Pariah (3.5e Prestige Class)
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Not all half-fiends are born; many who seek a path to power will look towards the darkness and the promises of the Lower Planes. These home-grown fiends are created from the lowest scum that the mortal races have to offer, many of them fanatical worshipers of some dark power that they can only barely comprehend. These are pariahs.
Individuals damned for eternity for their misplaced faith, pariahs become more monster than man. They are the grunt soldiers of the Lower Planes, the advance guard for what they see as the inevitable Day of Reckoning.
- Base Attack Bonus: +7
- Feats: Power Attack, Cleave, any Vile feat.
- Special: Must kill 20 or more nonevil humanoids within 24 hours.
- Alignment: any evil
|1st||+1||+2||+0||+0||Blood Claws (1d6), Descent (Least)|
|3rd||+3||+3||+1||+1||Blood Claws (2d6)|
|5th||+5||+4||+1||+1||Blood Claws (3d6)|
|7th||+7||+5||+2||+2||Blood Claws (4d6), Descent (Major)|
|9th||+9||+6||+3||+3||Blood Claws (5d6)|
|10th||+10||+7||+3||+3||Descent (Dark), Explosive Murder|
|11th||Blood Claws 6d6|
|13th||Blood Claws 7d6|
|15th||Blood Claws 8d6|
|17th||Blood Claws 9d6|
|19th||Blood Claws 10d6|
 Class Features
All the following are class features of the pariah.
Blood Claws (Ex): As the pariah revels laughing in the blood of the victims sacrificed to create it, its hands painfully twist and harden into sharp, fire-blackened claws. The pariah gains two claws (or more if he has more than two arms) that are natural weapons, preventing him from provoking an attack of opportunity when he uses them to attack. These claws deal 1d6 damage at 1st level and increase by 1d6 at every odd level thereafter. (Unlike a monk's unarmed attack, blood claws cannot be enchanted, although they are treated as both evil and magic for the purposes of overcoming damage reduction.) The values presented here are for a Medium-size pariah.
Descent (Ex): With the deaths that initiate them into demonhood, the pariah's body and soul begin to twist and warp from exposure to absolute wickedness.
Least: At 1st level, the pariah emanates a vile presence, but is not yet consumed by evil energy. His type changes to outsider (with the native subtype). He gains darkvision out to 60 feet (or a 60 foot enhancement to any previously existing darkvision) and a +2 bonus to Strength and Dexterity.
Major: The pariah becomes even more like a fiend at 7th level as his body is corrupted by the powerful energies of the Lower Planes. He gains +2 bonus to his Strength and Charisma scores. The pariah also gains a +1 bonus to natural armor that stacks with any other natural armor bonus he may possess as well as spell resistance equal to 10 + his total Hit Dice (with a maximum of 35).
Dark: At 10th level, the pariah is now a fiend through and through, and evil to the core. His very existence is a blasphemy. His damage reduction increases to 10/magic and all his energy resistances increase to 10. He also gains his final ability score boosts in the form of +2 bonuses to Dexterity and Intelligence.
Weakening (Ex): A pariah can create an intense feeling of illness in a single target within 30 feet once per day at 2nd level. The target of this effect must make a successful Fortitude save (DC 10 + pariah level + Charisma modifier) or be sickened for one round per pariah level. The pariah gains an additional daily use of this ability every 3 levels after second.
Rending Claw (Ex): A sixth level or higher pariah that hits with both claw attacks latches onto the opponent’s body and tears the flesh, dealing damage equal to another hit from the blood claws + 1 ½ times the pariah’s Strength modifier.
Explosive Murder (Ex): At 10th level, the pariah gains the ability to release all of his demonic energy when slain in a burst of dark flame. This death throes deals 1d6 damage per pariah level to everyone within 60 feet. This damage is not considered fire or unholy damage, and is therefore not subject to resistance, but a Reflex save (DC 10 + pariah level + Charisma modifier) is allowed for half damage. This ability does not affect the pariah’s ability to be raised or resurrected.
This ability is automatically activated upon the pariah’s death, but can also be voluntarily used on his turn when the pariah has been reduced to a quarter of his normal hit points or less. If the pariah uses this ability in this fashion, he is respawned at a random location 1 mile away from his place of death within 1d4 hours. He arrives at 0 hit points, but is automatically stabilized and not in danger of bleeding to death.
Bonus Feat: A epic pariah gains a bonus feat ever four levels after 10th, selected from the list of Pariah Epic Feats.