mrcarter11
2010-09-12, 08:37 PM
Starting off,.. I'm new to homebrew.. Very new. And I thought I'd give it a shot..
The Baatorian Disciple
”Infernal power rages through my body, do you honestly think you possess the ability to defeat me?"
-Gesper Kreaylin, as he prepares to kill a group of inquisitors.
A Baatorian Disciple is a mortal who has learned to gain power from the Archdevil’s themselves. Many, who try to learn this way, are hunted down for their practices. All disciples know they walk a thin line; they must balance spreading the power of devils with advancing their own dark power.
Adventures: A disciple adventures to gain experience and to strengthen their soul. Only once their soul is strong enough may they be granted the dark power that an Archdevil presents them with.
Characteristics: Those who walk this path are generally outsiders in their communities. They are usually well known for following the rules yet something never seems right about them.
Alignment: A Baatorian Disciple gains power from devils. More specifically the Archdevils, as such, to be a disciple you must be LE or within one step of it.
Religion: All most all disciples worship the Archdevil whose mark and brand they wear. Sometimes they choose to worship another, although it isn’t common. Even rarer are those who worship none at all, the only thing less common being one who worships a god of good.
Background: They may be from any area; typically they become loners in later life or teenage years, and then fall into worshiping those of dark power. This means that no one can ever be certain who will follow this path.
Races: Anyone can follow this path, although commonly it is humans. Also commonly found are half-elves who feel disassociate with the world around them and crave the acceptance Infernal beings may grant
Other Classes: A disciple can function with any class with the exception of paladins. This is usually due, to most disciples being hunted at least once in their life by paladins.
Role: A disciple a trained in combat that is what they know. At higher levels, they can offer assistance with ranged spell like abilities.
GAME RULE INFORMATION
Abilities: Commonly the physical abilities are of much more importance. This is due to you commonly being in melee.
Hit Die: D8
Skills: Bluff(Cha), Hide(Dex), Intimidate(Cha), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at 1st Level: (4+Intelligence Modifier) x 4
Skill Points at Each Additional Level: 4+Intelligence modifier
Baatorian Disciple
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Devil’s Favor, Mark of the Devil
2nd|
+1|
+3|
+0|
+3| Mark of Allegiance
3rd|
+2|
+3|
+1|
+3|
4th|
+3|
+4|
+1|
+4| Avernus Influence
5th|
+3|
+4|
+1|
+4|
6th|
+4|
+5|
+2|
+5| Dis Influence
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Minauros Influence
9th|
+6/+1|
+6|
+3|
+6|
10th|
+7/+2|
+7|
+3|
+7|Phlegethos Influence
11th|
+8/+3|
+7|
+3|
+7|
12th|
+9/+4|
+8|
+4|
+8|Stygia Influence
13th|
+9/+4|
+8|
+4|
+8|
14th|
+10/+5|
+9|
+4|
+9|Malbolge Influence
15th|
+11/+6/+1|
+9|
+5|
+9| Improved Evasion
16th|
+12/+7/+2|
+10|
+5|
+10|Maladomini Influence
17th|
+12/+7/+2|
+10|
+5|
+10|
18th|
+13/+8/+3|
+11|
+6|
+11|Cania Influence
19th|
+14/9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Nessus Influence, Baatorian Influence[/table]
Class Features
All the following are class features of the Baatorian Disciple.
Weapon and Armor Proficiencies: A Baatorian Disciple is proficient with all simple and marital weapons. They are also proficient with light armor, they are not however proficient with shields of any sort.
Devil’s Favor: At level 1, a disciple gains the ability to call upon the most basic of abilities granted to mortals. He gains the Devil’s Favor feat. He does not need to meet the prerequisites.
Mark of the Devil: At level 1, a disciple is branded by devil-kind with their mark. He gains the Brand of the Nine Hells feat. He does not need to meet the prerequisites. The +2 is counted towards all devil-kind. The -2 is counted towards all demon-kind.
Mark of Allegiance: At level 2, a disciple gains the mark of the devil he has sworn allegiance too. He gains the Mark of feat, for whichever devil was chosen for the Brand of the Nine Hells feat.
Avernus Influence: Trained in battle etiquette by Bel, the disciple may draw upon that training in combat. Starting at level 4, once per encounter for the duration of 1 round, the disciple gains a bonus to attack and damage rolls equal to his class level.
Dis Influence: Defense and paranoia are well known characteristics of Dispater, he has taught you to think like he does. Starting at level 6, once per encounter, for a single round you may grant yourself a bonus to your AC equal to your class level. This happens as a free action.
Minauros Influence: You know the power of greed and you know how to instill it with but a touch. Starting at level 8, you can at will make a touch attack, if it succeeds, they must make a Will save (DC=8 + Class Level). If they fail the save, they are overcome with feelings of intense greed. For the next 1d4 rounds attack whoever possesses the most expensive item visible to the touched.
Phlegethos Influence: Spending time in the fiery domain on Phlegothos has taught you to utilize fire like never before. Starting at level 10, you gain the SLA Fireball as the spell, with a number of uses equal to your class level. The effective caster level is also equal to your level.
Stygia Influence: You have been taught the methods to dodge attacks that most never see coming and to be able to minimize the damage from those you can’t dodge. At level 12, you gain the Evasion ability. At level 15, this improves to Improved Evasion.
Malbolge Influence: As the common tactic of her minions, you too have learned how to cause lingering harm to your opponents. Starting at level 14, you may cast Enervation a number of times per day equal to your class level. You may only cast it once per 3 class levels per encounter. So that at level 14 you may cast it 4 times, at level 15 you may cast it 5 times, and at level 18 you may cast it 6 times.
Maladomini Influence: The Lord of Lies knows what it is like to make other fear for their lives in your presence. At level 16, you may as a standard action create an Aura of Fear. Anyone you deem a threat within 10 feet must make a Will Save(DC=15+Cha Mod) or be in fear for 1d2 rounds. You may use this ability a number of times per day equal to ½*Class level. You may once use it once per encounter though.
Cania Influence: You have seen the power of hellfire with your own eyes and now look to use it. Mephistopheles himself has taught you how to. Starting at level 18, you may now at will issue Hellfire from your hands. This deals 1d8 per two class levels and a range of 30 feet. Hellfire burns so hot that fire immunity and resistance don’t take effect against it. Your Hellfire though, is made to target living things; as such you may not use it to ignite combustible materials or to heat weapons and armor.
Nessus Influence: Being in the presence of Asmodeus has shown you how to demand authority at all times. Starting at level 20, you gain the SLA Dominate Monster once per day, per every 5 class levels you have.
Baator Influence: The disciple’s prolonged exposure to Infernal power has corrupted his mortal being. He now becomes an evil outsider, losing his status as a humanoid. This grants him immunity to some things, in return allowing other things to now affect him.
The Baatorian Disciple
”Infernal power rages through my body, do you honestly think you possess the ability to defeat me?"
-Gesper Kreaylin, as he prepares to kill a group of inquisitors.
A Baatorian Disciple is a mortal who has learned to gain power from the Archdevil’s themselves. Many, who try to learn this way, are hunted down for their practices. All disciples know they walk a thin line; they must balance spreading the power of devils with advancing their own dark power.
Adventures: A disciple adventures to gain experience and to strengthen their soul. Only once their soul is strong enough may they be granted the dark power that an Archdevil presents them with.
Characteristics: Those who walk this path are generally outsiders in their communities. They are usually well known for following the rules yet something never seems right about them.
Alignment: A Baatorian Disciple gains power from devils. More specifically the Archdevils, as such, to be a disciple you must be LE or within one step of it.
Religion: All most all disciples worship the Archdevil whose mark and brand they wear. Sometimes they choose to worship another, although it isn’t common. Even rarer are those who worship none at all, the only thing less common being one who worships a god of good.
Background: They may be from any area; typically they become loners in later life or teenage years, and then fall into worshiping those of dark power. This means that no one can ever be certain who will follow this path.
Races: Anyone can follow this path, although commonly it is humans. Also commonly found are half-elves who feel disassociate with the world around them and crave the acceptance Infernal beings may grant
Other Classes: A disciple can function with any class with the exception of paladins. This is usually due, to most disciples being hunted at least once in their life by paladins.
Role: A disciple a trained in combat that is what they know. At higher levels, they can offer assistance with ranged spell like abilities.
GAME RULE INFORMATION
Abilities: Commonly the physical abilities are of much more importance. This is due to you commonly being in melee.
Hit Die: D8
Skills: Bluff(Cha), Hide(Dex), Intimidate(Cha), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magical Device (Cha).
Skill Points at 1st Level: (4+Intelligence Modifier) x 4
Skill Points at Each Additional Level: 4+Intelligence modifier
Baatorian Disciple
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+0|
+2|Devil’s Favor, Mark of the Devil
2nd|
+1|
+3|
+0|
+3| Mark of Allegiance
3rd|
+2|
+3|
+1|
+3|
4th|
+3|
+4|
+1|
+4| Avernus Influence
5th|
+3|
+4|
+1|
+4|
6th|
+4|
+5|
+2|
+5| Dis Influence
7th|
+5|
+5|
+2|
+5|
8th|
+6/+1|
+6|
+2|
+6|Minauros Influence
9th|
+6/+1|
+6|
+3|
+6|
10th|
+7/+2|
+7|
+3|
+7|Phlegethos Influence
11th|
+8/+3|
+7|
+3|
+7|
12th|
+9/+4|
+8|
+4|
+8|Stygia Influence
13th|
+9/+4|
+8|
+4|
+8|
14th|
+10/+5|
+9|
+4|
+9|Malbolge Influence
15th|
+11/+6/+1|
+9|
+5|
+9| Improved Evasion
16th|
+12/+7/+2|
+10|
+5|
+10|Maladomini Influence
17th|
+12/+7/+2|
+10|
+5|
+10|
18th|
+13/+8/+3|
+11|
+6|
+11|Cania Influence
19th|
+14/9/+4|
+11|
+6|
+11|
20th|
+15/+10/+5|
+12|
+6|
+12|Nessus Influence, Baatorian Influence[/table]
Class Features
All the following are class features of the Baatorian Disciple.
Weapon and Armor Proficiencies: A Baatorian Disciple is proficient with all simple and marital weapons. They are also proficient with light armor, they are not however proficient with shields of any sort.
Devil’s Favor: At level 1, a disciple gains the ability to call upon the most basic of abilities granted to mortals. He gains the Devil’s Favor feat. He does not need to meet the prerequisites.
Mark of the Devil: At level 1, a disciple is branded by devil-kind with their mark. He gains the Brand of the Nine Hells feat. He does not need to meet the prerequisites. The +2 is counted towards all devil-kind. The -2 is counted towards all demon-kind.
Mark of Allegiance: At level 2, a disciple gains the mark of the devil he has sworn allegiance too. He gains the Mark of feat, for whichever devil was chosen for the Brand of the Nine Hells feat.
Avernus Influence: Trained in battle etiquette by Bel, the disciple may draw upon that training in combat. Starting at level 4, once per encounter for the duration of 1 round, the disciple gains a bonus to attack and damage rolls equal to his class level.
Dis Influence: Defense and paranoia are well known characteristics of Dispater, he has taught you to think like he does. Starting at level 6, once per encounter, for a single round you may grant yourself a bonus to your AC equal to your class level. This happens as a free action.
Minauros Influence: You know the power of greed and you know how to instill it with but a touch. Starting at level 8, you can at will make a touch attack, if it succeeds, they must make a Will save (DC=8 + Class Level). If they fail the save, they are overcome with feelings of intense greed. For the next 1d4 rounds attack whoever possesses the most expensive item visible to the touched.
Phlegethos Influence: Spending time in the fiery domain on Phlegothos has taught you to utilize fire like never before. Starting at level 10, you gain the SLA Fireball as the spell, with a number of uses equal to your class level. The effective caster level is also equal to your level.
Stygia Influence: You have been taught the methods to dodge attacks that most never see coming and to be able to minimize the damage from those you can’t dodge. At level 12, you gain the Evasion ability. At level 15, this improves to Improved Evasion.
Malbolge Influence: As the common tactic of her minions, you too have learned how to cause lingering harm to your opponents. Starting at level 14, you may cast Enervation a number of times per day equal to your class level. You may only cast it once per 3 class levels per encounter. So that at level 14 you may cast it 4 times, at level 15 you may cast it 5 times, and at level 18 you may cast it 6 times.
Maladomini Influence: The Lord of Lies knows what it is like to make other fear for their lives in your presence. At level 16, you may as a standard action create an Aura of Fear. Anyone you deem a threat within 10 feet must make a Will Save(DC=15+Cha Mod) or be in fear for 1d2 rounds. You may use this ability a number of times per day equal to ½*Class level. You may once use it once per encounter though.
Cania Influence: You have seen the power of hellfire with your own eyes and now look to use it. Mephistopheles himself has taught you how to. Starting at level 18, you may now at will issue Hellfire from your hands. This deals 1d8 per two class levels and a range of 30 feet. Hellfire burns so hot that fire immunity and resistance don’t take effect against it. Your Hellfire though, is made to target living things; as such you may not use it to ignite combustible materials or to heat weapons and armor.
Nessus Influence: Being in the presence of Asmodeus has shown you how to demand authority at all times. Starting at level 20, you gain the SLA Dominate Monster once per day, per every 5 class levels you have.
Baator Influence: The disciple’s prolonged exposure to Infernal power has corrupted his mortal being. He now becomes an evil outsider, losing his status as a humanoid. This grants him immunity to some things, in return allowing other things to now affect him.