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Silva Stormrage
2011-12-03, 07:53 PM
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The Hellfire Lord

Background: Hellfire Lords are a varied and diverse group of warriors. Some wear light armor and through blasts of flame at opponents from a distance while others wear plate and wade into the thicket of combat. The one trait that almost all Hellfire Lords share is excessive cruelty and a love of power. A neutral aligned Hellfire Lord is nigh non existent but is technically a possibility.

Goals: I wanted to create a tier two gish class that is very durable. I also was inspired by preview of some of the World of Warcraft Warlock talents as anyone who knows those can probably see.

GAME RULE INFORMATION
Hellfire Lords have the following game statistics.
Abilities: Charisma is the most important ability for Hellfire Lords. Not only do most of their class abilities have DCs that depend upon their Charisma modifier, but it also determines which level of spells he is able of using and their dc's. Strength is also important since it modifies their damage and attack rolls. And constitution is important just like for every other character.

Alignment: Any non good.
Hit Die: d8
Starting Age: As cleric.
Starting Gold: As cleric

Class Skills
The Hellfire Lord's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Ride (Dex), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis),

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Hellfire Lord
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Strikes|Hellchants

1st|
+0|
+2|
+0|
+2|Hellish Aim, Focus, Blood Strike, Hellfire Blast, Hell's Siphon|1|1

2nd|
+1|
+3|
+0|
+3|Summon Demon, Specialty Training|1|1

3rd|
+2|
+3|
+1|
+3|Focus Ability I|2|2

4th|
+3|
+4|
+1|
+4|Demonic Transformation I, Call of Hades|2|2

5th|
+3|
+4|
+1|
+4|Focus Aura,Specialty Training|2|2

6th|
+4|
+5|
+2|
+5|Focus Ability II|3|3

7th|
+5|
+5|
+2|
+5|Strangulate|3|3

8th|
+6|
+6|
+2|
+6|Demonic Transformation II,Specialty Training|3|3

9th|
+6|
+6|
+3|
+3|Focus Ability II|4|4

10th|
+7|
+7|
+3|
+7|Life Tap, Hell's Bounty|4|4

11th|
+8|
+7|
+3|
+7|Banish,Specialty Training|4|4

12th|
+9|
+8|
+4|
+8|Focus Ability IV,Demonic Transformation II|5|5

13th|
+9|
+8|
+4|
+8|See the Soul|5|5

14th|
+10|
+9|
+4|
+9|Brimstone Aura,Specialty Training|5|5

15th|
+11|
+9|
+5|
+9|Focus Ability V, Hellgate|6|6

16th|
+12|
+10|
+5|
+10|Demonic Transformation IV|6|6

17th|
+12|
+10|
+5|
+10|Focus Mastery,Specialty Training|6|6

18th|
+13|
+11|
+6|
+11|Focus Ability VI|7|7

19th|
+14|
+11|
+6|
+11|Demonic Boon|7|7

20th|
+15|
+12|
+6|
+12|Focus Pinnacle, Rain of Chaos,Specialty Training|8|8[/table]

Class Features
All of the following are class features of the Hellfire Lord.

Weapon and Armor Proficiencies: See focus class feature.

Strikes: Strikes are martial maneuvers that the Hellfire Lord imbues with his fel power. Despite their somewhat magical nature all Strikes are extraordinary unless noted otherwise. Once a Hellfire Lord gets 11 bab he can make a standard melee attack at his full base attack bonus after using a standard action strike. Some strikes require a two handed weapon, a one handed weapon wielded in two hands does not qualify for this requirement nor do weapons that can be wielded in one hand (bastard sword). Any Strike that has a DC has a Dc equal to 10 + 1/2 class level + the Hellfire Lord's charisma modifier. The Hellfire Lord can use a number of strikes per encounter equal to his charisma modifier.


Hell Chants: Hell Chants are similar to invocations but don't incur arcane spell failure or provoke attack of opportunities. They are presented in this format in the below list. (Use Active/Passive, Action to Use, Cooldown). If a Hell Chant is passive it does not count against the number of Hell Chants useable per round when it is triggered and won't activate again until its cooldown is finished. Some Hell Chants require one free arm to use. If you are wielding a two handed weapon or a one handed weapon and any type of shield you can't use those those Hell Chants. Any Hell Chant that has a DC has a Dc equal to 10 + 1/2 class level + the Hellfire Lord's charisma modifier. You can use a number of Hell Chants per round equal to your charisma modifier.

Focus: At first level the Hellfire Lord choose a focus that determines abilities gained at later levels and determine strengths and weaknesses. There are three focuses, Blood, Destruction, Demonology. All focuses determine the Hellfire Lord's weapon and armor proficiencies, give the Hellfire Lord a special strike, Hell Chant, and passive ability at level one.

Blood

First Level Abilities

Weapon and Armor Proficiencies: A Blood focuses Hellfire Lord has proficiency with all martial and simple weapons and all forms of armor.

Special: This focus makes the Hellfire Lord's BAB equal to a fighter of equal level

Strike: Heart Strike: A strike where the Hellfire Lord thrusts deeply into the opponents chest. This strike takes a standard action to use and can be used every 2 rounds. This strike deals an additional 1d6 + 3 damage per class level if the strike hits the target with a -5 penalty. This strike requires a two handed weapon.

Hell Chant: Rune Tap: (Active, Swift, 3) The Hellfire Lord temporarily increases his own natural regeneration by an incredible amount. The Hellfire Lord heals 1d6 + 1 per class level.

Passive: Strength and Constitution increase by 2.
At level 10 this bonus increases to 4.
At level 15 this bonus increases to 6.


Focus Abilities

Level 3: Vengeance
Whenever the Hellfire Lord is attacked he gains a number of revenge points equal to 1/10 of the damage dealt to him. He can have a max of his charisma modifier or his level, whichever is lower, revenge points. He adds these revenge points to his melee weapon damage for the next round. After one melee attack or use of the full attack action these revenge points disappear.

Level 6: Void Strike
The Hellfire Lord gains a Hell Chant that focuses on his melee attacks, Void Strike (Active, Standard, 2). When using Void Strike he deals an additional 4 damage per class level and the attack is treated as a melee touch attack.

Level 9: Desecrated Ground
The Hellfire Lord curses the ground around him. The ground within 20 feet is treated as difficult terrain for his enemies and costs 2 movement to move through. In when the Hellfire Lord attacks a creature who has stood on the ground for move than 1 round he heals himself 1d6 per 3 class levels. The healing can be triggered once per round.

Level 12: Howl Of Terror
The Hellfire Lord can use intimidate to demoralize all within 30 feet of him as a standard action. This is usable once every 3 rounds and the demoralization lasts for the entire encounter. If they fail by more than 15 on the check they are frightened for 3 rounds instead. This ability can't be used with imperious command and the demoralization does not stack with itself.

Level 15: Blood Parasites
Whenever the Hellfire Lord uses Heart Strike he has a 50% chance to infest the target with blood parasites. These parasites can only be killed with a heal or restoration spell. Heart strike summons 1d4 parasites and they each deal 1 damage per 3 class levels each round for 10 rounds to the target. The Hellfire Lord is healed by this amount. No target can have more than five parasites infesting them at a time.

Level 18: Dancing Weapon
The Hellfire Lord can summon a weapon formed of his own blood. This weapon floats around him and duplicates the same attacks as him but weaker effectively making the Hellfire Lord deal 25% more damage. The blade also parries incoming attacks and gives the Hellfire Lord a 25% miss chance. Unlike normal miss chance this is not bypassed by trueseeing or similar ways of bypassing miss chance and also it stacks with all other miss chances.




Focus Aura: Black Blood
Any allies within 30 feet of the Hellfire Lord can choose to have their blood be turned black by the Hellfire Lord's dark pact. If an ally has their blood turned black they gain DR/- equal to one half of the Hellfire Lord's class level + charisma modifier. However, each round they have their blood turned black they have a chance to break down and start going into a berserk fury. Every round they must make a will save or go beserk attacking the nearest creature to them ally or foe with the most deadly attacks available to them, dc 10 + 3 * number of rounds affected by the black blood during the day. This madness lasts 5 rounds and during it the DC for resisting the black blood does not increase. After the madness ends the DC to resist is reduced by 3. Anyone affected can cancel the black blood infesting them by making a will save of the same DC at the end of their turn. Failure means that the dc is increased as if they had spent an additional round being affected. After being going berserk the target is exhausted for 8 hours and can't be infected with the black blood for 8 hours.

At level 13 the DR increases to class level + charisma modifier. The DC to resist is now 10 + 5 * number of rounds affected by the black blood during the day.

At level 18 the DR increases to class level + double charisma modifier. The DC is now 10 + 7 * the number of rounds affected by the black blood during the day.

Focus Mastery: Blood Shield
Whenever the Hellfire Lord uses heart or death strike he projects a shield protecting himself. This shield lasts 2 rounds and absorbs a number of damage equal to 1/2 his class level times his charisma modifier.


Focus Pinnacle: Vampiric Blood
Whenever the Hellfire Lord uses a strike he heals 50% of the damage dealt to the target. In addition the target is infested with the black blood and must make a will save or go mad. If they fail they gain the DR from the aura and must attack the nearest ally for the next 5 rounds. The dc is 10 + 1/2 class level + Charisma modifier. At the end of the 5 rounds they must make another save to resist the ability.



Destruction

First Level Abilities

Weapon and Armor proficiencies: A Destruction Hellfire Lord has proficiency with all martial and simple weapons and medium and light armor.

Strike: Abysal Strike: This strike deals an additional 1 damage per level and reduces the targets spell resistance by 3. This stacks with itself and this strike has no cooldown. The penalty to spell resistance increases by 2 for every 4 class levels.

Hellchant: Immolate (Active. 30, swift, 0). A target within medium range is immolated by Hellfire. This ability deals 1d6/two class levels (minimum 1d6) of hellfire damage immediately and 1d6 per three class levels every round after for 3 rounds.

Passive: Brimstone Tempo: Whenever the Hellfire Lord uses a strike roll a 1d20. If the 1d20 rolls a 1 than the next Hellchant used within 1 round is a free action.
At level 10 roll a 1d10.
At Level 15 Roll a 1d6.


Focus Abilities

Level 3: Conflagarate
As a swift action the Hellfire Lord can consume the flames of his immolate power and deal 1d6 + 1 damage per class level as hellfire damage. Reflex save for half (dc 10 + 1/2 Class level + charisma). This ability has a 3 round cooldown.

Level 6: Shadow Fury
As a standard action all enemies within 20ft of the Hellfire Lord take 1d6/2 class levels of damage and they must make a fort save or be stunned for 1d4 rounds, Dc 10 +1/2 Class level + charisma modifier. Anyone hit by this ability is vulnurable to the Hellfire Lord's melee attacks for 2 rounds. Anyone hit by shadow fury takes an additional amount of hellfire damage equal to the Hellfire Lords charisma modifier every time the Hellfire Lord hits them with a melee attack. This ability has a 5 round cooldown.

Level 9: Hell's Power
The Hellfire Lord gains a new Hell Chant, Hell's Power (Activated, 30, Swift, 5). When Hell's Power is activated the Hellfire Lord gains a bonus to strength equal to his charisma modifier. Also all of his attacks deal all their damage in hellfire damage. This ability lasts 2 rounds.

Level 12: Rain of Fire
Whenever the Hellfire Lord attacks a target with a melee attack or uses immolate he has a 10% chance to trigger meteors from the sky bombarding the target. If Rain of Fire is trigged it deals 1d6/class level hellfire damage to all within 20 feet of the target. The Hellfire Lord is immune to this affect. There is a reflex save for half dc 10 + 1/2 Class level + charisma modifier. This ability can be trigged once a round and the Hellfire Lord can choose not to activate it if he does not want to use it.

Level 15: Aftermath
Rain of Fire now stuns the target and any within 20 feet if they fail a fort save. Dc 10 + 1/2 Class level + charisma modifier. Anyone who does not take damage from rain of fire is not subject to the stun.

Also conflagarate now dazes for 1 round if the target fails a fort save dc 10 + 1/2 class level + charisma modifier.

Level 18: Abysal Haste
Whenever the Hellfire Lord uses a standard action strike he can use abyssal strike as well. If the first strike hits than so does abyssal strike if the first strike misses so does abyssal strike. Abyssal strike reduces DR by an amount equal to the amount it reduces spell resistance. This reduction lasts the encounter.



Focus Aura
Destruction Aura: Things seem to spotneously combust near the Hellfire Lord. As a move action the Hellfire Lord can will any easily flamable object within 100ft to burst into flames. If the Hellfire Lord spends a swift action to activate this ability fully any creature or flamable object within 30ft must make a reflex save or burst into nonmagical flames. Dc is 10 + 1/2 class level + charisma modifier. At level 9, 14, and 19 the damage of the nonmagical fire increases by 1d6. When fully activated any object or creature on fire is put out if the Hellfire Lord moves more than 30ft away from them or it. He can cancel this ability as a free action and it stays active until canceled. The Hellfire Lord is immune to any damage this ability causes.

Focus Mastery: One with flames
The Hellfire Lord becomes immune to fire damage and even hellfire and hotter than normal fire.

Focus Pinnacle: Fel Scorch Aura
At 20th level the Hellfire Lord can surround himself with fel flames that deal 1d6/3 class level to all within 10 feet each round this ability is active. Targets take this damage whenever they attack the Hellfire Lord with a melee attack. Reflex save for half damage, dc 25 + charisma modifier. In addition the flames protect him and he gains a deflection modifier equal to his charisma modifier. Using this ability takes a move action and it lasts 5 rounds.


Demonology

First Level Abilities

Weapon and Armor proficiencies: A Demonology focused Hellfire Lord has proficiency with light armor and simple weapons.

Special: This focus makes the Hellfire Lord's BAB become equal to a wizard of equal level.

Strike: Demon Strike: This strike inflicts normal weapon damage + 1 per class level and makes the Hellfire Lord's summoned demon inflict 1 extra damage per class level.

Hell Chant: Dark Regeneration (Active, Swift, 8) The Hellfire Lord begins to knit his own flesh over time. The Hellfire Lord gains 3 hp per two class levels, (at level 1 he regenerates 1 hp), every round for a number of rounds equal to his charisma modifier

Passive:Fel Armor: The Hellfire Lord gains DR 2/- This DR stacks with all other Damage Reduction.
At level 5 this ability gives DR 4/-.
At level 10 this ability gives DR 8/-
At level 15 this ability gives DR 15/-
At level 20 this ability gives DR 25/-

Focus Abilities

Level 3: Hand of The Damned
At level three the Hellfire Lord gains a new Hell Chant, Hand of the Damned (Active, Standard, 2). This Hell Chant summons a meteor above a target location within medium range and bombards it. All creatures within 20 feet of that location take 1d6 + 1 damage/class level, reflex save for half damage. If any creature fails the reflex save they have their movements crippled and move at half speed for 5 rounds.

Level 6: Mortal Coil
At level six the Hellfire Lord gains a new Hell Chant, Mortal Coil (Active, Swift, 5). The Hellfire Lord sends an orb of death flying at a target within 30 feet. If the Hellfire Lord hits with a ranged touch attack than the target is frightened for 1 round and takes 1d6 hellfire damage/2 class levels. Also the Hellfire Lord heals a number of HP equal to the damage dealt.

Level 9: Fel Imps
Whenever the Hellfire Lord uses Hand of the Damned or Hellfire Bolt he has a 1/6 chance to summon a Fel Imp under the Hellfire Lord's control. These imps last for a minute.


Fel Imp

Fel Imp
Small Outsider (Evil)
4d8+8 (26)
Speed 40ft. (8 squares);
INITIATIVE + 4
Armor Class 17 (+2 natural, + 4 Dex, + 1 Size); touch 14; flat-footed 12
Base Attack +4;
Space 5 ft.; Reach 5 ft.
Special Attacks: Fel Blast
Special Qualities: Improved Evasion, Summoner's Connection
Saves Fort +5 Ref +7 Will +2
Abilities Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 14
Skills N/A
Feats N/A
Fel Blast (Sp): As a standard action the Fel Imp can attack a target within 30ft and deal 1d6 profane damage per 4 HD of the Hellfire Lord who summoned it. Whenever the Fel Imp uses this ability he heals the Hellfire Lord who summoned it a number of HP equal to that Hellfire Lord's Charisma Modifier.
Summoner's Connection (Su): The Fel Imp gains a number of HP equal to 1/2 of the hp of the Hellfire Lord who summoned it. It also gains a bonus on saves and a dodge bonus to ac equal to that Hellfire Lord's charisma modifier.




Level 12: Curse of Doom
At level 12 the Hellfire Lord learns a new Hell Chant, curse of Doom (Active, Swift, 1). The Hellfire Lord curses a target with impending doom. Every other round after being afflicted the target takes 1d6 + 1 damage/class level. This has a 33% chance of summoning a Fel Imp. This cures lasts for 5 rounds.

Level 15: Supremacy of Hell
A Hellfire Lord that focuses in Demonology has much strong demons than other Hellfire Lords. The Hellfire Lord can now bind a demon with a cr equal to or less than his cr - 1. Also summoned Demons, (Including fel imps and infernos) gain 4 strength, dexterity, and charisma as well as gaining a bonus feat. In addition the Hellfire Lord can customize a demon's feat and skill point selection when first binding the demon.

Level 18: Inferno
As a standard action the Hellfire Lord sends a crashing meteor into the ground within 100 feet. Any target within 20 feet of the meteor takes 1d6 damage/2 class levels and is stunned for 1 round. A fort save dc 10 + 1/2 class level + charisma negates the stun. The meteor than extends himself and begins pummeling the Hellfire Lord's enemies. This ability summons an inferno under the control of the Hellfire Lord for 10 rounds. Has a 4 round cooldown. See Rain of Chaos for Inferno statstics.



Focus Aura: Hell's Submission
Any demon that walks within 100 feet of the Hellfire Lord must make a will save or be charmed as the charm monster spell for 1 day. If a demon succeeds on the save he is immune to that Hellfire Lord's Hell's Submission aura forever. The Dc is 5 + 1/2 Class Level + charisma modifier. The Hellfire Lord can only charm a number of demons equal to his charisma modifier.

Focus Mastery: Hellfire Beam
Hellfire bolt now deals an extra 2 damage per dice and deals half of its damage to all within 5ft of the target. The additional targets get a reflex save for half. DC 10 + 1/2 class level+ Charisma modifier.

Focus Pinnacle: Final end of Chaos
Whenever the Hellfire Lord uses rain of chaos it lasts for an additional round and summons 1d4 + 2 infernos each round. Also the Hellfire Lord is more adept at maintain control of the ability. Whenever he takes damage he must make a concentration check as if the damage was halved, the actual damage dealt is not halved.



Hellfire Bolt: (Sp) Every Hellfire Lord can summon a bolt of pure malevolence. This bolt is usable at will. If the Hellfire Lord hits with a ranged touch attack it deals 1d6 hellfire damage and an additional 1d6 damage per class level. At 6th level this ability heals the Hellfire Lord 1d6/3 class levels when it hits a target.

Blood Strike: (Ex) A strike that all Hellfire Lords know. This attack deals normal melee damage + 1/class level. For every 5 BAB the Hellfire Lord has this attack deals an additional 1 damager per class level. Using this attack does not count against the amount of strikes usable in a round.

Hellish Aim: (Ex) A Hellfire Lord uses his charisma modifier for attack rolls for ranged touch attacks.

Hell's Siphon: (Su) A Hellfire Lord can gain a number of additional uses of Strikes of Hell Chants equal to one half of his charisma modifier for the encounter whenever he drops an enemy to 0 or less hp. He must chose to either recover uses of Hell Chants or Strikes not both.

Specialty Training The Hellfire Lord gains an additional Hell Chant or Strike based on his selected focus. Blood gains an additional strike, Demonology gains an additional Hell Chant and destruction can choose to either gain a Strike or a Hell Chant. In addition whenever this ability is gained the Hellfire Lord gains an additional Hell Chant or Strike per encounter, depending on wether he gains a Strike or a Hell Chant.

Summon Demon: (Sp) At second level the Hellfire Lord can bind a demon to his control. He has to summon a demon with HD equal to or less than his HD - 3 (Minimum 1 HD). The Hellfire Lord can advance any existing demon's racial HD to equal his HD -3. When Advancing HD this way the demon's caster level increases by 1 for each HD gained unless the demon normally does advances it's caster level with it's HD. The Hellfire Lord can select the Demon's feats and skills. He has to then fight and kill the demon in a specially prepared magic circle, (DC 10 + CR of creature Knowledge (The Planes) check to produce the correct circle). Creating the circle takes 1 hour and the results of the check aren't shown. If the preparations were a failure the Demon is not bound to the area and can flee or attack or do as it will. Sucess means the demon can't leave the circle by any means and will submit to the Hellfire Lord if he is victorious. The Hellfire Lord can have two demons currently bound but can only have one summoned fighting for him at a time. He can choose to release a demon at any time and rebind another one. Any demon he has gains 1 racial HD whenever the Hellfire Lord gains a level unless the Demon already has the hd equal to or greater than the Hellfire Lord's HD -3.

Call of Hades: (Sp) As a swift action the Hellfire lord calls upon damned souls to boost his allies fortitude. All allies within line of sight gain a profane bonus to strength and charisma equal to 1/4 of the Hellfire Lord's class level for 2 rounds. This ability has a 5 round cooldown.

Demonic Transformation: (Ex) The Hellfire lord begins to take transformations based on his focus to reflect his dark soul.
I: Resistance to fire 5 and spell resistance equal to his HD + 3. In addition one transformation based on focus:
Demonology: Grows Horns that are used to inspire fear in those around him. They give the Hellfire Lord a +5 bonus to intimidate and also increase the charisma of the Hellfire Lord by 2.
Blood: Thick skin that provides + 1 natural armor/4 Levels
Destruction: Claws that are treated as secondary natural weapons that deal 1d4 damage.

II: Resistance to fire 10 Cold 5 and spell resistance equal to his HD + 9. Also the Hellfire Lord grows demonic wings with a move speed equal to the Hellfire Lord's base land speed and good manuverability

III: Resistance to Fire 15 Cold 10 spell resistance equal to his HD + 11 and Damage reduction 10/Good. Also the demonic wings have a move speed equal to double the Hellfire Lord's base land speed.

IV: Resistance to Fire 20, Cold 15, Spell Resistance equal to his HD + 14 and Damage reduction 15/Good. In addition they gain one benefit depending on their focus
Demonology: Drain Spell Power: Whenever the Hellfire Lord resists a spell due to his spell resistance his next damaging spell has its damage increased by his charisma modifier times two.
Blood: Self Absorption: Whenever the Hellfire Lord resists a spell due to his spell resistance he heals 1d6 per two class levels.
Destruction: Reckoning Bomb: Whenever the Hellfire Lord resists a spell due to his spell resistance he gains a stack of reckoning. The next round if he preforms a full attack the first attack deals damage equal to the normal damage multiplied by how many stacks of reckoning he has. Reckoning stacks disappear after one attack and the Hellfire Lord can have at most 5 stacks of reckoning.

Focus Aura; (Su) See the focus ability for a description.

Strangulate: (Sp) The Hellfire Lord casts a curse on the target and the target begins gasping for air as if being choked. The target can't talk or cast spells with verbal components unless it succeeds on a fort save (Dc 10 + 1/2 Class level + charisma modifier). This ability can be used once per day per two points of charisma modifier.

Hell's Bounty: (Su) The Hellfire Lord can choose to have half of his charisma modifier apply to one of the following as a profane bonus.
• Melee Damage Rolls
• Melee Attack Rolls
• Saving Throws
• Ranged Attack Rolls
• Armor Class
• Save Dc's (Only 1/4 (minimum 1) of the Hellfire Lord's charisma modifier is added to save dcs)
• Skill Checks with a particular key ability score (all int based skill checks for example)

This can be decided at the beginning of an encounter and can be switched as a move action. At 15th Level the Hellfire Lord can have his charisma modifier apply to two things on the list.

Life Tap: (Sp) The Hellfire Lord uses his own life essence to fuel his fel power. As a swift action he can take 1 damage per class level to increase his armor class, melee damage rolls and damage with Hellfire Bolt for two rounds. His ac and melee damage rolls gain a bonus equal to 1/3 of his class level. His Hellfire Bolt deals an additional 1 damage per 2 class levels. This ability has a 4 round cooldown.

Banish: (Sp) All Hellfire Lords know this Hell Chant once they reach a certain power level. Banish takes a standard action to use and has a 2 round cooldown. Banish can only be used on extra dimensional creatures such as outsiders and elementals. If the target fails a will save than it is treated as ethereal for 1 round per class level. The DC is 10 + 1/2 class level + charisma modifier.

See the Soul: (Su) The Hellfire Lord gains the ability to see the souls of his enemies. The Hellfire Lord can pinpoint any creature who is invisible and within line of sight. However, the Hellfire Lord can't see their entire body and the creature still has a 20% miss chance.

Brimstone Aura: (Su) At level 14 the Hellfire Lord gains an aura that terrifies weaklings and other foes. If someone with half as many HD gets within 30 feet of the Hellfire Lord they must make a will save or be panicked for 1 round per class level. If the target has more than half the Hellfire Lord's HD than he is only shaken. Save DC is 10 + 1/2 class level + charisma modifier. Once a creature is affected by this aura he is immune to this aura for 24 hours.

Hellgate: (Sp) At 15th level the Hellfire Lord can open a gateway to a location within medium range as a move action. The Hellfire lord teleports to that location as dimensional door but he can still act after the teleportation. As well this ability can be used even if the Hellfire Lord is prevented from teleporting, such as the dimensional anchor spell, as long as he can make a charisma check with a bonus equal to his class level against a DC of 11+the caster's caster level + 1/2 of the caster's primary modifier . This ability can be used every five rounds.

Focus Mastery: (Su) See the focus ability for details.

Demonic Boon: (Su) The Hellfire Lord gains a benefit for his powerful pact with hell. Select one of the following abilities.
• Pitfiend's Fury: All damaging single target abilities deal 50% of their damage to enemies within 15 feet of the target.
• Cursed Vengance : Whenever someone attacks the Hellfire Lord with a damaging spell or melee attack the attacker takes 25% of the damage.
• Demonic Portal: The Hellfire Lord can open either a teleportation circle or a gate spell. It can transport 2 people per round and lasts for 10 minutes per class level. A creature needs the Hellfire Lord's permission to travel for the portal to work. This ability takes 1 minute to cast.

Focus Pinnacle: See the Focus ability for details.


Rain of Chaos: (Sp) The Hellfire Lord calls multiple hellish meteors out of the sky. In a 100 foot radius the Hellfire Lord summons 1d2 + 2 infernos per round for two rounds. Any creature in the radius has a 50% chance of being hit by the meteors. The meteors deal 20d6 damage and stun the target for 1 round. The inferno's last for 1 round per class level and this ability can be used once per encounter.

Inferno

Inferno
Huge Outsider (Evil, Fire)
18d8+8 (297)
Speed 60ft. (12 squares) Fly (40ft). (8 Squares) ;
Initiative +3
Armor Class 29 (+18 natural, + 3 Dex - 2 Size); touch 11; flat-footed 26
Base Attack/Grapple; +18/36
Full Attack: 3 Slams +26/26/26 (6d8 +20)
Space 15 ft.; Reach 15 ft.
Special Attacks: Infernal Aura, Powerful Swings
Special Qualities: Damage Reduction 20/Good and Silver, Spell immunity, Immunity to Fire, Immunity to Poison, Darkvision 60ft, Master Connection
Saves Fort +23 Ref +14 Will +9
Abilities Str 30, Dex 16, Con 34, Int 8, Wis 6, Cha 8
Skills N/A
Feats N/A
Infernal Aura (Su): All enemies within 20 feet of the Inferno take 2d6 hellfire damage a round.
Powerful Swings (Ex): The Inferno adds twice his strength modifier to his slam attack's damage.
Magic Immunity (Ex): The Inferno is immune to any spell or spell like ability that allows spell resistance.
Master's Connection (Su): The inferno gains bonuses based on the Hellfire Lord that summoned it. It gains a bonus to all physical attributes, a dodge bonus to ac, a profane bonus to saves and a bonus to melee attack rolls equal to the charisma modifier of the Hellfire Lord who summoned it.


List of Strikes

Death Strike: Requires level 1
As a standard action Hellfire Lord strikes the target creature. If he hits than he deals an extra 1 damage per class level + 1 damager per class level for every additional attack the Hellfire Lord has in a full attack. The Hellfire Lord gains hp equal to half the damage dealt. This strike has a 2 round cooldown. This strike requires a two handed weapon to activate.

Corrosive Strike: Requires level 1
As a standard action the Hellfire Lord strikes the target creature. If he hits than he deals an extra 2 damage per class level and sends acid into the body of the victim. The victim takes an additional 1d6 damage per 3 class levels (minimum 1) for the next 2 rounds. This strike has a 1 round cooldown.

Energy Seeping Strike: Requries level 1
As a standard action the Hellfire Lord unleashes a normal melee attack on a target. If it hits than anytime the target tries to cast a spell, invocation, spell like ability or manifest a power the Hellfire Lord gains 1 hp/class level. This strike has a 2 round cooldown.

Blazing Speed: Requires level 3
As a full round action the Hellfire Lord can make a charge at a target within medium range. The Hellfire Lord ignores any difficult terrain as he makes this charge. The Hellfire Lord can not benefit from pounce while using this attack. This strike has a 5 round cooldown.

Spell Leech: Requries level 3
As a standard action the Hellfire Lord can make a normal melee attack. If the target can cast spells he randomly loses one of his highest level prepared spells. This strike has a 3 round cooldown.

Ravaging Strike: Requires level 4
As a standard action the Hellfire Lord strikes at a targets leg and has unholy magic rend some of their tendons apart. A target hit by this strike takes normal melee damage and moves at half speed. This strike has no cooldown. The movement penalty does not stack with itself.

Ragestorm: Requires level 6
As a full round action the Hellfire Lord attacks all targets within 10 feet (20ft with a reach weapon) once. The Hellfire Lord can knock any creature back 20ft with this attack if he hits them and chooses to deal half damage to them. This strike has a 3 round cooldown. This strike requires a two handed weapon to activate.

Cleave: Requires level 6
As a full round action the Hellfire Lord can make two melee attacks to three targets within melee reach. This strike has a 3 round cooldown. This strike requires a two handed weapon to activate.

Incinerating Strike: Requires Level 8
As a standard action the Hellfire Lord can strike at a target's weapon. Treat as a normal attack with a + 5 bonus to hit. If he hits than the weapon's tempurature shoots up tremendously and it becomes impossible to hold. The weapon and the wielder take 1d6 fire damage per 2 class levels and the wielder can not hold the weapon for 3 rounds. If the wielder is immune to fire damage he can hold the weapon normally. If the weapon is not magical and it is made of wood or another flammable material it combusts. This strike has a 5 round cooldown.

[Blitzkrieg: Requires Level 9 and Blazing Speed
Now blazing speed dazes the target for one round, fort negates, the cool down is reduced to 1 round.

Invigorating Tempest: Requires Level 9
As a full attack action the Hellfire lord preforms a normal full attack. For every attack that hits the Hellfire Lord reduces the cooldown of one Hell Chant by one round.

Necrotic Strike: Requires level 10
As a standard action the Hellfire Lord attacks a nearby target. This attack deals an extra 1d6 damage per two class levels and twists the target's soul so that the next healing spell cast on the target will instead damage him for the same amount. This strike has a 3 round cooldown.

Execute: Requires Level 12
As a standard action the Hellfire Lord strikes at a wounded target hoping to finish him off. If the target is below 25% health this attack immediately confirms a critical hit and increases it's critical hit multiplier by 2. Using this strike requires a two handed weapon. This strike has no cooldown.

Nauseating Strike: Requires level 12
As a standard action the Hellfire Lord preforms a normal melee attack on a target. If the attack hits the target must make a fort save or be nauseated for 2 rounds. A sucess reduces the condition to sickened. This strike has a 2 round cooldown.

Savage Fury: Requires natural weapons and Level 12
As a full round action the Hellfire Lord lunges at a target and preforms a full attack using only his natural weapons. However, in this full attack all of his natural weapons are treated as if he had rapid strike for all of them. In addition every time he hits a target the Hellfire Lord inflicts a bleeding wound on the target. These wounds deal 2 damage a round every round until they receive a healing spell or each wound is treated by a dc 20 heal check. This strike has a 3 round cooldown.

Spell Leech Tempest: Requires level 12 and Spell Leech
Now whenever the Hellfire Lord uses Spell Leech it takes a full round action but he attacks as many times as he could in a full attack and each strike drains a spell. Only 3 spells can be drained from one target a round.

Necrotic Wound: Requires level 13 and Necrotic Strike
Now whenever the Hellfire Lord uses Necrotic Strike all healing spells cast on the target for the next 5 rounds become damaging to the target.

Death's Chains: Requires level 15
As a full round action the Hellfire Lord attacks all enemies within melee range. Any creature hit by this attack takes normal damage and has their movement speed reduced to 0 for 5 rounds and are entangled. Freedom of movement does not work to remove this entangle or speed reduction. Using this strike has a 7 round cooldown. This strike requires a two handed weapon to activate.

Ragegale: Requires level 15 and Ragestorm
Whenever the Hellfire Lord uses rage storm he can attack each individual twice at his full attack bonus and can chose to knock them back 60 feet or 20 feet by halving his damage.

Hellfire Burst: Requires level 18
As a full attack action the Hellfire Lord makes a melee full attack. All of his attacks deal their entire damage in hellfire damage and are considered melee touch attacks. Each strike deals an extra amount of damage equal to half the Hellfire Lord's class level. Using this strike has a 2 round cooldown.

Damning Strike: Requires level 18
As a standard action the Hellfire Lord can damn someone to hell. If he hits with a melee touch attack the target must make a will save or be instantly killed. If he fails the save his corpse is teleported to the lower plains and regardless of his alignment in life he is also sent to the lower hells for punishment. This strike has a 3 round cooldown. This strike requires a two handed weapon to activate.

Festering Strike Requires level 18 and any strike that has an ongoing effect
As a standard action the Hellfire Lord attacks a target. If this attack hits any harmful ongoing effect on the target has it's duration increased by 50%. This strike has a 1 round cooldown.



List of Hell Chants

Death's Grasp: Requires Level 1 (Activated, swift, 3)
The Hellfire Lord conjures a black hand that grabs a target within medium range and pulls it to another location within medium range. The target must make a strength check versus a dc of 11 + the Hellfire Lord's charisma modifier to resist. This ability can't drag someone into the air unless they were already flying.

Corruption: Requires Level 1 (Activated, swift, 0
The Hellfire Lord inflicts a terrible curse on a target within medium range. Beggining on the target's next turn he takes 1d6/three class levels profane damage every round for the next 4 rounds. A fort save reduces the damage by half.

Burning Rush: Requires Life Tap (Passive, n/a, 0)
Whenever the Hellfire Lord uses life tap his movement speed is increased by 30ft as a profane bonus.

Spell Drain: Requires level 3 (Activated, move, 5)
When the Hellfire Lord activates this ability he becomes able to absorb incoming spells. The next single target damaging spell that hits the Hellfire Lord within 5 rounds deals no damage and instead heals the Hellfire Lord 50% of the damage it would have done. This Hell Chant requires a free hand to activate.

Hell's Passion: Requires level 3 (Activated, swift, 10)
The Hellfire lord gains a + 2 dodge bonus to ac and an an extra attack when he makes a full attack for 1 round. This extra attack does not stack with haste or similar abilities.


Nightfall: Requires Level 5 (Passive, n/a, 2)
Every time Corruption, Immolate, or Life Harvest deal damage there is a 5% chance that the next Hellfire Bolt can be cast as a swift action. If hellfire bolt is cast as a swift action than it has a one round cooldown.

Soul Link: Requires Level 6 (Passive, n/a, 0
Anytime the Hellfire Lord takes damage as an immediate action he can transfer half of the damage to his demon pet.

Metamorphosis: Requires Level 6 (Active, free, 10)
As a free action the Hellfire Lord transforms into a demonic form himself. He gains 4 natural armor and a +2 profane bonus to constitution. This transformation lasts 3 rounds.

Curse of Tounges: Requires level 6 (Active, Swift, 0
If a target within medium range fails a will save all spells with verbal components have their cast time increased by one step. Standard action spells cost a full round action swift action spells take a move action etc. This Hellchant requires a free hand to activate.

Antimagic Shell: Requires level 6 (Active, Immediate, 6)
The Hellfire Lord surrounds himself with a shield that absorbs damaging magic. Any spell that deals damage has it's damage halved as long as the shield is up. The shield lasts for 3 rounds.

Fear: Requires Level 7 (Active, Standard, 2) When the Hellfire Lord casts Fear a target within medium range must make a will save or be panicked for 1 round per caster level. If he succeeds than he is shaken for 1 round for every 2 class levels.

Asphyxiate, Requires Strangulate, (Active, Swift, 4)
This ability replaces strangulate. when using this ability the target is instead stunned for 3d4 rounds if it fails a fort save. If it succeeds it must make another fort save or be prevented from speaking for 3 rounds. If it succeeds that save it can't speak for 1 round.

Demonic Leap: Requires level 8 and Metamorphosis, (Active, swift, 2)
This Hell Chant is only usable while in Metamorphosis. The Hellfire Lord jumps to a target within 100 feet and stuns them for two rounds. A fort save negates the stun.


Blood Fear: Requires level 9, (Passive, n/a,0)
Fear now takes a swift or a move action to use but also deals 1 point of unavoidable damage per class level to the Hellfire Lord.

Life Reap: Requires Level 9, (Active, Full Round Action, 0
This Hell Chant deals 1d6 per 3 class levels to a target and all other targets within 20ft of that target. The Hellfire Lord heals half as much damage as he dealt. This ability can be channeled for as many as three rounds, dealing damage and healing the Hellfire Lord each round.

Immolation Aura: Requires level 9 and Metamorphosis (Passive, n/a, 0
Whenever the Hellfire Lord enters Metamorphosis he gains a firey aura that burns enemies for the duration of Metamorphosis. This aura deals 1d6 hellfire damage per 2 class levels to all within 10ft of the Hellfire Lord.

Cone of Hellfire: Requires level 9 (Active, standard, 3
The Hellfire Lord launches a wave of fire in a 30ft cone that deals 1d6+1 hellfire damage to all in the area. Reflex save for half. Anyone who takes damage takes half this damage again at the beginning of their next turn.

Bonds of Hellfire: Requires level 11 (Active, standard, 4
A single creature within medium range is entangled. There is no save to resist being entangled and freedom of movement does not prevent this ability from rooting the target. Every round as a full round action he can make a strength or escape artist check against a dc of 16 + the Hellfire Lord's charisma modifier to escape.

Inferno wave: Requires cone of Hellfire, Metamorphosis, and Level 12: (Passive, n/a, 0)
Whenever the Hellfire Lord uses Cone of Hellfire in Metamorphosis he knocks anyone who fails their reflex save back 60 feet. In addition the targets are take the burning damage for two rounds instead of one.

Seed of Corruption: Requires Corruption and Level 12: (Passive, n/a, 3)
Whenever corruption finishes it's duration naturally the target explodes. This deals an additional 1d6 per two class levels to the target and all within 20 feet of the target. The original target does not get a reflex save for half but all others do.

Soul Purge: Requires level 12 (Active, standard, 6)
The Hellfire Lord channels pure profane energy into a target within medium range inflicting 10 profane damage per level. A will save halves this damage. This damage can't ever reduce a target below 1 hp. This Hellchant requires a free hand to activate.

Death Siphon: Requires level 12: (Active, standard 5)
The Hellfire Lord launches a ray of black energy at a target as a ranged touch attack. This ability deals 1d6 + 1 damage per level and heals the Hellfire Lord by the same amount.

Demonic Grasp, Requires Level 13 (Active, swift, 5)
The Hellfire Lord curses a target within medium range if it fails a will save. Whenever the targets takes any action that isn't a free action he takes 1d6 + 1 profane damage per 4 class levels.

Infernal Bonds: Requires level 15 and Hellfire Bond, (Passive, n/a, 0)
The dc to escape Hellfire Bond is increased by 5, the cooldown is reduced by 1 round and also the target is trapped for an additional round.

Anti Magic Zone: Requires level 15 and Antimagic Shell, (Passive, n/a, 0)
Whenever using anti magic shell the Hellfire Lord grants it to all allies within 20ft.

Fiend's Grasp: Requires Level 18 and Death's Grasp: (Active, standard, 5)
The Hellfire Lord conjures a number of shadowy hands that pull all targets within 100 feet of a target within medium range to the target creature's location. The targets are pulled as close as possible to the location as they can be and they all land prone in the nearest square. Any creature pulled by this ability takes 1d6 damage per class level and must make a fort save or be dazed for 1 round.

Remorseless Hellstorm: Requires Level 18 (Active, full round action, 30)
The Hellfire Lord conjures up a tempest of flame and fury that damages all creatures within 30 feet of the Hellfire Lord. All creatures must make a fort save or die immediately from the intense heat. If they succeed on their save they are dazed for 1 round, exhausted for the remainder of the encounter and also take 20d6 + 20 hellfire damage. The Hellfire Lord is immune to his own Remorseless Hellstorm. This Hellchant requires a free hand.

Daverin
2011-12-03, 11:23 PM
This is... wildly awesome. I wish I could be of better use in any balance concerns, but I do know this is easily the first class I will now ever go to for a demoniac.

If there is one question I have, it is this: off of a glance, it seems that there are many more universal strikes and chants than maximum obtainable. Of course, there is also a fair amount of strikes/chants you get in the class without cost, but I just wanted to know how adamant you are on those numbers. Maybe an example of what you can get out of that would help, i.e. a string of 8 strikes or chants that give you plenty of whatever you need? Also, given the fact that some strikes and chants seem to "upgrade" others, did you intend someone to focus more on a few strikes and chants and get the upgrades, or do you feel it is equally good to give a breadth of different ones?

All that said, keep up the good work. :smallbiggrin:

Silva Stormrage
2011-12-04, 03:56 PM
This is... wildly awesome. I wish I could be of better use in any balance concerns, but I do know this is easily the first class I will now ever go to for a demoniac.

If there is one question I have, it is this: off of a glance, it seems that there are many more universal strikes and chants than maximum obtainable. Of course, there is also a fair amount of strikes/chants you get in the class without cost, but I just wanted to know how adamant you are on those numbers. Maybe an example of what you can get out of that would help, i.e. a string of 8 strikes or chants that give you plenty of whatever you need? Also, given the fact that some strikes and chants seem to "upgrade" others, did you intend someone to focus more on a few strikes and chants and get the upgrades, or do you feel it is equally good to give a breadth of different ones?

All that said, keep up the good work. :smallbiggrin:


Glad you like it :smallbiggrin:

I am not really that adamant about the number of strikes and hell chants one character gets but I do want it to be less than the number of possible strikes and chants. It allows some more customization between the different hell lords and because of the way I made focus specialty there has to be more strikes and hell chants then it is possible to get.

I wanted the upgrades to be about equal with getting multiple abilities. Getting multiple means you might have slightly weaker abilities but more of them that can apply a wider variety of effects on targets.

bobthe6th
2011-12-04, 05:33 PM
damn this class is powerful... heck, the deamon sommonig power could be a class in and of itself. this is to good at combat, and to good outside it. a diemenologist ends up with class level/4 demons, all spechilized how he likes. he also has a huge amount of abilities...

recomendation:split this class totaly into three classes. give a smaller subset of its strikes/chants to each class.
lighten up on the power... compare to a dreadnecro, or to a beguiler. unless you wanted something teir 1-2, then give more abilities that do crazy stuff.

Silva Stormrage
2011-12-04, 09:19 PM
Actually if you note above this was meant to be a tier two class. I wanted a non maneuver based class to compete with a well built sorcerer.

About the demon summoning. I am not sure if I was clear but I wanted to only bind monsters and their racial advancements not demons with class levels. I mostly took that ability from the tharatugamgist (I misspelled that...) prestige class.

bobthe6th
2011-12-04, 10:01 PM
still a bit out there... it would kill most stuff in melee, most stuff at range, shut down casters, kick everyones ass... but it can't create a demi plane, scry and die, bring back the dead. it needs more utility power at higher levels to be T2.

Silva Stormrage
2011-12-04, 10:06 PM
still a bit out there... it would kill most stuff in melee, most stuff at range, shut down casters, kick everyones ass... but it can't create a demi plane, scry and die, bring back the dead. it needs more utility power at higher levels to be T2.

Hmmm so you suggest remove some of the combat power this class has and instead put more utility? I will see if I can think of a good way to do that.

Is there anything but the Demon Summoning that stands out as something too strong? My friend was mentioning asphyxiate and I was wondering if there was anything else I should focus on.

bobthe6th
2011-12-04, 10:23 PM
eh, haven't really looked into it. just, you have 1/4levels cohorts that you can build blew me away...

also the reason I suggested more utility is because thats what it means to be T2. able to do most things better than anyone other than a T1-2. so ya, needs more broken, more abusable abilities.

for the sake of those that want to use this in lower teir games, would you mind making a T3 version? I would love to play this, but T2-1 makes me feel dirty inside(no ofence)...

Silva Stormrage
2011-12-04, 10:45 PM
eh, haven't really looked into it. just, you have 1/4levels cohorts that you can build blew me away...

also the reason I suggested more utility is because thats what it means to be T2. able to do most things better than anyone other than a T1-2. so ya, needs more broken, more abusable abilities.

for the sake of those that want to use this in lower teir games, would you mind making a T3 version? I would love to play this, but T2-1 makes me feel dirty inside(no ofence)...

You can't actually customize the cohorts... I should mention that explicitly. Demonology is the only one that can do that.

If I have free time I might make a disciple form where I split up destruction/demonology/blood into different classes

I built this originally not as a player class but a BBEG class for an upcoming campaign (Yes gabe prepare yourself :smallbiggrin:).

bobthe6th
2011-12-04, 11:18 PM
ah... that makes a lot more sense...

to point out, a pure strike class/pure chant class/pure demonology class set up could be fun.

The Tygre
2011-12-05, 02:25 AM
So... much... win... You keep putting out metal classes. It fills me with joy particles.

jiriku
2011-12-05, 02:44 AM
Honestly, not a fan. It's much, much too busy. You must have 60 different features here gained across 20 levels, including abilities that generate power points, abilities with varying cooldowns, abilities that create summons who must be tracked and managed individually, self-buffs, party buffs, passive benefits, triggered abilities....

Faithful reproductions of WoW classes won't function well in D&D, because while in WoW you have a computer to keep track of everything for you and manage your character, a D&D player has to manage this with a merely human brain, or else write a complex custom spreadsheet to operate the character.

I'd suggest choosing a very small handful of iconic abilities and constructing the class around them, rather than trying to cram this riot of class features into one 20-level sequence.

Silva Stormrage
2011-12-06, 12:38 PM
Honestly, not a fan. It's much, much too busy. You must have 60 different features here gained across 20 levels, including abilities that generate power points, abilities with varying cooldowns, abilities that create summons who must be tracked and managed individually, self-buffs, party buffs, passive benefits, triggered abilities....

Faithful reproductions of WoW classes won't function well in D&D, because while in WoW you have a computer to keep track of everything for you and manage your character, a D&D player has to manage this with a merely human brain, or else write a complex custom spreadsheet to operate the character.

I'd suggest choosing a very small handful of iconic abilities and constructing the class around them, rather than trying to cram this riot of class features into one 20-level sequence.

I have heard this argument used before on overly complicated classes but I honestly don't see it. Surely some people will struggle to manage it's many abilities. But those people take equally long to manage spellcasters and other characters with lots of options. They tend to play characters who's options are full attack and full attack harder. This class definitely isn't for them.

Look at the sorcerer for example, its considered one of the "easiest" casters to play since you don't have to redo all your spells each day. It has around 40 spells to choose from at level 20 while this character has about the same number of active abilities and passives that aren't just + damage or + stats (those don't take any extra time to manage). Especially since a lot of abilities are situational I don't think it takes all that much time.

Going to have a friend make a short one shot for this class though and see if I can spot any op'ed abilities and I will make sure to check if it takes too long to manage the class.

@ The Tygre: Thank you. I am glad you like the classes I put out :smallsmile:

BelGareth
2011-12-06, 02:30 PM
First off this is great, love it.

However I do have a few concerns, first off I don't think Fel power and cool downs for powers works, there are a ton of things to keep track of and to add more is going to overload the average player.

I would IMO prefer the standard uses per/day or per/encounter.

How long does the Fel power last I can't seem to find that information.


Blood Strike: (Ex) A strike that all Hellfire Lords know. This attack deals normal melee damage + 1/class level. For every additional attack that the Hellfire Lord would have in a full attack this attack deals 1d2 damage per class level. This strike has a 1 round cooldown. This strike gains 10 fel power.

This confuses me, is it a standard action and the extra attacks supplement it? or...I dunno I just don't get it.


Hellfire Bolt: (Sp) Every Hellfire Lord can summon a bolt of pure malevolence. This bolt takes 10 Fel Power and is usable at will. If the Hellfire Lord hits with a ranged touch attack it deals 1d6 hellfire damage and an additional 1d6 damage per class level. At 6th level this ability heals the Hellfire Lord 1d6/3 class levels when it hits a target.

Is this Hellfire different than magical fire or non magical fire and therefore bypasses fire resistance and immunity? I would assume that's what your going for, but its not stated.

Hell Chants confused me to death, I thought they were continuous affects (like bardic music) until I reread their descriptions.

Focus Ability II and Demonic Transformation II are both repeated on the table, Seeing as the next in line is IIII I beleive they should be IV.

Roman numerals go in order as such: I, II, III, IV, V, VI (there is no IIII)


Focus Abilities>Level 3:Vengeance: Whenever the Hellfire Lord is attacked he gains a number of revenge points equal to 1/10 of the damage dealt to him. He can have a max of his charisma modifier or his level, whichever is lower, revenge points. He adds these revenge points to his melee weapon damage for the next round and these are removed at the beginning of each round.

If it's removed at the beginning of the round, how can it be used?
Should it say removed after you make your next attack (I assume so, but others may not make that connection)

I love the three disciplines, but Demonology seems too much like destruction with all the falling meteors and such. More Demon summoning and manipulation would be nice. especially with the low BAB.

Summon Demon is....strange, Why would you have multiple demons and only summon one at a time? I can't think of many low CR demons that are utility driven enough to warrant this. Why not a permanent demon cohort? that levels with you.

Call of Hades, Is this boost optional? and I believe it should be a profane bonus, but untyped is cool to.

Demonic Transformation is cool, nuff said.

Fear is...interesting, I don't think this is needed.

Strangulate, same as above.

Hell's Bounty....is broken, you can change this around at higher levels AND get multiple? with a CHA oriented class this could be dangerous, why not just give a static ability from the beginning of the class? give lets say Hell's grace (reverse of Divine grace) and apply Cha to AC as a deflection bonus? this would uncomplicated an already complicated class.

Banish, summoned creatures aren't extra dimensional, but I get what you mean.

See the soul, cool if not a little broken, maybe make it a SU ability and therefore negatable with say dispel or something similar.

HellGate, cool if fel power was removed if not given late in the game.

Overall I think its a great class, but I would have to agree, I think there is too much going on. with the aura's, strikes, chants etc..
I would remove some of the minor abilities and concentrate on the core of the class, which seems to me is the strikes and chants. I would also remove the Fel power idea and cool downs and add times per day and/or encounter. But thats me. Hope this helps

Again, great idea and feel free to ignore my comments. :smallbiggrin:

Just to Browse
2011-12-06, 02:34 PM
I think your Spell Resistance needs to scale better. It becomes nearly obsolete between levels I and II, then jumps, then becomes slightly less obsolete, then jumps, etc.

It should be something like "5 + level" , "8 + level", "11 + level", etc. Maybe +2 per advancement instead of +3, but you get the picture. Scaling just needs work.

Silva Stormrage
2011-12-15, 08:50 PM
Okay finally have time to rework this class. What I found when I did the one shot with this guy was that he has too much self healing and tanking ability (for blood anyway). Also while I didn't find this character to have that many abilities the cooldown and recourse management did slow down turn times. I found it was about the same speed as playing a malconvoker.

Going to rework this class a bit and see if I can get the tier 2 version in working condition. Then I will work on separating the class into three tier 3 versions.

Also just so I say this somewhere. My goals for the three focuses were this
Blood: Heavy Melee Tank
Desturction: One handed damage dealer gish
Demonology: Caster and Summoner

The names honestly might not put that across. Especially destruction, if anyone has any suggestions for renaming them I am all ears (except for blood I like that name :smalltongue:)

Pyromancer999
2011-12-15, 09:04 PM
This is really, really nice. As I've seen so far, not really any balance concerns, although the Summon Demon feature might want to function off class level instead of the Hellfire Lord's CR. Also, I strongly feel that somehow, some way, there should be a gish PrC for this class and my Death Knight.

Daverin
2011-12-15, 11:03 PM
Okay finally have time to rework this class. What I found when I did the one shot with this guy was that he has too much self healing and tanking ability (for blood anyway). Also while I didn't find this character to have that many abilities the cooldown and recourse management did slow down turn times. I found it was about the same speed as playing a malconvoker.

Going to rework this class a bit and see if I can get the tier 2 version in working condition. Then I will work on separating the class into three tier 3 versions.

Also just so I say this somewhere. My goals for the three focuses were this
Blood: Heavy Melee Tank
Desturction: One handed damage dealer gish
Demonology: Caster and Summoner

The names honestly might not put that across. Especially destruction, if anyone has any suggestions for renaming them I am all ears (except for blood I like that name :smalltongue:)

I honestly thought that names worked fine; I suspect some WoW experience kind of gives a better vibe of each one (although demonology was the one that gave you metamorphosis, but still... summoning tends to be associated with the most squishy of casters. :smalltongue:)

Pyromancer999
2011-12-15, 11:35 PM
Just looked it over and noticed that I don't see any way of gaining Fel Power. Not entirely sure if this is just me not noticing or something else.

Silva Stormrage
2011-12-15, 11:38 PM
I honestly thought that names worked fine; I suspect some WoW experience kind of gives a better vibe of each one (although demonology was the one that gave you metamorphosis, but still... summoning tends to be associated with the most squishy of casters. :smalltongue:)

Actually not really :smalltongue: Destruction is a warlock spec that focuses on casting direct damage spells. It was the only one of the names that really worked though and I refluffed many of their abilities to be melee.

Silva Stormrage
2011-12-17, 02:30 PM
Just looked it over and noticed that I don't see any way of gaining Fel Power. Not entirely sure if this is just me not noticing or something else.

Well I actually removed the Fell Power Mechanic because it was too much of a hassle to keep track of. I replaced it with a cooldown and use per encounter mechanic instead. THough when I was using it you gained fell power through using strikes.

Daverin
2011-12-17, 08:30 PM
Actually not really :smalltongue: Destruction is a warlock spec that focuses on casting direct damage spells. It was the only one of the names that really worked though and I refluffed many of their abilities to be melee.

To expain, blood to me is reminiscent of DKs (although I believe blood isn't tank anymore? I haven't played since early Cata.) Meanwhile, I explained why demonology would be the squishiest, and I'd imagine someone who goes both magic and melee given the between there really just wants them to die, so yeah, Destro. So perhaps I just am good at giving justifications, so... :smalltongue:

Silva Stormrage
2011-12-19, 06:14 PM
To expain, blood to me is reminiscent of DKs (although I believe blood isn't tank anymore? I haven't played since early Cata.) Meanwhile, I explained why demonology would be the squishiest, and I'd imagine someone who goes both magic and melee given the between there really just wants them to die, so yeah, Destro. So perhaps I just am good at giving justifications, so... :smalltongue:

I actually stopped playing about that time too. I just noticed some of the changes for Mist of Panderia (New XPac) and the talent changes. Blood is still tank though. But ya looking over it I think the names are fine actually. If someone suggests one I really like I will probably still change it though :smallbiggrin:

Silva Stormrage
2011-12-22, 03:04 PM
Does anyone have any good ideas for strikes + hellchants for this class. While this one has plenty I am working on the three tier 3 versions and I don't have enough strikes to really make a good class with. I have a decent amount of hellchants though, still would like more though if anyone has any good ideas :smallbiggrin: