Sir_Chivalry
2010-03-18, 09:25 AM
In the vein of my previous attempts at making disciple classes, I am now reduxing the disciple of Dispater. I know the other one was great, but I'm rebuilding the disciples to be more like their masters, their masters' layers, and to all around feel evil and cultish. With that I present the:
Disciple of Dispater
Requirements
To qualify to become a disciple of Dispater, a character must fulfill all the following criteria.
Alignment: Lawful Evil.
Base Attakc Bonus: +5
Feats: Brand of the Nine Hells (Dispater), Improved Toughness
Skills: Knowledge (the planes) 4 ranks, Listen 4 ranks, Spot 4 ranks
Special: To join this class a prospective Disciple of Dispater must survive poisoning his/her self with a massive amount of concentrated magical iron dust without any magical, alchemical, or mundane assistance. The concentrated iron dust costs 100gp. He must make a DC 17 fort save every 24 hours for 7 days after he ingests the poison or take 1d4 Constitution damage (this damage doesn’t heal naturally while they are still poisoned). If he makes 2 successful saves in a row the sickness is immediately purged (And in this case he would then be whisked away to Dis to be reborn).
Disciple of Dispater
hit dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Baptism of iron, damage reduction
2nd|
+2|
+3|
+3|
+3|Defensive stance 1/day, immunity to suprise, mark of Dis
3rd|
+3|
+3|
+3|
+3|Dispater’s reinforcements I
4th|
+4|
+4|
+4|
+4|Defensive stance 2/day, rusting touch 1/day
5th|
+5|
+4|
+4|
+4|Blessing of Dis
6th|
+6|
+5|
+5|
+5|Defensive stance 3/day, dispater’s reinforcements II
7th|
+7|
+5|
+5|
+5|What came before
8th|
+8|
+6|
+6|
+6|Defensive stance 4/day, rusting touch 2/day
9th|
+9|
+6|
+6|
+6|Dispater’s reinforcements III
10th|
+10|
+7|
+7|
+7|Defensive stance at will in sanctum, dreadnought of Dis [/table]
Class Skills
The disciple of Dispater's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int) and Spot (Wis).
Skills points
2+Int modifier
Baptism of Iron: When a disciple of Dispater is brought before Dispater, the Lord of the Second resurects the would-be disciple and bestows upon him a mighty gift. Dispater gives him a small fleck of iron from the burning walls of Dis, which grafts itself to him the moment the disciple takes it. This iron forms a suit of armour that bonds perfectly to the disciple, even affecting his physiology, making him an extension of Dispater's will and punishing him for trusting the lord of the distrustful. Each disciple is a walking part of the festering iron city, walking and living as before but now a mockery of his waking life before (the appearance of this form is up to the disciple, whether it is grotesque and gargoylish or looks like a metal facsimile of his former self must be determined at this level and cannot be changed). A disciple of Dispater becomes a living construct, and gains the following subtype.
Living Construct Subtype (Ex): Disciple of Dispater are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments.
Disciple of Dispater are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a disciple of Dispater has the
following features.
—A disciple of Dispater derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A disciple of Dispater possesses the following traits.
—Unlike other constructs, a disciple of Dispater has a Constitution score.
—Unlike other constructs, a disciple of Dispater does not have low-light vision or darkvision.
—Unlike other constructs, a disciple of Dispater is not immune to mind-affecting spells and abilities.
—Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
—A disciple of Dispater cannot heal damage naturally.
—Unlike other constructs, disciple of Dispater are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
—As living constructs, disciple of Dispater can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a disciple of Dispater
can be healed by a cure light wounds spell or a repair light damage spell, for example, and a disciple of Dispater is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a disciple of Dispater.
—The unusual physical construction of disciple of Dispater makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A disciple of Dispater takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a
disciple of Dispater is affected by repel metal or stone as if he were wearing metal armor. The iron in the body of a disciple of Dispater makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A disciple of Dispater takes the same damage from a rust monster’s touch
(Reflex DC 17 half).
—A disciple of Dispater responds slightly differently from other living creatures when reduced to 0 hit points. A disciple of Dispater with 0 hit points is disabled, just like a
living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a disciple of Dispater is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert disciple of Dispater does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
—As a living construct, a disciple of Dispater can be raised or resurrected.
—A disciple of Dispater does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
—Although living constructs do not need to sleep, a disciple of Dispater wizard must rest for 8 hours before preparing spells.
The disciple becomes subject to a forbidden speech spell due to this process, the effect of which is that the disciple cannot speak of the process that granted him his new body. This effect does not allow a save or SR (unlike the spell), though most disciple's don't want to share this information with would-be disciple's anyway, the transformation having expunged any trust of others from their system.
Damage Reduction: The hellforged iron of Dis reinforces the body of a disciple of Dispater, making him resistant to blows. He gains damage reduction 1/chaotic. Each level thereafter, his damage reduction improves by 1, until by 10th level, he has damage reduction 10/chaotic.
Defensive Stance: When he adopts a defensive stance, a 2nd level disciple of Dispater gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the disciple’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a disciple cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A disciple may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the disciple is winded and takes a -2 penalty to Strength for the duration of that encounter. A disciple of Dispater can use his defensive stance once per day at second level, and gains an additional use per day at 4th, 6th and 8th level. Using the defensive stance takes no time itself, but a disciple can only do so during his action. At 10th level, a disciple can use defensive stance at will within his sanctum. Such a use does not count against his uses per day.
Immunity to suprise: At 2nd level, a disciple of Dispater is never caught flat-footed.
Mark of Dis: When a 2nd level disciple of Dispater moves (and only when he moves), the square in which he starts his movement is not considered threatened. In addition, once per round as an immediate action, he can choose to gain a +4 bonus to AC or a single save. The bonus applies to one or the other, but not both.
Dispater’s Reinforcements I: At 3rd level, a disciple of Dispater can spend 24 hours attuning an area of 500ft2 per class level to become his private sanctum. Only complete floors of a building can be warded. Within this sanctum, the disciple gains a deflection bonus to his AC equal to his class level. All doors and windows in the sanctum are warded by the silent version of alarm.
Rusting Touch: A 4th level disciple of Dispater that makes a successful touch attack with his hand causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC 10+disciple of Dispater's class level+Con modifier) or be dissolved. A disciple of Dispater can use this ability once per day at 4th level and twice per day at 8th level.
Blessing of Dis: A 5th level disciple of Dispater can once per day as an immediate action gain immunity from one type of energy (acid, cold, electricity, fire or sonic) for one round per disciple of Dispater level.
Dispater’s Reinforcements II: At 6th level, when inside his sanctum, a disciple of Dispater can designate a 20 foot radius as dimension locked, and can designate a single surface as subject to a symbol of pain spell. These effects cannot be changed once the decision is made. If triggered or dispelled, they are suppressed instead for 24 hours.
What Came Before: At 7th level, the Lord of the Second grants his truly worthy disciples the ability to masquerade as their former selves for a short time, in order to further the goals of the cult of Dispater among the unsuspecting. Once per day, as a full round action, the disciple of Dispater can take the form he had in life, essentially losing the living construct subtype for eight hours. If the disciple is still no longer a humanoid (or whatever type they were before) and cannot be affected by spells like charm person. If the disciple is knocked unconscious or chooses to end the façade prematurely, he returns to his living construct state as a free action.
Dispater’s Reinforcements III: At 9th level, a disciple of Dispater's sanctum is permanantly protected by guards and wards, the five options at the end of the spell description are changeable each 24 hour period. The disciple of Dispater can also use word of recall to return to the 20 foot radius selected for dimensional lock, ignoring the effects of the dimensional lock for word of recall.
Dreadnought of Dis: If a 10th level disciple of Dispater's damage reduction prevents all damage from an attack while the disciple is in a defensive stance, the attacking weapon must make a Fortitude save (DC 10+disciple of Dispater’s class level+Con modifier) or break. If the weapon is a natural attack, it is exempt from this effect.
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Disciple of Dispater
Requirements
To qualify to become a disciple of Dispater, a character must fulfill all the following criteria.
Alignment: Lawful Evil.
Base Attakc Bonus: +5
Feats: Brand of the Nine Hells (Dispater), Improved Toughness
Skills: Knowledge (the planes) 4 ranks, Listen 4 ranks, Spot 4 ranks
Special: To join this class a prospective Disciple of Dispater must survive poisoning his/her self with a massive amount of concentrated magical iron dust without any magical, alchemical, or mundane assistance. The concentrated iron dust costs 100gp. He must make a DC 17 fort save every 24 hours for 7 days after he ingests the poison or take 1d4 Constitution damage (this damage doesn’t heal naturally while they are still poisoned). If he makes 2 successful saves in a row the sickness is immediately purged (And in this case he would then be whisked away to Dis to be reborn).
Disciple of Dispater
hit dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Baptism of iron, damage reduction
2nd|
+2|
+3|
+3|
+3|Defensive stance 1/day, immunity to suprise, mark of Dis
3rd|
+3|
+3|
+3|
+3|Dispater’s reinforcements I
4th|
+4|
+4|
+4|
+4|Defensive stance 2/day, rusting touch 1/day
5th|
+5|
+4|
+4|
+4|Blessing of Dis
6th|
+6|
+5|
+5|
+5|Defensive stance 3/day, dispater’s reinforcements II
7th|
+7|
+5|
+5|
+5|What came before
8th|
+8|
+6|
+6|
+6|Defensive stance 4/day, rusting touch 2/day
9th|
+9|
+6|
+6|
+6|Dispater’s reinforcements III
10th|
+10|
+7|
+7|
+7|Defensive stance at will in sanctum, dreadnought of Dis [/table]
Class Skills
The disciple of Dispater's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int) and Spot (Wis).
Skills points
2+Int modifier
Baptism of Iron: When a disciple of Dispater is brought before Dispater, the Lord of the Second resurects the would-be disciple and bestows upon him a mighty gift. Dispater gives him a small fleck of iron from the burning walls of Dis, which grafts itself to him the moment the disciple takes it. This iron forms a suit of armour that bonds perfectly to the disciple, even affecting his physiology, making him an extension of Dispater's will and punishing him for trusting the lord of the distrustful. Each disciple is a walking part of the festering iron city, walking and living as before but now a mockery of his waking life before (the appearance of this form is up to the disciple, whether it is grotesque and gargoylish or looks like a metal facsimile of his former self must be determined at this level and cannot be changed). A disciple of Dispater becomes a living construct, and gains the following subtype.
Living Construct Subtype (Ex): Disciple of Dispater are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments.
Disciple of Dispater are living constructs that combine aspects of both constructs and living creatures, as detailed below.
Features: As a living construct, a disciple of Dispater has the
following features.
—A disciple of Dispater derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: A disciple of Dispater possesses the following traits.
—Unlike other constructs, a disciple of Dispater has a Constitution score.
—Unlike other constructs, a disciple of Dispater does not have low-light vision or darkvision.
—Unlike other constructs, a disciple of Dispater is not immune to mind-affecting spells and abilities.
—Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
—A disciple of Dispater cannot heal damage naturally.
—Unlike other constructs, disciple of Dispater are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
—As living constructs, disciple of Dispater can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a disciple of Dispater
can be healed by a cure light wounds spell or a repair light damage spell, for example, and a disciple of Dispater is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a disciple of Dispater.
—The unusual physical construction of disciple of Dispater makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A disciple of Dispater takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a
disciple of Dispater is affected by repel metal or stone as if he were wearing metal armor. The iron in the body of a disciple of Dispater makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A disciple of Dispater takes the same damage from a rust monster’s touch
(Reflex DC 17 half).
—A disciple of Dispater responds slightly differently from other living creatures when reduced to 0 hit points. A disciple of Dispater with 0 hit points is disabled, just like a
living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a disciple of Dispater is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert disciple of Dispater does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
—As a living construct, a disciple of Dispater can be raised or resurrected.
—A disciple of Dispater does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
—Although living constructs do not need to sleep, a disciple of Dispater wizard must rest for 8 hours before preparing spells.
The disciple becomes subject to a forbidden speech spell due to this process, the effect of which is that the disciple cannot speak of the process that granted him his new body. This effect does not allow a save or SR (unlike the spell), though most disciple's don't want to share this information with would-be disciple's anyway, the transformation having expunged any trust of others from their system.
Damage Reduction: The hellforged iron of Dis reinforces the body of a disciple of Dispater, making him resistant to blows. He gains damage reduction 1/chaotic. Each level thereafter, his damage reduction improves by 1, until by 10th level, he has damage reduction 10/chaotic.
Defensive Stance: When he adopts a defensive stance, a 2nd level disciple of Dispater gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the disciple’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a disciple cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A disciple may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the disciple is winded and takes a -2 penalty to Strength for the duration of that encounter. A disciple of Dispater can use his defensive stance once per day at second level, and gains an additional use per day at 4th, 6th and 8th level. Using the defensive stance takes no time itself, but a disciple can only do so during his action. At 10th level, a disciple can use defensive stance at will within his sanctum. Such a use does not count against his uses per day.
Immunity to suprise: At 2nd level, a disciple of Dispater is never caught flat-footed.
Mark of Dis: When a 2nd level disciple of Dispater moves (and only when he moves), the square in which he starts his movement is not considered threatened. In addition, once per round as an immediate action, he can choose to gain a +4 bonus to AC or a single save. The bonus applies to one or the other, but not both.
Dispater’s Reinforcements I: At 3rd level, a disciple of Dispater can spend 24 hours attuning an area of 500ft2 per class level to become his private sanctum. Only complete floors of a building can be warded. Within this sanctum, the disciple gains a deflection bonus to his AC equal to his class level. All doors and windows in the sanctum are warded by the silent version of alarm.
Rusting Touch: A 4th level disciple of Dispater that makes a successful touch attack with his hand causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a Reflex save (DC 10+disciple of Dispater's class level+Con modifier) or be dissolved. A disciple of Dispater can use this ability once per day at 4th level and twice per day at 8th level.
Blessing of Dis: A 5th level disciple of Dispater can once per day as an immediate action gain immunity from one type of energy (acid, cold, electricity, fire or sonic) for one round per disciple of Dispater level.
Dispater’s Reinforcements II: At 6th level, when inside his sanctum, a disciple of Dispater can designate a 20 foot radius as dimension locked, and can designate a single surface as subject to a symbol of pain spell. These effects cannot be changed once the decision is made. If triggered or dispelled, they are suppressed instead for 24 hours.
What Came Before: At 7th level, the Lord of the Second grants his truly worthy disciples the ability to masquerade as their former selves for a short time, in order to further the goals of the cult of Dispater among the unsuspecting. Once per day, as a full round action, the disciple of Dispater can take the form he had in life, essentially losing the living construct subtype for eight hours. If the disciple is still no longer a humanoid (or whatever type they were before) and cannot be affected by spells like charm person. If the disciple is knocked unconscious or chooses to end the façade prematurely, he returns to his living construct state as a free action.
Dispater’s Reinforcements III: At 9th level, a disciple of Dispater's sanctum is permanantly protected by guards and wards, the five options at the end of the spell description are changeable each 24 hour period. The disciple of Dispater can also use word of recall to return to the 20 foot radius selected for dimensional lock, ignoring the effects of the dimensional lock for word of recall.
Dreadnought of Dis: If a 10th level disciple of Dispater's damage reduction prevents all damage from an attack while the disciple is in a defensive stance, the attacking weapon must make a Fortitude save (DC 10+disciple of Dispater’s class level+Con modifier) or break. If the weapon is a natural attack, it is exempt from this effect.
Don't let this thread rust away! Comment today and tear this thing to shreds!