100 alternate Balor Lord powers


Homebrew and House Rules

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

I don't have 100... I'm looking for 100. So far we have:

1. Lifedrinker
2. Master of Magic
3. Soul Swallow

4. Thing of Slime (Ex). The balor gains the aquatic subtype and the amphibious special quality. It can speak Aquan. It loses fire immunity and acid resistance, but gains acid immunity and fire resistance 10. Its flaming body and death throes deal acid damage instead of fire damage. It loses the firestorm spell-like ability but gains storm of vengeance 1/day. It wields a +1 corrosive whip instead of a +1 flaming whip.
5. Shadow and Flame (Su). The balor radiates deeper darkness and gains See in Darkness (Su).
6. Stygian (Su). The balor The balor gains the aquatic subtype and the amphibious special quality. It gains cold immunity. It loses flaming body. Its death throes deal no fire damage (only 50 points of unholy damage). Its body drips with the waters of the Styx. It gains the ability to inflict feeblemind at will as a touch attack; the save DC is Constitution-based. Creatures struck by the Stygian balor lord's slam attack or death throes, or grappled by the Stygian balor lord, are also subject to this attack. It loses the firestorm spell-like ability, but gains quickened feeblemind at will. A Stygian balor lord wields a +2 whip instead of a +1 flaming whip.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

7. Deathmaster (Su). The balor channels energy as a 20th level cleric, and receives Command Undead as a bonus feat.


8. Fiery Fury (Su). The balor's fire aura expands as battle continues. Every round the balor is in melee combat, expand the balor's flaming body by 5' in every direction. When the balor is no longer in melee, the aura shrinks at the rate of 5' per minute. Also, the balor's aura now deals half fire damage and half unholy damage regardless of the area affected.

Dark Archive

9. Chaos Taint - the Balor has the properties of Corporeal Instability and Resistant to Transformation, as if it were a Chaos Beast. Both it's whip and it's longsword strikes can conduct the Corporeal Instability, and both weapons are not actual weapons, but jagged constructs of bone and sinew that come from it's wrists when it wishes, replacing it's hands. These flesh-and-bone weapons have their normal properties, but cannot be disarmed, and if sundered, can be replaced as a free action on the Balor Lord's next turn.

10. Master of Storms - add Control Weather, Control Winds and Chain Lightning to spell like abilities (3/day), and Summon Monster VIII 1/hour (only to summon 1 elder elemental, 1d3 greater elementals or 1d4+1 Huge elementals). Replace flaming property of whip with shock property, and any property that does fire damage (such as Death Throes or Flaming Body) with electrical damage. The fire storm SLA functions normally, but creates walls of corruscating electrical energy, instead of fire. The Master of Storms gains sonic resistance 10 and is immune to any penalties resulting from strong winds or precipitation.

11. Lord of War - The Lord of War is proficient in all armor and shields, and has an additional pair of arms. It wears +1 moderate fortification full plate, and has a +1 heavy steel shield of arrow deflection in one arm, and a +1 mithril anarchic bane (lawful outsider) morningstar in it's fourth arm. (AC improves by 12, add 50% fortification, Ref DC 20 to avoid one projectile / round, and morningstar attack +30/+25/+20, +2 vs. lawful outsiders (2d6+7, +2d6 to lawful targets and +2d6 to lawful outsiders.) Replace two-weapon fighting with multiweapon fighting, and special abilities allowing iterative attacks with multiweapon fighting equivalent to the number of attacks it had via Improved and Greater Two-Weapon Fighting.

12. Zura's Chosen - Grossly obese, the Chosen of the Demon Queen of Cannibals and Vampires has a bite attack as a size Huge creature and the Swallow Whole special property. It does not carry a sword, but has the Grab property with it's oversized lobster-clawed hand (or it's whip attack) and it can transfer a grappled character of size medium or smaller to it's mouth as a move-equivalent action on it's next turn, dealing automatic bite damage and having a chance to Swallow the individual Whole. Anyone who dies while Swallowed Whole is belched forth as a cloud of noisome vapors on the following round, and forms into a vampire, under the Chosen's control. Bite - 2d6+13 plus Swallow Whole (2d6+7 bludgeoning +6d6 negative energy, AC 18, hp 37), Battle Claw - +30/+25/+20/+15 (1d8+13 + grab). For the purposes of Death Throes or Flaming Body, it inflicts negative energy damage, instead of fire damage, and it can use this energy to heal undead creatures. It's whip replaces the flaming property with the frost property. Zura's chosen is neither healed nor harmed by channeled energy, positive or negative.

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Zura's Chosen is the first to come to mind, but Balor Lords in service to Cyth-V'sug (lots of fungus / parasite related abilities), Jubilex (creates oozes, either from slain foes, or just vomits them up, or perhaps they form spontaneously as it takes damage from it's own spilt blood!), Flauros (replace legs with salamander lower body, sword with spear, and an aura of extreme volcanic heat as well as perhaps a property that causes any weapon that strikes it, or any metal armor it strikes with it's whip, to be affected by heat metal), Jezelda (giant werewolf-form Balor, with silver bladed sword and thorny whip that causes those hit to save or transform into werewolves under it's control for a brief time, saving each round to regain their senses and return to human form), etc. would all be logical possibilities.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Set wrote:

11. Lord of War - The Lord of War is proficient in all armor and shields, and has an additional pair of arms. It wears +1 moderate fortification full plate, and has a +1 heavy steel shield of arrow deflection in one arm, and a +1 mithril anarchic bane (lawful outsider) morningstar in it's fourth arm. (AC improves by 12, add 50% fortification, Ref DC 20 to avoid one projectile / round, and morningstar attack +30/+25/+20, +2 vs. lawful outsiders (2d6+7, +2d6 to lawful targets and +2d6 to lawful outsiders.) Replace two-weapon fighting with multiweapon fighting, and special abilities allowing iterative attacks with multiweapon fighting equivalent to the number of attacks it had via Improved and Greater Two-Weapon Fighting.

I like the Lord of War, and was actually considering something similar. I had decided, however, that it was not the best idea to assign feats unless absolutely necessary. The proficiencies could easily be bestowed by a level of fighter, and treasure is just treasure. Perhaps instead...

11. Dreadnought - The dreadnought has an additional pair of arms, and receives Multiattack as a bonus feat. Relace Two-Weapon Fighting with Multiweapon Fighting (note that there are no more feats in this chain, Multiweapon Fighting serves as a prereq to the feats in the Two-Weapon Fighting chain.). Any weapon a balor wields (including its standard longsword and whip) gains the vicious weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any. This is a supernatural (Su) quality. The dreadnought gains Fast Healing 10.

This gives abilities that are not class related but still fit the theme. This Balor Lord probably has Fighter levels anyway, so just give the weapons and armor as treasure. I changed the name to avoid the "X of Y" construction, the original name works fine as well. I mean no offense by these alterations, this is just how I might do it. Your idea provided the spark to finish what mine was missing. Thanks!

Edit: I should be more clear. I didn't want to assign feats that could be gained by taking a single class level (e.g. Armor Proficiency for Fighters.) I also didn't want to assign things that could be gained from a small dip into classes. The only exception is in my earlier Deathmaster power, because the fluff states that Balor Lords don't take levels in Cleric (usually), so a Balor that command the undead and channels negative energy would need some decent way to do it. Also, the Deathmaster should be treated as Undead for the purposes of channeled energy.

Grand Lodge

13) Demon Intelligence: Three times per day, as an immediate action, a Balor can run away crying from a Pit Fiend, knowing that it is the smartest thing to do. Normal: As Chaotic creatures most Demons, even Lords, would stupidly charge in commiting suicide against such a superior Alignment, er, opponent.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The Pit Fiend has an ability called Deathmastery. So 7 should be changed to Lifeeater or something suitable spooky and necromantic sounding.

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