Crossroad Demon (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search

Crossroad Demon[edit]

""Now if you'll excuse me, I have a little hell to raise.""

The rules governing planar contracts are inviolate, but they are not written down in their entirety in any book of laws or treatise on the planes. Only the most agile, creative, and logical of minds can grasp the entirety of the mystical laws governing contracts between the planes, and these individual find service among power brokers and fiend dukes of the Nine Hells. If they survive this term of service, they eventually learn all the ways to abuse and exploit the unclear language and loopholes in the contract agreements of the planes.

Becoming a Crossroad Demon[edit]

Entry Requirements
Alignment: Must be Lawful or chaotic and cannot be Good.
Skills: Knowledge (planes) 5 ranks, Diplomacy 4 ranks, Intimidate 4 ranks, Sense Motive 4 ranks.
Spellcasting: Ability to cast 5th-level arcane spells
Special: Must be a native of the Prime Material Plane. Furthermore must have a mentor, the one who taught him the infernal laws. Must also seek out a demonic power to power the offers. After that you may make your own deals, but you may fall victim to your employers impatience should you fall behind a status quo.

Table: The Crossroad Demon

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +0 +0 +2 Seal the Contract, Corner Office, Bonus Metamagic Feat +2 Spellcaster Levels
2nd +1 +0 +0 +3 Pact +0 Spellcaster Level
3rd +2 +1 +1 +3 Immunity Deal,Penalized +1 Spellcaster Level
4th +2 +1 +1 +4 Contractual Obligations +1 Spellcaster Level
5th +3 +1 +1 +4 Pact +1 Spellcaster Level
6th +3 +2 +2 +5 Proof of Payment +1 Spellcaster Level
7th +4 +2 +2 +5 Pact +1 Spellcaster Level
8th +4 +2 +2 +6 Inheritance Clause +1 Spellcaster Level
9th +5 +3 +3 +6 Pact +1 Spellcaster Level
10th +5 +3 +3 +7 Loophole +1 Spellcaster Level

Class Skills (6 + Int modifier per level)
Bluff(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate(Cha), Knowledge (all) (Int), Profession (Wis), Sense Motive(Wis) and Spellcraft (Int).

Class Features[edit]

Weapon and Armor Proficiency: Crossroad Demons gain no proficiency with any armor and any weapon.

Spellcasting: Every level, the Crossroad Demon casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Seal the Contract(Su): At 1st level, a Crossroad Demon may use any of the Crossroads deal spells to seal an agreement between any two individuals.

Corner Office (Sp): At 1st level, the Crossroad Demon gains an extraplanar office for his dealings. This effect may be used at will, and is in effect a Mage's magnificent mansion, except that it is the same location between castings, meaning that when the duration ends this extradimensional space is inaccessible, but items and creatures still be there when this ability is used again (those within are effectively trapped unless planar travel magic is used). This location counts as the Prime for calling spells, and has a permanent calling circle and an unchanging layout.

Bonus Metamagic Feat: At 1st level, the Crossroad Demon gains a Feats from the list of wizard's metamagic feats list. He must respect all the prerequisite. He also gains the ability to make "deals". A crossroad deal is not as binding as a pact, but you need not inform the other party. These deals are inscribed instantly on the "customer's" body. The writing is invisible until either party snaps their fingers.

Pacts (Sp): At 2rd level, the Crossroad Demon of the Nine is beginning his treacherous path through devil burocracy and he may choose one ability from this list: he can cast Stability Pact as a spell-like ability one per day;he can obtain a feat chosen from the list of wizard's metamagic feats,he must respect all the prerequisite of the feat; he can gain the supernatural ability to communicate telepathically with any creature within 300 feet that has a language.

  • At 5th level, he may choose one ability from this list: he may cast renewal pact once per day as a spell-like ability; he can choose to radiate an aura of terror.Creatures with fewer HD than the Barrister must succeed in a Will save (DC equal to 10 + your class level + your Cha modificer) or remain shaken as long as they are within 10 feet of you. A creature who successfully saves is immune to your horrific aura for 24 hours. Creatures of greater than 15 HD are unaffected;when he casts a spell that deals damage, one-half of the damage dealt is derived directly from infernal power and is therefore not reduced by resistance to the energy type of the damaging spell. In the case of flame strike, the entire damage of the spell is derived from infernal power and is not subject to fire resistance (although targets are still permitted spell resistance and saving throws)
  • At 7th level, he may choose from this list: he may cast death pact once per day as a spell-like ability;he can receives a +12 competence modifier on any of the skills Bluff, Diplomacy, Intimidate, and Sense Motive. The character can apply the entire bonus to one skill or split it among several, as he desires;he can gain the ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the Barrister’s eye. Glaring is a standard action that affects any creature he can see within 100 feet. Opponents must succeed at a Will save (DC 20) or be appalled by the terrible promise of retribution under the Infernal Court, suffering a –2 morale penalty to attack rolls, damage rolls, and saving throws for 10 minutes. A creature with 50 or fewer hit points is also stunned for 3d4 rounds, one with 51 to 100 hit points is stunned for 2d4 rounds, and one with 101 to 150 hit points is stunned for 1d4 rounds. A creature with 151 hit points or more is not stunned but still suffers the –2 morale penalty if it fails its saving throw; he may gain blindsight up to 45 feet.
  • At 9th level, he may choose from this list: he can cast contingency once per day as a spell-like ability, he may became a Half-Fiend (see the Monster Manual for details),he may attracts a special cohort (see the Dungeon Master Guide for details) in addition to any cohort already gained (even if he doesn't possess the Leadership Feat). If a leader loses this special cohort, he can generally replace it, according to his current Leadership score. It takes time (1d4 months) to recruit a replacement. Because of the lawful nature of the fiend, special cohorts who are mutually inimical by type, alignment, or nature will not both be attracted to the same Barrister. Dungeon Masters can use this example of special cohort or select cohorts of their own choosing or crafting: Helmed Horror (alignment Neutral-13th level); Hell Hound ( alignment Lawful Evil-6th level); Displacer Beast (alignment Lawful Evil-7th level); Imp (alignment Lawful Evil-7th); Cornugon (alignment Lawlful Evil-16 level); Gelugon (alignment Lawful Evil-13 Level); Erinyes (alignment Lawful Evil-13 Level), Chain Devil (alignment Lawful Evil-6 Level); Hellcat (alignment Lawful Evil-7 Level).

Immunity Deal (Ex): At 3nd level, the Crossroad Demon may decide to be immune to energy drain and wisdom, intelligence or charisma drain.

Penalized: At 3nd level, the Crossroad Demon has learned to incorporate double-talk and legal trickery in his calling spells, meaning that if called creatures survive to complete their service(s), they must return half the GP value treasure used to buy their services. Note: If a creature accepted the caster’s services in return for their service, they must instead pay half the value of such services in GP or magic items.

Contractual Obligations: When making a bargain with a extraplanar being, the Crossroad Demon can gain one additional service for every +5 added to the DC of bargaining check.

Proof of Payment: At 6th level, the Crossroad Demon has learned to add in clauses to his planar binding spells that delays payment for services until those services are completed. If the called creature is killed before the service is complete, the Barrister does not need to pay for services.

Inheritance Clause: A Crossroad Demon of 8th level can transfer services owed him by creatures he has bound to other creatures, even if those creatures are not present at the time a calling spell is cast.

Loophole: At 10th level, the Crossroad Demon has learned to word his agreements is such a way as to avoid payment. He no longer needs to pay for any agreements made with his calling spells.

Back to Main Page3.5e HomebrewClassesPrestige Classes
Back to Main Page3.5e HomebrewSourcebooksTome of FiendsFiends with Class

Home of user-generated,
homebrew pages!
system ref. documents

admin area
Terms and Conditions for Non-Human Visitors