The Ascension Project
The Balor of Sheol (Baal Racial Class): The male genetic elite of the Baal are recognized at birth and placed in selective and highly dangerous training at a young age. The products of this training are the most effective killers Sheol has to offer.
Hit Die: The Balor gains 1d12 hit points per level. The character’s Constitution modifier applies.
The Balor’s class skills are Acrobatics (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Profession (Wis), Survival (Wis), Swim (Str).
Skill Points at 1st Level: 0 + Int modifier X 2.
Skill Points at Each Level: 0 + Int modifier
|Class Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Class Features||Reputation bonus|
|1st||+0||+2||+0||+1||Fearless, stability, unhindered||+0|
|2nd||+1||+3||+0||+2||Unstoppable Force (1/day), steamroller||+0|
|3rd||+2||+3||+1||+2||Enhanced Regeneration, Bonus feat||+0|
|4th||+3||+4||+1||+2||Immovable Object (+2)||+1|
|5th||+3||+4||+1||+3||Unstoppable Force (2/day), knockdown||+1|
|6th||+4||+5||+2||+3||Shrug it Off, Bonus feat||+1|
|7th||+5||+5||+2||+4||Immovable Object (+4)||+2|
|8th||+6||+6||+2||+4||Unstoppable Force (3/day), heavy artillery||+2|
|9th||+6||+6||+3||+4||Carapace, Bonus feat||+2|
|10th||+7||+7||+3||+5||Immovable Object (+6)||+3|
|11th||+8||+5||+5||+3||Battle Focus 6, -||+3|
|14th||+11||+8||+7||+4||Battle Focus 7 (1 per day)||+4|
|17th||+14||+9||+8||+5||Battle Focus 7 (2 per day)||+5|
|20th||+17||+12||+9||+6||indomitable, Battle Focus 7 (3 per day)||+6|
The Balor begins with the Charger, Exotic Firearms Proficiency (Baal), Exotic Melee Weapon Proficiency (Baal), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (Heavy) feats as class features.
A Balor begins with the Battle Focus class feature.
The Balor is immune to fear effects.
The Balor is incredibly sure-footed. He gains a +4 stability bonus on all rolls made to resist being tripped, overrun, knocked prone, or pushed back by a bull rush attack.
The Balor treats any suit of armor worn as though its armor penalty is 2 better.
At 2nd level, the Balor can temporarily increase his Strength, but at a penalty to Defense. At 5th and 8th level, he can use this ability more frequently.
The Balor gains a +8 morale bonus to Strength, but takes a –2 penalty to Defense. Activating Unstoppable Force is a free action, and the surge of strength lasts for a number of rounds equal to the Balor’s class level. Following this surge, the Balor is fatigued for as many rounds as was used, but may negate this penalty as a free action by spending a full round action. The Balor may use Unstoppable Force once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.
Starting at 2nd level, the Balor does not need to move before making an overrun attempt against an opponent. He also gains a +2 bonus on any trip attack made against an opponent who blocks his overrun attempt.
At 3rd, 6th, 9th, 12th, 15th, and 18th level, the Balor gets a bonus feat. The bonus feat must be selected from the following list, and the Balor must meet all the prerequisites of the feat to select it.
Advanced Combat Martial Arts, Advanced Firearms Proficiency, Advanced Two-Weapon Fighting, Armor Proficiency (powered), Athletic, Brawl, Broken and Bloody, Cleave, Combat Expertise, Combat Martial Arts, Combat Reflexes, Endurance, Frightful Presence, Great Cleave, Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts, Improved Combat Throw, Improved Disarm, Improved Knockout Punch, Improved Trip, Improved Two-Weapon Fighting, Knockout Punch, Mobility, Power Attack, Run, Spring Attack, Strafe, Streetfighting, Sunder, Toughness, Two-Weapon Fighting, Ultra Immune System.
Starting at 3rd level, the Balor’s natural regeneration becomes accelerated, equal to his constitution modifier + 1/2 his Balor class level.
Starting at 4th level, the Balor becomes especially skilled in defensive fighting. Whenever he fights defensively or takes the total defense action, he gains a +2 bonus to Defense (in addition to the dodge bonus to Defense gained while fighting defensively or engaged in total defense).
The Balor must be wearing medium, heavy, or powered armor to gain this bonus.
The bonus increases to +4 at 7th level and +6 and 10th level.
At 5th level and beyond, whenever the Balor is allowed to apply his Strength modifier to damage, he forces the target of his successful attack to make a Fortitude save or Strength Check, which ever is higher, the DC = damage dealt. On a failed save the defender is knocked prone by the force of the blow. This effect stacks with a Heavy Melee Attack with a Bludgeoning weapon, adding the Balor’s Strength modifier to the DC of the save.
Shrug it Off
Starting at 6th level, the Balor can easily take hits most species would balk at. The Balor halves all normal bludgeoning and slashing damage.
Beginning at 8th level, a Balor treats all weapons as one size category smaller for purposes of determining whether or not he can wield them in one hand and if they are considered light weapons.
Beginning at 9th level, a Balor’s naturally armored body becomes even more resilient. The Balor’s natural plating increases to equal to the characters level + Constitution score.
At 20th level, the Balor’s power and endurance are unparalleled, the bonuses and penalties from his Unstoppable Force ability are doubled and the Balor gains DR 10 for as long as the ability lasts.