whenever he rages. When going into any rage, a raging hulk can choose to increase his size by one size category plus 1 additional size every 2 raging hulk levels after the 3rd (to a maximum of Colossal). For every size increased the raging hulk gains +2 size bonus to Strength and Cos, -2 penalty to Dexterity (to a minimum 6) and increase all his speeds by 10 ft. However, for every point of strength gained, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 4. A raging hulk mundane clothes and armor do not increase in size with him, and any such items he wears while using colossal rage lose one-quarter of their hit points. Magical clothes, armor, weapons and accessories increase in size with the raging hulk, however. There is no way to regain these lost points until the rage has ended. If there isn't enough room to grow, the raging hulk makes a strength check as a free action for burst free of his confinment. If unsuccessful, the raging hulk cannot move and is flat-footed, the check is repeated each subsequent round as a standard action until the raging hulk is free. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. When a raging hulk comes out of his colossal rage, he is treated as exhausted instead of fatigued.

Heavy Punches (Ex)
At 3rd level, while using colossal rage, the raging hulk unarmed strikes deal damage as if he were a monk of his size and raging hulk level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his raging hulk level stacks with those levels whenever he use colossal rage.

Colossal Stamina (Ex)
At 4th level, a raging hulk becomes more durable when he is in his colossal rage, he gains Damage Reduction 5/- when he is using his colossal rage ability, at 8th level he gains Fast Healing 4 as well, and at 10th level his Fast Healing increases to 8. This Damage reduction and Fast Healing do not stacks with any other damage reduction the raging hulk may have.

Agile Fury (Ex)
At 5th level, a raging hulk in a Colossal Rage can move just as well as he could when he is his normal size. The penalty to Dexterity for increasing in size is reduced by half for a raging hulk, and disappears completely at 9th level.

Greater Improvised Weapon Proficiency (Su)
At 5th level, a raging hulk begins to master improvised weapons. All improvised weapons are treated as being +1 weapons. This bonus increases to +2 at 9th level.

Hurl Foe (Ex)
At 6th level, when a raging hulk in a colossal rage damages a foe smaller than himself with his unarmed strike, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the raging hulk choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the raging hulk check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. At 9th level, the raging hulk can use Hurl Foe against a creature of any size, and he can bull rush, drag, reposition, and trip creatures of any size.

Total Destruction (Ex)
At 6th level, a raging hulk is adept at rampaging through an area, throwing whatever is available at his opponents. As a standard action, a raging hulk in a colossal rage can throw any unattended object up to two size categories smaller than he is. This deals damage based on his increased size (see below), and the raging hulk adds 1-1/2 times his Strength modifier to this damage. At 8th level, he can also throw a creature up to two size categories smaller than himself, but he must succeed at a combat maneuver check against that creature’s CMD to do so. The thrown creature lands prone and takes an amount of damage equal to the damage dealt to the target of the throw (as noted above), whether the raging hulk hits or misses. At 10th level, he can instead throw an object one size category larger than himself at creatures within a 10-foot radius from the object’s point of impact. These creatures must succeed at a Reflex save (DC = 10 + the raging hulk prestige class level + his Strength modifier) or take 2d6 points of damage per raging hulk level.

Size
Damage
Range
Medium1d660 ft.
Large1d880 ft.
Huge2d6100 ft.
Gargantuan3d6120 ft.
Colossal4d6140 ft.

Massive (Ex)
At 9th level, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to the raging hulk movement, though areas of forest or settlements are considered difficult terrain to a him. A Huge or smaller creature can move through any square occupied by a raging hulk, or vice-versa. A raging hulk gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a raging hulk—this generally requires a successful DC 30 check, but a Small or larger creature that climbs on a raging hulk body provokes an attack of opportunity from him. Massive work only while the raging hulk is in a colossal rage.

Hulk Smash (Ex)
At 10th level, a raging hulks rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per minute, as a full-round action, a raging hulk in colossal rage may slam the ground with great force, this is work like an earthquake spell centered on himself, except that the shock wave from the slam attack deals 5d6 plus Strength modifier bludgeoning damage per size category bigger than medium of the raging hulk to all creatures (with the exception of himself) within 80 ft. and knock them prone. A Reflex save (DC = 10 + the raging hulk prestige class level + his Strength modifier) half the damage and negate the prone condition.

Originally this PC Raging Hulk (3.5e Prestige Class) - D&D Wiki revisited for PF1
 

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Raging Hulk

"You wouldn't like me when I'm angry."

-Bruxe Banner, human raging hulk

Sometimes a person's rage grows so much that his body cannot possibly hold his rage, and he lashes out in a fearsome fury. Sometimes, a person's body grows with his rage, and as he lashes out, he terrifies those around him. This is the rage of a raging hulk, the towering rage that grows to the size of the tree, and the mountains. You think its safe to taunt that little halfling barbarian, until he's twice your size and he's introducing his friend Mr. Tree to your head.

Becoming a Raging Hulk

The most likely candidate for raging hulk is a barbarian, though a fighter/barbarian may also choose to take levels in raging hulk to add a little firepower to his already strong attacks. Strength and Constitution are prime abilities for this class.

Hit Die: d12.

Requirement

To qualify to become a Raging Hulk, a character must fulfill all the following criteria.

Base Attack Bonus: +10.

Alignment: Any Chaotic.

Feats: Power Attack, Improved Unarmed Strike

Class Feature: Rage

Class Skills

The Raging Hulk’s class skills are Acrobatics (Dex), Climb (Str), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st​
+1​
+1​
+0​
+0​
Barbarian Abilities, Improvised Weapon Proficiency​
2nd​
+2​
+1​
+1​
+1​
Powerful Build​
3rd​
+3​
+2​
+1​
+1​
Colossal Rage +1, Heavy Punches​
4th​
+4​
+2​
+1​
+1​
Colossal Stamina (DR 5/—)​
5th​
+5​
+3​
+2​
+2​
Agile Fury ½, Colossal Rage +2, Greater Improvised Weapon Proficiency +1​
6th​
+6​
+3​
+2​
+2​
Hurl Foe (smaller), Total Destruction​
7th​
+7​
+4​
+2​
+2​
Colossal Rage +3​
8th​
+8​
+4​
+2​
+2​
Colossal Stamina (Fast Healing 4)​
9th​
+9​
+5​
+3​
+3​
Agile Fury 0, Colossal Rage +4, Greater Improvised Weapon Proficiency +2, Hurl Foe (any size), Massive​
10th​
+10​
+5​
+3​
+3​
Colossal Stamina (DR 11/—, Fast Healing 8), Hulk Smash​

Class Features
All of the following are class features of the Raging Hulk.

Barbarian Abilities
A raging hulk continues to gain rage, and its benefits, as if they were leveling in barbarian, including the improvements to the bonuses of rage (Greater Rage and Mighty Rage) and the number of rounds of rage per day. They may also add their raging hulk levels to their barbarian levels to determine the effectiveness of their Improved Uncanny Dodge if they possess it (it does not however grant it to a creature who lacks Improved Uncanny Dodge).

Improvised Weapon Proficiency
A raging hulk gains Catch Off-Guard, Improvised Weapon Mastery, and Throw Anything combat feats and Quick At Hand monster feat as a bonus feats without the need to meet their prerequisites.

Powerful Build (Ex)
At 2nd level, whenever the raging hulk is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), he is treated as one size larger if doing so is advantageous to him. The raging hulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. The raging hulk may use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature his actual size. The benefits of this ability stack with the effects of abilities, powers, and spells that change the raging hulk’s size category.

Colossal Rage (Ex)
At 3rd level, a raging hulk can increase his size whenever he rages. When going into any rage, a raging hulk can choose to increase his size by one size category plus 1 additional size every 2 raging hulk levels after the 3rd (to a maximum of Colossal). For every size increased the raging hulk gains +2 size bonus to Strength and Cos, -2 penalty to Dexterity (to a minimum 6) and increase all his speeds by 10 ft. However, for every point of strength gained, the raging hulk loses 1 point of intelligence and charisma, to a minimum of 4. A raging hulk mundane clothes and armor do not increase in size with him, and any such items he wears while using colossal rage lose one-quarter of their hit points. Magical clothes, armor, weapons and accessories increase in size with the raging hulk, however. There is no way to regain these lost points until the rage has ended. If there isn't enough room to grow, the raging hulk makes a strength check as a free action for burst free of his confinment. If unsuccessful, the raging hulk cannot move and is flat-footed, the check is repeated each subsequent round as a standard action until the raging hulk is free. After the rage ends, the raging hulk regains lost intelligence and charisma at a rate of 2 per round. When a raging hulk comes out of his colossal rage, he is treated as exhausted instead of fatigued.

Heavy Punches (Ex)
At 3rd level, while using colossal rage, the raging hulk unarmed strikes deal damage as if he were a monk of his size and raging hulk level. If he has levels in other classes that provide monk advancement for unarmed strike damage, his raging hulk level stacks with those levels whenever he use colossal rage.

Colossal Stamina (Ex)
At 4th level, a raging hulk becomes more durable when he is in his colossal rage, he gains Damage Reduction 5/- when he is using his colossal rage ability, at 8th level he gains Fast Healing 4 as well, and at 10th level his Fast Healing increases to 8. This Damage reduction and Fast Healing do not stacks with any other damage reduction the raging hulk may have.

Agile Fury (Ex)
At 5th level, a raging hulk in a Colossal Rage can move just as well as he could when he is his normal size. The penalty to Dexterity for increasing in size is reduced by half for a raging hulk, and disappears completely at 9th level.

Greater Improvised Weapon Proficiency (Su)
At 5th level, a raging hulk begins to master improvised weapons. All improvised weapons are treated as being +1 weapons. This bonus increases to +2 at 9th level.

Hurl Foe (Ex)
At 6th level, when a raging hulk in a colossal rage damages a foe smaller than himself with his unarmed strike, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 10 feet in a direction of the raging hulk choice and falls prone. The distance the foe is hurled increases by 10 feet for every 5 points by which the raging hulk check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d6 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. At 9th level, the raging hulk can use Hurl Foe against a creature of any size, and he can bull rush, drag, reposition, and trip creatures of any size.

Total Destruction (Ex)
At 6th level, a raging hulk is adept at rampaging through an area, throwing whatever is available at his opponents. As a standard action, a raging hulk in a colossal rage can throw any unattended object up to two size categories smaller than he is. This deals damage based on his increased size (see below), and the raging hulk adds 1-1/2 times his Strength modifier to this damage. At 8th level, he can also throw a creature up to two size categories smaller than himself, but he must succeed at a combat maneuver check against that creature’s CMD to do so. The thrown creature lands prone and takes an amount of damage equal to the damage dealt to the target of the throw (as noted above), whether the raging hulk hits or misses. At 10th level, he can instead throw an object one size category larger than himself at creatures within a 10-foot radius from the object’s point of impact. These creatures must succeed at a Reflex save (DC = 10 + the raging hulk prestige class level + his Strength modifier) or take 2d6 points of damage per raging hulk level.

Size
Damage
Range
Medium1d660 ft.
Large1d880 ft.
Huge2d6100 ft.
Gargantuan3d6120 ft.
Colossal4d6140 ft.

Massive (Ex)
At 9th level, uneven ground and other terrain features that form difficult terrain generally pose no significant hindrance to the raging hulk movement, though areas of forest or settlements are considered difficult terrain to a him. A Huge or smaller creature can move through any square occupied by a raging hulk, or vice-versa. A raging hulk gains a bonus for being on higher ground only if its entire space is on higher ground than that of its target. It’s possible for a Huge or smaller creature to climb a raging hulk—this generally requires a successful DC 30 check, but a Small or larger creature that climbs on a raging hulk body provokes an attack of opportunity from him. Massive work only while the raging hulk is in a colossal rage.

Hulk Smash (Ex)
At 10th level, a raging hulks rage is so great, that he can unleash his fury in one devastating attack that can make mountains crumble. Once per minute, as a full-round action, a raging hulk in colossal rage may slam the ground with great force, this is work like an earthquake spell centered on himself, except that the shock wave from the slam attack deals 5d6 plus Strength modifier bludgeoning damage per size category bigger than medium of the raging hulk to all creatures (with the exception of himself) within 80 ft. and knock them prone. A Reflex save (DC = 10 + the raging hulk prestige class level + his Strength modifier) half the damage and negate the prone condition.

Originally this PC Raging Hulk (3.5e Prestige Class) - D&D Wiki revisited for PF1
Oh this is cooooool I like this one alot!!
 

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