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Thread: Disciple of Bel (DnD 3.5, PEACH)

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    Default Re: Disciple of Bel (DnD 3.5, PEACH)

    Quote Originally Posted by Sir_Chivalry View Post
    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: Any evil.
    Base Attack Bonus: +8
    Skills: Intimidate 6 ranks, Knowledge (religion) 4 ranks
    Feats: Cleave, Disciple of Darkness, Leadership, Power Attack
    Class Features: Dark Blessing
    Special: Must kill a fiend who you have made friendly contact with, 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

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Baatorian Aura: passage of the Few

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    | Baatorian Aura: Iron Defendersí reinforcement

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

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    | Baatorian Aura: skin of the Walkers in Fire

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    | Baatorian Aura: caution of the Stygian Champions

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

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

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    | Baatorian Aura: eyes of the Serpentine Order

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |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.

    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. 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 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. 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.


    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 that makes him immune to compulsions, poisons and diseases.

    This has been part three of four. Thank you for taking the time to read it.
    This is super flavorful and pretty sweet. The Aura's are pretty powerful and useful, but I recommend adding some more abilities so they don't feel like one trick ponies. Since Bel is the top devil in the blood war how about adding abilities designed for fighting Demons? Start with Smite Chaos (1/day at 1st level, 2/day at 5th level, 3/day at 10th level), which is just like Smite Evil or Smite Good except it affects chaotic characters. Then maybe make this class stack with Fighter levels for purposes of feats and give some fighter bonus feats, after all Fighter/Blackguard is the most likely entry. Maybe grant some sneak attack, which is thematic anyways since in the Blood War you'd be teaming up on demon's a lot, extra damage on a flank would be thematic.

    Edit: Just saw some other stuff. Instead of killing a fiend you've made friendly contact with why not have it say kill a demon of CR 8 or higher or some such? Also I would add Great Cleave to the list of feats needed to get in. Scratch that last part, it would make it too difficult for non fighter entries.
    Edit #2: Add improved sunder to the list of feats required to get in. That way if someone gets in without blackguard they still have to spend the same number of feats.
    Last edited by Drolyt; 2010-02-24 at 06:59 PM.