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#1zombiegleemaxJun 06, 2005 18:28:32 | Hit Die: d10. Requirements To qualify to become a Devildriver (Ddr), a character must fulfill all the following criteria. Alignment: Any good. Knowledge (the planes): 7 ranks. Knowledge (religion): 10 ranks. Feats: Blessed, Fists of Iron (Sword and Fist), Ghostsight, Improved Grapple (Oriental Adventures), Improved Unarmed Strike. THE DEVILDRIVER Base Attack Bonus is +1/level. Fortitude Save is 2-3-2-3-3-2-3-3-2-3. Reflex Save is 0-0-1-1-1-2-2-2-3-3. Will Save is 2-3-3-4-4-5-5-6-6-7. Level 1: Soulstare, Wreak, Fists of Agony (1d8) Level 2: Turn Undead, Resist Possession, Bonus Feat, Devil's Hide (DR 2) Level 3: Dispel Evil 1/week, Hand of Doom Level 4: Fists of Agony (1d10), Bonus Feat, Devil's Hide (DR 4) Level 5: Turn Undead Level 6: Dispel Evil 2/week, Hand of Doom, Bonus Feat, Devil's Hide (DR 6) Level 7: Consecrated Presence Level 8: Fists of Agony (1d12), Bonus Feat, Devil's Hide (DR 8) Level 9: Dispel Evil 3/week, Hand of Doom Level10: Devil's Hide (DR 10), Bonus Feat CLASS SKILLS The devildriver's class skills (and the key ability for each skill) are Balance (Str), Climb (Str), Concentration (Con), Jump (Str), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. CLASS FEATURES All of the following are class features of the devildriver prestige class. Weapon and Armor Proficiency: Devildrivers are proficient with all simple weapons. They are not proficient with any type of armor or with shields, but they do carry these proficiencies over from their previous class. Soulstare (Su): This ability allows the devildriver to see inside one's soul, more specifically, to detect foreign entities. For all intents and purposes this ability is identical to the spell true seeing, with the exception that it only works on those actually possessed by foreign entities. Wreak (Su): This is the devildriver's ability to tear evil spirits from their host's bodies with their bare hands. On a successful grapple check, the devildriver plunges their hand into the host and severs the unholy link between evil spirit and the host, usually by violently flinging it away so that they may turn and engage the evil spirit in savage hand to hand combat. The possessing entity's opposing check is limited to that of its host's abilities. The host is not harmed during this process. Fists of Agony (Ex): The devildriver's unarmed attack is one that is especially painful to evil outsiders, Negative Energy Plane creatures, and the undead. So much so, that it bypasses all DR! At levels 1-3 this base damage is 1d8, at levels 4-7 this base damage is 1d10, and at levels 8-10 this base damage is 1d12. These bonuses only apply when the devildriver is brawling with evil outsiders, Negative Energy Plane creatures, and the undead. Devil's Hide (Ex): The devildriver's skin is extremely tough, granting it damage reduction. At 2nd level their skin has DR 2, at 4th level it has DR 4, at 6th level it has DR 6, at 8th level it has DR 8, and at 10th level it has DR 10. This DR only applies when the devildriver is brawling with evil outsiders, Negative Energy Plane creatures, and the undead. Resist Possession (Ex): Devildrivers receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities, such as a ghost's malevolence ability, and a +2 sacred bonus on dispel checks made to dispel these types of effects. They also receive a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders and undead. Bonus Feat: The devildriver gains an additional bonus feat at 2nd level and every two levels thereafter, just like the Fighter. See Chapter 3: Classes in the Player's Handbook. These feats can only be those that are hand-to-hand based(*). *Note: My books are limited in number, so this should be enough info for those who possess more than I. If the feat can't be tied in to hand-to-hand combat, then the devildriver can't take the feat. Dispel Evil (Sp): At 3rd level the devildriver gains the ability to use dispel evil as a spell-like ability once per week. At 6th level they can use this ability twice per week, and at 9th level they can use this ability three times per week. Hand of Doom (Ex): Constant physical contact with creatures of uncomprehensible evil is not without its price: over time, the devildriver's wreaking hand begins to show signs of those banished creature's evil taint. At level 3, the devildriver's fingernails are permanently tainted black. At level 6, black tendril-like veins mar the devildriver's hand. At level 9, the devildriver's entire hand has turned an evil black, and the taint is beginning to branch out and up their arm. Every time the Hand of Doom special ability is gained, the devildriver receives a +1 Outcast Rating, as well as -1 to their Constitution score. Battling such evil fiends is extremely draining on the body and soul. Turn Undead (Su): Devildrivers can turn undead as paladins do. This ability can be used a number of times per day equal to three plus the devildriver's Charisma modifier. They turn undead as a cleric of two levels lower. Consecrated Presence (Su): Starting at 7th level, a devildriver is surrounded by an aura of positive energy that extends 20 feet from their presence. This aura is identical to the effects of the consecrate spell, but it moves with the devildriver. See chapter 3: Altered Magic in the Ravenloft Core Rulebook for further explanation of using the consecrate spell. P.S.: Fluff your own pillow. |