Morth
2010-03-12, 06:55 PM
The Villain
"You and your kind, all you care about is money. This city deserves a better class of criminal. And I'm gonna give it to them! "
-The Joker, Master Villain
Requirements:
Alignment: Any Evil. A villain must be a paragon of evil.
Feats: Force of Personality; Leadership
Skills: Knowledge (Local): 4 ranks
Other: Must be active in the underworld of the area
HD: d6
The Villain
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Maniacal Laughter; Monologue I; Inevitable Loss
2nd|
+1|
+1|
+3|
+3|Villainous Leadership; Special Ability
3rd|
+2|
+1|
+3|
+3|Monologue II; Refreshing Taste of Fear
4th|
+3|
+2|
+4|
+4|Wicked Glee; Special Ability
5th|
+3|
+2|
+4|
+4|Master of Evil; Rob of Hope; Monologue III[/table]
Armor and Weapon Proficiency: The Villain gains no additional proficiency.
Maniacal Laughter (Ex): You have the ability to let out a laugh that instills fear in all listeners. You may do this a number of times a day equal to your levels in Villain. All enemies able to hear in 30 feet must make a will save against fear or be shaken. (DC= 10+Villain level+Charisma modifier)
Monologue (Ex): You have the best plans and the need to share them with everyone, even the unfortunate hero up against you. You must start every fight with a monologue, this takes 10 rounds, and during those rounds no one in sight of you can move. After you are done with your monologue, you gains a bonus to your armor class equal to your Intelligence modifier that lasts until the end of the encounter. At level 3, this ability improves, letting you add your Intelligence modifier to your damage rolls. At level 5, you gain the ability to make a monologue last only 5 rounds, and may add your intelligence modifier to your attack rolls after performing a monologue.
Inevitable Loss (Ex): You have an uncanny ability to, while being more powerful then your target, overestimate yourself and end up losing almost every time. If you would kill an opponent, the attack or effect instead deals non-lethal damage to the target. Also, you feel an unsatisfiable urge to leave the room when someone has been set up helplessly in a death trap, and therefore must do so.
Villainous Leadership (Ex): You draw thugs near and far to rally under you not only by your charismatic properties, but your undeniable intelligence. You may add your Intelligence modifier to your leadership score in addition to your charisma modifier.
Special Abilities: Villains, while similar, are normally very different then one another, and sport different talents. At levels 2 and 4, a villain may choose an ability from the following list, or may gain a bonus feat that he meets the prerequisites for.
Villain of Many Skills: Your Villain levels and your levels from a class of your choice stack for any class abilities your chosen class has other then spellcasting.
Maniacal Magic: Every level in Villain is considered to have the "+1 level of existing spellcasting class" retroactively.
Up Close and Underhanded: The Villain is considered to have a retroactive full base attack bonus. The Villain also gains proficiency with all non-exotic armors and weapons, and with one exotic weapon of her choice.
Fatal Attraction: You take no leadership penalty for dying cohorts.
"I bid you all... adieu!": You may cast Teleport once a day as long as you are not in total sight of any hostile targets.
Svelte Handsome Mastermind: You gain a bonus to Charisma based skills equal to your Intelligence modifier while dealing with the opposite sex.
Conflicting Ideals: Any good character purposefully attacking you who has met you before must make a Will Save to hit or target you. (DC= 10+1/2 Villain Level+Charisma Modifier)
Evil Never Dies: If the Villain would die, she can make a Charisma check with a DC equal to the number of hit points below 0 she has. If the Villain succeeds, she is stabilized at -9.
Ratings Stunt: The Villain may disable his Inevitable Loss for one round for each 10 hit points he spends.
Bittersweet Gambit: A Villain may make a grapple check to an adjacent target other then the attacker, substituting Intelligence for Strength as an immediate action when an attack is declared on her and she is below half of his hit points. If she succeeds, both the Villain and the grappled target take the full hit of the attack. No attack roll is made.
Master of Puppets: A Villain may make an opposed leadership check (d20+Leadership Score) to take control of an opposing cohort. The cohort is now the Villain's alignment and is now under his control. This is a mind-affecting ability.
Refreshing Taste of Fear (Ex): A Villain never wants to grow repetitive, so he knows how to change his arsenal often to make fights interesting. At level 3, the Villain may choose a different special ability every day at dawn. This replaces one you have of your choice.
Wicked Glee (Ex): A Villain takes joy in the finer things... torture... sadism... destruction. When a Villain deals damage or destroys an object, she gains temporary hit points equal to his Villain levels plus his Intelligence or Charisma Modifier.
Rob of Hope (Ex): A Villain may deal a true and blue killing blow once a day, and it robs all onlookers of hope. If the Villain is confronted with a target who is prone, dying, or shaken, the Villain may make a coup de grace. All onlookers must make a will save or take a -5 morale penalty to all rolls for the rest of the day. This ability isn't affected by Inevitable Loss. (DC= 10+Villain Level+Charisma Modifier)
Master of Evil (Ex): The Villain has reached the pinnacle of evil, become widely known for your infamy. The Villain may add his negative reputation as a bonus to her leadership score. Also, the Villain gains his own base of operations in the city of his choosing.
I'd love input on balance, and also more ability ideas to add.
"You and your kind, all you care about is money. This city deserves a better class of criminal. And I'm gonna give it to them! "
-The Joker, Master Villain
Requirements:
Alignment: Any Evil. A villain must be a paragon of evil.
Feats: Force of Personality; Leadership
Skills: Knowledge (Local): 4 ranks
Other: Must be active in the underworld of the area
HD: d6
The Villain
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2|Maniacal Laughter; Monologue I; Inevitable Loss
2nd|
+1|
+1|
+3|
+3|Villainous Leadership; Special Ability
3rd|
+2|
+1|
+3|
+3|Monologue II; Refreshing Taste of Fear
4th|
+3|
+2|
+4|
+4|Wicked Glee; Special Ability
5th|
+3|
+2|
+4|
+4|Master of Evil; Rob of Hope; Monologue III[/table]
Armor and Weapon Proficiency: The Villain gains no additional proficiency.
Maniacal Laughter (Ex): You have the ability to let out a laugh that instills fear in all listeners. You may do this a number of times a day equal to your levels in Villain. All enemies able to hear in 30 feet must make a will save against fear or be shaken. (DC= 10+Villain level+Charisma modifier)
Monologue (Ex): You have the best plans and the need to share them with everyone, even the unfortunate hero up against you. You must start every fight with a monologue, this takes 10 rounds, and during those rounds no one in sight of you can move. After you are done with your monologue, you gains a bonus to your armor class equal to your Intelligence modifier that lasts until the end of the encounter. At level 3, this ability improves, letting you add your Intelligence modifier to your damage rolls. At level 5, you gain the ability to make a monologue last only 5 rounds, and may add your intelligence modifier to your attack rolls after performing a monologue.
Inevitable Loss (Ex): You have an uncanny ability to, while being more powerful then your target, overestimate yourself and end up losing almost every time. If you would kill an opponent, the attack or effect instead deals non-lethal damage to the target. Also, you feel an unsatisfiable urge to leave the room when someone has been set up helplessly in a death trap, and therefore must do so.
Villainous Leadership (Ex): You draw thugs near and far to rally under you not only by your charismatic properties, but your undeniable intelligence. You may add your Intelligence modifier to your leadership score in addition to your charisma modifier.
Special Abilities: Villains, while similar, are normally very different then one another, and sport different talents. At levels 2 and 4, a villain may choose an ability from the following list, or may gain a bonus feat that he meets the prerequisites for.
Villain of Many Skills: Your Villain levels and your levels from a class of your choice stack for any class abilities your chosen class has other then spellcasting.
Maniacal Magic: Every level in Villain is considered to have the "+1 level of existing spellcasting class" retroactively.
Up Close and Underhanded: The Villain is considered to have a retroactive full base attack bonus. The Villain also gains proficiency with all non-exotic armors and weapons, and with one exotic weapon of her choice.
Fatal Attraction: You take no leadership penalty for dying cohorts.
"I bid you all... adieu!": You may cast Teleport once a day as long as you are not in total sight of any hostile targets.
Svelte Handsome Mastermind: You gain a bonus to Charisma based skills equal to your Intelligence modifier while dealing with the opposite sex.
Conflicting Ideals: Any good character purposefully attacking you who has met you before must make a Will Save to hit or target you. (DC= 10+1/2 Villain Level+Charisma Modifier)
Evil Never Dies: If the Villain would die, she can make a Charisma check with a DC equal to the number of hit points below 0 she has. If the Villain succeeds, she is stabilized at -9.
Ratings Stunt: The Villain may disable his Inevitable Loss for one round for each 10 hit points he spends.
Bittersweet Gambit: A Villain may make a grapple check to an adjacent target other then the attacker, substituting Intelligence for Strength as an immediate action when an attack is declared on her and she is below half of his hit points. If she succeeds, both the Villain and the grappled target take the full hit of the attack. No attack roll is made.
Master of Puppets: A Villain may make an opposed leadership check (d20+Leadership Score) to take control of an opposing cohort. The cohort is now the Villain's alignment and is now under his control. This is a mind-affecting ability.
Refreshing Taste of Fear (Ex): A Villain never wants to grow repetitive, so he knows how to change his arsenal often to make fights interesting. At level 3, the Villain may choose a different special ability every day at dawn. This replaces one you have of your choice.
Wicked Glee (Ex): A Villain takes joy in the finer things... torture... sadism... destruction. When a Villain deals damage or destroys an object, she gains temporary hit points equal to his Villain levels plus his Intelligence or Charisma Modifier.
Rob of Hope (Ex): A Villain may deal a true and blue killing blow once a day, and it robs all onlookers of hope. If the Villain is confronted with a target who is prone, dying, or shaken, the Villain may make a coup de grace. All onlookers must make a will save or take a -5 morale penalty to all rolls for the rest of the day. This ability isn't affected by Inevitable Loss. (DC= 10+Villain Level+Charisma Modifier)
Master of Evil (Ex): The Villain has reached the pinnacle of evil, become widely known for your infamy. The Villain may add his negative reputation as a bonus to her leadership score. Also, the Villain gains his own base of operations in the city of his choosing.
I'd love input on balance, and also more ability ideas to add.