Beaumains
bq. *For Review, a Pathfinder Prestige Class:*
I've modeled this off the "Dragon Disciple":http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/dragon-disciple with some influence from the "Demoniac":http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/c-d/diabolist. I tried to create a class that would be useful to just about any fiend, without drastically overpowering the bigger ones (e.g. Pit Fiends). I imagine that this is the sort of class taken by select fiends who rise to become masters and representatives of their kind. The class should be comparable to the abilities of existing fiends (of comparable CR) after adding a base fiend's HD or CR to the class levels it might have here. Generally, a fiend taking this class should start off with the same basic traits as all other fiends of its type (e.g. devil, demon), plus any peculiar traits he has. As he gains levels, he gets a bit tougher and more resilient, but trades off better hit points, saving throws, and BAB for improved spell-like abilities. When he gains anything to do with spell-like abilities, he forfeits any increase in other forms of spellcasting, except for 10th level. Improvements to spell-like abilities are supposed to be very limited, only granting abilities akin to those of similar fiends (i.e. a devil can't take demon abilities), and only affecting a few abilities, i.e. he doesn't get buffs to all his existing abilities. He also gains up to 2 size categories. Given the fact that this prestige class may offer more to a character/NPC than the Dragon Disciple, and the fact that fiends typically start with 3+ racial HD, I've set the skill rank requirements to 5 ranks above the comparison classes.
What I'm looking for is any and all feedback; particularly regarding issues of balance and clarity. That is, how can I make this clearer? and is there anything here that seems to have potential for massive abuse? Thanks in advance and without further ado ....
*+Greater Fiend+*
*Hit Die*: d8
*Requirements*: To qualify to become a greater fiend, a character must fulfill all of the following criteria:
*Race*: Any evil outsider with 3 or more fiendish hit dice (not including character levels).
*Alignment*: Any evil. The greater fiend must prove its fiendishness through a particularly evil act prior to beginning this path.
* Feats: Great Fortitude.
* Skills: 10 ranks in Bluff, Diplomacy, Intimidate, and Knowledge (planes).
* Special: Must be authorized by an outsider with the power to do so, such as a Demon Lord, Archdevil, or Deity.
*Class Skills*: as base fiend plus any two possessed by any other fiend of the same subtype (devil, demon, etc.)
*Skill Ranks per level*: 2 + Int.
*+Table: Greater Fiend+*
{background:}. |_={width:5px}. Level |_={width:40px}. BAB |_={width:40px}. Fort |_={width:40px}. Ref |_={width:40px}. Will |_=. Special |_={width:150px}. Spellcasting |
{background:white}. |=. 1st |=. +0 |=. +0 |=. +0 |=. +1 |=. Spell-Like Abilities, Traits, Natural Armor Increase +1, Spell Resistance |=. - |
{background:white}. |=. 2nd |=. +1 |=. +1 |=. +1 |=. +1 |=. Physical Ability Boost +2, Regeneration |=. +1 Level of existing class |
{background:white}. |=. 3rd |=. +2 |=. +1 |=. +1 |=. +2 |=. Improved Damage Reduction, _Fear_ Aura 5ft. |=. +1 Level of existing class |
{background:white}. |=. 4th |=. +3 |=. +1 |=. +1 |=. +2 |=. Mental Ability Boost +2, Natural Armor Increase +1 |=. +1 Level of existing class |
{background:white}. |=. 5th |=. +3 |=. +2 |=. +2 |=. +3 |=. Improved Spell-Like Ability, Increased Damage Reduction |=. - |
{background:white}. |=. 6th |=. +4 |=. +2 |=. +2 |=. +3 |=. Physical Ability Boost +2, _Fear_ Aura 10ft. |=. +1 Level of existing class |
{background:white}. |=. 7th |=. +5 |=. +2 |=. +2 |=. +4 |=. Size Increase (+1 Category), Natural Armor Increase +1 |=. +1 Level of existing class |
{background:white}. |=. 8th |=. +6 |=. +3 |=. +3 |=. +4 |=. Mental Ability Boost +2, Improved Damage Reduction |=. +1 Level of existing class |
{background:white}. |=. 9th |=. +6 |=. +3 |=. +3 |=. +5 |=. Additional Spell-Like Abilities, Metamagic Spell-Like Ability, _Fear_ Aura 15ft. |=. - |
{background:white}. |=. 10th |=. +7 |=. +3 |=. +3 |=. +5 |=. Size Increase (+1 Category), Improved Spell-Like Ability, Increased Damage Reduction, _True Seeing_ |=. +1 Level of existing class |
Comments
*Spells Per Day*: At the indicated levels, a greater fiend gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known, and an increased effective caster level. If a character had more than one spellcasting class before becoming a greater fiend, he must decide to which class he adds the new level for purposes of determining spells per day.
*Spell-Like Abilities*: A greater fiend gains _teleport_ as a spell-like ability usable at will, if he didn't already have a similar ability. This improves to _greater teleport_ at 5th level. He also gains the ability to _summon_ other devils 1/day if he didn't have such an ability. This summons is cast at a spell level equal to half the greater fiend's class level, rounded down, plus any fiendish hit dice the character has. The summons has a special caster level equal to the greater fiend's character levelplus the fiend's charisma modifier, and cannot be used to summon any fiend whose hit dice are greater than the summoner's. The summons has a 35% chance of success, which improves to 50% at 5th level and 90% at 10th level. The greater fiend also gains _major image_ as a spell-like ability usable at will, if he didn't already have a similar ability, which improves at level 5 to _persistant image_.
*Improved Spell-Like Abilities*: On reaching 5th level, the greater fiend replaces one of his existing spell-like abilities with a greater version, usually as per the "greater," "major," "mass," or similar descriptor. For example, _charm person_ could improve to _mass charm monster_; _inflict light wounds_ could improve to _mass harm_; and _invisibility_ (self-only) could improve to _greater invisibility_. A spell-like ability so improved decreases the spell's usability for each step of improvement as follows: continuous -> at-will -> 6/day -> 3/day -> 2/day -> 1/day -> 2/week -> 1/week -> 1/month -> 1/year; but is one step more usable, except that it cannot be improved to continuous usage. For example, if an _inflict light wounds_ usable at-will were improved to _mass harm_, the new ability would only be usable 1/day, while _mass inflict serious wounds_ would be usable 3/day, and _mass inflict light wounds_ or _inflict moderate wounds_ would be usable at-will. Alternatively, the greater fiend may select an at-will spell-like ability with a target of personal, self-only, etc. and improve its usability to continuous; this improvement cannot be applied to a spell-like ability that heals or moves the caster such as _cure light wounds_ or _teleport_, or any spell-like ability that enhances the caster such as _bull's strength_ or _polymorph_, but can improve spell-like abilities that grant the user new movement options (such as _fly_, or _spider climb_) or ones that alter the user's appearance (such as _disguise self_ or _invisibility_). At 10th level the greater fiend chooses a second spell-like ability to improve. The second ability's improvement follows as the one from level 5, except that he cannot choose a metamagic-enhanced ability. The greater fiend also improves spell-like abilities as outlined under Spell-Like Abilities.
*Additional Spell-Like Abilities*: Upon achieving 9th level, the greater fiend is able to gain a number of new spell-like abilities. The fiend may select abilities available to any other fiend of its sub-type (e.g. demon, devil) that are usable at least 1/day. It may select 1 ability usable 1/day, 2 abilities usable 3/day, or 4 abilities usable at-will. It may also select a continuous ability available to a fiend lesser than its base form; that is, an imp would have to select a continuous ability available to a lemure or less powerful devil, but a balor could select any continuous ability or spell-like ability available to virtually any other demon.
*Metamagic Spell-Like Ability*: At 9th level, a greater fiend gains a metamagic spell-like ability feat of its choice. It may apply the feat to a newly gained spell-like ability, but not an improved one.
*Natural Armor Increase*: the greater fiend gains a bonus to natural armor as indicated. This stacks with all other sources of natural armor, including any benefits gained for increasing size.
*Spell Resistance*: the greater fiend gains spell resistance equal to 10 plus his class level plus his base fiend hit dice plus his charisma modifier; this improves at every level. Spell resistance does not stack, regardless of source.
*Physical/Mental Ability Boost*: at levels 2, 4, 6, & 8, the greater fiend selects one physical or mental ability score (as indicated) and gains the listed bonus to that score. He must choose the same attribute each time for each version. For example, the greater fiend could choose to boost constitution at levels 2 & 6, and charisma at levels 4 & 8, but he could not choose to boost both strength and constitution, or wisdom and charisma. These bonuses stack with all other bonuses, including those for increasing size.
*Regeneration*: at level 2 the greater fiend gains "regeneration":https://sites.google.com/site/pathfinderogc/bestiary/rules-for-monsters/universal-monster-rules#TOC-Regeneration-Ex- equal to half his class level (round down). This functions as the extraordinary creature ability and is stopped only by weapons and spells that would bypass the fiend's damage reduction. Regeneration does not stack; if the fiend already has regeneration or a similar ability, they only regain hp according to the better version, mitigated as per that ability, but still get any secondary benefits of regeneration granted by this class.
*Damage Reduction*: on reaching 3rd level, the greater fiend gains improved damage reduction that frees him of vulnerability to non-magical, non-alignment based weapons and spells. For example a least devil would no longer be susceptible to silver, a least demon would no longer be susceptible to cold iron, unless the weapon was also _good_ aligned. If the fiend is not susceptible to such attacks, this ability has no effect at this level. At 5th level, the greater fiend's damage reduction increases by 5, up to a maximum of DR 10; this does not alter the damage types that can bypass the fiend's DR. For example, a lesser devil would not be affected by this ability unless it had unusually low DR; a least devil would increase its DR to 10 and would only be susceptible to _good_ aligned damage, as a lesser devil. At 8th level the greater fiend's DR improves again, making it vulnerable only to more specific damage; fiends that are only susceptible to _good_ aligned damage gain reduction against all such damage that isn't also of a secondary type harmful to the fiend's type. Devils would gain DR / _good and silver_, Demons would gain DR / _good and cold iron_. If the fiend already has this type of DR, it improves to block damage that isn't also magical. For example, a Balor would gain DR / _good and magic and cold iron_; a _holy cold iron sword_ would bypass his DR, as would a _+1 cold iron longsword_ blessed by a cleric or paladin, or a mundane cold iron longsword if blessed and enchanted (i.e. _good_ aligned and given _magic weapon_). At 10th level the fiend's DR increases by 5 again, but with no cap. Pit Fiends and Balors would increase their DR to 20, most other fiends would increase it to 15.
*Fear Aura*: at 3rd level the greater fiend gains an aura of _fear_ as the spell out to 5ft. If the fiend already has such an aura, it improves by 5ft. to a maximum of 10 ft. The aura increases by 10ft. at level 6, up to 20ft. max; and again by 15 feet at level 9, up to 30ft. max. The DC to resist this effect is 14 plus the fiend's charisma modifier, or the fiend's natural DC, whichever is higher.
*Size Increase*: at 7th level, and again at 10th, the greater fiend grows its size by 1 category, as if it had attained the new size as a monster advancing by hit dice. It gains any bonuses or penalties on ability scores, AC, attack modifier, skill or ability checks, and all other effects influenced by size. The greater fiend gains a special usage of the Change Shape ability that allows it to reassume its previous smaller form as a standard action. The ability otherwise works as Change Shape. Large fiends do not receive the first size increase, but the second increase stacks with any other size increases a fiend may acquire (e.g. by advancement).
*_True Seeing_*: at 10th level the greater fiend gains continuous _true seeing_, as the spell.