So, next weekend is next session, where they face the last of the "specifically to get a Title" Overlords. The decision has been made: Zetta (because his title is particularly awesome). And after that, I will have something happen as we vaguely approach the final arc. I had a plan, but can't remember it at the moment. Possibly because my brain is clogged with bacteria/viruses, as opposed to being clogged with alcohol and opiates.
I think "let them go beat Axel up because one player really wants to", then actually let Priere become the final boss if she eludes them long enough to survive doing so - her release (the broken seal) means she's completely back in business kicking ass and taking names, and she was in fact Vurasel's enemy of choice. Maybe they'll discover how she just wanted to have
minionsfriends again, and find a way to redeem her. Or maybe they will just stab her in the face. Who am I kidding? They'll stab her in the face.
So, as I promised before, Prestige Classes.
Hero!
(for all your main character needs!)
Requirements:
Base Attack Bonus +7
Skills: Survival 10 ranks
Feats: Combat School (any)
Special: something tragic must have happened to at least one of your parents
Features:
Base Attack Bonus: Good
Good Saving Throws: Fortitude and Reflex
Hit Die: d10
Skill Points: 4+Int
Level: | Special: | Other:
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1 | Signature Style | -
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2 | Signature Move | Advancement
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3 | Most Useful | -
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4 | Special Move | Advancement
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5 | Seize the Day by the Throat | -
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Signature Style (Ex): the Hero! has his own way of fighting - that's just his style, and it's how he rolls. He can't help being cool, he was born that way. As such, he may increase the Threat Range of all weapons used in his Combat School by an amount equal to his Charisma Bonus. Additionally, any turn in which he attacks with a weapon listed in his Combat School, he gains a +3 Dodge Bonus to Armour Class until his next turn. Finally, whenever fighting opponents with a higher CR than his level, he always has the Edge against them.
Signature Move (Su): the second level Hero! develops a move that people remember him by - usually when explaining their injuries to the hospital staff and police. Using it makes him Fatigued, and it cannot be used if he is Fatigued (yes, if he is immune to Fatigue he may use it at will), but it is powerful enough to be worth the trade-off: with a Standard action he makes two attacks with any weapon selected from his Combat School, both at his highest Attack Bonus, and each deals an extra number of d6 in damage equal to his class level. If both hit the same target, the target becomes Staggered with no saving throw.
Advancement: at levels two and four, the Hero! gains one of the following:
[*]A Monk Fighting Style (level 4: a Master Fighting Style, providing he already has at least one Fighting Style) and +1 to his Armour Bonus from "Armoured in Life"
[*]A bonus [Combat] feat and, if applicable, an additional Kiai! use per day.
[*]An additional Stance
and Manoeuvre, treating the class level as additional Soldier levels
Most Useful (Ex): the Hero! tends to be the most generically useful. At third level, all of his ability scores suddenly get the full +5 Inherent/Aardvark Bonus - keeping in mind that this will not stack with Wishes, Books and so on. Furthermore, his base move speed is doubled, and his carry capacity is tripled. With a Standard action, he may lift an adjacent ally who he could carry (even if it would be a Heavy load) and hurl them up to 50' away, letting them land safely.
Special Move (Su): at level four, the Hero! gains an even better special move. It functions like the Signature Move, except for the following changes:
[*]It can be used when Fatigued, making him Exhausted, and he disregards the penalties for Fatigue when executing it. He cannot use it when Exhausted.
[*]Both attacks gain a +5 Kestrel bonus to the attack and damage rolls
[*]A successful hit causes a 15' radius explosion, centred on the target, that only affects enemies. The explosion deals 10d6 damage (select one when gaining this ability: Sonic, Fire, Cold, Electricity, Acid, Magic Bludgeoning, Magic Piercing, Magic Slashing), with a Reflex Save for half (Strength-based). If two separate targets are hit, there are two explosions. If both attacks hit the one target, there is only one explosion.
Seize the Day by the Throat (Ex): the fifth-level Hero! is just plain awesome, and by gritting his teeth he can throw off just about any negative effect. With a Standard action, he may rid himself of any or all of the following:
[*]Ability Damage
[*]Temporary Negative Levels
[*]Poison
[*]Disease
[*]Sickened/Nauseated
[*]Staggered
[*]Fatigued/Exhausted
[*]Confused
[*]Paralysed/Held/Helpless
[*]Petrified
[*]Charmed/Fascinated/Dominated
[*]Any [Fear] effect
He can even do so if the nature of the effect would prevent him from doing so (such as preventing Standard actions, dictating his actions for him or making him unable to take physical/any actions). Additionally, doing so grants him a Divine Power effect for one minute.
Delinquent
(specifically for a trio in Disgaea 3)
Requirements:
Alignment: any Chaotic or Good
Skills: two Knowledge skills at 8 ranks
Special: must be considered a delinquent, trouble-maker or rule-breaker by the generic establishment
Features:
Base Attack Bonus: Good
Good Saving Throws: Will
Hit Die: d6
Skill Points: 8+Int
Level: | Special: | Other:
|
1 | Don't Litter, Peaceful Hobby | -
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2 | Morality | Advancement
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3 | Help Your Peers, Punctuality | -
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4 | Volunteer | Advancement
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5 | Eco-Friend | -
|
Don't Litter (Su): Delinquents are good students who don't litter. Therefore, any time they kill an enemy, the corpse is Disintegrated.
Peaceful Hobby (Su): the Delinquent has some form of hobby that is supposed to be non-violent. It doesn't actually work out that way though. Select one Knowledge, Perform or Craft skill, or any other skill you can talk the MC into selecting (it will never be Use Magic Device or Diplomacy). The Delinquent may, as an Attack action, make a skill check with that skill, against a DC equal to the AC of an adjacent foe. If the skill check succeeds, the enemy takes damage equal to the skill check result and must make a Saving Throw (based on the ability score the chosen skill uses). The save required and effect on a failed save are selected when the ability is first gained:
[*]Will vs Confusion (3 rounds)
[*]Ref vs Entangle (1 round)
[*]Fort vs Prone
Morality (Su): the second-level Delinquent has good morals, if you would believe that. She can always treat her Alignment as Good for the purpose of activating items, and against any effect that would have her act against these strong morals, any saves allowed gain a +5 bonus.
Advancement: at levels two and four, the Delinquent gains one of the following, presumably as an advancement to her existing abilities:
[*]A bonus [Skill] feat and +1d6 Sneak Attack
[*]+3d6 Death Attack
[*]A bonus [Combat] feat and, if applicable, +1 daily Kiai! use
[*]+1 Jutsu Point and, if you already possess Mystic Powers, 1 additional Mystic Power (treat your Delinquent Levels as Ninja levels for requirements)
[*]A bonus [Metamagic] feat
Help Your Peers (Su): at third level, the Delinquent becomes skilled at helping her friends succeed. She may make Aid Other attempts out to 50' away, and when doing so she grants a +5 bonus instead of +2. Furthermore, allies may use her to flank even for ranged attacks, if she is still adjacent to the target and opposite them. She also gains the ability to cast
Heroism on all of her allies (except herself) at will, with a one minute duration.
Punctuality (Ex): the level three Delinquent is always on time. As such, she may re-roll her Initiative if she wishes to, all Sleep effects wear off in half the time they usually would (if they have a duration) and she is immune to being Slowed.
Volunteer (Su): a fourth-level Delinquent does volunteer work - in addition to all the regular adventuring and stuff. The only way she can manage this schedule is by moving extra fast. As such, she is permanently Hasted.
Eco-Friend (Su): the fifth-level Delinquent is good to the environment, and it is good to her in return. She is never hurt, slowed, tripped or entangled by plant life, and Animals, Magical Beasts, Vermin and Plants will not attack her unless compelled to do so via a [Compulsion]. She may also cast Summon Nature's Ally three times per day, the specific number of the spell being no more than half her character level (round up).
Aristocratic Demon
(Hi Rozalin! Hi
VyersMidboss!)
Requirements:
Skills: Knowledge (Nobility and Royalty) 10 ranks, Knowledge (the Planes) 10 ranks
Base Saving Throws: Ref +5
Special: must be considered a member of the royalty, nobility or aristocracy, even by relation.
Features:
Base Attack Bonus: Good
Good Saving Throws: Ref and Will
Hit Die: d6
Skill Points: 6+Int
Level: | Special: | Other:
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1 | Noble Blood | Advancement
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2 | Armour of Contempt | -
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3 | Kneel Before Me | Advancement
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4 | Great Leader, Important Name | -
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5 | Make It So | Advancement
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Noble Blood (Ex): the blood of the Aristocratic Demon is particularly noble and special. Any time she suffers Piercing or Slashing damage that manages to get past DR and Temporary HP, all foes within 15' must make a Will Save (Charisma-based) or be Fascinated for 1 round. Her blood is considered particularly expensive in necromantic circles, which is probably not a good thing.
Advancement: at levels one, three and five, the Aristocratic Demon may select any one of the following, presumably as an advancement to an existing ability:
[*]+1 Caster Level (including spells known and spells per day)
[*]+1 to "Armoured in Life" and an additional Monk Fighting Style (of the most powerful type the character currently knows)
[*]+1d6 Sneak Attack
[*]+2d6 Death Attack
[*]+1 daily Kiai! use
Armour of Contempt (Ex): the second-level Aristocratic Demon is too good for puny mortal attacks to sully her. She may add her Charisma bonus to her Armour Class and Reflex Saves.
Kneel Before Me (Su): with a Standard action, the third-level Aristocratic Demon can reveal her symbol of power, letting all enemies in line of sight realise just how serious things are. All enemies who see this symbol must pass a Will Save (Charisma-based) against a [Fear] effect (that is not [Mind Affecting]) or Cower for 1d4 rounds. Whether they pass or fail the save, they are then unaffected by further uses of it from that person for the next 24 hours. Also she gets a +3 Competence bonus to Intimidate checks.
Great Leader (Sp): at level four, the Aristocratic Demon is good at leading people and having them do as she says. She may cast Braveheart at will (see the Disgaeagame Supplement). She also gets a +3 Competence bonus to Perform (Oratory) checks. Finally, adjacent allies have a +2 Sacred bonus to all ability scores. Granting this bonus is not an action - they just have the bonus when next to her.
Important Name (Ex): by level four, everyone knows who the Aristocratic Demon is. She can get invited to any party or event she wants, making it very easy to get into places. Also, her name is too good to be sullied by incorrect usage, so she becomes immune to Power Words.
Make it So (Sp): the fifth-level Aristocratic Demon is so used to "the help" doing everything that she lives a life of luxury. She can in fact generate a Wish effect at will, but only to create items worth 15,000 GP or less, not for any other effects. She may also cast Prestidigitation at will, and can summon 1d4 Invisible Servants at a time, again, at will. These Servants may in fact be visible, appearing as maids, prinnies, or prinny maids.
Fallen
(I'm looking at you, Flonne. And Priere.)
Requirements:
Alignment: any Chaotic or Evil
Skills: Knowledge (the Planes) 8 ranks
Special: must have previously been devoted to a Good cause
Features:
Base Attack Bonus: Good
Good Saving Throws: Will
Hit Die: d6
Skill Points: 4+Int
Level: | Special: | Spellcasting:
|
1 | Demonic Change | +1
|
2 | Bonus Feat | +1
|
3 | Evilty | +1
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4 | Virtuous Sins | +1
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5 | Sphere Access | +1
|
Demonic Change (Ex): the Fallen becomes a Demon, more or less, which has benefits but no drawbacks, because being a Demon is
awesome. She gains Telepathy (Su), Immunity to Electricity and Non-magical Poison, Resistance 10 to Acid, Cold and Fire, and may take [Fiend] and [Monstrous] feats as well as levels in True Fiend and Conduit of the Lower Planes.
Spellcasting: every level, the Fallen's spellcasting ability (if any) improves as though she had taken another level in one spellcasting class. This includes caster level, spells per day, spells known and so on, but not other class features.
Bonus Feat: the second-level Fallen gains a Bonus Feat. This may be any [Fiend] or [Monstrous] feat that she meets the requirements for.
Evilty (Ex): at third level, the Fallen gains a special evil ability, just as a present for having fallen in the first place. She gains the special ability of a Fiendish Sphere, without gaining access to the spell-like abilities. It is recommended she select a Sphere she doesn't intend on actually taking later on, likewise selecting Dominion wouldn't be that bright.
Virtuous Sins (Ex): how evil the Fallen is is actually up for debate. At level four, she's considered "kind of evil, kind of not" and as such is immune to any Alignment-based spells and effects, from Smite Evil to Dictum to Morality Undone to Chaos Hammer.
Sphere Access (Ex): at level five, the Fallen gains Basic access to a Fiendish Sphere. Alternatively, she may improve her access to a Sphere she already has (Basic to Advanced or Advanced to Expert).