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View Full Version : Disciple of Baalzebul redux (PEACH please)



Sir_Chivalry
2010-03-25, 12:56 AM
And here is part seven of my eight part series. Both horrible to look upon and manipulative to all he meets, it's the disciple of Baalzebul.

Disciple of Baalzebul

Requirements
To qualify to become a disciple of Baalzebul, a character must fulfill all the following criteria.
Alignment: Lawful evil.
Skills: Intimidate 8 ranks, Gather Information 4 ranks, Sense Motive 4 ranks
Feats: Brand of the Nine Hells (Baalzebul), Willing Deformity
Class Feature: capable or formerly capable of using the rage class ability
Special: Must sacrifice someone in the victim’s own home

Disciple of Baalzebul
hit dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Lie, tongue of the devil, transfiguration of speech

2nd|
+2|
+3|
+0|
+0|Imperceptable wound, mark of Maldomini, rage 1/day

3rd|
+3|
+3|
+1|
+1|Hidden sting, suggestion

4th|
+4|
+4|
+1|
+1|Beneath notice, ravenous swarm

5th|
+5|
+4|
+1|
+1|Abysmally wretched, bemuse the defences

6th|
+6|
+5|
+2|
+2|Insect plague, rage 2/day

7th|
+7|
+5|
+2|
+2|Confounding attack, mask of Triel

8th|
+8|
+6|
+2|
+2|Beneath notice (mass), swarm armour, word of a lie

9th|
+9|
+6|
+3|
+3|Nondetection, tongue of the deceiver

10th|
+10|
+7|
+3|
+3|Rage 3/day, viral lie, withering touch[/table]

Class skills

The disciple of Baalzebul’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Points
4 + Int modifier


Lie: A disciple of Baalzebul gains a +4 competence bonus on Bluff checks and spell resistance of 16 + disciple level against spells that reveal falsehood, such as zone of truth and discern lies, even when spell resistance is normally not allowed (such as with discern lies).

Tongue of the Devil: It is said that Baalzebul’s disciples speak with a silver tongue. By using both cunning and charm a Disciple of Baalzebul can make a person believe the most boldfaced lies and coaxe forbidden knowledge out of the toughest crowds. At 1st level the Disciple of Baalzebul adds his/her intelligence bonus (minimum +1) as competence bonus to Bluff and Gather Information checks.

Transfiguration of Speech: Upon entering this class, a disciple of Baalzebul trades all his ranks in Intimidate for ranks in Bluff (up to his maximum ranks, retroactively considering Bluff a class skill), thus becoming more guileful and less brutish. He still qualifies to take levels in this class. Any left over ranks in Intimidate remain where they are.

Imperceptable Wound: If a 2nd level disciple of Baalzebul uses a light weapon to hit a flat-footed opponent, he can choose to have the opponent not realize that it has been hit until the start of the disciple's next turn. Instead, that opponent reacts as if the disciple had attacked and missed.

Using this ability doesn’t require an action on the disciple's part.

This ability doesn’t allow the opponent to ignore any of the other effects of the disciple's attack, such as ability damage from poison on his blade or falling unconscious when reduced to fewer than 0 hit points.

Mark of Maldomini: A 2nd level disciple of Baalzebul shares his lord's terrible curse. Filth and excrement collect around him, forcing anyone who tries to move through a square adjacent to the disciple to make a Balance check (DC 10+the disciple's class level+Con modifier) or immediately stop moving. A creature who fails this save and attempts to continue moving falls prone in his square. Also, any living creature within 10 feet of the disciple must make a Fortitude save (DC 10+the disciple's class level+Con modifier) or become sickened for 10 rounds. Regardless of the outcome of the save, a creature does not need to save against the stench of decay again for 24 hours.

Rage: Though they may no longer feel chaos' pull on their hearts, or the rage of anarchy boiling in their blood, like their foul master the disciples of Baalzebul still recall their old power. Coldly and calmly they call forth the foul rage from their viscera. A 2nd level disciple of Baalzebul regains the ability to rage if no longer able to due to alignment. Also, at 2nd level and every four levels after, he gains another daily use of rage.

Hidden Sting: When a 3rd level disciple of Baalzebul uses his imperceptable wound ability, the opponent also ignores any poison that was used on the weapon. The opponent remains unaware of the use of poison until the secondary damage occurs.

Suggestion: Once per day per point of Charisma modifier (minimum 1), a 3rd-level disciple of Baalzebul can produce an effect identical to that of a suggestion spell. The DC to resist the disciple’s entreaties is 10 + disciple’s class level + disciple’s Cha bonus.

Beneath Notice: Once per day per point of Charisma modifier (minimum 1), a 4th level disciple of Baalzebul can cause himself to fade from the notice of a person of his choosing. If the target fails a Will save (DC 10+ disciple of Baalzebul's class level + Cha modifier) the disciple is completely undetectable to the subject because the subject jsut fails to register the disciple is there. This ability has the following effects.

First, the disciple are invisible and inaudible to the target. The target cannot even detect the disciple's presence by means of blindsense, blindsight, scent, or tremorsense. The target cannot pinpoint the disciple's location by any means.

Second, the subject remains unaware of the disciple's actions, provided the disciple do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If the disciple attacks the subject creature, the effect ends.

If the disciple takes an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the ability. An ally of the subject creature that is able to see or perceive the disciple can use a move action to warn the subject and thereby grant it a new saving throw.

This ability last for a number of minutes equal to the disciple of Baalzebul's class level. At 8th level, the disciple can affect an number targets equal to his class level with a single use of the this ability.

Ravenous Rage: While under the effects of rage, a 4th level disciple of Baalzebul can take a full round action that provokes attacks of opportunity in order to bring forth a swarm of biting insects. This swarm surrounds the disciple in a radius equal to 5 feet per disciple level, and deals 1d6 x half the disciple level to everyone in that radius. This swarm lasts for as long as the disciple continues to take full round actions to prolong it (maximum 1 round for every 2 disciple levels)

Abysmally Wretched: A 5th level disciple of Baalzebul is so ugly and disgusting to look upon, that any creature within 30 feet that looks at his uncovered countenance must make a Fortitude save (DC 10+disciple of Baalzebul levels+Cha modifier) or become nauseated for 1d4 rounds. Thereafter, the affected creature can look at the disciple without ill effect. Each day, the disciple can affect a total number of creatures equal to his character level with this ability, starting with the closest creatures, with those of lower hit dice being affected before higher hit dice.

Bemuse the Defences: When a 5th level disciple of Baalzebul sucessfuly uses his imperceptable wound ability, his attack freely bypasses damage reduction. Even the creature's passive defences don't register the attack.

Insect Plague:Once per day, a 6th-level disciple of Baalzebul can produce an effect identical to that of a insect plague spell cast by a 15th-level spellcaster. The insects summoned are always biting flies.

Confounding Attack: Once per day per point of Charisma modifier (minimum 1), a raging 7th level disciple of Baalzebul can feint an opponent as a swift action.

Mask of Triel: A 7th level disciple of Baalzebul can mask his nature with his words. By making a sucessful Bluff check (DC= highest Sense Motive check in group of people), the disciple can make himself appear normal, a feat most disguises cannot do at this point in the disciple's slow decay and warping. The disciple appears to be himself before his becoming a disciple of Baalzebul. He temporarily loses use of Brand of the Nine Hells (though he still qualifies for this class), Mark of Maldomini, Ravenous Rage, Abysmally Wretched and Insect Plague until he assumes his natural form again as a free action. If any creature who is affected by this ability succeeds on a Sense Motive check, or if any creature present is immune to illusion, the effect ends immediately. This ability is usable at will, and lasts as long as the disciple wishes.

Swarm Armour: Each day, an 8th-level disciple of Baalzebul automatically summons a swarm of insects, spiders, or scorpions that cover his flesh. These insects absorb up to 10 points of damage from any damaging attack (weapons or spells). The insects die off when they absorb such attacks, and a total of up to 5 points per vermin lord level can be absorbed per day. Thus, an 8th-level disciple’s swarm armor can absorb up to 40 points of damage, although no more than 10 points from any one attack.

Word of a Lie: If an 8th level disciple of Baalzebul succeed on a Bluff check against a target, he gains a cumulative +2 profane bonus to his Bluff checks against that target for 8 hours.

Nondetection: A 9th-level disciple of Baalzebul can constantly produce an effect identical to a nondetection spell cast by an 18th-level caster. This ability cannot be dispelled, but it can be suppressed.

Tongue of the Deceiver: If a 9th level disciple of Baalzebul succeeds on a Bluff check by 5 or more, he can use one of his daily uses of beneath notice to warp the target of the bluff's perceptions, making even the most outlandish lies plausible. As long as the disciple's Bluff beat the target's Sense Motive, they will believe the bluff as long as it does not demand anything suicidal of them. They will believe their shoe is untied (and retie it), the a dragon is right overhead and they should run and hide, or that their most hated enemy is right over there in plain sight, lies that would normally be proven impossible immediately (no they're not/no there isn't/no he isn't, who are you and why do you smell so bad?)

If the target directly interacts with the figment of their imagination, they are entitled to a Will save (DC 10+ disciple of Baalzebul's class level + Cha modifier) to recognize it as not real. Creatures immune to figments or illusions are immune to this ability.

Viral Lie: If a 10th level disciple of Baalzebul succeeds on a Bluff check to create a lie by 10 or more, he can cause the lie to become viral. A viral lie is spread quickly. The target of the Bluff check makes every attempt to spread the lie, as do the others who hear this lie. Any Gather Information checks about the subject of the viral lie increase their DC by 10, with failure indicating that the lie takes precidence over the truth about the subject. If someone attempts to make a Sense Motive check to determine if the lie is true, the check must beat the disciple of Baalzebul's original Bluff check that started the lie. A disciple of Baalzebul can only have one viral lie at a time, if he uses this ability again, the previous viral lie stops circulating.

Withering Touch: Once per day, a 10th level disciple of Baalzebul can make a touch attack as a standard action. If this touch attack hits, the target is affected by a wither limb spell and takes 1d6 points of Strength damage (Fort negates, DC 20+Cha modifier).

I really went out on a withered limb here, let me know if this homebrew stinks!

Geiger Counter
2010-03-25, 04:02 AM
I'm invincible.
http://farm1.static.flickr.com/25/63982702_26a3b30408.jpg

Sir_Chivalry
2010-03-25, 09:08 AM
I'm invincible.
http://farm1.static.flickr.com/25/63982702_26a3b30408.jpg

Not invincible, just sort of a lame stoneskin effect that comes from Verminlord. I thought it was appropriate here.

Mulletmanalive
2010-03-26, 05:02 PM
The Lie ability could do with being a little more potent.

Suggestion aught to be Cha modifier per day, minimum 1 [otherwise it's a bit lame for something gotten at 8th ish level].

Also, is the skill DC on Mask of Tiel correct? It seems awfully low; i would have expected it to be 10 + highest Sense Motive.

Theres a lot of insects and rage in this and not very much lying...

Possible abilities, tweak for level:
- The ability to produce lies so convincing that they create phantasmal glammer effects in the victims [moving things around in their perceptions].

- The ability to Feint a few times a combat as a Swift action, even if raging.

- Convincing other that a blade was poisoned/not poisoned

- Distract a foe from the fact that you're stabbing them

- Convince a target that you've actually bypassed their damage reduction

- Cause others to completely ignore you, rather like the Cloud Minds psionic power. Use this to observe and confuse others by the layer of inexplicable filth on things.

- Word of a Lie: Each time you successfully bluff a target, you gain a +2 bonus on further checks against them this encounter [so you can build up from little, believeable ones to whoppers]

Sir_Chivalry
2010-03-26, 07:43 PM
The Lie ability could do with being a little more potent.

Suggestion aught to be Cha modifier per day, minimum 1 [otherwise it's a bit lame for something gotten at 8th ish level].

Also, is the skill DC on Mask of Tiel correct? It seems awfully low; i would have expected it to be 10 + highest Sense Motive.

Theres a lot of insects and rage in this and not very much lying...

Possible abilities, tweak for level:
- The ability to produce lies so convincing that they create phantasmal glammer effects in the victims [moving things around in their perceptions].

- The ability to Feint a few times a combat as a Swift action, even if raging.

- Convincing other that a blade was poisoned/not poisoned

- Distract a foe from the fact that you're stabbing them

- Convince a target that you've actually bypassed their damage reduction

- Cause others to completely ignore you, rather like the Cloud Minds psionic power. Use this to observe and confuse others by the layer of inexplicable filth on things.

- Word of a Lie: Each time you successfully bluff a target, you gain a +2 bonus on further checks against them this encounter [so you can build up from little, believeable ones to whoppers]

And there you are, I've edited it to include my versions of each of your suggestions. Most don't do anything in combat that a barbarian wouldn't just prefer to be hitting something.

Mulletmanalive
2010-03-26, 07:52 PM
Have you ever seen a film called Candyman? This class has inadvertantly ended up reeking of him in the first 5 or so levels. Just needs a hook fora hand.

Sir_Chivalry
2010-03-26, 07:55 PM
Have you ever seen a film called Candyman? This class has inadvertantly ended up reeking of him in the first 5 or so levels. Just needs a hook fora hand.

Nope, never seen it.

monkman
2010-09-25, 09:50 PM
can Imperceptable wound be with any weapon, IF not explain why it is only light weapons?

Mulletmanalive
2010-09-27, 12:48 PM
can Imperceptable wound be with any weapon, IF not explain why it is only light weapons?

It's basically just a free copy of the skill trick Mosquito Bite to bring up the "cheating, lying bastard" quotient a little... Plus, bit difficult to cover up the fact that you've just smashed a guy's sternum rather than just collapsing a lung [just, ha!]