View Full Version : An obvious Arrancar Ripoff [Monstrous PrC]

2008-04-04, 09:22 PM
Hey, guys. Another bleach ripoff, again inspired by the bleach d20 system and anathema to the Masked Demon (http://www.giantitp.com/forums/showthread.php?t=71073) and Spirit Lord (http://www.giantitp.com/forums/showthread.php?t=74984) PrC's. Hope you guys like the Arrancar.
Unmasked Fiend
Ulquiorra Schiffer, an unmasked unique devil

Adaptation: This class was made at a kind of compromise, knowign that most fiends do not have innate spellcasting, and a rare few indeed do(such as the Sajuu or Rakshasa). The adaptation for this class could be one that decreases martial prowess in favor of more spellcasting ability. Change one of the prerequisites of a spell-like or supernatural ability of 3rd level or higher into the ability to cast 3rd level spells(DM's can choose whether or not that needs to be innate spellcasting ability or not), also replacing the Power Attack feat with a feat for warrior magi, such as Combat Casting or Battlecaster Offense. Base changes could include a reduction of BAB, to medium, and changing the good Fort save to poor, and changing the poor will save to good in turn. Changes to the class could include a slower spirit enhancement progression, to an improvement equal to that of the Spirit Skirmisher.

HD: d8

Race: Outsider with the evil subtype
BAB: +6
Skills: Knowledge (the planes) 8 ranks, Martial Lore 2 ranks
Feats: Power Attack, Weapon Focus (any melee weapon)
Maneuvers: Ability to use at least one strike and one stance.
Special Abilities: Must have at least one supernatural or spell-like ability that simulates a 3rd or higher level spell, or it's equivalent power(DM approval).
Special: Must have gone through a magical process which undoes your fiendish shape and grants you great power(which grants the unmasked shape class feature). Must have a masterwork weapon of which you have weapon focus for.

Class Skills: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (the planes), Listen, Martial Lore, Ride, Sense Motive, Spot, Swim, and Tumble
Skill-points per level: 6+Int modifier

1st|+1|+2|+2|+0|Unmasked Shape, soul and sword, spirit weapon
2nd|+2|+3|+3|+0|Fiendish release, spirit enhancement +1
3rd|+3|+3|+3|+1|Fiendish ability
4th|+4|+4|+4|+1|Spirit enhancement +2
5th|+5|+4|+4|+1|Strike of infestation, fiendish ability
6th|+6|+5|+5|+2|Spirit enhancement +3
7th|+7|+5|+5|+2|Fiendish ability
8th|+8|+6|+6|+2|Spirit enhancement +4
9th|+9|+6|+6|+3|Strike of unholy demise, fiendish ability
10th|+10|+7|+7|+3|Unbound shape, spirit enhancement +5

{table="head"]Level|Man. Known|Man. Readied|Stances Known

Weapon and armor proficiencies: Unmasked fiends gain no additional weapon or armor proficiencies.

Maneuvers: At 1st, 3rd, 5th, 7th and 9th levels, an unmasked fiend gains new maneuvers known from the Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Iron Heart, Shadow Hand, Stone Dragon or Tiger Claw disciplines. You must meet a maneuver's prerequisite to learn it. You add your full unmasked fiend levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
If you do not already have a class capable of regaining maneuvers, you gain the ability to regain your maneuvers as a Warblade would.
At 1st, 4th, 7th and 10th levels, you gain additional maneuvers readied per day.

Stances Known: At 1st and 6th levels, you learn a new martial stance from the Dread Crown (http://www.giantitp.com/forums/showthread.php?t=76218), Iron Heart, Shadow Hand, Stone Dragon or Tiger Claw disciplines. You must meet the stances prerequisites to learn it.

Unmasked Shape (Ex): At first level, you take on the shape denied to you by the lower planes, a shape more resembling a humanoid creature(one head, one torso, two arms, two legs). This class feature causes many changes in your shape and abilities, but allows you to retain many qualities you had before taking this class. If your size was large or larger in your natural fiendish shape, your size now becomes medium, any size lower remains the same. You lose any wings, natural weapons and extra limbs you had, with the exception of any slam attacks you had. Your type remains outsider, with any subtypes you had before hand, and any benefits granted by it. You gain a small fragment of your former fiendish shape, which manifests as a bony portion of a mask resembling a former part of your fiendish body, usually showing some kind of teeth.

Soul and Sword (Ex): At first level, in addition to your current unmasked shape, your ability to create magic both supernaturally and martially are enhanced. From this point on, all Outsider HD you have or will receive count for your full initiator level, as opposed to the normal half. Additionally, your caster level for all spell-like and supernatural abilities with an equivalent caster level are increased by your unmasked fiend level.

Spirit Weapon (Ex): At first level, an unmasked fiend gains a special bond with a single masterwork weapon of their choice, this weapon gains their own sense of self and sentience and even a name. Though at first, this weapon has no enhancement bonus it is counted as a magic weapon for the purposes of overcoming damage reduction. This is a unique intelligent spirit which does not reside in your weapon, but is your weapon. Spirit weapons usually have names associated with their general theme and appearance,
The weapon starts out with two mental ability scores of 12 and one of 10, skill points equal to 2+weapon Int*(Your unmasked fiend level+3) and has the same class skills as you, though it cannot take any ranks in any skills associated with a physical ability score except Concentration.
It does not gain abilities in the same sense as a normal intelligent weapon, but instead gain them through the Fiendish Ability class feature(see below). It does however have some abilities above and beyond a normal weapon; it heals damage dealt to it at a rate of 1/hour just as you and any healing magic used on you grants half the benefits to the weapon though if sundered, it regenerates at a rate of 2 hp a day until fully healed. An exception to the normal rules for weapons completely destroyed by any means is that even if useless, a spirit weapon can regenerate until completely mended, so long as any piece of the original sword exists. Additionally, whenever you gain a weapon ability, you may choose to boost one of it's ability scores by 2.
Once chosen, you cannot designate a new weapon as your spirit weapon.

Fiendish Release (Su): At 2nd level, by channeling your former self, you are capable of releasing it through your weapon. To release the form of your weapon, you must enter a stance which you gain with this ability. Taking this stance requires a swift action. When released, you have full access to all of your Fiendish Qualities, gained throughout the class, and you gain a +2 insight bonus to attack rolls while using your released spirit weapon.
Additionally, any wings, natural weapons lost by unmasked shape are regained for the duration of the fiendish release, as well as your former natural size and lost limbs.
Unlike a normal stance, this stance can only be maintained for 1 round per initiator level per encounter. Once the time is up, the release dissipates and they resume another stance.

Spirit Enhancement (Su): At 2nd level, and every subsequent even level, an unmasked fiend's spirit weapon gain an enhancement bonus to attack and damage rolls, with a maximum of +5 at 10th level. This enhancement bonus does not function in an antimagic field, but your spirit weapon still counts as masterwork.

Fiendish Abilities (Su): At 3rd, 5th, 7th and 9th levels, you are allowed to choose a single quality to give to your spirit weapon and your fiendish shape while it is in it's released form. Whenever you are using your fiendish release you have full access to all of your fiendish abilities, and once chosen, none of your fiendish abilities can be changed later on. Some abilities require a certain level in this class. to gain access to them. Additionally, some of these abilities don't require you to be in fiendish release to use, and are either in constant use or usable outside of release.
Abyssal Blast: You gain the ability to channel some of your natural power into a focused blast of energy. This ability is usable once per encounter as a standard action as a ranged touch attack and deals damage equal to your initiator level times 1d6(max 15d6) and deals unholy damage. The bolt of energy is usually black or red and crackles the air around it. You can only get this ability at 5th level or higher and it can be taken multiple times, each additional time you get this ability you can use it another time per encounter.
Creature shape: Your weapon takes the shape of a creature of your choice, and even for it's distance from you, is still connected directly to you. This ability functions just as the astral construct power with an equivalent manifester level equal to your initiator level. Once the shape and all the qualities of the creature is chosen, they cannot be changed, with the exception of greater versions of the same ability chosen previously, and the creature cannot move more than 30 feet from you at any time. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
Duel Weapons: Your weapon's spirit splits itself into more than one weapon of destruction. Your spirit weapon splits into an additional weapon for every arm you possess, except the enhancement bonus it receives is reduced by one, to a minimum of +0. You must be 5th level to take this ability.
Eldritch Power: You are capable of channeling magical power through yourself with great ease. Select one arcane or divine spell of a level equal to half your unmasked fiend level, rounded down, you may use this as a spell-like ability once per round as a standard action. If this ability has a saving throw, the DC is 10+half your effective caster level+Cha modifier.
Enhanced ability: Focusing your weapon through you increases your own power. Select one ability score, while in your released state and wielding your weapon you gain a +2 bonus to that ability score.
Energy Resistance: You gain the ability to ignore the damage dealt by certain elements. You gain resistance to electricity and fire equal to your unmasked fiend level. This ability can be taken multiple times, and each new time taken gives you equal resistance to another type of energy damage. If you already have energy resistance for an energy type you already have resistance to, it instead increases it by half this amount. This ability is constant and does not require fiendish release.
Fast Healing: You gain the quickly healing flesh of a fiend. This ability grants fast healing 1, and your skin darkens very slightly, becoming closer to dark red. You can only get this ability at 5th level or higher and it can be taken multiple times.
Great armor: Your weapon is not only used for offense, but defense. When used, this ability shows as a suit of dark armor around the wielder's body in any shape they desire. You gain a deflection bonus to your armor class equal to half of your unmasked demon level rounded down.
Life sapper: Your weapon sucks the very life out of your enemies with every blow. Each time your weapon hits an opponent it imposes a negative level on the subject. These negative levels stack, but never cause permanent level drain. The negative levels are relieved after 24 hours have passed. Subjects who receive as many negative levels as they have class levels die, this is a death effect and considered a necromancy ability. You must be 9th level to take this ability.
Long blade: Your weapon is more capable of reaching your foes from further away. Your weapon's reach increases an additional 5 feet beyond it's normal reach. This also allows you to attack adjacent foes(unless the normal weapon would not allow as such).
Ranged blade: Be it an incredible extension of your weapon, or countless projectile weapons, your weapon reaches far beyond that of a normal melee weapon. Attacks made with your blade can either be a normal melee attack or a ranged attack, with a range increment of 30 feet.
Regeneration: Your flesh becomes more adept at healing itself. This ability replaces your fast healing with an equal amount of regeneration. This regeneration can be overcome with good aligned weapons or spells with the good descriptor. This ability does not grant the ability to regrow lost limbs but holding severed limbs to the stump automatically reattaches it. You must be 9th level to take this ability and have the Fast Healing fiendish ability.
Resist Blows: Your skin isn't only armor-like, but it is capable of ignoring blows to a certain degree. You gain damage reduction 5/good, if you already have damage reduction it instead increases by 5. This ability is constantly active and does not require fiendish release. This ability can be taken multiple times, the effects stack.
Thickened Skin: Your skin hardens and thickens into an armor-like coating over your entire body. You gain a +2 bonus to your natural armor. This ability can be taken multiple times, increasing your natural armor by 1 every time it is taken. This ability is constantly active and does not require fiendish release.
Venomous: Your weapon drips with insidious poison. Whenever your strike hits an opponent and deals damage, they must make a Fort save (DC 10+half your initiator level+Con modifier) or take 1d6 points of damage to one ability score of your choice as primary and secondary damage. Once the ability type to be damaged has been chosen, it cannot be changed later on. You must be 5th level to gain this ability.
Weapon enhancement: Choose a single weapon enhancement, such as flaming or keen, of an equivalent of a +1 bonus. Your weapon now has this weapon quality. At 5th level you are allowed to give it an equivalent enhancement of +2, at 7th you can give it one of +3 and at 9th you can give it one of +4. The total enhancement bonus between this and Spirit Enhancement cannot exceed a +10 bonus.
Weapon shape: Your weapon takes on the shape of a whole nother weapon. This shape can be of any melee weapon you choose, and despite the shape, you are proficient with it. This new shape is treated just as your normal spirit weapon, but with all the qualities of the new weapon.

Strike of Infestation (Su): At 5th level, you gain a unique strike, much like those granted to martial adepts. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is a 5th level strike, and does not belong to any discipline. When initiating this strike, a successful hit deals an additional 1d6 unholy damager per unmasked fiend level, with a maximum of 10d6 at 10th level. Additionally, the opponent must make a Fort save (DC 10+half your unmasked demon level+Cha modifier) or be affected as though by the Contagion spell, with a caster level equal to your initiator level.

Strike of Unholy Demise (Su): At 9th level, your weapon and body becomes a natural conduit of the lower planes and it's tenacious appetite. This is treated just as a normal martial maneuver: you must ready it and expend it normally. It is an 9th level strike, and does not belong to any discipline. When initiating this strike, you must attack with your spirit weapon or any of your natural weapons. If the strike hits, the opponent must make a Fort save (DC 20+Cha modifier) or take 2d6 damage per initiator level. If they pass the save, they instead take 5d6 damage. Dying by this ability sucks the body of all it's energy, rendering it nothing but a dried husk.
Unlike a normal strike, this ability can only be used once per day, but still must take a readied maneuver slot to be used at all.

Unbound Shape (Su): At 10th level, you and your weapon are at your peak of raw power. To use this ability you must be in your fiendish release state and uses the duration of the ability. You must take a standard action to gain the benefits of your unbound shape, and the release lasts for as many rounds as your initiator level. While in this state, your weapon damage is doubled, your critical range is doubled, you may make an additional attack per round at your full attack bonus and like your fiendish release, all your natural weaponry, wings and size are restored. You gain a +4 bonus on attack rolls while using your weapon, which does not stack with the bonus to attack rolls gained from your first release. Lastly, select six abilities from the list below, your weapon grants you these benefits when in your unbound shape state, and no ability can be taken more than once. Some abilities require you have certain Fiendish Abilities attained previously. Once your unbound shape state is over with, you are considered exhausted. This ability is usable only once per day.
Elemental fury: The elements force themselves out through your blade with explosive effect. Select one type of energy damage, any time your weapon strikes and hits an opponent, it deals an additional 6d6 points of damage to your opponent.
Epic strength: The power of your blade and body can cut through even the most durable shields. Your weapon and all your natural weapons are considered to be epic for the purposes of overcoming damage reduction. Additionally, your spirit weapon deals an additional amount of damage equal to your Cha modifier.
Enervating strike: Your strike sucks life force with even greater power than before. This ability functions just like the life sapper fiendish ability, except it drains 1d3+1 negative levels, but only once per round. You must have taken the life sapper Fiendish Ability to take this, and it does not stack with it.
Extra Arms: You grow an additional pair of arms which resemble your current arms. If you had any claw attacks, both new arms can make this claw attack as well. If you had a slam attack, you may make one additional slam attack per round.
Great creature shape: Your weapon takes on the visage of a massive beast with a shape of your choice. This creature mimics the effects of the astral construct power with a manifester level of 20th or your initiator level(whichever is higher), but lasts the entire duration of your final release. Additionally, the astral constructs size is colossal instead of huge. You must have taken creature shape in order to receive this ability. If you choose, the creature can wield a masterwork version of your spirit weapon's release state.
Greater enhanced ability: The channeling of your weapon through your own body is brought to a greater level than before. Select an ability for which you've already increased through your enhanced ability weapon quality. The bonus to that ability score increases to +6 instead of +2. You must have taken the enhanced ability Fiendish Ability to take this. Multiple uses of enhanced ability do not all grow to +6, only one does. All other enhanced abilities of the same ability score remain at +2.
Greater enhancement: Your weapon takes on even more magical qualities. Take a number weapon properties your weapon does not already have equal to a total of a +5 enhancement, your weapon has these properties while in final release. You must have taken Weapon enhancement at least once to take this ability.
Greater natural weapons: Your jaws and claws become more adept at dealing damage. Each of your natural weapons deals damage as though it were one size category larger than they are and count as magic weapons for the purposes of overcoming damage reduction. They also gain an enhancement bonus to attack and damage rolls equal to your spirit enhancement bonus would give to your spirit weapon.
Rapid Abyssal Blast: You have the ability to fire your abyssal blasts with greater frequency and in more rapid bursts. You are capable of making a full attack action with your abyssal blasts as though it were a manufactured weapon, and you are not limited to simply using it once per encounter(or more for ever additional use of the ability you have), but it can only be used once every three rounds. You must have the abyssal blast fiendish ability to gain this ability.
Ravenous Bite: Your jaw lengthens and your teeth grow sharper and tougher. You are granted a bite attack appropriate to your size. If you already have a bite, it's damage increases one size category, which stacks with the Greater Natural Weapons fiendish ability. This bite attack counts as a magical, adamantine weapon for the purposes of overcoming damage reduction and gains the same bonus to attack rolls as your spirit weapon does in unbound shape(+4).
Size Increase: Your body's mass and power increase, your size increases one size category larger than it would be normally, gaining all the benefits and penalties of the new size. You also gain a +2 bonus to Str and a -2 penalty to Dex.
Speed of the Wind: Your weapon increases your speed a great amount. Your base land and flight speeds triple, you gain the benefits of the Improved Evasion class feature and select a single mental ability score. You now add a dodge bonus to your Armor Class equal to 3+that score's modifier. If you already have a class feature from another class that grants a mental ability score to AC, you cannot choose that ability score(monks, swordsage and swashbuckler as examples).
Spell power: You can channel mystical energy through your weapon to do unearthly things. Once per day while using your final release, select any spell or psionic power of 9th level or lower, you can use this spell with a caster level of 20th.
Spirit Armor: Your body is sheathed in twisted armor unlike any that's been seen by mortal eyes. You gain a +10 deflection bonus to Armor Class, which does not stack with the great armor fiendish ability. You must have taken the great armor fiendish ability to take this.

2008-04-05, 03:52 PM
Bump for comments.

Guyr Adamantine
2008-04-05, 06:56 PM
To be fair, I think tis one is a boring mix of the Masked Demon and Spirit Lord. I hesitated to post my comments first, in fear of being too harsh, but I just think it seriously lack taste. Also, it requires serious sacrifice on the player, perhaps too much for the benefits gained. Unless all Unmasked Fiends are tieflings, they would be more advised to be Spirit Lords.

I generally love your work for its originality in mechanics and such, but I saw nothing worth of this praise here.

(I hate writing bad commentaries.:smallfrown:)

2008-04-05, 09:21 PM
Would it be alright if I did something like, increase the Will save and skill points to 8+Int modifier to make it more like outsider HD? Additional ideas could be to make the Unmasked fiend levels increase the CL of their SLA's or supernatural abilities, or go the other way and allow their outsider HD count as full initiator level as well?
I could also replace the Strikes of wickedness and unholy power with something more unique and unlike the Masked Demon's abilities.

Guyr Adamantine
2008-04-05, 10:18 PM
Would it be alright if I did something like, increase the Will save and skill points to 8+Int modifier to make it more like outsider HD? Additional ideas could be to make the Unmasked fiend levels increase the CL of their SLA's or supernatural abilities, or go the other way and allow their outsider HD count as full initiator level as well?
I think its great! Given how HD and LA cripple monstrous characters, a little leap in strength goes in the right direction. Boosting SLAs goes with the flavor (Binding physical power until tougher fights), while upping Initiator Level to something workable prevent ''Wussy Martial Adept'' situations.

I could also replace the Strikes of wickedness and unholy power with something more unique and unlike the Masked Demon's abilities.
That would help making it more unique, yes.

(I'm glad you didn't react too bad.(Well, I think you didn't react bad.) It really is felt like you botched your work, and I'm of those annoying guys that aim perfection in anything, even friend's works :smallbiggrin:.)

(And don't bother about me calling you friend when I don't know you. It's just my mood about people in general.)

2008-04-05, 11:18 PM
I've given the boost to CL and IL according to level, as well as boosting the skill points, given more class skills and added a couple more fiendish abilities and unbound shape abilities.
Now I just need to spend a little time brainstorming new abilities to replace those strikes.
EDIT: Well, that was fast. Made strike of wickedness the now diseased strike of infestation and made strike of unholy power the disintegrate-like strike of unholy demise.

Guyr Adamantine
2008-04-06, 02:20 AM
Looks awesome now! The new released powers feels more like the Arrankar's inner workings, Diseased Strike is just plain mean and Strike of Unholy Demise is now kick ass in a particularly dreadful way. Given its power, I would just up it to 9th level... It just look like it belongs there.

The Unmasked Fiend now looks finished to me, but I'll let the others judge it too. Enough spotlight-hugging for me, my nerdy rant is no longer needed. I look forward to your next project.

2008-04-06, 05:33 AM
Added just one more ability to the Fiendish Release, and added the same ability to the Spirit Lords, Duel Weapons.

2008-04-11, 12:24 AM
Did to Speed of the Wind what I did to it with the Spirit Lords.

2009-02-07, 05:22 AM
Here I am doing it again, but I made a change to the class by adding an adaptation to allow fiends that are spellcasters(innate or otherwise).

2009-02-07, 06:02 AM
Heh, I had to do a little adaption to it myself, as I actually am using it in my Eberron campaign for the chief villain, a rakshasa. I also actually use your Masked Demon and Spirit Champion as well :)


2009-02-07, 07:04 PM
Hoo! I like this one! Very nice set of abilities, good breadth of options (which is a sticking point for me) and very powerful. Perhaps a bit too powerful?

I am sorely tempted to reflavor this class to be an "inner demon" sort of thing, in which you're really trying to be a good guy, but that pesky ravenous beast of destruction (and its cursed sword) isn't too keen on it.

Nice work as always, Krimm.