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View Full Version : D&D 3.x Class The Pariah (3.5 Class, PEACH)



Jormengand
2017-06-27, 10:12 AM
We think of villains as these grand figures commanding the legions of the damned, admred by a cult of personality, and respected for their style even if their morals are despised, and they are ultimately defeated at the hands of the heroes in a grand battle that the world will remember.

Most villains aren't so lucky. They live lives of mental self-torture, hounded by their sin yet driven to more, hated by many yet clinging to those too naive to see their wrongdoing. Some even have the desire to do good, to be a hero, crushed by the irreparable damage to their strength of mind.

Welcome to a glimpse of their life.

The Pariah allows you to play as a deeply flawed, morally complex character while also actually gaining a benefit from your character's moral failings, rather than from moustache-twirling acts of overt devil-may-care evil where the more daemonic patrons you serve, the better. Despite their tendancy towards villainy, pariahs are actually neutral-aligned, and must be careful not to slip too far into the hands of evil.


LevelBABFortRefWillSpecial
1st+0+0+2+0Burning Desire
2nd+1+0+3+0Escape Unscathed
3rd+2+1+3+1Move Along
4th+3+1+4+1Never Let Go
5th+3+1+4+1Burning Ambition
6th+4+2+5+2Heterodoxy
7th+5+2+5+2Flee the Scene
8th+6/+1+2+6+2Tearing Charge
9th+6/+1+3+6+3Vengeance
10th+7/+2+3+7+3Burning Rage
11th+8/+3+3+7+3Brutality
12th+9/+4+4+8+4Apostasy
13th+9/+4+4+8+4Retribution
14th+10/+5+4+9+4Murderous Rampage
15th+11/+6/+1+5+9+5Burning Hate
16th+12/+7/+2+5+10+5Ripping Charge
17th+12/+7/+2+5+10+5Vendetta
18th+13/+8/+3+6+11+6Heresy
19th+14/+9/+4+6+11+6To the Death
20th+15/+10/+5+6+12+6Burning Memories


Alignment: True Neutral or Chaotic Neutral
Hit Die: 1d6

Class Skills:
The class skills of the pariah (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Swim (Str) and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armour Proficiency
The pariah is proficient with all simple weapons and light armour. The pariah is not proficient with any kind of shield.

Burning Desire (Ex)
From first level, the pariah is filled with an exceptional desire to do evil, even though the pariah is not herself evil. Often this is the result of some kind of social conditioning where she is either treated as a monster due to some action she commited in her youth, or as a dangerous type second-class citizen due to the circumstances of her birth, her beliefs on the nature of the world, or the other kinds of things which humans and their ilk malign. This prophecy becomes self-fulfilling as the pariah's mind is filled with the desire to do evil and drained of the will to stop herself.

A pariah who commits some kind of evil action gains certain benefits, based on the severity level given in the table below:


ActionExampleSeverity
A minor act of implicit rebellion against what is good and proper, which doesn't bring about any real harmStealing for thrill from someone who won't notice the difference1
Some kind of act of evil which has limited but noticeable consequencesCondemning someone publicly without cause2
An evil act with genuine consequences of moderate severityAttacking someone physically without doing any lasting physical damage4
An act of evil with severe consequences but with limited scopeAmbushing a group, attcking and robbing them6
An act of extreme evil. Generally the highest level without commiting evil out of pure sadismMurdering an innocent person8
An act of unnecessarily violent or brutal evilLighting a child on fire to kill them for personal gain12
An act of extreme, horrific evilMass-murder or deliberate, exacting torture16


At first level, while committing an evil act and for 1 minute/level afterwards, the pariah gains a bonus to attack and damage rolls, saving throws, armour class, and checks to make special attacks such as grapples equal to the severity of the evil act. Even if she becomes evil during the action, the pariah still gets the bonus even as she loses the ability to use the class feature any more.

In addition, the pariah has become inured somewhat to the twisting effects of evil acts on one's alignment. So long as her intent remains pure, and she follows up on her intent, she can potentially leave a trail of people feeling cheated, violated and in pain in her wake without straying from her neutral alignment. For a pariah, two wrongs don't make a right, but a right and a wrong make very little of anything: unlike other characters, a pariah who freely intersperses good and evil acts is neutral, not evil. A pariah may violently and sadistically dispose of villainous types, claiming powerful bonuses in the combat and yet retaining a neutral alignment. Alternatively, a pariah may retain her neutral alignment if she commits evil acts, but shows remorse for the actions and empathy for the victims.

Ultimately, a pariah should be a character who aspires to do good but who, though (sometimes extreme) personal flaws, fails to live up to that goal. Some pariahs have short tempers and quickly resort to violence, others cannot resist the allure of unguarded treasure, yet others find their libido drives them to evil. The bonuses granted represent the rush of excitement that comes with giving in to temptation and indulging in your favourite guilty pleasure, or just releasing your pent-up anger upon the world.

Escape Unscathed (Ex)
From second level, the pariah has the ability to get out of danger quickly. Whenever the pariah is entitled to a save to halve the damage dealt by an attack or otherwise reduce its effect, she instead saves to negate the effect entirely. She also never provokes attacks of opportunity while withdrawing, not just avoiding them in the first square of movement.

Move Along (Ex)
From third level, the pariah manages to evade legal prosecution with stunning ability. Victims fail to report crimes, reported crimes go unhandled, investigation turns up no evidence, or the pariah successfully argues her way out of cases. In general, attempts to detain or prosecute the pariah for crimes are about 80% less likely to be made (though this doesn't change their effectiveness if they are made), and she gains a +10 bonus to any roll made specifically to escape from legal response to her actions.

Never Let Go (Ex)
From fourth level, the pariah gains a bonus equal to her level on checks to take or retain hold of a creature, object or terrain feature, or pretty much anything else. This includes grapple checks, sleight of hand checks to grab an objects, and disarm checks made while unarmed, but not trip checks.

Burning Ambition (Ex)
From fifth level, the pariah harnesses a greater surge of power from giving in to her temptations. She gains a bonus to skill checks and ability checks when she commits an evil act equal to the severity rating of that act, for as long as she is committing the act and another 1 minute/level.

Heterodoxy (Ex)
From sixth level, the pariah rejects the influences of any plea to a higher power, arcane, divine or otherwise. At most, she worships some kind of fringe sub-faith of her religion. This has multiple effects: first, she avoids any consequences of not affiliating with a deity. Second, any hostile spell, spell-like ability or supernatural ability only affects her during the first half of its duration, any numerical effect it grants is halved, and she gets a +4 bonus on all saving throws against such abilities. For this purpose, assume that any condition afflicted by the spell is written out in full in the spell (so if the spell causes you to be sickened, the relevant penalties are halved) and that any spell which would kill the pariah outright would do so by dealing damage equal to her current hit point total plus ten.

The pariah must choose for each spell whether to use this special ability to resist it, or let it take full normal effect, though she can save against it (without the +4 bonus) without using this ability to resist it, or resist it without taking the save.

The effects of a summoned or called creature's attacks, or the effects of a creature's attacks using a shape or weapon they created with a spell, are subject to this ability, but effects which enhance existing abilities or weapons are not. For example, if a wizard polymorphs himself into a dragon, the pariah gets a +4 bonus against the dragon's breath weapon and the damage is halved.

Flee the Scene (Ex)
From 7th level, the pariah cannot be tracked and her speed increases by 20 ft for her land, swim and climb speeds. If she didn't have a swim or climb speed (or if she somehow doesn't have a land speed), it becomes 20 ft.

Tearing Charge (Ex)
From 8th level, the pariah can make a full attack at the end of her charge instead of a single attack.

Vengeance (Ex)
From 9th level, the pariah gains a bonus equal to half her class level on all rolls made against a creature who attacked or damaged her in the last round.

Burning Rage (Ex)
From 10th level, the pariah's submission to her own immorality grants her the ability to carry on beyond what a saner person would manage. The pariah's evil actions restore to her a number of hit points equal to their severity rating immediately. Any hit points which would take her over her maximum are wasted. The pariah can only heal herself up to her full normal hit point total each day in this way (ignoring any hit points that she wastes).

In addition, the pariah gains temporary hit points equal to the severity rating which last until gone, or as long as she continues performing the evil action plus 1 minute/level afterwards. These temporary hit points are not limited as the real hit points are.

Brutality (Ex)
From 11th level, the pariah's attacks are needlessly violent. Whenever the pariah deals enough damage to an enemy to reduce their hit points below zero, she may immediately make a free coup de grace attempt on the enemy. If the attempt succeeds, it's also treated as an evil action of severity 8 for purposes of the pariah's class features - the pariah either treats the enemy to a messy dissection, smashes their head in, tramples them underfoot, or a similarly messy end. Further, the body is automatically too damaged for the likes of raise dead to repair it: ressurection will work fine though.

Apostasy (Ex)
From 12th level, the pariah has forsaken outside power, and scorns those who wield it. If the pariah chooses to resist them, the numerical effects of spells, spell-like and supernatural abilities are reduced to a quarter of the normal value, as are their durations, and the apostate gets a +8 bonus to any save to which she is entitled.

Retribution (Ex)
From 13th level, the pariah can unleash a powerful attack which targets the creature who dealt the most damage to her in the last round. If the creature is 10 feet away and she isn't wielding a reach weapon or a ranged weapon, she takes a 5 foot step forwards, if it's 5 feet away and she's wielding a reach weapon she takes a 5 ft step back, otherwise if she has a melee weapon and it's further away she charges. Adjust these numbers as appropriate for smaller or larger creatures. If she's already in range to attack she stays put. Assuming she can reach the target in one of these ways, she takes a full action to do so and makes a single attack which deals damage to that creature equal to the damage that creature dealt to her last round, plus the attack's normal damage.

Murderous Rampage (Ex)
From 14th level, whenever the pariah charges, if she kills the target and has attacks remaining, she can make another charge at a creature in range, though she only gets her remaining attacks, not any new ones. She can keep using this ability as she kills targets until she runs out of attacks, but if she has an ability which causes an attack to generate extra attacks (such as cleave) the new attacks can't be saved until after the new charge.

Burning Hate (Ex)
From 15th level, when the pariah commits an evil action, she gains a bonus to all d20 rolls, not just the ones given in previous class features. She also gains DR/- and resistance to everything equal to the severity rating for the same duration as the other benefits.

Ripping Charge (Ex)
From 16th level, when the pariah charges, she doesn't suffer any attacks of opportunity for moving: instead she can make an attack against any creature she moves past if one or more of her threatened squares moves out of that creature's square. If she has the same reach as her enemies, this usually means that she makes a free attack against each enemy she would normally provoke an attack of opportunity from. She still makes her normal attacks at the end of the charge and she doesn't expend her attack of opportunity.

Vendetta (Ex)
From 17th level, the pariah may make an all-out attack against a creature she despises. As an immediate action, she can declare a vendetta against a creature who just damaged her. If she does, every creature is effectively frozen in time except for the pariah and the target of the vendetta until one or other of them leaves combat. During this time, the pariah must actively try to kill the target unless doing so becomes overtly impossible or likely to result in failure and severe injury or death: even in that case the vendetta ends. Essentially, the two combatants become locked in a flurry of vengeful, personal attacks which cause the rest of the battleground to fade out of focus as they become a blur.

Any other creatures but the two creatures fighting in the vendetta are immune to everything, but cannot act, much as if the two combatants were in a time stop effect. Spells or other abilities which are used while in the vendetta don't deal any damage to, or have any other effect on, them even after the vendetta is over, so you can't use a delayed blast fireball to damage the creatures outside of the vendetta by timing it to coincide with the vendetta's end.

Heresy (Ex)
From eighteenth level, the pariah is the master of her own fate. She is completely immune to the effects of hostile spells, spell-like and supernatural abilities, including the attacks of summoned creatures and attacks created by a spell.

To the Death (Ex)
At nineteenth level, the pariah gains the ability to fight beyond normal expectations. If the pariah would fall unconscious, she doesn't. She also never becomes dying or suffers hit point loss from bleeding out. She becomes immune to all death effects and hostile mind-affecting abilities. Finally, if she would die, once per day she continues to act as normal for another 1d6 rounds irrespective of her hit point total, at the end of which time her hit point total is set to -9 if it wasn't already higher. If she has already used this effect in the last 24 hours, it isn't effective and she really dies.

Burning Memories (Ex)
From 20th level, the severity rating of the pariah's evil actions is treated as twice the value in the table.

Ex-Pariahs
Ex-pariahs do not exist. It is impossible to multiclass out of pariah. It is also impossible to multiclass into pariah, but at DM discretion a fallen paladin or samurai may swap all their levels for pariah levels (generally, this option should be allowed unless there is reason to believe that the player is attempting to use the ability to do so to provide some advantage over what they might have achieved by taking the pariah levels directly). Similarly, a player may feel that they can no longer walk the morally complex and ambiguous path of a pariah: they should be allowed under most circumstances to swap the levels of pariah for levels in another class. You may consider a rebuild quest, as the pariah can survive that long even with the wrong alignment.

A pariah who worships a deity in the standard way, following the standard faith, loses her heterodoxy class feature. One who worships a deity in any but the most unconventional of ways loses her apostasy class feature, and one who worships a deity at all loses her heresy class feature. A pariah who comes into a deity's service is treated as worshiping one for this purpose. She cannot eschew external power and worship it at the same time.

A pariah who becomes lawful loses her move along and flee the scene abilities. She cannot both abide by the law and attempt to free herself from its grasp.

A pariah who becomes evil loses her burning desire, burning ambition, burning anger, burning hate and burning memories abilities. Succumbing to temptation becomes less of a way to remind yourself of your flawed human nature (metaphorically human, if not literally) if you have allowed yourself to be consumed by it.

A pariah who is good loses her never let go, tearing charge, vengeance, brutality, retribution, ripping charge and vendetta abilities. While the temptation to do evil doesn't go away, the ability to do it so readily and efficiently does.

A pariah doesn't ever lose her skill ranks, class skills, weapon and armour proficiency, hit dice, base save bonus, base attack bonus, or her escape unscathed or to the death abilities. Some things just never go away.

AvatarVecna
2017-06-27, 02:03 PM
As far as the class balance goes, the flexibility of the skill list is nice, and the abilities you get are significant enough to ignore the otherwise-lackluster basic chassis, but the biggest mechanical problem I see with this class is that there's not much flexibility beyond choosing which skills to invest in. Every class ability is locked in, nothing's really chosen. Your feats and race (and possibly a PrC) will be what differentiates you from other Pariahs. But that's small potatoes compared to the fluff stuff going on with this class: I can practically hear the hour-long alignment argument this would start at the game table, and the rather strict alignment restriction of the class doesn't help that much either, even if I can see why the alignment restriction is the way it is.

As far as potential balance problems with bringing it into the game, the only issue I can think of is that Burning Desire is open to Evil Factotums on both sides of the screen in the late-game, although depending on your table, big number bonuses to a bunch of things on an already-good combat class isn't really that problematic compared to serious spellcasting.

SecondCid
2017-07-02, 10:45 PM
I think this class has a serious issue in that it suffers from Bag-of-Rats syndrome. If I am a pariah that has a bag of rats, I can inflict horrid debilitating torture on the rat and kill it, presumably satisfying the criteria of committing an evil act. Since the definitions are inherently subjective, if I go as axe-crazy on said rat as I possibly can, I should be able to justify that my act of torturing and killing said rat constitutes "extreme, horrific evil". Thus I gain a free +16 bonus to all relevant combat rolls for doing just about nothing. That is so RNG-breaking at any level that I don't think it can be condoned.

This ability opens up so much potential for dip-abuse. Combine 1 level of this with virtually anything else and you win D&D forever simply for torturing your bag of rats.

Jormengand
2017-07-03, 07:29 AM
I think this class has a serious issue in that it suffers from Bag-of-Rats syndrome. If I am a pariah that has a bag of rats, I can inflict horrid debilitating torture on the rat and kill it, presumably satisfying the criteria of committing an evil act. Since the definitions are inherently subjective, if I go as axe-crazy on said rat as I possibly can, I should be able to justify that my act of torturing and killing said rat constitutes "extreme, horrific evil". Thus I gain a free +16 bonus to all relevant combat rolls for doing just about nothing. That is so RNG-breaking at any level that I don't think it can be condoned.

This ability opens up so much potential for dip-abuse. Combine 1 level of this with virtually anything else and you win D&D forever simply for torturing your bag of rats.

I mean, if you're playing this as an attempt to optimise rather than an attempt to play a flavourful class, then sure. Also if you do nothing but torture rats you'll fall anyway, so it doesn't matter - finding evil things to do is meant to be the easy bit; doing good things so that you don't fall is meant to be the hard bit.

Also, "It can be broken with TO tricks" is something I'm kinda past with class design. So can commoner.

Also also, you can't dip this. As in you are physically unable to take a level in this class if you own a level in anything else or vice versa.

SecondCid
2017-07-03, 04:10 PM
I mean, if you're playing this as an attempt to optimise rather than an attempt to play a flavourful class, then sure. Also if you do nothing but torture rats you'll fall anyway, so it doesn't matter - finding evil things to do is meant to be the easy bit; doing good things so that you don't fall is meant to be the hard bit.

Also, "It can be broken with TO tricks" is something I'm kinda past with class design. So can commoner.

Also also, you can't dip this. As in you are physically unable to take a level in this class if you own a level in anything else or vice versa.

I mean, by torturing and killing rats I am preventing the spread of disease, thus saving human lives and theoretically being a good person. I can feed the rat corpses to other wildlife to minimize the effects of this mass rat extinction on the ecosystem. The cost of what I've done is nothing in comparison to what I've saved. This is what you open yourself up to when you make mechanics based on something inherently subjective.

You can't make a class that is straight-up broken because it breaks the RNG and then deflect criticism of it by saying it isn't intended to be used that way. I am only interpreting the rules as they are written. If you make a class, you should do so with the understanding that people will try to abuse it. Thus, a class that be munchkin-ed is not the fault of the munchkin, it's just exposing a flaw in the design. If role-playing was all that mattered, the whole process of making a class would be pointless. But instead, 90% of D&D content is related to combat mechanics because a huge amount of the game is the combat experience. So yes, your mechanics matter.

Jormengand
2017-07-03, 04:55 PM
I mean, by torturing and killing rats I am preventing the spread of disease, thus saving human lives and theoretically being a good person. I can feed the rat corpses to other wildlife to minimize the effects of this mass rat extinction on the ecosystem. The cost of what I've done is nothing in comparison to what I've saved. This is what you open yourself up to when you make mechanics based on something inherently subjective.

You can't make a class that is straight-up broken because it breaks the RNG and then deflect criticism of it by saying it isn't intended to be used that way. I am only interpreting the rules as they are written. If you make a class, you should do so with the understanding that people will try to abuse it. Thus, a class that be munchkin-ed is not the fault of the munchkin, it's just exposing a flaw in the design. If role-playing was all that mattered, the whole process of making a class would be pointless. But instead, 90% of D&D content is related to combat mechanics because a huge amount of the game is the combat experience. So yes, your mechanics matter.

I'm aware that the mechanics matter. But they're all written on the assumption that no-one is going to try to break them. You know, if you're going to play the class normally without trying to powergame, I don't see the problem. And if you are trying to powergame, there's better rewards you could get out of it than +16 to a lot of rolls and your AC. Hells, a truenamer that's trying can get infinite wishes at level 1 (through using their class features to help) but that doesn't mean that the truenamer's +5 to certain skill checks is brokenly powerful.

If we're playing at the level of optimisation where someone literally does the bag-of-rats trick, and ignores that there is a step where the DM explicitly is required to approve their continued neutrality, then class balance doesn't matter any more.

Darth Ultron
2017-07-05, 07:14 AM
Move Along (Ex)[/B]
From third level, the pariah manages to evade legal prosecution with stunning ability. Victims fail to report crimes, evidence turns up no investigation, or the pariah successfully argues her way out of cases. In general, attempts to detain or prosecute the pariah for crimes are about 80% less likely to be made, and she gains a +10 bonus to any roll made specifically to escape from legal response to her actions.
.

I like this ability......but think it should be (Su). The idea of the pariah physically doing normal things like intimidating people not to talk or hiding or destroying evidence is ''ok''. But it's a whole other level if some ''dark, mysterious, evil force '' somehow alters things...just a tiny little bit...to ''make things wrong''. So evidence really does vanish or is transformed in to rotten tomatoes. People really do forget things, and even things like broken windows might be fixed. And the pariah would have no control over this...it just happens.

Think like Accuser Guy is all like ''The vile Mr. Evil is a murderer! And I have the proof right here in this locked strong box that has been under close guard and on one has opened. But now I will open it!" Unlocks box....everyone sees three rotten tomatos. "Haha, now you all see the evidence! Lets hang him!" And then you get the ''ahem'' and he looks into the box with horror!

Jormengand
2017-07-05, 07:22 AM
I like this ability......but think it should be (Su). The idea of the pariah physically doing normal things like intimidating people not to talk or hiding or destroying evidence is ''ok''. But it's a whole other level if some ''dark, mysterious, evil force '' somehow alters things...just a tiny little bit...to ''make things wrong''. So evidence really does vanish or is transformed in to rotten tomatoes. People really do forget things, and even things like broken windows might be fixed. And the pariah would have no control over this...it just happens.

Think like Accuser Guy is all like ''The vile Mr. Evil is a murderer! And I have the proof right here in this locked strong box that has been under close guard and on one has opened. But now I will open it!" Unlocks box....everyone sees three rotten tomatos. "Haha, now you all see the evidence! Lets hang him!" And then you get the ''ahem'' and he looks into the box with horror!

It's not meant to be "Mysterious, evil force". For a start, it only makes it 80% more likely that the crime will go either unreported or unhandled if it is reported. That doesn't allow you to make evidence vanish if the guard do get off their butts and sort it out, but it does allow you to get a +10 to your rolls to hide or fabricate evidence if you do go that route. I've edited it to make it slightly clearer what it's supposed to do, though.

Darth Ultron
2017-07-05, 11:14 PM
It's not meant to be "Mysterious, evil force". For a start, it only makes it 80% more likely that the crime will go either unreported or unhandled if it is reported. That doesn't allow you to make evidence vanish if the guard do get off their butts and sort it out, but it does allow you to get a +10 to your rolls to hide or fabricate evidence if you do go that route. I've edited it to make it slightly clearer what it's supposed to do, though.

Guess I'm confused how you see this Extraordinary Ability working? It ''80% chance'' to Alter Reality, how exactly? Is the Pariah like taking 24/7 to make sure they don't get caught...but like behind the game where it's not seen? Is that the idea, like while the player would just sit back and drink some Mt. Dew, ''the character'' is being smart so not to get caught? Even like when the player is like ''I pick pocket the king in front of all 25 of his guards'', that ''this ability'' somehow has the Pariah somehow make sure they don't get caught for that...without taking up game play time?

If the ability does not ''do'' anything to Alter Reality....why exactly do crimes go unreported or whatever? Like NPC see a crime and go ''oh he has that third level Pariah ability so I won't report it?''

Jormengand
2017-07-06, 02:04 PM
Guess I'm confused how you see this Extraordinary Ability working? It ''80% chance'' to Alter Reality, how exactly? Is the Pariah like taking 24/7 to make sure they don't get caught...but like behind the game where it's not seen? Is that the idea, like while the player would just sit back and drink some Mt. Dew, ''the character'' is being smart so not to get caught? Even like when the player is like ''I pick pocket the king in front of all 25 of his guards'', that ''this ability'' somehow has the Pariah somehow make sure they don't get caught for that...without taking up game play time?

If the ability does not ''do'' anything to Alter Reality....why exactly do crimes go unreported or whatever? Like NPC see a crime and go ''oh he has that third level Pariah ability so I won't report it?''

The reason why it says "In general" is to differenciate normal crimes where the pariah just has something about them that make people not want to report them, and trying to steal from the king which isn't a normal crime. The class is written assuming sensible DM adjudication, basically, just like all new content is written on the assumption that you can't diplomacy all your opponents into submission because of the fact that the skill is written without accounting for players trying to break it.