wadledo
2009-04-18, 11:08 PM
Warrior of the Fiend-Blood
http://www.wizards.com/dnd/images/hoh_gallery/91985.jpg
An unknown Warrior of the Blood is a dangerous thing......
Brothers to the Fiend-Blooded, warriors of the fiend-blood are made of far more grit and iron than their twins. Carving their way through the battle fields of the abyss, crushing phalanxes of angels in the heavens, or blasting through a horde of orcs on the material plane, the Warrior of the Fiend Blood is both hated and admired, some exhibiting the paragon of Darwinism while others want for nothing but slaughter.
They are truly a thing to be feared, and truly a thing to be scoured fom the earth.
-Gunertel Silverblade, Knight of the Chalice
HD: d8
Requirements
Race: Any humanoid race (can not already be a half-fiend).
Alignment: Any nongood alignment.
BAB: +4.
Skills: Concentration 8 ranks, Knowledge (arcana) or (religion) 8 ranks, Knowledge (the planes) 8 ranks, Martial Lore 6 ranks.
Feats: Power Attack, Combat Casting, Fiendish Heritage.
Spellcasting: Ability to cast 1st level spells or able to use least invocations.
Maneuvers: Ability to use 2nd level maneuvers including at least one stance.
Special: Must have a fiend as an ancestor.
Class Skills (4+Int modifier per level): Bluff, Balance, Climb, Concentration, Intimidation, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Martial Lore, Spellcraft, Swim, Tumble.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+1|+2|+0|+0|Fiendish Companion, Fiendish Heritage +1 AC, Ancestral Power|+1 level of existing spellcasting class
2nd|+2|+3|+0|+0|Fiendish Channeling|+1 level of existing spellcasting class
3rd|+3|+3|+1|+1|Dance of Ages Stance, Fiendish Heritage +1 Cha|+1 level of existing spellcasting class
4th|+4|+4|+1|+1|Fiendish Channeling, Ancestral Power|+1 level of existing spellcasting class
5th|+5|+4|+1|+1|Feindish Heritage +1 Int|+1 level of existing spellcasting class
6th|+6|+5|+2|+2|Fiendish Channeling|+1 level of existing spellcasting class
7th|+7|+5|+2|+2|Fiendish Heritage +1 Dex, Ancestral Power|+1 level of existing spellcasting class
8th|+8|+6|+2|+2|Fiendish Channeling, Mettle|+1 level of existing spellcasting class
9th|+9|+6|+3|+3|Fiendish Heritage +1 Con, True Bloods Blade|+1 level of existing spellcasting class
10th|+10|+7|+3|+3|Fiendish Exaltation, Fiendish Channeling, Ancestral Power|--[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|0|0
3rd|0|1|1
4th|1|0|0
5th|0|0|0
6th|0|1|0
7th|1|0|0
8th|0|0|1
9th|0|1|0
10th|1|0|0[/table]
Maneuvers: At levels 1, 4, 7 and 10 the Warrior of the Fiend-Blood gains new maneuvers known from the Diamond Mind, Shadow Hand and or one other discipline, chosen at first level. If these discipline's main skills are not class skills for you, they becomes one. You must meet a maneuver's prerequisite to learn it. You add your full Warrior of the Fiend-Blood levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
Stances Known: At 3rd level and again at 8th level, you learn a new martial stance from the Diamond Mind or Shadow Hand disciplines as well as the same discipline chosen at first level for you maneuvers. You must meet the stances prerequisites to learn it.
Spellcasting: At each level except tenth, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not gain any other benefit a character of that class would have gained, except that your warrior of the fiend-blood levels also stack with any other spellcaster levels for determining familiar abilities. If you had more than one arcane spellcasting class before becoming a warrior of the fiend-blood, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Fiendish Companion: This is the same as the Fiendish Companion class feature of the Fiend-Blooded (HoH, pg 103).
Fiendish Heritage (Ex): You draw on your blood for power both in and out of battle.
At 1st level, your flesh toughens slightly, giving you +1 natural armor bonus to AC.
At 3rd level, you gain a +1 boost to your Charisma score.
At 5th level, you gain a +1 boost to your Intelligence score.
At 7th level, you gain a +1 boost to your Dexterity score.
At 9th level, you gain a +1 boost to your Constitution score.
Ancestral Power (Ex): At 1st, 4th, 7th and 10th, you may choose any one Heritage feat you have the prerequisites for.
Fiendish Channeling (Su): Your blood calls to those of like blood, and those of like blood grant you power.
At 2nd, 4th, 6th, 8th, and 10th level, you may gain any one spell-like ability from any evil aligned outsider in the monster manual, as long as that spell is one of a level you can cast(though not necessarily a spell you can cast because of class), it has a 1/day use or greater, and is not of an opposing alignment.
You may use your 2nd level SLA 1/day when you first gain it, increasing to 3/day at 4th, 5/day at 6th and at will at 8th.
Your other SLA's follow a similar pattern, the 4th level SLA gaining additional uses per day at 6th (3/day), 8th (5/day), and 10th (At Will), the 6th level SLA gaining additional uses at 8th (3/day) and 10th (5/day), etc.
Your caster level for the SLA's is equal to your caster level in whatever spell casting class you chose when you began warrior of the fiend-blood, and the DC is equal to the level of the SLA plus you casting modifier.
Dance of Ages Stance (Su): At 3rd level you learn the first steps of the Immortal Dance, that all fiends know as well as their own hearts. You may lose the benefits of any stance you are currently in to gain the benefits of this one. While in this stance you may attune your motions with that of your heritage, letting the initiate ferocity of your blood flow into your magic. Once per encounter, when you hit with a power attack augmented maneuver or boost, you may not do any additional damage due to power attack and may deduct an amount equal or less than your caster level from the damage. As long as the attack still does damage, next turn the enemy you hit suffers a penalty on all saves verses your spells and spell-like abilities equal to the amount you subtracted from the damage last turn.
You can use this ability twice per encounter at 6th and three times at 8th.
Mettle (Ex): Fiends are known for being tough to kill and even harder to break. At 8th level and above, a warrior of the fiend-blood can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping warrior of the fiend-blood does not gain the benefit of mettle.
True Bloods Blade (Su): At 9th level, you have shed almost all the mortal blood you can, leaving only a trace to pollute your attacks. Whenever you use a martial strike, boost or both against an enemy you may channel any touch spell, spell like ability, or your eldritch blast you have prepared or know(if you are a spontaneous caster) through it as a swift action. If the strike does not hit, the warrior of the fiend-blood may try again the next round, the spell remains charged in the weapon for as many rounds as the spell level. This can be used a number of times per day equal to the warrior of the fiend-blood's casting modifier.
At 10th level, this ability may be used at will.
Fiendish Exaltation (Ex): You are now as close to your ancestor as you can be while still retaining your mortal self. In addition to the ability boosts gained by your fiendish heritage, you now gain an additional +1 to Dexterity, Constitution, Intelligence and Charisma, and a +2 to Strength. You also gain complete immunity to poison, and damage reduction 10/magic.
-------------------------------------
So, what do y'all think?
I'm pretty sure it's a biiiiiiiiiiit overpowered, but that could just be me.:smalltongue:
http://www.wizards.com/dnd/images/hoh_gallery/91985.jpg
An unknown Warrior of the Blood is a dangerous thing......
Brothers to the Fiend-Blooded, warriors of the fiend-blood are made of far more grit and iron than their twins. Carving their way through the battle fields of the abyss, crushing phalanxes of angels in the heavens, or blasting through a horde of orcs on the material plane, the Warrior of the Fiend Blood is both hated and admired, some exhibiting the paragon of Darwinism while others want for nothing but slaughter.
They are truly a thing to be feared, and truly a thing to be scoured fom the earth.
-Gunertel Silverblade, Knight of the Chalice
HD: d8
Requirements
Race: Any humanoid race (can not already be a half-fiend).
Alignment: Any nongood alignment.
BAB: +4.
Skills: Concentration 8 ranks, Knowledge (arcana) or (religion) 8 ranks, Knowledge (the planes) 8 ranks, Martial Lore 6 ranks.
Feats: Power Attack, Combat Casting, Fiendish Heritage.
Spellcasting: Ability to cast 1st level spells or able to use least invocations.
Maneuvers: Ability to use 2nd level maneuvers including at least one stance.
Special: Must have a fiend as an ancestor.
Class Skills (4+Int modifier per level): Bluff, Balance, Climb, Concentration, Intimidation, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Martial Lore, Spellcraft, Swim, Tumble.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+1|+2|+0|+0|Fiendish Companion, Fiendish Heritage +1 AC, Ancestral Power|+1 level of existing spellcasting class
2nd|+2|+3|+0|+0|Fiendish Channeling|+1 level of existing spellcasting class
3rd|+3|+3|+1|+1|Dance of Ages Stance, Fiendish Heritage +1 Cha|+1 level of existing spellcasting class
4th|+4|+4|+1|+1|Fiendish Channeling, Ancestral Power|+1 level of existing spellcasting class
5th|+5|+4|+1|+1|Feindish Heritage +1 Int|+1 level of existing spellcasting class
6th|+6|+5|+2|+2|Fiendish Channeling|+1 level of existing spellcasting class
7th|+7|+5|+2|+2|Fiendish Heritage +1 Dex, Ancestral Power|+1 level of existing spellcasting class
8th|+8|+6|+2|+2|Fiendish Channeling, Mettle|+1 level of existing spellcasting class
9th|+9|+6|+3|+3|Fiendish Heritage +1 Con, True Bloods Blade|+1 level of existing spellcasting class
10th|+10|+7|+3|+3|Fiendish Exaltation, Fiendish Channeling, Ancestral Power|--[/table]
{table="head"]Level|Man. Known|Man. Readied|Stances Known
1st|1|0|0
2nd|0|0|0
3rd|0|1|1
4th|1|0|0
5th|0|0|0
6th|0|1|0
7th|1|0|0
8th|0|0|1
9th|0|1|0
10th|1|0|0[/table]
Maneuvers: At levels 1, 4, 7 and 10 the Warrior of the Fiend-Blood gains new maneuvers known from the Diamond Mind, Shadow Hand and or one other discipline, chosen at first level. If these discipline's main skills are not class skills for you, they becomes one. You must meet a maneuver's prerequisite to learn it. You add your full Warrior of the Fiend-Blood levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd, 6th and 9th levels, you gain additional maneuvers readied per day.
Stances Known: At 3rd level and again at 8th level, you learn a new martial stance from the Diamond Mind or Shadow Hand disciplines as well as the same discipline chosen at first level for you maneuvers. You must meet the stances prerequisites to learn it.
Spellcasting: At each level except tenth, you gain new spells per day and an increase in caster level(and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not gain any other benefit a character of that class would have gained, except that your warrior of the fiend-blood levels also stack with any other spellcaster levels for determining familiar abilities. If you had more than one arcane spellcasting class before becoming a warrior of the fiend-blood, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Fiendish Companion: This is the same as the Fiendish Companion class feature of the Fiend-Blooded (HoH, pg 103).
Fiendish Heritage (Ex): You draw on your blood for power both in and out of battle.
At 1st level, your flesh toughens slightly, giving you +1 natural armor bonus to AC.
At 3rd level, you gain a +1 boost to your Charisma score.
At 5th level, you gain a +1 boost to your Intelligence score.
At 7th level, you gain a +1 boost to your Dexterity score.
At 9th level, you gain a +1 boost to your Constitution score.
Ancestral Power (Ex): At 1st, 4th, 7th and 10th, you may choose any one Heritage feat you have the prerequisites for.
Fiendish Channeling (Su): Your blood calls to those of like blood, and those of like blood grant you power.
At 2nd, 4th, 6th, 8th, and 10th level, you may gain any one spell-like ability from any evil aligned outsider in the monster manual, as long as that spell is one of a level you can cast(though not necessarily a spell you can cast because of class), it has a 1/day use or greater, and is not of an opposing alignment.
You may use your 2nd level SLA 1/day when you first gain it, increasing to 3/day at 4th, 5/day at 6th and at will at 8th.
Your other SLA's follow a similar pattern, the 4th level SLA gaining additional uses per day at 6th (3/day), 8th (5/day), and 10th (At Will), the 6th level SLA gaining additional uses at 8th (3/day) and 10th (5/day), etc.
Your caster level for the SLA's is equal to your caster level in whatever spell casting class you chose when you began warrior of the fiend-blood, and the DC is equal to the level of the SLA plus you casting modifier.
Dance of Ages Stance (Su): At 3rd level you learn the first steps of the Immortal Dance, that all fiends know as well as their own hearts. You may lose the benefits of any stance you are currently in to gain the benefits of this one. While in this stance you may attune your motions with that of your heritage, letting the initiate ferocity of your blood flow into your magic. Once per encounter, when you hit with a power attack augmented maneuver or boost, you may not do any additional damage due to power attack and may deduct an amount equal or less than your caster level from the damage. As long as the attack still does damage, next turn the enemy you hit suffers a penalty on all saves verses your spells and spell-like abilities equal to the amount you subtracted from the damage last turn.
You can use this ability twice per encounter at 6th and three times at 8th.
Mettle (Ex): Fiends are known for being tough to kill and even harder to break. At 8th level and above, a warrior of the fiend-blood can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping warrior of the fiend-blood does not gain the benefit of mettle.
True Bloods Blade (Su): At 9th level, you have shed almost all the mortal blood you can, leaving only a trace to pollute your attacks. Whenever you use a martial strike, boost or both against an enemy you may channel any touch spell, spell like ability, or your eldritch blast you have prepared or know(if you are a spontaneous caster) through it as a swift action. If the strike does not hit, the warrior of the fiend-blood may try again the next round, the spell remains charged in the weapon for as many rounds as the spell level. This can be used a number of times per day equal to the warrior of the fiend-blood's casting modifier.
At 10th level, this ability may be used at will.
Fiendish Exaltation (Ex): You are now as close to your ancestor as you can be while still retaining your mortal self. In addition to the ability boosts gained by your fiendish heritage, you now gain an additional +1 to Dexterity, Constitution, Intelligence and Charisma, and a +2 to Strength. You also gain complete immunity to poison, and damage reduction 10/magic.
-------------------------------------
So, what do y'all think?
I'm pretty sure it's a biiiiiiiiiiit overpowered, but that could just be me.:smalltongue: