Outsider Lord (3.5e Class)

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Outsider Lord[edit]

An Outsider Lord is an individual who has chosen to pursue power above all else. The Outsider Lord transforms themselves into a powerful outsider by infusing their form & soul with the ambient energy similar to the outsiders they control. "Modified from Demon Lord Class found on this site"

Adventure: Outsider Lords single-mindedly work towards ultimate power and will stop at nothing to achieve that goal.

Characteristics: Outsider Lords work with outsiders similar to their own alignment however those with a powerful will can control outsiders whose alignment differs from their own. Over time, exposure to the powerful energies they channel causes them to appear more like their favored outsiders. Though the change is not noticeable at first, the Outsider Lord will eventually develop features like their favored outsiders.

Alignment: Outsider Lords pick a favored alignment at creation and have an easier time summoning and controlling outsiders that share their alignment. Chaotic Evil Outsider Lords are known as Demon Lords commonly; Lawful Evil Outsider Lords are known as Devil Lords; Chaotic Good and Lawful Good Outsider Lords are rare but are known to be simply called Celestial Lords. Demon Lords and Devil Lords are always evil, and will lose all class abilities upon becoming non-evil. These Lords will tend to seek power over outsiders with matching alignment. Lawful Evil Lords follow the rules of the land so that they can manipulate the masses. Chaotic Evil Demon Lords do whatever they will regardless of the harm that results. Like the Evil Lords, Celestial Lords will lose all class abilities upon falling to evil.

Religion: Many Outsider Lords cast their lots with powerful beings that align with their desires.

Background: Outsider Lords generally travel in search of powers, artifacts, or outsiders that complement their collection. Mortals, particularly wizards, turn to this life because the journey allows them a path to becoming immortal, however the energies they channel also shape and change their souls. The forces of good rarely choose to embark on this journey as imposing their will upon good outsiders is against most of their beliefs, however evil aligned individuals that discover the secrets of the outsider lords are a bit more common. The most depraved individuals can go down this road with a smile and a carefree confidence.

Races: Humans, being versatile, make up the majority of Outsider Lords. Though any race can be corrupted by the allure of this path, it is rare to see a high elf or a gnome choose to follow the Outsider Lord's path.

Other Classes: Depending on their chosen alignment their relationship to other classes varies.

Role: Squishy at worst, Outsider Lords are often the crowd control in a low-level party. The Outsider Lords' status-affecting spells weaken enemies so their allies can do the rest of the work. At higher levels, Outsider Lords have outsiders bound to their will and can assume a more aggressive role.

Minion Death:When a summoned outsider dies, it returns to its native layer and takes its material possessions with it. The Outsider Lord suffers damage to their HP equal to their Constitution modifier. The outsider can be re-summoned after twenty-four hours have passed.

Game Rule Information[edit]

Outsider Lords have the following game statistics:

Abilities: Charisma determines how many spells a Outsider Lord can cast, and how powerful those spells are. As with any caster class, a high Dexterity and Constitution improve the Outsider Lord's chances of survival.

Alignment: Any Alignment, Locked at creation

Starting Age: Simple (As sorcerer)

Starting Gold: 3d4 gold


Table: The Outsider Lord
Hit Die: d8
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day .Do not forget that the DC for the save roll is 10+the spell level+Cha mod.
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Aura of Alignment, Syphon Soul, Nightmares 4
2nd +0 +0 +0 +3 Temporarily Enslave Outsider 5
3rd +1 +1 +1 +3 Enslaved Outsider/1, Wings 5 1
4th +2 +1 +1 +4 Bonus Feat 5 2
5th +2 +1 +1 +4 Claws/Horns 5 2 1
6th +3 +2 +2 +5 - 5 3 2
7th +3 +2 +2 +5 - 6 3 2 1
8th +4 +2 +2 +6 - 6 3 3 2
9th +4 +3 +3 +6 Enslaved Outsider/2 6 4 3 2 1
10th +5 +3 +3 +7 Corrupted/Purified Soul 6 4 3 3 2
11th +5 +3 +3 +7 Wings/Flying (poor maneuverability) 6 4 4 3 2 1
12th +6/+1 +4 +4 +8 Bonus Feat 6 4 4 3 3 2
13th +6/+1 +4 +4 +8 - 6 5 4 4 3 2 1
14th +7/+2 +4 +4 +9 - 6 5 4 4 3 3 2
15th +7/+2 +5 +5 +9 Enslaved Outsider/3 6 5 5 4 4 3 2 1
16th +8/+3 +5 +5 +10 - 6 5 5 4 4 3 3 2
17th +8/+3 +5 +5 +10 - 6 5 5 5 4 4 3 2 1
18th +9/+4 +6 +6 +11 - 6 5 5 5 4 4 3 3 2
19th +9/+4 +6 +6 +11 - 6 5 5 5 5 4 4 3 3
20th +10/+5 +6 +6 +12 Celestial/Fiendish Apotheosis, Bonus Feat 6 5 5 5 5 4 4 4 4

Class Skills (2+ Int modifier per level; ×4 at 1st level) Bluff (Cha), Concentration (Con), Diplomacy (Cha), Knowledge (Arcana) (Int), Knowledge (The Planes) (Int), Knowledge (Religion) (Int), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Outsider Lord:

Weapon and Armor Proficiency: Outsider Lords are proficient with simple weapons and light armor.

Heritor Feats: Gain two Heritor feats at level one. Every other subsequent level you can add another Heritor feat altered to suit The Outsider Lord’s alignment (Celestial/Fiendish & Law/Chaos in nature) or receive a boon determined by the game master that illustrates a growing change to the Outsider Lord’s body & soul.

Celestial/Fiendish Heritage: This is compulsory. At third level, wings start to grow from the Outsider Lord's back. At fifth level, the Outsider Lord's fingernails become claws, and horns sprout from their forehead. The Outsider Lord's wings gradually grow, becoming strong enough to support flight with basic movement speed and poor maneuverability at level 11. The appearance of the Claws,Horns, & Wings are determined the alignment of the Outsider Lord, Celestial Looking for Good & Fiendish Looking for Evil.

Spells: Outsider Lords use dark magic, as it slowly alters their own bodies and souls by channeling planar energies, which is neither truly arcane nor divine. However, dark magic is considered arcane for the purposes of meeting requirements for prestige classes. Outsider Lords cast spells without preparation, and have access to all spells in the class spell list once they are able to cast that level of spell. Like other arcane casters, Outsider Lords incur a spell failure chance for wearing armor.

Aura of Alignment (Su): Outsider Lords radiate their alignment determined by class level (as a cleric).

Nightmares: Sleep for Outsider Lords is dreamless at best and nightmare-ridden at worst. Their natural regeneration is halved as a consequence.

Siphon Soul (Sp) An Outsider Lord can remove the soul of a living enemy, materializing it into a hard stone. This spell-like ability is a ray attack with a range of 30 feet. Siphon Soul deals 1d6 necrotic damage, plus an additional 1d6 per caster level. This attack can persist on the same target between rounds, provided that the Outsider Lord passes a Concentration check at the start of each turn. If the Concentration check fails, or the target is changed, then Siphon Soul is interrupted and must be repeated. Targets are allowed a Will save (DC = 10 + Outsider Lord class level + CHA modifier) to halve damage. If the target is slain while Siphon Soul is in effect, the soul is immediately transformed and given to the Outsider Lord. A Outsider Lord can only hold a number of soul stones equal to their ECL. If a soul beyond this limit is trapped, the oldest soul stone in the Outsider Lord's possession is destroyed; and the soul released to its natural afterlife plane.

Minor Enslavement (Su): At second level, an Outsider Lord can place an outsider under their control. Only an outsider whose hit dice do not exceed the Outsider Lord's may be enslaved. The enslavement lasts for a number of rounds equal to twice the Outsider Lord's Intelligence modifier. The target is entitled to a Will save (DC = 10 + Outsider Lord class level + CHA modifier). The only outsiders than can be controlled are those whose Good/Evil alignments match No Evil Outsider can control a good outsider and vice/versa, however their DC to control an opposite Law/Chaos outsider is only 10+ class level

Enslaved Outsider: Starting at third level, an Outsider Lord can summon an outsider that they have permanently enslaved (see Ritual of Enslavement). The enslaved outsider retains its abilities and stats. Conjuring an enslaved outsider requires a full round action in combat and a summoning check out of combat. The summoning check is a concentration check equal to the outsiders HD plus 10 summoned using the native language the outsider speaks. The Outsider Lord may only have one enslaved outsider summoned at a time, but may dismiss the outsider at any time (as a paladin mount).

Wings:At third level, minor wings start to grow from the Outsider Lord's back. These wings are not strong enough for flight, but they may be manipulated as any other body part may be. The Outsider Lord can fly at base move speed with poor maneuverability after level eleven. By that point the Outsider Lord's wings have become difficult to conceal, and prevent the use of armor that has not been modified for wings.

Claws/Horns: At fifth level, the Outsider Lord grows claws upon their hands and horns upon their head. If the Outsider Lord already had claws or horns, those features grow one size category larger. An Outsider Lord's claw attack deals 1d4 damage, while horns deal 1d6 damage and may be used for a headbutt or gore attack. Damage for claws or horns that increased by one size category increases to next die level (1d6 and 1d8, respectively). An Outsider Lord's claws and horns are Natural weapons.


Corrupted/Purified Soul: At tenth level, an Outsider Lord's body is extensively altered by good/evil. The Outsider Lord gains the either the celestial/fiendish template depending on if they are good/evil, and uses only the hit dice from Outsider Lord class levels (negate all other hit dice from race and classes).

Celestial/Fiendish Apotheosis: After interacting with good/evil outsiders and Dark magic for so long, the Outsider Lord's body is completely altered by the energies they channel. The Outsider Lord loses the template granted by Corrupted/Purified Soul, and gains the half-fiend/half-celestial template that matches their good/evil alignment.

Soul Stones Soul stones grant certain abilities when focused upon (full action). The stones' effects are determined by the Outsider Lord's caster level. Lvl 1-2: stones heal one point of damage per class level. Lvl 3-4: stones grant +2 bonus to attack and damage rolls for one round. Lvl 5-6: stones grant a +4 power bonus to AC for one round. Lvl 7-8: stones give two temporary hit points per class level. Lvl 9: stones heal two hit points per class level. Once a soul stone has been used, it evaporates into nothing. Soul stones must be held in a specialized container crafted by the Outsider Lord. Storage requires a ritual that takes ten minutes of meditation and a container of the appropriate size to hold the stones. Soul stones may be used as components for necromantic spells and rituals (as found in the Book of Vile Darkness and the Liber Demonica). Note using the Soul Stones in this manner is considered an evil action and good aligned Outsider Lords are suggested to avoid the temptation of consuming the souls power in this fashion. Good Aligned Outsider Lords can give the Soul stones to other Celestials so that the Souls can be purified and offered true Salvation

The Ritual of Enslavement[edit]

Before attempting to permanently enslave an outsider, an Outsider Lord must first gain knowledge of the outsider to be summoned. The summoning circle for the Ritual of Enslavement must be drawn with the blood of an innocent, and an item that attracts the specified outsider must be used as a beacon. The enslaved outsider will be bound to a physical object, which must be present during the Ritual of Enslavement (c.f. The Slayer's Guide to Demonology). To activate the summoning circle, the Outsider Lord must infuse it with a number of soul stones equal to half the hit dice of the desired outsider. The Outsider Lord's summoning ritual takes 10 minutes per hit die of the outsider. If the Outsider Lord is interrupted during the summoning phase, they must pass a Concentration check or a random hostile outsider will be summoned instead of the intended target (subject to the DM's judgement). If the desired outsider is successfully summoned onto the Outsider Lord's plane, it must be slaughtered by whatever means. The summoning process in the Ritual of Enslavement prevents the summoned outsider from returning to its native plane, even after it dies. An Outsider Lord completes the binding phase by connecting the outsider's corpse with the object set aside for binding. Once the outsider is bound to an object, it returns to life with no past memories and the ritual is complete. The enslaved outsider will obey its master's every command, provided the Outsider Lord is not slain.

Spells[edit]

1st lvl:[edit]

Corrupt, Inflict Light Wounds, Cause Fear, Detect Good, Doom, Chill Touch, Ray of Enfeeblement

2nd lvl:[edit]

Death Knell, Desecrate, Inflict Moderate Wounds, Daze Monster, Flaming Sphere, Scorching Ray, Scare

3rd lvl:[edit]

Stinking Cloud, Deep Slumber, Fireball, Vampiric Touch, Bestow Curse, Contagion, Inflict Serious Wounds

4th lvl:[edit]

Immolate, Dimensional Anchor, Dismissal, Inflict Critical Wounds, Crushing Despair, Fire Shield, Fear

5th lvl:[edit]

Waves of Fatigue, Inflict Light Wounds, Mass, Continuous Inflict Wounds, Slay Living, Unhallow, Cloudkill, Planar Binding, Lesser

6th lvl:[edit]

Planar Binding, Circle of Death, Eyebite, Banishment, Forbiddance, Harm, Inflict Moderate Wounds, Mass, Disintegrate

7th lvl:[edit]

Blasphemy, Destruction, Inflict Serious Wounds, Mass, Plane Shift, Power Word Blind, Delayed Blast Fireball, Finger of Death

8th lvl:[edit]

Incendiary Cloud, Planar Binding, Greater, Power Word Stun, Fire Storm, Inflict Critical Wounds, Mass, Unholy Aura

9th lvl:[edit]

Energy Drain, Gate, Implosion, Power Word Kill, Meteor Swarm, Wail of the Banshee

NOTE[edit]

While this list of spells is powerful, it might not be supporting the idea of an Outsider Lord some players tend to have. So it might be, at the DMs discretion of course, possible to let them choose spells for themselves. The tricky bit would be that they could choose from the arcane and divine spell list - which could be easily fixed by setting each spell to its highest minimum slot level. (e.g.: spell X is Clr 4, Src/Wiz 6 - it could only be chosen as a level six spell by the Outsider Lord.)

The Epic Outsider Lord[edit]

Table: The Epic Outsider Lord
Hit Die: d10
Level Special
21st Enslaved Outsider/7
22nd
23rd
24th Enslaved Outsider/8, Bonus Feat
25th
26th
27th Enslaved Outsider/9
28th Bonus Feat
29th
30th Enslaved Outsider/10

Skill Points Per Level
+ Int modifier per level).


Class Features[edit]

All of the following are class features of the Epic Outsider Lord:

Enslaved Outsider(Sp): A Demon Lord can enslave another outsider every three class levels.

Alternate Form: At level 21 an Outsider Lord gains a random outsider form that they can transform into at will or when they hit 0 HP. If they transform in this manner they lose 1 HD from their forms sample to use. Upon their “death” in this form they will be transitioned to that forms native plan to recuperate starting at 1HP, if they die on that plan they are permanently killed. Their alternate form must fully recover HP before they can begin healing HP in their normal form. They will not be able to leave the native plan till all HP have been recovered. Every subsequent level they can add a HD to their Alternate Forms HD or try to change it to another form.

Faustian Bargain/Wish: At level 25 an Outsider Lord with the Good Alignment gains the ability to Cast Wish as a spell-like ability or the Faustian Bargain ability for Evil Aligned Outsider Lords. Good Aligned Outsider Lords are able to cast Limited Wish as a spell like ability splitting the Exp cost for its use between themselves and the individual character that they are performing the Wish for. This ability will advance to Unlimited Wish at level 35, note this ability cost is still split between the Outsider Lord & the individual beneficiary. Evil Aligned Outsider Lords are granted the ability to form Faustian Bargain as if they were Lawful Evil Devils (see Faustian Pacts) Unlike Devils, however, the Bargainer is able to offer any Soul they have the ability to offer, (ex. The can offer their children’s soul(s) in payment, or they can be conscripted to get others to sign away their own souls to the Outsider Lord). Whatever price is chosen the bargain is only fulfilled once the price has been paid. The Souls are offered to their Evil Patron to perform the Wish spell to fulfill their side of the bargain. At level 35 they gain to ability to fulfill the Wish spell on their own by draining an ability score of the bargainer to 5 in addition the price.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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