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NeoSeraphi
2011-07-18, 05:08 PM
The Villain


http://i668.photobucket.com/albums/vv50/hagsfiend-521/Star_Wars/Sith/350px-Sith_lightning.jpg

http://i286.photobucket.com/albums/ll88/AceFrehley530/joker-heath-ledger.jpg


"Terumi, why do you repeat the mistakes of the past? What possible purpose could explain this?" "Purpose?..AHAHAHAHAHAHAH....Haha haha...WAHAHAHAAHAHAHA! Oh, come on Haku old buddy old pal, you know me better than that! Surely you don't mean to imply that I need a reason to destroy and manipulate and kill? Okay, fine, how's this for a reason? Seems as good as any. I do all the wonderful things I do so I can see the look on the faces of people like you when you're wallowing in despair, grief, misery, all kinds of other great nouns."- The hero asking the villain a silly question. Haku-men and Hazama, BlazBlue Continuum Shift


The Villain is the single most evil being in the game. He's the BBEG, the guy who makes being evil a sport. He's the reason that everything bad happens to your players. You want a villain? Use this class.

Something like this is too important to leave up to one person. So I don't just want constructive criticism on what I posted here so far. This is a constant work in progress, and I want it to include as many people as possible. I want the Playground to come together so we can have our own, personal, BBEG. The perfect class in terms of both fluff and crunch, to exemplify everything dark and evil in the world. Please help me.

Prerequisites:
In order to become a Villain, you must meet the following prerequisites-
Character Level: 5 levels in a chosen base class, hereafter referred to as the "primary base class". It must be a single class, but he can have other levels that are not the primary base class. Ex: Barb 5/Sorc 2 would enter this class as a barbarian (No matter what class your BBEG is, he should be able to be a Villain)
Alignment: Any evil
Restriction: This prestige class may only be taken by an NPC controlled by the DM. Said NPC may not be a cohort or follower or ally of any member of the party. This restriction only applies to a villain entering the class. The villain does not suffer penalties or lose class abilities for temporarily allying himself with the party. However, permanent alliances (such as becoming a cohort or joining the group with absolutely no intention of betraying them later) cause him to lose all class features immediately.

Hit Dice: Same as primary base class
Class Skills/Skill Points: Same as primary base class
BAB: Same as primary base class
Saving Throws: Same as primary base class

{table=head]Level|Special

1st|Pure Evil, Continued Progression, One Against the World

2nd|Empty Eyes, Ability Boost +2

3rd|Evil Mind, Evil Step

4th|Evil Skin

5th|Evil Speech, Silver Tongue, Ability Boost +4

6th|Evil Leadership

7th|Vile Creature

8th|Unholy Villain, Ability Boost +6

9th|Evil Presence

10th|Evil Laugh, Haunting Vengeance
[/table]

Class Features

Weapon and Armor Proficiency: The Villain gains proficiency with all simple and martial weapons. He receives no proficiency with any armor or shields.

Pure Evil (Su): Whether he was born evil or turned evil after being exposed to the world, the villain is simply gone. There is no chance for him to change. The villain projects an Aura of Evil as a cleric of his character level, except it is always treated as overwhelming, unless the person detecting the aura is a deity. Additionally, the villain is immune to any effort, mundane, magical, or divine, to force him to perform a good act or to change his alignment from evil to neutral or good.

The villain is also extremely well known. Whenever someone sees his true form (that is, when he is undisguised and in his original form without shapeshifting or polymorphing, etc), they become a person that knows him. His aura is so powerful that even mundane senses quiver when he is near. A person who knows the villain receives a circumstance bonus on Spot checks made to recognize him equal to the villain's class level + his Charisma modifier.

Continued Progression (Ex): The villain continues to gain progression abilities at each level as if he were taking levels of his primary base class. Continued Progression includes spellcasting, manifesting, maneuvers, soulmelding, binding, truenaming, sneak attack, Favored Enemy, rage, unarmed strike damage, and any other ability that otherwise improves itself through levels of a primary base class. He adds his class level to his caster/manifester/etc level, but only if it applies to his primary base class. He treats this class's HD, BAB, Save progression, Skill points and Class skills as that of his primary base class.

One Against the World (Ex): The villain is destined to fight solo against a gang of powerful heroes that will attempt to stop him. He trains every day to be ready for that. The villain's current hit points triple upon gaining this class feature, and whenever he would gain more hit points from gaining a new level, he receives triple the amount of hit points instead.

Empty Eyes (Ex): The villain will tell his grand plans to the heroes when he is good and ready. Until then, his expressions are unreadable. Starting at 2nd level, the villain becomes immune to the Sense Motive skill and always seems completely honest to mundane detection. He can lie without making Bluff checks and it will always appear as though he is telling the complete truth.

Ability Boost (Ex): The villain is stronger than other warriors, smarter than other wizards, and more charming than other rogues. He is superior, and it shows that. At 2nd level the villain increases one of his ability scores by 2. After he chooses this ability to be boosted, he cannot change his mind. At level 5 and level 8, he increases the same stat by 2 again, to a maximum of +6 at level 8.

Evil Mind (Su): The villain is able to shrug off any attempt to influence him through his pure will. The villain becomes immune to any mind-affecting effects, starting at level 3.

Evil Step (Sp): The villain's mere presence darkens the soil and draws life from the plants and the air. Starting at 3rd level, the space within 30 ft is treated as desecrated by an evil cleric with a caster level equal to his character level.

Evil Skin (Su, Ex): The villain's skin is foul to the touch. Starting at 4th level, anyone who strikes the villain with a natural weapon or without a non-reach manufactured melee weapon takes 2d6 negative energy damage (no save). This is an extraordinary ability. Additionally, the villain gains the energy drain supernatural ability, allowing him to bestow negative levels with a melee touch attack or with any of his natural weapons. He gains 5 temporary hit points for each negative level drained this way. These temporary hit points fade in one hour. After 24 hours, a victim of his energy drain ability must make a Fortitude save (DC 10+1/2 his character level+his Charisma modifier) or permanently lose a level.

Evil Speech (Sp): The villain's tongue is not so much silver as it is maddening. Starting at 5th level, any good creature who hears the villain speak must make a Will save (DC 10+class level+Cha mod) or be confused for 1 round.

Silver Tongue (Sp):
Starting at 5th level, any non-good creature who hears the villain speak must make a Will Save (DC 10+Villain level+Charisma mod) or be charmed, as the spell, for 10 minutes. Whether the creature succeeds or fails on this save, it cannot then be affected by this particular Villain's Silver Tongue for the next 24 hours.

The villain must choose between Evil Speech and Silver Tongue. Once this choice is made, it can never be changed.

Evil Leadership (Ex): At level 6, the villain gains Leadership as a bonus feat if he didn't already have it. He also can attract a powerful being of pure evil as his cohort. If the villain is lawful evil, he can attract a powerful devil, if he is chaotic evil, he can attract a demon. If he is neutral evil, both of them will approach him, but he may only choose one or the other. The villain attracts an outsider based on their power as a monster, not as a player, and so the villain treats the outsider's CR as its ECL, and the villain can attract an outsider whose CR is up to his character level, instead of his character level -2.

Vile Being (Ex):
At level 7, the villain may choose a single vile ability to gain through this class feature from the choices below. Once chosen, he may not change his mind.

Vile Casting: The villain's arcane energies are corrupted and twisted beyond recognition. Half of all the damage he deals when he casts an arcane spell is treated as vile damage instead of its normal damage, and bypasses all energy resistances.

Vile Strength: The villain's link to his deity is empowered by his raw evil soul. Any undead the villain would rebuke with his primary class abilities are instead commanded, and any numerical bonus the villain receives to a roll, check, ability score or saving throw from a divine spell cast by his primary base class is automatically doubled.

Vile Reserves: The villain's mind is intense, and as such, his psionic abilities are much, much deadlier. If the villain's Continued Progression class feature granted him an increase in manifester level, the villain gains a second pool of power points to draw from, equal to his current power point pool. Like the first pool, this second pool refreshes daily. He may only use the power points from this pool to augment powers, not to actually manifest them. (So if he had 127 PP from his manifesting class, he would gain an additional 127 PP, for a total of 254, but he would keep track of them separately and could only use the second 127 to augment powers paid for by the first pool.)

Vile Song: The villain's music is now very disturbing to all who hear it. If the villain's Continued Progression class feature grants him daily uses of bardic music, he gains a new bardic music:

Vile Song (Su): The villain must have at least 15 ranks in Perform to use this song. At the beginning of this song, the villain makes a Perform check. The DC is equal to the combined HD of his enemies within 30 ft, divided by 2. If the villain makes the check, all enemies within 30 ft take a penalty on their damage rolls (for both weapons and spells, even non-weaponlike spells that deal damage) equal to the number of points the villain beat the check by for as long as the villain performs. If the villain is using the Perform(Oratory) or Perform (Sing) skill, every round any good creature who hears it must save against his Evil Speech class feature.

Vile Touch: The villain is a being so evil that every weapon he draws leaves scars that won't heal. Any weapon the villain wields deals vile damage instead of whatever damage it would normally deal.

Vile Wild Shape: The villain's bestial forms are a reflection of the monster that lurks inside. If the villain's Continued Progression class feature has advanced levels that granted him the Wild Shape class feature, the villain now gains the forms and abilities of a Master of Many Forms (Complete Adventurer) of his class level (it increases as his villain level increases, even after he gains this class feature). This does not affect his divine spellcasting progression, though his effective wildshape level does not increase from this class feature. Additionally, any damage the villain deals with his natural weapons while wild shaped is treated as vile damage.

Vile Sneak Attack: When the villain strikes true, he is much more brutal and precise than any normal rogue. If the villain's primary base class gave him Sneak Attack, his Sneak Attack dice are doubled against good creatures. (If a Rogue 5/Villain 7 successfully Sneak Attacked a good cleric, he would deal an extra 12d6 damage instead of 6d6). Additionally, against all creatures, half of the villain's Sneak Attack damage is treated as vile damage.


Unholy Being (Ex): At level 8, the villain's evil becomes even stronger and affects his progression further. The villain chooses an Unholy Ability, based on the Vile ability he chose at level 7.

Unholy Wild Shape (Requires Vile Wild Shape): The villain's forms become grotesque and mad. Anytime the villain wild shapes into a creature, that creature gains the Half-Fiend template automatically.

Unholy Sneak Attack (Requires Vile Sneak Attack): The villain's knives glisten with all the blood he has spilled. Any finessable weapon the villain wields gains the ability to unleash a trap the soul effect that automatically activates when he delivers a Sneak Attack, with a caster level equal to his character level. Additionally, any finessable weapon the villain wields is treated as evil for the purposes of overcoming damage reduction and deals an additional 2d6 damage to good creatures.

Unholy Ballad (Requires Vile Song): The villain's musical skills are legendary. While the villain is using any of his bardic music abilities (including Vile Song), he and all allies within 30 ft gain a morale bonus on attack and damage rolls equal to his character level divided by 2, maximum of +10.

Unholy Blessing (Requires Vile Strength): The villain's link to his deity is stronger than any other cleric. The villain projects a constant unholy aura effect, with a caster level equal to his cleric level and a DC based on his Wisdom, but the spell resistance increases to 12+his character level. The aura affects only the villain and the cohort he gained from the Evil Leadership class feature. (It only affects the cohort when he's within 20 feet of the villain, but if he leaves and then comes back, it will still affect him when he comes back). Additionally, the villain gains the ability to cast the harm spell as a spell-like ability, usable at will with a caster level equal to his character level and a DC equal to 16+his Wisdom modifier.

Unholy Metamagic (Requires Vile Casting): The villain's spells become incredibly powerful with just a wish, instead of by actually building up power. If the villain advanced arcane casting from his primary base class, he gains the class features of an Incantatrix (Player's Guide to Faerun) of his class level (it increases automatically as his villain level increases, even after obtaining this class feature). Additionally, he may now cast any spell with the [evil] descriptor as if it had been modified by the Still Spell, Silent Spell, and Invisible Spell feats, even if he doesn't have those feats and without increasing the casting time or spell level.

Unholy Smite (Requires Vile Touch or Vile Strength): The villain's Smite Good ability becomes much more frightening. If the villain improves his Smite Good from the Continued Progression class feature, his Smite Good ability becomes automatic. Against any good creature the villain strikes with a weapon, the villain adds his Charisma modifier to his attack rolls and his paladin level plus his villain level to his damage rolls. Smite Good becomes usable at will, and the villain no longer needs to announce he's using his Smite Good, his weapon will know. Additionally, any weapon the villain wields becomes evil for the purposes of overcoming damage reduction and deals an additional 2d6 points of damage to good creatures.

Unholy Rage (Requires Vile Touch): The villain's rage becomes almost unstoppable. When he becomes angry, he truly loses control. If the villain improves the rage class feature through his Continued Progression class feature, he gains all the class features of a Frenzied Berserker (Complete Warrior) of his class level (it continues to increase as his villain level increases, even after he gains this class feature). This does not interfere with the villain's continued rage progression. Additionally, while the villain rages/frenzies, any weapon he wields is treated as evil for the purposes of overcoming damage reduction, and deals an extra 2d6 damage to good creatures.

Unholy Overchannel (Requires Vile Reserves): The villain's mind is a vast and dangerous place, and is a deadly tool for his psionic abilities, even more so than a villainous wizard. Once per day, the villain may draw upon all of his energies and enter a psionic frenzy. Activating this class feature requires expending your psionic focus and consumes a full-round action that does not provoke an attack of opportunity. For one minute, the villain's manifester level doubles. This affects manifester level checks to overcome power resistance, as well as the maximum amount of power points the villain may spend on a single power (but it doesn't grant him any extra power points). After this ability ends, the villain becomes exhausted. The villain may not use this class feature while he is fatigued or exhausted.

Unholy Sword (Requires Vile Touch): The villain's evil leaks into his weapon even further. At level 8, any weapon the villain wields is treated as evil for the purpose of overcoming damage reduction, and deals an extra 2d6 damage to good creatures.

Evil Presence (Su): The villain exudes an evil force so great that no being of good can stand to be near him. Starting at level 9, the villain projects a magic circle against good effect, with a caster level equal to his character level. Additionally, any attempt to summon or plane shift or gate a good monster within the area of the villain's desecrate automatically fails. The villain's Evil Step ability also repels any good outsider, physically preventing them from entering the desecrated area without making a Will save (DC 10+1/2 character level+Charisma modifier)

Evil Laugh (Su): The villain's laugh has always been his trademark, but at the final level of the villain class, his laugh becomes truly horrifying. Any good creature who hears the villain laugh must make a Will save (DC 10+1/2 his character level+his Charisma modifier) or be permanently affected by insanity, as the spell. The villain may only laugh once per minute, and any creatures who succeed their saving throw against the villain's laugh may not be affected by the same villain's laugh for 24 hours.

Haunting Vengeance (Su) By 10th level, the villain's evil has become so powerful that it literally attaches him to the world and prevents him from leaving. The villain gains the Rejuvenation special quality. Whenever he is killed or destroyed, he rises again in 2d4 days as a ghost, gaining the ghost template automatically with no increase in ECL. The only way to truly finish the villain off is to kill him and then bury his remains in a consecrated area, then have a good-aligned cleric of a good-aligned deity cast miracle and ask the god to calm his raging spirit. This usually requires a lot of research on the intended killer's part, and a DC 35 Knowledge (Religion) check.

The villain may only choose between Evil Laugh and Haunting Vengeance. He may not take both, and once he has made his choice it cannot be changed.

Das Beeg Kabooa
2011-07-18, 06:53 PM
Hit Die, BAB progression and Saves should probably depend on the base class chosen instead of automatically being d10, High and High Fort/Will.

Given all the neat gadgets being given, Spellcasting Progression probably shouldn't be full either.

It should also clarify that the features of only one base class are progressed; Fighter/Wizard/Cleric would just be ridiculous since from the way it's written, you're progressing all features of the class.

It's a very all encompassing class as it is, the way it's written. I would suggest making it more flexible by giving feature choices rather than all these solid gifts it's given; Wizard Villains getting Unholy Sword seems a bit off, rather than, say, an extra spell slot for Necromancy spells, or increased DC with "evil" spells.

This in turn also tones down it's overall power, which to me, as it's written, is pretty high.

NeoSeraphi
2011-07-18, 07:13 PM
Hit Die, BAB progression and Saves should probably depend on the base class chosen instead of automatically being d10, High and High Fort/Will.

Given all the neat gadgets being given, Spellcasting Progression probably shouldn't be full either.

It should also clarify that the features of only one base class are progressed; Fighter/Wizard/Cleric would just be ridiculous since from the way it's written, you're progressing all features of the class.

It's a very all encompassing class as it is, the way it's written. I would suggest making it more flexible by giving feature choices rather than all these solid gifts it's given; Wizard Villains getting Unholy Sword seems a bit off, rather than, say, an extra spell slot for Necromancy spells, or increased DC with "evil" spells.

This in turn also tones down it's overall power, which to me, as it's written, is pretty high.

Alright, I'll make Pure Evil work to progress everything from the base class. And alright, I'll fix some of the classes to make them more flexible. But I don't see why you would want a BBEG to be less powerful. The villain is supposed to be the final boss, challenging to a normal CR 20 group. (by himself)

NeoSeraphi
2011-07-18, 07:49 PM
Big Edit! Lots of different and useful class features for the main types of BBEGs. What do you think now?

Arcran
2011-07-18, 08:23 PM
Villian>Paladin

NeoSeraphi
2011-07-18, 08:36 PM
Villian>Paladin

Erm..that's an odd post. If you're saying the Villain is better than the paladin, then...thank you? Though most classes are better than the paladin, it has the most useless dead levels of any class.

Arcran
2011-07-18, 08:59 PM
Just sayin this as the big bad guy dominates the usual Paladin king as the big good guy.

NeoSeraphi
2011-07-18, 09:07 PM
Well, a big bad should be powerful. Sometimes a vampire, or an evil dragon, or a powerful necromancer...but whatever it is, it needs to be able to challenge four very powerful warriors (on average). I mean, compare a 20th level paladin (by himself) with a normal party:

The Big Stupid Fighter: A barbarian/bear warrior or frenzied berserker or black blood cultist, or a Fighter/Cavalryman or Exotic Weapons Master, or in an optimized group, a Warblade/Crusader/Master of Nine

The Arcane Caster: Anything from an undead army dread necro to a Batman Wizard with six thousand ways to keep himself from dying to a Mailman Sorcerer who ends the fight on the second turn.

The Divine Caster: A shapechanging druid with a bear, tiger, or raptor, able to summon more bears and tigers, and turn herself and her bear/tiger/raptor into beholders and turn anything they want to stone, or a powerful cleric who grows bigger, smashes harder, and takes no damage with his DR and his healing.

The Rogue/Bard: Able to skillfully and easily disarm any trap, deal with any skill-checking, and be a general glass cannon with scrolls of greater invisibility

All four of these guys, against one person. If you want that person to be human, you need a seriously powerful class.

Pokonic
2011-07-18, 09:36 PM
Wonderful! Never before have I had the ability to stat Voldimort, but what do you know!

Anyway, great class, looks like it fills its intended nich to me.

Ajadea
2011-07-18, 10:25 PM
One nitpick: Vile Strength sounds better than Vile Buffing to my ears.

Other than that, I like this! I may have to use it...

NeoSeraphi
2011-07-20, 02:24 PM
So no one has any ideas or suggestions for improvement?

dethkruzer
2011-07-20, 02:52 PM
Love the flavor, and the abilities look nice, although the class is rather powerful. I'd say adding a little variety to the abilities would allow for many different kinds of villians. While this really lookas like it could make a great Terumi, but I wouldn't it would work so well for say, Exdeath or Zeromus.

Overall very nice.

NeoSeraphi
2011-07-20, 08:46 PM
Love the flavor, and the abilities look nice, although the class is rather powerful. I'd say adding a little variety to the abilities would allow for many different kinds of villians. While this really lookas like it could make a great Terumi, but I wouldn't it would work so well for say, Exdeath or Zeromus.

Overall very nice.

I agree! Please, make some specific suggestions! I will seriously consider any and all suggestions by everyone who comments. I want this class to be as flavorful and varied as the villain himself has the potential to be.

137beth
2011-07-20, 08:56 PM
Seems unquestionably more powerful than taking more levels in the primary class. Still, I suppose that's kind of the point. For epic campaigns, I suppose you could continue giving ability boosts every 3 levels, as well as continued progression from the base class.
Nice idea anyways.

NeoSeraphi
2011-07-20, 09:22 PM
Seems unquestionably more powerful than taking more levels in the primary class. Still, I suppose that's kind of the point. For epic campaigns, I suppose you could continue giving ability boosts every 3 levels, as well as continued progression from the base class.
Nice idea anyways.

Thank you. I'll keep your ideas in mind, though I have decided to wait until after I have finished the class to make epic levels.

Ajadea
2011-07-20, 11:24 PM
137ben is right, there is literally no drawback to taking this class for already evil characters. Perhaps gimp the progression of normal class abilities slightly- 1, 3, 5, 7, 9, 10 grant class abilities perhaps? So a Whatever 10/Villain 10 functions as a 16th level Whatever with the HD of a 20th level Whatever, slightly worse BAB, better saves, and a load more abilities. The Villain must focus on evil over the progression of the abilities they already had, and this comes back to bite them. Hard. In places you may not wish to be bitten.

Perhaps you should give the villain the ability to have the Silver Tongue mentioned in the fluff text of Evil Speech. Perhaps something like this:

Silver Tongue (Sp)
Starting at 5th level, any non-good creature who hears the villain speak must make a Will Save (DC 10+Villain level+Charisma mod) or be charmed, as the spell, for 10 minutes. Whether the creature succeeds or fails on this save, it cannot then be affected by this particular Villain's Silver Tongue for the next 24 hours.

The villain must choose between Evil Speech and Silver Tongue. Once this choice is made, it can never be changed.

NeoSeraphi
2011-07-20, 11:29 PM
137ben is right, there is literally no drawback to taking this class for already evil characters. Perhaps gimp the progression of normal class abilities slightly- 1, 3, 5, 7, 9, 10 grant class abilities perhaps? So a Whatever 10/Villain 10 functions as a 16th level Whatever with the HD of a 20th level Whatever, slightly worse BAB, better saves, and a load more abilities. The Villain must focus on evil over the progression of the abilities they already had, and this comes back to bite them. Hard. In places you may not wish to be bitten.

Perhaps you should give the villain the ability to have the Silver Tongue mentioned in the fluff text of Evil Speech. Perhaps something like this:

Silver Tongue (Sp)
Starting at 5th level, any non-good creature who hears the villain speak must make a Will Save (DC 10+Villain level+Charisma mod) or be charmed, as the spell, for 10 minutes. Whether the creature succeeds or fails on this save, it cannot then be affected by this particular Villain's Silver Tongue for the next 24 hours.

The villain must choose between Evil Speech and Silver Tongue. Once this choice is made, it can never be changed.

You're right. I made the class impossible to be taken by PC characters with the new prerequisites.

Also, thank you for your class feature. I have added it.

Ajadea
2011-07-20, 11:35 PM
Another pair of queries for you-does the Evil Laugh need uses per day? Does it fit with the Silver Tongue version of the Villain?

NeoSeraphi
2011-07-20, 11:46 PM
Another pair of queries for you-does the Evil Laugh need uses per day? Does it fit with the Silver Tongue version of the Villain?

Every villain has an evil laugh, you know, if they're really the most evil person in the campaign. So yes, even when you have the Silver Tongue ability, you will still have an evil laugh.

Added a once per minute limit to the laugh, and gave those who save 24 hour immunity.

Hiro Protagonest
2011-07-20, 11:51 PM
You need to put "saving throws: as the base class" and "base attack bonus: as the base class".

Cracklord
2011-07-20, 11:53 PM
So I read it, and I like it (though I think you're a bit confused as to what a normal party consists of. What a particularly optomized party, perhaps), but would suggest a few other changes.

First up, you should do something about him being instantly identifiable. Such as whenever he's involved in a scheme, a simple wisdom check by anyone who has encountered him before instantly reveals it. Sort of like infamy. You can always tell it's him. This is both a reflection of how big a deal he is, and sort of surrounds him with a fame that makes him seem that much more fearsome.

Second up, something about resources. Given he's supposed to be able to aquire whatever he needs quickly, give him either an increased wealth per level, or a discount when aquiring what he needs.

NeoSeraphi
2011-07-20, 11:55 PM
So I read it, and I like it (though I think you're a bit confused as to what a normal party consists of. What a particularly optomized party, perhaps), but would suggest a few other changes.

First up, you should do something about him being instantly identifiable. Such as whenever he's involved in a scheme, a simple wisdom check by anyone who has encountered him before instantly reveals it. Sort of like infamy. You can always tell it's him. This is both a reflection of how big a deal he is, and sort of surrounds him with a fame that makes him seem that much more fearsome.

Second up, something about resources. Given he's supposed to be able to aquire whatever he needs quickly, give him either an increased wealth per level, or a discount when aquiring what he needs.

Um...but he's an NPC. Whatever he needs, he'll get. The DM doesn't need to follow WBL for the BBEG. He just has exactly what he needs to have, and what he'll drop.

Edit: Added the BAB and saving throw progressions, and edited Pure Evil to grant a circumstance bonus that scales with level (he gets more infamous the longer he's a villain) on checks to recognize him

Cracklord
2011-07-21, 12:39 AM
Um...but he's an NPC. Whatever he needs, he'll get. The DM doesn't need to follow WBL for the BBEG. He just has exactly what he needs to have, and what he'll drop.

Edit: Added the BAB and saving throw progressions, and edited Pure Evil to grant a circumstance bonus that scales with level (he gets more infamous the longer he's a villain) on checks to recognize him

I always do. But regardless, it's up to you.

Dryad
2011-07-21, 08:22 AM
I'm afraid this kind of villain might die too easily. Too little HP. Then again; that is usually a problem with monsters (up to a point that we houserule nearly every monster as at least double hp, in our stories).

For all the rest: Love it!

Ajadea
2011-07-21, 12:54 PM
She has a point. High level play is rather...rocket-tag-ish. Perhaps, as a 1st level ability, give them three times the HP they would otherwise have as an extraordinary ability?

NeoSeraphi
2011-07-21, 12:58 PM
She has a point. High level play is rather...rocket-tag-ish. Perhaps, as a 1st level ability, give them three times the HP they would otherwise have as an extraordinary ability?

Alright, done.

dethkruzer
2011-07-21, 01:42 PM
I agree! Please, make some specific suggestions! I will seriously consider any and all suggestions by everyone who comments. I want this class to be as flavorful and varied as the villain himself has the potential to be.

The first thing that comes to mind is an alternative to Evil Laugh, which, while awesome, just doesn't seem to fit certain types of villians. For example, again Terumi, yes, fits well. But then take Nu-13, who on the other hand seem like she would laugh anytime soon.

Silva Stormrage
2011-07-22, 09:50 AM
Looks like a very interesting class, I might have to send this at a party in a future campaign. One thing to note though, for vile being and body there are no really abilities to choose from that benefit psionics. Not sure if you want to add some or not but since its mentioned that this class progresses psionics you might want to add some abilities to them, or include an ability everyone wishes to take.

NeoSeraphi
2011-07-22, 10:16 AM
The first thing that comes to mind is an alternative to Evil Laugh, which, while awesome, just doesn't seem to fit certain types of villians. For example, again Terumi, yes, fits well. But then take Nu-13, who on the other hand seem like she would laugh anytime soon.

Er, well, Nu-13 isn't exactly evil...and she's definitely not the villain of either game...so no offense but that's just kind of a bad example. Moving on, if anyone has a suggestion for an ACF for Evil Laugh, I'd be happy to add it to the class.


No love for psionics?

Sorry, I could have sworn I posted it! Added Vile Reserves and Unholy Overchannel

deuxhero
2011-07-22, 10:21 AM
Said NPC may not be a cohort or follower or ally of any member of the party.


What? No love for evil campaigns?

Aergoth
2011-07-22, 10:26 AM
There's still a reference to the "Vile Buffing" in the Unholy upgrade of those features at level 7.

NeoSeraphi
2011-07-22, 10:30 AM
What? No love for evil campaigns?

If you take a look at the class, you'll see it's incredibly powerful, intended to fight a party, not aid it. And a person who is aiding the party is not a "villain", as that term is fairly relative.

Anyway, added Haunting Vengeance as an alternative capstone. Seemed appropriate. What do you all think?

Edit:


You screwed up, nerd!
Ack! Thanks for pointing that out. I'll fix it right now.

deuxhero
2011-07-22, 10:35 AM
If you take a look at the class, you'll see it's incredibly powerful, intended to fight a party, not aid it. And a person who is aiding the party is not a "villain", as that term is fairly relative.


Where did you get permanently allied?

NeoSeraphi
2011-07-22, 10:43 AM
Where did you get permanently allied?

Fair point, but that's at the DM's discretion, isn't it?

deuxhero
2011-07-22, 12:01 PM
Plus if the restriction follow the CW rules for PRC (lose the requirements, lose the benefits), a party could take down the BBEG with this class Doctor McNinja style (temporarily join him so he loses the class abilities).


Not that it wouldn't be funny...

NeoSeraphi
2011-07-22, 12:10 PM
Well, I don't see how. He's immune to alignment changes, and to being made to do good acts, he's basically just evil. Pure evil. I mean, if the DM wants him to change, then he's not really a villain. By "villain", I mean the real Always Chaotic Evil guy who just wants to watch the world burn. He isn't able to feel remorse, he's not going to switch sides or repent. He's just going to keep killing until the heroes finally finish him off. Death is the only way to end his frenzy (and in the case of Haunting Vengeance, not even that)

The class is not intended for use with a character that will be swayed by the PCs, and I've included several defenses against it. If the DM runs it that way, fine. There's nothing I can do about that.

Edit: Ah, I apologize. I see your point. I edited the restriction to erase that possibility.

Dust
2011-07-22, 06:12 PM
I'd suggest taking out the 'MUST HAVE MURDERED TEN DUDES' restriction if you're limiting the class exclusively to NPCs already. It seems odd there's a body quota required to be considered a true villain, especially when real villains know there's far worse crimes.

An Adolf-Hitler-esque warlord might qualify in theory without really ever rolling in blood himself, but the mechanics would lock him out of this class. Then you've got the well-intentioned extremist, or Bill from the Kill Bill movies who would certainly have murdered the ten and be of Evil alignment, but falls fall short of the true nastiness this class requires. Like Dr. Evil himself famously said, the dude's the diet coke of evil; Just one calorie not evil enough.

It just seems very out of place.

NeoSeraphi
2011-07-22, 06:50 PM
I'd suggest taking out the 'MUST HAVE MURDERED TEN DUDES' restriction if you're limiting the class exclusively to NPCs already. It seems odd there's a body quota required to be considered a true villain, especially when real villains know there's far worse crimes.

An Adolf-Hitler-esque warlord might qualify in theory without really ever rolling in blood himself, but the mechanics would lock him out of this class. Then you've got the well-intentioned extremist, or Bill from the Kill Bill movies who would certainly have murdered the ten and be of Evil alignment, but falls fall short of the true nastiness this class requires. Like Dr. Evil himself famously said, the dude's the diet coke of evil; Just one calorie not evil enough.

It just seems very out of place.

Good point. Done.

SocioWrath
2012-05-25, 02:53 AM
Looks good, maybe "encounter showdown" bonus... Each encounter his bonus vs. the Heroes scales down, via Morale. I know the more i've fought the Villain, the less confidence he has. While the first few times around ended in me running, i got better, even though through the campaign most of the other PCs were killed (one in particular every confrontation) when the showdown came it seemed a more level playing field because he knew we had his number.