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    Ogre in the Playground
    Join Date
    Apr 2006
    Location
    Akron
    Gender
    Male

    Default Ode to the Dark Gods - Five Evil God Prestige Classes (3.5 evil-oriented PrCs)

    Slaughterguard



    "The bones and broken souls of the fallen will carry me to Erythnul's majestic battlefield."

    Slaughterguards are a tainted version of blackguards in service to the Lord of Slaughter. They draw power from the chaos they sow on the Material Plane to build themselves up to a glorious and bloodied ascension to the lands of Erythnul.

    Their presence is usually masked by the absolute destruction of witnesses on all sides, but they partake in as many wars as possible, from skirmishes to all-out battles. It usually doesn't matter what side they are fighting for, as long as they are breaking something or someone for the time being.

    A few slaughterguards as wily enough to say entire nations into conflict just to harvest more misery for their transcendence.

    Requirements:
    BAB +7
    Intimidate: 10 ranks
    Feat: Power Attack; Improved Bullrush or Improved Sunder
    Alignment: Chaotic Evil
    Deity: Erythnul

    HD: d10

    Skill Points: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

    Skill Points: 2 + Int

    {table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Vile Points

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Battle Fervor, Sacrament of Slaughter|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Unnatural Resilience|2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Sacrament of Slaughter|3

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Whirlwind Attack|4

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    |Sacrament of Slaughter|6

    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    |The Offering|8

    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    |Sacrament of Slaughter|10

    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    |Visage of the Many|12

    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    |Sacrament of Slaughter|15

    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    |Paragon of Malice|18[/table]

    Class Features:


    Weapons and Armor: A slaughterguard is proficient with all simple and martial weapons. He can wear light, medium, or heavy armor and use any normal shield.

    Battle Fervor: Once a slaughterguard makes his first attack in combat, he cannot break away from the battlefield as long as their is still someone to kill. he may attempt a DC 20 + class level Will save each round to avoid killing his allies to the best of his ability when the enemies have been defeated.

    Vile Points: A slaughterguard's path to the Ultimate Battlefield is sown with destruction and relentless combat. He gains these points at the beginning of each day, with a twenty minute ritual, and can spend no more than his Charisma modifier in a single round. These points are spent on his Sacraments of Slaughter.

    Sacrament of Slaughter: At first level and each odd level thereafter, the slaughterguard gains a new sacrament from the list below. Each sacrament offers a passive (read: "passive") ability and an active ability that can be empowered through spending vile points.

    Inexorable Fate: The slaughterguard may coup de grace as a standard action or as part of a full-attack action. By spending vile points as a swift action, all creatures within 5 feet per class level must make a DC 10 + class level + vile points spent Fortitude save or become immune to healing effects of a spell level equal to or less than the 1 + vile points spent for 1 hour. During this time, the DC of all Heal checks double.

    Unbreachable Fervor: The slaughterguard gains a +10 bonus to his base land speed. When making a Strength or Dexterity, the guard may spend vile points to increase his check by two for every point.

    Battle Unending: Being reduced to negative hitpoints does not hinder the slaughterguard (gaining the benefit of Diehard). When he deals damage with a melee attack while at zero or less hitpoints, he may spend three vile points as an immediate action to gain heal half that damage to himself (or equal to that damage, if the attack was a coup de grace).

    Raiment of Sin: The slaughterguard adds his Charisma bonus to his saving throws. This does not stack with similar effects like Divine Grace. When making a saving throw, he may spend vile points to increase his modifier by that much. This must be done before the roll.

    Armament of Murder: Any weapon the slaughterguard uses to slay a creature of his CR or higher becomes murder-bonded to him for one hour per class level. Its critical threat range increases by 1 (only once). By spending three vile points when he lands a critical hit with a murder-bonded weapon, he gains a +4 bonus to confirm the critical hit and its multiplier is increased by 1.

    The One True Way: The slaughterguard gains SR 10 + class level against divine spells of casters who do not follow Erynthul. He may spend vile points to increase his SR against a single spell by that much.

    Unnatural Resilience: At second level, the slaughterguard gains immunity to disease and poison. He only requires half as much sleep and food as normal.

    Whirlwind Attack: The slaughterguard gains Whirlwind Attack as a bonus feat.

    The Offering: By sacrificing a creature with CR greater than or equal to his maximum vile points, the slaughterguard regains all his vile points. This takes one round per CR of the creature. He may only use this once per day. It takes a full-round to activate the ability but as long as he stays within 30 feet of the offering he can maintain the ritual.

    Visage of the Many: Whenever the slaughterguard is subjected to a detect evil spell, the caster must make a DC 10 + class level + Cha modifier Will save or become stunned for 1d4 rounds.

    Paragon of Malice: At tenth level, the slaughterguard transcends the mortal battlefield. He gains the outsider type, DR 10/good, and gains a +2 bonus to Strength or Constitution. By spending a vile point as a free action, the guard gains terrifying wings and a flight speed of 60 (good) for one hour.
    Last edited by Maerok; 2010-06-03 at 03:17 PM.