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Ing
2007-06-06, 01:41 AM
The Dark Knight -
http://www.knology.net/~dark_knight29/Dark%20Knight.jpg

Live by the Sword, die by the sword
To qualify for the DARK KNIGHT prestige class a character must fulfill the following

* Skills: Intimidate 5, Bluff 5
*Feats: power attack, Weapon specialization
*Proficiency in heavy armor, heavy shields and martial weapons.
*Alignment: Any Evil
*Contract with an Evil Outsider

A Dark Knight is a warrior so obsessed and driven to combat they have sold their very soul for the power to crush their enemies. In exchange for their soul and loyalty the Dark Knight receives from the Evil Outsider they have contacted they receive a fiendish weapon known as a Blood Born. The weapon is forged from the transmuted blood of the Dark Knight and a loved one she has sacrificed to the Evil Outsider. The Weapon grants them supernatural powers and strength in combat making them a formidable foe for the fiendish realms. The Blood Born weapon manifests as a masterfully crafted sample of their favored weapon carved out of the black hardened scabbed blood of their fiendish contact

HD=d10
SKills= Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Move Silently (Dex), Ride (Dex), and Swim (Str).
Skill points per level =2+int
[/SIZE] {table]|level|BAB|Fort|Reflex|Will|Special|
|1|+2|+2|+0|+0|Blood Bound Weapon|
|2|+3|+2|+1|+1|Frightful prescience , smite|
|3|+4|+3|+1|+1|Sadism |
|4|+5|+4|+1|+1| Bleeding heart of the Blade|
|5|+6|+4|+2|+2|Hardy|
|6|+7|+5|+2|+2|Blade's beckoning|
|7|+8|+5|+3|+3|Fissure Strike,|
|8|+9|+6|+3|+3| Fartouch|
|9|+10|+6|+4|+4|Spirit Shackles|
|10|+11|+7|+5|+5|Vorpral |[/table]

Blood Born weapons: A Dark Knight's powers come from the fiendish weapon he carries. The weapon is a unique magical item. The weapon can be of any type that the warrior had designated through Weapon Specialization. the weapon counts gains a +1 magical weapon bonus as long as it is wielded by its master. At lv 3 this increases to +2, at lv 5 +3 at lv 7 +4 and at lv 10 +5. If their Blood Born weapon is destroyed they loose all class abilities and bonus feats until they can regain a replacement from their fiendish master. All of the class features of Dark Knight class only work through the chosen weapon or if the Dark Knight is in possession of the weapon unless otherwise stated.

A Blood Born weapon is fashioned from hardened blood of it's human and fiendish master. It progresses in strength as the Dark Knight advances

{table]|Level|Attack Bonus|Hardness|traits|
|1-3|+1|10|Fiendish traits, Fast healing 1, Turn resistance|
|3-4|+2|14|Fast healing 2|
|5-6|+3|18|Fast healing 3|
|7-9|+4|22|Fast healing 4|
|10|+5|26|Fast healing 5|
[/table]

HD: A Blood Born Weapon always has 1/10 the Hp of its master, but is considered to have a HD matching it's master for the sake of turning and spells

Attack bonus: A Blood Born Weapon is a magical weapon and grows stronger as the range and hate of it's wielder grows. As the Dark Knight advances the Weapon gains magical bonus modifiers to attack and damage

Fast healing: When damage a blood born weapon begins to bleed. these wounds quickly seal themselves, giving the weapon a surprising rate of regeneration.

Turn Resistance: Clerics can attempt to turn or destroy the Blood Born weapon as if it were an evil outsider. The Blood Born weapon is immune to such attempts except when it is within a sanctified area. If the Blood Born weapon is turned the Dark Knight is stripped of its class abilities until it's blade recovers.

Fiendish Traits: The Blood Born Weapon has the traits of whatever fiendish creature forged it (A BBW gotten through a deal with a Devil has Devil Traits, a BBW gotten through a deal with a Demon has Demonic traits, etc)

Identifying: A Blood Born Weapon can be identified as such with a Bardic Knowledge check (30) or a Knowledge Arcane/Religion (35)

Far Touch: A Dark Knight can mystically hurl their Blood bound weapon with supernatural ease. They can hurl their Blood Bound Weapon as a ranged thrown weapon. The weapon automatically returns to it's master's hands at the start of her next round. The thrown weapon has a range of 40 feet.

Smite: A Black Knight can choose as they make an attack to deal additional damage with their chosen weapon. Per day they can deal HD Xcha modifier damage. They can choose to divide this damage pool up into any number of attacks.

Frightful Presence
Dc=10+cha+1/2 hd. if the dark knight has a intimidate rank of 10 or higher +2 synergy is added to the DC.

Hardy: A Dark Knight is resilient to harm and able to effectively ignore pain. They are able to move and act as normal unless dropped to -10 hit points and killed.


Sadism: for each foe a Black Knight fells in battle she gains +1 moral bonus to saves and initiative. This effect lasts for 2d4 minutes after combat ends

Fissure strike:
On a critical hit a Dark Knight makes an automatic sunder check against its target, it can choose this to be weapon, armor or shield. If target lacks any of the above to sunder the target takes 1d4 con damage

Vorpral: on a critical hit a Dark Knight can choose to forgo his fissure strike to reroll another confirmation hit. if this hit beats the target's AC+4 the target is decapitated and killed. If failed the critical hit acts as normal

Blades Beckoning:
Upon slaying a foe a Dark Knight can choose to infuse their corpse with negative energy. In 1d3 rounds the once foe animates as an undead slave. The Dark Knight can choose whether to animate their victims as either a zombie or a skeleton. A Black Knight can only control 4 times their HD X cha modifier HD worth of zombies/skeletons.

Bleeding heart of the Blade: A Dark Knight has lived by his favored weapon for so long they become spiritually tied to it. If slain their bodies burst into flames but their soul remains, tethered by their Blood Born Weapon Weapon. Within 1d10 days the Blood Born weapon begins to break out in boils and blisters which quickly break into bleeding wounds. Within 1d4 days after that the shed blood will manifest a new body for the Dark Knight.

Spirit Shackles: A Dark Knight can entrap another's soul and essence in their Blood Born Weapon. Upon slaying their target the creature's soul is sucked into the blade and trapped. Once per day the Dark Knight can summon a ghastly form of their slave. The slave can speak freely but obeys its master's command involuntarily without question. The slave has all the same stats as it did in life. Upon being reduced to 0hp the Slave disappears in a puff of ectoplasm and cannot be summoned again for 1d12 days. The Dark Knight can only trap creatures/characters with a hd of 1/2 there own and can only trap one soul at a time. At any time a Dark Knight can chose to release the soul from it's sword from which it continues on to the afterlife.


[/QUOTE]

Call Me Siggy
2007-06-06, 12:40 PM
One question:Is this a Blackguard redo?

You forgot to put skill points per level as well...other than that, seems fine.

Ing
2007-06-06, 01:42 PM
One question:Is this a Blackguard redo?

You forgot to put skill points per level as well...other than that, seems fine.

I should have explained.

I'm using this thread to do Blackguard versions of the other classes. This essentially is the fallen fighter version.

There will soon be posted

Faustian Mage: Wizard
Night Hunter: Ranger
Simonite: Cleric
Vassel of Behemoth: Barbarian
Demon's Hand: Monk
Shadow Reaver: Rogue
Befouled Tongue: Sorcerer
Demonic Muse: Bard

aaron_the_cow
2007-06-06, 05:12 PM
I should have explained.

I'm using this thread to do Blackguard versions of the other classes. This essentially is the fallen fighter version.

There will soon be posted

Faustian Mage: Wizard
Night Hunter: Ranger
Simonite: Cleric
Vassel of Behemoth: Barbarian
Demon's Hand: Monk
Shadow Reaver: Rogue
Befouled Tongue: Sorcerer
Demonic Muse: Bard

I can't wait, this one was so good.

Baron Corm
2007-06-06, 05:36 PM
a blackguard version of fighter eh? just put the bonus feat at every ODD level.

joking aside, this doesn't technically fit, as fighters have no alignment restrictions. paladins weren't meant to multiclass into blackguard. you could make an evil version of fighter, i just wouldn't worry about basing it off blackguard. you could make a lawful version of bard... for when they finally settle down, get married, and give up adventuring (nooooooooooo! the gods hath forsaken meeee)

Ing
2007-06-06, 09:02 PM
a blackguard version of fighter eh? just put the bonus feat at every ODD level.

joking aside, this doesn't technically fit, as fighters have no alignment restrictions. paladins weren't meant to multiclass into blackguard. you could make an evil version of fighter, i just wouldn't worry about basing it off blackguard. you could make a lawful version of bard... for when they finally settle down, get married, and give up adventuring (nooooooooooo! the gods hath forsaken meeee)

It's not a blackguard fighter, It's a fighter who has made a similar pact with the devil/a demon as a blackguard does and has been granted infernal powers to match their skills. Here they get a living weapon made of their own blood and flesh.

Ing
2007-06-06, 09:10 PM
I can't wait, this one was so good.

Thank you. I think, times like this I really wish I could sense sarcasm over the internet.

Matthew
2007-06-14, 11:31 PM
So, why Skill Ranks in Balance?

F.H. Zebedee
2007-06-16, 11:11 PM
I, too, am mystified by Balance.

I do like the class features, though.

EvilElitest
2007-06-16, 11:15 PM
Sounds pretty cool to me, i think you need a better name though, Dark Knight gets taken a lot
from,
EE

Gralamin
2007-06-18, 11:45 PM
Looks good, expect for one broken thing.


Blades Beckoning:
Foes felled by the Black Knight's favored weapon are infused with negative energy. in 1d3 rounds they animate as zombies. A Black Knight can only sustain 4 times their HD X cha modifier zombies. Any surplus zombies become wild and wander off in random directions

Way to overpowered there.
Lets consider this shall we?
Lets take someone with 20 HD
Now lets give him CHA 18.
He can now Control 300 Zombies. Not hit dice of Zombies. Just zombies. And they last forever.
Well, Then this guy gets the final strike on every dragon they come across, until hes up to say, 300 dragon zombies. This is a BIT much, Don't You think?

My Recommendation, would require him a Charisma of at least 12 to use this ability (4 * 20 * 0 = 0, And 4 * 20 * -4 = -300 zombies [not sure how you manage that]), Have it control your Hit Dice, or 2 times your Hit Dice of Zombies, and have them last for 1 day/Class level.

thus it would read something like this:

Blades Beckoning
When a Dark Knight kills a creature with his Blood Born Weapon, He may choose to animate the creature as a Zombie. If he chooses to animate a zombie, it fully animates in 1d3 rounds. You must have a Charisma of at least 12 to use this ability. You control Zombies created in this way. You may control up to (2*Your Hit dice) hit dice of zombies. These Zombies last for 1 day/level in this class.

edit: oops Hope I didn't threadnomancy.

JackMage666
2007-06-19, 02:31 AM
SKills= Bluff, Intimidate, climb, jump, spot, listen, search, survival

If it's based off fighter, give it the same skills as a fighter. This seems to be "let's give him all the good skills, and Intimidate." Fighters don't need Spot, Listen, Search or Survival. Bluff's a maybe, due to the deception of dealing with fiends.

Give it a Fighter's skill list, I say. It makes MUCH more sense.

Also, alphabetic order.

Jack_Simth
2007-06-19, 06:24 AM
[SIZE=2]To qualify for the DARK KNIGHT prestige class a character must fulfill the following

* Skills: Intimidate 5, bluff 5, balance 5
*Feats: power attack, Weapon specialization
*Proficiency in heavy armor, heavy shields and martial weapons.
*Alignment: Any Evil
*Contract with an Evil Outsider

If it weren't for Weapon Specilization, the fastest route would be Rogue 1/Fighter 1. Weapon Specilization requires at least Fighter-4 - and with a pure Fighter, you can't get in until after 7th (for cross-class ranks to cap at 5). Rogue 1/Fighter 4 is fastest to qualify as-is.

Under Frightful Presence:
IF the Dark Knight has at least 5 ranks in Intimidate? It's a class requirement - they always will (barring retcons with things like Psychic Reformation).

Spiryt
2007-06-19, 08:49 AM
Okay, idea is nice, they seems to be very supernatural for fighter prestige class, but this abilities are bound with one chosen instrument of slaughter, so it fit well. Any thoughts how does such weapon look like? :smallbiggrin:

However i read whole thread and it seems that nobody noticed:

* messed BAB and saves. It's always confusing, i dunno if people want to give class some uncommon progresion, or just can't remember 3 BAB types or 2 types of saves (good and poor)...

And:


the weapon counts gains a +1 magical weapon bonus as long as it is wielded by its master. At lv 3 this increases to +2, at lv 5 +3 at lv 7 +4 and at lv 10 +5.
Stacks with other weapon enchantments? And can what type of weapon is Blood Born anyway? If i understand it well it just normal (nonmagic) weapon in which Dark knight is specialised.


They can hurl their Blood Bound Weapon as a ranged thrown weapon. What does it mean? Thrown weapon have many different range Increments...


A Black Knight can choose as they make an attack to deal additional damage with their chosen weapon. They can deal additional damage equal to Cha bonus X Level of Dark Knight. They can divvy up this bonus in any number of attacks per day. If i understand it well it's like a paladin smite but it can be done whenever DK wants :smalleek: It's totally overpowered:

Let's say 7Figh/5DarkK - (16Charisma) 3 attacks per round, all with +15 to damage? With charisma 18 (why not max it?), 1Rogue/4Fight/7DK (like Jack_S. said) and dual weapon its 28 x 6= 168 damage, only from Smite EVERY round (no or little Power attacking to hit frequently).
Very funny.

Blades Beckoning is, as Gralamin said too powerful and rather dumb. If they didn't dissapear, does he wonder with dosens of zombies around all time?


Bleeding heart of the Blade and Spirit Shackles are maybe not too powerful but rather non climatic for me. Me humble suggestion will be replacing it with some more interesting fight centered abilities? If sword/something is so bound with DK, maybe it should give him more strenght or something?

On the other hand, if he loses all abilities when weapon is destroyed he can be one shoted by other fighter with ease. Sundering weapons is just too simple in D&D. Maybe weapon should be more durable than normal or maybe all damage weapon sustained over its hardness should be dealt to DK? They are bound after all.

That's all at least for now. BTW: Nice picture.

The Grim Author
2007-06-19, 05:06 PM
Actually, the way I read that, it's not that he can apply it to every attack, but rather what the class is trying to do is create a "pool" of bonus damage that can be used every day - so if you use up that damage in one attack, you can't use it again. Then again, the ability may be poorly-worded; if it is every round, then yes, it's massively overpowered.

firepup
2007-06-19, 06:12 PM
Blood Born weapons: A Dark Knight's powers come from the fiendish weapon he carries. The weapon can be of any type that the warrior had designated through Weapon Specialization. the weapon counts gains a +1 magical weapon bonus as long as it is wielded by its master. At lv 3 this increases to +2, at lv 5 +3 at lv 7 +4 and at lv 10 +5. If their Blood Born weapon is destroyed they loose all class abilities and bonus feats until they can regain a replacement from their fiendish master. All of the class features of Dark Knight class only work through the chosen weapon or if the Dark Knight is in possession of the weapon unless otherwise stated.

Far Touch: A Dark Knight can mystically hurl their Blood bound weapon with supernatural ease. They can hurl their Blood Bound Weapon as a ranged thrown weapon. The weapon automatically returns to it's master's hands at the start of her next round.

Smite: A Black Knight can choose as they make an attack to deal additional damage with their chosen weapon. They can deal additional damage equal to Cha bonus X Level of Dark Knight. They can divvy up this bonus in any number of attacks per day.

Fissure strike:
On a critical hit a Dark Knight makes an automatic sunder check against its target, it can choose this to be weapon, armor or shield. If target lacks any of the above to sunder the target takes 1d4 con damage

Vorpal: on a critical hit a Dark Knight can choose to forgo his fissure strike to reroll another confirmation hit. if this hit beats the target's AC+4 the target is decapitated and killed. If failed the critical hit acts as normal

Blades Beckoning:
Foes felled by the Black Knight's favored weapon are infused with negative energy. in 1d3 rounds they animate as zombies. A Black Knight can only sustain 4 times their HD X cha modifier zombies. Any surplus zombies become wild and wander off in random directions

Bleeding heart of the Blade: A black knight has lived by his favored weapon for so long they become spirtually tied to it. If slain their bodies burst into flames. As long as their sword survives a new body will be reform from the blade in 2d10 days.

Spirit Shackles: A Dark Knight can entrap another's soul and essence in their Blood Born Weapon. Upon slaying their target the creature's soul is sucked into the blade and trapped. Once per day the Dark Knight can summon a ghastly form of their slave. The slave can speak freely but obeys its master's command involuntarily without question. The slave has all the same stats as it did in life. Upon being reduced to 0hp the Slave disappears in a puff of ectoplasm and cannot be summoned again for 1d12 days. The Dark Knight can only trap creatures/characters with a hd of 1/2 there own and can only trap one soul at a time. At any time a Dark Knight can chose to release the soul from it's sword from which it continues on to the afterlife.
You should make it so that most of the Dark Knight's abilities stop if his weapon is destroyed until he gets a new one. Of course that would make this probably able to happen

Dark Knight: Now feel the power of my zombie army and my level ten servant.
Fighter: *sunders Dark knight's weapon*
Zombies: *shamble off*
Dark Knight: Now, now... let's talk this out....

Ing
2007-06-24, 08:48 PM
Actually, the way I read that, it's not that he can apply it to every attack, but rather what the class is trying to do is create a "pool" of bonus damage that can be used every day - so if you use up that damage in one attack, you can't use it again. Then again, the ability may be poorly-worded; if it is every round, then yes, it's massively overpowered.

It's like the Paladin's Lay on Hands, only it deals additional damage instead of healing.

Ing
2007-06-24, 08:49 PM
You should make it so that most of the Dark Knight's abilities stop if his weapon is destroyed until he gets a new one. Of course that would make this probably able to happen

Dark Knight: Now feel the power of my zombie army and my level ten servant.
Fighter: *sunders Dark knight's weapon*
Zombies: *shamble off*
Dark Knight: Now, now... let's talk this out....

If you read it all of his abilities do end if his weapon is destroyed. He can only manifest his abilities using his Blood Born weapon. Without it all effects end.

Ing
2007-06-24, 09:14 PM
Edited to reflect proper class skills, clarify some confusion for the abilities.

Ing
2007-06-27, 10:19 AM
Added a better description of the Blood Born Weapon

Ing
2007-06-27, 12:54 PM
Faustian Mage

http://img444.imageshack.us/img444/844/faust6de193zh7.jpg

Sign right here on the dotted line...

Requirements
Spells: Ability to cast Summoning spells, Ability to cast Planar ally ability to cast 3rd level spells
Alignment: Any none G
Skills: Knowledge Arcane 5, Knowledge religion 5, Spell craft 8,

HD: d4
Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge Arcana (Int), Knowledge (religion/the planes) (Int), Knowledge (Int), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).

Abilities

{table]|Level|BAB|Fort|Ref|Wis|Special|Spells|
|1|0|0|0|2|Spontaneous summoning, Blood Oath, Summoning restrictions|+1 level of existing spellcasting class|
|2|1|0|0|3|Arcane Power, Improved Ally|+1 level of existing spellcasting class|
|3|1|1|1|3|Bonus Feat, Improved Familiar|+1 level of existing spellcasting class|
|4|2|1|1|4|Contingent conjuration|+1 level of existing spellcasting class|
|5|2|1|1|4|Planar Cohort|+1 level of existing spellcasting class|
|6|3|2|2|5|Arcane Power, Bonus feat|+1 level of existing spellcasting class|
|7|3|2|2|5|bargaining| +1 level of existing spellcasting class|
|8|4|2|2|6|Arcane Power|+1 level of existing spellcasting class|
|9|4|3|3|6|Bonus Feat|+1 level of existing spellcasting class|
|10|5|3|3|7|Arcane power|+1 level of existing spellcasting class|[/table]

Spontaneous SummoningA Faustian Mage can cast a level equivlent version of the Summon Monster (or summon swarm, elemental etc) in place of a prepared spell.

Blood Oath A Faustian Mage's new arcane power comes from a deal made with a fiendish outsider. The Fiend and Mage both must willingly enter the pact and the contract must be signed in blood upon parchment made from the tanned leather skin of a sentient creature (provided by the Mage). If the Mage goes against the pact he is stripped of all his abilities.

Summoning restrictionsA Faustian Mage can only summon evil outsiders or creatures with the fiendish modifier

Arcana PowerIn exchange for good service and fealty a Faustian Mage is granted a supernatural power by their fiendish master. They may choose from the following abilities

Arcane Reach (Su): The mage can use spells with a range of touch on a target up to 30 feet away. The mage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet.

Mastery of Shaping: The mage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell's area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet.

Mastery of Elements: The Mage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell's casting time is unaffected. The caster decides whether to alter the spellís energy type and chooses the new energy type when he begins casting

Demonic breath: The Mage can Spontaneously burn a prepared spell slot to breath a cone of demonic fire. The cone has a range of 30 feet by 10 feet and deals 1d6 Damage per spell level+caster level worth of damage. The Reflex DC is based on the burnt spell slot

Blood drinker The mage can recover damage by drinking the blood of a non-evil aligned sentient creature. Upon a successful grapple the Mage deals 1d4 pts of Con damage per round and heals one 1hd worth of hp for each pt of con drained.

Telekinesis: The mage can move objects with his mind at will. Doing so counts as a move action as if he had physically moved the objects. His Telekinesis strength is calculated using his INT modifier instead of his STR and has a range of 30 feet

Heresy: By slaying and sacrificing a priest or Paladin of a good aligned deity the Faustian Mage is granted 3 free maximized spells for that day

Youth: A faustian Mage can lower their age by as much as 10 years (or as little as 0) and gain +2 temporary strength and con by sacrificing and slaying a good aligned (or other wise innocent/pure hearted) creature with their bare hands. The modifiers lasts until the next lunar cycle. Upon ending the Faustian mage must repeat this ritual or revert back to normal age and abilities. The Faustian Mage can repeat this ritual multiple times a lunar cycle to lower his age but can only gain an ability bonus of up to +4 for Strength and Constitution.

Bonus Feat from the following list Augment Summoning, Brew Potion, Combat Casting, Craft Magic Arms and Armor, Craft Rod,Craft Staff,Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials,Heighten Spell, Spell Focus,Spell Mastery,Spell Penetration

Improved familiar The Faustian Mage's familiar gains the "Fiendish" modifier. If they lack a familiar they may gain a fiendish version of a standard familiar or any evil outsider familiar from the Improved familiar list

Contingent Conjuration:A Mage can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the Mage cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.

The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the Mage wants it to, although most conjurations can be dismissed normally. A Mage can have only one contingent conjuration active at a time.

Improved Ally: When a Mage casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the Mage Diplomacy check adjusts the creatureís attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.

Planar Cohort: A 5th-level Mage can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the Mage continues to advance a cause important to the creature.

To call a planar cohort, the Mage must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature canít be used to reduce or eliminate this cost. The planar cohort canít have more Hit Dice than the Mage has, and must have an ECL no higher than the Mage character level Ė2.

A Mage can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a Mage existing cohort, if he has one by virtue of the Leadership feat.

Should the Mage turn against his pact/deal the Cohort's obedience will end, but rather than disappear like most of the Mage's class features the Cohort will attempt to kill it's former master or capture her and take her to the Cohort's native plane.

Barganing The Mage can attempt to use stand ins for spell components and further deals with her fiendish master. The Mage can attempt to offer their master a sacrifice of blood and life of another living creature in place of XP or money costs for a spell. It is up to the discretion of the fiend whether to accept such an offer or not. Furthermore should a Mage wish to leave his pact or apologize for a transgression against the deal he may offer a willing stand in to be condemned to servitude to the Fiendish overlord.

Human Paragon 3
2007-06-27, 01:28 PM
Looks great. Might be a bit on the powerful side, I can't be sure, but is cool either way. The contract should need to be signed in the mage's own blood, though. Also, I might move the Planar Cohort up to level 1 (in lieu of the +1 spellcasting level) as the service of Mephistopholese was the main boon provided by the pact in Faust.

Wizard_Tom
2007-06-27, 02:14 PM
A d5 hit die? That's a bit wierd to say the least.

Poppatomus
2007-06-27, 02:39 PM
Very cool. IN keeping with the Faust theme, however, I feel that all int based skills, or at the least all knowledge skills, should be class skills.

TheLogman
2007-06-27, 02:41 PM
I agree that the d5 HD is a little out there, but whatever.

Anyway, truly the perfect flavor and crunch for what you were making. Very very well done, and quite impressive amount of power for this guy.

Isn't the ability to change the shape of a spell like that a little too powerful? Maybe not, but a lightening spell changed from a line to a cone to affect more people sounds a little overpowered.

Human Paragon 3
2007-06-27, 03:01 PM
The d5 HD is only possible through the gross warpings of the physical world. You'll have to sell your soul to get one, but at least you get the full set of odd dice plus the dsquarerootofnegative1.

TheLogman
2007-06-27, 03:05 PM
Or, you could roll on an online Probability generator or die roller. I have one that can roll any sided die between 1 and 1000000000 sides.

And shouldn't they get Knowledge (Arcane) as a class skill? Especially as it's a prerequisite?

Ing
2007-06-27, 03:19 PM
Or, you could roll on an online Probability generator or die roller. I have one that can roll any sided die between 1 and 1000000000 sides.

And shouldn't they get Knowledge (Arcane) as a class skill? Especially as it's a prerequisite?

Or I did a typo on a D4* :tongue:

Ing
2007-06-27, 03:26 PM
Looks great. Might be a bit on the powerful side, I can't be sure, but is cool either way. The contract should need to be signed in the mage's own blood, though. Also, I might move the Planar Cohort up to level 1 (in lieu of the +1 spellcasting level) as the service of Mephistopholese was the main boon provided by the pact in Faust.

The class is on the powerful side, but it has some balance issues that aren't really stated explicitly. The Blood Oath for example probably is the biggest down side, Since it could have clauses that state "sacrifice a child to Mephistopheles every month" or "use these powers to assassinate the LG king of some country" or "Obey the every whim of my blackguard without question" or even "Contract expires in 20 years, upon ending party B will be dragged to hell"

Jack_Simth
2007-06-27, 03:50 PM
Requirements
Spells: Ability to cast Summoning spells, Ability to cast Planar ally ability to cast 3rd level spells(Emphasis added) - Cleric only spell, there, barring certain non-core feats.



Improved familiar The Faustian Mage's familiar gains the "Fiendish" modifier. If they lack a familiar they may gain a fiendish version of a standard familiar or any evil outsider familiar from the Improved familiar list

Kinda implies Sor/Wiz (or some other arcane class). Umm.... which is it supposed to be?

Mordokai
2007-06-27, 04:05 PM
Both of these two guys strike me as grossly overpowered. Dark knight basicly gets a phylactery for free. And on level 4? Come on, lich has to get undead and spend a whole lot of gp and XP while this guys has to make an incision on his wrist. Better not let emos find out about this :smallyuk: You made him fully effective all the way until he is dead(at -10 hp) and by that time he already has Bleeding heart of the Blade, so he'll be back in few days. Other problems have already been mentioned. My suggestion would be to include at least few hundred of xp points of payment for Bleeding heart of the blade, and maybe giving him Diehard feat for free. As things stand, this guy is way too overpowered in my book. He looks cool thou, I'll give that.

About the Faustian mage, he 's too overpowered too, at least too me. Like you said, blood oath can have some bad consequences, but I think only evil characters will choose the way of faustian mage, so that won't present much problem to them. From there on it's only good life for them. They get only good stuff, and nothing bad happens to them.

Like I said, WAY too overpowered(god, I hate repeting myself, but in this case I feel I must do that). They look cool, and they have that flavour, but they are broken and I doubt I would want to play a single one of them.

Matthew
2007-06-28, 09:26 PM
Move Silently is a Class Skill for the Dark Knight, but not Hide? That's almost as bonkers as Barbarians and Bards with Listen and no Spot...

thehothead
2007-06-28, 10:08 PM
Might I suggest you include a sort of "table of contents" that links to the individual posts? only one link so far, but it would still be helpful.