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girovagando su internet ho trovato questo. che ne pensate? mi incuriosisce il fatto di interpretare un balor, secondo voi è bilanciato questo schema?

Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)

Masters of the Abyss and powerful generals of the Blood War, balors are indeed a fearsome foe and even at times a fearsome friend. Born from pure chaos and evil they are the essence of pure destruction taken material shape in its most brutal form.

This is a class for those who plan on using thier monster character up into epic levels and maybe beyond, and as we know; Who hasn't wanted to play a balor?

Racial Traits

Starting Ability Score Adjustments: +2 Str, +2 Cha. Balors are strong and frightening creatures.

Speed: Balor base land speed is 40 feet.

Darkvision: Balors can see in the dark out to 60 feet.

Poison Immunity: Balors are native to a plane where poison is omnipresent and are thus immune.

Skills: +8 racial bonus on Listen, and Spot checks

Automatic Languages: Abyssal, Celestial, and Draconic.

Favored Class: Balor and Barbarian. Balor and barbarian levels do not count when determining penalties for multiclassing.

Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any two) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha).

Level HD BAB Fort Ref Will Skill-points CR Special

1st 1d8 +1 +2 +2 +2 8+Int modifier 1 Feat, 2 slams 1d4, subtypes, +3 natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), masterword longsword

2nd 1d8 +1 +2 +2 +2 1 +2 Str, +2 Int, flaming body 1d6

3rd 2d8 +2 +3 +3 +3 8+Int modifier 2 +2 Wis, +2 Dex, death throes 30, +4 natural armor

4th 3d8 +3 +3 +3 +3 8+Int modifier 3 Feat, +2 Cha, +2 Con, spell resistance

5th 3d8 +3 +3 +3 +3 3 +2 Str, +1 longsword, slams 1d6, flaming body 2d6, +5 natural armor

6th 4d8 +4 +4 +4 +4 8+Int modifier 4 +2 Cha, fly speed 50 feet (average), telepathy 30 feet

7th 5d8 +5 +4 +4 +4 8+Int modifier 5 +2 Con, true seeing 2/day, resistances (acid 10, cold 10, electricity 20, fire 20), +6 natural armor

8th 5d8 +5 +4 +4 +4 5 +2 Con, slams 1d8, DR 5/cold iron or good, flaming body 3d6

9th 6d8 +6 +5 +5 +5 8+Int modifier 6 Feat, +7 natural armor, summon tanar'ri(1d8 dretches, 50%)

10th 7d8 +7 +5 +5 +5 8+Int modifier 7 +2 Str, +2 Cha, lesser balor powers 1/day, fly speed 70 feet (average), death throes 50, Entangle

11th 7d8 +7 +5 +5 +5 7 +2 Con, large size, reach 10 feet, slams 1d10, flaming body 4d6, +8 natural armor

12th 8d8 +8 +6 +6 +6 8+Int modifier 8 +2 Wis, DR 10/cold iron or good, electricity immunity, telepathy 60 feet

13th 9d8 +9 +6 +6 +6 8+Int modifier 9 +2 Con, feat, +10 natural armor,

14th 9d8 +9 +6 +6 +6 9 +2 Str, fly speed 90 feet (average), fire immunity, flaming body 5d6

15th 10d8 +10 +7 +7 +7 8+Int modifier 10 +2 Int, balor powers 1/day, DR 15 cold iron or good, +12 natural armor

16th 11d8 +11 +7 +7 +7 8+Int modifier 11 +2 Str, +2 Dex, telepathy 100 feet, summon tanar'ri(2d6 dretches, 1d2 hezrous, 60%)

17th 11d8 +11 +7 +7 +7 11 +2 Int, +2 Wis, continuous true seeing, fly speed 90 feet (good), death throes 70, flaming body 6d6

18th 12d8 +12 +8 +8 +8 8+Int modifier 12 +2 Dex, feat, +15 natural armor, balor powers 3/day, +1 Vorpal Longsword

19th 13d8 +13 +8 +8 +8 8+Int modifier 13 +2 Str, +2 Con, greater balor powers 1/day

20th 13d8 +13 +8 +8 +8 13 +2 Wis, +2 Cha, DR 15/cold iron and good, summon tanar'ri(3d6 dretches, 1d3 hezrous, 1 nalfeshnee, 70%)

21st 14d8 +14 +9 +9 +9 8+Int modifier 14 +2 Dex, +17 natural armor, balor powers 5/days

22nd 15d8 +15 +9 +9 +9 8+Int modifier 15 +2 Str, +2 Int, feat

23rd 15d8 +15 +9 +9 +9 15 +2 Wis, +2 Cha, Death throes 100

24th 16d8 +16 +10 +10 +10 8+Int modifier 16 +2 Con, +2 Cha, +19 natural armor, summon tanar'ri(3d10 dretches, 1d4 hezrous, 1 nalfeshnee or glabrezu, 80%)

25th 17d8 +17 +10 +10 +10 8+Int modifier 17 +2 Str, +2 Dex

26th 17d8 +17 +10 +10 +10 17 +2 Con, +2 Int, balor powers at will

27th 18d8 +18 +11 +11 +11 8+Int modifier 18 +2 Str, +2 Dex, feat

28th 18d8 +18 +11 +11 +11 18 +2 Dex, +2 Int, summon tanar'ri(4d10 dretches, 1d4 hezrous, 1 nalfeshnee, glabrezu or marilith, 90%)

29th 19d8 +19 +11 +11 +11 8+Int modifier 19 +2 Str, +2 Con, +2 Int

30th 19d8 +19 +11 +11 +11 19 +2 Str, +2 Wis

31st 20d8 +20 +12 +12 +12 8+Int modifier 20 +2 Con, +2 Dex

32nd 20d8 +20 +12 +12 +12 20 +2 Str, +2 Wis, +2 Cha, summon tanar'ri(4d10 dretches, 1d4 hezrous, 1 nalfeshnee, glabrezu, marilith or balor, 100%)

Class Features

The following class features of the Balor Monster Class

Weapon and Armor proficiencies: Balors are automatically proficient with all simple and martial weapons and the whip. They are not proficient with any armors or shields.

Feats: A balor recieves one feat at first level and additional ones at 4th, 9th, 13th, 18th, 22nd and 27th. After 32nd level it gains feats normally according to class levels and HD (which requires epic level advancement rules; see Epic Level Handbook for more information).

Balor's sword (Ex and Su): Balors start thier adventuring lives with weapons wrought from internal magical power and the forges of the Abyss. At first level they have a masterwork longsword, which turns into a _1 longsword at 5th level and a +1 vorpal greatsword at 18th level(still acting like a longsword for thier large size). This sword often looks like a flame or bolt of lightning. It can be enhanced further just as any other weapon following the normal costs and rules for enhancing weaponry.

Flaming Body (Su): Balors grow a destructive flaming sheath of flame about thier bodies. At 2nd level it deals 1d6 fire damage against anyone the balor grapples. This damage advances to 2d6 at 5th level, 3d6 at 8th level, 4d6 at 11th level, 5d6 at 14th level and 6d6 at 17th level.

Death throes (Su): When balors die they explode in a massive explosion of light that damages those around it. At 3rd level, when it dies all foes within 100 feet take 30 points of damage. At 10th level it increases to 50 damage, 70 damage at 17th level and 100 damage at 23rd level. Those within the blast radius may make a reflex save (DC 10+half balor HD+Con modifier) for half damage.

Spell resistance (Su): At 4th level balors gain spell resistance equal to thier HD + 8.

Telepathy (Su): Balors gain telepathy out to 30 ft at 6th level. This increases to 60 feet at 12th level and 100 feet at 16th level. They may speak telepathically to any creature with a language.

Lesser Balor Powers(Sp): At 10th level a balor can use greater dispel magic and telekinesis as spell-like abilities once per day, and then the same number of times per day as balor powers(see below) at 15th level.

Balor Powers (Sp): At 15th level, balors can use blasphemy, dominate monster, greater teleport, insanity, power word stun, and unholy aura the indicated number of times per day on the chart. The caster level is equal to the balor level, with a maximum of 20th level.

True Seeing (Su): At 7th level, a balor may use true seeing as a supernatural ability twice per day. At 17th level it becomes continuous. The caster level is equal to thier balor's HD.

Summon Tanar'ri (Sp): Once per day at 9th level a balor may summon other tanar'ri of the indicated type and number on the chart, as well as successful percent chance of summoning them.

Entangle (Ex): At 10th level, a balor gains the ability to entangle his foes while wielding the proper weapons. If he wields a whip or a spiked chain he may entangle someone much like a net. The whip or chain does not need folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against it's flaming body. The target remains anchored against the balor's body until it escapes the whip or chain.

Greater Balor Powers (Sp): At 19th level a balor may use fire storm and implosion as spell like abilities once per day. With a caster level equal to thier level to a maximum of 20th.

--

Two landmarks with this class; first monster class and the longest class I've ever made. So there's bound to be plenty of glaring errors I can't seem to find, so please inform me of mistakes and give me balanced alternatives where necesarry. Thank you.

Oh yeah, I'm also going to work on pit-fiend and solar monster classes when I've got a hang of balance from looking at this.


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Starting Ability Score Adjustments: +2 Str, +2 Cha. Balors are strong and frightening creatures.

SOLO +2 a For e Car? Ma non è un pò poco? :sorry:

E poi credo che manchi qualcosa... i Balor non sono di taglia Grande?

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SOLO +2 a For e Car? Ma non è un pò poco? :sorry:

E poi credo che manchi qualcosa... i Balor non sono di taglia Grande?

Guarda la progressione nei livelli, ti accorgerai che aumenta di tagli a lv 11 e che spesso guadagna bonus alla caratteristiche

Inviato

Wow, è bellissima!

In teoria ottieni tutti i bonus di un balor pezzo per pezzo per poi diventare un balor vero al livello 32; da notare che il mdl è intorno a +12...

L'unico problema secondo me è che il lv 32 è un po' alto, ma se voi giocate anche agli epici ci sta; la capacità del livello 32 di evocare tanar'ri poi è favolosa, puoi farti un esercito di balor (ognuno evocato dal precedente) :D

Inviato

sinceramente alle evocazioni a catena non ci avevo pensato XD cmq sia si lvl 32 e altino, ma cmq ho notato che solo nei livelli dal 20 al 32 si hanno aumenti come +12a for 0.0

e poi cmq non è detto che tu debba seguirla tutta. puoi arrestare la tua "carriera" da balor e prendere una classe. e poi se hai notata in questa build la base non ha mdl. quindi mi sembra abbastanza equilibrata. dei-moderatori dateci un segnale d'apporvazione!

Inviato

Non si può interrompere una classe da mostro per multiclassare, bisogna necessariamente prenderla come prima classe e concluderla, poi si può cominciare una classe normale (se i miei ricordi di Specie Selvagge non mi tradiscono).

La base non ha mdl perché è "assorbito" nei 32 livelli di progressione (guadagni solo 20 DV in 32 livelli, come puoi notare dalla tabella).

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