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Devil's Advocate.; Power... Price...
Topic Started: Jul 17 2007, 07:52:19 AM (308 Views)
Type O Negative
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Duke~Duchess
Class Name: Devil's Advocate

Hit Dice: 3d6 Per Level.
Attack Bonus Progression: As fighters. (Full, 1/Level)
Skills: 4 + Intelligence modifier skill points per level. Skills available: Hide, Move Silently, Use Magic Device, Bluff, Diplomacy, Climb, Ride.
Saving Throws: As Monk.

Armor Proficiency: All Armor Available (Up to AC8 Fullplate without penalty to the Advocate's Spells or Abilities. Other sources of Arcane spells are subject to spell failure).
Weapon Proficiency: The Advocate is innately proficient in martial and simple weapons.

Class Requirement: As stated in the first feats gained; the character must make a deal with a powerful Infernal, Abyssyal, Otherworldly or Godlike figure to attain this class. The deal can be anything - from saving the character's life, to saving a friend's life, to simple, pure, raw power. Any alignment is allowed to take in this class, due to the fact that the abilities can be used for Good, Evil, in an Orderly or Chaotic way (though... it is advised to use the abilities sparingly and in an orderly manner... should their "downsides" catch up to you...).

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Special Feats per Level

Level 1:

-Sneak Attack +1d6.

-"Unbridled Glory," if Evil, the Advocate adds his Charisma modifier to his AC; this is considered an innate AC bonus and is cumulative with any AC gained from items (Natural, Armor, Shield, Dodge).

In addition, upon becoming a Devil's Advocate, the character rerolls all hit dice hit points as if they were "Devil's Advocate" Levels (3d6).

-"Guilt of the Damned," if Good or Neutral, the Advocate adds his Charisma modifier to his saving throws. In addition, this bonus may be sacrificed once per day to heal 6d6+6 hit points on a target, instantaneously; this healing ability can be used to bring a target back from the dead. If used to bring the target back from the dead, the target is revived at no penalty, but the Advocate permanently loses 6 hit points.

In addition, upon becoming a Devil's Advocate, the character rerolls all hit dice hit points as if they were "Devil's Advocate" Levels (3d6).

-"Death Pact," The Advocate's soul is sold to a powerful Abyssal or Infernal figure, typically an evil Archdevil or Demigod- or in more rarer cases, a powerful Demon. When killed, either in combat or otherwise, the Advocate is resurrected six (6) Days after his life was ended. The place of resurrection is usually the home or lair of whoever the Advocate sealed the Death Pact with (who is usually waiting for him). The Advocate permanently loses six (6) hit points after each resurrection, but otherwise does not lose anything in terms of experience points or items. After six (6) resurrections in this manner, the Advocate dies, permanently, and cannot be resurrected or reborn in any way; his soul thereafter belongs to whoever he made the pact with.

Level 2:

-Free Combat Feat, as Fighter.

Level 3:

-"Infernal Features," The Advocate receives a +2 Super Natural bonus to either AC or Saving Throws Bonus, at the Advocate's choice. These bonuses are cumulative and can stack with Natural, Armor, Dodge or Shield bonuses.

In addition, the Advocate develops Infernal Features, such as horns, hooves, spots on his skin, the smell of brimstone, or a dark cloud that follows him wherever he goes (if Good, the Dungeon Master can replace these features with a Dark Halo, or melancholy whimpers or moans of the dead which the Advocate and nearby listeners hear). In addition, bizarre things occur persistently every day near the Advocate during times of peace, such as flowers wilting, plant life dying, sudden rain falling, or nearby weak-willed folk panicking randomly, happen at the Dungeon Master's discretion.

-Sneak Attack +1d6, the Advocate adds another 1d6 to his sneak attack damage.

Level 4:

-None.

Level 5:

-"Soul Swap," Once per Day, the Advocate is able to switch his hit point percentage with a target. This requires a DC Save of 10+Advocate Level+Charisma Modifier if the target is hostile or has higher hit points than the Advocate. No DC Save is required if the target has lower hit points, or if this ability is used to save the target's life. When used to steal life, this ability is considered an Evil Act. If used to give or preserve life, this ability is considered a Good Act. The advocate can switch hit points with a recently dead creature, thereby killing himself and reviving the creature, at the cost of one of the advocate's six lives.

Level 6:

-Sneak Attack +1d6, the Advocate adds another 1d6 to his sneak attack damage.

-"Dark Gift," if the Advocate is Evil, when activated, this ability reduces all damage dealt to the Advocate by half rounded down for 3d6 Rounds. If the Advocate is Good, when activated, this ability heals a friendly target for 3d6 hit points and thereafter protects them from half damage received rounded down for the next 3d6 rounds.

Level 7:

-Special, the character must pay an additional 6660 Experience Points to attain Level Seven of Devil's Advocate. These points are in addition to however many must be earned (different character levels have different numbers, but the extra 6660 always remains the same). They are then deducted from the character sheet, but the sheet is then "marked" as having payed the points. In addition, Level 7 of Devil's Advocate is only attainable by Good or Neutral Aligned Characters.

-"Settled Score," Good or Neutral Aligned Devil's Advocates can choose to rebel against their Abyssal, Infernal, Devilish, or Demonic Master. All abilities and "Devil's Advocate" levels are reduced and deducted from the character in exchange for the return of the character's soul. The "Devil's Advocate" Levels can be replaced by Fighter, Rogue, Paladin, or Sorcerer Levels. Although these are the recommended replacement classes, other Classes can be used at the Dungeon Master's discretion.

Hit Points that are lost or gained during the process are kept on the character's sheet, and hit points are not rerolled during the class replacement process. Saving throws and other abilities are deducted or added accordingly. This process is considered to be painful and inflicts the character with sickness for some time after.

In addition to being free, having risked true, permanent death and character replacement, the character receives +2 to three attributes of their choice, for a total of 6. In other words, the character selects three attributes (Intelligence, Strength, Wisdom, Dexterity, Charisma, Constitution), and then those attributes receive +2.
Edited by Type O Negative, Jan 3 2011, 06:47:57 PM.
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מєאַιۑ
"I watched with glee
as your kings and queens
fought for ten decades
over gods they made." -Sympathy for The Devil, Rolling Stones.
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Sylvak
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King~Queen
sssnap, cool, but must be a tough class to play.

since its 7th level, i'll guess its a prestige class...but what are the prerequisites? or can you START as a devil's advocate?
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Type O Negative
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Duke~Duchess
Aye it's a Prestige Class. The requirements are very Dungeon Master oriented: Basically, an Archdevil, or other really shady, dark figure must be interested in the character enough to want their soul. So the requirement, for now, is only that; an RP contact with Archdevil or other dark figure, and selling one's soul in exchange for the abilities granted.
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מєאַιۑ
"I watched with glee
as your kings and queens
fought for ten decades
over gods they made." -Sympathy for The Devil, Rolling Stones.
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Sylvak
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King~Queen
oOoh, sounds like an interesting plot device
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Type O Negative
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Duke~Duchess
What's the word on this? I realize it's fairly strong when compared to other Prestige Classes, but I feel that the possible permanent hit point loss, the gamble of permanent, true death, and the role play qualities outweigh that "strength" - which may turn into a weakness, if the character uses his abilities too recklessly.
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מєאַιۑ
"I watched with glee
as your kings and queens
fought for ten decades
over gods they made." -Sympathy for The Devil, Rolling Stones.
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Savarast
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Deity

I'll take the time to finally review the Devils Advocate...

--All are opinions are marked with "*" asterisks. Opinions are suggestions and do not have to be implemented.

--All other points I feel need some serious reconsideration.

* Change the Hit Dice to 3d4. This makes the change over not extremely huge, but still signifigant. Even for a barbarian (highest HD with a D12) the roll chances are 1 to 12. With the new rolls, the odds would still be much higher; 3 to 12. If you want it to actually "break" the normal hit point scale, then I suggest 4d4. IF the purpose of using 3d6 is for the idea of "666", then ignore this comment.

* Add more skills to the skill list.

* Level four should at least get a bonus feat.

* I'd suggest elemental resistances to be gained from "Infernal Features". Damages reduction of 5 to two energy types.

* You say a Devils Advocate can cast spells gained from this class may be cast while wearing heavy armor. What spells do they get? this class says nothing of spell advancement.





-------------------------------------------------------------
Clarifications:

--Why Does selling one's soul to a devil as a good character give you greater use of their abilities?

--With "Settled Score", is the loss of "6660" experience supposed to balance the features of this class? you do not have to confront the demon or anything? Why can you only settle the score if you are good or neutral?
|~| The Pessimist by The Lake In The Forest |~|
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Sylvak
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King~Queen
i think what den-den was trying to say for the selling of souls if your good is the fact that you sell it for the right reason, not the alignment.
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Type O Negative
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Duke~Duchess
* Change the Hit Dice to 3d4. [...] If the purpose of using 3d6 is for the idea of "666", then ignore this comment.

666 was indeed the basic concept of the 3d6 Hit Dice. The fact that the class gains so many hit points is because certain abilities require him to permanently lose them.

* Add more skills to the skill list.

Consider it done, as soon as I get my hands on a skill list.

* Level four should at least get a bonus feat.

More power? Why not. ;)

* I'd suggest elemental resistances to be gained from "Infernal Features". Damages reduction of 5 to two energy types.

Consider it done; I'm thinking Negative Energy and Fire

* You say a Devils Advocate can cast spells gained from this class may be cast while wearing heavy armor. What spells do they get? this class says nothing of spell advancement.

Not so sure where to go on this one. Originally, "spells" was actually intended to be "spell-like abilities" - But in hindsight, I may or may not add spells for this class as a feature. Thoughts? I'm thinking Sorcerer, or Blackguard, progression.

--Why Does selling one's soul to a devil as a good character give you greater use of their abilities?

Typically, Good Aligned Characters would totally avoid the soul-selling thing. However, for the purposes of avoiding yet another "EVIL ONLY" class, I decided to twist it so that Good Characters can also use it - but in a very different way. If you must know... *He drawls in his bardic tone.. ;) * ..The original idea, to me, was that the Devil/Abyssal Figure/Demon/Whatever would try to further the eternal temptation that Evil (should, in my opinion ;) ) impose upon Good. Misery does, after all, seek company.

Basically, what I'm getting at here, is that the abilities granted are almost always subject to change the character's alignment (note the giving or stealing life ability gained at a certain level - considered good or evil acts). The entire progress in Devil's Advocate levels is either a Redemption or a Fall Into Darkness/Evil sort of story - The class is geared, statistically, with consequences et all, to reflect that.

Consider the powers gained as a sort of, "Hey, look, mortal - You've got powers for selling your soul. Why don't you explore them..." (and thus fall deeper into the whole soul selling game - maybe lose a few hit points until death [which, I might point out, the one who bought the soul would likely enjoy]).

So, that's a mouthful - let me summarize the two reasons why I think that good characters should receive the special abilities:

1. To tempt them into becoming Evil (Oooh, so cliche - I know).
2. To kill them via this temptation (The soul buyer would like that - it would give him one less mortal to worry about, and another soul in his repertoire. The abilities DO slowly kill the User if all Permanent Hit points are lost, after all).

--With "Settled Score", is the loss of "6660" experience supposed to balance the features of this class? you do not have to confront the demon or anything? Why can you only settle the score if you are good or neutral?

The experience points are meant to balance the free six attribute points the character gets (which is more than 100% of the amount they gain without at Level 20).

As for Good and Evil, I'm at sort of a paradox here. I wanted this level to be only accessible to characters that are redeemable/redeemed. Sort of for the role play value of them seeking out goodly folk, such as Clerics or Paladins for guidance or help... but, looking back, maybe it should be accessible to Evil characters who are just plain rebellious in their own right. More comments and suggestions is requested. ;)

--

I will update sooner, rather than later.
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מєאַιۑ
"I watched with glee
as your kings and queens
fought for ten decades
over gods they made." -Sympathy for The Devil, Rolling Stones.
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Sylvak
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King~Queen
no good being is beyond fault, and no evil being is beyond hope of redemption.
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Savarast
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Deity

Settled Score, if you ask me, should be more of a battle for the soul in question. How I see it is that no devil in their right (or wrong, for that matter) mind would give back a soul. Just expending 6660Exp for a total +6 modifier for abilities is quite the feat. I think it should carry a risk at the very end of something. Considering that whoever is Settling the Score has to end up good, maybe the demon immediately upon giving back the soul tries to kill the subject? In the end I also agree that Settled Score should only be available to good-aligned beings. However, I think evil beings should also be able to take the 7th level and become irrevocably evil (with, of course, some bonuses).

If they gain no spell progression, remove this entry (AC penalties do not apply to spell-like abilities to my knowledge). If you want them to gain spells, make it very few (or give them a spell-like ability similar to the demon spell-like abilities... but using these spell like abilities might be considered an evil act).
|~| The Pessimist by The Lake In The Forest |~|
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