Classic Villian (3.5e Prestige Class)
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Becoming a Classic Villains
|Base Attack Bonus:||+4.|
|Skills:||Bluff 5 ranks, Intimidate 5 ranks, Perform(oratory) 5 ranks.|
|Special:||Sneak attack 1d6|
|1st||+1||+0||+0||+2||Condescending Speech, Wicked Ways|
|8th||+8||+2||+2||+6||Greater Rage 1/day|
Class Skills (4 + Int modifier per level)
|11th||— Bonus Epic Feat|
|14th||— Bonus Epic Feat|
|17th||—Bonus Epic Feat|
|20th||-Bonus Epic Feat|
All of the following are class features of the Classic Villain prestige class.
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. Their delusions of grandeur grants them a bonus of +1 plus 1 per two class levels 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.
Henchmen (Ex): At 3rd level a Classic Villain gains the Leadership feat. Any cohorts and followers the classic villain attracts are absolutely loyal, following his orders, even suicidal ones, granting them a +4 bonus versus fear effects.
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.
|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|
Punchy 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 Improved Feint or Improved Disarm, even if he does not have the normal prerequisites for that feat. Additionally, whenever the classic villain successfully strikes an opponent during an attack of opportunity, the villain's attack has some nasty effects. A successful strike causes the target to take on one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1d4 rounds.
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. All opponents within a 60-ft range that can hear the classic villain must 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.
|1||unconscious as sleep spell|
|equal to or less than Classic Villain||Stunned for 1d4+1 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, Punchy One-liners, or Shocking Revelation abilities.
Uncertain Death: At 9th level a Classic Villain can only be slain by a coup de grace. If a classic villain is reduced to zero or less hit points, they automatically stabilize as if they Die Hard feat. Upon reaching zero or less hit points the Classic Villain gains an immediate free action to make a full retreat as well as a Hide check. As long as the classic villain is at zero or less hit points, they are immune to all damage from falls, mundane fire, glass, drowning, and poison.
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/lawful and a spell resistance SR 5+character level.
A Classic Villain who loses the evil alignment may not progress in levels as a Classic Villain, though he retains all his extraordinary abilities and bonus feats but loses all spell-like and supernatural abilities gained as Classic Villain.