Classic Villian (3.5e Prestige Class)

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Villian.jpg


Becoming a Classic Villains[edit]

Entry Requirements
Alignment: Any Evil
Base Attack Bonus: +4.
Skills: Bluff 5 ranks, Intimidate 5 ranks, Perform(oratory) 5 ranks.
Feats: Iron Will
Special: Sneak attack 1d6

Table: Classic Villain
Hit Die: D6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +0 +2 Condescending Speech, Wicked Ways
2nd +2 +0 +0 +3 Browbeat, Supreme Arrogance
3rd +3 +1 +1 +3 Evil Genius
4th +4 +1 +1 +4 Pithy One-Liners
5th +5 +1 +1 +4 Henchmen
6th +6 +2 +2 +5 Dramatic Entrance Dramatic Exit
7th +7 +2 +2 +5 Shocking Revelation
8th +8 +2 +2 +6
9th +9 +3 +3 +6 Greater Rage 1/day
10th +10 +3 +3 +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: Classic Villains gain no weapon proficiency, except for the whip and impromptu weapons.

Condescending Speech (Ex): At 1st level a Classic Villains gains the Condescending Speech ability, which is a verbal crescendo of negativity that builds pressure until released in a wicked attack. The Classic Villain must spews verbal hostility at the target for a minimum of 3 rounds prior to attacking. If Condescending Speech hits it deals an extra +1d6 damage per level of Classic Villain.

The target of the Condescending Speech must be within 60 feet of the Classic Villain, but does not have to be able hear the Classic Villain and is not language dependent. If the Classic Villain stops speaking they must restart building up from round one. As long as they continuing their diatribe, the Classic Villain is free to act, including attacking the victim during the three round build up, but they are not required to attack. Spells that require verbal components can not be cast during a Condescending Speech, but can be used to make the attack. A Classic Villain may continue to their condescending speech beyond three rounds, the attack gains +1 to hit and damage and adds +1 to the DC of spell attacks for each additional round beyond the third round: this additional bonus may not exceed the Classic Villain's class level.

Using the Condescending Speech ability is as loud as normal speech, but ends in sound as loud as a yell and their is no mistaking the tone even for those whom do not understand the language spoken by the Classic Villain. Using this ability effectively negates future positive diplomacy checks for 24 hours for the target of the attack. A target can make a sense motive DC 15 + Intelligence bonus + level of Classic Villain to understand the pending outcome of the speech. Other abilities that are language dependent are not usable while the villain builds up.

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

Weaken Resolve(Su): At 2nd level, using sheer menace, a Classic Villain knows just how to weaken the resolve of those who stand against them, and as such have developed a unique method. As an attack of opportunity or as a standard action, Classic Villain may intentionally miss a target to inflict their Classic Villain level + their intelligence modifier in non-lethal damage, and 1 point ability damage to strength or 2 points of ability damage to wisdom. The target must be aware of the attack. An intention miss is determined by an attack roll that would otherwise hit, but does not because a Classic Villain chooses it not to. A target can resist ability damage with a Will saving throw DC 15 + Classic Villain level + their charisma modifier. The effects of all ability damage heal in one hour.


Browbeat (Ex): At 2nd level a Classic Villain are particularly aware of opportunities and creative methods to demoralize others. They gain the ability to intimidate (demoralize) others who were damaged within 30 feet as a free action once per round, the Classic Villain cannot be the source of the damage, but their henchman or allies can. Additionally, at 4th level a Classic Villain can choose to have a target they demoralize to be affected as if they failed a slowed spell instead of assume the shaken condition. Additionally, at 6th level, a Classic Villain can choose to have targets they demoralized suffer the negative effects for double the normal rounds or suffer double the negative effects (from -2 to -4). This ability is language dependent.

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. If the Classic Villain is not at full hit points, miss an attack, fail a skill check, or saving throw they must make Will Save DC 25 + 1 for each hit point down or lose the ability for 24 hours.

Evil Genius (Ex): At 3rd level a Classic Villain gains a number genius points per day equal to his Classic Villain level + intelligence bonus. These points are used retroactively to obtain success on rolls. Genius Points are restored once a day after rest.

Pithy One Liners:(Ex) Pithy one liners propel the Classic Villain forward and set them apart from crowd of other witless villains. At 4th level a Classic Villain delight in others' misfortune whenever the Classic Villain successfully strikes an opponent during an attack of opportunity. A Classic Villain gains a +4 to hit and damage for any attack of opportunity; additionally a successful strike causes the target to suffer one of the following conditions(villains choice): blinded, dazzled, deafened, disarmed, entangled, or sickened. Conditions lasts for 1d4 rounds.

Henchmen (Ex): Classic villains gains the leadership feat at 5th level, but the leadership feat is modified by his villainous nature. First, a Classic Villain’s leadership score is unaffected by the following negative modifiers:Failure; Aloofness; Cruelness; Caused the death of a cohort; or Caused the death of other followers. But, the henchmen (followers and cohorts) of the Classic Villain cannot have an intelligence score more than ½ the Classic Villain’s intelligence. Second, the number of followers a Classic Villain controls is doubled. Lastly, the Classic Villain can sacrifice followers to gain bonuses to increase the DC saving throws for their Classic Villain abilities. A follower sacrificed is not restored for 30 days or until the Classic Villain gains a level.

Dramatic Entrance Dramatic Exit (Su): At 5th level a Classic Villain gains the Dramatic Entry Dramatic Exit twice per day. Dramatic Entrance Dramatic Exit 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 except effects last only 1 round per level of Classic Villain. Using the Dramatic Entry/Exit ability is a free action but requires a perform DC 10 check. A Classic Villain cannot use the Dramatic Entrance if they have been attacked or have 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.
A Classic Villain choose either Knock or Shatter, then either Haste of Displacement. When using Dramatic Entry a Classic Villain can direct a Sound Burst, as spell, after passing through a door way. When using a Dramatic Exit a Classic Villain gains improved Evasion Ability & Protection from Normal Missiles as spell.

Shocking Revelation (Sp): At 7th level a Classic Villain gains the Shocking Revelation ability. The Shocking Revelation ability 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 with horrible news delivered with expertise by measure, or by dark ruminations unconsidered by the Classic Villain's adversaries. One 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. Opponents who fail take Classic Villain's level in Charisma damage, and are effected as described on the below table. A target that saves takes half the charisma damage and cannot be targeted again for 24 hours. The Classic Villain heals 1 hit point for each point of Charisma damaged. This is a language dependent ability.

Table: Shocking Revelation
Hitdice
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 9th level a Classic Villain embraces the frustration they have with inferiors, and gain the Greater Rage ability 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, Evil Genius, Hostage, Punchy One-liners, or Shocking Revelation abilities.


Legendary Villain (Su): At 10th level a Classic Villain is fully realized and becomes a Legendary Villain and 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.

Ex-Classic Villain[edit]

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.



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