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Sir_Chivalry
2010-03-24, 03:16 PM
Hello everyone it's that time again. Welcome to part six of my eight part series (mulletmanalive having done the disciple of Mephistopholes). Here I've attempted to make the disciple of Mammon good at what I'd say is paramount to his existence, having the money and stuff to make his life work smoothly and visciously killing you when your back is turned. Enjoy!

Disciple of Mammon

Requirements
To qualify to become a disciple of Mammon, a character must fulfill all the following criteria.
Alignment: Lawful Evil.
Skills: Appraise 8 ranks, Open Lock 4 ranks, Sleight of Hand 4 ranks
Feats: Brand of the Nine Hells (Mammon), Favoured in Guild
Special: The character must go through a disgusting and humiliating sexual ritual and betray his closest friend to an evil end before he can properly serve her new master.

Disciple of Mammon
hit dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+2|
+2|Gleaming armour, guiding hand of Mammon

2nd|
+1|
+0|
+3|
+3|Infernal rebate, mark of Minauros, temptation of Minauros

3rd|
+2|
+1|
+3|
+3|Sneak attack +1d6, steal spell effect

4th|
+3|
+1|
+4|
+4|Divert Attack

5th|
+3|
+1|
+4|
+4|Infernal rebate, leadership

6th|
+4|
+2|
+5|
+5|Sneak attack +2d6, steal spell-like ability

7th|
+5|
+2|
+5|
+5|Enhance value

8th|
+6|
+2|
+6|
+6|Divert Spell, infernal rebate

9th|
+6|
+3|
+6|
+6|Sneak attack +3d6, steal spell resistance

10th|
+7|
+3|
+7|
+7|Guildmaster, touch of greed 3/day[/table]

Class Skills

The disciple of Mammon's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).

Skills points

6+Int modifier

Gleaming armour: A disciple of Mammon is granted the ability to create sparkling and gleaming scale armour. The disciple starts with scales, skin or hide from a slain good outsider of CR 10 or higher and works them for 2 days per character level. During this time, the disciple must not engage in any other activities other than eating and sleeping. At the end of this period, the celestial scales/skin/hide transform into glistening golden plates. The finished masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, –1 armor check penalty, 20% arcane spell failure chance, no speed reduction). Only the disciple of Mammon may wear the gleaming armour, which instantly corrodes and turns to powder if donned by another creature. The disciple can replace a lost suit using scales, skin or hide from a slain good outsider of CR 10 or higher, as noted above, but can craft no more than one such suit at a time. The disciple’s gleaming armor may be enhanced using standard item creation feats.

Guiding Hand of Mammon: A disciple of Mammon a profane bonus equal to half his class level (rounded up) on Disable Device, Forgery, Open Lock and Sleight of Hand checks.

Temptation of Minauros: A 2nd level disciple of Mammon is able to convince anyone that he has something that will make things better. Most disciples use this ability to get information or to convince would-be attackers to not attack. If the disciple of Mammon fails a Bluff, Diplomacy, Intimidate or Gather Information check against a humanoid or monstrous humanoid, he is immediately allowed a retry without the penalties of failure if he offers the target money, services and goods equaling 100gpxthe target’s CR. This check gains a profane bonus equal to +(2+1 per extra 100gp offered, max bonus equal to character level). This ability only functions if the disciple shares a common language with the target and knows what the target wants (i.e. food for the hungry, wealth for the greedy, clothes for the fashionably inclined, letters of marque for the ambitious) which may require an appropriate knowledge check.

The disciple simply wills it as a swift action and the objects required appear before the target, complete with sweet smelling fragrances and shimmering waves of light. Within one week of time per disciple of Mammon level, the disciple must pay back one and a half times the value of the bribe (half in money and half in goods) or lose access to his class abilities until he pays. If he is late on payment, the amount to be repayed in order to regain class features is double the bribe instead of one and a half times.

Sending the money and goods to Minauros is a full round action, and all the debt for a temptation of Minauros must be paid at one time. A disciple of Mammon tracks each of the debts from his temptation of Minauros ability seperately.

Mark of Minauros: A 2nd level disciple of Mammon knows when to fight and when to flee. When making a charge attack, the disciple gains a +2 bonus to attack and damage at the end of the charge for every 10 feet he moved as part of the charge (in addition to the normal bonus for charging). In addition when the disciple moves (and only when he moves), the square in which he starts his movement is not considered threatened

Infernal Rebate: At 2nd, 5th, and 8th level, a disciple of Mammon receives a modest lump sum reward for his loyal service. The reward magically appears before the disciple—a mound of platinum coins delivered straight from Mammon’s infernal treasure vault. The number of platinum pieces equals 100 x the disciple of Mammon’s character level. The disciple can may use this money (and only this money) to purchase items from Mammon's vault in a similar vein to the temptation of Minauros ability, except as noted here. The item purchased must be wholly paid for with the platinum coins, and costs twice as much as usual, but the exchange is straight forward transfer of money to the vault, not a loan of the item.

This money is also frequently used to help pay for the debts incurred from the temptation of Minauros ability. The money cannot be used for any othe rpurpose than those two.

Sneak Attack: If a 3rd level disciple of Mammon can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The disciple of Mammon’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the disciple of Mammon flanks her target.

This extra damage is 1d6 at 3rd level, and it increases to 2d6 at 6th level and 3d6 at 9th level. Should the disciple of Mammon score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a disciple of Mammon can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A disciple of Mammon can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The disciple of Mammon must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A disciple of Mammon cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Steal Spell Effect: Beginning at 3rd level, a disciple of Mammon can siphon an active spell effect from another creature. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a disciple of Mammon can steal a spell effect with a touch as a standard action.

The disciple of Mammon can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a disciple of Mammon tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A disciple of Mammon can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a disciple of Mammon gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A disciple of Mammon can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a disciple of Mammon couldn't gain the effect of an animal growth spell (unless the disciple of Mammon is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a disciple of Mammon tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per disciple of Mammon class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Divert Attack: Three times per day, a 4th-level disciple of Mammon can maneuver events so that an opponent’s melee attack meant for her is actually directed at another character within the attacker’s reach. The new target must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.

Leadership: A 5th level disciple of Mammon gains Leadership as a bonus feat.

Steal Spell-like Ability: At 6th level and higher, a disciple of Mammon can use a sneak attack to temporarily steal a creature's spell-like ability. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain one use of one of the target's spell-like abilities. If the target is willing, a disciple of Mammon can steal a spell-like ability with a touch as a standard action.

This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the disciple of Mammon's class level. A disciple of Mammon can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the disciple of Mammon can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the disciple of Mammon can't steal it.

A disciple of Mammon can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A disciple of Mammon must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the disciple of Mammon uses the ability (or until the minute elapses), the target cannot use the stolen ability.

Enhance Value: By careful, slight modifications, a 7th-level disciple of Mammon can increase the value of a nonmagical item of value, such as a gem, an art object, or a piece of equipment. The disciple spends 1 hour performing these modifications and then makes an Appraise check, increasing the value of the object by 1% per point of the check result. A disciple of Mammon cannot enhance something with a readily obvious value, such as a coin, and she cannot enhance the same object twice.

Divert Spell: Once per day, an 8th-level disciple of Mammon can maneuver events so that an opponent’s spell targeted on her is actually targeted at another instead. The new target must be within range and must also be a foe of the attacker. If there is no such foe within reach, the maneuver fails.

Steal Spell Resistance: Beginning at 9th level, a disciple of Mammon can use a sneak attack to temporarily steal some or all of a creature's spell resistance. A disciple of Mammon who hits an opponent with a sneak attack can choose to forgo 3d6 points of sneak attack damage and instead reduce the target's spell resistance by 5. The disciple of Mammon also gains spell resistance equal to 5 + his class level (up to a maximum value equal to the original spell resistance of the target). If the target is willing, a disciple of Mammon can steal spell resistance with a touch as a standard action.

The stolen spell resistance benefits the disciple of Mammon for a number of rounds equal to the disciple of Mammon's Charisma modifier (minimum 1 round) and then returns to the target creature. If the spell resistance is derived from a temporary effect (such as a spell), the stolen spell resistance disappears when the effect elapses. A disciple of Mammon can't use this ability on the same creature again until the creature's stolen spell resistance returns.

Guildmaster: At 10th level, as long as a disciple of Mammon spends 8 consecutive hours per week dealing with guild affairs, he gains a +2 competence bonus on Disable Device, Forgery, Hide, Move Silently, Open Lock and Sleight of Hand checks. He also gains free food, lodging and an office at his local guildhouse. Once per day the disciple can switch his cohort with another member of the guild (either a bard, rogue, scout or spelltheif).

Touch of Greed: Three times per day a 10th level disciple of Mammon can touch another creature and force it to make a Will save (DC 10+disciple of Mammon's class level+Cha modifier) or become overcome with greed. The target attacks a random creature within 60 feet (possibly the disciple of Mammon) and tries to take its valuables as soon as possible. This effect lasts for 1d4 rounds and therwise acts as a suggestion.
And there we are.

Mulletmanalive
2010-03-24, 04:17 PM
Still needs a thieves' Guild, preferably with the ability to grant a free rogue level to every follower at higher levels. The leadership feat should probably be in the Prerequisites if every member would have it.

As i said before, Divert doesn't fit here as it's a deception based ability, rather than craven manipulation and it doesn't cover either Lust or Greed.

I'd choose to put the bribery thing where Vault of Minerous is now and make the vault more powerful and the need to repay significantly more pressing rather than it just being a Stipend, instead a loan of doom.

Few minor points:
- The "add half level" ability should really be at 2nd level, as it's actuvely pointless when gained.
- Were I making this, i'd've granted the class the ability to inflict greed on teh target, causing anything offered in a deal to be one grade better [see Rich's Diplomacy thing]
- The ability to "steal anything" from a target would fit better than the divert ability. With four slots [the diverts and the second two vault abilities], you could have them able to steal HP, Active Spells, Spells/Spell-likes unspent and Martial Manoeuvres [i'd probably put the active spells one last and the HP first, with the active spells one stealing one spell per Sneak Attack dice sacrificed. Obviously, this uses the same basic mechanism as the Spellthief...
- Heck, if you wanted a seriously sweet capstone, you could have him steal general class features from people for a while [yes, i'm going to steal your Sneak Attack...and your Flurry of Blows...]

Sir_Chivalry
2010-03-24, 04:31 PM
Still needs a thieves' Guild, preferably with the ability to grant a free rogue level to every follower at higher levels. The leadership feat should probably be in the Prerequisites if every member would have it.

As i said before, Divert doesn't fit here as it's a deception based ability, rather than craven manipulation and it doesn't cover either Lust or Greed.

I'd choose to put the bribery thing where Vault of Minerous is now and make the vault more powerful and the need to repay significantly more pressing rather than it just being a Stipend, instead a loan of doom.

Few minor points:
- The "add half level" ability should really be at 2nd level, as it's actuvely pointless when gained.
- Were I making this, i'd've granted the class the ability to inflict greed on teh target, causing anything offered in a deal to be one grade better [see Rich's Diplomacy thing]
- The ability to "steal anything" from a target would fit better than the divert ability. With four slots [the diverts and the second two vault abilities], you could have them able to steal HP, Active Spells, Spells/Spell-likes unspent and Martial Manoeuvres [i'd probably put the active spells one last and the HP first, with the active spells one stealing one spell per Sneak Attack dice sacrificed. Obviously, this uses the same basic mechanism as the Spellthief...
- Heck, if you wanted a seriously sweet capstone, you could have him steal general class features from people for a while [yes, i'm going to steal your Sneak Attack...and your Flurry of Blows...]

The unfortunate thing about a theive's guild is that not all disciple's would have a theive's guild, that pidgeon-holes the class. From what I can gather of the cult of Mammon, it is about all forms of greed and wealth. The rules for becoming a guildmaster also are feats, Favoured in Guild and Guildmaster from DMG II. This class would be well suited to become a guild master though, and if you think it is wise, I'll add Favoured in Guild to requirements and make Leadership and Guildmaster bonus feats at 5th and 10th.

Divert isn't necessarily decpetion, I take it more as the disciple screaming "AHHHHHH! NOT IN THE FACE!!!" and falling to the ground weeping as an act to cause the opponent to attack someone else. It's fantasy, so it could work. It's not really lustful or greedy (Lust is traditionally Asmodeus' purview in traditional stuff, and is more of Belial and Fierna's thing in DnD, but Mammon does do a little of that too.)

Vault of Minauros, along with Gleaming armour, are evil versions of class features from Vassal of Bahamut. I'll review changing them, but we will see.

The Touch of Greed is an actual ability of Mammon, and would work better as the capstone. It will be done. Stealing things, I'll put three tiers of things at 3rd, 6th and 9th (hp, spells, class features)

I'll change the guiding hand of Mammon to say it rounds up.

Sir_Chivalry
2010-03-24, 11:27 PM
All done. Take a look.

Analytica
2010-03-25, 04:00 PM
Bribery: A 2nd level disciple of Mammon is able to convince anyone that money will make things better. Most disciples use this ability to get information or to convince would-be attackers to not attack. If the disciple of Mammon fails a Bluff, Diplomacy, Intimidate or Gather Information check against a humanoid or monstrous humanoid, he is immediately allowed a retry without the penalties of failure if he offers the target money, services and goods equaling 100gpxthe target’s CR. This check gains a profane bonus equal to +(2+1 per extra 100gp offered). The money must be paid as promptly as it is safe to do so, though nothing requires the money remain in the hands of the target (i.e. the disciple can have the goods and money stolen), though if the target realizes the double cross, his attitude towards the disciple shifts to hostile.

Is this really a good mechanic? Not only does it strain disbelief (unless you play/DM with the assumption that everyone really DOES have a price measurable in GP, regardless of whether they are, say, completely feral, or primitivist druids with Vow of Poverty or what have you), but it also fails to take into account the relative means of the target. You can bribe a wealthy queen with far less than the penniless high-level adventurer under this mechanic. Furthermore, it is not capped, and can easily be abused. As written, you can spend some 100,000 GP or so, get a +1000 Diplomacy check to make any humanoid or monstrous humanoid (even if that individual would have, say, divine rank) completely fanatical, at which point you could surely ask them to give you the amount back and more to spend on your Really Important Pursuits that they now admire so highly...

I also would recommend avoiding providing expendables as class features as in Vault of Minauros. An ability to make money in any suitable situation would work better, or maybe some ridiculously high bonus to haggling checks.

(Generally very good work, of course, just pointing out some things I myself would have done differently.)

Sir_Chivalry
2010-03-25, 08:51 PM
Is this really a good mechanic? Not only does it strain disbelief (unless you play/DM with the assumption that everyone really DOES have a price measurable in GP, regardless of whether they are, say, completely feral, or primitivist druids with Vow of Poverty or what have you), but it also fails to take into account the relative means of the target. You can bribe a wealthy queen with far less than the penniless high-level adventurer under this mechanic. Furthermore, it is not capped, and can easily be abused. As written, you can spend some 100,000 GP or so, get a +1000 Diplomacy check to make any humanoid or monstrous humanoid (even if that individual would have, say, divine rank) completely fanatical, at which point you could surely ask them to give you the amount back and more to spend on your Really Important Pursuits that they now admire so highly...

I also would recommend avoiding providing expendables as class features as in Vault of Minauros. An ability to make money in any suitable situation would work better, or maybe some ridiculously high bonus to haggling checks.

(Generally very good work, of course, just pointing out some things I myself would have done differently.)

No no, you don't have to explain. Perhaps if I made bribery only work on someone of lower CR or lower HD?

Vault of Minauros is just an evil flavoured Shared Trove from Vassal of Bahamut. I thought if anyone would have an evil flavoured Shared Trove it would be the Disciple of Mammon.

Mulletmanalive
2010-03-26, 04:01 AM
The bribery thing would work fine if there was a tag stating that it only functions with a) language and b) suitable medium for transfer [i.e. nice, juicy steaks for flesh-eaters, shiney stones or metal blades for feral humanoids etc]. In the second case, it's more preparedness rather than actual GP costs, though, so it would stand some thought.

The Vault of Minearous, being the ultimate hub of greed in the universe, would logically [and devils are nothing if not twistedly logical] contain a lot of everything that men hold dear, each with an equivilent value.

Calling upon the Vault may be, perhaps, a Swift action, allowing the disciple to pull an obect the target values out of whereever, Simon the Sorcerer style and throw it down. To be repaid later at massively inflated cost, obviously...

Sir_Chivalry
2010-03-26, 04:09 PM
The bribery thing would work fine if there was a tag stating that it only functions with a) language and b) suitable medium for transfer [i.e. nice, juicy steaks for flesh-eaters, shiney stones or metal blades for feral humanoids etc]. In the second case, it's more preparedness rather than actual GP costs, though, so it would stand some thought.

The Vault of Minearous, being the ultimate hub of greed in the universe, would logically [and devils are nothing if not twistedly logical] contain a lot of everything that men hold dear, each with an equivilent value.

Calling upon the Vault may be, perhaps, a Swift action, allowing the disciple to pull an obect the target values out of whereever, Simon the Sorcerer style and throw it down. To be repaid later at massively inflated cost, obviously...

And so I have done it. Bribery now is the idea that you're bribing with the Vault of Minauros. The Vault in Minauros, not the class feature.

Mulletmanalive
2010-03-26, 05:14 PM
I'd suggest changing "Bribery" to "Temptation of Minerous" and "Vault of Minerous" to "Infernal Rebate" and limit the use of it to buying bribes for himself from the vault and paying for in-play ones. [double price but it gets you around any realism that might be present in the world and you can choose to buy stuff in the middle of a fight...sweet!].

The text block on Bribery could also use a little smoothing and seeing if you can split it into two or three smaller 'graphs.

Other than that, the Capstone[s] is/are hillarious!

I think we're done here.

Acolytes next?

Sir_Chivalry
2010-03-26, 05:55 PM
I'd suggest changing "Bribery" to "Temptation of Minerous" and "Vault of Minerous" to "Infernal Rebate" and limit the use of it to buying bribes for himself from the vault and paying for in-play ones. [double price but it gets you around any realism that might be present in the world and you can choose to buy stuff in the middle of a fight...sweet!].

The text block on Bribery could also use a little smoothing and seeing if you can split it into two or three smaller 'graphs.

Other than that, the Capstone[s] is/are hillarious!

I think we're done here.

Acolytes next?

Acolytes?:smallconfused:

Mulletmanalive
2010-03-26, 06:04 PM
The demon classes...:smallbiggrin:

Kinda feel like we're on a roll :smallwink:

Analytica
2010-03-26, 06:37 PM
Ah, I like it. Both more balanced and more believable. Only one thing. Might possibly Vow of Poverty make someone immune to the Vault of Minauros, or give bonuses? Alternately, succumbing to the power might make someone lose the Vow.

Sir_Chivalry
2010-03-26, 06:38 PM
The demon classes...:smallbiggrin:

Kinda feel like we're on a roll :smallwink:

That would be Thrall. And that would be a massive undertaking, possibly beyond the scope of my skills as a homebrewer, being what they are.

Mulletmanalive
2010-03-26, 06:52 PM
Ah, I like it. Both more balanced and more believable. Only one thing. Might possibly Vow of Poverty make someone immune to the Vault of Minauros, or give bonuses? Alternately, succumbing to the power might make someone lose the Vow.

In that case, it would probably be a letter of establishment for an orphanage or some manner in which to aid the poor in the area sufficient that the character cannot refuse without failing their condition of charity.

They're allowed to handle their portion of the treasure, they're just required to get rid of it pronto, without taking any benefit from it themselves...

It would probably at least double the costs involved because you'd have to do a heck of lot for the poor to even distract a renunciate character.

Chivalry: You make a good point. There's a whole bucket of Demon Lords...and many of them wouldn't even be worth making a class for [who the heck actually uses Kortichie [or whatever the frost giant thing is called]?]

Illithid Savant
2010-03-26, 07:36 PM
Special: The character must go through a disgusting and humiliating sexual ritual and betray his closest friend to an evil end before he can properly serve her new master.


What does this mean? That sounds really creepy, and not spooky creepy.

Sir_Chivalry
2010-03-26, 07:37 PM
What does this mean? That sounds really creepy, and not spooky creepy.

That's word for word what the original said. It's vague so that the DM and player can work something out, I'd assume. It is the second most creepy requirement I've ever seen to a prestige class.

Mulletmanalive
2010-03-26, 07:57 PM
That's word for word what the original said. It's vague so that the DM and player can work something out, I'd assume. It is the second most creepy requirement I've ever seen to a prestige class.

The worst being?

Sir_Chivalry
2010-03-26, 08:02 PM
The worst being?

Thrall of Demogorgon, the 3.5 version from Dragon magazine.

It expands on the previous "Need to sacrifice an intelligent being in the presense of a demon" to "You do that, demon cracks your skull open and eats part of your brain, then regurgitates it into your mouth." I can't remember if there was any sexual stuff involved, there might have been.

Mulletmanalive
2010-03-26, 08:10 PM
Yep. That wins...

Sir_Chivalry
2010-03-27, 12:01 AM
Yep. That wins...

On a side note, what would you suggest as interesting builds for the disciples? I've already got the disciple of Asmodeus as a rakshasa. What would you suggest as interesting builds for the others?

Mulletmanalive
2010-03-27, 04:56 AM
On a side note, what would you suggest as interesting builds for the disciples? I've already got the disciple of Asmodeus as a rakshasa. What would you suggest as interesting builds for the others?

Well, for a TRULY gittish option, i'm going to suggest an Incarnate Iron Golem Disciple of Dispater. It looks like an Iron Golem, it smells like an Iron Golem, it...REALLY doesn't fight like one... Why isn't my adamantine blade cutting it? Gah, splitch.

Asamaar Hexblade Disciple of Asmodeus

High spellcasting classes kind of limit who can get into them and thus what you can do with them without driving a CR through the roof...

A Changeling or Doppleganger Disciple of Baalzebub. He poses as a sequence of victims that have been dragged into the sewer, using his viral lie to cause an ever increasing legend of monsters in the sewers. He then uses his mind control lies thing to control the resulting feyrs to dispose of the inevitable adventures, then uses the "monsters in the sewers" to grab people and give them useful suggestions before rescuing them as "the sole survivor," an adventurer who is so scarred by the sewers he refuses to leave before the evil is slain fully.

Use a Disciple of Dispater as a serial killer with a murder castle [look up H.H. Holmes]. He operates a relatively large bunkhouse during festival times and people go missing, being turned into alchemical and magical components int he basement. It's the way that he does this that makes the scenario so horrifying. This guy is going to need a Mask of Lies to function, but that's not a big deal.

This one's a campaign second string villain:

Something with sorcerer casting beyond it's CR/Man With The Burning Eyes (http://www.dandwiki.com/wiki/Stranger_with_the_Burning_Eyes_%283.5e_Prestige_Cl ass%29) 1/Disciple of Mephistopheles 10.

This fella fills a recurring roll with the PCs initially forced to clean up after his wish granting antics in the bodies of various possessees. Then they track him down and confront him, though he has arranged it so that he's located in a crowded place when attacked. He displaces and the authorities want the PCs for murder. Not that he doesn't fight back all that hard or use any big hitting magic in the fight; he wants to seem weak.

As time goes by, it becomes more and more evident that much of what the PCs think is wrong in the world is somehow connected to this guy and some of his pacts aren't even backed up by wishes. For instance, a pimp with "Utter Power over Women" may just be being given the Charm Invocation every week as a Cultist.

Eventually, he decides that the PCs have interfered enough and goes after them, at first with unusually powerful cultists and lesser Men with the Burning Eyes, and finally himself when all his other options are exhausted.

There we go, a campaign.

As an alternate build, you could use a possessing fiend instead as the base, which begin at about CR 5.

A Disciple of Mammon venture capitalist

A Disciple of Bel whose "war" is a gladiatorial combat situation. Base him around, say, a Reaping Mauler or something. Heck, how many American Football coaches could you parody with this?

In a city filled with plague, for sake of argument a dwarf one, a Disciple of Glastya who has managed to raise a loyal following of Cancer Mages from the downtrodden and desperate. She has been using her Dark Lady's Voice ability to keep the gates closed, raising the whole city to fever pitch while she uses her Sacrificial Mastery to ready the whole place into a gigantic sacrifice to her lady. Whole thing has something of a mini-formorian vibe going.

A Nimblewright [MMs] Disciple of Levistus. Already a terrifying swordsman, it can cut a swathe through most opponents. Trouble is, as a shape shifting water spirit in a metal body, its goals make absolutely no sense to the sane... in a swashbuckling campaign, this guy can be the ultimate "Darth Vader;" seemingly the main villain but with something even worse pulling its strings

Only way i can think of to do a Disciple of Beliel/Fierna without them being a wizard or sorcerer is to have an Unholy Scion bastard child of the pair being a Favoured Soul. The lack of non-caster uber perverts will have to stand because of your adamance that it was to be a casting class...:smallfrown::smalltongue: