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  1. - Top - End - #1
    Ogre in the Playground
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    Default Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Slaughterguard



    "The bones and broken souls of the fallen will carry me to Erythnul's majestic battlefield."

    Slaughterguards are a tainted version of blackguards in service to the Lord of Slaughter. They draw power from the chaos they sow on the Material Plane to build themselves up to a glorious and bloodied ascension to the lands of Erythnul.

    Their presence is usually masked by the absolute destruction of witnesses on all sides, but they partake in as many wars as possible, from skirmishes to all-out battles. It usually doesn't matter what side they are fighting for, as long as they are breaking something or someone for the time being.

    A few slaughterguards as wily enough to say entire nations into conflict just to harvest more misery for their transcendence.

    Requirements:
    BAB +7
    Intimidate: 10 ranks
    Feat: Power Attack; Improved Bullrush or Improved Sunder
    Alignment: Chaotic Evil
    Deity: Erythnul

    HD: d10

    Skill Points: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

    Skill Points: 2 + Int

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Vile Points

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Battle Fervor, Sacrament of Slaughter|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Unnatural Resilience|2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Sacrament of Slaughter|3

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Whirlwind Attack|4

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Sacrament of Slaughter|6

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |The Offering|8

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Sacrament of Slaughter|10

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Visage of the Many|12

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Sacrament of Slaughter|15

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Paragon of Malice|18[/table]

    Class Features:


    Weapons and Armor: A slaughterguard is proficient with all simple and martial weapons. He can wear light, medium, or heavy armor and use any normal shield.

    Battle Fervor: Once a slaughterguard makes his first attack in combat, he cannot break away from the battlefield as long as their is still someone to kill. he may attempt a DC 20 + class level Will save each round to avoid killing his allies to the best of his ability when the enemies have been defeated.

    Vile Points: A slaughterguard's path to the Ultimate Battlefield is sown with destruction and relentless combat. He gains these points at the beginning of each day, with a twenty minute ritual, and can spend no more than his Charisma modifier in a single round. These points are spent on his Sacraments of Slaughter.

    Sacrament of Slaughter: At first level and each odd level thereafter, the slaughterguard gains a new sacrament from the list below. Each sacrament offers a passive (read: "passive") ability and an active ability that can be empowered through spending vile points.

    Inexorable Fate: The slaughterguard may coup de grace as a standard action or as part of a full-attack action. By spending vile points as a swift action, all creatures within 5 feet per class level must make a DC 10 + class level + vile points spent Fortitude save or become immune to healing effects of a spell level equal to or less than the 1 + vile points spent for 1 hour. During this time, the DC of all Heal checks double.

    Unbreachable Fervor: The slaughterguard gains a +10 bonus to his base land speed. When making a Strength or Dexterity, the guard may spend vile points to increase his check by two for every point.

    Battle Unending: Being reduced to negative hitpoints does not hinder the slaughterguard (gaining the benefit of Diehard). When he deals damage with a melee attack while at zero or less hitpoints, he may spend three vile points as an immediate action to gain heal half that damage to himself (or equal to that damage, if the attack was a coup de grace).

    Raiment of Sin: The slaughterguard adds his Charisma bonus to his saving throws. This does not stack with similar effects like Divine Grace. When making a saving throw, he may spend vile points to increase his modifier by that much. This must be done before the roll.

    Armament of Murder: Any weapon the slaughterguard uses to slay a creature of his CR or higher becomes murder-bonded to him for one hour per class level. Its critical threat range increases by 1 (only once). By spending three vile points when he lands a critical hit with a murder-bonded weapon, he gains a +4 bonus to confirm the critical hit and its multiplier is increased by 1.

    The One True Way: The slaughterguard gains SR 10 + class level against divine spells of casters who do not follow Erynthul. He may spend vile points to increase his SR against a single spell by that much.

    Unnatural Resilience: At second level, the slaughterguard gains immunity to disease and poison. He only requires half as much sleep and food as normal.

    Whirlwind Attack: The slaughterguard gains Whirlwind Attack as a bonus feat.

    The Offering: By sacrificing a creature with CR greater than or equal to his maximum vile points, the slaughterguard regains all his vile points. This takes one round per CR of the creature. He may only use this once per day. It takes a full-round to activate the ability but as long as he stays within 30 feet of the offering he can maintain the ritual.

    Visage of the Many: Whenever the slaughterguard is subjected to a detect evil spell, the caster must make a DC 10 + class level + Cha modifier Will save or become stunned for 1d4 rounds.

    Paragon of Malice: At tenth level, the slaughterguard transcends the mortal battlefield. He gains the outsider type, DR 10/good, and gains a +2 bonus to Strength or Constitution. By spending a vile point as a free action, the guard gains terrifying wings and a flight speed of 60 (good) for one hour.
    Last edited by Maerok; 2010-06-03 at 03:17 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Limos's Avatar

    Join Date
    Nov 2008

    Default Re: Slaughterguard (3.5 BBEG/NPC-oriented PrC)

    I just had an evilgasm.

    That class is amazing. I could just imagine having one of those in a campaign. Epic.

  3. - Top - End - #3
    Ogre in the Playground
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    Default Re: Slaughterguard (3.5 BBEG/NPC-oriented PrC)

    I like making stuff that breaks other stuff.

    I'm actually working toward a PrC for each of the main evil gods.
    Vecna - (check) Black Lore Sentinel
    Erythnul (check) Slaughterguard
    Orcus (check) Hound of Orcus
    Hextor - (check) Battlefiend
    Gruumsh - (check) Warstomper
    Nerull - I have a 5-level Deathrider prc elsewhere
    Last edited by Maerok; 2008-12-09 at 01:17 PM.

  4. - Top - End - #4
    Ogre in the Playground
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    Default Black Lore Sentinel

    Black Lore Sentinel



    "I see beyond death. I see beyond life. And I see that neither will matter to you in a moment."

    The Black Lore Sentinels are the chosen of Vecna. A few short lived bards (who are often among their ranks) call them 'librarian commandos' in jest. They draw on the power of knowledge and the wisdom of their deathless arts to carry out the unspeakable agenda of the god of dark secrets.

    Archivists, bards, clerics (Knowledge domain is an unspoken must), and wizards are all well-equipped for service as Black Lore Sentinels.

    HD: d4

    Requirements:
    Alignment: Any Evil
    Skills: Any Know 8 ranks
    Feats: Skill Focus (Any Know)
    Spells: Able to cast secret page a 3rd level arcane spell, or able to cast speak with dead as a third level divine spell
    Deity: Vecna

    Skill Points: 2 + Int
    Skills: Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Hide (Dex), Know (all) (Int), Move Silently (Dex), Profession (Int), Spellcraft (Int)

    {table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Class Features | Spellcasting
    1|+0|+0|+0|+2|Shadow of Vecna, Necrotic Mysticism| -
    2|+1|+0|+0|+3|Absorption, Dark Sneak Attack +1d6|+1 level of existing classes
    3|+1|+1|+1|+3|Silence (1/day), Lore|+1 level of existing classes
    4|+2|+1|+1|+4|Echoless Pass|+1 level of existing classes
    5|+2|+1|+1|+4|Blind-Fight, Dark Sneak Attack +2d6|+1 level of existing classes
    6|+3|+2|+2|+5|Nondetection, Silence (2/day)| -
    7|+3|+2|+2|+5|Silent Spells|+1 level of existing classes
    8|+4|+2|+2|+6|Dark Sneak Attack +3d6|+1 level of existing classes
    9|+4|+3|+3|+6|Silence (3/day)|+1 level of existing classes
    10|+5|+3|+3|+7|Whisperer in the Darkness|+1 level of existing classes[/table]

    Class Features:
    Weapons and Armor: A black lore sentinel gains no new proficiencies.

    Shadow of Vecna: Once per day, as an immediate action, the sentinel can grant herself 10% concealment per class level. This lasts until the beginning of the sentinel's next round.

    Necrotic Mysticism: At first level, the sentinel gains a +2 caster level bonus to divination and necromancy spells. At 6th level this improves to +4.

    Absorption: As a full-round action, the sentinel may touch a page to automatically understand the basics of it (as per a DC 20 Decipher check) and then it is erased, as the spell. She keeps a memorized copy of the page in her mind and may continue to study it at her leisure with further Decipher checks. A sentinel can keep one page per class level plus her Intelligence score. This also bestows the effect of Spell Mastery, if the page held a spell (only spells of a level less than her class level can be utilized from her mind in this manner).

    Dark Sneak Attack: At 2nd, 5th, and 8th level the sentinel gains sneak attack as a rogue. However, it cannot be used to deal non-lethal damage.

    Silence: At every third level, the sentinel gains an additional use of silence (caster level equal to class level) as a spell-like ability.

    Lore: As the Lorekeeper ability.

    Echoless Passing: Once per day per four class levels, the sentinel may make a melee touch attack against an opponent. If the opponent fails a DC 10 + class level + Int modifier Will save, they are put under a slumber for 2d6 hours (or until disturbed). As the victim falls asleep, they are subjected to a modify memory spell (caster level equal to class level).

    Blind-Fight: At fifth level, the sentinel gains Blind-Fight as a bonus feat.

    Nondetection: At sixth level, a sentinel is under a continuous nondetection effect.

    Silent Spells: At seventh level, a black lore sentinel no longer has a verbal component to her divination and necromancy spells and can cast them in magical silence. She may do this for her other spells once per day per class level.

    Whisperer in the Darkness: At tenth level the black lore sentinel reaches an apotheosis with her dark lord of secrets. The follower loses a hand and an eye forever. In return, she gains a +2 bonus to Intellgence and Wisdom. She gains arcane sight as a continuous effect and is able to manifest a form of mage hand such that she replaces her flesh and blood with an intangible copy. When not holding anything, she may use mage hand at will (caster level 1).
    Last edited by Maerok; 2010-06-16 at 08:58 PM.

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Ode to the Dark Gods - Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Hound of Orcus

    Hounds of Orcus are feared necromancers who have combined the art of enhancing the undead with the obsession for personal power. They draw on their necromantic studies to develop new capabilities for use against their enemies. A Hound is an officer of the undead and to Orcus's forces marshaled all over the planes. Some even follow Tenebrous, the shadow that was; this divine vestige was shed when Orcus resumed his title long ago. These followers are often shunned, however.

    Nevertheless, a Hound of Orcus is always in 'good' company. Once one has had their fill of personal modifications, they will turn to augmenting their legion; in a way the Hound is their own test subject, sparing the mindless soldiers until the improvement is perfected.

    HD: d6

    Requirements
    Alignment: Any evil
    Feats: Corpsecrafter and a Corpsecrafter feat
    Deity: Must worship Orcus, or Tenebrous
    Class Features: Charnel Touch, Negative Energy Burst
    Spellcasting: Able to spontaneously cast third level arcane spells
    (Intended Entry: Dread Necromancer, Level 6)

    Class Skills (2+Int modifier per level): Bluff, Concentration, Craft, Disguise, Knowledge (arcane), Knowledge (planes), Knowledge(religion), Profession, Spellcraft

    Weapon and Armor Proficiencies: A Hound gains no proficiencies with weapons or armor.

    Rebuke Undead: Each level of the Hound of Orcus progresses rebuking undead.

    Negative Energy Progression: Hound of Orcus levels stack with Dread Necromancer levels for determining Charnel Touch and Negative Energy Burst uses and effects.

    Embezzle (Su): As a Hound of Orcus progresses, he applies some of his own necromantic discoveries to his own body. At this level and later on, he chooses one of his Corpsecrafter feats to develop for his own personal use. If he has none left to choose, he waits until he has the proper feat before the effects are applied.

    Bolster Undead: He gains immunity to fear effects and may be bolstered, as if undead (receiving a +2 profane bonus to Will saves instead for one round per class level).

    Corpsecrafter: The Hound adds his class level to his hitpoints.

    Deadly Chill: Charnel Touch deals an extra CL/2 cold damage, if desired.

    Destructive Retribution: The Hound may either Maximize or Widen his Negative Energy Burst as he uses it, as if that metamagic had been applied to it. Only one effect can be applied at a time.

    Hardened Flesh: The Hound gains a +2 profane bonus to natural armor, which stacks with existing natural armor.

    Nimble Bones: The Hound gains a +2 bonus to initiative and gains a +10 enhancement bonus to his base land speed.

    Bonus Feat: The Hound gains a new Corpsecrafter feat he qualifies for. If none are left, he may choose Spell Focus, Skill Focus, or a Tomb Tainted feat instead.

    Dark Radiance (Su): The presence of a Hound on the battlefield diminishes the hope of defeating his legion and drains good energy. All creatures within 10 feet of the Hound, including himself, gain positive energy resistance equal to his class level.

    Pale Mount (Ex): A Hound adds his class level as a bonus to Ride checks on undead creatures. There is a normal -2 penalty to riding undead creatures.

    Demonic Enhancement (Su): A Hound gains the ability to enhance his corpsecrafting techniques with even more sinister knowledge. Alternatively, he may take another instance of Embezzle. If he has none left to choose, he waits until he has the proper feat before the effects are applied.

    Bolster Undead: Undead cannot be rebuked.

    Corpsecrafter: Undead gain a +6 enhancement bonus to Strength or Dexterity instead; chosen on an individual basis.

    Deadly Chill: On a critical hit, an extra 1d6 cold damage is dealt.

    Destructive Retribution: When an undead explodes, all living creatures that move through that area until the end of the next round suffer 1d6 negative energy damage per 4 HD on a failed save (use same DC, but reduced by 1).

    Hardened Flesh: Undead with damage reduction add "good" to the highest DR; DR 5/bludgeoning becomes DR 5/bludgeoning and good.

    Nimble Bones: Undead gain a climb speed of 5 feet per 4 HD.

    Centurion of Orcus (Su): The most powerful Hounds of Orcus lead armies that devastate both mortal and mystic battlefields. Undead he creates gain a +2 bonus to attacks, saves, and AC while within 60 feet of him; undead he commands or controls through spells or rebuking gain a +1 bonus instead while within 60 feet. Any spell of first level or lower he or an ally casts on himself are granted to all undead he has created within 60 feet as long as they are within that range; spells of second level apply within 30 feet. Despite the spell's actual duration, only the first round per caster level of the effect apply; only the following spells apply:
    1st - divine favor, endure elements, entropic shield, expeditious retreat, feather fall, hide from animals, jump, mage armor, magic fang, pass without trace, protection from *alignment*, resist energy, sanctuary, shield, shield of faith, undetectable alignment
    2nd - barkskin, blur, bull's strength, cat's grace, false life, pass without trace, protection from arrows, protection from energy, see invisibility, status, spider climb, undetectable alignment

    For example, a level 13 wizard casts cat's grace on the Hound; for 13 rounds his undead gain the +4 enhancement bonus while within 30 feet. The spell continues to affect him for 13 minutes.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Rebuke; Negative Energy Progression|+1 level of existing spellcasting class

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Embezzle|+1 level of existing spellcasting class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Bonus Feat|+1 level of existing spellcasting class

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Demonic Enhancement|+1 level of existing spellcasting class

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Dark Radiance; Pale Mount|+1 level of existing spellcasting class

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Embezzle|+1 level of existing spellcasting class

    7th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Demonic Enhancement|+1 level of existing spellcasting class

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Embezzle|+1 level of existing spellcasting class

    9th|
    +5
    |
    +3
    |
    +3
    |
    +6
    |Demonic Enhancement|+1 level of existing spellcasting class

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Centurion of Orcus|+1 level of existing spellcasting class[/table]



    New Corpsecrafter Feats:
    Funeral Shrouds [Corpsecrafter]
    Your undead are proof against some forms of magical detection.
    Benefits: Undead cannot be detected by detect undead or detect *alignment* spells of a caster level less that their HD. All Disguise checks applied to the undead are increased by 4.
    Embezzle -> You gain a +4 bonus to your own Disguise checks, and may take 10 to disguise yourself or others even in stressful or rushed situations.
    Diabolic Enhancement -> Undead created are automatically disguised (the check is automatically 1d20 + your Disguise ranks + all other modifiers) when created, if you wish. They appear as their former selves. You maky take 10 if this feat was Embezzled.

    Shadowborn [Corpsecrafter]
    Your undead do not falter in the extreme dark.
    Benefits: Undead can see in magical darkness out to 5 feet, plus 5 feet per 4 HD.
    Embezzle -> You may see five feet into magical darkness.
    Diabolic Enhancement -> Undead gain uncanny dodge and evasion (or the improved version at HD 15) while in magical darkness. They aren't caught off guard by attacks against them inside it.

  6. - Top - End - #6
    Ogre in the Playground
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    Default Re: Ode to the Dark Gods - Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Warstomper



    "Your squishy sounds are music to my ears."

    HD: d12

    Requirements
    Alignment: Any chaotic
    Deity: Gruumsh
    Feats: Power Attack
    Class Features: Rage (2/day)
    BAB: +5

    Skill Points: 4 + Int
    Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

    Class Features:

    Weapon and Armor Proficiencies: A warstomper gains no proficiencies with weapons or armor.

    Warstomping: A warstomper is well-trained in smashing things smaller than himself. At first level and every three levels after, he gains a +1 bonus to attack and damage against smaller creatures when raging. Prone enemies are counted as one size smaller.

    Gruumsh's Fist: Whenever the warstomper rages, he gains the powerful build trait (he counts as one size larger for the purpose of Warstomping).

    Battle Hazard: At second level and every three levels after the warstomper gains a bonus to Strength checks. This includes bullrushing, overrun, and sunder attempts.

    Rage: A warstomper gains additional daily uses of rage.

    Gruumsh's Foot: When charging in his rage, the warstomper deals 2d6 damage to any prone or helpless enemies he moves through or adjacent to (each can only be damaged once).

    Gruumsh's Other Fist: Any opponent the warstomper threatens a critical hit against is knocked prone.

    Greater Rage: At seventh level the warstomper's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

    Brutal Strikes: At tenth level, the destructive potential of the warstomper is truly utilized. His weapons overcome five points of DR, as long as the DR is /silver, /bludgeoning, /piercing, or /slashing. Whenever the warstomper threats a critical on his attack, he can opt to deal maximum damage if it fails to be confirmed. He can no longer choose to deal nonlethal damage.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Warstomping +1, Gruumsh's Fist

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |Battle Hazard +2

    3rd|
    +3
    |
    +1
    |
    +1
    |
    +3
    |Rage (+1/day)

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |Warstomping +2, Gruumsh's Foot

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |Battle Hazard +4

    6th|
    +6
    |
    +2
    |
    +2
    |
    +5
    |Rage (+2/day)

    7th|
    +7
    |
    +2
    |
    +2
    |
    +5
    |Warstomping +3, Gruumsh's Other Fist

    8th|
    +8
    |
    +2
    |
    +2
    |
    +6
    |Greater Rage; Battle Hazard +6

    9th|
    +9
    |
    +3
    |
    +3
    |
    +6
    |Rage (+3/day)

    10th|
    +10
    |
    +3
    |
    +3
    |
    +7
    |Warstomping +4, Brutal Strikes
    [/table]
    Last edited by Maerok; 2008-12-11 at 07:29 PM.

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: Ode to the Dark Gods - Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Battlefiend



    "You are Good. But I am better."

    Hextor, the dark lord of war and tyranny, selects his master warriors with great care. Among his priests of war rise the battlefiends. They command supernatural skill in battle, combining blade and mace and spell into one lethal strike.

    HD: d8

    Requirements
    Alignment: Any lawful
    Deity: Hextor
    Spellcasting: Able to cast fifth level divine spells
    Feats: Two feats from the Power Attack or Combat Expertise trees
    Domain: War or Tyranny

    Class Skills (2+Int modifier per level): Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge (all), Profession, Sense Motive, Spellcraft

    Class Features:

    Weapon and Armor Proficiencies: A Hound gains no proficiencies with weapons or armor.

    Divine Maneuver: When the battlefiend uses a trip, feint, disarm, bullrush, sunder, or overrun action, he may spend a turn or rebuke use to gain a +2 bonus to the check. He may do this twice per attempt.

    Rebuke Undead: The battlefiend may rebuke undead as an evil cleric. His class levels stack with all other sources of rebuking levels for the purpose of rebuking undead.

    Battle Contingency: A battlefiend selects one spell per two class levels when he prepares his spells for the day. These spells are expended for the day. Later on, on his first round of combat, the may automatically gain the benefit of any number of them as if contigency had been cast prior. Each spell can only be activated once per day.

    Hextor's Radiance: Whenever an opponent makes a melee or ranged attack from within 30 feet against the battlefiend and he is aware of the attack and not helpless, the attacker makes his attack check as normal but the battlefiend may make an Intimidate check. For every two points the battlefiend exceeds the opponent's attack roll, they suffer a -1 penalty to attack and damage on that roll (to a maximum penalty equal to his class level). For a full-attack action, the battlefiend rolls once and it is applied to all the attack rolls.

    Smite: As a standard action, the battlefiend may make a melee attack against an opponent. He adds his Charisma bonus to the attack roll and his class level to the damage. If the opponent is of the exact opposite alignment, it must succeed on a DC 10 + class level + Cha Fortitude save or become sickened for one round.

    Fist of Hextor: When the battlefiend makes his attack, he may expend a single spell slot to add 1d6 damage per spell level to his damage roll on his first attack.

    Dominion Over the Weak: The battlefiend may rebuke, command, and bolster humanoids through the power of his mighty god. Humanoids with non-NPC class levels are treated as being one HD higher and he cannot affect any humanoid with HD greater than his rebuking level minus three (do not roll turning check). Commanded humanoids fight to the death on behalf of the battlefiend but are not manually controlled. The battlefiend may command any number of humanoids whose total Hit Dice do not exceed his rebuking level plus his undead HD total (and vice versa).

    Cape Trick: As a move action that provokes attacks of opportunity, once per encounter, the battlefiend grants himself 50% concealment for three rounds or 25% for five rounds.

    Prince of Battle: As a standard action once per encounter, the battlefiend may assert his power over lesser beings. All creatures within twenty feet must succeed on a DC 10 + class level + Cha modifier Will save (allies get a +4 bonus to their roll). Those who fail their save become frightened for 2d6 rounds; failing by 5 or more causes the opponent to be dominated for 1d6 rounds, overwhelmed by the battlefiend's tyranny and compelled to fight on his side (each round they can attempt a new save).

    Tyrant's Ward: The battlefiend gains a +2 bonus to natural armor. He is immune to fear effects. The DC of his enchantment spells increases by 1.

    Battle Decree: Once per day, the battlefiend may make a Battle Decree against one opponent within 30 feet that is within the fiend's line of sight. The victim must may a DC 10 + class level + Cha modifier Will save or accept the decree. If the attempt fails, the battlefiend may try again in ten minutes. Both combatants, the battlefiend and his target, fade away partially into an ethereal state. They cannot attack anyone but each other and they are immune to the attacks of others. Physical boundaries still interact with the two. Onlookers see them as shadowy figments of their normal form. The duel lasts for one round per class level or until one combatant is reduced to zero or less life.

    Six-Armed Stance: When the battlefiend makes a full-attack action, he can spend two turn or rebuke attempts to gain an extra attack at his full base attack bonus - 5. He may only do this once per round.

    Commander of Broken Souls: The battlefiend may now command up to four times his rebuking level in humanoids (or up to three times his rebuking level in humanoids and up to his rebuking level in undead). Requires Dominion Over the Weak.

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spells

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Divine Maneuver, Rebuke Undead|+1 level of existing spellcasting class

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Battle Contingency|+1 level of existing spellcasting class

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Hextor's Radiance|+1 level of existing spellcasting class

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Smite (1/day)|+1 level of existing spellcasting class

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Fist of Hextor ~or~ Dominion Over the Weak|-

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Cape Trick, Prince of Battle|+1 level of existing spellcasting class

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Tyrant's Ward|+1 level of existing spellcasting class

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Smite (2/day)|+1 level of existing spellcasting class

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Battle Decree|+1 level of existing spellcasting class

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Six-Armed Stance ~or~ Commander of Broken Souls|-[/table]
    Last edited by Maerok; 2010-06-03 at 04:33 PM.

  8. - Top - End - #8
    Firbolg in the Playground
     
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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Hmmm...haven't done a complete look-over (and I probably will), but the first thing that springs to mind is that the Warstomper should probably have an ability that causes the character to be treated as a size larger when raging. Otherwise it's not a good class choice for Orcs, Grummsh's biggest followers (as medium sized creatures are the most common enemy for humanoid to humanoid conflicts).

    Just a thought.

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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    It'd be good for giants, but yeah orcs are Medium. I was thinking of an enlarge person effect or powerful build when raging.

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    Bugbear in the Playground
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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Let me begin by saying that I lack the 3.x experience to comment on these mechanically, so I'll be basing this on flavor. That said, I like most of these classes, hence why I'm commenting on them at all.

    Slaughterguard
    I really like this one - everything about it says slaughter.

    Black Lore Sentinel
    I quite like the fluff here, but the powers seem too rogue-like to me. I'd like to see more focus on secrets and intrigue than on Sneak Attacks and darkness.

    For example, I think intriguing abilities could include stuff like being able to rip secrets from the minds of the unwilling, or some sort of Litany of Secrets - advancing on the target, revealing his deepest, darkest secrets for all nearby to hear, esentially reducing him into a quivering wreck ("Whuh... What are you?! Get away from me! Get away!).

    Just a thought.

    Hound of Orcus
    After the last one, this one seems a bit... bland. It's sort of just another 'turns wizard into combat guy' kind of class.

    Warstomper
    This one seems to lack actual divine-ness. Most of the abilities seem personally developed, rather than granted by Gruumsh.

    Battlefiend
    Let me start by saying that I love the picture. On the actual class, while the War part of the portfolio is clearly depicted, I'd like to see a bit more Tyranny. By which I mean that, while I generally dislike the idea of obviously battlefield control abilities in D&D, if anyone should get it, it seems like it should be the chosen of Hextor. I'd like to see him able to exert some sort of loose control over weak-minded enemies, who are basically cowed into obedience by his sheer presence.

    It would probably be very brief control, as the enemy quickly realizes that the Battlefiend is a foe, but it could still be useful.





    Just my thoughts. I do like most of what's here.
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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Ah, the tyranny-based effects for the Battlefiend would work well. I was kind of scratching my head on what to add. I think I'll replace Sneak Attack with some more dominating effects. He's supposed to be the mostly-honorable bad guy who's looking for a worthy opponent that can weather his mastery of techniques and sheer presence.

    The Warstomper did lack a bit of divine intervention for the most part. I'll tweak that as that was one facet of this project.

    Hound of Orcus this was a necromantic prestige class I had created earlier and decided to include here. I was looking to make undead army building more than just Destructive Retribution. I'm also a bit of a fan of transformational sorts of PrCs.

    I like your idea for the Sentinel. As is, it's mostly a knowledge gatherer but doesn't do much to put that to use. Driving the enemy mad with stolen secrets from the forgotten halls of fallen demon lords would be a blast. Maybe I could somehow combine the Absorption ability with that: more powerful information leads to a greater effect based on the DC to Decipher it or find out about it through Lore. All in all, it didn't quite reach what I had wanted it to be so far (the ideal I was reaching for here was my favorite out of this group).

    And the Slaughterguard was made to be the guy you see coming at you from the opposite end of a skirmish and make you want to run away. That set-up in designing the class, getting to choose abilities from a list like that as you wish to choose them, has also been one of my favorite ways of distributing class abilities in prestige classes.

    I'm also still trying to work on a prestige class for Nerull. The Reaper niche has been done time and time again for his associated classes. So, I was thinking something else. Or maybe just try my darndest to set the bar above what's been done before. For me, at th end of the day all PrCs should give out equal utility over a number of situations; the intrigue comes from the unique abilities that change your focus beyond the normal archetypes of RPGs that can be done to lesser extents with alternate builds.

    As always, anyone can use these classes for their own devious means. I only wish to hear about how it went. They're intended for NPC use, but some less so than others.

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    Thumbs up Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    I actually enjoy the Black Lore Sentinel's bonuses. Anything that can make a stealth/magic being with that much power is pretty dang imposing. Though, yeah, the forcible ransacking of thoughts does sound good...

    I don't know if I'd go as far as to call Hound "bland". I mean, it gives a Necromancer even more power than they initially had (especially with that embezzle ability)

    Personally, I think Warstompers should all be one size category larger. I mean, Orc becomes tank... Just sayin'

    Battlefiends scare the crap out of me. In the best way. I mean, usually when you try to vary that much you turn out more or less 'moderate at best'. This provides a nice source. Though I will admit they say "frontline warrior" more than they say "battlefield commander", and I'm inclined to see them as the latter... I'm also inclined to suggest special conjuring spells, possibly as a spell-like ability, so they always have the option to lead a force.
    Still, they are quite imposing

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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Black Lore Sentinel Ability:

    Sinister Revelations: As a standard action, the sentinel can tap into the mind of an enemy within thirty feet that she has line of sight to. The opponent must succeed on a DC 10 + class level + Int modifier Will save or become staggered for one round as the sentinel gains the benefit of learning a mental weakness of the opponent. Within the next three rounds, the sentinel can use another standard action against the opponent to turn that glimpse of weakness into a mental assault. The enemy must succeed on a DC 15 + class level + Int modifier Will save or fall victim to one of the following effects:

    Denial: The opponent is blinded and deafened for three rounds.

    Guilt: For three rounds, the opponent must succeed against the original Will save DC or take only a move action for that round.

    Anger: The opponent is compelled to kill its allies for three rounds.

    Sadness: The opponent takes 2d6 nonlethal damage and 1 Charisma damage each round for three rounds.

    Defeat: Within the next three rounds, the sentinel can apply a -4 bonus to three rolls the victim makes.

    Warstomper Change:

    Check out the Gruumsh's Fist, Foot, and Other Fist abilities. I'm thinking maybe Other Fist replaces Fist by making him permanently one size larger.
    Last edited by Maerok; 2008-12-11 at 07:30 PM.

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    Bugbear in the Playground
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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Black Lore Sentinel Ability:
    While I generally like this ability, the effects could probably benefit from some rebalancing - Anger appears clearly superior to the others. Defeat would be bette outside of combat, but otherwise I don't see why one would pick any effect other than anger (I'm sure there are times when you wouldn't want someone to kill all of his allies, but those times are infrequent). Or is it random?

    On the Warstomper, I like this one more, but in all honesty I think the new abilities still seem kind of based around the character rather than the god. Perhaps alter the name of Greater Rage? I wish I could be more helpful.

    I don't know if I'd go as far as to call Hound "bland". I mean, it gives a Necromancer even more power than they initially had (especially with that embezzle ability)
    When I said bland, what I meant was that most of my 3.x experience comes from NWN, and the Hound looks a bit too similar to that game's (and presumably 3.0's) Pale Master for my liking. Admittedly, the Hound of Orcus is a much better class for a spellcaster, but still....

    I'm also still trying to work on a prestige class for Nerull. The Reaper niche has been done time and time again for his associated classes. So, I was thinking something else. Or maybe just try my darndest to set the bar above what's been done before. For me, at th end of the day all PrCs should give out equal utility over a number of situations; the intrigue comes from the unique abilities that change your focus beyond the normal archetypes of RPGs that can be done to lesser extents with alternate builds.
    Just some thoughts:

    The Reverse Dungeon book for 2E had an Anti-Paladin who revered Nerull not because she was particularly fond of him but because she liked killing people, he liked people being killed, and hey! If he's willing to give you extra powers, why not?

    Nerull's often portrayed as giving evil people extra power because he knows it'll make them better able to kill people. Perhaps reflect that?
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  15. - Top - End - #15
    Ogre in the Playground
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    Default Re: Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    The Nerull PrC will be Commoner-accessible. When the PCs end up burning down his village, he makes a death pact against them to gain horrific powers.

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