Classic Villian (3.5e Prestige Class)

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Classic Villian
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Status: 100
Editing: Constructive edits welcome
Villian.jpg


Becoming a Classic Villains[edit]

Entry Requirements
Alignment: Any evil.
Base Attack Bonus: +4.
Skills: Bluff 9 ranks, Intimidate 9 ranks, Perform(oratory) 9 ranks.
Feats: Iron Will
Special: Sneak attack 3d6

Table: Classic Villain
Hit Die: D6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Condescending Speech, Wicked Ways
2nd +2 +0 +3 +3 Supreme Arrogance
3rd +3 +1 +3 +3 Die Hard
4th +4 +1 +4 +4 Dramatic Entry/Exit
5th +5 +1 +4 +4 Punchy One-Liners
6th +6 +2 +5 +5 Hostages
7th +7 +2 +5 +5 Shocking Revelation
8th +8 +2 +6 +6 Greater Rage 1/day
9th +9 +3 +6 +6
10th +10 +3 +7 +7 Legendary Villain

Class Skills (4 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Table: The Epic Classic Villain
Level Special
11th — Bonus Epic Feat
12th
13th
14th — Bonus Epic Feat
15th
16th
17th —Bonus Epic Feat
18th
19th
20th -Bonus Epic Feat

Class Features[edit]

All of the following are class features of the Classic Villain prestige class.

Weapon and Armor Proficiency: Dastardly Swordsmem are proficient with all simple and martial weapons, plus the whip, as well as impromptu weapons.

Condescending Speech (Ex): At 1st level a Classic Villains gains the ability to use Condescending Speech, a verbal crescendo of negativity that builds pressure until a Classic Villain releases a fatal blow in an attack. If a Classic Villain spews for a diatribe at the target for a minimum of 3 rounds then they make an melee or missile attack that does an extra +1d6 damage per level of Classic Villain. The target of the Condescending Speech must be within 60 feet of the Classic Villain and be able hear the Condescending Speech. Condescending Speech is language dependent. If the Classic Villain stops speaking they must restart building up from round one. The Classic Villain is otherwise free to act, including attacking the victim during the three rounds but this is not necessary. Spells that require verbal components can not be cast during a Condescending Speech. A missed Condescending Speech attack is not wasted, a missed Condescending Speech attack adds +1, consecutive misses have bonuses that stack, miss 2 gain +2 on next attack, miss 3 gain +3 on next attack, ect. For each round beyond the third that a Classic Villain continues the Condescending Speech without attacking they gain a +1 to hit, they do not gain this if they missed in the previous round.
The Classic Villain must restart the Condescending Speech at round one if the Classic Villain stops talking or the target is out of range.
The Target of a Condescending Speech is not always aware of what is happening but there is no mistaking the tone, using this ability effectively negates future positive diplomacy checks for 24 hours. If not engaged in combat, a target can make a sense motive DC 15+level of Classic Villain to understand the pending out come of the speech.

Wicked Ways (Su): A tip of the hat to bad guys everywhere, their Wicked Ways make life easier for them. At 1st level a Classic Villain gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Supreme Arrogance (Su): At 2nd level a Classic Villain gains Supreme Arrogance. Believing in themselves to epic levels gains them the bonus of 1 +1 per two levels of Classic Villains to all rolls and AC. This bonus is lost if the Classic Villain is not at full hit points. Additionally, if the Classic Villains misses in an attack or fails a skill check or saving throw they must succeed Will Save DC 25 or else lose this ability until for 24 hours.

Die Hard: At 3rd level a Classic Villain gains the Die Hard feat, even if he does not have the normal prerequisites for that feat.

Dramatic Entry/Exit (Su): At 4th level a Classic Villain gains the Dramatic Entry/Exit once per day. Dramatic Entry can not be used if the Classic Villain has been attacked or has attacked in the last 10 minutes, nor can it be used if opponents have seen the Classic Villain in the last 10 minutes.
Dramatic Exit ends immediately if the Classic Villain attacks or cast spells.
Dramatic Entry/Entry allows for a series of effects to happen simultaneously, all have a duration equal to the Classic Villain's character level and cast by spell caster level equal to the Classic Villain's character level. Using the Dramatic Entry/Exit ability is a free action but requires a perform DC 10 check.

Table: Dramatic Entry/Exit
Effects
1 Either Knock or Shatter Spell
2 Haste or Freedom of Movement Spell
3 - Dramatic Entry Only Pyrotechnics Spell
4 - Dramatic Exit Only Improved Evasion Ability & Protection from Normal Missiles Spell


Punch One Liners: Pithy one liners propel the Classic Villain forward and set them apart from crowd of other villains. At 5th level a Classic Villain gains either Cleave or Improved Disarm, even if he does not have the normal prerequisites for that feat.

Hostages (Ex): At 6th level a Classic Villain is unequaled in their ability to take and use hostages and use humanoid shields, gaining the Hostages ability. The ability bestows several benefits. First, a Classic Villain gain only uses this ability against 1HD targets, fortunately they gain the innate ability to detect 1HD targets as free action.
Taking a Hostage is full round action. A Villain gains Improved grapple against unarmed opponent of 1 hitdice or less. If they succeed in the grapple attempt they have taken a hostage
At this point the following is true;
The Classic Villain can move at half his normal move or make a standard attack with one handed weapon.
The Classic Villain gains +8 to AC and +4 to Reflex Saves.
Any attack that misses the Classic Villain by 8 or less hits the hostage.
The Classic Villain can not be targeted by spells that require line of sight, such as Magic Missile, as if they had total cover.
The Classic Villain Coupe de Grace the hostage on their turn as a free action.
Taking a hostage restores a Classic Villains Supreme Arrogance superseding conditions that would negate Supreme Arrogance. While the Classic Villain has a live hostage he is under the effect of a glibness spell.

Shocking Revelation (Sp): At 7th level a Classic Villain gains the Shocking Revelation ability. Shocking Revelation is usable 1 + charisma bonus times per day. As a full round action a Classic Villain can deliver the horrible news with such spite, glee and theatrics that it levels the targets. The Classic Villain can effects all 1 hitdice targets and 1 target per level of Classic Villain. Targets are effected unless they make a will save DC equal 10+level of Classic Villain+2 for each additional shocking revelations the target has heard but resisted in the last 24 hours.

Table: Shocking Revelation
Hitdice
1 unconscious as sleep spell
less than Classic Villain Stunned for 1d4+1 rounds
equal to Classic Villain Stunned for 1 round, then dazed for 1d4 rounds
greater to Classic Villain Dazed for 1d4 rounds

Rage(Ex): At 8th level a Classic Villain embraces the frustration they have with inferiors by getting in touch with rage, and gain the ability of Greater Rage 1/day. This ability stacks with and is identical to the barbarian's ability to rage. During a rage a Classic Villain is unable to use Condescending Speech, Hostage, or Shocking Revelation abilities.


Legendary Villain (Su): At 10th level a Classic Villain is fully realized and becomes a Legendary Villain. His deeds have earned him a special place among the world, and his efforts have been recognized by dark forces granting him DR 10/good and a spell resistance SR 10+HD. Furthermore a Classic Villain can only be slain by a coup de grace.

Ex-Classic Villain[edit]

A Classic Villain who becomes good in alignment may not progress in levels as a Classic Villain, though he retains all his extraordinary abilities and bonus feats but spell-like and supernatural abilities gained as Classic Villain.



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