TBPBenni
2006-08-03, 05:35 PM
This is a conversion of the Nexus War class of the same name. From Nexuswiki, the description of the Pariah is as follows.
Pariahs are demonkind. They are individuals who have chosen the path of Evil and it has damned their souls for all eternity. Pariahs are the grunt soldiers of hell: their abilities center around harming others as efficiently as possible.
Pariahs are an Evil-aligned character class. They believe in self-reliance, individualism, and selfishness. Choosing this class means that the character will forever be locked into the path of Evil.
Please feel free to critique or criticize.
Requirements:
Power Attack, Cleave, BAB 6+, Special (must kill 100 nonevil humanoids in one 24 hour period)
Base Attack Progression: Full
Hit Die: D10
Skill Points per level 2+Int modifier
Class skills: Jump, Climb, Intimidate, Bluff, Knowledge(religion), Knowledge(the planes), Listen, Spot, Swim.
Base Saves: Fortitude High, Reflex and Will Low
1: Blood Claws (1d6), Descension, Scarred
2: Weaken(su)
3: Blood Claws (2d6)
4: Light Sensitivity, Darkvision 60
5: Blood Claws (3d6)
6: Blood Taste(su)
7: Blood Claws (4d6)
8: Lesser Regeneration(su)
9: Blood Claws (5d6)
10: Explosive Murder
Blood Claws - As they revel laughing in the blood of their murdered victims, a pariah's hands twist painfully into hardened, fire-blackened claws. A pariah's blood claws are natural weapons, increasing in damage at every odd level. (Unlike a monk's unarmed attack, blood claws cannot be enchanted, although they are treated as both evil and magic for the purposes of overcoming damage reduction.)
Descension - With the deaths that initiate them into demonhood, the pariah's body and soul begin to twist and warp from exposure to wickedness itself. Forever after taking their first level, the pariah's subtype changes to Outsider (Augmented, Evil). Pariahs are always considered to be evilly aligned creatures, and they lose the benefits of all their class abilities should their alignment change away from this.
Scarred - Evil takes its toll on anybody who would wield its power. The pariah's skin turns a charred black color and begins to crack, as if exposed to extremely hot fire. This confers a -8 penalty on Disguise checks, as well as a -4 to Diplomacy and Gather Information.
Weaken (su) - At second level the pariah learns to cause intense weakness in his foes. As a standard action, he may target any enemy within 30 feet and cause the "sickened" status for one minute per level (Fortitude save DC 10+Pariah Level+Wis modifier to negate)
Light Sensitivity - As Monster Manual ability
Darkvision 60' - As Monster Manual ability
Blood Taste (su) - At sixth level whenever a pariah makes a critical hit with his blood claws, he may heal hit points equal to the damage dealt.
Lesser Regeneration - At eighth level the pariah gains Fast Healing 1.
Explosive Murder - At tenth level the pariah gains the ability to explode into a murderous blaze of hellfire and hatred as a full round action. This attack deals 1d6 damage per hit die of the pariah, in a 60 foot radius (reflex save 15+charisma modifier for half damage), at the cost of his own life. This burst is considered both evil and fire damage. 1d4 hours after this ability is used, the pariah reconstitutes at half his original hit points in a random location within one mile of the place he died. A pariah who has reconstituted cannot use Explosive Murder for another 1d4 hours after reconstitution.
Pariahs are demonkind. They are individuals who have chosen the path of Evil and it has damned their souls for all eternity. Pariahs are the grunt soldiers of hell: their abilities center around harming others as efficiently as possible.
Pariahs are an Evil-aligned character class. They believe in self-reliance, individualism, and selfishness. Choosing this class means that the character will forever be locked into the path of Evil.
Please feel free to critique or criticize.
Requirements:
Power Attack, Cleave, BAB 6+, Special (must kill 100 nonevil humanoids in one 24 hour period)
Base Attack Progression: Full
Hit Die: D10
Skill Points per level 2+Int modifier
Class skills: Jump, Climb, Intimidate, Bluff, Knowledge(religion), Knowledge(the planes), Listen, Spot, Swim.
Base Saves: Fortitude High, Reflex and Will Low
1: Blood Claws (1d6), Descension, Scarred
2: Weaken(su)
3: Blood Claws (2d6)
4: Light Sensitivity, Darkvision 60
5: Blood Claws (3d6)
6: Blood Taste(su)
7: Blood Claws (4d6)
8: Lesser Regeneration(su)
9: Blood Claws (5d6)
10: Explosive Murder
Blood Claws - As they revel laughing in the blood of their murdered victims, a pariah's hands twist painfully into hardened, fire-blackened claws. A pariah's blood claws are natural weapons, increasing in damage at every odd level. (Unlike a monk's unarmed attack, blood claws cannot be enchanted, although they are treated as both evil and magic for the purposes of overcoming damage reduction.)
Descension - With the deaths that initiate them into demonhood, the pariah's body and soul begin to twist and warp from exposure to wickedness itself. Forever after taking their first level, the pariah's subtype changes to Outsider (Augmented, Evil). Pariahs are always considered to be evilly aligned creatures, and they lose the benefits of all their class abilities should their alignment change away from this.
Scarred - Evil takes its toll on anybody who would wield its power. The pariah's skin turns a charred black color and begins to crack, as if exposed to extremely hot fire. This confers a -8 penalty on Disguise checks, as well as a -4 to Diplomacy and Gather Information.
Weaken (su) - At second level the pariah learns to cause intense weakness in his foes. As a standard action, he may target any enemy within 30 feet and cause the "sickened" status for one minute per level (Fortitude save DC 10+Pariah Level+Wis modifier to negate)
Light Sensitivity - As Monster Manual ability
Darkvision 60' - As Monster Manual ability
Blood Taste (su) - At sixth level whenever a pariah makes a critical hit with his blood claws, he may heal hit points equal to the damage dealt.
Lesser Regeneration - At eighth level the pariah gains Fast Healing 1.
Explosive Murder - At tenth level the pariah gains the ability to explode into a murderous blaze of hellfire and hatred as a full round action. This attack deals 1d6 damage per hit die of the pariah, in a 60 foot radius (reflex save 15+charisma modifier for half damage), at the cost of his own life. This burst is considered both evil and fire damage. 1d4 hours after this ability is used, the pariah reconstitutes at half his original hit points in a random location within one mile of the place he died. A pariah who has reconstituted cannot use Explosive Murder for another 1d4 hours after reconstitution.