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fafnir300
2007-12-21, 03:43 PM
Hi, this is my first thread. I've started this thread on other websites though. I'm hoping that by posting here you guys will help out with this project. Here's what I have done so far.

fafnir300
2007-12-21, 03:45 PM
The Msira


Msira (small outsider, chaotic, evil, extraplanar)
HD: 3d8 + 3 (16hp)
Initiative: +7
Speed: 30ft.
AC: 16 ( +3 Dex, + 2natural, +1 size) touch14 , flat-footed13
BAB/ Grapple: +3/+0
Attack: claw +5 melee (1d3+1), or bite +4(1d3 + 1)
Full attack: 2 claws +5 melee (1d3+1), and 1 bite +4(1d3)
Space/reach: 5ft./5ft.
Special attacks:Acidic Spit, Spiderwalk, Spinning Claw
Special qualities: Darkvision 60ft.
Saves: Fort +4, Ref +8, Will +0
Abilities: Str 12, Dex 17, Con 12, Int 3, Wis 4, Cha 5
Skills: Balance +6, Climb +7, Hide +13, Jump +7, Tumble +6
Feats: Lightning Reflexes, Improved Initiative
Environment: Hell
Organization: Group (10-30 Msira) or (15 Msira & 15 other “Msira”)
CR: 3
Treasure: Nothing
Alignment: Chaotic Evil
Advancement: 4-6HD (medium)
Level adjustment: –

A demonic dark-blue creature approaches you. It looks like a demonic, emaciated monkey. Its eyes are big and glow red. Harmless black flames occasionally erupt from the cracks of its skin.

Msira look timid, but they are far from that. They are savage and greedy creatures.

They stand 3ft. tall and weigh 20 pounds.

Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close.

Acidic Spit (Ex): Msira can spit purple acid at their foes, as a standard action. This ability has a range of 10ft. It deals 4d4 points of acid damage. Reflex save DC(12) half damage. If hit, the target must then make a Fortitude save DC(12) or be poisoned for 1 round. The initial damage is 1d4 Con damage, while the secondary damage is 1d4 Con damage. This ability is Con based.

Spiderwalk(Ex): The Msira can climb walls as if by the Spider Climb spell cast by a 3th level caster.

Spinning Claw(Ex): The Msira can launch itself at its foe, as a standard action, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(14) no damage. This ability is Dex based.

Homromsira (small outsider, chaotic, evil, extraplanar, fire)
HD: 6d8 + 12 (39hp)
Initiative: +8
Speed: 30ft.
AC: 19(+ 4 Dex, + 4 natural, + 1 size) touch 15, flat-footed15
BAB/ Grapple: +6/+4
Attack: claw +9 + 1d6 fire damage melee (1d3 + 2 + 2d6 fire damage), or bite+4 + 1d6 fire damage melee (1d3 + 1 + 2d6 fire damage)
Full attack: 2 claws +9 + 1d6 fire damage melee (1d3 + 2 + 2d6 fire damage), and 1bite+4 + 1d6 fire damage melee (1d3 + 1 + 2d6 fire damage)
Space/reach:5ft./5ft.
Special attacks: Flaming Acid, Spiderwalk, Spinning Claw
Special qualities: Darkvision 60ft., fire immunity
Saves: Fort +7, Ref +11, Will +2
Abilities: Str 14, Dex 18, Con 15, Int 3, Wis 4, Cha 5
Skills: Balance +13, Climb +11, Hide +13, Jump +11, Tumble +8
Feats: Lightning Reflexes, Improved Initiative, Dodge
Environment: Hell
Organization: Group (10-30 Homromsira) or (10 Homromsira & 20 other “Msira”)
CR: 5
Treasure: Nothing
Alignment: Chaotic Evil
Advancement: 7-12HD(small)
Level adjustment: –

A demonic monkey-like creature, with magma-like skin, stands before you. Harmless
flames cover its body.

The Flaming “Msira”, as some call it, represents the burning desire its victims once had.

They stand 3ft. tall and weigh 30 pounds.

Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close.

Flaming Acid(Ex): Homromsira can spit flaming orange acid at their foes, as a standard action. This ability has a range of 10ft. It deals 4d4 points of acid damage + 2d6 points of fire damage. Reflex save DC(15) half damage. This ability is Con based.

Spiderwalk(Ex): The Homromsira can climb walls as the Spider Climb spell cast by a 6th level caster.

Spinning Claw(Ex): The Homromsira can launch itself at its foe, as a standard action, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(17) no damage. This ability is Dex based.

Gbusmsira (small outsider, chaotic, evil, extraplanar )
HD: 8d8 + 16 (52 hp)
Initiative: +8
Speed: 30ft.
AC: 21(+ 4 Dex, + 6 natural, + 1 size) touch 15, flat-footed17
BAB/ Grapple: +8/+7
Attack: claw +12 + poison melee (1d3 + 3 + poison), or bite +7 + poison melee (1d3 + 1 + poison)
Full attack: 2 claws +12 + poison melee (1d3 + 3 + poison), and 1 bite +7 + poison melee (1d3 + 1 + poison)
Space/reach: 5ft./5ft.
Special attacks: Spiderwalk, Spinning Claw , Venom
Special qualities: Darkvision 60ft., immune to poison
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 4, Cha 5
Skills: Balance +12, Climb +12, Hide +19, Jump +14, Tumble +8
Feats: Lightning Reflexes, Improved Initiative, Dodge
Environment: Hell
Organization: Group (15-20 Gbusmsira) or (15 Gbusmsira & 15 other “Msira”)
CR: 6
Treasure: Nothing
Alignment: Chaotic Evil
Advancement: 9-16HD(small)
Level adjustment: –

A demonic monkey-like creature, with dark-blue skin, stands before you. It glares at you with its saucer-like white eyes..

The “Msira” of Venom. Gbusmsira look similar to Msira, except they aren’t covered in flames, and have white eyes. These “Msira” spit a potent venom and their claws are poisonous. They are the personification of poison.

They stand 3 ½ ft. tall and weigh 35 pounds.

Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close.

Spiderwalk(Ex): The Homromsira can climb walls as the Spider Climb spell cast by a 8th level caster.

Spinning Claw(Ex): The Gbusmsira can launch itself at its foe, as a standard action, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(18) no damage. This ability is Dex based.

Venom(Ex): Gbusmsira can spit purple acid at their foes, as a standard action. This acid is more potent than a Msira’s.This ability has a range of 10ft. It deals 4d8 points of acid damage. Reflex save DC(16) half damage. If hit, the target must then make a Fortitude save DC(16) or be poisoned for 1 round. The initial damage is 1d4 Con damage, while the secondary damage is 1d4 Con damage. This ability is Con based.

Jomothumsira (small outsider, chaotic, evil, extraplanar)
HD:10d8 + 30 (75hp)
Initiative: +10
Speed: 30ft.
AC: 22( +6 Dex, + 5 natural, + 1 size) touch 17, flat-footed 16
BAB/ Grapple: +10/+10
Attack: claw +15 + 2d6 unholy damage melee (1d3 + 4 + 2d6 unholy damage), or bite +10 + 2d6 unholy damage melee (1d3 + 2 + 2d6 unholy damage)
Full attack: 2 claws +15 + 2d6 unholy damage melee (1d3 + 4 + 2d6 unholy damage), or 1 bite +10 + 2d6 unholy damage melee (1d3 + 2 + 2d6 unholy damage)
Space/reach: 5ft./5ft.
Special attacks: Dark Acid, Spiderwalk, Spinning Claw
Special qualities: Darkvision 60ft.
Saves: Fort +9, Ref +14, Will +3
Abilities: Str 18, Dex 22, Con 16, Int 4, Wis 5, Cha 5,
Skills: Balance +18, Climb +16, Hide +22, Jump +16, Tumble +18
Feats: Lightning Reflexes, Improved Initiative, Dodge, Mobility
Environment: Hell
Organization: Group(5-15 Jomothumsira) or (10 Jomothumsira & 20 other “Msira”)
CR: 8
Treasure: Nothing
Alignment: Chaotic Evil
Advancement: 10-18HD(small)
Level adjustment: -

A demonic monkey-like creature, with black skin, stands before you. Harmless black and blue flames cover its body.

Jomothusmsira are the strongest of the “Msira”. They are also the most evil. Its claws and teeth exude dark energy. They are the personification of darkness and evil.

They stand 4ft. tall and weigh 40 pounds.

Combat: Like all “Msira”, these swarm their foes, in great numbers, biting and clawing away at their victim until there’s nothing left. They sometimes, not often, spit acid. They also love use their Spiderwalk ability to hide from their victims and then lash out with a Spinning Claw, as their victim gets close.

Dark Acid(Ex): Jomothumsira can spit black acid at their foes, as a standard action. This ability has a range of 10ft. It deals 4d4 points of acid damage + 2d6 unholy damage. Reflex save DC( 18 ) half damage. If hit, the target must then make a Fortitude save DC( 18 ) or be poisoned for 1 round. The initial damage is 1d4 Con damage, while the secondary damage is 1d4 Con damage. This ability is Con based.

Spiderwalk(Ex): The Jomothumsira can climb walls as the Spider Climb spell cast by a 10th level caster.

Spinning Claw(Ex): The Jomothusmsira can launch itself at its foe, as a standard action, in the form of a ball. This ability has a range of 30ft. and deals normal damage. Reflex save DC(21) no damage. This ability is Dex based.

fafnir300
2007-12-21, 03:47 PM
Demon Puppets


Marionette (Medium outsider, chaotic, evil, extraplanar)
HD:5d8 + 10 (32hp)
Initiative:+5
Speed: 15ft.(can’t run)
AC: 19(+ 1 Dex, + 8 natural, +0 size) touch 11, flat-footed 18
BAB/ Grapple: +5/+9
Attack: Pendulum blade +11 melee (1d4 + 6/x3), or Throwing Daggers + 6 ranged (1d3 + 1), or Handgun +6 ranged (1d8 + 1)
Full attack: Pendulum blade +11/+6/+1 melee (1d4 + 6/x3), or Throwing Daggers + 6/+1 ranged (1d3 + 1), or Handgun +6/+1 ranged (1d8 + 1)
Space/reach: 5ft./5ft.
Special attacks: Death Spin, Mounted Stabbing, Puppets Shout
Special qualities:Arsenal, Darkvision 60ft.
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 18, Dex 13, Con 14, Int 4, Wis 4, Cha 3,
Skills: Balance +6, Disguise +4, Hide +9, Jump +15, Listen +2, Search +3
Feats: Improved Initiative, Point Blank Shot, Power Attack
Environment: Hell
Organization: Group(10-20 Marionettes)
CR:5
Treasure: nothing
Alignment: Chaotic Evil
Advancement: 6-10HD (medium)
Level adjustment: –

Laying on the ground motionless, you see a fiendish-looking puppet, the size of a human. Its colors on its clothes are mismatched. You ignore it and walk past it. Just then, you hear a wooden clattering on the floor. You turn around and see that not only is it alive but, it has massive pendulum-shaped blades on its hands.

The Marionettes are lesser demons that borrow the bodies of puppets in order to exist in the Mortal Coil. Nearly invisible strings, allow them to move. They use pendulum-shaped blades to dispatch their foes.

They stand 6ft. tall and weigh 40 pounds.

Combat:The Marionette waits for their victim to past them before they make a move. Once their victims walk past them, the Marionette springs to life hoping to catch their target flat-footed. Once their target is aware of them, they’ll use their blades to attack them in melee combat. If its target is too far away from them, they’ll use their guns.

Arsenal:Aside from the handgun, a Marionette can have a shot gun or handgun
Shotgun- cost:10gp, Dmg(M):3d8, critical x3, range: 50ft., weight:5lbs., type: piercing

Death Spin (Ex): The Marionette spins towards its foe with its blades, ready to slice them up. The Marionette can make a full attack against 1 target within 15ft. of them while using this ability. This does not count as towards a move action.

Mounted Stabbing (Ex): The Marionette latches on to its prey and stabs the repeatedly in the neck. If the Marionette makes a successful grapple check, they latch on to their foes and make a full attack. The target must make an Escape Artist check DC (16) to break free. This ability is Str based.

Puppets Shout (Su): The Marionette lets out an eerie scream that traps its target. This scream has a range of a 30ft. radius. Reflex save DC (13) negates effect. If target is unsuccessful, they are held in place by strings. They can’t do anything but make an Escape Artist check DC (13) to break free. While trapped, the target is open to attacks of opportunity. This effect lasts 1 round.

Bloody Mari (Medium outsider, chaotic, evil, extraplanar)
HD: 10d8 + 30 (75hp)
Initiative: +6
Speed: 15ft. (can’t run)
AC: 22 (+2 Dex, + 10 natural, + 0 size) touch 12 , flat-footed 20
BAB/ Grapple: +10/+15
Attack: Pendulum blade +17 melee (1d4 + 7/x3), or Throwing Daggers + 12 ranged (1d3 + 2), or Handgun +12 ranged (1d8 + 2)
Full attack: Pendulum blade +17/+12/+7/+2 melee (1d4 + 7/x3), or Throwing Daggers + 12/+7/+2 ranged (1d3 + 2), or Handgun +12/+7/+2 ranged (1d8 + 2)
Space/reach: 5ft./5ft.
Special attacks: Death Spin, Mounted Stabbing, Puppets Shout
Special qualities: Arsenal, Darkvision 60ft
Saves: Fort +10, Ref +9, Will +4
Abilities: Str 21, Dex 15, Con 16, Int 4, Wis 4, Cha 3
Skills: Balance +15, Disguise +9, Hide +15, Jump +18, Listen +10, Search +10
Feats: Improved Initiative, Point Blank Shot, Power Attack, Two - Weapon Fighting
Environment:Hell
Organization: Group(10-20 Bloody Maries)
CR:8
Treasure:Nothing
Alignment:Chaotic Evil
Advancement:11-20HD (medium)
Level adjustment: -

Laying on the ground motionless, you see a fiendish-looking puppet, the size of a human. Its clothes are bloody red, hence the name. From your previous encounter with the Marionette, you realize this creature is really alive. But still it doesn’t make a move.

Bloody Maries are the result of a Marionette who has slain many innocent victims. The clothes are red with the blood of their victims. These puppets are stronger than their lesser kin.

They stand 6ft. tall and weigh 60 pounds.

Combat:Just like the Marionettes, these wait for their victims to pass and try to catch them flat-footed. Then they engage in melee combat, while using their guns to take out targets too far away from them to reach.

Arsenal:Aside from the handgun, a Bloody Mari can have a shot gun.
Shotgun- cost:10gp, Dmg(M):3d8, critical x3, range: 50ft., weight:5lbs., type: piercing

Death Spin (Ex): The Bloody Mari spins towards its foe with its blades, ready to slice them up. Bloody Mari can make a full attack against anything within 20ft. of them while using this ability.

Mounted Stabbing (Ex): The Bloody Mari latches on to its prey and stabs the repeatedly in the neck. If the Bloody Mari makes a successful grapple check, they latch on to their foes and make a full attack. The target must make an Escape Artist check DC (20) to break free. This ability is Str based.

Puppets Shout (Su): The Bloody Mari lets out an eerie scream that traps its target. This scream has a range of a 30ft. radius. Reflex save DC (17) negates effect. If target is unsuccessful, they are held in place by strings. They can’t do anything but make an Escape Artist check DC (17) to break free. While trapped, the target is open to attacks of opportunity. This effect lasts 1 round. This ability is Dex based.

Fetish (Medium outsider, chaotic, evil, extraplanar)
HD: 15d8 + 75 (142hp)
Initiative: +8
Speed: 15ft. (can’t run)
AC: 27(+ 4 Dex, + 13 natural, + 0 size) touch 14, flat-footed 23
BAB/ Grapple: +15/+22
Attack: *Returning Wheel +25 melee (1d4 + 10/x3), or beak (bite) +22 (2d8 + 7)
Full attack: *Returning Wheel +25/+20/+15/+10 melee (1d4 + 10/x3), and beak (bite) +22 (2d8 + 7)
Space/reach: 5ft./5ft.
Special attacks: Fiery Death Spin, Flamethrower, Flaming Discs, Mounted Head-butt, Puppets Shout
Special qualities: Darkvision 60ft
Saves: Fort +14, Ref +13, Will +6
Abilities: Str 25, Dex 18, Con 20, Int 5, Wis 5, Cha 4
Skills: Balance +22, Disguise +15, Hide +22, Jump +25, Listen +15, Search +15
Feats: Cleave, Great Cleave, Improved Initiative, Point Blank Shot, Power Attack, Two-Weapon Fighting, Two-Weapon Defense
Environment: Hell
Organization: Group (2-5 Fetish)
CR:13
Treasure: Nothing
Alignment: Chaotic Evil
Advancement: 16-30HD (medium)
Level adjustment: –

You see yet another demonic puppet. Yet, this one seems different, very different. This puppet has an even more gruesome look than the Marionettes and Bloody Maries. Its body is covered in what appears like mud and feathers. Their head is that of a giant bird. And instead of blades, they carry massive wheels.

The Fetishes are the leaders of all Marionettes and Bloody Mari. They are masters of fire, and often use it to destroy their foes.

They stand 7ft. tall and weigh 80 pounds.

Combat:Fetishes don’t wait, like the other puppets. Instead they go after their foes. They use wheels to fight. Against tougher foes, the Fetish will set these wheels on fire to deal extra damage. Aside from the wheels, the Fetish can also spit flames at its targets.

Fiery Death Spin (Ex): The Fetish spins towards its foe, with its wheels ablaze, ready to slice them up. The Fetish can make a full attack against anything within 20ft. of them while using this ability. On top of that they deal an extra 3d6 points of fire damage.

Flamethrower (Su): The Fetish can spit a line of flames up to 10ft., dealing 10d6 points of fire damage. Reflex save DC (21) half damage. This ability is Dex based.

Flaming Discs (Su):The Fetish can set its wheels on fire. Once it uses this ability its attacks deal an extra 2d6 points of fire damage. It can chose whether to extinguish these flames or not.

Mounted Head-butt (Ex): The Fetish latches on to its prey and stabs the repeatedly in the neck with its massive beak. If the Fetish makes a successful grapple check, they latch on to their foes and make a full attack with their beaks with a –5 penalty on each attack. The target must make an Escape Artist check DC (24) to break free. This ability is Str based.

Puppets Shout (Su): The Fetish lets out an eerie scream that traps its target. This scream has a range of a 30ft. radius. Reflex save DC (21) negates effect. If target is unsuccessful, they are held in place by strings. They can’t do anything but make an Escape Artist check DC (21) to break free. While trapped, the target is open to attacks of opportunity. This effect lasts 2 rounds. This ability is Dex based.

*Returning Wheel:15gp, Dmg(M):1d4, critical x2, range: 10ft., weight:5lbs., type: slashing

fafnir300
2007-12-21, 03:51 PM
Here's my edited Dante, which is way better than the last Dante I posted. It may still have a few mistakes, but not like the one before.

Dante
Medium Outsider (good, native)
(Rebellion / Swordmaster)
HD: 36d8 + 360 + 72 (634 hp)
Initiative: +19 (+11 Dex, +8 superior initiative)
Speed: 120ft. (24 squares)
AC: 52 (+11 Dex, +2 insight, +29 natural, +0 size) touch 23, flat-footed 45
BAB/Grapple: +36/+49
Attack: +7 keen, speed, mighty cleaving, large greatsword, Rebellion +61 melee (3d6 + 34/17-20/x2), or +3 speed, handgun*, Ebony +51 ranged (1d8+14/x2), or +3 speed, handgun*, Ivory +51 ranged (1d8+14/x2), or unarmed +50 melee (1d8 + 13)
Full attack: +7 keen, speed, mighty cleaving, large greatsword, Rebellion +61/+61/+56/+51/+46 melee (3d6 + 34/17-20/x2), or +3 speed, handgun*, Ebony +51/+51/+46/+41/+36 ranged (1d8+14/x2), or +3 speed, handgun*, Ivory +51/+51/+46/+41/+36 ranged (1d8+14/x2), or unarmed +50/+45/+40/+35 melee (1d8 + 13)
Space/reach: 5 ft./5 ft. (10 ft. with Rebellion)
Special attacks: Devil Trigger Flux, Drive, Helm Breaker, High Time, Million Strike, Stinger
Special qualities: Air Hike, Darkvision 60ft., Devil Trigger, DR 20/ epic & evil, Energy resistance acid 15, cold 15, electricity 15, and fire 15, Fast Healing 15, Low-light vision, Regeneration 15, Roll, Swordmaster
Saves: Fort +36, Ref +37, Will +23
Abilities: Str 36, Dex 33, Con 30, Int 15, Wis 16, Cha 18,
Skills: Balance +41, Bluff +34, Concentration +50, Escape Artist +41, Heal +33, Intimidate +34, Jump +70, Listen +33, Search +32, Sense Motive +33, Spot +33, Swim +43, Tumble +51
Feats: Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Greater Two-Weapon Fighting (b), Greater Weapon Focus (Greatsword) (b), Greater Weapon Specialization (Greatsword) (b), Improved Feint, Improved Initiative, Improved Two-Weapon Fighting (b), Lightning Reflexes, Mobility, Point Blank Shot, Power Attack, Rapid Shot, Spring Attack, Two-Weapon Fighting (b), Weapon Focus (Greatsword) (b), Weapon Specialization (Greatsword) (b), Whirlwind Attack
Epic Feats: Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Skill Focus (Concentration), Epic Skill Focus (Tumble), Epic Toughness, Epic Weapon Focus (Greatsword) (b), Epic Weapon Specialization (Greatsword) (b), Improved Whirlwind Attack, Infinite Deflection (b), Legendary Leaper, Perfect Two-Weapon Fighting (b), Superior Initiative
Environment: Mortal Coil
Organization: Solitary (unique)
CR: 31
Treasure: Triple Standard, Rebellion, Ebony & Ivory
Alignment: Neutral Good

*Handgun- cost:150 gp, Dmg(M):1d8, critical: x2, range: 300ft., weight: 3 lbs., type: piercing

You see a man with white hair and blue eyes. He wears a red trench coat over a red vest, with a tight black undershirt. His trench coat sleeves are rolled up. He also wears tight red leather pants. In his gun holsters you see a black and a white handgun. On his back is a demonic-looking sword, which is mysteriously set in place as if it were in an invisible sheath.

Dante is the half-devil son of the Legendary Dark Knight Sparda. Dante works as a mercenary, exterminating demons for little or no money. He is a master of weapons, able to master any weapon as soon as he gets a hold of it. He uses Devil Arms to slay demons. Often Devil Triggering to speed things up.

Combat: Dante fights with speed, grace, and power. He usually enters melee combat with all his enemies, using his massive greatsword, Rebellion. For those out of reach, he uses Ebony & Ivory, his two handguns. If things get tough, Dante will rely on his Devil Trigger.

Devil Trigger (Su): Dante can unleash his inner devilish heritage to increase his abilities. He changes appearance, depending on the Devil Arm he is wielding, and gains the following bonuses: +6 to Strength, +4 Dexterity, +4 to Constitution, and fast healing 20.
This form lasts for 3 rounds + 1 round for every Purple Orb Dante has consumed. These “rounds” actually represent Devil Trigger Runes. In order to fill a rune(s), Dante must either make a full attack, get damaged, or consume a Devil Star. It takes 30 points for a rune to be filled. Thus, however many points of damage inflicted on Dante are also converted to rune points. Example: If a creature deals 20 points of damage to Dante, then the rune will need 10 more points before it is full. Dante can turn the devil trigger on and off as a free action.
Note: Dante can use this ability only when he has 3 or more full runes.

Devil Trigger Flux (Su): Dante can charge his runes and unleash demonic energy on his foes. While charging, Dante can act normally. However, he must succeed a Concentration check DC 35 for each action he takes. If attacked, he must succeed a Concentration check DC (10 + damage recieved + attacker’s Str bonus). If he fails, he looses any charged runes. Example: If Dante charges for 2 rounds, he has charged 6 full runes. If, on the 3rd round, he fails his Concentration check on any circumstances (due to taking different actions or being attacked) he looses all charged runes. Dante can charge up to 3 runes each round. In order to charge a rune, he must already have a full rune. Example: If he has 4 full runes, then he can charge up to 4 runes, no more. Also, Dante can only charge his runes if he has at least 3 full runes. Each charged rune deals 1d8 points of damage, which is not subject to resistances and immunities. For each extra rune he charges, he deals an extra 1d8 points of damage. After Dante has charged at least 3 runes, he can let go of his charge, as a free action, dealing damage to all within 15 ft. of him. When Dante successfully performs a Devil Trigger Flux, he also turns into his devil mode. Once the charge is released, he looses however many were charged upon transformation. He can choose as however many runes he wants to charge. (The total amount of runes charged is equal to 3 + plus his choice of charged runes).

Regeneration (Ex): Dante takes normal damage from epic and evil weapons.

Possessions:
Ebony & Ivory: Dante himself crafted These twin pistols. They were made of spirits. Therefore, they never need reloading. They both function as +3 speed handguns.

Rebellion: This is a +7 keen, mighty cleaving, speed, large greatsword, given to Dante, by Sparda, as a memento. It grants Dante various abilities.

Devil Trigger (Rebellion)(Su): Aside from the bonuses of Dante’s Devil Trigger, Rebellion provides an extra bonus. While in Devil Trigger mode, Dante deals damage as if Rebellion had an extra +5 enhancement bonus. He looses this bonus once the devil trigger is over.

Rebellion abilities (Ex): While wielding Rebellion, Dante gains special abilities.

Air Hike (Ex): Dante jumps into the air and a glowing platform forms beneath him, allowing him to jump twice. Dante can make an extra jump check while in midair after jumping.

Drive (Ex): Dante charges up the Rebellion with his energy and unleashes a wave of energy that travels in a straight line towards his target. This ability deals damage as if he scored an automatic critical hit. Reflex save DC 39 halves (Dex-based). Large or smaller creatures are knocked down for 1 round if they fail their Reflex save. This ability takes 1 round to charge and provokes an Attack of Opportunity. If hit, Dante must make a Fortitude save DC (10 + damage received + monster’s Str modifier) to maintain this charge. If successful, Dante unleashes the attack at the end of his round. He can however, hold his charge for as long as he likes. Also while charging, Dante cannot attack but he can move.

Helm Breaker (Ex): Dante jumps into the air and comes crashing down, with the Rebellion, upon his target’s head. This ability is a standard action and deals damage equal to damage from the rebellion + 1/2 jump distance. Creatures must make a Fortitude save DC 41 or be stunned for 1 round. DC is Str-based.

High Time (Ex): Dante swings the Rebellion in an upward motion launching his target into the air, as a standard action. When Dante makes a single successful attack with his Rebellion, he can choose to perform the High Time. This ability deals damage equal to damage from rebellion plus 3d8 points of damage. Dante can launch foes of Large or smaller size, up to 1/3 of his jumping distance into the air. He can also choose whether to let them fall to the ground, or he could jump into the air alongside them to perform certain attacks. Doing the latter, Dante can perform one of the following: Air Hike, Helm Breaker, or an Aerial Rave. This changes this ability from a standard action to a full-round action. After successfully performing this ability, creatures must make a Fortitude save DC 41 (Str-based) or fall prone to the floor for 1 round.

Creatures of Huge or greater size must make a Fortitude save DC 41 or be stunned for 1 round. While doing this ability, Dante can perform one of the following: Air Hike or Helm Breaker. (Dante cannot perform an Aerial Rave since the target is not in the air). This also changes this ability from a standard action to a full-round action The DC is Str based.

Million Strike (Ex): Dante jabs with his sword so many times that if gives off the illusion of a million strikes. Dante attacks 15 times, as a full-round action, starting at his highest attack bonus (+61). He receives a –2 penalty to attack rolls after the first hit, instead of the regular –5 penalty. The target must make a Fortitude save DC 41 or be stunned for 1 round. Large or smaller creatures must succeed an extra Fortitude save DC 41 or be knocked back and down 15 ft. away. The DC is Dex based.

Stinger (Ex): Dante dashes forward, in a straight 15 ft. long line, with his sword, and “stings” his foe, dealing full damage (52 points). This ability automatically knocks a target back and down 15 ft. away, if it is of Large size or smaller. For targets of Huge or greater size, they must make a Fortitude save DC 41 or be stunned for 1 round. Even though Dante dashes forward 15 ft., this ability does not count towards his move action. This ability is a standard action. DC is Str based.


Swordmaster (Rebellion)(Ex): While using this style, Dante shows his true skill with the Rebellion, thus developing new abilities.

Aerial Rave (Ex): Dante jumps into the air, near his air-borne target, slashing wildly with his sword. Dante may jump up to air-borne creatures and make a full attack as a full-round action.

Crazy Dance (Ex): Following the Dance Macabre, Dante spins around his sword, as if it were a pole, kicking his foes, then ending with a devastating slash saying, “ Down and Out!” Dante can make a Concentration check DC 60 to focus himself and attack immediately after using his Dance Macabre ability. If successful, he attacks an extra 4 times. The first 3 attacks deal unarmed damage (1d8 + 13 at a +50 attack bonus) and hits all foes that are in the squares he threatens, around Dante. The last attack deals damage as if it were an automatic critical from the Rebellion, only this time it deals full damage. Also, the last hit deals damage to all creatures who are to the left of, front of, and the right of Dante. The targets must all make a Fortitude save DC 41 or be stunned for 1d4 rounds. Large or smaller creatures must succeed another Fortitude save DC 41 or be knocked down and back 20 ft. away for 1d4 rounds. DC’s are Str-based.

Dance Macabre (Ex): Dante slashes his foe numerous times, in a stylish combo. Dante attacks 10 times with a -2 penalty to attack rolls. This is a full-round action.

Prop Shredder (Ex):Dante spins his sword and makes a full attack using 2 times his Dex bonus, instead of his Str bonus for attack rolls. Large or smaller creatures must succeed another Fortitude save DC 41 or be knocked down for 1 round. DC is Str-based.

Sword Pierce (Ex): Dante throws his sword at his foe, impaling them with it, as a free action. Dante throw his sword, with a 30 ft. range increment, at one chosen target. The target takes damage as if Dante made a successful attack with the Rebellion and is impaled. The sword is impaled in the target for 5 rounds, dealing 5d6 points of damage per round. During this time, before the impaled creature can perform an action, it must first succeed a Fortitude save DC 41 (Str-based). If it fails its save, its action is wasted. Dante can call the sword back at anytime, as a free action. During the time Dante is without his sword, he can make unarmed attacks, which are considered lethal.

Roll (Ex): This ability is identical to the Improved Evasion ability. If Dante makes a successful Reflex save against a foe’s attacks, he not only takes no damage and can roll 10ft. in any one direction. He also gains a +6 bonus on any Reflex saves when using the Roll ability. This ability does not count toward his move action.

Swordmaster Style (Ex): Dante further expands on his weapons’ abilities by creating some of his own. This style has 3 levels.

Level 1 is reached during (1-10HD) and Dante gains the following bonuses:
He gains Weapon Focus and Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Improved Two-Weapon Fighting feat as a bonus feat.

Level 2 is reached during (11-20HD) and Dante gains the following bonuses:
He gains Greater Weapon Focus and Greater Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Greater Two-Weapon Fighting feat as a bonus feat.

Level 3 is reached during (21-30HD) and Dante gains the following bonuses:
He gains Epic Weapon Focus and Epic Weapon Specialization, with any melee weapon he is wielding, as bonus feats. He also gains the Perfect Two-Weapon Fighting feat as a bonus feat.

Weapon Expert (Ex): Dante is proficient with exotic, martial, and simple weapons. He also gains the Two-Weapon Fighting feat as a bonus feat.

fafnir300
2007-12-21, 03:52 PM
Fire Arms

Artemis – Made in the demon world, this gun has a unique shape in that it looks like a massive gauntlet. It shoots beams of demonic energy, which ignore armor.
Cost: 400 gp; damage: 2d10; range: 90 ft range increment; critical x2, weight: 10 lbs.; type: unknown

Bowgun – This ancient weapon appears to be a bowgun made by an ancient race for underwater hunting. It’s dark green and does not receive any penalties when used underwater.

Cost: 100 gp; damage: 1d6; range: 40 ft range increment; critical x2, weight: 5 lbs.; type: ballistics

Cranky Bomb – These hand-sized bombs are black with little red lines around it. When throw, they explode in a 15 ft radius of the spot it was thrown in, dealing 40 points of damage to all within range. Reflex save DC (10 + ½ thrower’s level + Dex bonus) halves.

Cost: 200 gp; damage: 3d10; range: no range increment; critical x3, weight: 1 lb.; type: ballistics

Darts – These simple weapons appear as thick needles, which can be thrown.

Cost: 30 gp; damage: 1d4; range: 40 ft range increment; critical x2, weight: ½ lb.; type: piercing

Handgun – Simple handguns which can shoot bullets and stun foes for 1 round. Fort save DC (10 + damage dealt + Dex bonus) negates.

Cost: 250 gp; damage: 1d8; range: 50 ft range increment; critical x2, weight: 3 lbs.; type: ballistics

Kalina Ann – An expertly made rocket launcher, which can knock foes prone for 1 round. Fort save DC (10 + damage dealt + Dex bonus) negates. Large or bigger creatures are instead stunned the for 1 round if they fail their saves The rockets explode in a 15 ft radius of the spot it was shot in, dealing 50 points of damage. Reflex save DC (10 + ½ thrower’s level + Dex bonus) halves damage taken by creatures in range of the explosion. Connected to it, is a bayonet. By pressing a special button, the bayonet shoots out up to 15 ft. and grapples its target.

Cost: 850 gp; damage: 4d10; range: no range increment; critical x3, weight: 45 lbs.; type: ballistics; Bayonet - cost: 30 gp; damage: 1d8; range: 15 ft. line; critical x2, weight: 3 lbs.; type: slashing or piercing

Nightmare – Yet another demon gun made in the demon world. This gun is far larger and deadlier than the Artemis. It also shoots demonic energy, which ignores armor.

Cost: 500 gp; damage: 3d10; range: 90 ft range increment; critical x2, weight: 20 lbs.; type: unknown

Rocket Launcher – A simple rocket launcher, which can shoot rockets, dealing massive damage and knocking down anyone within range. The rockets explode in a 15 ft radius of the spot it was shot in dealing 50 points of damage and knocking foes to the ground. Fort save DC (10 + damage dealt + Dex bonus) negates being knocked down for 1 round. Large or bigger creatures are instead stunned for 1 round if they fail their saves. Reflex save DC (10 + ½ thrower’s level + Dex bonus) halves damage taken by creatures in range of the explosion.

Cost: 800 gp; damage: 4d10; range: no range increment; critical x2, weight: 3 lbs.; type: ballistics

Sawed-off Shotgun – This sawed-off weapon has devastating power. Those hit by it must succeed a Fort save DC (10 + damage dealt + Dex bonus) or be stunned for 1 round. Large or smaller creatures are instead knocked to the ground for 1 round if they fail their saves.

Cost: 300 gp; damage: 3d8; range: 60 ft. cone; 10 ft range increment; critical x3, weight: 8 lbs.; type: ballistics

Spiral – This high-powered rifle has devastating power. Those hit by it must succeed a Fort save DC (10 + damage dealt + Dex bonus) or be stunned for 1 round.

Cost: 500 gp; damage: 4d8; range: 90 ft range increment; critical x2, weight: 35 lbs.; type: ballistics

Sub Machine Guns – These guns fire many shots in no time. They only receive a –2 penalty to attack rolls and can be fired, as a full-round action, 20 times.

Cost: 320 gp; damage: 1d8; range: 50 ft range increment; critical x2, weight: 5 lbs.; type: ballistics

Throwing Daggers – Daggers made for throwing.

Cost: 30 gp; damage: 1d3; range: 30 ft range increment; critical x2, weight: ½ lb.; type: piercing

fafnir300
2007-12-21, 04:46 PM
Devil Hearts: Powerful crystals which contain various powers. Devil Hearts are a great addition to any Devil Hunter’s arsenal. However, only one can be equipped from each category and can only be activated during Devil Trigger.

Support
Aerial: This crystal contains the power of flight. It grants its user, while in DT mode, the ability to fly. They gain a fly speed equal to their land speed. If the user’s DT mode already grants them a fly speed, such as Alastor, they gain a +10 bonus to fly speed. This bonus stops after DT is over.

Quick: This crystal contains the power of speed. While in DT mode, the user moves at two times its speed. This bonus applies only to land-based speed, not flying.

Aqua: This crystal grants the user great swimming abilities. While in DT mode, the user gains a swim speed equal to ½ their land speed. If user already has a swim speed, they get a + 10 bonus to their swim speeds.

Energy
Electric: While attacking in DT mode, the user deals an extra 3d6 points of electric damage. This damage stacks with similar bonuses, such as a shock weapon.

Fire: While attacking in DT mode, the user deals an extra 3d6 points of fire damage. This damage stacks with similar bonuses, such as a flaming weapon.

Frost: While attacking in DT mode, the user deals an extra 3d6 points of cold damage. This damage stacks with similar bonuses, such as a frost weapon.

Combat
Chrono: While in DT mode, the user is hasted as the spell.

Heal: While in DT mode, the Devil Hunter is filled with vitality. They gain fast healing 30, which overlaps with their existing fast healing.

Offense: While in DT mode, the Devil Hunter is filled with great strength. They gain a +10 bonus to Str.

fafnir300
2007-12-21, 04:50 PM
Any suggestions? Any helpers?

Keris
2007-12-21, 05:08 PM
That... looks pretty darn amazing. Help with what exactly? It looks to me like you've got everything worked out.

fafnir300
2007-12-21, 05:18 PM
That... looks pretty darn amazing. Help with what exactly? It looks to me like you've got everything worked out.

Yea, but I like to hear other's opinions.

Deathslayer7
2007-12-21, 05:53 PM
This really isnt a d20 version yet. You only have characters made up, and characters i might say that own but are not playable.

Ioth
2007-12-22, 08:40 AM
This really isnt a d20 version yet. You only have characters made up, and characters i might say that own but are not playable.

I really must agree with Death slayer, The only thing I think is really usable here is the guns and maybe the monsters, No one will ever have any need to use Dante unless they have no life, or start at level 20.

Personally I was hoping for you to put in something like a class, or a usable race, this is only good for the DM.

You might want to include something that wont require level 6 at the least to use if you want it to be a campaign setting due to the fact that most people if they use a campaign setting they start in it and when they start they try to start off level 1 and its neigh impossible to reach level 30 before loseing intrest.

a suggestion for the classes is to use Trickster, Swordsmaster, Gunslinger, or Royal guard from the DMC3 game.

personally its gonna take alot of work to make a Dungeons and dragons style Devil may cry mostly because Devil may cry was ment for one player and the purpose of the dungeons and dragons is to interact with other players and hang out with friends.

But I like how to get straight to the point and make statistics and dont bother to explain the whole Devil may cry storyline on every little thing.

fafnir300
2007-12-22, 03:03 PM
The classes of DMC will be as follows:
Trickster
Swordsmaster
Gunslinger
Royal guard

The templates of DMC will be as follows:
Half-Fiend


Can anyone think of any thing else? Oh, and thank you guys above me for these suggestions.

Deathslayer7
2007-12-22, 04:24 PM
I would use human templates not half-fiend, because there is that woman in DMC (can't remember her name for the life of me) who has some good skills also, but nowhere near dantes. You could use a half-fiend template, but i dont know if the bonuses are going to be too much or too little or what.

You'll have to kind of stray away from standard dnd rules if you do go with the half-fiend template.

With the human, you can always give them like a 40 point buy or higher to use as stats, give extra feats for the four classes:Trickster, Swordsmaster, Gunslinger, or Royal guard.

If you continue on with this, you'll most likely have to add unqiue skills and/or feats that different for each class.

Another thought if you go with the half fiend template. You could make devil trigger flux a PrC or something similar.

Just some ideas.

fafnir300
2008-01-10, 01:20 PM
Devil Hunter

Devil hunters are humans of fiendish heritage who seek to destroy fiends. They utilize the fiendish heritage in many ways, such as unleashing their own devil trigger or the devil trigger of the devil arms they wield. Devil hunters show great skill in combat through the use of styles. There are 4 main styles; Swordmaster, Gunslinger, Trickster and Royal Guard, which can be learned as the devil hunter grows in power. There are 2 secret styles; Quicksilver and Doppelganger, which are gained through special events. Swordmaster devil hunters excel in melee combat. They deal tons of damage with melee weapons and are able to unlock the true powers of their devil arms. Gunslinger devil hunters focus on ranged combat, and are able to not only dish out massive damage from a distance, but to perform insane tricks with firearms. Trickster devil hunters are elusive characters able to perform various dodge move and reach hard to reach places. Royal Guard devil hunters are rare but powerful in their own way. They specialize in absorbing damage and reflecting it upon multiple foes at a time. High level Royal Guard devil hunters are also known for their ability to heal the damage they would have normally taken. Devil hunters usually master all styles by the time they reach level 20, however some have been known to focus on one style, becoming stronger in it as a result. Whatever the case, devil hunters are a force to be reckoned with.

Alignment: any non-evil
Race: Half-fiend
HD: d10

Class Skills
The devil hunter’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Dex), Tumble (dex)

Skill Points at 1st level: (8 + Int bonus) x4
Skill Points at each additional level: 8 + Int bonus

{table=head]Level|Base Attack Bonus|Flurry of Blows|Unarmed Damage|Fort Save|Ref Save|Will Save|Special

1st|
+1|
-1/-1|
1d6|
+2|
+2|
+2|Flurry of Blows, Roll, Style Level, Style Level 1, Unarmed Strike, Uncanny Dodge

2nd|
+2|
0|
1d6|
+3|
+3|
+3|Style Level

3rd|
+3|
+1/+1|
1d6|
+3|
+3|
+3|Devil Hunter Movement, Style Level, Trap Sense

4th|
+4|
+2/+2|
1d8|
+3|
+3|
+3|Style Level, Slow Fall 20 ft.

5th|
+5|
+3/+3|
1d8|
+4|
+4|
+4|Improved Uncanny Dodge

6th|
+6/+1|
+4/+4/+1|
1d8|
+4|
+4|
+4|Style Level, Slow Fall 30 ft.

7th|
+7/+2|
+5/+5/+0|
1d8|
+5|
+5|
+5|

8th|
+8/+3|
+6/+6/+1|
1d10|
+5|
+5|
+5|Style Level, Style Level 2, Slow Fall 40 ft.

9th|
+9/+4|
+7/+7/+2|
1d10|
+6|
+6|
+6|

10th|
+10/+5|
+8/+8/+8/+3|
1d10|
+6|
+6|
+6|Improved Roll, Style Level, Slow Fall 50 ft.

11th|
+11/+6/+1|
+9/+9/+9/+4|
1d10|
+7|
+7|
+7|

12th|
+12/+7/+2|
+10/+10/+10/+5|
2d6|
+7|
+7|
+7|Style Level, Slow Fall 60 ft.

13th|
+13/+8/+3|
+11/+11/+11/+6/+1|
2d6|
+8|
+8|
+8|

14th|
+14/+9/+4|
+12/+12/+12/+7/+2|
2d6|
+8|
+8|
+8|Style Level, Slow Fall 70 ft.

15th|
+15/+10/+5|
+13/+13/+13/+8/+3|
2d6|
+9|
+9|
+9|

16th|
+16/+11/+6/+1|
+14/+14/+14/+9/+4|
2d8|
+9|
+9|
+9|Style Level, Slow Fall 80 ft.

17th|
+17/+12/+7/+2|
+15/+15/+15/+10/+5|
2d8|
+10|
+10|
+10|

18th|
+18/+13/+8/+3|
+16/+16/+16/+11/+6|
2d8|
+10|
+10|
+10|Style Level, Style Level 3, Slow Fall 90 ft.

19th|
+19/+14/+9/+4|
+17/+17/+17/+12/+7|
2d8|
+11|
+11|
+11|

20th|
+20/+15/+10/+5|
+18/+18/+18/+13/+8|
2d10|
+12|
+12|
+12|Secret Style, Style Level, Slow Fall any distance[/table]

Class Features

Weapon and Armor Proficiency:Devil Hunters are proficient, with exotic, martial, and simple weapons. They are proficient in light armor.

Devil Hunter Movement (Ex): At 3rd level, a devil hunter gains a +10 ft speed bonus at level 3, as long as he wears light or no armor. Every 3 levels afterwards (6th, 9th, 12th, 15th, 18th), grants another +10 ft bonus to speed reaching a max of +60 ft bonus to speed at level 18.

Flurry of Blows (Ex): At 1st level, a devil hunter can use flurry of blows as a monk (detailed in class chart above). They can also use flurry of blows with monk weapons.

Roll (Ex): At 1st level, a devil hunter can evade certain attacks by rolling to the side. If a devil hunter succeeds a Reflex save on any attack or spell that allows it, they instead take no damage and can move (roll) into an adjacent square.

Improved Roll (Ex): At 10th level, a devil hunter is more experienced at rolling out the way of danger. If a devil hunter fails a Reflex save on any attack or spell that allows it, they take half damage and can move (roll) into an adjacent square.

Slow Fall (Ex): Starting at 1st level, a devil hunter can slow their fall exactly as a monk does. (See class chart above).

Trap Sense (Ex):At 3rd level, a devil hunter gains the intuitive ability to sense traps. They gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attack made by traps. These bonuses rise by +1 every three devil hunter levels thereafter (6th, 9th, 12th, 15th, and 18th). These bonuses stack with any other bonuses gained from other classes, such as the rogue.

Uncanny Dodge (Ex): At 1st level, a devil hunter gains the ability to react quicker to danger. Thus, he retains his Dex bonus to AC (if any) even if caught flat-footed or attacked by an invisible creature. He still loses his Dex bonus to AC if immobilized.

Improved Uncanny Dodge (Ex): At 5th level, a devil hunter gains the ability to react quicker to danger. He can no longer be flanked, he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue’s sneak attack made against him unless the rogue is 4 levels higher, than the devil hunter.

Unarmed Strike : Aside from killing demons with their devil arms, devil hunters can also kill with their bare hands. At 1st level they gain the Improved Unarmed Strike feat as a bonus feat. They must first put down their weapons in order to fight unarmed. As the devil hunter progresses through the levels, their unarmed attacks grow stronger (as shown in the class chart above).

Style Level : A devil hunter chooses one of the 4 main styles (Swordmaster, Gunslinger, Trickster, or Royal Guard) at level 1 and continues to gain style level as they progress through the class. From 1st to 7th level, a devil hunter gains a total of 4 style levels, however they can’t reach style level 2 with any learned styles until they reach 8th level. At 16th level, the devil hunter can increase any of their previous styles to style level 3, so long as they first have a level 2 style and a style level to spend. While gaining style levels, the devil hunter can choose whether to increase a style they have learned, learn a new style, or sacrifice 1 style level and use it to boost the bonuses gained from a particular style. For example: A 10th level devil has a total number of 6 style levels. With these style levels, the can choose to level up 3 styles to level two, sacrifice 1 style to boost the bonuses from another style they are focusing in, or they can choose one style, such as Swordmaster, and level it up to level 2. At this point, the devil hunter has 4 unused style levels that it can sacrifice to boost the bonuses of the Sword master style, making it stronger. Doing so causes the devil hunter to loose those style levels forever, as they have been sacrificed.

Swordmaster Style: The devil hunter further expands on his Devil Arms’ abilities by creating some of his own. This style has 3 levels. Each level costs 1 style level.

Level 1 The devil hunter gains the following bonuses:
*+1 bonus to attack and damage rolls to any and all melee weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of melee weapons)
*He gains Weapon Focus and Weapon Specialization, with all melee weapons he wields, as bonus feats. He also gains the Two-Weapon Fighting feat as a bonus feat.

Level 2 The devil hunter gains the following bonuses:
*+1 bonus to attack and damage rolls to any and all melee weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of melee weapons)
*He gains Greater Weapon Focus and Greater Weapon Specialization, with all melee weapons he wields, as bonus feats. He also gains the Improved Two-Weapon Fighting feat as a bonus feat.

Level 3 The devil hunter gains the following bonuses:
*+1 bonus to attack and damage rolls to any and all melee weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of melee weapons)
*He gains the Improved Two-Weapon Fighting feat as a bonus feat.

Sacrificing Levels: If a devil hunter chooses to sacrifice a style level to boost the Swordmaster Style, he gains a +1 bonus to attack and damage rolls of any and all melee weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of melee weapons). Sacrificing styles boost only the bonuses, not the style’s level.

Gunslinger Style: The devil hunter further expands on his firearm abilities by creating some of his own. This style has 3 levels. Each level costs 1 style level.

Level 1 The devil hunter gains the following bonuses:
*+1 bonus to attack and damage rolls to any and all ranged weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of ranged weapons)
*He gains Weapon Focus and Weapon Specialization, with all ranged weapons he wields, as bonus feats. He also gains Point Blank Shot feat as a bonus feat.

Level 2 The devil hunter gains the following bonuses:
*+1 bonus to attack and damage rolls to any and all ranged weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of ranged weapons)
*He gains Greater Weapon Focus and Greater Weapon Specialization, with all ranged weapons he wields, as bonus feats. He also gains Far Shot feat as a bonus feat

Level 3 The devil hunter gains the following bonuses:
*+1 bonus to attack and damage rolls to any and all ranged weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of ranged weapons).
He also gains Precise Shot feat as a bonus feat

Sacrificing Levels: If a devil hunter chooses to sacrifice a style level to boost the Gunslinger Style, he gains a *+1 bonus to attack and damage rolls to any and all ranged weapons the devil hunter wields. (stacks with any other bonuses to attack and damage rolls of ranged weapons). Sacrificing styles boost only the bonuses, not the style’s level.

Trickster Style: Trickster devil hunters are elusive characters able to perform various dodge moves and reach hard to reach places.

Level 1 The devil hunter gains the following bonuses:
*He gains a +1 bonus to Balance, Climb, Escape Artist, Jump, and Tumble skills, and a +1 bonus to Reflex saves.

*He also has access to the following abilities:
-Dash (Ex): The devil hunter can make a 5-foot step even if hampered by difficult terrain or darkness.
-Wall Hike (Ex): As a move action, the devil hunter can run on walls at 2 times its land speed. At the end of their hike they can jump (or double jump).

Level 2 The devil hunter gains the following bonuses:
*He gains an additional +1 bonus to Balance, Climb, Escape Artist, Jump, and Tumble skills, and a +1 bonus to Reflex saves.

*He also has access to the following abilities:
-Sky Star (Ex): After jumping (or double jumping), the devil hunter can launch themselves forward 10 more feet in any direction. The devil hunter cannot go upwards with this ability, only forward in any one direction they choose. This all counts as a move action.
-Double Dash (Ex): As a move action, the devil hunter can perform 2 5-foot steps even if hampered by difficult terrain or darkness.

Level 3 The devil hunter gains the following bonuses:
*He gains an additional +1 bonus to Balance, Climb, Escape Artist, Jump, and Tumble skills, and a +1 bonus to Reflex saves.

*He also has access to the following abilities:
-Air Trick (Ex): As a move action, the devil hunter can move so fast, they “blink” out of view, reappearing in the air right above a selected target (or next to an air-borne target). They use 4 times their land speed to determine the distance they can travel when using this ability.
-Triple Dash (Ex): As a move action, the devil hunter can perform 3 5-foot steps even if hampered by difficult terrain or darkness.

Sacrificing Levels: If a devil hunter chooses to sacrifice a style level to boost the Trickster Style, he gains an additional +1 bonus to Balance, Climb, Escape Artist, Jump, and Tumble skills, and a +1 bonus to Reflex saves (stacks with any other bonuses). Sacrificing styles boost only the bonuses, not the style’s level.

Royal Guard Style: Royal Guard devil hunters are rare but powerful in their own way. They specialize in blocking and absorbing damage and reflecting it upon multiple foes at a time.

Level 1 The devil hunter gains the following bonuses:
*He gains a +1 Royal Guard bonus to AC, and a +1 bonus to Fortitude saves and Concentration skill checks.

The devil hunter also gains the following abilities:
-Block & Charge (Ex): The devil hunter, as a full-round action, prepares to defend himself from all incoming attacks. He stands in one place and gains a +4 deflection bonus to AC +1 per Royal Guard Style level afterwards. While blocking, he cannot make any other actions. Attackers who fail to penetrate his AC and deal damage; the damage he would have taken is absorbed by the devil hunter. The devil hunter can absorb a maximum of 30 + devil hunter’s level + devil hunter’s Con bonus before he is forced to Release it. If the attacker manages to damage the blocking devil hunter, he must then succeed a Concentration check DC 10 + damage dealt + attacker’s Str bonus. If the devil hunter successfully saves they can resume blocking, but lose half the damage they have absorbed (if any). If his save is unsuccessful, he loses his guard and all damage he has absorbed.
-Release (Ex): As soon as he absorbs damage, the devil hunter can release it upon their foes. He deals normal damage as if he made a successful attack with his melee weapon (at his highest attack bonus) plus the damage he absorbed, against the next creature to attack him, effectively canceling their attack. After attacking the attacking creature, the devil hunter can immediately attack other creatures as long as they are within 5 ft. of the last creature the devil hunter attacks. Example: There are 3 monsters in front of the devil hunter. He releases on the first creature then immediately attacks the second creature, which is within 5 ft. of the first creature. He cannot attack the third creature because it is 10 ft. away from the second creature, so he stops releasing. For each additional monster the devil hunter releases on, after the first, he takes a –10 penalty to damage.
, but still attacks at his highest attack bonus. This penalty is subtracted from the absorbed damage pool. Once the absorbed damage pool reaches 0, the devil hunter stops releasing.

Level 2 The devil hunter gains the following bonuses:
*He gains an additional +1 Royal Guard bonus to AC, and a +1 bonus to Fortitude saves and Concentration skill checks.

The devil hunter also gains the following abilities:
-Air Block (Ex): Same as Block & Charge, except it can be performed while in the air.
-Air Release (Ex): Same as Release, except it can be performed in the air.

Level 3 The devil hunter gains the following bonuses:
*He gains an additional +1 Royal Guard bonus to AC, and a +1 bonus to Fortitude saves and Concentration skill checks.

The devil hunter also gains the following ability:

Ultimate (Su): As a full-round action, the devil hunter can put up a golden shield of energy. This ability prevents the devil hunter from taking any actions, but he gains a +10 deflection bonus to AC. The devil hunter can maintain the shield for 3 + ½ devil hunter levels rounds. Any attacking creature that fails to penetrate his AC has their damage absorbed into the shield. The absorbed damage is immediately converted into hp, which the devil hunter uses to recover lost hit points. Example: If a creature would have dealt 22 points of damage, the devil hunter instead heals that same amount. If the devil hunter’s hp is full, they cannot benefit from this ability, however the attacking creature’s damage is still nullified. If a creature manages to deal damage, the devil hunter automatically loses the shield.

Sacrificing Levels: If a devil hunter chooses to sacrifice a style level to boost the Royal Guard Style, he gains an additional +1 Royal Guard bonus to AC, and a +1 bonus to Fortitude saves and Concentration skill checks. (stacks with any other bonuses). Sacrificing styles boost only the bonuses, not the style’s level.


Secret Style : Secret Styles are powerful styles which can only be learned after the devil hunter reaches 20th level and after they defeat certain monsters. These styles have only one level and cannot be sacrificed to boost the bonuses of other Styles.

The devil hunter also gains the following ability:
Quicksilver: Allows user to move at high speeds, seemingly making everything else appear to be moving in slow motion.

Time Lag (Su): As a free action, the devil hunter snaps his fingers and activates this ability. While this ability is active, the devil hunter is considered hasted as the spell. However this ability has its setback, as it requires Devil Trigger to activate and use. Before activating this ability, the devil hunter must have at least 1 full Devil Trigger rune. While the ability is active, the devil hunter loses one DT run per round. Once the devil hunter runs out of DT, the ability ceases to function. The devil hunter can activate this ability again, as a free action, as soon as he fills a DT rune.

Doppelganger: The devil hunter splits into exact copies of himself.

After Image (Su): As a free action, the devil hunter splits into 2 exact copies of himself. The copy appears in an adjacent square next to the devil hunter and has the exact same stats as the devil hunter. Thus, if the devil hunter takes damage, so does the copy. If the devil hunter dies, the copy disappears. The devil hunter’s duplicate can either copy the devil hunter’s exact actions or act independently at the command of the devil hunter. This ability has its setback, as it requires Devil Trigger to activate and use. Before activating this ability, the devil hunter must have at least 1 full Devil Trigger rune. While the ability is active, the devil hunter loses one DT run per round. Once the devil hunter runs out of DT, the ability ceases to function and the copy disappears. The devil hunter can activate this ability again, as a free action, as soon as he fills a DT rune.

Equipping Styles: Before the battle starts, the devil hunter must equip a Style that he has learned. He can only equip 1 Style per battle. The devil hunter retains the bonuses gained from all previously learned Styles, but can only use the abilities of his currently equipped Style.

Cieyrin
2008-01-11, 02:25 AM
Just a note from reading through Dante's description (well done, by the way), the Rebellion has the Mighty Cleaving Ability but Dante doesn't have Cleave, making it a useless feature of the weapon. Mighty Cleaving isn't really that great of a weapon special ability, anyways, as by the time you could afford it, anyone who cared would have Great Cleave and not need it, anyways.

fafnir300
2008-01-11, 10:30 AM
Ok, this conversion is obviously too much for me to handle alone, so I need help. Anyone with knowledge of DMC, and how it should be converted please post here. I can't stress it enough on how hard this stuff is to do. I'm not just asking for suggestions, but rather help typing, monsters, balance, feats, and other stuff. Please Help!

Gælen_Durrandl
2008-01-11, 11:53 AM
Ok, this conversion is obviously too much for me to handle alone, so I need help. Anyone with knowledge of DMC, and how it should be converted please post here. I can't stress it enough on how hard this stuff is to do. I'm not just asking for suggestions, but rather help typing, monsters, balance, feats, and other stuff. Please Help!

OK, I'll need to know whether or not you mean this to be a separate campaign setting, or if you intend for these things to interact with members of the D&D system as a whole because that matters for the purpose of balance.

After that, I'll be able to help in some way.

fafnir300
2008-01-11, 01:49 PM
OK, I'll need to know whether or not you mean this to be a separate campaign setting, or if you intend for these things to interact with members of the D&D system as a whole because that matters for the purpose of balance.

After that, I'll be able to help in some way.

Seperate Campaign setting.

Xander501
2011-03-08, 04:50 AM
I might use some off this stuff in an epic level campaign I'm running I'll try to give you play-test feed back.

really nice work though

Fighting Fefnir
2011-04-12, 07:24 PM
As part of Xander501's epic campaign, please reconsider the characters presented for their viability, or at least bring Dante down to a CR of 25 or so. Our four person party only equates to roughly a 25 together, and he can kill any, or even all of us, nearly at once. Dante could walk up to any god of his choosing and slay it outright at this point.

I might be missing something here, but why does Dante have so many feats, even at level 36? And where does he carry all these weapons? How much weight can he hold? Are you basing some of his stats off the Devil Hunter class listed here, or are the stats for him just what seems to fit the character? If from the class, why is his AC so high with no listed armor, assuming he has a 30 point bonus from armor which likely makes it more than light, which would hamper his movement speed of 120 ft.

We need some way to scale this guy (and the monsters, which Xander has nerfed on the fly) to weaker groups. If 4 epic level characters can't even put a dent in him, there's no way he'll be usable in regular games.

Debihuman
2011-04-12, 10:40 PM
All of your attack lines are wrong. BAB dictates how many attacks manufactured weapons have. You need a BAB of 6 to gain 2nd attack, BAB of 11 to gain 3rd attack and BAB of +16 to gain the 4th and final attack. It doesn't matter what your melee attack is. You could a BAB of 3 and a melee of attack of 20 and still only get one attack.

It seems that none of these have Improved Critical feat so the critical modifier for all weapons is only x2 not x3.

The bonus on melee attack is Str based. Since these creatures can have more than one attack, they only use their standard Str bonus added to damage.

Debby

Lohj
2012-06-07, 02:24 PM
When I saw the Rebellion stats, I wondered what Yamato's would be.
I recently finished playing DMC4, and got an idea from Yamato's effect on Nero what the sword's power could be.

Yamato
This mighty katana is a memento of the demon knight Sparda to his son, Vergil.
+7 Keen, Mighty Cleave, Speed, Bastard Sword (katana)
Grants the wielder, if they have any Devil Powers, to achieve the Devil Trigger form, based upon their inner power.
Inner Power: The wielder of Yamato gains a greater devil trigger form.
Sword Master: +5 to first attack in that round, +4 to 2nd, +3 to 3rd, and +2 to 4th; +5 power bonus to damage with normal attacks; Bonus Feat: Great cleave.
Trickster: +10 to speed; +10 to Balance, Climb, Jump, and Tumble; +2 dodge bonus to AC; gain climb speed equal to movement speed; can climb across any vertical surface; considered to have running start; Bonus ability: Double Sky Star.
Royal Guard: +5 power bonus to AC, + 5 power bonus to Touch AC, +5 power bonus to Flat-Footed AC; Can ignore all forced movement; cannot be slowed, immobilized, or stunned.
Gunslinger: +5 to first attack in that round, +4 to 2nd, +3 to 3rd, and +2 to 4th; +5 power bonus to damage with normal attacks; Bonus Feat: Improved Precise Shot.

Over powered? Ideas?

Lohj
2012-06-07, 03:52 PM
As for a 'race', one could use the human race from the standard d&d 3.5 PH1, or use a, for lack of a better term, 'child of a devil', and 'child of a demon.'

Child of a Demon:
Same as Human, with exception:
Does not gain bonus skill points at level 1, nor the consecutive 1 bonus skill point at later levels. Instead, gains:
Soul's Strength: Child of a Demon can continue to move and act at negative hit points like normal without dropping unconscious or losing more hit points due to excessive movement.

Child of a Devil:
Same as Human, with exception:
Does not gain bonus feat at level 1. Instead, gains:
Soul's Clarity:
A Child of a Devil start at level 1 with 1 bonus point of Devil Trigger, as well as one additional point at level 4 and every 4th level after (8, 12, 16, 20, etc..).

Lohj
2012-06-08, 01:13 AM
And for the Devil arms, it would be kind of up to the DM, yeah?
For the campaign, different Mythos would be employed, and therefore different Devil Arms would be made. So wouldn't it make sense to make the Devil arms a magic weapon with a special property, key-word, etc... based on the level tier?
Like, for example: Goliath, from David and Goliath, could be a +2 Warhammer with the special ability to either knock enemies prone on a critical, or deal splash damage on a critical?

Lohj
2012-08-22, 12:19 PM
Does anyone else have any ideas for this? It seems like it needs a lot of fleshing out...