| Post/Author/DateTime | Post |
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| captianhowdy05-12-07, 12:20 AM | Devil Drivers ( also called Demon Drivers ) are characters who intentionally posses themselves with the spirits of fiends. Binding their spirits with the fiends, they remain in control of their body and minds, but begin to take on fiendish qualities. Hit Dice: d8 Requirements: Alignment: Any non-good Skills: Knowledge (the planes) 8 ranks Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else. Class Skills: Balance, Bluff, Concentration, Craft, Diplomacy, Heal, Hide, Intimidate, Knowledge (Religion), and Profession Skill Points at Each Level: 2+ Int Modifier The Devil Driver Level BaB Fort Ref Will Special 1st +1 +1 +0 +2 Devil Drive 2nd +2 +2 +0 +3 Fiendish Appearance, Smite Good 1/day 3rd +3 +3 +1 +3 Devil Drive 4th +4 +4 +1 +4 Fiendish Visage 1/day 5th +5 +5 +1 +4 Devil Drive, Fiendish Appearance, Smite Good 2/day 6th +6 +6 +2 +5 Fiendish Visage 2/day 7th +7 +7 +2 +5 Devil Drive, Demonic Weapon 8th +8 +8 +2 +6 Fiendish Visage 3/day, Smite Good 3/day 9th +9 +9 +3 +6 Devil Drive, Possessed Weapon 10th +10 +10 +3 +7 Fiend Ridden Devil Drives: At the 1st level, and every other level after that, the Devil Driver ritually induces a self-possession of a demon. While still in control of his mind and body, the Devil Driver gains the abilities of the demon he has bound to himself Pit fiend - The Devil Driver can cast fireball 3/day using his Devil Driver level as the caster level as a spell-like ability. Balor - The Devil Driver is cloaked with flames for as many rounds per day as his Devil Driver level. The flames cause 2d6 damage to any creature grappling the Devil Driver. Nevan - The Devil Driver gains a pair of demonic bat wings and a flight speed of his base land speed, or +20ft to his speed if he already has a flight speed. Beowulf - The Devil Driver's Strength increases by +2, gains +2 natural armor, and can attack unarmed as a monk equal to his Devil Driver levels. Bezekira - For as many rounds as the Devil Driver had levels, his base speed increases by 20 ft. Osyluth - Twice per day, for how ever many rounds as the Devil Driver has levels, he can emit a fear aura out 5 ft. Affected creatures must succeed on a DC Will save 10 + Devil Driver levels or be affected by the Fear spell. Gelugon - You can use Fiendish Visage one extra time per day, and each use lasts two extra rounds. Cornugon - For however many rounds as the Devil Driver has levels, he gains DR 10/ good and silver. Babau - The Devil Driver can preform a sneak attack as a rogue 2/day using the Devil Driver's level as his effective rogue level for damage. Nalfeshee - Once per day, the Devil Driver can cause a burst of multi-colored rays to expand from its body. All targets within 30 feet must succeed a DC 10+ Devil Driver's level or be dazed for 1d6 rounds. Hamatula - For as many rounds per day as the Devil Driver had levels, he can grow spikes all over his body, dealing 1d6 + Devil Driver level to any creature who attacks him with a mêlée weapon. Kelvezu - Whenever the Devil Driver requires a reflex save for half damage, he takes no damage on a successful save. He is also treated as having Uncanny Dodge and profecientcy with poisons. Yagnoloth - The Devil Driver gains a shocking grasp, dealing 1d8 + Devil Driver level to a creature on a touch attack. Arrow Demon - The Devil Driver can unleash an array of force arrows from a normal bow. Treat the force arrows as Magic Missles, using the Devil Driver's level as his effective caster level. Nycaloth Yugoloth - The damage dealt by the Devil Drivers claws attack bleed for 1 damage per round thereafter for 5 rounds. Consecutive wounds stack. Ultroloth Yugoloth - The Devil Driver can cast Hypnotic pattern 3/day as a 10th level caster as a spell like ability. Smite Good: Once per day, starting at the second level, may attempt to smite a good creature. He adds his Charisma modifier (if positive) and deals one extra point of damage per Devil Driver level. See Black Guard entry for full details. Fiendish Appearance: At the 2nd level, the Devil Driver starts to take on the physical traits of the fiends he is bound to. At the second level, his forehead bulges in two tiny bumps and his hands grow into sharp claws. This provides a +2 bonus on Intimidate checks and two claw attacks at 1d4. His base speed also increases by 10 ft. due to stronger leg muscles. At the 5th level, the horns burst through the skin and the Devil Driver grows a thin pointed tail, like that of a devil. He gains an additional +2 ( +4 in all) on Intimidate checks and a + 4 on all balance checks. His Strength also increases by +2 and he gains Fast Healing 1. Fiendish Visage: Starting at the 4th level, the Devil Driver can enter a state once per day where he lets the demons bound in him take over. He gains the Half-Fiend template for 1d4 + Devil Driver level rounds. He can enter this state one additional time at the 6th level, and up to 3 times at the 8th. In addition, he gains damage reduction 5/good. Demonic Weapon: At the 7th level, any weapons the Devil Driver uses are treated as +1 and aligned with his alignment. His claw attacks increase to 1d6 damage and gain this bonus. Possessed Weapon: At the 9th level, the Devil Driver can transfer one of the many demonic spirits in his body into a mêlée weapon. For as many rounds as his Devil Driver level, the weapon floats and fights on its own as if it had the Dancing special ability. Demonic Weapon bonuses still apply to the possessed weapon. Fiend Ridden: By the 10th level, the Devil Driver is so full of demonic spirits he is treated as an outsider (an extra planar creature) for the purpose of spells and magical effects. He also gains the Fiendish template permanently. Bonuses from Fiendish Visage stack with fiendish bonuses. Unlike other outsiders, the Devil Driver can be brought back from the dead. His base speed also increases by an additional +10 ft. |
| Flay Crimsonwind05-13-07, 03:20 AM | Too tired to check for balance, but I'd like to say I love this class idea. Back in the lighty hours. :P PS: Devil May Cry influenced, at all? |
| captianhowdy05-13-07, 02:41 PM | haha hit it dead on with the influence |
| blood_of_the_ancient05-16-07, 07:29 AM | You know, I really think this looks good. I see one problem with it, though. Not enough Devil Drives. :D Great class, really. Devil Trigger all the way! We need a Devil Drive that heals you, and one that increases your attack speed. |
| captianhowdy05-18-07, 01:31 AM | Good idea. Edits made, 3 new devil drives added. |
| rone_leah05-20-07, 10:42 PM | Why doesn't the class get full bab? I find this class to be similiar to the stone lord prc in terms of power and they have full bab. |
| JulesCARV05-20-07, 11:10 PM | It looks rather weak to me. Their devil drives are often spell-like abilities that pale in comparison to what they could get by taking levels in cleric, wizard, or the like, and those that aren't are also rather weak. There's really nothing that occurs to me that synergizes with this class. Think -- if I took three levels of rogue, the benefits I'd get would be strictly superior to that of getting the devil drive of a babau and kelvezu, getting evasion and sneak attack +2d6 all the time, in addition to medium rather than poor BAB, 8 + int skill points and trapfinding. Likewise, getting the devil drive of a pit fiend gives you one fireball per day? You can't get into this prestige class until level 6, by which time wizards and sorcerers already have fireballs -- and would get more of them if they just stayed as wizards and sorcerers rather than becoming devil drivers. Who would take the devil drive of an arrow demon, when a single level of fighter would provide proficiency with all martial weapons, and a bonus feat that can be used for weapon focus (longbow) or many other things? Yagnaloth (if they get unlimited shocking grasp) and cornugon seem like they might be worth it, although still I'm inclined to say it's on the weak end. Unless smite good is much better than the usual smites in D&D (you haven't really defined it), this class looks pretty weak. |
| captianhowdy05-21-07, 12:18 AM | Alright, ive revamped some of the things. How is it looking now? |
| blood_of_the_ancient05-22-07, 12:24 AM | We need a fast healing devil drive, and a haste effect one. Maybe fast healing X for X rounds per day, where X is your class level? Also, give pit fiend more fireballs/day. Oh, and you screwed up BAB. It should be in the proper column, and prestige class BAB doesn't have the iterative attack listed. Maybe a devil drive to give you a better duration for Fiendish Visage? Gelugon is the wish-granting corrupter fiend, right? Gelugon: You can use Fiendish Visage one extra time per day, and each use lasts two extra rounds. |
| captianhowdy05-22-07, 02:21 AM | mk, Devil Drive added and ill look up demons for the fast healing and haste |
| blood_of_the_ancient05-22-07, 01:44 PM | I do suggest the full BAB, that would be a good idea. Still weak in comparison to what I get if I stick with my base class. |
| schpeelah09-05-07, 01:01 PM | The DT bust, where is DT bust? I understand that you were afraid that it might turn out to be overpowered, but you have gone too far. Unless you can bound all those guys at once, that is. Ok, lets look what Dante, a high level but not epic Devil Driver/Fighter could have regardless of devil arm used: +30ft. speed Fast Healing 1 Damage reduction x/Good Extra strength Probably Natural Armor Optional: Fly speed 20ft. (Rebellion) or 40ft. (Nevan) Energy attacks (Nevan) Extra attacks (Cerberus) Extra energy damage for weapons that already deal such More fast healing (Nevan) Extra sterngth, extra DR or armor etc. (Beowulf) Start from here. Oh, and sorry for thread necromancy. |
| captianhowdy09-05-07, 06:36 PM | Ahh thanks, necromancy is my favorite school anyway XD for some reason, it never occured to me to power it up in any other way than the devil drives. ill make these changes |
| schpeelah09-06-07, 12:58 PM | Ok, some more feedback: Dante activates DT by using a magical item of fiendish origin and of sufficient power - Rebellion on the beginning was not enough, until "Dante's power awakened the blade's true power" as the description says. The magical item defines what the additional abilities are. DT burst(Su): By sacrificing the duration of transformation, a Devil Driver of x level can initiate an explosion upon transforming. It deals (something from d6 to 2d6) per round sacrificed, radius 5ft. per 3 rounds sacrificed, minimum 5ft. Reflex half, DC Charisma based. Dante in DMC3 has by no means maximum Devil Driver level. DT in DMC2 is more powerful - Dante needs no magical items to DT, automatical flying, big armor. I don't know much about it as I haven't played it. Weapons are the only magic items available to Dante, but the DT abilities may be triggered by other things - Vergil's armor in DMC1 is the proof. Such devil triggers may have different properties - boosts to other attributes, resistances, various other bonuses. You might also want to include super Dante, but it would probably be in the epic progression, when you have more DT duration than any encounter may last and more uses per day than encounters. You get tireless DT after beating Very Hard, I judge it would be somewhere between 21st and 30th level. True super Dante is available after DMD, somewhere in really high epics. |