Author Topic: Harvester Devil (Falxugon)  (Read 10043 times)

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Harvester Devil (Falxugon)
« on: January 17, 2012, 08:11:34 AM »
Harvester Devil (Falxugon)



HD:d8
Level BAB Fort Ref Will Feature
1+1+0+2 +2HarvesterDevil body,  Alignment Mask, Lesser Seductive Corruption, Infernal Dagger, +1 Cha
2+2+0+3 +3Devil,  Infernal Debt, Everything Has a Price,+1 Dex
3+3+1+3+3Schemer's Skin, Seductive Corruption Adept, +1 Cha
4+4+1+4+4Refuge of the Damned,  Poison Intrigue, +1 Dex
5+5+1+4+4Greater Seductive Corruption, Faustian Pact Negotiator, +1 Cha
6+6+2+5+5Summon Baatezu, Refined Backstab, +1 Dex
7+7+2+5+5Seductive Corruption Master, Infernal Wound, +1 Dex, +1 Cha
Skills: 8+int modifier per level, quadruple at 1st level, class skills are Balance,  Bluff , climb Concentration , Diplomacy , Disguise, Hide, Intimidate , Knowledge (any) , Listen , Move Silently , Profession(any), Search , Sense Motive , Spellcraft , Spot , Survival , Use Magic Device

Proficiencies:Simple weapons.

Features:

Harvester Devil body:
The Harvester Devil  loses all other racial bonus and gains outsider traits (basicaly darkvision 60 feets). It's a medium sized outsider with base 30 feets

The harvester Devil also gains a bonus to Nat armor equal to his Con modifier.

Alignment Mask: When it is exposed to any effect that can determine alignment or sense an alignment aura, a harvester devil can make a Bluff check opposed by the detector’s Sense Motive check. If the harvester devil’s check succeeds, it does not register as evil. The harvester devil still remains susceptible to other effects that target evil creatures, such as smite evil.

Seductive Corruption: The Harvester Devil can use some SLAs a certain number of times per day

Lesser-At 1st level Disguise Self  2/day per HD. At 10 HD the Harvester's Devil Disguise Self can fool even True Seeing and similar anti-illusion effects unless the observer is whitin 10 feet of the Harvester Devil.

Adept- At 3rd level Mirror Image 1/day per 3 HD. You can use this to suport your charades and lies, gaining +2 to Bluff and Intimidate checks for each  image you have from this effect.

Greater-At 5th level Dispel Magic and Vampiric Touch each 1/day per 2 HD. At 11 HD the Dispel Magic upgrades to Greater Dispel Magic and you can use the Vampiric Touch as an Attack Action, including attacks of oportunity.

Master-At 7th level teleport 1/day per 5 HD. At 13 HD it upgrades to Greater Teleport.

Infernal Dagger: At 1st level the Harvester Devil can produce a masterwork dagger out of thin air as an immediate action. When it creates a new one any previous Infernal Dagger consumes itself in quick flames. That's not enough to seriously burn anything, but it's enough for the Harvester Devil to have a weapon always at hand that can be quickly disposed off.  The Infernal Dagger can be enchanted as a normal masterwork weapon, and the enanchments carry on when a new Infernal Dagger is created.

Ability Score Increase: The Harvester Devil gains a permanent

+1 to Dex at levels 2, 4, 6, 7
+1 to Cha at levels 1, 3, 5, 7

For a total of +4 Dex, +4 Cha at 7th level.


Devil:At second level the Harvester Devil gains resistance to fire and and a bonus on saves against poison equal to his HD, and resistance to acid and cold equal to half his HD. Plus telepathy 40 feets plus 10 feets for each extra HD from here. Also gains the evil and lawfull subtypes and his weapons/natural attacks count as evil and lawfull for bypassing DR.

In addition, its darkvision applies to all kinds of darkness, even deeper darkness.

Infernal Debt: At 2nd level a harvester devil’s Infernal Dagger becomes soaked with an ichor that delivers a powerful curse upon those struck by it. When struck by this weapon, a target must make a successful DC 10+1/2 HD+Cha mod Will save or take a –1 penalty per 3 HD on attack rolls, checks, and saves as feelings of fatigue and sloth overcome him. Multiple attacks with this venom do not stack. This penalty lasts for 24 hours or until the target willingly strikes a good-aligned creature. This attack must deal its full normal damage, though the victim can opt to make an unarmed strike or other similarly ineffectual blow. In any case, he cannot opt to deal less damage than normal, nor can he accept the standard –4 penalty on the attack roll to deal nonlethal damage. The victim feels a strange urge to strike eligible targets to break the curse, and he can feel soothing relief waiting for him if he only gives in to the malevolent whispers that echo in his mind. A remove curse or heal spell rids a victim of the penalties, as well as the urge to do a companion harm. This is a mind-affecting ability. At 13 HD it can affect even those normally immune to it, but they gain a +5 bonus on their saves.

Everything Has a Price: At 2nd level, the Harvester Devil takes no penalty for feinting nonhumanoids or creatures of animal intelligence.

Schemer's Skin: At 3rd level the Harvester Devil gains DR/good or magic equal to half its HD and SR equal to 11+HD. It may lower or rise its SR as a free action at any time even if it isn't its turn. At 8 HD the DR improves to DR/good and at 12 HD to DR/good and magic.

Refuge of the Damned: At 4th level the Harvester Devil discovers a bizarre clause in the Pact Primeval that  magically wards him against all others, at least until he strike first. A harvester devil continually gains the benefit of a sanctuary spell, a DC 10+1/2 HD+Cha mod Will save is required to overcome this effect. If a harvester devil attacks any opponent, this ability ceases to function for 1 minute. Anybody that succeeds on its save against Refuge of the Damned takes a –1 penalty per 3 HD on all saves for 1 minute, the cosmic price for breaking the ancient clause that protects harvester devils.

Poison Intrigue: At 4th level the Harvester Devil never risks poisoning himself when applying poison to his Infernal Dagger. He may also choose to  make a touch attack with his Infernal Dagger that deals no damage instead of a normal attack, in which case any injury poison on it is inflicted on the victim as a simple scratch is enough to get the job done (including infernal debt). If the target had his Dex modifier to AC denied, then they don't even noticed the attack came from the Harvester Devil! This is however enough to make Refuge of the Damned drop for 1 minute.

Faustian Pact Negotiator: At 5th level, the Harvester Devil gains special acess to the powers of Hell in order to tempt mortals into corruption. Offering a Faustian pact is a fullround action, in wich the Harvester Devil conjures a physical contract, usually a scroll or a small volume bound in fine leather and edged in gold, altough other forms exist. In it are scribed the terms of the contract in amazing detail. The Harvester Devil always retains a copy of the contract and, if pressed, provides a second one to the signatory. Mortals must sign in their own blood to render the contract binding. Since the actual purpose of the contract is to corrupt people into being sent into the 9 Hells, it can't be used with Lawfull Evil creatures, wich are already doomed anyway.

The actual contract is quite extense and written in diabolique bureaucracy and plenty of fine prints, but here's what it actually does:
(click to show/hide)

No defenses, tricks or precautions can prevent this. The more powerfull the signer, the stronger and more cunning devils dispatched to make it fall. The only exception to the above its that in any day that the signer willingly commits at least nine Lawfull Evil acts, there's no chance on death on the next day. Hell is willing to wait for those who champion its cause.
 
For the signer, only the bonus and front payment are clear. All the other clauses are cleverly hidden, and demand a sucessfull Spot, Search, Sense Motive, Profession(Lawyer) or Knowledge(the Planes) (use only the best one of the signer) against a Diplomacy check from the Harvester Devil. This check may gain a bonus if the front payment actually sounds like a fair price for the bonus granted.

In addition, as the Harvester Devil grows in power he gets better and better at making pacts:
-At 7 HD, the Harvester Devil can use Bluff, Diplomacy and Intimidate to make others sign contracts.
-At 10 HD, the Harvester Devil learns how to add a hidden clause that allows him to store the soul of any creature he kills in a piece of jewelery at hand, provided he had signed a faustian pact with the victim before.
-At 13 HD the Harvester Devil always knows the general direction of anyone he signed a faustian pact with him is. If the signer is in another plane, then the Harvester Devil knows which one.
-At 16 HD victims atonning from a an Harvester's Devil contract lose 1 level besides the exp loss.
-At 19 HD he may make pacts as a standard, move or swift action, but no more than 1/round.

Infiltrate Baatezu: At 6th level once per day as a standard action, the Harvester Devil can summon reinforcments, depending on his HD:

6HD: 1 Bearded Devil or 8 lemures.
8HD: 2 bearded devils or 16 lemures.
10HD: 1 Erineyes
12HD: 2 Bone Devils
14HD: 1 Ice Devil
18HD: 1 Horned Devil
20HD: two horned devils, or four Ice Devils, or sixteen Bone Devils, or Sixteen Erineyes, or 64 Bearded Devils, or 256 Lemures.

Those devils serve for 1 minute per HD and then disapear. They can't use their own summoning abilities.

In alternative, by expending one use of Disguise Self per minion summoned, the Harvester Devil can make them look like normal humanoids (using his own disguise bonus, including the Disguise Self), and make them last indifenetely. While disguised this way the devils have no duration limit, but can only move and perform basic tasks/skills, while attacking or using any of their special abilities automatically reveals their nature. Once a devil is revealed this way, it disapears after 1 round/ HD, but he's free to fully use his abilities until then. The Harvester Devil cannot summon more devils until all the previous ones have disapeared.

Refined Backstab: At 6th level, 1/round, when the Harvester Devil attacks a flanked oponent or one denied their Dex bonus to AC with his Infernal Dagger, he can ignore any immunity to crits and precision damage, and half the DR of his target. He may choose to use this ability after checking if he would threaten a critical hit or not.


Infernal Wound: at 7th level normal wounds from the Infernal Dagger don't stop bleeding,  start burning, automatically infect or even worst. If the Harvester Devil successfully damages an opponent with his Infernal Dagger, it causes an infernal wound that deals extra damage equal to his Cha mod each round until the creature dies, or until the struck creature is the recipient of a DC 10+HD+Cha mod Heal check or any sort of magic healing. Multiple hits stack, but no more than 1/round for each creature.

At the harvester's Devil will, Infernal Damage damage may be delayed indifinetely, and applied as an immediate action or when a certain condition is met (chosen when he wills the damage to be delayed). So for example an Harvester Devil wants to make sure a person he made a deal with won't atempt to turn at the last moment. He inflicts an Infernal wound but delays all the extra damage, puting a condition of "if this person breaks the deal we made" to apply the delayed damage. No longer than 10 turns later the person does atempt to break the deal, so they take damage equal to ten times the Cha mod of the Harvester Devil! If the target receives magic healing or the Heal check with DC 10+HD+Cha mod before that they get rid of this, but it takes a knowledge check to recognize the true danger of this ability.

In addition, if the Harvester Devil multiclasses as a class that grants precision damage like Rogue or Ninja, he can count Harvester Devil levels for calculating how many dices of Precision Damage he has (so for example an Harvester Devil 7/Rogue 2 would have 5d6 sneak attack). This bonus only applies to the first class that grants precision damage that the Harvester Devil multiclasses to.

Comments:
(click to show/hide)
« Last Edit: October 30, 2012, 06:40:09 AM by oslecamo »

Offline The Tygre

  • Lurker
  • *
  • Posts: 5
  • Veneficus Esoterica
    • View Profile
Re: Harvester Devil (Falxugon)
« Reply #1 on: January 19, 2012, 11:32:51 PM »
You know, I never noticed that he was smiling until now.

And I don't like that smile one bit. (o_O)
"And he said, 'Dance before us, atrocious nothing.'"

Offline Kajhera

  • Hero Member
  • ***
  • Posts: 707
    • View Profile
Re: Harvester Devil (Falxugon)
« Reply #2 on: February 04, 2012, 06:04:41 PM »
Remarkable. Thank you. You're still using the Erinyes wording for the Faustian Pact I think, though. Harvester devils are probably primarily soul harvesters.  :plotting

The infernal wound worries me somewhat. Does it apply on the touch attacks? Also quite the death sentence for golems, who can't easily be healed even if you want to.
« Last Edit: February 04, 2012, 06:28:00 PM by Kajhera »

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Harvester Devil (Falxugon)
« Reply #3 on: February 05, 2012, 08:27:11 PM »
Spiffed up the Harvester's pact ability a little to diferentiate it more from the Erinyes (altough fiendish Codex mentions them also harvesting quite a bit of souls).

Infernal Wound doesn't stack with Poison Intrigue since the later doesn't deal actual damage.

As for golems, well tecnically speaking there's nothing stoping them from being saved by the Heal check option, and it's common DM practice to put them near traps that throw the specific effects that heal them. :p

Offline Rakoa

  • Sr. Member
  • ***
  • Posts: 356
  • No Problem
    • View Profile
Re: Harvester Devil (Falxugon)
« Reply #4 on: October 28, 2012, 12:34:49 AM »
I'm wondering about the Infernal Wound ability. I like the deal breaking clause, but the it also says that the damage can be activated as an immediate action. What's to stop the devil from hitting an enemy with the dagger, then foregoing the damage until whenever he feels like it, for something like 30 times Cha modifier in damage? Can they get magical healing in between that time to prevent the devil from being able to activate the wounding? If so, how would they know they even need healing, if they aren't taking any damage? Where it gets teleport, it could be as simple as poking his enemy once, teleporting away and waiting a few minutes or so before the enemy explodes into a pile of gore. The way it is worded now, I can see a lot of ways it can be abused. Or maybe I'm just reading it wrong.
« Last Edit: October 28, 2012, 12:36:30 AM by Rakoa »
The Paladin Code: Detect Evil, Smite it, ask questions later.

Offline oslecamo

  • Honorary Mod
  • *****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Harvester Devil (Falxugon)
« Reply #5 on: October 30, 2012, 06:45:42 AM »
As they say, the average life expectancy of a monster is around 5 rounds. If you take longer than that to finish them you're not being very efficient. :p

Clarified that you can get magic healing/heal skill in between to stop it, but it takes a knowledge check to recognize the danger.

Teleport still takes a standard action, leaving you open for a parting face-smashing from your enemy. It's actually more meant to counter teleporting enemies, since if they try to run away you can still wait and then "detonate" them.

Yes, there's some nice tricks you can pull with it, but by 7th level other dudes are simply focusing fire their enemies and turning them in piles of gore right now. :P

Offline Rakoa

  • Sr. Member
  • ***
  • Posts: 356
  • No Problem
    • View Profile
Re: Harvester Devil (Falxugon)
« Reply #6 on: October 30, 2012, 03:42:25 PM »
You raise good points, Sir Oslecamo.  :P

Excellent job on this one, I say. Very flavourful.
The Paladin Code: Detect Evil, Smite it, ask questions later.