Battle Fiend (3.5e Class)

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Battle Fiend
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Battle Fiend[edit]

Cursed long ago, descendants of the family may be born with a powerful yet despised demonic arm. While personalities can vary widely outside of battle, a Battle Fiend can turn into a figurative monster who can have trouble distinguishing friend from foe but wreaks utter havoc on the battle field. The power of the arm is usually kept in check by a holy silken ribbon or metal shackle. These can be removed at any time to unleash the power of their possessed arm.

Making a Battle Fiend[edit]

Battle Fiends can be a great asset when outright damage is needed, and they can even tank to some degree. They lack virtually any ability to support others but can more than make up for it with close ranged damage. Health is a major concern as almost all of their abilities will costs bits of health.

Abilities: Strength, Constitution and Dexterity.

Races: Half-Orcs and Humans are most likely to be Battle Fiends, but that doesn't mean other races don't posses the cursed family blood.

Alignment: Battle Fiends may be any alignment when not transformed. Upon transforming they become Chaotic.

Starting Gold: As Fighter.

Starting Age: As Fighter.

Table: The Battle Fiend

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special


Fort Ref Will
1st +1 +2 +0 +0 Unearthly Strength, Cursed Arm
2nd +2 +3 +0 +0 Ravage
3rd +3 +3 +1 +1 Beast Within, Demon Vigor
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Agony
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Suffer, Battle-worn Body
8th +8/+3 +6 +2 +2 Improved Demon Vigor
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 One With the Beast or Feast of Foes
11th +11/+6/+1 +7 +3 +3 Bloodthirsty
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Follow Through or Invocation
16th +16/+11/+6/+1 +10 +5 +5 Rampant
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bloody Charge
19th +19/+14/+9/+4 +11 +6 +6 Presence
20th +20/+15/+10/+5 +12 +6 +6 Scorn or Slaughter Mad

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Jump (Str), Swim (Str), Survival (Wis), Climb (Str).

Class Features[edit]

All of the following are class features of the Battle Fiend.

Weapon and Armor Proficiency: Battle Fiends are proficient with all martial and simple weapons and light armor. They are not proficient with any kind of shield.

Cursed Arm: All Battle Fiends are born with a cursed arm secured by either a special shackle or silken band. This hand is clawed slightly, allowing for slashing damage and is also a red in color, allowing the public to easily identify Battle Fiends. The Cursed Arm for the Battle Fiend is always their dominant arm. When attacking unarmed with their Cursed Arm, starting at 1d6 and increasing every three levels to 1d8 at 4th, 1d10 at 7th, 2d6 at 10th, 2d8 at 13th, and capping at 2d10 at 16th. When in Fiend Mode, this applies to both hands.

Unearthly Strength: Battle Fiends Cursed Arms have extremely great strength, allowing them to even wield two handed weapons single handed with their Cursed Arm. However, Battle Fiends do not get a Level 1 Feat in return.

Ravage: At 2nd level, the Battle Fiend learns Ravage. The Battle Fiends may rake at the foe with their Cursed Arm, adding an additional 1d4 negative energy damage to the unarmed strike. Additionally, if they are in Fiend Mode, the foe must make a DC 14 Fortitude save or the wound will bleed for an extra 1d6 damage, dealing 1d4 damage back upon the user.

Beast Within: At 3rd level, a Battle Fiend may undo their bindings on their Cursed Arm in order to enter Fiend mode. Upon Entering Fiend Mode, the Battle Fiend's appearance changes as their hair becomes wild and their hands become more clawed. The Battle Fiend gains 2d10 hp and enemies within 15ft of the Battle Fiend must make a DC 16 Will save or take a -2 penalty to all actions their following turn. Additionally, all weapons in the hands of the Battle Fiend will be dropped on the ground so that the Battle Fiend may fight with their hands. While in Fiend Mode, Battle Fiends gain an additional +3 BAB, increasing by +2 every three levels, capping at +13 and all unarmed damage is considered lethal, regardless of whether the Battle Fiend has Improved Unarmed Strike as a feat or not. Also while in Fiend Mode, Battle Fiends must make a DC 15 Will save at the start of each turn or they may attack their allies (To check, call odd or even and roll a six sided die. Also, if no allies are nearby to attack, the Battle Fiend will move towards the nearest one). A Battle Fiend will enter Fiend Mode one turn after removing their bindings and Fiend Mode will not end unless the Battle Fiend is knocked unconscious, killed, restrained, or all foes are killed. Foes knocked unconscious but not dead will still keep the Battle Fiend in Fiend Mode.

Demon Vigor: At 3rd level, a Battle Fiend that isn't in Fiend Mode may take a standard action to heal 1d6 of their health. While in Fiend Mode, the Battle Fiend heals 1d4 at the start of every turn as a free action. This Free action must be taken however, and cannot go unused. Regardless location, the Battle Fiend can only use this skill while in battle.

Agony: At 5th level, the Battle Fiend may take 1d6 for every enemy within five feet and then deals the total damage to all enemies within five feet. This move must pass an Armor Check like a normal attack.

Suffer: At 7th level, the Battle Fiend gains half of its Constitution Modifier (rounded down)/- for all the damage it receives. They cannot reduce the damage below 1.

Battle-worn Body: At 7th level, whether scarred up or simply muscle or a demonic perk, the Battle Fiend gets +2 natural armor.

Improved Demon Vigor: At 8th level, the Battle Fiend outside of Fiend Mode may now gain 1d8 health back as a standard action. Battle Fiends in Fiend Mode now gain 1d6 back at the start of every turn as a free action as well.

One With the Beast: The Battle Fiend may take this at 10th level, but this cannot be chosen if Feast of Foes is chosen. At 10th Level, the Battle Fiend becomes closer to the Cursed Arm, allowing them to restrain it without special bindings. They may now enter Fiend Mode instantly and end it prematurely as a standard action if they pass a DC 18 Will save.

Feast of Foes: The Battle Fiend may take this at 10th level, but this cannot be chosen if One With the Beast is chosen. At 10th level, while in Fiend Mode, if the Battle Fiend kills an enemy, they recover 1d6 health. Additionally, if they successfully pass a Reflex Save while in Fiend Mode, the Battle Fiend may take an immediate second turn at the cost of 1d6 health.

Bloodthirsty: While in Fiend Mode, if the Battle Fiend kills an enemy, it may move again towards the enemy with the lowest remaining health (including enemies with health below 0). While moving like this, the Battle Fiend ignores unit collision, moving up to their full movement towards their target. If the enemy with the lowest Health is within five feet, the Battle Fiend may attack it as if it had Cleave (Treat this as Greater Cleave should the second enemy also be slain). This deals 1d6 to the Battle Fiend for moving or attacking.

Follow Through: This may taken at 15th level, but not with Invocation. At 15th level, when a Battle Fiend lands a critical blow with their Cursed Arm (whether they are in Fiend Mode or not), they take an additional 1d10, dealing the damage they take + their Constitution Modifier to the foe.

Invocation: This may be taken at the 15th level, but not with Follow Through. At 15th level, either inside or outside of Fiend Mode, a Battle Fiend may take a standard action to deal 1d8 to themselves and to a single enemy within 10 feet. If this kills a foe, the Battle Fiend may roll 1d4 and heal themselves for that amount.

Rampant: At the 16th level, a Battle Fiend in Fiend mode adds 1d6 to his next attack for every 10 health damage he receives after his turn is over.

Bloody Charge: At the 18th level, a Battle Fiend may declare a Bloody Charge at his foes. Moving up to as far as he normally would, the Battle Fiend takes 1d6 for every foe in his path (this path must be in a straight line), but all of them who fail a DC 20 Reflex save take damage equal to his unarmed strike damage + Constitution mod. (Note that damage must be rolled separately for each enemy hit).

Presence: At the 19th level, the Battle Fiend begins to emit a cursed presence changing the DC of the Will Save from The Beast Within from DC 16 to a DC 25. Additionally, normal townspeople may (at the DM's discretion) take either a kinder or more rude approach to the Battle Fiend, either following the Battle Fiend loyally or treating them like an outsider.

Scorn: At the 20th level, a Battle Fiend may take this if they have not already taken Slaughter Mad. At the 20th level, whenever the Battle Fiend enters Fiend Mode, he may choose not to regain 2d10 health and in return deal 2d10+Constitution Modifier to all enemies within 15 feet if they fail to pass a DC 30+Constitution Mod Will Save.

Slaughter Mad: At the 20th level, a Battle Fiend may take this if they have not already taken Scorn. At the 20th level, the Battle Fiend with Slaughter Mad has merged entirely with their Fiend Mode, keeping it permanently active while keeping their sanity and ability to distinguish friends from foes. However, they are now also permanently Chaotic Neutral. Upon entering a room or being seen by humanoid beings, they must make a DC 20 Will save or become fearful of the Battle Fiend. When entering combat, all foes must now make a DC 25+Constitution Mod Will Save or cower in fear their next turn. Additionally, if the Battle Fiend also has Feast of Foes, the amount of recovered health increases to 1d10.

Ex-Battle Fiends[edit]

Battle Fiends lose their abilities should their Cursed Arms be removed either surgically or otherwise. Without their arm, they lose many of their abilities, including their regeneration, strength, and access to Fiend mode. However, they may now enjoy a mostly peaceful life, no longer carrying something fearful or unsettling with them. Many Ex-Battle Fiends often dislike this life however, tending to get themselves killed or go slightly mad.

Epic Battle Fiends[edit]

Table: The Epic Battle Fiend

Hit Die: d8

Level Special
21st Bonus Feat
22nd -
23rd -
24th Bonus Feat
25th
26th
27th Bonus Feat
28th
29th
30th Bonus Feat

4 + Int modifier skill points per level.




Bonus Feats: The epic Battle Fiend gains a bonus feat (selected from the list of feats the Battle Fiend qualifies for) every 3 levels after 20th.


Human Battle Fiend Starting Package[edit]

Weapons: Great Sword.

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

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str -
Swim 4 Str -

Feat:

Bonus Feats: Improved Unarmed Strike

Gear: None

Gold: 100gp

Campaign Information[edit]

Playing a Battle Fiend[edit]

Religion: If a Battle Fiend worships any entity, it is likely to be a Chaotic or Neutral one, though religions vary vastly from Battle Fiend to Battle Fiend

Other Classes: While outside of Fiend mode, the class typically works well with most other classes, especially healing and other support classes. They're always happy to see someone else taking the damage with them though, as their skill cost can unfortunately play a role in their own demise. Once in Fiend Mode, they interact on highly unfriendly terms with most things, especially what was already attacking them, however, they may just turn on their friends as well, making supporting classes worry for their safety.

Combat: Generally a bruiser, able to take a good bit of damage as well as dish out a lot of it, including to multiple people.

Advancement: Typical advancement usually includes a fair mix of Strength and Constitution increase with some Dexterity from time to time to make up for the lack of armor usable by the Battle Fiend. The best possible multiclass would be the Barbarian, adding even more outright damage to the Battle Fiend's arsenal.

Battle Fiends in the World[edit]

You only brought twenty men? You'll all be in pieces before my dinner gets cold."
—Astra, Human Battle Fiend

Battle Fiends are usually found wandering or adventuring because few towns welcome them and suspicion keeps many Battle Fiends away from staying in towns that could care less. They usually wind up as mercenaries in very small crews, if any at all, due to their considerable strength and volatile transformation.

Daily Life: Fight, survive, kill, destroy, maybe ponder the meaning of life before you snap that one guy's neck.

Notables: Astra, "Father" of the Battle Fiends

Organizations: Any mercenary group usually finds several Battle Fiends in their employment. There are few, if any, strictly Battle Fiend groups simply because they may end up murdering each other.

NPC Reactions: NPCs generally shun Battle Fiends or treat them coldly. However, those who follow darker forces, have little care for legends, strive for power, or otherwise wish to come in contact with dark forces may follow Battle Fiends, cheer them on, serve them, or even wed them in some cases.

Battle Fiend Lore[edit]

Characters with ranks in Knowledge (Arcane), Knowledge (History) can research Battle Fiends 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 Battle Fiends are usually bloodthirsty warriors, noticed by their red arm.
10 Experienced Battle Fiends can control their Fiend side.
15 Battle Fiends come from a single bloodline, meaning that all Battle Fiends are distantly related.
20 History or information on specific Battle Fiends. More famous Battle Fiends make checks easier.

Battle Fiends in the Game[edit]

Battle Fiends can fit into any campaign that needs either a tank or a damage dealer, able to fill either role relatively well. They can be trusted to do one or the other, and a bit of both regardless of whether Strength or Constitution is paid attention to.


Sample Encounter: Inside an old warehouse, several adventurers enter looking for a possible recruit to their party. As they enter, they see a tall man lacking a shirt or armor with wild hair standing in the middle of a massive pool of blood, bodies scattered everywhere on the floor. He ties a ribbon around the upper portion of his right arm and goes over to a heavy looking sword, picking it up effortlessly with the red, somewhat unnerving looking hand. "You guys looking for me? Fair warning, if you fight, you'll end up like them." He says in a threatning but cool tone, jerking his thumb towards them dismembered bodies, waiting for someone to step forward and answer.

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