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Chronos
2013-12-04, 08:00 PM
The Blood War has raged through the lower planes for ages untold, and though mortals have been mostly unconcerned with it, the fiends on both sides have developed a number of specialties for fighting it. One of these is the Blood Warrior prestige class presented here. Most Blood Warriors are demons or devils, though the occasional yugoloth will take the class, or mortals in the service of fiendish armies.

Prerequisites:
Alignment: Any evil
BAB: +6
Skills: Intimidate 9 ranks, Knowledge (the planes) 9 ranks
Language: Infernal or Abyssal

Game Rule Information:
Hit die: d8
{table=head]Level | Base Attack Bonus | Fort save | Ref save | Will save | Special
1 | 1 | +2 | +2 | +2 | Improved Spell-Like Abilities
2 | 2 | +3 | +3 | +3 | Aligned Strike
3 | 3 | +3 | +3 | +3 | Improved Claws
4 | 4 | +4 | +4 | +4 | Improved Damage Reduction, Dismissal
5 | 5 | +4 | +4 | +4 | Smite Evil 1/day
6 | 6 | +5 | +5 | +5 | Metallic Strike
7 | 7 | +5 | +5 | +5 | Nether Shift
8 | 8 | +6 | +6 | +6 | Banishment
9 | 9 | +6 | +6 | +6 | Intimidating Leadership
10 | 10 | +7 | +7 | +7 | Epic Strike , Smite Evil 3/day[/table]
Class skills:
Bluff (Cha), Concentration (Con), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Ride (Dex), Search (Int), Spellcraft (Int), Swim (Str), Use Magic Device (Cha)
6+Int skill points per level

Improved Spell-Like Abilities:
If a Blood Warrior has any spell-like abilities, its caster level is increased by its class level, and the save DCs for the abilities (if any) are increased by half its class level (rounded down). These bonuses are already included in the Blood Warrior's Dismissal, Nether Shift, and Banishment abilities.

A Blood Warrior without any spell-like abilities gains no benefit from this feature.

Aligned Strike (Su):
Starting at second level, a Blood Warrior's natural weapons, as well as any weapons it wields, count as any alignment for purposes of overcoming damage reduction and regeneration.

Improved Claws (Ex):
At third level, a Blood Warrior's claws or fingernails become harder and sharper. If it already has claw attacks, their damage increases as though the Blood Warrior were one size category larger.

If the Blood Warrior did not already have claw attacks, it gains two claw attacks, each dealing 1d6 damage for a medium-sized Blood Warrior (adjust damage accordingly for other sizes).

Improved Damage Reduction (Ex or Su):
At fourth level, a Blood Warrior's damage reduction improves. It is still bypassed by the same sort of attacks, but the amount of damage prevented increases by 10.

If the Blood Warrior did not already have damage reduction, it gains DR 10/magic as a supernatural ability.

Dismissal (Sp):
A blood warrior must be able to defend its own plane from intruders, as well as attacking others. A fourth-level Blood Warrior can use Dismissal, as the spell, once per day. The caster level is the Blood Warrior's racial hit dice, if any, plus its class level. The base save DC is 15 plus the Blood Warrior's Charisma modifier plus half the Blood Warrior's class level, modified by your caster level and the target's HD as normal for Dismissal.

Smite Evil (Su):
At fifth level, the Blood Warrior gains the ability to smite evil. Once per day, it may attempt to smite evil with one normal melee attack. It adds its Charisma bonus (if any) to the attack roll, and deals extra damage equal to its racial HD plus its class level. Against a target with the [Evil] subtype, this damage bonus is doubled. If the Blood Warrior accidentally smites a creature that is not evil, the smite has no effect, but is still used up for that day.

At tenth level, this ability can be used three times per day.

Metallic Strike (Ex):
At sixth level, the Blood Warrior's ability to bypass damage reduction improves. Its natural weapons, as well as any manufactured weapons it wields, are treated as being made of any metal for purposes of overcoming damage reduction and regeneration.

Nether Shift (Sp):
At seventh level, the Blood Warrior gains a limited ability to travel between planes. This ability acts as the Plane Shift spell, except that the destination can only be an evil-aligned plane.

Banishment (Sp):
An eighth-level Blood Warrior can use Banishment, as the spell, once per day. The caster level is the Blood Warrior's racial hit dice, if any, plus its class level. The save DC is 17 plus the Blood Warrior's Charisma modifier plus half the Blood Warrior's class level, and can be increased using opposed objects or substances as normal for Banishment.

Intimidating Leadership (Ex):
The armies of the lower planes fear their commanders more than they fear the enemy. Starting at ninth level, a Blood Warrior can take a standard action to make an Intimidate check, opposed by an Intimidate check made by the enemy with the highest skill modifier. If successful, the Blood Warrior and all of its allies who can hear it gain a +1 morale bonus to attack rolls and weapon damage rolls, plus an addition +1 for every 5 points by which the Blood Warrior's roll exceeded the enemy's. This bonus lasts until the end of the encounter.

Epic Strike (Su):
At tenth level, the Blood Warrior's ability to bypass damage reduction has reached its peak. Its natural weapons, as well as any manufactured weapons it wields, are treated as epic weapons for purposes of overcoming damage reduction and regeneration.

Ex-Blood Warriors:
A Blood Warrior who ceases to be evil cannot take any further levels in the class, but retains all of the class's abilities.