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Thread: Disciple of Bel (DnD 3.5, PEACH)

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    Default Disciple of Bel (DnD 3.5, PEACH)

    Hello all. Now, I'm a great fan of the Disciple of ___ classes, but I noticed that there wasn't one for Bel, Belial/Fierna, Levistus, or the Hag Countess/Glasya. So I decided to either modify other PrCs and rebuild, or to create from whole cloth. This is one of the latter. I had a hard time designing this, so be extra rippy and shreddy. In the Fiendish Codex II, it says that each of the first eight layers of hell have a special division in Bel's armies on Avernus to fight the Blood War. So I figured the disciple of Bel, learning from each of the styles of fighting, would pass these lessons on to his allies. I also figured I'd make it a class you accessed through blackguard, becuase that struck my fancy as interesting.

    Disciple of Bel

    Requirements
    To qualify to become a disciple of Bel, a character must fulfill all the following criteria.
    Alignment: Lawful evil.
    Base Attack Bonus: +8
    Skills: Intimidate 6 ranks, Knowledge (religion) 4 ranks
    Feats: Brand of the Nine Hells (Bel), Cleave, Improved Sunder, Leadership, Power Attack
    Class Features: Dark Blessing
    Special: Must kill a demon of CR 8 or higher, and engage in the evisceration of a captured foe

    Disciple of Bel
    hit dice: d10
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Second lieutenant, smite chaos 1/day

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Baatorian Aura: passage of the Few, bonus feat, Mark of Avernus

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Baatorian Aura: Iron Defendersí reinforcement, sneak attack +1d6

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    | Baatorian Aura: Gleaming Guardís armoury

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Baatorian Aura: skin of the Walkers in Fire, smite chaos 2/day, bonus feat

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    | Baatorian Aura: caution of the Stygian Champions, sneak attack +2d6

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    | Baatorian Aura: terrain of the Creeping Cadre

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    | Baatorian Aura: charge of the Maldominaar, bonus feat

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    | Baatorian Aura: eyes of the Serpentine Order, sneak attack +3d6

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Smite chaos 3/day, Standard of Bel[/table]

    Class Skills
    The disciple of Belís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (history) (Cha), Knowledge (religion) (Cha), Profession (Wis) and Ride (Dex).

    Skill Points
    2 + Int modifier

    Weapon and Armour Proficiency: Disciples of Bel gain proficiency with tower shields.

    Second lieutenant: A disciple of Bel has such personal magnetism that another being approaches him to offer its services as a second cohort. This cohort follows the same rules as normal cohorts, but is four levels below the disciple of Bel instead of two.

    Smite Chaos (Su): Once per day, a disciple of Bel may attempt to smite chaos with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per disciple of Bel level. If the disciple of Bel accidentally smites a creature that is not chaos, the smite has no effect, but the ability is still used up for that day.

    At 5th level, and again at 10th level, the disciple of Bel may smite evil one additional time per day.


    Baatorian Aura: As a standard action, the disciple of Bel can activate an aura that give bonuses to his allies if they are within 60ft. An aura remains active until the disciple falls unconscious, selects a new aura as a standard action or dismisses the aura as a free action. Each aura also has sensory effects on those within the aura. The sensory effects of the auras have not mechanical effect, and are only apparent to those within the aura. The disciple of Bel gains different auras as he gains levels:

    Spoiler
    Show
    2nd-Passage of the Few: At the beginning of his turn, if a disciple of Bel has this aura active, he can select two allies (excluding himself) within 30ft of each other who have line of sight to each other and the disciple of Bel, and cause them to switch places. This acts as a greater teleport, but only works under these conditions. While this aura is active, the air smells faintly of sulfur and a faint screaming can be heard off in the distance.

    3rd-Iron Defendersí reinforcement: Allies in the area of this aura gain a bonus equal to the disciple of Belís class level on rolls to resist being bull-rushed, disarmed, overrun, tripped or to escape a grapple. While this aura is active, the air seems unnaturally still (or if it is windy, the wind seems calm and orderly), and a heartbeat breaks the silence rhythmically.

    4th-Gleaming Guardís armoury: Allies in the area of this aura can ignore a number of points of damage reduction equal to half the disciple of Belís class level. While this aura is active, the weapons of the disciple of Belís allies all appear to be made from gold and encrusted with jewels.

    5th-Skin of the Walkers in Fire: Allies within the area of this aura are immune to the negative effects of any spells cast by their allies. A wizard ally could freely cast fireball in the middle of the group and it would only affect any enemies caught in its area. This protection only extends to damage, negative status effects, and ability point damage and drain. Damage from other sources, such as casting corrupt spells or using a warlock's hellfire blast, still do damage. While this aura is active, allies feel a rush of adrenaline and euphoria, and the air seems to crackle with the sounds of an unseen inferno.

    6th-Caution of the Stygian Champions: Allies with the area of this aura can negate one attack of opportunity they provoke each round. Each ally can only negate an attack of opportunity they provoke (if Rex the barbarian provoked an attack of opportunity while under the effects of this aura, he could negate it. If later that round he provoked another attack of opportunity, his allies could not sacrifice their negation to negate that attack). While this aura is active, all the senses feel numb and cold, and a icy rime settles on the area of the aura.

    7th-Terrain of the Creeping Cadre: The entire area of this aura becomes extremely unsanitary. All enemies who enter the aura (but not those already within when it is activated) must succeed on a Fortitude save (DC 12+half the disciple of Belís level+Cha modifier). Failure causes the opponent to become nauseated for 2d4 rounds or until they leave the aura, which ever comes first. Success means they become sickened for 2d4 rounds or until they leave the aura, whichever comes first. While this aura is active, the ground seems to pulse and squirm like a living things, and becomes slick and sticky.

    8th-Charge of the Maldominaar: Allies within the area of this aura can ignore areas that slow movement or contain creatures when making charge attacks. A charging ally can ignore a number of squares containing difficult or hindering terrain equal to the disciple of Belís charisma modifier, and any creature in the path of a charge provokes an overrun attempt that does not provoke an attack of opportunity. Resolve the overrun attempt normally. While this aura is active, the air buzzes with the sound of countless flies and gnats, and slugs and snails seem to crawl along the ground.

    9th-Eyes of the Serpentine Order: Allies within the area of this aura are immune to surprise, thought they are still flat-footed in the first round of combat until they take their actions (if, for instance, the disciple of Bel and his allies are ambushed by a group of assassins, the assassins donít get a surprise round). While this aura is active, the temperature widely fluctuates between extremely warm and extremely cool (neither enough to cause damage), and becomes saturated with humidity.


    Bonus Feat: At 2nd, 5th and 8th level, a disciple of Bel may select a bonus feat from the list of fighter bonus feats

    Mark of Avernus: Once per encounter, a 2nd level disciple of Bel can make a single ranged or melee attack, or use a spell-like ability, as an immediate action. In addition, when a disciple of Bel attacks as part of a readied action, he gains a +4 to his attack and damage, and automatically confirms a critical if it is threatened.

    Sneak Attack: If a 3rd level disciple of Bel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The disciple of Belís attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the disciple of Bel flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every three levels. Should the disciple of Bel score a critical hit with a sneak attack, this extra damage is not multiplied.

    Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a sap (blackjack) or an unarmed strike, a disciple of Bel can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A disciple of Bel can sneak attack only living creatures with discernible anatomiesóundead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The disciple of Bel must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A disciple of Bel cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

    If a disciple of Bel gets a sneak attack bonus from another source the bonuses on damage stack.

    Standard of Bel: A 10th level disciple of Bel can have two Baatorian Auras active at once. He also gains the Standard of Bel a slotless magic emblem (a miniature flaming greatsword made from Baatorian green steel) that makes him immune to compulsions, poisons and diseases. It is a Diminutive object with 20 hardness and 40 hit points. If ever removed from the disciple of Bel's possession, the Standard of Bel melts into a horrid sludge and deals 1d4 points of vile damage to whoever is holding it. The disciple loses his ability to have two auras active at once and his immunity to compulsions, poisons and diseases until the next midnight, when a new standard appears in his hand, smoking and smelling of brimstone.

    This has been part three of four. Thank you for taking the time to read it.
    Last edited by Sir_Chivalry; 2010-09-25 at 12:07 AM.
    Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

    "One of us is tender,
    One of us is not,
    One of us takes vengeance,
    All four tied in a knot
    "

    My homebrew

    (U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.