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.Since you made Palpatine, can you make Vitiate/Valkorion as well? I'm curious as to how his multiples bodies work
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 |
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 |
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 |
Nice! This is awesomeBalor 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)
*at 11th level upgradet to greater dispel magic
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 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.
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 |
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 |
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 |
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 |
Size | Damage | Range |
Medium | 1d6 | 60 ft. |
Large | 1d8 | 80 ft. |
Huge | 2d6 | 100 ft. |
Gargantuan | 3d6 | 120 ft. |
Colossal | 4d6 | 140 ft. |
Oh this is cooooool I like this one alot!!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 RangeMedium 1d6 60 ft. Large 1d8 80 ft. Huge 2d6 100 ft. Gargantuan 3d6 120 ft. Colossal 4d6 140 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