https://www.dandwiki.com/w/api.php?action=feedcontributions&user=108.162.231.180&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T21:29:30ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Lizardfolk,_Variant_(3.5e_Race)&diff=585074Lizardfolk, Variant (3.5e Race)2012-08-18T09:49:51Z<p>108.162.231.180: </p>
<hr />
<div>{{x0<br />
|la= +0<br />
|ecl= 1<br />
|type= [[SRD:Humanoid Type|Humanoid]] ([[SRD:Aquatic Subtype|Aquatic]], [[SRD:Reptilian Subtype|Reptilian]])<br />
|ability_adjust= +2 to any stat, &minus;2 to any another stat<br />
|size= [[Medium]]<br />
|favored_class= [[Fighter]] and [[Cleric]]<br />
|desc=An actually playable [[SRD:Lizardfolk]].<br />
}}<br />
<br />
=Lizardfolk=<br />
[[Image:Original lizardman by unknown - resized.png|thumb|right|300px|A lizardfolk. It seems there was a disagreement.]]<br />
The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play. It's a fantasy game, if you want to play a lizard you should be able to play a damn lizard.<br />
<br />
==Personality==<br />
<br />
The lizardfolk are as varied in their personality as humans. Why do you want to stereotype them? Are you racist or something?<br />
<br />
==Physical Description==<br />
<br />
Lizardfolk exhibit a wide range of height, weight, and physical power, depending on the circumstances of their birth and their desired station in life. They tend between four and seven feet tall, and are generally between 150 and 250 pounds. Their most common scale colors are green, brown, and blue. <br />
<br />
==Relations==<br />
<br />
The lizardfolk and the [[SRD:Sahuagin|sahuagin]], when they meet, tend to not get along. The [[SRD:Sahuagin|sahuagin]] rule the seas, and the lizardfolk prefer to stick to marshy swamps near the coastlines. However, lizardfolk are capable of living underwater and some do; when they do they come into constant strife with the territorial [[SRD:Sahuagin|sahuagin]] empires.<br />
<br />
Their relations with other races depend on the specific tribes and your campaign, as lizardfolk don't tend to any alignment.<br />
<br />
==Alignment==<br />
<br />
lizardfolk are usually of neutral good alignment.<br />
<br />
==Lands==<br />
<br />
Lizardfolk stick to marshy swampland, usually found near coastlines. However, they often migrate more inland as long as there are marshes and swamps for them to inhabit, and also outwards towards the ocean as they are capable of surviving underwater. They hunt best on land, however. More intellectual lizardfolk can be found in various cities throughout the world.<br />
<br />
==Religion==<br />
<br />
Lizardfolk religion are as varied as the lizardfolk tribes. This one depends on your campaign and what gods and tribes you have.<br />
<br />
==Language==<br />
<br />
Lizardfolk speak their own language, known as Lizardfolk. They also tend to speak the common trade language of the world, Common.<br />
<br />
==Names==<br />
<br />
Lizardfolk names always have a lot of Ls, Ns, Rs, As, and Ys. Their first name tends to be one distinct word, but their last names tend to be multiple words, separated with apostrophes. Examples include "Lar Narya" and "Lyna Lyr'Yan'Nya".<br />
<br />
==Racial Traits==<br />
<br />
* Stat Adjustments: Lizardfolk are an incredibly varied group of individuals, and have more than one possible stat adjustment. +2 to one stat, and &minus;2 to another. Most Lizardfolk have +2 Constitution, -2 Intelligence.<br />
* [[SRD:Humanoid Type|Humanoid]] ([[SRD:Reptilian Subtype|Reptilian]], [[SRD:Aquatic Subtype|Aquatic]]): Lizardfolk are capable of breathing water and are fierce swimmers.<br />
* [[SRD:Medium|Medium]]-sized.<br />
* Lizardfolk [[base land speed]] is 30 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Swim|swim speed]] is 40 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Climb|climb speed]] is 10 feet.<br />
* [[SRD:Natural Weapons|Natural Weapons]]: Lizardfolk have two claws and one bite. The claws deal 1d6 damage each, and the bite 1d8. The claws are its primary [[SRD:Natural Weapons|natural weapons]].<br />
* Amphibious ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Despite being aquatic, lizardfolk are able to survive indefinitely on land.<br />
*Lizardfolk also has low light vision. this is due excessive survival in the dark waters of the swamp and the depths of the sea.<br />
* Monstrous ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Lizardfolk are one part monstrous in addition to being humanoid, and can qualify for [[DnD Monstrous Feats|Monstrous]] and [[DnD Fiend Feats|Fiend]] feats.<br />
* [[SRD:Scent|Scent]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]).<br />
* [[Automatic Languages]]: Common, Lizardfolk. [[Bonus Languages]]: Any.<br />
* [[Favored Class]]: [[SRD:Fighter|Fighter]].<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 10 years || +1d3|| +1d6 || +1d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 30 years || 50 years || 65 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
Note: Some Lizardfolk survive much longer than their maximum age. This is usually due to some sort of magic or class feature.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Lizardfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' || +3d10 || 150 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 2" || +2d10 || 130 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Tome]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Aquatic Subtype]]<br />
[[Category:Reptilian Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Twilights_(3.5e_Race)&diff=585073Twilights (3.5e Race)2012-08-18T09:46:04Z<p>108.162.231.180: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=#4<br />
|type=Outsider(Native)<br />
|ability_adjust=+4 Str +6 Dex, -2 Con, -2 Cha, -4 Wis<br />
|size=Medium<br />
|favored_class=Any except Paladin.<br />
|desc=A Human born into the time of twilight, Speed and Strength are what make up their abilities, but they are not very insightful.<br />
}}<br />
<br />
= Twilight human =<br />
<br />
== Personality ==<br />
<br />
A twilight human can be as loud and trusting as anybody or he could be the most secluded person ever, just like humans twilight humans Have a range of personalities however most of them are quiet and seclusive.<br />
<br />
== Physical Description ==<br />
<br />
Twilight humans are tall and built, A twilight human looks to be human but they ussualy have a birthmark on their arm of shoulder that looks like a tatoo, and their eyes are all one colour be it black, blue, red, orange, grey, purple or just white.<br />
<br />
== Relations ==<br />
<br />
A twilight human can ussualy get along with just about anyone, however lots are very reclusive and wont talk to anyone making them seem unfriendly.<br />
<br />
== Alignment ==<br />
<br />
Twilight humans are always Chaotic or Neutral.<br />
<br />
== Lands ==<br />
<br />
Anywhere especcially in the plane of shadow.<br />
<br />
== Religion ==<br />
<br />
A twilight human does not follow any religion and when he does ussualy switches multiple times a year.<br />
<br />
== Language ==<br />
<br />
Common, and any other bonus languages the character gets.<br />
<br />
== Names ==<br />
<br />
A Twilight human gains a name threw a powerful experience, and unless he trusts you, really trusts you he will not tell you.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Str +6 Dex -2 Con -2 Cha -4 Wis: Twilight humans are strong and fast but they arent very durable and they often make stupid desicions.<br />
* Outsider(Native)<br />
* Medium<br />
* Twilight humans [[base land speed]] is 40 feet<br />
* [[SRD:Darkvision|Darkvision]]: The Twilight human gains Darkvision 60<br />
* A Twilight humans is proficient with all simple weapons and with light martial weapons.<br />
* Racial Hit Die: A Twilight human begins with two levels of [[SRD:Outsider Type|outsider]], which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.<br />
* Racial Skills: A Twilight human levels in [[SRD:Outsider Type|outsider]] give it skill points equal to 6 x (8 + [[SRD:Intelligence|Int]] modifier). Its class skills are [[SRD:Listen Skill|Listen]], [[SRD:Search Skill|Search]], and [[SRD:Spot Skill|Spot]].<br />
* Racial Feats: A Twilight human receives two extra feats because of it's level in [[SRD:Outsider Type|outsider]].<br />
* Speed: When running, a Twilight human multiplies it's speed by &times;6 instead of the normal &times;4, taking the Run feat increases this to &times;7 and wearing medium or heavy armor decreases it to &times;5.<br />
* [[Automatic Languages]]: Common [[Bonus Languages]]: Any except secret<br />
* [[Favored Class]]: Any<br />
* [[Level Adjustment]]: +1<br />
* [[Effective Character Level (terminology)|ECL]]:4<br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Twilight Human Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 30 years || +1d6 || +2d6 || +2d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Twilight Humans Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 90 years || 190 years || 300 years || +2d10years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Wis, Cha, and Con; +1 to Dex, Str, and Int.<br />
# At old age, &minus;2 to Wis, Cha, and Con; +2 to Dex, Wis, and Int.<br />
# At venerable age, &minus;3 to Wis, Cha, and Con; +3 to Dex, Str, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Twilight human Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 6'5" || +2d6 || 145 lb. || &times; (+3d10) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5'11" || +2d6 || 110 lb. || &times; (+3d8) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Native Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL4]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Dwarf_Faeries_(3.5e_Race)&diff=585071Dwarf Faeries (3.5e Race)2012-08-18T09:42:55Z<p>108.162.231.180: </p>
<hr />
<div><br />
{{x0<br />
|la= +?<br />
|ecl= ?<br />
|type= [[SRD:Fey Type|Fey]]<br />
|ability_adjust= &minus;2 [[Str]],+4 [[Dex]], &minus;2 [[Con]]<br />
|size= Fine<br />
|favored_class= [[SRD:Druid|Druid]] and [[SRD:Ranger|Ranger]]<br />
|desc= ?<br />
}}<br />
<br />
=Dwarf Faries=<br />
<br />
==Personality==<br />
<br />
Most dwarf faeries spend their lives in defence of their specific piece of nature weather that be a bend in a creek, a field of flowers or even a specific tree. However many abandon their homes either because it has been destroyed or they have taken their defence of nature to an extreme and atempt to defend all nature. Few abandon their defence of nature entirely, but it is not unheard-of. <br />
<br />
==Physical Description==<br />
<br />
Dwarf faeries stand between 3" and 5" tall and whey around 9 oz. When dwarf faeries reach adulthood they choose a piece of nature to defend and gain some physical characteristics related to it; for example the skin of a dwarf faerie who chooses to defend an oak tree will turn a dark brown and his/her hair and/or eyes will most likely turn green. They also have translucent insect-like wings that can fold in behind them.<br />
<br />
==Relations==<br />
<br />
Most dwarf faeries are taught to hate most other races who destroy nature. They tend to have cordial relations with those other races who defend nature but they are easily offended and most prefer to work alone.<br />
<br />
==Alignment==<br />
<br />
Most dwarf faeries are true neutral but many sway in different directions.<br />
<br />
==Lands==<br />
<br />
Dwarf faeries are found almost anywhere you find nature.<br />
<br />
==Religion==<br />
<br />
There is very little organized religion among dwarf faeries. Those that are faithful tend to worship gods of nature.<br />
<br />
==Language==<br />
<br />
Most dwarf faeries speak Sylvan.<br />
<br />
==Names==<br />
<br />
Dwarf faeries are given first names at birth and take a second name based on their choice of territory.<br />
<br />
==Racial Traits==<br />
<br />
* &minus;2 [[Strength]],+4 [[Dexterity]], &minus;2 [[Constitution]]:<br />
* [[SRD:Fey Type|Fey]]<br />
* Fine: Attack and AC +8, [[Hide]] +16, 1/8 [[carrying capacity]]<br />
* Dwarf faeries [[base land speed]] is 10ft: they also have a flight speed of 60 feet with perfect maneuverability.<br />
* Dwarf faeries have [[low-light vision]].<br />
* +4 racial bonus to [[Craft]] (alchemy) and [[Survival]]<br />
* Weapon Proficiency: Dwarf faeries automatically gain proficiency with one exotic weapon of your choice. <br />
* [[Automatic Languages]]: Sylvan, Common. [[Bonus Languages]]: Elven, Aquan, Auran, Terran.<br />
* [[Favored Class]]: [[Ranger]].<br />
* [[Level Adjustment]]: +0<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Dwarf Faerie Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 5 years || +5d8 months || +2d4 years || +6d6 years<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Dwarf Faerie Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 30 years || 50 years || 70 years || +3d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Dwarf Faerie Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 0' 2.5" || +1d10 1/4" || 6 oz || &times; 2d4 oz.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 0' 2.5" || +1d10 1/4" || 6 oz || &times; 2d4 oz.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Fey Type]]<br />
[[Category:LA?]]<br />
[[Category:ECL?]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Ki_Master_(3.5e_Class)&diff=585062Ki Master (3.5e Class)2012-08-18T08:56:13Z<p>108.162.231.180: </p>
<hr />
<div>{{needsbalance|needs to have some adjustments.}}<br />
{{stub|Missing a starting package and "in the game" (with example NPC).}}<br />
<div class="tocDepth3 supplement"><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=In Progress<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=Based off the warriors of DBZ, this is a flavor of monk who possesses potent energy blasts to strike at the enemies from afar.<br />
}}<br />
==''Ki'' Master==<br />
<br />
The body flows with ''ki'' energy, it animates us and drives our bodies. ''Ki'' Masters use that force as a weapon, firing blasts to smite their foes, and to boost their physical powers.<br />
<br />
===Making a ''Ki'' Master===<br />
<br />
''Ki'' Masters are well against single targets, able to strike from afar, them move into melee for the kill. They can fill the role of the monk of the party well.<br />
<br />
'''Abilities:''' Strength, Dexterity, and Constitution are all important traits of the ''Ki'' Master who will be forced into melee. However, Wisdom and Charisma are both important, for the sake of their monk-like AC bonus from Wisdom, and the power and effectiveness of their ''ki'' blasts from Charisma. High scores are practically needed everywhere, depending on your abilities depends which sort of focus your ''Ki'' Master may take, melee, ranged, or midway between.<br />
<br />
'''Races:''' Humans and half-orcs make great ''Ki'' Masters, while frailer elves shy away from it. Even small characters such as Gnomes can make good ''Ki'' Masters if they focus on evasive abilities. It is obvious this class would not exist without the Saiyan race known or available in the campaign. There is no point pretending this class which uses spirit bomb and kamehameha to exist normally in the DnD world.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Fighter.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The ''Ki'' Master}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup><br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
!0th!!1st!!2nd!!3rd!!4th!!5th!!6th!!7th!!8th!!9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||+0||+0||+2||+0|| align="left" | ''Ki'' sense, Aura of Power, Special Ability, Improved Unarmed Strike, Furry of Blows ||1d6||+0||+0 ft.||4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||+1||+0||+3||+0|| align="left" | Damage Reduction 1/magic||1d6||+0||+0 ft.||5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||+2||+1||+3||+1|| align="left" | Evasion||1d6||+0||+10 ft.||5||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||+3||+1||+4||+1|| align="left" | ''Ki'' Strike (Magic)||1d8||+0||+10 ft.||5||5||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||+3||+1||+4||+1|| align="left" | Damage Reduction 2/magic||1d8||+1||+10 ft.||5||5||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||+4||+2||+5||+2|| align="left" | Special Ability||1d8||+1||+20 ft.||5||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||+5||+2||+5||+2|| align="left" | Intimidating Aura||1d8||+1||+20 ft.||5||5||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||+6/+1||+2||+6||+2|| align="left" | Damage Reduction 3/magic||1d10||+1||+20 ft.||5||5||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||+6/+1||+3||+6||+3|| align="left" | Improved Evasion||1d10||+1||+30 ft.||5||5||5||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||+7/+2||+3||+7||+3|| align="left" | Diehard||1d10||+2||+30 ft.||5||5||5||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||+8/+3||+3||+7||+3|| align="left" | Greater Flurry, Damage Reduction 4/magic||1d10||+2||+30 ft.||5||5||5||5||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||+9/+4||+4||+8||+4|| align="left" | Special Ability||2d6||+2||+40 ft.||5||5||5||5||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||+9/+4||+4||+8||+4|| align="left" | Diamond Soul||2d6||+2||+40 ft.||5||5||5||5||5||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||+10/+5||+4||+9||+4|| align="left" | Damage Reduction 5/magic||2d6||+2||+40 ft.||5||5||5||5||5||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||+11/+6/+1||+5||+9||+5|| align="left" | Transfer Energy||2d6||+3||+50 ft.||5||5||5||5||5||5||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||+12/+7/+2||+5||+10||+5|| align="left" | "Ki" Strike (Adamantine) ||2d8||+3||+50 ft.||5||5||5||5||5||5||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||+12/+7/+2||+5||+10||+5|| align="left" | Timeless Body, Damage Reduction 6/magic||2d8||+3||+50 ft.||5||5||5||5||5||5||5||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||+13/+8/+3||+6||+11||+6|| align="left" | Special Ability||2d8||+3||+60 ft.||5||5||5||5||5||5||5||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||+14/+9/+4||+6||+11||+6|| align="left" | Inner Calm||2d8||+3||+60 ft.||5||5||5||5||5||5||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||+15/+10/+5||+6||+12||+6|| align="left" | Adamant Body||2d10||+4||+60 ft.||5||5||5||5||5||5||5||5||5||5<br />
|-<br />
| colspan="20" class="foot" |<br />
# The value shown is for Medium ''Ki'' Masters. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for Small or Large ''Ki'' Masters.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance (Skill)|Balance]] ([[Dex]]), [[SRD:Climb (Skill)|Climb]] ([[Str]]), [[Concentration (SRD Skill)|Concentration]] ([[Con]]), [[SRD:Craft (Skill)|Craft]] ([[Int]]),[[Escape Artist (SRD Skill)|Escape Artist]] ([[Dex]]), [[Intimidate (SRD Skill)|Intimidate]] ([[Cha]]), [[Jump (SRD Skill)|Jump]] ([[Str]]), [[Listen (SRD Skill)|Listen]] ([[Wis]]), [[Spellcraft (SRD Skill)|Spellcraft]] ([[Int]]), [[Spot (SRD Skill)|Spot]] ([[Wis]]), [[Swim (SRD Skill)|Swim]] ([[Str]]), and [[Tumble (SRD Skill)|Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the ''ki'' master.<br />
<br />
'''Weapon and Armor Proficiency:''' ''Ki'' Masters are not proficient with any weapons, They prefer light weight armors or no armour when fighting.<br />
<br />
''Ki'' Masters are not proficient with any armor or shields.(excluding bracers)<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a "Ki" Master loses her AC bonus, as well as her fast movement and flurry of blows abilities. <br />
<br />
'''''Ki'' Blasts: ''' A ''ki'' master uses super natural powers drawn from the ''Ki'' Master Spell List. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a ''ki'' blast, a ''ki'' master must have a [[Charisma (SRD Term)|Charisma]] score equal to at least 10 + the ''ki'' blast level. The Difficulty Class for a saving throw against a ki master's blast is 10 + the blast level + the ''ki'' master's [[Charisma (SRD Term)|Charisma]] modifier.<br />
<br />
Like other spellcasters, a ''ki'' master can cast only a certain number of blasts of each spell level per day. Her base daily spell allotment is given on Table: The Ki Master. In addition, he receives bonus spells per day if she has a high [[Charisma (SRD Term)|Charisma]] score.<br />
<br />
A ''ki'' master's selection of spells is extremely limited. A ''ki'' master begins play knowing three 0-level blasts and two 1st-level blasts of your choice. At each new ''ki'' master level, he gains one or more new spells, as indicated on Table: ''Ki'' Master Blasts Known. (Unlike spells per day, the number of spells a ''ki'' master knows is not affected by his [[Constitution (SRD Term)|Constitution] score; the numbers on Table: ''Ki'' Master Blasts Known are fixed.) These new blasts are chosen from the ''Ki'' Master spell list. The ''ki'' master can’t use this method of spell acquisition to learn blasts at a faster rate, however.<br />
<br />
Upon reaching 4th level, and at every even-numbered ''ki'' master level after that (6th, 8th, and so on), a ''ki'' master can choose to learn a new blast in place of one she already knows. In effect, the ''ki'' master “loses” the old blast in exchange for the new one. The new blast's level must be the same as that of the blast being exchanged, and it must be at least two levels lower than the highest-level ''ki'' master blast the ''ki'' master can cast. A ''ki'' master may swap only a single blast at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.<br />
<br />
Unlike a [[Wizard (SRD Class)|wizard]] or a [[Cleric (SRD Class)|cleric]], a ''ki'' master need not prepare her blasts in advance. She can cast any blast she knows at any time, assuming she has not yet used up her blasts per day for that blast level. She does not have to decide ahead of time which spells she’ll cast.<br />
<br />
''Ki'' Masters rarely keep track of spell names. Actually, most of their moves are re-named as they see fit (and that way a Blur spell is something else, some mystical ''ki'' technique which makes you difficult to hit.)<br />
<br />
<br />
''Ki'' Masters choose their spells from the following list, with their casting level being one half of their class level:<br />
<br />
0th Level: [[SRD:Light|Light]], [[SRD:Flare|Flare]], [[SRD:Resistance|Resistance]]*, [[SRD:Mage Hand|Mage Hand]], [[SRD:Cure Minor Wounds|Cure Minor Wounds]], [[Ki Push/Mage Push (DnD Spell)|''Ki'' Push]].<br />
<br />
1st Level: [[SRD:Shield (Spell)|Shield]], [[SRD:Mage Armor (Spell)|Mage Armor]]*, [[SRD:Magic Fang (Spell)|Magic Fang]]*, [[SRD:Feather Fall (Spell)|Feather Fall]], [[SRD:Jump (Spell)|Jump]]*, [[SRD:Expeditious Retreat (Spell)|Expeditious Retreat]], [[SRD:Cure Light Wounds (Spell)|Cure Light Wounds]], [[SRD:True Strike (Spell)|True Strike]], [[Ki Barrage, Lesser (DnD Spell)|Lesser ''Ki'' Barrage]], [[Ki Bullet (DnD Spell)|''Ki'' Bullet]].<br />
<br />
2nd Level: [[SRD:Protection from Arrows (Spell)|Protection from Arrows]]*, [[SRD:See Invisibility (Spell)|See Invisibility]], [[SRD:Resist Energy (Spell)|Resist Energy]]*, [[SRD:Undetectable Alignment (Spell)|Undetectable Alignment]]*, [[SRD:Locate Object (Spell)|Locate Object]], [[SRD:Detect Thoughts (Spell)|Detect Thoughts]], [[SRD:Gust of Wind (Spell)|Gust of Wind]], [[SRD:Blur (Spell)|Blur]]*, [[SRD:Mirror Image (Spell)|Mirror Image]], [[SRD:False Life (Spell)|False Life]], [[SRD:Bear's Endurance (Spell)|Bear’s Endurance]]*, [[SRD:Bull's Strength (Spell)|Bull’s Strength]]*, [[SRD:Cat's Grace (Spell)|Cat’s Grace]]*, [[SRD:Eagle's Splendor (Spell)|Eagle’s Splendor]]*, [[SRD:Fox's Cunning (Spell)|Fox’s Cunning]]*, [[SRD:Levitate (Spell)|Levitate]], [[SRD:Owl's Wisdom (Spell)|Owl’s Wisdom]]*, [[SRD:Status (Spell)|Status]]. [[SRD:Cure Moderate Wounds (Spell)|Cure Moderate Wounds]], [[Suppress Power Level (DnD Spell)|Suppress Power Level]], [[Ki Ball (DnD Spell)|''Ki'' Ball]], [[Eyebeams (DnD Spell)|Eyebeams]].<br />
<br />
3rd Level: [[SRD:Nondetection (Spell)|Nondetection]]*, [[SRD:Protection from Energy (Spell)|Protection from Energy]]*, [[SRD:Arcane Sight (Spell)|Arcane Sight]], [[SRD:Clairaudience/Clairvoyance (Spell)|Clairaudience/Clairvoyance]], [[SRD:Rage (Spell)|Rage]]*, [[SRD:Daylight (Spell)|Daylight]], [[SRD:Displacement (Spell)|Displacement]]*, [[SRD:Blink (Spell)|Blink]], [[SRD:Haste (Spell)|Haste]]*, [[SRD:Fly (Spell)|Fly]], [[SRD:Magic Fang, Greater (Spell)|Greater Magic Fang]]*, [[SRD:Cure Serious Wounds (Spell)|Cure Serious Wounds]], [[Bolster Spirit (DnD Spell)|Bolster Spirit]], [[Special Beam Cannon (DnD Spell)|Special Beam Cannon]], [[Kamehameha Wave, Lesser (DnD Spell)|Lesser Kamehameha Wave]], [[Solar Flare (DnD Spell)|Solar Flare]].<br />
<br />
4th Level: [[SRD:Globe of Invulnerability, Lesser (Spell)|Lesser Globe of Invulnerability]], [[SRD:Stoneskin (Spell)|Stoneskin]]*, [[SRD:Dimension Door (Spell)|Dimension Door]], [[SRD:Locate Creature (Spell)|Locate Creature]], [[SRD:Scrying (Spell)|Scrying]], [[SRD:Detect Scrying (Spell)|Detect Scrying]], [[SRD:Resilient Sphere (Spell)|Resilient Sphere]], [[SRD:Shout (Spell)|Shout]], [[SRD:Cure Critical Wounds (Spell)|Cure Critical Wounds]], [[Ki Barrage (DnD Spell)|''Ki'' Barrage]], [[Kaioken (DnD Spell)|Kaioken]], [[SRD:Foresight (Spell)|Foresight]]*, [[Protective Aura (DnD Spell)|Protective Aura]].<br />
<br />
5th Level: [[SRD:Teleport (Spell)|Teleport]], [[SRD:Contact Other Plane (Spell)|Contact Other Plane]], [[SRD:Telepathic Bond (Spell)|Telepathic Bond]], [[SRD:Wall of Force (Spell)|Wall of Force]], [[SRD:Overland Flight (Spell)|Overland Flight]], [[SRD:Telekinesis (Spell)|Telekinesis]], [[SRD:Control Winds (Spell)|Control Winds]], [[Bolster Spirit, Greater (DnD Spell)|Greater Bolster Spirit]], [[Ki Bomb (3.5e Spell)|Ki Bomb]].<br />
<br />
6th Level: [[SRD:Globe of Invulnerability, Lesser (Spell)|Globe of Invulnerability]], [[SRD:Repulsion (Spell)|Repulsion]], [[SRD:Analyze Dweomer (Spell)|Analyze Dweomer]], [[SRD:True Seeing (Spell)|True Seeing]]*, [[SRD:Mislead (Spell)|Mislead]], [[SRD:Shadow Walk (Spell)|Shadow Walk]], [[SRD:Transformation (Spell)|Transformation]], [[SRD:Find the Path (Spell)|Find the Path]], [[Destructo Disc (DnD Spell)|Destructo Disc]], [[Kamehameha Wave (DnD Spell)|Kamehameha Wave]].<br />
<br />
7th Level: [[SRD:Spell Turning (Spell)|Spell Turning]], [[SRD:Plane Shift (Spell)|Plane Shift]], [[SRD:Teleport, Greater (Spell)|Greater Teleport]], [[SRD:Arcane Sight, Greater (Spell)|Greater Arcane Sight]], [[SRD:Scrying, Greater (Spell)|Greater Scrying]], [[SRD:Reverse Gravity (Spell)|Reverse Gravity]], [[SRD:Destruction (Spell)|Destruction]], [[SRD:Regenerate (Spell)|Regenerate]]*, [[SRD:Project Image (Spell)|Project Image]], [[Perfect Beam Cannon]].<br />
<br />
8th Level: [[SRD:Mind Blank (Spell)|Mind Blank]]*, [[SRD:Protection from Spells (Spell)|Protection from Spells]]*, [[SRD:Discern Location (Spell)|Discern Location]], [[SRD:Moment of Prescience (Spell)|Moment of Prescience]], [[SRD:Shout, Greater (Spell)|Greater Shout]], [[SRD:Sunburst (Spell)|Sunburst]], [[SRD:Telekinetic Sphere (Spell)|Telekinetic Sphere]], [[SRD:Iron Body (Spell)|Iron Body]], [[SRD:Earthquake (Spell)|Earthquake]], [[Ki Shackles (3.5e Spell)|Ki Shackles]], [[Raging Aura (3.5e Spell)|Raging Aura]], [[Cluster Ki Bomb (3.5e Spell)|Cluster Ki Bomb]], [[SRD:Fusion (Spell)|Fusion]].<br />
<br />
9th Level: [[SRD:Astral Projection (Spell)|Astral Projection]], [[SRD:Time Stop (Spell)|Time Stop]], [[Kamehameha Wave, Greater (DnD Spell)|Greater Kamehameha Wave]], [[Spirit Bomb (DnD Spell)|Spirit Bomb]], [[Self-Detonate (DnD Spell)|Self-Detonate]], [[Ki Clone (3.5e Spell)|Ki Clone]].<br />
<br />
<nowiki>*</nowiki>(Self only)<br />
<br />
{| class="d20"<br />
|-<br />
|+'''Table: ''Ki'' Master Blasts Known'''<br />
|-<br />
! rowspan="2" | Level !!colspan="10"|'''''Ki'' Blasts Known'''<br />
|-<br />
!0th!!1st!!2nd!!3rd!!4th!!5th!!6th!!7th!!8th!!9th<br />
|-<br />
|1st||3||1||—||—||—||—||—||—||—||—<br />
|- class="even"<br />
|2nd||4||1||—||—||—||—||—||—||—||—<br />
|-<br />
|3rd||4||2||—||—||—||—||—||—||—||—<br />
|- class="even"<br />
|4th||5||2||1||—||—||—||—||—||—||—<br />
|-<br />
|5th||5||3||1||—||—||—||—||—||—||—<br />
|- class="even"<br />
|6th||6||3||1||1||—||—||—||—||—||—<br />
|-<br />
|7th||6||4||2||1||—||—||—||—||—||—<br />
|- class="even"<br />
|8th||6||4||2||1||1||—||—||—||—||—<br />
|-<br />
|9th||6||4||3||2||1||—||—||—||—||—<br />
|- class="even"<br />
|10th||6||4||3||2||1||1||—||—||—||—<br />
|-<br />
|11th||6||4||4||3||2||1||—||—||—||—<br />
|- class="even"<br />
|12th||6||4||4||3||2||1||1||—||—||—<br />
|-<br />
|13th||6||4||4||3||3||2||1||—||—||—<br />
|- class="even"<br />
|14th||6||4||4||3||3||2||1||1||—||—<br />
|-<br />
|15th||6||4||4||3||3||3||2||1||—||—<br />
|- class="even"<br />
|16th||6||4||4||3||3||3||2||1||1||—<br />
|-<br />
|17th||6||4||4||3||3||3||2||2||1||—<br />
|- class="even"<br />
|18th||6||4||4||3||3||3||2||2||1||1<br />
|-<br />
|19th||6||4||4||3||3||3||2||2||2||1<br />
|- class="even"<br />
|20th||6||4||4||3||3||3||2||2||2||2<br />
|-<br />
|}<br />
<br />
<br />
'''AC Bonus:''' When unarmored and unencumbered, the ''ki'' master adds her Wisdom bonus (if any) to her AC. In addition, a ''ki'' master gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ki master levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to AC apply even against touch attacks or when the ''ki'' master is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. <br />
<br />
'''''Ki'' Sense (Su):''' At will, a ''ki'' master can use [[Detect Power Level (DnD Spell)|Detect Power Level]], as the spell. Classes or creature which emanate an aura, such as the paladin's aura of good, may also be detected by this ability.<br />
<br />
'''Aura of Power (Ex):''' The power of a ''ki'' master's aura of power (see the detect power level spell) is equal to her ''ki'' master level.<br />
<br />
'''Unarmed Strike:''' At 1st level, a ''ki'' master gains [[Improved Unarmed Strike (SRD Feat)|Improved Unarmed Strike]] as a bonus feat. A ''ki'' master's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ''ki'' master may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ''ki'' master striking unarmed. A ''ki'' master may thus apply her full [[Strength (SRD Term)|Strength]] bonus on damage rolls for all her unarmed strikes.<br />
<br />
Usually a ''ki'' master's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A ''ki'' master's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A ''ki'' master also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium ''ki'' masters. A Small ''ki'' master deals less damage than the amount given there with her unarmed attacks, while a Large ''ki'' master deals more damage; see Table: Monk Unarmed Damage by Size.<br />
<br />
'''Damage Reduction (Ex):''' At 2nd level, a ''ki'' master gains Damage Reduction/magic. Subtract 1 from the damage the ''ki'' master takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three ''ki'' master levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.<br />
<br />
At 20th level the kind of damage reduction changes due to Adamant Body.<br />
<br />
'''Evasion (Ex):''' At 3rd level or higher if a ''ki'' master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a ''ki'' master is wearing light armor or no armor. A helpless ''ki'' master does not gain the benefit of evasion.<br />
<br />
'''''Ki'' Strike (Su):''' At 4th level, the ''ki'' master's fighting spirit grows stronger. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''Intimidating Aura (Su):''' As a full round action, a ''ki'' master may attempt an Intimidate check to all who can see them, the power and might of a visible ''ki'' aura about them. They may add half their ''ki'' master level as a bonus to Intimidate.<br />
<br />
'''Special Ability:''' At 1st level, and at every six levels thereafter (6rd, 12th and 18th), a ''ki'' master gains a special ability of her choice from among the following options.<br />
<br />
''Power Up (Su)'': A ''ki'' master may spend several turns supercharging their next attack. Every round spent charging up increases their effective caster level for ''ki'' blasts by +1. They may charge up for as many rounds as their Constitution modifier.<br />
<br />
''Rapid Metamagic'': When employing metamagic feats on ''Ki'' Blasts (done akin to a sorcerer), it no longer extends the time of the casting to a full round action, but instead is reduced to a standard action. Through this ability Quicken Metamagic may be applied.<br />
<br />
''Catch Energy'': When facing spells or ''ki'' blasts which target the Ki Master (and thus not area effects) and which require an attack roll, the ''Ki'' Master may attempt to counterspell, identifying the spell with Spellcraft. On succees the ''Ki'' Master expends a slot equal to the spell he is attempting to catch. The spell is put on 'hold'. The ''Ki'' Master can choose to deflect it harmlessly aside, or wait until next round to launch it back at the caster (using the caster's save DCs and the like). Launching it at the caster requires a Concentration check DC (10 + spell level) to do effectively.<br />
<br />
''Fly'': A Ki Master can fly at a speed of 60 feet (or 40 feet if it carries a heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using the fly ability requires only as much concentration as walking, so the Ki Master can attack or cast spells normally. While using the Fly ability a Ki Master can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.<br />
<br />
''Draw Energy (Su)'': By calling on surrounding life energy you attempt to cast without expending your own ''ki'' blast slots. It takes concentration, and focus may be interrupted. If you fail your Concentration check you stop drawing in power, but may continue where you left off. If you fail your Concentration check by 5 or more you lose the power and must start over. You gain the ability to supplement 1 ''ki'' blast level for every round you draw in energy.<br />
For example, Goku has used up all his 9th, 8th, and 7th level slots, yet wants to cast a 9th level ''ki'' blast. He can charge for 9 rounds and expend no blasts per day, or he can expend 3 rounds, and use an available 6th level blast per day to complete the attack. This ability is a pre-requisite for the ''Ki'' Blast "[[Spirit Bomb (DnD Spell)|Spirit Bomb]]".<br />
<br />
''Speed of ''Ki'' (Ex)'': You may add an additional +10 ft. to your movement rate. This ability may be taken multiple times.<br />
<br />
''Critical Blow (Ex)'': The critical multiplier on your unarmed attacks rises from x2 to x3. It may not increase above x4. Alternatively, you can increase the range of your critical hits by +1 (maximum +3), making it in the 17-20 range (for the purposes of spells and abilities which double your critical range, it does stack but is treated as if your fists still crit only on a 20... that is, with 3 applications of this feat and a version of Keen for bludgeoning weapons, your range is 16-20). This ability may be taken multiple times.<br />
<br />
''Push Yourself (Ex)'': You may expend Constitution as a swift action to increase the damage of your ''ki'' blasts. For every point of Constitution used up, add an additional +1d6 to your damage on your next ''ki'' blast attack made in that round. The additional damage only applies once. The Constitution damage cannot be avoided, and it is possible to kill yourself with this ability. You may not spend yourself into negative Constitution (you're too dead to try). The Constitution damage recovers normally through sleep, but not from Restoration spells. This ability is a pre-requisite for the [[Ki Superhuman|''Ki'' Superhuman]] prestige class.<br />
<br />
''Defensive Roll (Ex)'': The ''ki'' master can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ''ki'' master can attempt to roll with the damage. To use this ability, the ''ki'' master must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ''ki'' master's evasion ability does not apply to the defensive roll.<br />
<br />
''Bonus Feat'': A ''ki'' master may gain a bonus feat in place of a special ability. <br />
<br />
'''Diehard:''' The ''ki'' master receives the feat [[Diehard]] for free at level 10, even if she does not meet the pre-requisites.<br />
<br />
'''Improved Evasion (Ex):''' This ability works like evasion, except that while the ''ki'' master still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless ''ki'' master does not gain the benefit of improved evasion.<br />
<br />
'''Diamond Soul (Ex):''' At 13th level, a ''ki'' master gains spell resistance equal to her current ''ki'' master level + 10. In order to affect the ''ki'' master with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the ''ki'' master's spell resistance.<br />
<br />
'''Transfer Energy (Su):''' By a touch a ''ki'' master may transfer ''ki'' to another, refreshing them. With another ''ki'' master, they may expend twice as many ''ki'' blast levels to restore one ''ki'' blast per day in another. For example, Goku needs a use of his 4th level abilities, having used them up for the day. Vegeta expends the use of his available 8th level blast per day to restore Goku's 4th level blast per day.<br />
<br />
With this limitation the highest level that can be refreshed is a 4th level blast per day.<br />
<br />
This can also be used with traditional spellcasters at a higher waste. The requirement is 3 times the spell level or slot being restored, causing you to expend a 9th level blast per day to restore somebody else's 3rd level spell slot.<br />
<br />
'''Timeless Body (Ex):''' Upon attaining 17th level, a ''ki'' master no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the ''ki'' master still dies of old age when her time is up.<br />
<br />
'''Inner Calm (Ex):''' At level 19, a ''ki'' master becomes immune to fear effects.<br />
<br />
'''Adamant Body (Ex):''' At level 20 a ''ki'' master has grown tough as nails. He gains +1 damage reduction as normal but his damage reduction changes to adamantine instead of magic.<br />
<br />
'''Ex-"Ki" Master'''<br />
Like a member of any other class, a "Ki" Master may be a multiclass character, but multiclass "Ki" Master face a special restriction. A "Ki" Master who gains a new class or (if already multiclass) raises another class by a level may never again raise her "Ki" Master level, though she retains all her "Ki" Master abilities.<br />
<br />
====Epic ''Ki'' Master====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
=====Table: The Epic ''Ki'' Master=====<br />
Hit Die: d8<br />
|-<br />
! ''Ki'' Master Level!! AC Bonus!! Unarmored Speed Bonus!! Special <br />
|-<br />
| 21st|| +4|| +70 ft.|| <br />
|-class="even"<br />
| 22nd|| +4|| +70 ft.|| <br />
|-<br />
| 23rd|| +4|| +70 ft.|| DR 8/adamantine<br />
|-class="even"<br />
| 24th|| +4|| +80 ft.|| <br />
|-<br />
| 25th|| +5|| +80 ft.|| Bonus feat<br />
|-class="even"<br />
| 26th|| +5|| +80 ft.|| DR 9/adamantine<br />
|-<br />
| 27th|| +5|| +90 ft.|| <br />
|-class="even"<br />
| 28th|| +5|| +90 ft.|| <br />
|-<br />
| 29th|| +5|| +90 ft.|| DR 10/adamantine<br />
|-class="even"<br />
| 30th|| +6|| +100ft.|| <br />
|}<br />
<br />
2 + [[Int]] modifier skill points per level.<br />
<br />
'''AC Bonus:''' The ''ki'' master's bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th. <br />
<br />
'''Unarmored Speed Bonus:''' The epic ''ki'' master's speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven ''ki'' masters increases by 5 feet instead of 10 feet. <br />
<br />
'''Bonus Feats:''' The epic ''Ki'' Master may gain 1 bonus feat every five levels higher than 20th they do not meat the prerequisites for. They may choose a Special Ability instead of a bonus feat.<br />
<br />
====Ki Blasts====<br />
{{Spell<br />
|name=Ki Push/Mage Push<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 0, Sor/Wiz 0<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Close (25 ft. + 5 ft./2 levels)<br />
|dur=Instantaneous<br />
|tsea=t<br />
|subj=One creature or object<br />
|save=Fortitude negates<br />
|sr=Yes<br />
}}<br />
<br />
''He threw his hand out and the air seemed to ripple, as his enemy was thrust back into the wall of spikes.''<br />
<br />
By throwing your hand out you can push a creature 5 ft. away from you. They are allowed a save to resist being moved, but with careful planning you can move them into a dangerous position (such as off a cliff). You can only move creatures or objects within your weight limit for pushing heavy loads.<br />
<br />
Spellcasters generally refer to this spell as Mage Push rather than Ki Push.<br />
<br />
'''Material Component'''<br />
<br />
A pinch of dust from a well worn path.<br />
<br />
{{Spell<br />
|name=Lesser Ki Barrage<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 1<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=ts<br />
|subj=Up to five creatures, no two of which can be more than 15 ft. apart<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''The sky, look at the sky.... my god, there's so many bolts....''<br />
<br />
[[3e Summary::A missile of ki energy darts forth from your hand and strikes its target, dealing 1d6+1 points of typeless magic damage.]]<br />
<br />
Specific parts of a creature can&rsquo;t be singled out. Inanimate objects are still damaged by the spell however.<br />
<br />
For every two caster levels beyond 1st, you gain an additional missile&mdash;two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Regardless of the number of missiles fired, you only make one Reflex save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.<br />
<br />
{{Spell<br />
|name=Ki Bullet<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 1<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Close (25 ft. + 5 ft./2 levels)<br />
|dur=Instantaneous<br />
|tsea=tSpell<br />
|subj=One target<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
''A golden bolt of energy shot out with such speed and force. Before we knew it, the cultist was dead, a hole burst right in his chest.''<br />
<br />
This spell deals 1d6 points of typeless ki damage per caster level (maximum 5d6). You must succeed at a ranged touch attack to hit your target.<br />
<br />
{{Spell<br />
|name=Suppress Power Level<br />
|school=Abjuration<br />
|desc=<br />
|lvl=Ki Master 2, Sor/Wiz 2<br />
|comp=F<br />
|casttime=1 standard action<br />
|range=You<br />
|dur=1 min./level (D)<br />
|tsea=e<br />
|subj=Existence of life force is hidden from divination.<br />
|save=None<br />
|sr=None<br />
}}<br />
<br />
''Where did he go? Come out and show yourself Kakarot!'<br />
<br />
This spell removes signs of your life force, preventing detection from Detect Power Level and similar life-detecting spells, as well as removing yourself as a viable target for any spell that requires a living creature to lock on or target (such as magic missile or trap the soul... it would not stop an implosion however, as you are still actually alive). In addition other divination spells such as Detect Evil also function normally.<br />
<br />
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.<br />
<br />
'''Focus'''<br />
<br />
A tiny fragment of a crystal that has been exposed to smoke.<br />
<br />
{{Spell<br />
|name=Ki Ball<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 2<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=20-ft.-radius spread<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''The ground lit up with a tremendous explosion as the energy rained from afar.''<br />
<br />
A Ki Ball is an explosion of magic energy that detonates with a bright flash and deals 1d6 points of typeless magic damage per caster level (maximum 5d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.<br />
<br />
You point your finger and determine the range (distance and height) at which the Ki Ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Ki Ball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must &ldquo;hit&rdquo; the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.<br />
<br />
If the damage caused to an interposing barrier shatters or breaks through it, the Ki Ball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.<br />
<br />
{{Spell<br />
|name=Eyebeams<br />
|school=Evocation<br />
|desc=<br />
|lvl=[[Ki Master (DnD Class)|Ki Master]] 2, Sor/Wiz 2<br />
|comp=V, M<br />
|casttime=1 standard action<br />
|range=30 ft.<br />
|dur=Instantaneous<br />
|tsea=t<br />
|subj=One target.<br />
|save=Fort negates (dazing only)<br />
|sr=Yes<br />
}}<br />
<br />
''If looks could kill, I'd shoot lasers out of my frikkin' eyes.''<br />
<br />
[[3e Summary::With a steely glare you fire laser beams from your eyes.]] Make a ranged touch attack to deal 2d6 typeless magic damage, and a Fort save or be dazed for one round from the sharp and surprising pain from it (it hurts more than it actually deals). You gain one additional round of dazing for every four levels beyond 2nd (to a maximum of three rounds at 10th level).<br />
<br />
At your will, you can halve its damage to 1d6, with the same dazing effects, and make it nonlethal damage.<br />
<br />
'''Material Component:''' Salt grain from a sun-dried tear.<br />
<br />
{{Spell<br />
|name=Bolster Spirit<br />
|school=Enchantment<br />
|desc=<br />
|lvl=Ki Master 3, Sor/Wiz 3<br />
|comp=V, S<br />
|casttime=1 round<br />
|range=You<br />
|dur=1 min./level or until discharged<br />
|tsea=t<br />
|subj=You<br />
|save=Will negates (harmless)<br />
|sr=No<br />
}}<br />
<br />
''I swear I will defeat you!''<br />
<br />
This spell grants with great bravery and morale in battle. The target gains a +3 morale bonus on attack rolls, saves, and skill checks. In addition, you can discharge the spell to gain a +6 bonus for 1 round. Doing so ends the spell.<br />
<br />
{{Spell<br />
|name=Special Beam Cannon<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 3<br />
|comp=V, S<br />
|casttime=3 rounds<br />
|range=120 ft.<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=120 ft. line<br />
|save=Reflex half<br />
|sr=No<br />
}}<br />
<br />
''He kept his fingers pressed together, energy building until he could hold it no more. He snapped his hand out and drilled a hole through 120 ft. of matter, neither man nor rock surviving.''<br />
<br />
It takes a great deal of preparation to prepare, but the Special Beam cannon is a very powerful low level spell. It deals 2d6 typeless magic damage per caster level (max 40d6), and gives no spell resistance. <br />
<br />
It is unique in that before damage is rolled, make an attack roll against any caught in the attack. On a natural 20, roll again as if confirming a critical. If this unique critical hit is made, the laser has drilled through a vital, killing the target. Treat as vorpal. Creatures immune to vorpal are also immune to Special Beam Cannon's killing blow.<br />
<br />
The spell is at its best when used for surprise, for it makes an excellent sniping tool.<br />
<br />
{{Spell<br />
|name=Lesser Kamehameha Wave<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 3<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level) line<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=Medium (100 ft. + 10 ft./level) line<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Moving your hands back and cupping them, you channel your inner ki into a swirling ball of glowing light. The power building and the air around you shivering with energy, you thrust both hands forward and release a shining bolt of energy!''<br />
<br />
This spell fires a 5' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d6 damage per caster level (maximum 10d6).<br />
<br />
'''Draw Energy''': For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Lesser Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Lesser Kamehameha Wave, for 200% damage.<br />
<br />
{{Spell<br />
|name=Solar Flare<br />
|school=Evocation<br />
|desc=Light<br />
|lvl=Ki Master 3, Clr 3, Drd 3, Sor/Wiz 4<br />
|comp=V, S, M<br />
|casttime=1 standard action<br />
|range=30-ft.-radius burst, centered on you<br />
|dur=Instantaneous/1 round per 2 levels<br />
|tsea=ea<br />
|subj=30 ft. blinding burst, 60 ft. illuminating burst<br />
|save=Reflex half<br />
|sr=None<br />
}}<br />
<br />
''He fanned his fingers over his forehead, and all turned white!''<br />
<br />
[[3e Summary::A bright flash of light erupts from your body]], causing everyone in a 30 ft. burst around you save vs blindness and dazing for 1 round every 2 levels. Those outside the 30 ft. burst but within 60 ft. only need to save or be dazed.<br />
<br />
'''Material Component:''' A pinch of phosphorous.<br />
<br />
{{Spell<br />
|name=Ki Barrage<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 4<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=ts<br />
|subj=Up to ten creatures, no two of which can be more than 15 ft. apart<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Destruction rains from the heavens!''<br />
<br />
Five missiles of ki energy darts forth from your hand and strikes its target, dealing 1d6+2 points of typeless magic damage.<br />
<br />
Specific parts of a creature can&rsquo;t be singled out. Inanimate objects are still damaged by the spell however.<br />
<br />
For every second caster levels beyond 8th, you gain an additional missile&mdash;six at 10th level, seven at 12th, eight at 14th, nine at 16th, and the maximum of ten missiles at 18th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Regardless of the number of missiles fired, you only make one Reflex save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.<br />
<br />
{{Spell<br />
|name=Kaioken<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 4, Sor/Wiz 4<br />
|comp=V, S, [[Con]] damage<br />
|casttime=1 swift action<br />
|range=You<br />
|dur=3 rounds<br />
|tsea=e<br />
|subj=You<br />
|save=Special; see below<br />
|sr=No<br />
}}<br />
<br />
''His body exploded into a red aura and suddenly he seemed a lot stronger and faster than before.''<br />
<br />
The technique is used to dramatically increase the user's overall performance, and can be multiplied by x2, x4, or even x20 at the highest shown level. <br />
A fourth level Ki master may use the Kaioken technique to gain a +2 to all attribute’s as well as a +4 to base attack, +4 to Natural armor and double base land speed (and fly/burrow/swim speed, if such bases exist). Beginning at 5th level, a Ki master may declare a higher level Kaioken. This declaration enhances the effect by every multiple of 2 at and can declare a higher level of Kaioken every two caster levels. The maximum caster level for boosts is 20, to with which the declaration level for the Kaioken also maxes out for x18 or x20.<br />
<br />
While using the Kaioken, the user may take a move action and still make a full attack action. Any successful attack roll on a spell while in Kaioken increases damage by 50% this effect remains stationary through all levels of Kaioken. Each positive level Kaioken multiplies all attributes by 2 (x4 doubles all attributes, x6 triples it and so on). In addition to this, the Kaioken x2 also grants the user an attack bonus of +5 toward all attacks and natural armor bonus of +5; and for every multiple after x2, the user gains a +1 to both effects (so x4 would have an attack and natural armor bonus of +6; x6 would have +7 to said boosts; x8 would have +8 and so on).<br />
<br />
In order to achieve a state of Kaioken, the caster must make a fortitude save against a DC of 16+1 per level the user declares; if the user fails, the caster becomes instantly fatigued. The caster can declare a higher level of Kaioken as he casts the spell, or during (if he fits the prerequisites) their current use of one without expending another spell slot, but cannot lower their level of Kaioken once the fort save for this level is made. The Kaioken level boost in this way can be made as a Swift action, only while in the Kaioken state.<br />
<br />
In addition to this, when the effects of Kaioken where off, all stats, including health gained from the constitution bonuses, boosted with the use of this spell are returned to normal. However the rapid loss of such power causes 1d4 rounds of fatigue. Higher levels of the Kaioken, in addition to the fatigue, deal 1d6+1 damage to constitution for Kaioken x2 and an additional 1 point of damage for every two stages higher upon the spell duration's end.<br />
<br />
{{Spell<br />
|name=Protective Aura<br />
|school=Abjuration<br />
|lvl=Ki Master 4, Clr 4<br />
|comp=V,S, M<br />
|casttime=1 standard action<br />
|range=1-ft.-radius/level sphere centered on you<br />
|dur=Concentration up to 1 round/level<br />
|tsea=a<br />
|subj=1-ft.-radius/level sphere centered on you<br />
|save=No<br />
|sr=No<br />
}}<br />
<br />
''There was no stopping it now. He raised his shields and braced for impact.''<br />
<br />
A golden aura shield appears around you and those who can fit inside. The spherical/hemispherical barrier is clear but impassable, acting as a Wall of Force. Teleportation, ethereal creatures or other forms of extraplanar transport must make a caster level check to attempt to breach into the barrier. However, the barrier can be broken with normal attacks. It has 10 hp per level, max at 20th level. You or those inside may not attack those outside (as you will damage your own shield), though enemy attacks will not get through until all the barrier's hp is expended.<br />
<br />
You can only move at half speed while maintaining the shield.<br />
<br />
'''Material Component:''' A fragment of a shield.<br />
<br />
{{Spell<br />
|name=Greater Bolster Spirit<br />
|school=Enchantment<br />
|desc=<br />
|lvl=Ki Master 6, Sor/Wiz 6<br />
|comp=V, S<br />
|casttime=1 round<br />
|range=You<br />
|dur=1 round/level or until discharged<br />
|tsea=t<br />
|subj=You<br />
|save=Will negates (harmless)<br />
|sr=No<br />
}}<br />
<br />
''I do not fear you, your time is over!''<br />
<br />
This spell functions like [[Bolster Spirit (DnD Spell)|Bolster Spirit]], except the creature gains a +6 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 10). In addition, you can discharge the spell to gain a +12 bonus for 1 round. Doing so ends the spell.<br />
<br />
{{Spell<br />
|name=Ki Bomb<br />
|school=Evocation<br />
|desc= <br />
|lvl=Ki Master 5<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|tsea=a<br />
|subj=20-ft. to 40-ft.-radius spread<br />
|dur=Instantaneous<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
A more powerful form of the Ki Ball. The area of effect for the Ki Bomb may be between 20 and 40ft., depending on the desire of the caster. The Ki Bomb deals 1d8 +2 points of typeless magic damage for every two Ki Master levels (maximum 5d8+10) to every creature within the area of effect. All other rules that apply to the Ki Ball also apply to the Ki Bomb.<br />
<br />
{{Spell<br />
|name=Destructo Disc<br />
|school=Conjuration<br />
|desc=<br />
|lvl=Ki Master 6<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous or up to 5 rounds (see text)<br />
|tsea=tsa<br />
|subj=One or more targets in a 100 ft. line<br />
|save=No<br />
|sr=Yes<br />
}}<br />
<br />
''A golden buzzsaw flew through the air, slicing him clean in two.''<br />
<br />
A powerful spell, a Destructo Disc deals 1d6 slashing damage per caster level (max 20d6) in a 100 ft. line. You make attack rolls against each possible target as needed. Normally that is all, however, it is a vorpal weapon. On a natural 20, it will decapitate the enemy, with all rules about vorpal pertaining.<br />
<br />
'''Draw Energy''': When using Draw Energy, instead of supplementing spell slots, you can use it to power this spell. For every round spent charging, you can have the disc maintain itself for an additional round, assigning it a new path to swing across as a move action. The disc flies at 100 ft. per round.<br />
<br />
{{Spell<br />
|name=Kamehameha Wave<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 6<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level) line<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=Medium (100 ft. + 10 ft./level) line<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Moving your hands back and cupping them, you channel your inner ki into a swirling ball of radiant light. The power building and the air around you blowing away, you thrust both hands forward and release a powerful blast of energy!''<br />
<br />
This spell fires a 15' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d8 damage per caster level (maximum 20d8).<br />
<br />
'''Draw Energy''': For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Kamehameha Wave, for 200% damage.<br />
<br />
{{Spell<br />
|name=Perfect Beam Cannon<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 7<br />
|comp=V, S<br />
|casttime=3 rounds <br />
|range=120 ft. line<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=120 ft. line<br />
|save=Reflex half<br />
|sr=No<br />
}} <br />
<br />
Follows the rules of [[Special Beam Cannon (3.5e Spell)]], except the damage becomes 2d10 points of typeless magic damage per caster level (max 40d10). In addition, if the target succeeds in a Reflex saving throw, and takes no damage, the caster can make a Concentration check of 7 + Caster Levels Caster Level to have the Perfect Beam Cannon make an additional attack against the target. This can only be done once each time this spell is cast.<br />
<br />
{{Spell<br />
|name=Ki Shackles<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 8<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=30 ft.<br />
|dur=1 round./3 Ki Master levels<br />
|save=None<br />
|sr=None<br />
}}<br />
<br />
The caster holds a hand towards their opponent as five golden rings of ki energy appear from each digit. If the caster succeeds in a single ranged touch attack, the rings fly out towards the targets wrists, ankles, and neck. The rings bind the target to a solid surface where the target becomes immobilized. Each round the target may attempt a Strength check with DC equal to the spells DC to break the rings and end the effect of the Ki Shackles. Creatures with no limbs are unaffected by the effects of Ki Shackles, but creatures with lost limbs may still be affected as long as they retain one or more of their original limbs (in this case, any unused shackles harmlessly dissolve).<br />
<br />
{{Spell<br />
|name=Raging Aura<br />
|school=Enchantment<br />
|desc=<br />
|lvl=Ki Master 8<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|dur=1 round/caster level + Base CON Modifier<br />
|tsea=a<br />
|subj=You<br />
|save=No<br />
|sr=No<br />
}}<br />
<br />
The caster may only cast this spell when their current amount of hit points are less than 10% of their maximum hit points. This spell causes the caster to lose all spells per day. The caster restores all hit points and gains temporary hit points equal to their current maximum hit points value. While emitting a Raging Aura, the caster gains a +4 bonus to Strength, a +4 bonus to Constitution, and suffers -5 to AC. All unarmed attacks made by the caster deal an additional 1 point of damage for every 3 caster levels and gains a +1 attack bonus for every 5 caster levels. In addition, the caster gains access to the Raging Aura Mystery Attack. The caster suffers an additional 1d6 points of damage each time they are dealt damage. When the caster has completed his round, he suffers 1d6+2 damage due to strain. Unlike a [[Barbarian]]'s rage, the caster of a Raging Aura spell may still attempt any and all actions. However, while in a Raging Aura, the caster experiences a -5 penalty to all Dexterity, Intelligence, Wisdom, and Charisma based skills. When the Raging Aura ends, the caster must succeed in a Fortitude save with a DC equal to the number of rounds the caster had been in a Raging Aura + the casters caster level. If the Fortitude save is not met, the caster has his hit points reduced to 1 and loses consciousnes. If the caster succeeds, then his hit points return to the value they were at before the Raging Aura, his Strength and Constitution scores become 1 for one hour and are dazed for 1d4 rounds.<br />
<br />
<br />
<br />
Raging Aura Mystery Attack: This special ability may be used once per round as a free action. When used, roll a d6 to determine the effect. <br />
<br />
1: The user unleashes a devastating kick. The attack deals 1d8 points of melee damage per STR modifier. <br />
<br />
2: The user gains damage reduction 50/+5 for 1d4 rounds, and takes no damage from strain for 1d4 rounds. The additional damage taken when dealt damage still applies, even if the damage dealt is 0. <br />
<br />
3: The user gains Regeneration 10 for 1d4+2 rounds. <br />
<br />
4: The user gains the ability of flight for 1d4+2 rounds and a 50ft. Movement Speed bonus on land and in the air for the same number of rounds. <br />
<br />
5: The user conjures a large spear of ki energy. The user must make a successful ranged touch attack. However, a Fortitude save of 10 + half the users class level + the users Wisdom modifier will negate the attack. When the spear makes contact with the target, it begins to drive itself in, seeming to pierce straight through, but instead it fuses with the target. Once the spear is one with the target attacks from within. All organs are destroyed and the spear explodes, causing damage as per the Disintegrate spell. The target dies and is entirely destroyed. This attack does not kill undead creatures or creatures that do not possess vital organs. Instead, this attack deals 1d12+2 typeless magic damage per caster level (max 5d12+10), and the spear does not explode but dissolves instead. <br />
<br />
Range:20ft.+5ft./level Explosion radius:20ft. Targets within this area are entitled to a REF save of 10 for half damage. 1d12 damage. Save: Fort negates Spell Resistance: No <br />
<br />
6: No effect. <br />
<br />
Each of these effects may only be used once during a Raging Aura. If an already used effect is rolled, then re-roll.<br />
<br />
{{Spell<br />
|name=Cluster Ki Bomb<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 8<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=20-ft. to 40-ft.-radius spread<br />
|save=Reflex half<br />
|sr=Yes<br />
}} <br />
<br />
The caster draws in energy in order to unleas multiple [[Ki Bomb (3.5e Spell)|Ki Bomb]] spells at once. The caster may deploy up to five Ki Bombs at once given that he has concentrated on Drawing in Energy for at least five rounds. All rules that apply to the Ki Bomb also apply to the Cluster Ki Bomb. Targets who would be affected by multiple Ki Bombs must make a saving throw for each Ki Bomb. However, instead of rolling damage for each Ki Bomb, roll damage once and add +10 for each additional Ki Bomb that would effect the target (+5 if the target had succeeded in a saving throw).<br />
<br />
{{Spell<br />
|name=Fusion<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 8, Sor/Wiz 8<br />
|comp=V, S<br />
|casttime=1 round<br />
|range= Personal<br />
|dur=Instantaneous; 30 minute duration; see text<br />
|tsea=t<br />
|subj= Two willing creatures, self included<br />
|save=None<br />
|sr=none<br />
}}<br />
<br />
<br />
Fusion allows two creatures to merge into one being, to become a destructive, powerful force. As two creatures, it gains class levels/hit dice and all abilities of the classes of each of the two creatures that fused. In addition to this, all of the creature's ability scores add toward each corresponding score (Str to Str, Dex to Dex, etc.) and total to the new score while in the fusion. Creatures also gain both spell lists from each class or, if spell types differ, gains spells per day and known spells for each class type. If class types are the same upon fusion, the spells per day (and known spells if known) stack.<br />
<br />
The fusion only lasts for 30 minutes, to with which each creature fused will appear 5 feet away from each other on the round following the 30 minute duration. Upon the fusion's end, any class abilities, stat adjustments and Hit dice adjustments are split back between the two creatures to it's original values before the fusion.<br />
<br />
Fusion can be made permanent with the permanency spell at an XP cost of 1,000 per total ECL of the creature fused. In addition to this, the creature who cast the Fusion spell, upon the fusion being permanent, also permanently loses an 8th level spell slot for the permanency spell; which cannot be repaired by any means, even by Wish or Miracle. Only creatures of the same size as one another can fuse bodies.<br />
<br />
'''Super Saiyan 4 clause'''<br />
<br />
If two Super Saiyan 4's were to fuse together, the duration within the fusion is cut down to 10 minutes, due to the mass power being used while fused. Fusion can be made permanent this way but upon it being cast and the Super Saiyan 4's duration wearing off, the fused creature takes 1 point of permanent damage to constitution per minute due to the bodily strain from the excess energy. If it's Constitution reaches 0 this way, the fused creature dies.<br />
<br />
This clause also applies to creatures who successfully fuses a second time upon making a previous fusion permanent. 10 minutes into the fusion, be it regular or made permanent, the creature begins taking constitution damage similar to that of the above.<br />
<br />
{{Spell<br />
|name=Greater Kamehameha Wave<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 9<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level) line, 25 ft. wide<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=Medium (100 ft. + 10 ft./level) line, 25 ft. wide<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Moving your hands back and cupping them, you channel your inner ki into a swirling ball of rippling plasma. The power rages forth and the air around you explodes with energy, as you thrust both hands forward and release a wide blast of destructive energy!''<br />
<br />
This spell fires a 25' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d10 damage per caster level (maximum 25d10).<br />
<br />
'''Draw Energy''': For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Greater Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Greater Kamehameha Wave, for 200% damage.<br />
<br />
{{Spell<br />
|name=Spirit Bomb<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 9<br />
|comp=V, S<br />
|casttime=1 minute<br />
|range=Long (400 ft. + 40 ft./level)<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=60-ft.-radius spread<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
''Hands held high, you can feel the life energy of those around you flow towards the shimmering blue light above your head. Your allies had been keeping your opponent busy for long enough, and with every second the sphere pulsed like a heartbeat, almost excited, eager to be released. With a heave, you throw the almost weighty orb of light. It strikes true and in a flash of light, everything is gone!''<br />
<br />
The most powerful of all the Ki Master's attacks, it is not easy to achieve. You must know how to Draw Energy, and proceed to do so every step of this spell, for 10 rounds (1 minute). In spite of drawing energy, you still expend this spell. If you manage to maintain your energy focus for all 10 rounds, you may then launch a powerful glowing sphere of light which explodes in a massive 60 ft. radius, dealing 1d12 disintegration damage per caster level (maximum 25d12).<br />
<br />
Post launch you must succeed on a [[Concentration]] check, DC (19 + number of rounds charged, usually 10) or be dazed for 1d4 rounds afterward.<br />
<br />
The Spirit Bomb is alignment based, and takes on the properties of your alignment. For example, a Lawful Good Ki Master using this spell will have the attack also count as Lawful and Good for purposes of bypassing damage reduction. <br />
<br />
A unique quality of the spirit bomb is that a direct hit will render the target immune to all healing and regeneration effects.<br />
<br />
{{Spell<br />
|name=Self-Detonate<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 9<br />
|comp=V, M<br />
|casttime=1 full round<br />
|range=30-ft.-radius burst, centered on you<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=30-ft.-radius burst, centered on you<br />
|save=Reflex half<br />
|sr=No<br />
}}<br />
<br />
''Beaten and bruised, at wits end, he reached out and grappled the Demon Lord. "For victory!" were his last words as he and the demon were lost in a bright flare of light and chaos!''<br />
<br />
This dramatic spell uses your own body as the material component. Transforming a tiny amount of your matter into energy you explode, killing yourself instantly and dealing 20d20 disintegration damage per caster level, maximum 600d20 at level 30. <br />
<br />
This incredibly potent blast is not without severe consequences however. The caster is left a gray statue of ash, which crumbles at the slightest touch. They cannot be revived by anything short of a Wish or Miracle, and even then it only has a 50% chance of success. If they fail, they cannot be revived by any mortal means. Due to the astronomical amounts of energy created from converting actual matter into energy, this spell is able to kill those protected by immortality, high regeneration rates, and abilities allowing those in the damage area to resist death by only falling unconscious.<br />
'''Material Component:''' Yourself, which is consumed.<br />
<br />
{{Spell<br />
|name=Ki Clone<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 9, Sor/Wiz 9<br />
|comp=V, S<br />
|casttime=1 round <br />
|range=Personal <br />
|dur=2 hours (d)<br />
|tsea=a<br />
|subj=you<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
The user of this spell learns to duplicate his own life-force. This technique allows him to summon an almost identical duplicate of himself, made purely out of ki energy. The ki creature has the caster's HP, Base Attack Bonus, and other attributes equal to three-fourths of the caster's and have all the same spells and abilities, barring some restrictions. The caster has an empathic link with the ki creature as it is created and will otherwise obey most commands given to it. Otherwise, it remains idle, awaiting command and keeping itself alive for up to 2 hours until summoned back, destroyed, or it's time ends. The Ki creature is unaffected by enchantment effects that may cause it to take a command from another being. The ki clone is otherwise limited to the abilities and weaknesses that the caster is.<br />
<br />
Unlike it's creator, it uses it's spells with a greater cost to it's duration. For each time it uses a spell slot, the ki creature loses ten minutes/per level of the spell used; in the case of 0th level spells, it instead decreases the duration by five minutes. If the duration is lowered to negative or zero in this way, the caster level for the spell used is decreased by one per ten minutes of extra time expanded from the spell level used and any damage variables are decreased by 50% of the total damage caused. In addition to this, at the end of the turn following the ki clone's use of the spell also destroys the clone.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a ''Ki'' Master====<br />
<br />
'''Religion:''' Religion is usually a subject of indifference, as the ''ki'' master focuses on the self and drawing power from their own bodies. They are most in tune with druids, especially if they discover how to draw energy from their surroundings.<br />
<br />
'''Other Classes:''' They have a great deal of respect for monks, although not being restricted by alignment does cause the occasional conflict. Spellcasters are both mocked as weak and feared for their ability to attack their minds, a weak point, and fighters are seen as strong allies.<br />
<br />
'''Combat:''' The ''Ki'' Master covers both roles of ranged attacker and brawler. Focus on which skill varies, but they are best with one on one encounters.<br />
<br />
'''Advancement:''' Any class suitable for monk is also suitable for ''ki'' masters. A few take a more barbaric route and take barbarian oriented classes.<br />
<br />
====''Ki'' Masters in the World====<br />
<br />
{{quote|''It's over 9000!!!!''|orig=&mdash;Prince Vegeta, Humanoid (Saiyan), Prince of the Saiyans.}}<br />
<br />
The ''Ki'' Master often does not care for the desires of the rest of the world. They are people driven by personal desires. The fact that their desires line up with the rest of the world, for better or worse, is coincidence.<br />
<br />
'''Daily Life:''' Physical training is important as well as physical enlightenment. The ''ki'' master is always attempting to improve something, less they grow slack and stagnate.<br />
<br />
'''Notables:''' Legends tell that those who walk the path of the ''Ki'' Master eventually become as gods, and leave the world for other planes in search of further enlightenment, their hair changing colors, growing long, and their bodies aging slowly as they travel through the multiverse, challenging the strong to battle.<br />
<br />
'''Organizations:''' ''Ki'' Masters rarely have any groups, meeting only for tournaments, or the occational master teaching their student. They are encouraged to adventure and through surviving the dangerous path of adventure, discover their power and purpose.<br />
<br />
'''NPC Reactions:''' Most NPCs do not recognize any notable difference between ''Ki'' Masters and Monks. Both are men who use their fists in amazing shows of force and fury. On occasion, after a show of ''ki'' blasts, one may be mistaken for a warlock however.<br />
<br />
====Ki Master Lore====<br />
<br />
Characters with ranks in Knowledge (history) can research ''Ki'' Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 5:''' ''Ki'' Masters are a sort of monk. They fight things with their bare hands<br />
<br />
'''DC 10:''' A ''ki'' master channels ''ki'' to fuel their powers and use spell-like abilities.<br />
<br />
'''DC 15:'''A ''ki'' master has inhuman speed, durability, and a powerful sense of energy in the world.<br />
<br />
'''DC 20:''' A ''ki'' master has several tricks to improve their ki blasts, some even able to draw energy from others.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
</div></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi_(3.5e_Class)&diff=584943Naruto Shinobi (3.5e Class)2012-08-17T08:23:58Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done.<br />
|editing=Always Editing. Speaking of which, recently realized there are comments. Taking ideas into account, but I've since lost track of Naruto. <br />
|type=Depends. Neutral, Mediator, jack-of-all-trades.<br />
}}<br />
<br />
==Naruto Shinobi==<br />
<br />
Alright. There are probably several people thinking" Oh great, another never fully done naruto ripoff." Well, not this time! I was tired of trying to find a completed version of the famous(or infamous) ninja myself, and got tired of all the incompletes or crap-fests. My real inspiration, however was when i got wind of one of my dnd buddies made the Soul Reaper from another popular anime, Bleach. Well if he can do it, why not try it myself? This is the result.<br />
<br />
===Making a Naruto Shinobi===<br />
<br />
Shinobi are put into a party depending on the path. Should one go for ninjutsu, they could replace a potent caster. Should they choose to specialize in Taijutsu, they can become as effective a combatant as a monk.<br />
<br />
'''Abilities:''' The Shinobi benefits from high Constitution scores, as it judges the amount of chakra points they have. Wisdom is useful for a ninjutsu or bloodline Shinobi, while a Taijutsu Shinobi prefers a high Strength.<br />
<br />
'''Races:''' Now, According to the show, there are 5 human villages(plus other smaller ones) so i guess the most common shinboi is a human, but seeing as how humans aren't the only race, i guess other civilized races could also become shinobi, dwarf, elf, etc.<br />
<br />
'''Alignment:''' Each Shinobi has their own path they follow. A number of ninja can be seen as lawful, however it is not uncommon to see ninja acting on their own for personal reasons, the greater good, or towards selfish goals.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Naruto Shinobi}}</div><br />
Hit Die: D6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<sup>1</sup><br />
! rowspan="2" | Special<br />
! rowspan="2" | Chakra<br/>Points<br />
! rowspan="2" | Unarmed<br/>Damage<sup>2</sup><br />
! rowspan="2" | AC<br/>Bonus<br />
! rowspan="2" | Unarmored<br/>Speed Bonus<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Hidden Village, Ninja Path, Unarmed Strike || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Evasion, Sudden Strike +1d6 || con+wis || 1d6 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Chakra Accumulation || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Great Leap || con+wis || 1d6 || +0 || +0 ft. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4 <br />
| class="left" | Trapfinding || con+wis || 1d8 || +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Purity of Body || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Acrobatics +2 || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Slow Fall 20 ft || con+wis || 1d8 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Sudden Strike +3d6 || con+wis || 1d10 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Improved Chakra Accumulation || con+wis || 1d10 || +1 || +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Poison Use || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Improved Evasion || con+wis || 1d10 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Slow Fall 40 ft || con+wis || 2d6 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Acrobatics +4 || con+wis || 2d6 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Sudden Strike +5d6 || con+wis || 2d6 || +2 || +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Wholeness of Body || con+wis || 2d6 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Trap Sense +1 || con+wis || 2d8 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Slow Fall 60 ft || con+wis || 2d8 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Acrobatics +6 || con+wis || 2d8 || +3 || +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Diamond Body || con+wis || 2d10 || +3 || +30 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium shinobi. See [[#Table: Naruto Shinobi Unarmed Damage by Size|Table: Naruto Shinobi Unarmed Damage by Size]] for shinobi of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance(Dex), Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Disable Device(Int), Escape Artist(Dex), Heal(Wis), Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Open Lock(Dex), Search(Int), Sense Motive(Wis), Sleight of Hand(Dex), Spot(Wis), Tumble(Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' Shinobi are proficient with kama, nunchucks, shuriken, and all simple and marital weaponry. They are proficient with padded armor (This is equivalent to their chuunin flack jackets).<br />
<br />
'''{{#anc:Chakra}}:''' A Shinobi gains an amount of chakra points equal to their Constitution modifier and Wisdom Modifier added together at each level. These points stack at each level. For Example; Naruto is a level 2 shinobi with an 18 Con and a 16Wis. He currently has 14 chakra points, and gains a level. He gains another 7 chakra points, bringing his total chakra pool to 21 points. The reason it's Con and Wis is because in the show, chakra is made from physical and spiritual focus. Should a Shinobi need more chakra, he may deal 2 points of temporary con and wis damage to himself to gain an amount of chakra equal to one-fourth his normal chakra. This can be used multiple times, even if it would drop the Shinobi's Constitution score to 0. If and when this happens, the Shinobi does NOT die instantly, but instead dies when he runs out of chakra.<br />
<br />
'''{{#anc:Ninja's Path}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When He first starts out, a shinobi chooses his "path". That means, he either specializes in ninjutsu, taijutsu, or develops his bloodline trait. Now, the only two bloodline traits available are Byakugan and Sharingan(Cause i'm friggin lazy) and they're low probability. Have your DM<br />
roll a d100. If the roll is anywhere from 01-10, you've got byakugan. 86-100 means you have sharingan. They'll be explained a bit later. Sharingan Users are able to learn Ninjutsu as if they had selected the path.<br />
<br />
'''{{#anc:Hidden Shinobi Village}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Each Shinobi, unless a Missing-Nin, belongs to a village. He gains a special bonus to certain things, depending on which village he hails from.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Shinobi Hidden Villages}}<br />
|-<br />
!'''Village'''||'''Special'''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dead || class="left" | Rebuke Undead as Cleric, 1/2 class level caster level, Wis bonus times/day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Leaf || class="left" | Can take any Shinobi prestige class without meeting the Prerequisites.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Missing-nin || class="left" | Under Construction<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mist || class="left" | Mist Shroud Jutsu - 3 Chakra/round, Parital Concealment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rock || class="left" | Immunity (Bullrush and Overrun)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sand || class="left" | Puppeteer Prestige Class (Under Construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Snow || class="left" | Resist Cold (1/2 Class level)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sound || class="left" | Curse Mark (Under construction)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stars || class="left" | +(1/2 class level) competence bonus to Hide/Move Silently.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Waterfall || class="left" | Manipulate Water - 1 Chakra/Gallon<br />
|} <br />
<br />
'''{{#anc:Evasion}}:''' See Monk; Player's Handbook, pg 41<br />
<br />
'''{{#anc:Sudden Strike}}:''' If a shinobi can catch an opponent when they are unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Whenever a shinobi's target is denied a dex bonus to armor class (whether the target actually has dex bonus or not), the ninja deals an extra 1d6 points of damage with his attack. This extra damage increases by 1d6 points of damage for every six Shinobi levels thereafter. A shinobi can't use sudden strike when flanking an opponent unless the oppenent is denied its dex bonus to ac. This damage also applies to ranged attacks against targets up to 30 feet away. Creatures with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to sudden strikes. A shinobi can't make a sudden strike while the limbs of a creature whose vitals are out of reach. A shinobi can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike. Extra damage from sudden strike ability stacks with the extra damage from sneak attack whenever both would apply to the same target. <br />
<br />
'''''{{#anc:Chakra Accumulation}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Chakra Accumulation : The Shinobi can accumulate chakra at one point in his body to gain amazing gripping power. This can be used to walk on walls, ceilings, otherwise impassable terrain, or to gain a +10 bonus to grapple checks. Uses 2 chakra a round, or 1 chakra per square moved, if not in combat. At 10th level, the Shinobi can use this ability to walk/stand on water at 3 chakra per round or 2 chakra per square(out of combat). While using this ability, the Shinobi must make a DC 15 concentration check for each round the ability is active, or each square moved, or lose the effect.<br />
<br />
'''{{#anc:Great Leap}}:''' See Ninja; Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Trapfinding}}:''' See Rogue; Player's Handbook pg 50<br />
<br />
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a shinobi gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:Acrobatics}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level or higher, a shinobi within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The shinobi’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her shinobi level.<br />
<br />
'''{{#anc:Speed Climb}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Poison Use}}:''' See Ninja, Complete Adventurer, pg 8<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level, a shinobi’s evasion ability improves. He still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth he takes only half damage on a failed save. A [[SRD:Helpless|helpless]] shinobi does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 16th level or higher, a shinobi can heal his own wounds. He can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice his current shinobi level each day, and he can spread this healing out among several uses.<br />
<br />
'''{{#anc:Trap Sense +1}}:''' See Rogue, Player's Handbook, pg 50<br />
<br />
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a shinobi gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Ninja Path: The Specifics}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Alright. There are three paths.<br />
Ninjutsu; Very similar to spells, but not as potent, and you need somatic components. Unless specified, Jutsu somatic components are free actions.<br />
Taijutsu; Increase your melee potency with Combos giving you extra attacks at specified attack values.<br />
Bloodline Traits; Byakugan and Sharingan. These add special values to your repitoire of normal abilities.<br />
<br />
you may only learn 1 jutsu whenever you attain the required level for the next set of jutsu. I.E. Naruto learned the Sexy Jutsu at level 1, and just attained level 3. He learns Shadow Clone, but can no longer learn Fireball because he must use so much time mastering his new jutsu.<br />
Jutsu with a chakra cost of #+#/d#, such as Dragon Fire Jutsu, 5+1/d6 means there is an extra chakra point used for each d6 of damage. A level 10 Shinobi using Dragon fire jutsu would pay 13 chakra points.<br />
<br />
{| class="d20"<br />
|-<br />
|+{{#anc:Table: Ninjutsu List}}<br />
|-<br />
! Ninjutsu || Level || Chakra || Effect <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Substitution || 1 || 2 || class="left" | When a Character is allowed a Reflex Save, or find themselves the target of an attack of opportunity, they may use this jutsu to replace themsleves with a random scenery object nearby. A concentration check is required to pull this off, either higher than the reflex DC or higher than the enemy's attack roll, whichever situation is applicable.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Sexy Jutsu || 1 || 3 || class="left" | The Character may use this to turn into an attractive female of the opponent's species in order to daze the opponent for 1d4 rounds. The target may opt to make a DC 10 + Shinobi's level will save to avoid being dazed.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fireball || 3 || 2+1/d6 || class="left" | 1d6/level(max10d6) fireball with a range of of 40 feet.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Clone || 3 || 2 || class="left" | Create one Copy of Character. Dissapates when the character calls off the jutsu/runs out of chakra points.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Bind || 5 || 6&1 || class="left" | Hold one target in place, target must make a grapple check opposing the character's concentration check. 6 chakra to initiate the jutsu, and 1 chakra per round after initiation.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Transformation || 5 || 5 || class="left" | As the ''Polymorph'' spell.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shuriken Replication || 5 || 6 || class="left" | Creates 3 copies of one thrown weapon that last til the end of the player's action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dragon Fire || 7 || 3+1/d6 || class="left" | 50 ft line dealing 1d6/level(max15) fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Release || 7 || 11 || class="left" | Can use this ability to make a concentration check instead of will save for mind affecting spells, spell-like abilities, powers, etc.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Phoenix Fire || 9 || 8+1/d6 || class="left" | Imbues thrown weapons with 1d6/4levels fire damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Third Eye || 9 || 6 || class="left" | Creates an eye of sand, dirt, clay, etc. that can move 15 feet away from char.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Grand Fireball || 11 || 10+1/d8 || class="left" | 1d8/level(max 15) fireball that explodes with a 20-foot radius and 80 foot limit range.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning I || 11 || 20 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Dance of the<br/>Crescent Moon || 11 || 10 || class="left" | Creates two copies of the character for one round to attack a target.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chidori || 11 || 5+1/d12 || class="left" | Character must prepare a charge attack action and designate that he is activating Chidori in order to use this attack. Adds 1d8/level(max20d8) lightning damage to one unarmed melee charge attack. This unarmed strike leaves the player slightly fatigued, increasing the normal charge attack penalty by another -2, to -4. If you choose this jutsu, you cannot choose Giant Ball Rasengan at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rasengan || 11 || 1/d10 || class="left" | Character must be unarmed to use this attack. Takes one round to charge. Character cannot make any other action while charging. Next round the character may move 10 feet before making the attack. This attack deals 1d10/level(max20d10)+strength mod force damage. If you choose this jutsu, you cannot choose Improved Chidori at level 20.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Earth Rising Wall || 13 || 11 || class="left" | Creates a 15 foot long 5 foot wide wall of earth, 5 hp/level, 2 hardness/level.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Shadow Strangulation || 13 || 4/round || class="left" | Can only use after successfully using Shadow Bind. Deal unamred strike damage per round while both are active.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mass Shadow Clone || 15 || 2*x/round || class="left" | As Shadow Clone, but creates x copies of character.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning II || 15 || 22 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Chakra Barrier || 15 || 3/round || class="left" | +5 AC per round active. Character cannot move or attack.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Space Jutsu || 16 || 10/5 miles+ 10 per passenger || class="left" | Character can transport themselves anywhere they can see or remember in detail including other planes of existence.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Mud Cannonball || 17 || 10+1/d6 || class="left" | Creates the head of a Blue Dragon that is made of mud and shoots 2 balls of mud at 2 specified targets dealing 1d6/level earth damage up to 100 feet away. Lasts 3 rounds.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fire Dragon Blast || 17 || 10+1/d8 || class="left" | Creates the head of a Red Dragon that is made of fire and shoots a cone of flame that reaches out 50 feet and deals 1d8/level fire damage. Lasts one round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Wind Blade || 19 || 10+1/d6 || class="left" | Deals 1d6/level wind damage to enemy.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Summoning III || 19 || 25 || class="left" | Summons one ally to combat. Under construction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Spirit Projection || 19 || 20 || class="left" | Character projects spirit that moves at half the character's normal speed. If moved into a space with a living creature, character can start a will battle, and if they win, the player takes control of that creature for 5 minutes/50 rounds or until cancelled. The player's body remains vulnerable to attack and weather, however, and as such this jutsu should never be performed when going solo.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Improved Chidori || 20 || 15+1/d12 || class="left" | As Chidori, but deals 20d10, Half Electric, Half Force. Can also channel Improved Chidori through an equipped melee weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Giant Ball Rasengan || 20 || 15+1/d10 || class="left" | Same as Rasengan, but takes two rounds to charge and deals 20d12+strength mod damage. Half Force, Half Wind<br />
|-<br />
|}<br />
<br />
Now Taijutsu! All Taijutsu are only added onto full-round attack actions, unless stated otherwise.<br />
<table border="1"><br />
<tr><br />
<th>Jutsu</th><br />
<th>Level</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Spinning Leaf Wind</td><br />
<td>3</td><br />
<td>you gain an extra attack at your Highest attack bonus<td/><br />
</tr><br />
<tr><br />
<td>Pain of a <br/>Thousand Years</td><br />
<td>3</td><br />
<td>Must be behind enemy. +1d6 damage and 20 foot knockforward.<td/><br />
</tr><br />
<tr><br />
<td>Lion's Combo</td><br />
<td>5</td><br />
<td>Extra attack at highest and another extra attack at 2nd highest bonuses.<td/><br />
</tr><br />
<tr><br />
<td>Lotus</td><br />
<td>5</td><br />
<td>Three extra attacks at highest attack value, 5 round fatigued effect.<td/><br />
</tr><br />
<tr><br />
<td>Open 1st Gate</td><br />
<td>9</td><br />
<td>Full round action to force open some of the limiters on the body's muscles. +2 damage to all attacks, +10 speed, +2 dodge ac bonus for con mod + 5 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter.<td/><br />
</tr><br />
<tr><br />
<td>Initial Lotus</td><br />
<td>11</td><br />
<td>Must have opened 1st gate in same encounter. Extra Four Attacks at highest attack bonus, Ends 1st gate opened effect as if the length hit 0 rounds left. Adds a 4 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Open 2nd Gate</td><br />
<td>13</td><br />
<td>Must have 1st gate already open. Full round action to force open some more of the limiters on the body's muscles.+4 damage to all attacks, +20 speed, +4 dodge ac bonus for con mod + 6 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 1st gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Shadow Leaf Dance</td><br />
<td>15</td><br />
<td>After dealing damage to opponent, move right behind opponent for more opportunities.<td/><br />
</tr><br />
<tr><br />
<td>Mach Punch</td><br />
<td>15</td><br />
<td>Must be unarmed, unless character is using punching daggers. Extra 7 attacks at lowest attack bonus.<td/><br />
</tr><br />
<tr><br />
<td>Mach Kick</td><br />
<td>17</td><br />
<td>Same as Mach Punch, but with legs. Must be able to move legs.<td/><br />
</tr><br />
<tr><br />
<td>Open 3rd Gate</td><br />
<td>17</td><br />
<td>Must have 2nd gate already open. Full round action to force open some of the limiters on the body's muscles. +6 damage to all attacks, +30 speed, +6 dodge ac bonus for con mod +7 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 2nd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Secondary Lotus</td><br />
<td>18</td><br />
<td>Must have 3rd gate opened. Extra Six Attacks at highest attack bonus, Ends 3rd gate opened effect as if the length hit 0 rounds left. Adds a 6 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Great Spinning<br/> Leaf Wind</td><br />
<td>18</td><br />
<td>Two extra attacks at highest bonus, +5 to hit and to damage.<td/><br />
</tr><br />
<tr><br />
<td>Open 4th Gate</td><br />
<td>19</td><br />
<td>Must have 3rd gate already open. Full round action to force open some of the limiters on the body's muscles. +8 damage to all attacks, +40 speed, +8 dodge ac bonus for con mod +8 rounds, after time is up, character is fatigued for the same number of rounds. May only be used once per encounter. This overrides the 3rd gate open effect, but the effect length and the fatigue rounds stack.<td/><br />
</tr><br />
<tr><br />
<td>Primary Lotus</td><br />
<td>20</td><br />
<td>Must have 4th gate opened. Extra Eight Attacks at highest attack bonus, Ends 4th gate opened effect as if the length hit 0 rounds left. Adds a 8 round fatigue onto the normal fatigue time.<td/><br />
</tr><br />
<tr><br />
<td>Drunken Fist</td><br />
<td>20</td><br />
<td>You have become one with the sake. Due to your intoxicated anger, you gain +10 to all damage rolls. On top of that, because of your erratic movement you've got a +10 dodge bonus to your ac. And to top it all off, Your inebriation makes your movements unreadable, giving you a +10 to hit your opponent. Drink and Power up! And yes, you actually need to drink an alcoholic beverage. Lasts 1d8 rounds per alcoholic beverage downed.<td/><br />
</tr><br />
</table><br />
<br />
And Finally, the Bloodline traits. Byakugan and Sharingan.<br />
Although Byakugan has more, Sharingan is easier to acquire.<br />
<br />
<table border="1"><br />
<tr><br />
<th>Sharingan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 10 ft. Character can also see through invisibility. +2 dodge bonus to ac.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Hypnotization</td><br />
<td>5</td><br />
<td>10</td><br />
<td> The user of the Sharingan is able to affect his opponent's mind as if he were using a "Suggestion" spell as an equal level sorcerer, as long as he maintains eye contact for one full round.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 20 ft. Character can also see through invisibility. +4 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 30 ft. Character can also see through invisibility. +6 dodge bonus to ac. Copy ninja- any technique that involves a somatic component the sharingan user can attempt to copy but must succeed a concentration check of 10 plus spell and caster level </td><br />
</tr><br />
<tr><br />
<td>Sharingan-Triple Windmill</td><br />
<td>10</td><br />
<td>10</td><br />
<td>Character can make three ranged attacks at their highest attack bonus and one Dragon Fire Jutsu on one opponent. Character must pay the jutsu cost for Dragon Fire Jutsu.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 40 ft. Character can also see through invisibility.+8 dodge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan</td><br />
<td>15</td><br />
<td>2/round</td><br />
<td>Character is - ohhhh ho ho hoo........ This is the big one. Alright. In order to have access to the Mangyekou Sharingan, you must kill a fellow party member. Exactly. WTF!? Heh.. you'd better be good at bribery, cause you'll have to be to convince your dm to allow this. Maybe deception, too. Point is : Good Luck. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu</td><br />
<td>15</td><br />
<td>30</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user deals 15d20 damage, half divine, half fire, with the same parameters as a normal "fireball" spell, but at a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind.</td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu shield of black flames</td><br />
<td>17</td><br />
<td>40</td><br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user surrounds himself in bones covered in amaterasu flames, any persons attacking the sharingan user must succeed a dc 45 reflex save or take full 10 d20 damage, half divine, half fire. On a successful attack on sharingan user the weapon used to deal damage is now on fire and will burn until destroyed 1 round per size category larger than medium, smaller weapons are immediately destroyed. To activate user must pay a price. He takes 1d6 damage as he bleeds from his eyes, causing a permanent -3 to Spot and Search checks as the damage slowly causes him to go blind, also an additional 1 permanent damage per 3 rounds active.</td><br />
</tr><br />
<tr><br />
<td>Sharingan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight out to 50 ft. Character can also see through invisibility. +10 doge bonus to ac. </td><br />
</tr><br />
<tr><br />
<td>Mangyekou Sharingan<br/>Amaterasu/Susanoo </td><br />
<td>20</td><br />
<td>50</td> <br />
<td>This is a very powerful attack that should <b>only</b> be used in <b>last-case scenarios</b>. The user summons Susanoo a creature completely made of amaterasu that that surronds their person. Shield of black flames x 2 good and bad. User has complete concealment, and cannot act. Susanoo is equipped with his size category + 5 Bastard sword(Susanoo can be summoned in a place as small as large to his max size of gargantuan if space allows however an extra -1 to spot and search for each size in excess of large) and deals an additional 15d20 damage, half divine, half fire, to every strike. Susanoo's saves and abilities are same as user's with a +39 to base attack bonus, not including shaingan and clone, he has a ranged attack Yasaka magatama its states are the same as grand fire ball x 3 with the attribute of amaterasu cost= 3 x grand fireball, His health is twice the max of user and can be regenerated completely with spending 30 chakra </td><br />
</tr><br />
</table><br />
<br />
Here's Byakugan. Byakugan users must be using unarmed attacks to use any of these abilities other than Byakugan Sight. Their unarmed strikes are also considered to do damage in accordance with their alignment for overcoming damage reduction of good or evil, lawful/chaotic.(For true neutral, just assume it breaks all 4, but only deals half damage).<br />
<table border="1"><br />
<tr><br />
<th>Byakugan Ability</th><br />
<th>Level</th><br />
<th>Chakra</th><br />
<th>Effect</th><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>1</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 10 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Gentle Fist Style</td><br />
<td>2</td><br />
<td>N/A</td><br />
<td>Character has 25% chance to deal 1 point of Temporary <br/>Con and Wis damage</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>5</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 20 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>64 Strikes</td><br />
<td>5</td><br />
<td>10</td><br />
<td>Character is given an extra 5 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>10</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 30 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/> Heavenly Spin</td><br />
<td>10</td><br />
<td>10+x</td><br />
<td>Character must save their action to use this jutsu. If and when they are attacked, this jutsu activates, dealing 1d6 damage times "x"(max15d6) and 15 foot knockback as the attacking opponent is blown back by a powerful force of chakra.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>15</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 40 ft radius. Character can also see through invisibility.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>128 Strikes</td><br />
<td>15</td><br />
<td>15</td><br />
<td>Character is given an extra 10 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
<tr><br />
<td>Byakugan Sight</td><br />
<td>20</td><br />
<td>1/round</td><br />
<td>Character is treated as having true sight in a 50 ft radius. Character can also see through invisibility. Character cannot be caught flat-footed.</td><br />
</tr><br />
<tr><br />
<td>Divination Field<br/>256 Strikes</td><br />
<td>20</td><br />
<td>20</td><br />
<td>Character is given an extra 15 attacks at second<br/>lowest attack bonus. if there are only two attack bonuses available, use the lowest.</td><br />
</tr><br />
</table><br />
<br />
Shadow Clones : Shadow Clones have the exact same stats, skills, feats, etc. as the player who created them, but the hp and chakra are cut to 1/4 the player's amount.<br />
<br />
====Epic Shinobi====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinobi}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special !! Chakra Points !! Unarmored<br/>Ac Bonus !! Unarmored<br/> Speed Bonus !! Unarmed Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Second Ninja Path || con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ||con+wis || +4 || +40 || 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ||con+wis || +5 || +50 || 2d10<br />
|-<br />
| colspan="42" class="skill" |<br />
8 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Second Ninja Path:''' A Shinobi, at 21st level, is able to choose another path as if he had just started his journey. It's kind of easy to figure out, if you took Ninjutsu, you're gonna take Taijutsu. If you took Taijutsu, you're gonna take Ninjutsu. If you have one of the two bloodlines, you have a free choice. You CANNOT gain a bloodline using this second chance, though.<br />
<br />
'''Chakra Points:''' A Shinobi continues to gain chakra points that he can use for any reason.<br />
<br />
====Human Shinobi Starting Package====<br />
<br />
<br />
'''Weapons:''' 5 Shurikens; 1d2 damage; x2 crit; 1/2lb each, 2&1/2lbs total; Piercing Damage.<br/><br />
ShortSword; 1d6 damage; 19-20/x2 crit; 2lb; Slashing Damage<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 7 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Str || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disable Device || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Gather Information || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Stealthy.<br />
<br />
'''Ability:''' Ninjutsu - Substitution<br />
<br />
'''Gear:''' Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin.<br />
<br />
'''Gold:''' 1d4 &times;10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
<br />
<br />
'''Religion:''' Seeing as how i'm going mostly from the show here, i can't really say what their religion is :/ Go to town with it.<br />
<br />
'''Other Classes:''' Other Classes percive the Shinobi as special Rogues, but Monks see them as cheap mockeries of their devotion and abilities.<br />
<br />
'''Combat:''' See Above Paragraph.<br />
<br />
'''Advancement:''' The Naruto Shinobi is devoted to this path until the see it through.<br />
Until they attain the 20th Level, they are limited to cross-classing with one or more of the following:<br />
<br />
ANBU Black Ops Agent : [[http://www.dandwiki.com/wiki/Naruto_ANBU_Black_Ops_Agent]]<br />
<br />
Legendary Shinobi : [[http://www.dandwiki.com/wiki/Legendary_Shinobi_%283.5e_Prestige_Class%29]]<br />
<br />
Shinobi Sage : Work In progress<br />
<br />
Medical Shinobi : [[http://www.dandwiki.com/wiki/Medical_Shinobi_%283.5e_Class%29]] Also a work in progress, more progress, though.<br />
<br />
====Shinobi in the World====<br />
<br />
<br />
{{quote|"I won’t run away anymore… I won’t go back on my word… that is my Ninja way!"|orig=Naruto Uzumaki, Human Shinobi}}<br />
<br />
Shinobi are whatever you as a DM want them to be. Mercenaries, Assassins, Cultists, you name it.<br />
<br />
'''Daily Life:''' Shinobi Wake up and instantly go through their own personal training regiment, which is determined by their path. Taijutsuists get up and do several physical exercises, Ninjutsuists work on focusing and controlling their chakra, and The bloodliners work on keeping their eyes honed to the maximum.<br />
<br />
'''Notables:''' The three most notable of the Shinobi are the Sannin. Jiraya, aka "Pervy Toad Sage", Tsunade, aka "The Legendary Sucker", and Orochimaru, aka "The really really creepy guy after sasuke's body".<br/> ok maybe I made that last nickname up.<br />
<br />
'''Organizations:''' There are villages of shinobi in the show, these organizations, i guess, are the main things. Hidden village of Fire, Water, Earth, Sound, and Lightning, plus many more, smaller hidden villages.<br />
<br />
'''NPC Reactions:''' Hey, Dms, USE YOUR IMAGINATION! Lazy b******s....<br />
<br />
====Shinobi Lore====<br />
<br />
<br />
Characters with ranks in Knowledge(Local) can research Shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Shinobi are effective combatants.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shinobi can use a special energy in every body and create spell-like effects.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Shinobi can use the energy called chakra to boost their combat effectivness twofold or more.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some Shinobi have special eyes that allow them to see almost everything.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
<br />
A PC Shinobi could be an extra wheel or a replacement for a missing party member. Or, if going down the Sharingan path, a party liability.....<br />
<br />
'''Adaptation:''' Idunno.<br />
<br />
'''Sample Encounter''' <br />
<br />
{{Stat Block 2<br />
|name=Naruto Uzumaki (pre-Time Skip) |cr=8<br />
|sex=Male |race=[[SRD:Human|human]] |clvl=[[Naruto Shinobi (3.5e Class)|Shinobi]] 8<br />
|al=[[SRD:Chaotic Good|CG]] |size=[[SRD:Medium|Medium]] |type=[[SRD:Humanoid Type|humanoid]] <br />
|init=+7 |sens=|listen=+14 |spot=+14 '''Chakra''' 56<br />
|lang=Common, Elven, Dwarven<br />
|ac=14 |touch=14 |flat=14 |acmods=+3 Dex, +1 ninja<br />
|hp=75 |hd=8<br />
|resist=evasion<br />
|fort=+11 |ref=+9 |will=+9<br />
|spd=40 ft. (8 squares)<br />
|melee1=Unarmed Strike +10/+5 (1d8+3/&times;2)<br />
|ranged1=[[SRD:Shuriken|shuriken]] +10/+5 (1d2/&times;2)<br />
|bab=+6/+1 |grp=+6<br />
|atkop=Sexy Jutsu, Shadow Clone, Transformation, Release, Mass Shadow Clone, Rasengan <br />
|cg=''2 [[SRD:Potions|potions]] of [[SRD:Cure Moderate Wounds|cure moderate wounds]]''<br />
|prgrsns=<br />
|str=16 |dex=16 |con=20 |int=16 |wis=14 |cha=16<br />
|sq=Evasion, Ninja Path(Ninjutsu), Sudden Strike +2d6, Chakra Accumulation, Great Leap, Trapfinding, Purity of Body, Acrobatics +2, Slow Fall 20 ft<br />
|feats=Improved Initiative, Weapon Focus (Shuriken), Weapon Focus (Unarmed), Toughness<br />
|skills=Balance;+14, Bluff;+14, Climb;+16, Escape Artist;+14, Gather Information;+14, Hide;+14, Listen;+14, Move Silently;+14, Sense Motive;+14, Sleight of Hand;+14, Spot;+14, Tumble;+16<br />
<br />
|poss=5 [[SRD:Shuriken|shuriken]], Backpack, Bedroll, Flint and Steel, 3 pints of Oil, 5 Trail Rations, 3 Torches, Waterskin<br />
}}<br />
<br />
''EL 10:'' Naruto usually stays nice and quiet at his task. Or ramen shop. Until someone see fit to blame something on the PCs. Naruto then engages words with the PCs. Should the PCs see fit to attack, Naruto uses Shadow Clone, then the clones use Sexy jutsu to daze the Pcs. Begin the beating on. When Naruto is subdued(20 hp or lower) he realizes said other npc set him up, apologizes to the PCs, 75% chance he takes out his frog wallet and pays the PCs 1d20 Platinum, and chases after the other NPC.<br />
<br />
----<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Fairy_Youth_(3.5e_Class)&diff=584884Fairy Youth (3.5e Class)2012-08-16T16:51:27Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing epic information and playing a.}}<br />
{{DnD Base Class Infobox<br />
|img=youth.jpg<br />
|imgloc=bottom<br />
|imgsize=150<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|authors=Jay Freedman<br />
|datecreated=began 07.22.2009<br />
|status=Play testing<br />
|editing=<br />
|type=Good Guy<br />
|desc=Young looking folk from the forest who are always accompanied by a fairy companion. Found in large expansive forests with strong magical energies. Living life in small treehouse villages and wearing shades of brown and green<br />
}}<br />
<br />
==Fairy Youth==<br />
<br />
Young looking folk from the forest who are always accompanied by a fairy companion. Found in large expansive forests with strong magical energies. Living life in small treehouse villages and wearing shades of brown and green. They work constantly tending for their homes and nature.<br />
They live lifestyles accustomed to elves and halflings and are always cheerful. They are commonly found in Families of four as parents never have more than two children. However, many of their needs are provided for by Forest Spirits or Fairys, as they call them. Magical creatures who accompany these people everywhere. Fairy Youth commonly reach a point in their lives where they stop ageing, keeping a youthful energy and appearance.<br />
This can go unnoticed often as many are of elvish decent. <br />
<br />
Forest life can be found too simple for many Fairy Youths and these types go traveling frequently. Taking with them their guardian fairy and a small supply of equipment. They are expected to continue upholding the ways of nature and are always helpful.<br />
Many times they can give such a tender appearance as to be considered unprepared. This is offset by their extraordinary reflexes and unshaking courage. Traveling youths often return speaking several languages. While a few travelers fail to return to the magical forest of their childhood, they all do end up living in treehouses. Which is quite the peculiar thing, really?<br />
<br />
===Making a Fairy Youth===<br />
<br />
Every Fairy Youth has a few things in common. Listed are suggestions to keep in mind for when creating a Fairy Youth.<br />
<br />
<br />
'''Abilities:''' Dexterity is the most important ability for all Fairy Youth. It is key for improving skills, saves, and defenses.<br />
Intelligence is another important ability for skill use and learning languages. Make these your highest priorities when building a Fairy Youth.<br />
<br />
'''Races:''' Any with a mild connection to nature or fey. Elves, half-elves, and halflings are very common. Dwarfs and Humans can be found in Forests near mountains.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 0 gp. recieves standardized travel package.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Fairy Youth}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | Flurry<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 ||class="left"| +0/+0 || +0 || +2 || +2<br />
| class="left" | Fairy Companion, Flurry, Finesse Longsword<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 ||class="left"| +1/+1 || +0 || +3 || +3<br />
| class="left" | Uncanny Dodge<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 ||class="left"| +1/+1 || +1 || +3 || +3<br />
| class="left" | Aura of Courage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 ||class="left"| +2/+2 || +1 || +4 || +4<br />
| class="left" | Inspired Heroics/1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 ||class="left"| +2/+2 || +1 || +4 || +4<br />
| class="left" | Run<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 ||class="left"| +3/+3 || +2 || +5 || +5<br />
| class="left" | Spring Attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 ||class="left"| +3/+3 || +2 || +5 || +5<br />
| class="left" | Trap Sense<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 ||class="left"| +4/+4 || +2 || +6 || +6<br />
| class="left" | Inspired Heroics/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 ||class="left"| +4/+4 || +3 || +6 || +6<br />
| class="left" | Woodland Stride<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 ||class="left"| +5/+5|| +3 || +7 || +7<br />
| class="left" | Improved Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 ||class="left"| +5/+5 || +3 || +7 || +7<br />
| class="left" | Trap Sense/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 ||class="left"| +6/+6/+6 || +4 || +8 || +8<br />
| class="left" | Inspired Heroics/3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 ||class="left"| +6/+6/+6 || +4 || +8 || +8<br />
| class="left" | Whirlwind Attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 ||class="left"| +7/+7/+7 || +4 || +9 || +9<br />
| class="left" | Camouflage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 ||class="left"| +7/+7/+7 || +5 || +9 || +9<br />
| class="left" | Trap Sense/3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 ||class="left"| +8/+8/+8 || +5 || +10 || +10<br />
| class="left" | Inspired Heroics/4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 ||class="left"| +8/+8/+8 || +5 || +10 || +10<br />
| class="left" | Timeless Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 ||class="left"| +9/+9/+9 || +6 || +11 || +11<br />
| class="left" | Greater Teleport 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 ||class="left"| +9/+9/+9 || +6 || +11 || +11<br />
| class="left" | Trap Sense/4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 ||class="left"| +10/+10/+10 || +6 || +12 || +12<br />
| class="left" | Inspired Heroics/5<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Fairy Youth.<br />
<br />
'''Weapon and Armor Proficiency:''' Proficient with Simple weapons, Shortswords, Longswords, and Shortbows. Proficient with Light Armor and Shields. (except tower shields.) They cannot gain any more weapon or armor proficiency by taking feats. <br />
<br />
'''Flurry(Ex):''' When using a light weapon with which you are proficient and as a full round action, you can make an additional melee attack at your maximum base attack bonus. Also, any attacks gained from a high base attack bonus can be taken at maximum as well.<br />
<br />
'''Finesse Longsword(Ex):''' Longswords can be treated as light weapons when using the Weapon Finesse feat or the Flurry Ability.<br />
<br />
'''Aura of Courage(Su):''' A fairy youth is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. <br />
This ability functions while the youth is conscious, but not if she is unconscious<br />
<br />
'''Uncanny Dodge(Ex):''' A fairy youth can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.<br />
<br />
'''Spring Attack''' As the Feat. When used in conjuction with the Flurry ability you gain one additional attack. However, you take a -2 to any attacks of appurtunity that you provoke while moving. You still do not provoke a AoO from your target.<br />
<br />
'''Run''' As the feat.<br />
<br />
'''Woodland Stride''' You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. However, areas that are enchanted or magically manipulated to impede motion still affect you.<br />
<br />
'''Improved Evasion(Ex):''' This ability works like evasion, except that while the youth still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save.<br />
<br />
'''Whirlwind Attack''' As the Feat. When used in conjuction with the Flurry ability, you can attack twice against every target within reach.<br />
<br />
'''Camouflage(Ex):''' A Fairy Youth can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.<br />
<br />
'''Inspired Heroics(Ex):''' Three times per day a Fairy Youth can use Inspired Heroics. They gain a +1 morale bonus to saving throws, +1 bonus to attack roles, and +6 temporary hit points. This effect lasts for 10 rounds. These bonuses stack every four levels. This is a swift action that can only be taken during your turn.<br />
<br />
'''Trap Sense(Ex0:''' A fairy youth gains a +1 bonus on Fortitude saves against attacks made by traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every four levels thereafter.<br />
<br />
'''Timeless Body(Ex):''' A youth no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the youth still dies of old age when her time is up. There are some rare circumstances where they can willingly allow themselves to age in stature and appearence. But these states are always temporary at best.<br />
<br />
'''Greater Teleport''' As the spell. Usable twice a day.<br />
<br />
'''Fairy Companion''' At 1st level, a Fairy Youth gains a Fairy companion who accompanies a Fairy Youth on their adventures. Fairys' are invisible but can be percieved as colors, such as yellow, white, green, or blue when within 30ft. Fairys' speak Common and Sylvan but have no vocal apparatus so instead they speak empathically within 60ft. If a youth releases their companion from service, they may gain a new one by performing a ceremony requiring 16 uninterrupted hours of prayer. This ceremony can also replace a fairy that has perished.<br />
<br />
Fairy companions have 1hp, tiny size, 30ac, fly 50ft (perfect), darkvision 60ft, improved evasion, immunity to elements, and natural invisiblity. They also share saves with their fairy youth companion.<br />
<br />
====Ex-Fairy Youths====<br />
<br />
When a character multi-classes they lose all their Extraordinary and Supernatural abilities. They are considered free from the realm of the Spirit Forests and lose their Fairy companions and cannot take any more levels in the class.<br />
<br />
====Epic Fairy Youths====<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Fairy Youth gains a bonus feat (selected from the list of epic Fighter bonus feats) every 3 levels after 20th.<br />
<br />
====Fairy Youth Starting Package====<br />
<br />
Every Fairy Youth recieves a starting package at 1st level. It is always sized correctly for the user.<br />
<br />
'''Weapon:''' Shortsword.<br />
<br />
'''Gear:''' Light Chain Shirt, Small Wooden Shield, Forest Tunic, Forest Cloak, Reinforced Leather Boots, Banded Leather Gloves, Large Belt Pouch, Backpack, Iron Shovel, 2 Torches, and a Waterskin.<br />
<br />
'''Gold:''' 20gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Fairy Youth====<br />
<br />
Suggestions for when playing a Fairy Youth.<br />
<br />
'''Religion:''' Fairy Youths worship nature in all its forms. They seek to live in working harmony with nature and recieve blessings from the Forest Spirits. Their are no formal rights or rituals.<br />
<br />
'''Other Classes:''' Fairy Youths work well with others and enjoy supporting others in their roles.<br />
<br />
'''Combat:''' Fairy Youths enjoy combat as an exercise in fitness. When provoked they prefer to attack from a distance or use hit-n-run tactics.<br />
<br />
'''Advancement:''' Fairy Youths desire to experience the world around them but rarely multi-class. The few that do never return to the forest lifestyle again.<br />
<br />
====Fairy Youths in the World====<br />
<br />
Common descriptions of Fairy Youths in the everyday world.<br />
<br />
{{quote|I think my treehouse is bigger than your whole castle. Haha, but the castle is a little taller.|orig=Kipich, Elven Fairy Youth}}<br />
<br />
<br />
'''Daily Life:''' Fairy Youths spend their time working in the Spirit Forests. In return for tending to and watching over the forest, the Forest Spirits provide them whatever they need. Much of their day is spent running, cleaning, woodworking, cloth-making, and swimming.<br />
<br />
'''Notables:''' There are no notable members of this class in all of History. They tend to keep to forest wilderness and avoid the popular spotlight when traveling.<br />
<br />
'''Organizations:''' Often found living together in small communities deep the forests. Always showing welcome to polite visitors. They like new things. Sometimes found traveling outside the forest or mountains.<br />
<br />
'''NPC Reactions:''' Often treated as foriegn visitors from distant regions. Everyone notices their youthful appearance and activity but most folks ignore them all together.<br />
<br />
====Fairy Youth Lore====<br />
<br />
Characters with ranks in Nature can research Fairy Youths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Nature<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Active people who live in forested areas.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They enjoy social activities and love swimming.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | They all carry small swords and shields with them when traveling.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | They each are born with a companion fairy who is invisible to the naked eye.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Beast_Master_(3.5e_Prestige_Class)&diff=584881Beast Master (3.5e Prestige Class)2012-08-16T16:04:14Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing epic information and a starting package.}}<br />
{{wikify|Does not follow the preload.<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Getting there.<br />
|editing=Feel free to edit/comment on anything.<br />
|type=Melee focused character with a pet.<br />
|desc=Melee- type that utilizes a pet for increased damage, health, and everything else.<br />
}}<br />
<br />
Though others call them "Beast Masters", they do not consider themselves such. They attain a bond to an animal as close as any person to a friend. By learning to trust one another more so than any Ranger to their pet, they can become almost as one with each other.<br />
<br />
==Beast Master==<br />
<br />
A general melee class that focuses on unity with a pet.<br />
<br />
===Making a Beast Master===<br />
<br />
{{Section Description Needed}}<br />
<br />
Beast masters are a class designed to do Damage and have abilities that vary so greatly from one to another that two can not be compared fairly, unless they happen to have exactly the same Pet and Gear. They are proficient with all Simple and Martial weapons, excluding any weapon considered "Ranged".<br />
<br />
'''Abilities:''' Dexterity and Strength for attack and defense.<br />
<br />
'''Races:''' Any, though the vast majority are human.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 4d6 (28) gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|+ {{#anc:Table: The Beast Master}} &tab; Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +2 || +0 || Animal Companion, Friend's Request, Attack of One 1/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +3 || +0 || Rage of One 1/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +3 || +1 || Mind of One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +4 || +1 || Stamina of One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +4 || +1 || Reflexes of One, Attack of One 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6/+1 || +5 || +5 || +2 || Will of One, Rage of One 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7/+2 || +5 || +5 || +2 || Fortitude of One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8/+3 || +6 || +6 || +2 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9/+4 || +6 || +6 || +3 || Attack of One 3/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10/+5 || +7 || +7 || +3 || Rage of One 3/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || +11/+6/+1 || +7 || +7 || +3 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || +12/+7/+2 || +8 || +8 || +4 || Weapons of One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || +13/+8/+3 || +8 || +8 || +4 || Attack of One 4/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || +14/+9/+4 || +9 || +9 || +4 || Rage of One 4/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || +15/+10/+5 || +9 || +9 || +5 || Speed of One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || +16/+11/+6/+1 || +10 || +10 || +5 || Strength of One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || +17/+12/+7/+2 || +10 || +10 || +5 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || +18/+13/+8/+3 || +11 || +11 || +6 || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || +19/+14/+9/+4 || +11 || +11 || +6 || Attack of One 5/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || +20/+15/+10/+5 || +12 || +12 || +6 || Rage of One 5/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (dungeoneering) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (geography) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Man + Animal = Scary when angry. All of the following are class features of the Beast Master.<br />
<br />
'''Weapon and Armor Proficiency:''' Light or medium armor, as long as it's made of something natural. Weapons restricted to something akin to your companion's natural weapon. Ex:Claws for tiger, club for bear, serrated knives for wolf, rapier for snake.<br />
<br />
Animal Companion: At 1st level, beast masters must choose an animal companion.<br />
<br />
Friend's Request: A Beast Master's companion is treated as having learned all Tricks available to regular pets (Ex:Fetch, stay, come, etc).<br />
<br />
Attack of One: Once a day (at first level), a Beast Master or his pet may make an Attack of One. For one full found attack, the Master or Companion may add it's partners weapon damage and base attack bonus to it's own. This damage stacks with Rage of One.<br />
<br />
Rage of One: For 3 rounds, master and companion share their Dexterity and Strength modifiers, their base attack bonus, and each get +3 to attack and damage rolls when within 15 feet of one another. The bonus to attack and damage rolls increases by +1 for every additional time a day this ability is usable. When the 3 rounds are over, master and companion get -5 to attack rolls for the next turn.<br />
<br />
Mind of One: For 2 minutes x Beast Master level, the Master may meditate and sense through his companion's senses. The meditation takes 30 seconds before connecting, and the companion must be within 5 feet of the master. While doing this, the master may will his companion to do anything. If interrupted, the master must make a DC 10 concentration check or lose connection. <br />
<br />
Stamina of One: Three times a day, at the master's decision, an attack to either the master or companion may have it's damage split to the other. Ex: A wolf companion gets hit by a critical attack doing 16 damage, which would have hit it's HP below 0. By using this ability, the master and companion will each take 8 damage instead.<br />
<br />
Reflexes of One: Master and companion add together their Reflex save bonuses when within 15 feet of each other.<br />
<br />
Will of One: Master and companion add together their Will save bonuses when within 15 feet of each other.<br />
<br />
Fortitude of One: Master and companion add together their Fortitude save bonuses when within 15 feet of each other.<br />
<br />
Weapons of One: When within 10 feet of each other, master and companion may do damage rolls with one die higher. Ex: 1d4 becomes 1d6, 1d10 becomes 1d12, etc.<br />
<br />
Speed of One: Master and companion add together their Dexterity modifier when within 15 feet of each other.<br />
<br />
Strength of One: Master and companion add together their Strength modifier when within 15 feet of each other.<br />
<br />
====Ex-Beast Masters====<br />
<br />
A Beast Master's companion will generally follow whatever his friend will do, unless the master leaves nature permanently. <br />
<br />
====Epic Beast Master====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d12<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Beast Master====<br />
<br />
'''Religion:''' Beast masters rarely have a religion, but if one does, it is certainly to some nature diety.<br />
<br />
'''Other Classes:''' Beast Masters respect the strength of warriors, but feel more akin to the nomadic ways of barbarians. They enjoy the company of rangers and bards. They typically distrust the lawfulness (?) of monks and paladins and the magic of wizards and sorcerers.<br />
<br />
'''Combat:''' Support melee, though not enough health for straight up tanking.<br />
<br />
'''Advancement:''' Though uncommon, any class is possible as long as the companion is willing. <br />
<br />
====Beast Masters in the World====<br />
<br />
{{quote|Remind me; which is the master and which is the beast? |orig=Unknown townsperson}}<br />
<br />
Beast Masters live in the wilds, be it forests or deserts, wherever their companion resides.<br />
<br />
====Beast Master Lore====<br />
<br />
Characters with ranks in Knowledge (Classes) can research Beast Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Beast Masters keep animal companions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Beast Masters can take on aspects of their companion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Beast Masters can use their companion's senses.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Beast Masters die when their companion does.<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Ki_Master_(3.5e_Class)&diff=584792Ki Master (3.5e Class)2012-08-16T11:37:25Z<p>108.162.231.180: </p>
<hr />
<div>{{needsbalance|needs to have some adjustments.}}<br />
{{stub|Missing a starting package and "in the game" (with example NPC).}}<br />
<div class="tocDepth3 supplement"><br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=In Progress<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=Based off the warriors of DBZ, this is a flavor of monk who possesses potent energy blasts to strike at the enemies from afar.<br />
}}<br />
==''Ki'' Master==<br />
<br />
The body flows with ''ki'' energy, it animates us and drives our bodies. ''Ki'' Masters use that force as a weapon, firing blasts to smite their foes, and to boost their physical powers.<br />
<br />
===Making a ''Ki'' Master===<br />
<br />
''Ki'' Masters are well against single targets, able to strike from afar, them move into melee for the kill. They can fill the role of the monk of the party well.<br />
<br />
'''Abilities:''' Strength, Dexterity, and Constitution are all important traits of the ''Ki'' Master who will be forced into melee. However, Wisdom and Charisma are both important, for the sake of their monk-like AC bonus from Wisdom, and the power and effectiveness of their ''ki'' blasts from Charisma. High scores are practically needed everywhere, depending on your abilities depends which sort of focus your ''Ki'' Master may take, melee, ranged, or midway between.<br />
<br />
'''Races:''' Humans and half-orcs make great ''Ki'' Masters, while frailer elves shy away from it. Even small characters such as Gnomes can make good ''Ki'' Masters if they focus on evasive abilities. It is obvious this class would not exist without the Saiyan race known or available in the campaign. There is no point pretending this class which uses spirit bomb and kamehameha to exist normally in the DnD world.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Fighter.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The ''Ki'' Master}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup><br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
!0th!!1st!!2nd!!3rd!!4th!!5th!!6th!!7th!!8th!!9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||+0||+2||+2||+0|| align="left" | ''Ki'' sense, Aura of Power, Special Ability, Improved Unarmed Strike, Furry of Blows ||1d6||+0||+0 ft.||4||2||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||+1||+0||+3||+0|| align="left" | Damage Reduction 1/magic||1d6||+0||+0 ft.||5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||+2||+1||+3||+1|| align="left" | Evasion||1d6||+0||+10 ft.||5||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||+3||+1||+4||+1|| align="left" | ''Ki'' Strike (Magic)||1d8||+0||+10 ft.||5||5||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||+3||+1||+4||+1|| align="left" | Damage Reduction 2/magic||1d8||+1||+10 ft.||5||5||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||+4||+2||+5||+2|| align="left" | Special Ability||1d8||+1||+20 ft.||5||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||+5||+2||+5||+2|| align="left" | Intimidating Aura||1d8||+1||+20 ft.||5||5||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||+6/+1||+2||+6||+2|| align="left" | Damage Reduction 3/magic||1d10||+1||+20 ft.||5||5||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||+6/+1||+3||+6||+3|| align="left" | Improved Evasion||1d10||+1||+30 ft.||5||5||5||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||+7/+2||+3||+7||+3|| align="left" | Diehard||1d10||+2||+30 ft.||5||5||5||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||+8/+3||+3||+7||+3|| align="left" | Greater Flurry, Damage Reduction 4/magic||1d10||+2||+30 ft.||5||5||5||5||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||+9/+4||+4||+8||+4|| align="left" | Special Ability||2d6||+2||+40 ft.||5||5||5||5||5||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||+9/+4||+4||+8||+4|| align="left" | Diamond Soul||2d6||+2||+40 ft.||5||5||5||5||5||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||+10/+5||+4||+9||+4|| align="left" | Damage Reduction 5/magic||2d6||+2||+40 ft.||5||5||5||5||5||5||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||+11/+6/+1||+5||+9||+5|| align="left" | Transfer Energy||2d6||+3||+50 ft.||5||5||5||5||5||5||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||+12/+7/+2||+5||+10||+5|| align="left" | "Ki" Strike (Adamantine) ||2d8||+3||+50 ft.||5||5||5||5||5||5||5||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||+12/+7/+2||+5||+10||+5|| align="left" | Timeless Body, Damage Reduction 6/magic||2d8||+3||+50 ft.||5||5||5||5||5||5||5||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||+13/+8/+3||+6||+11||+6|| align="left" | Special Ability||2d8||+3||+60 ft.||5||5||5||5||5||5||5||5||4||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||+14/+9/+4||+6||+11||+6|| align="left" | Inner Calm||2d8||+3||+60 ft.||5||5||5||5||5||5||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||+15/+10/+5||+6||+12||+6|| align="left" | Adamant Body||2d10||+4||+60 ft.||5||5||5||5||5||5||5||5||5||5<br />
|-<br />
| colspan="20" class="foot" |<br />
# The value shown is for Medium ''Ki'' Masters. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for Small or Large ''Ki'' Masters.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance (Skill)|Balance]] ([[Dex]]), [[SRD:Climb (Skill)|Climb]] ([[Str]]), [[Concentration (SRD Skill)|Concentration]] ([[Con]]), [[SRD:Craft (Skill)|Craft]] ([[Int]]),[[Escape Artist (SRD Skill)|Escape Artist]] ([[Dex]]), [[Intimidate (SRD Skill)|Intimidate]] ([[Cha]]), [[Jump (SRD Skill)|Jump]] ([[Str]]), [[Listen (SRD Skill)|Listen]] ([[Wis]]), [[Spellcraft (SRD Skill)|Spellcraft]] ([[Int]]), [[Spot (SRD Skill)|Spot]] ([[Wis]]), [[Swim (SRD Skill)|Swim]] ([[Str]]), and [[Tumble (SRD Skill)|Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the ''ki'' master.<br />
<br />
'''Weapon and Armor Proficiency:''' ''Ki'' Masters are not proficient with any weapons, They prefer light weight armors or no armour when fighting.<br />
<br />
''Ki'' Masters are not proficient with any armor or shields.(excluding bracers)<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a "Ki" Master loses her AC bonus, as well as her fast movement and flurry of blows abilities. <br />
<br />
'''''Ki'' Blasts: ''' A ''ki'' master uses super natural powers drawn from the ''Ki'' Master Spell List. She can cast any spell she knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a ''ki'' blast, a ''ki'' master must have a [[Charisma (SRD Term)|Charisma]] score equal to at least 10 + the ''ki'' blast level. The Difficulty Class for a saving throw against a ki master's blast is 10 + the blast level + the ''ki'' master's [[Charisma (SRD Term)|Charisma]] modifier.<br />
<br />
Like other spellcasters, a ''ki'' master can cast only a certain number of blasts of each spell level per day. Her base daily spell allotment is given on Table: The Ki Master. In addition, he receives bonus spells per day if she has a high [[Charisma (SRD Term)|Charisma]] score.<br />
<br />
A ''ki'' master's selection of spells is extremely limited. A ''ki'' master begins play knowing three 0-level blasts and two 1st-level blasts of your choice. At each new ''ki'' master level, he gains one or more new spells, as indicated on Table: ''Ki'' Master Blasts Known. (Unlike spells per day, the number of spells a ''ki'' master knows is not affected by his [[Constitution (SRD Term)|Constitution] score; the numbers on Table: ''Ki'' Master Blasts Known are fixed.) These new blasts are chosen from the ''Ki'' Master spell list. The ''ki'' master can’t use this method of spell acquisition to learn blasts at a faster rate, however.<br />
<br />
Upon reaching 4th level, and at every even-numbered ''ki'' master level after that (6th, 8th, and so on), a ''ki'' master can choose to learn a new blast in place of one she already knows. In effect, the ''ki'' master “loses” the old blast in exchange for the new one. The new blast's level must be the same as that of the blast being exchanged, and it must be at least two levels lower than the highest-level ''ki'' master blast the ''ki'' master can cast. A ''ki'' master may swap only a single blast at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.<br />
<br />
Unlike a [[Wizard (SRD Class)|wizard]] or a [[Cleric (SRD Class)|cleric]], a ''ki'' master need not prepare her blasts in advance. She can cast any blast she knows at any time, assuming she has not yet used up her blasts per day for that blast level. She does not have to decide ahead of time which spells she’ll cast.<br />
<br />
''Ki'' Masters rarely keep track of spell names. Actually, most of their moves are re-named as they see fit (and that way a Blur spell is something else, some mystical ''ki'' technique which makes you difficult to hit.)<br />
<br />
<br />
''Ki'' Masters choose their spells from the following list, with their casting level being one half of their class level:<br />
<br />
0th Level: [[SRD:Light|Light]], [[SRD:Flare|Flare]], [[SRD:Resistance|Resistance]]*, [[SRD:Mage Hand|Mage Hand]], [[SRD:Cure Minor Wounds|Cure Minor Wounds]], [[Ki Push/Mage Push (DnD Spell)|''Ki'' Push]].<br />
<br />
1st Level: [[SRD:Shield (Spell)|Shield]], [[SRD:Mage Armor (Spell)|Mage Armor]]*, [[SRD:Magic Fang (Spell)|Magic Fang]]*, [[SRD:Feather Fall (Spell)|Feather Fall]], [[SRD:Jump (Spell)|Jump]]*, [[SRD:Expeditious Retreat (Spell)|Expeditious Retreat]], [[SRD:Cure Light Wounds (Spell)|Cure Light Wounds]], [[SRD:True Strike (Spell)|True Strike]], [[Ki Barrage, Lesser (DnD Spell)|Lesser ''Ki'' Barrage]], [[Ki Bullet (DnD Spell)|''Ki'' Bullet]].<br />
<br />
2nd Level: [[SRD:Protection from Arrows (Spell)|Protection from Arrows]]*, [[SRD:See Invisibility (Spell)|See Invisibility]], [[SRD:Resist Energy (Spell)|Resist Energy]]*, [[SRD:Undetectable Alignment (Spell)|Undetectable Alignment]]*, [[SRD:Locate Object (Spell)|Locate Object]], [[SRD:Detect Thoughts (Spell)|Detect Thoughts]], [[SRD:Gust of Wind (Spell)|Gust of Wind]], [[SRD:Blur (Spell)|Blur]]*, [[SRD:Mirror Image (Spell)|Mirror Image]], [[SRD:False Life (Spell)|False Life]], [[SRD:Bear's Endurance (Spell)|Bear’s Endurance]]*, [[SRD:Bull's Strength (Spell)|Bull’s Strength]]*, [[SRD:Cat's Grace (Spell)|Cat’s Grace]]*, [[SRD:Eagle's Splendor (Spell)|Eagle’s Splendor]]*, [[SRD:Fox's Cunning (Spell)|Fox’s Cunning]]*, [[SRD:Levitate (Spell)|Levitate]], [[SRD:Owl's Wisdom (Spell)|Owl’s Wisdom]]*, [[SRD:Status (Spell)|Status]]. [[SRD:Cure Moderate Wounds (Spell)|Cure Moderate Wounds]], [[Suppress Power Level (DnD Spell)|Suppress Power Level]], [[Ki Ball (DnD Spell)|''Ki'' Ball]], [[Eyebeams (DnD Spell)|Eyebeams]].<br />
<br />
3rd Level: [[SRD:Nondetection (Spell)|Nondetection]]*, [[SRD:Protection from Energy (Spell)|Protection from Energy]]*, [[SRD:Arcane Sight (Spell)|Arcane Sight]], [[SRD:Clairaudience/Clairvoyance (Spell)|Clairaudience/Clairvoyance]], [[SRD:Rage (Spell)|Rage]]*, [[SRD:Daylight (Spell)|Daylight]], [[SRD:Displacement (Spell)|Displacement]]*, [[SRD:Blink (Spell)|Blink]], [[SRD:Haste (Spell)|Haste]]*, [[SRD:Fly (Spell)|Fly]], [[SRD:Magic Fang, Greater (Spell)|Greater Magic Fang]]*, [[SRD:Cure Serious Wounds (Spell)|Cure Serious Wounds]], [[Bolster Spirit (DnD Spell)|Bolster Spirit]], [[Special Beam Cannon (DnD Spell)|Special Beam Cannon]], [[Kamehameha Wave, Lesser (DnD Spell)|Lesser Kamehameha Wave]], [[Solar Flare (DnD Spell)|Solar Flare]].<br />
<br />
4th Level: [[SRD:Globe of Invulnerability, Lesser (Spell)|Lesser Globe of Invulnerability]], [[SRD:Stoneskin (Spell)|Stoneskin]]*, [[SRD:Dimension Door (Spell)|Dimension Door]], [[SRD:Locate Creature (Spell)|Locate Creature]], [[SRD:Scrying (Spell)|Scrying]], [[SRD:Detect Scrying (Spell)|Detect Scrying]], [[SRD:Resilient Sphere (Spell)|Resilient Sphere]], [[SRD:Shout (Spell)|Shout]], [[SRD:Cure Critical Wounds (Spell)|Cure Critical Wounds]], [[Ki Barrage (DnD Spell)|''Ki'' Barrage]], [[Kaioken (DnD Spell)|Kaioken]], [[SRD:Foresight (Spell)|Foresight]]*, [[Protective Aura (DnD Spell)|Protective Aura]].<br />
<br />
5th Level: [[SRD:Teleport (Spell)|Teleport]], [[SRD:Contact Other Plane (Spell)|Contact Other Plane]], [[SRD:Telepathic Bond (Spell)|Telepathic Bond]], [[SRD:Wall of Force (Spell)|Wall of Force]], [[SRD:Overland Flight (Spell)|Overland Flight]], [[SRD:Telekinesis (Spell)|Telekinesis]], [[SRD:Control Winds (Spell)|Control Winds]], [[Bolster Spirit, Greater (DnD Spell)|Greater Bolster Spirit]], [[Ki Bomb (3.5e Spell)|Ki Bomb]].<br />
<br />
6th Level: [[SRD:Globe of Invulnerability, Lesser (Spell)|Globe of Invulnerability]], [[SRD:Repulsion (Spell)|Repulsion]], [[SRD:Analyze Dweomer (Spell)|Analyze Dweomer]], [[SRD:True Seeing (Spell)|True Seeing]]*, [[SRD:Mislead (Spell)|Mislead]], [[SRD:Shadow Walk (Spell)|Shadow Walk]], [[SRD:Transformation (Spell)|Transformation]], [[SRD:Find the Path (Spell)|Find the Path]], [[Destructo Disc (DnD Spell)|Destructo Disc]], [[Kamehameha Wave (DnD Spell)|Kamehameha Wave]].<br />
<br />
7th Level: [[SRD:Spell Turning (Spell)|Spell Turning]], [[SRD:Plane Shift (Spell)|Plane Shift]], [[SRD:Teleport, Greater (Spell)|Greater Teleport]], [[SRD:Arcane Sight, Greater (Spell)|Greater Arcane Sight]], [[SRD:Scrying, Greater (Spell)|Greater Scrying]], [[SRD:Reverse Gravity (Spell)|Reverse Gravity]], [[SRD:Destruction (Spell)|Destruction]], [[SRD:Regenerate (Spell)|Regenerate]]*, [[SRD:Project Image (Spell)|Project Image]], [[Perfect Beam Cannon]].<br />
<br />
8th Level: [[SRD:Mind Blank (Spell)|Mind Blank]]*, [[SRD:Protection from Spells (Spell)|Protection from Spells]]*, [[SRD:Discern Location (Spell)|Discern Location]], [[SRD:Moment of Prescience (Spell)|Moment of Prescience]], [[SRD:Shout, Greater (Spell)|Greater Shout]], [[SRD:Sunburst (Spell)|Sunburst]], [[SRD:Telekinetic Sphere (Spell)|Telekinetic Sphere]], [[SRD:Iron Body (Spell)|Iron Body]], [[SRD:Earthquake (Spell)|Earthquake]], [[Ki Shackles (3.5e Spell)|Ki Shackles]], [[Raging Aura (3.5e Spell)|Raging Aura]], [[Cluster Ki Bomb (3.5e Spell)|Cluster Ki Bomb]], [[SRD:Fusion (Spell)|Fusion]].<br />
<br />
9th Level: [[SRD:Astral Projection (Spell)|Astral Projection]], [[SRD:Time Stop (Spell)|Time Stop]], [[Kamehameha Wave, Greater (DnD Spell)|Greater Kamehameha Wave]], [[Spirit Bomb (DnD Spell)|Spirit Bomb]], [[Self-Detonate (DnD Spell)|Self-Detonate]], [[Ki Clone (3.5e Spell)|Ki Clone]].<br />
<br />
<nowiki>*</nowiki>(Self only)<br />
<br />
{| class="d20"<br />
|-<br />
|+'''Table: ''Ki'' Master Blasts Known'''<br />
|-<br />
! rowspan="2" | Level !!colspan="10"|'''''Ki'' Blasts Known'''<br />
|-<br />
!0th!!1st!!2nd!!3rd!!4th!!5th!!6th!!7th!!8th!!9th<br />
|-<br />
|1st||3||1||—||—||—||—||—||—||—||—<br />
|- class="even"<br />
|2nd||4||1||—||—||—||—||—||—||—||—<br />
|-<br />
|3rd||4||2||—||—||—||—||—||—||—||—<br />
|- class="even"<br />
|4th||5||2||1||—||—||—||—||—||—||—<br />
|-<br />
|5th||5||3||1||—||—||—||—||—||—||—<br />
|- class="even"<br />
|6th||6||3||1||1||—||—||—||—||—||—<br />
|-<br />
|7th||6||4||2||1||—||—||—||—||—||—<br />
|- class="even"<br />
|8th||6||4||2||1||1||—||—||—||—||—<br />
|-<br />
|9th||6||4||3||2||1||—||—||—||—||—<br />
|- class="even"<br />
|10th||6||4||3||2||1||1||—||—||—||—<br />
|-<br />
|11th||6||4||4||3||2||1||—||—||—||—<br />
|- class="even"<br />
|12th||6||4||4||3||2||1||1||—||—||—<br />
|-<br />
|13th||6||4||4||3||3||2||1||—||—||—<br />
|- class="even"<br />
|14th||6||4||4||3||3||2||1||1||—||—<br />
|-<br />
|15th||6||4||4||3||3||3||2||1||—||—<br />
|- class="even"<br />
|16th||6||4||4||3||3||3||2||1||1||—<br />
|-<br />
|17th||6||4||4||3||3||3||2||2||1||—<br />
|- class="even"<br />
|18th||6||4||4||3||3||3||2||2||1||1<br />
|-<br />
|19th||6||4||4||3||3||3||2||2||2||1<br />
|- class="even"<br />
|20th||6||4||4||3||3||3||2||2||2||2<br />
|-<br />
|}<br />
<br />
<br />
'''AC Bonus:''' When unarmored and unencumbered, the ''ki'' master adds her Wisdom bonus (if any) to her AC. In addition, a ''ki'' master gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five ki master levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to AC apply even against touch attacks or when the ''ki'' master is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. <br />
<br />
'''''Ki'' Sense (Su):''' At will, a ''ki'' master can use [[Detect Power Level (DnD Spell)|Detect Power Level]], as the spell. Classes or creature which emanate an aura, such as the paladin's aura of good, may also be detected by this ability.<br />
<br />
'''Aura of Power (Ex):''' The power of a ''ki'' master's aura of power (see the detect power level spell) is equal to her ''ki'' master level.<br />
<br />
'''Unarmed Strike:''' At 1st level, a ''ki'' master gains [[Improved Unarmed Strike (SRD Feat)|Improved Unarmed Strike]] as a bonus feat. A ''ki'' master's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ''ki'' master may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ''ki'' master striking unarmed. A ''ki'' master may thus apply her full [[Strength (SRD Term)|Strength]] bonus on damage rolls for all her unarmed strikes.<br />
<br />
Usually a ''ki'' master's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.<br />
<br />
A ''ki'' master's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.<br />
<br />
A ''ki'' master also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium ''ki'' masters. A Small ''ki'' master deals less damage than the amount given there with her unarmed attacks, while a Large ''ki'' master deals more damage; see Table: Monk Unarmed Damage by Size.<br />
<br />
'''Damage Reduction (Ex):''' At 2nd level, a ''ki'' master gains Damage Reduction/magic. Subtract 1 from the damage the ''ki'' master takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three ''ki'' master levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.<br />
<br />
At 20th level the kind of damage reduction changes due to Adamant Body.<br />
<br />
'''Evasion (Ex):''' At 3rd level or higher if a ''ki'' master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a ''ki'' master is wearing light armor or no armor. A helpless ''ki'' master does not gain the benefit of evasion.<br />
<br />
'''''Ki'' Strike (Su):''' At 4th level, the ''ki'' master's fighting spirit grows stronger. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''Intimidating Aura (Su):''' As a full round action, a ''ki'' master may attempt an Intimidate check to all who can see them, the power and might of a visible ''ki'' aura about them. They may add half their ''ki'' master level as a bonus to Intimidate.<br />
<br />
'''Special Ability:''' At 1st level, and at every six levels thereafter (6rd, 12th and 18th), a ''ki'' master gains a special ability of her choice from among the following options.<br />
<br />
''Power Up (Su)'': A ''ki'' master may spend several turns supercharging their next attack. Every round spent charging up increases their effective caster level for ''ki'' blasts by +1. They may charge up for as many rounds as their Constitution modifier.<br />
<br />
''Rapid Metamagic'': When employing metamagic feats on ''Ki'' Blasts (done akin to a sorcerer), it no longer extends the time of the casting to a full round action, but instead is reduced to a standard action. Through this ability Quicken Metamagic may be applied.<br />
<br />
''Catch Energy'': When facing spells or ''ki'' blasts which target the Ki Master (and thus not area effects) and which require an attack roll, the ''Ki'' Master may attempt to counterspell, identifying the spell with Spellcraft. On succees the ''Ki'' Master expends a slot equal to the spell he is attempting to catch. The spell is put on 'hold'. The ''Ki'' Master can choose to deflect it harmlessly aside, or wait until next round to launch it back at the caster (using the caster's save DCs and the like). Launching it at the caster requires a Concentration check DC (10 + spell level) to do effectively.<br />
<br />
''Fly'': A Ki Master can fly at a speed of 60 feet (or 40 feet if it carries a heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using the fly ability requires only as much concentration as walking, so the Ki Master can attack or cast spells normally. While using the Fly ability a Ki Master can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.<br />
<br />
''Draw Energy (Su)'': By calling on surrounding life energy you attempt to cast without expending your own ''ki'' blast slots. It takes concentration, and focus may be interrupted. If you fail your Concentration check you stop drawing in power, but may continue where you left off. If you fail your Concentration check by 5 or more you lose the power and must start over. You gain the ability to supplement 1 ''ki'' blast level for every round you draw in energy.<br />
For example, Goku has used up all his 9th, 8th, and 7th level slots, yet wants to cast a 9th level ''ki'' blast. He can charge for 9 rounds and expend no blasts per day, or he can expend 3 rounds, and use an available 6th level blast per day to complete the attack. This ability is a pre-requisite for the ''Ki'' Blast "[[Spirit Bomb (DnD Spell)|Spirit Bomb]]".<br />
<br />
''Speed of ''Ki'' (Ex)'': You may add an additional +10 ft. to your movement rate. This ability may be taken multiple times.<br />
<br />
''Critical Blow (Ex)'': The critical multiplier on your unarmed attacks rises from x2 to x3. It may not increase above x4. Alternatively, you can increase the range of your critical hits by +1 (maximum +3), making it in the 17-20 range (for the purposes of spells and abilities which double your critical range, it does stack but is treated as if your fists still crit only on a 20... that is, with 3 applications of this feat and a version of Keen for bludgeoning weapons, your range is 16-20). This ability may be taken multiple times.<br />
<br />
''Push Yourself (Ex)'': You may expend Constitution as a swift action to increase the damage of your ''ki'' blasts. For every point of Constitution used up, add an additional +1d6 to your damage on your next ''ki'' blast attack made in that round. The additional damage only applies once. The Constitution damage cannot be avoided, and it is possible to kill yourself with this ability. You may not spend yourself into negative Constitution (you're too dead to try). The Constitution damage recovers normally through sleep, but not from Restoration spells. This ability is a pre-requisite for the [[Ki Superhuman|''Ki'' Superhuman]] prestige class.<br />
<br />
''Defensive Roll (Ex)'': The ''ki'' master can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the ''ki'' master can attempt to roll with the damage. To use this ability, the ''ki'' master must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ''ki'' master's evasion ability does not apply to the defensive roll.<br />
<br />
''Bonus Feat'': A ''ki'' master may gain a bonus feat in place of a special ability. <br />
<br />
'''Diehard:''' The ''ki'' master receives the feat [[Diehard]] for free at level 10, even if she does not meet the pre-requisites.<br />
<br />
'''Improved Evasion (Ex):''' This ability works like evasion, except that while the ''ki'' master still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless ''ki'' master does not gain the benefit of improved evasion.<br />
<br />
'''Diamond Soul (Ex):''' At 13th level, a ''ki'' master gains spell resistance equal to her current ''ki'' master level + 10. In order to affect the ''ki'' master with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the ''ki'' master's spell resistance.<br />
<br />
'''Transfer Energy (Su):''' By a touch a ''ki'' master may transfer ''ki'' to another, refreshing them. With another ''ki'' master, they may expend twice as many ''ki'' blast levels to restore one ''ki'' blast per day in another. For example, Goku needs a use of his 4th level abilities, having used them up for the day. Vegeta expends the use of his available 8th level blast per day to restore Goku's 4th level blast per day.<br />
<br />
With this limitation the highest level that can be refreshed is a 4th level blast per day.<br />
<br />
This can also be used with traditional spellcasters at a higher waste. The requirement is 3 times the spell level or slot being restored, causing you to expend a 9th level blast per day to restore somebody else's 3rd level spell slot.<br />
<br />
'''Timeless Body (Ex):''' Upon attaining 17th level, a ''ki'' master no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the ''ki'' master still dies of old age when her time is up.<br />
<br />
'''Inner Calm (Ex):''' At level 19, a ''ki'' master becomes immune to fear effects.<br />
<br />
'''Adamant Body (Ex):''' At level 20 a ''ki'' master has grown tough as nails. He gains +1 damage reduction as normal but his damage reduction changes to adamantine instead of magic.<br />
<br />
'''Ex-"Ki" Master'''<br />
Like a member of any other class, a "Ki" Master may be a multiclass character, but multiclass "Ki" Master face a special restriction. A "Ki" Master who gains a new class or (if already multiclass) raises another class by a level may never again raise her "Ki" Master level, though she retains all her "Ki" Master abilities.<br />
<br />
====Epic ''Ki'' Master====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
=====Table: The Epic ''Ki'' Master=====<br />
Hit Die: d8<br />
|-<br />
! ''Ki'' Master Level!! AC Bonus!! Unarmored Speed Bonus!! Special <br />
|-<br />
| 21st|| +4|| +70 ft.|| <br />
|-class="even"<br />
| 22nd|| +4|| +70 ft.|| <br />
|-<br />
| 23rd|| +4|| +70 ft.|| DR 8/adamantine<br />
|-class="even"<br />
| 24th|| +4|| +80 ft.|| <br />
|-<br />
| 25th|| +5|| +80 ft.|| Bonus feat<br />
|-class="even"<br />
| 26th|| +5|| +80 ft.|| DR 9/adamantine<br />
|-<br />
| 27th|| +5|| +90 ft.|| <br />
|-class="even"<br />
| 28th|| +5|| +90 ft.|| <br />
|-<br />
| 29th|| +5|| +90 ft.|| DR 10/adamantine<br />
|-class="even"<br />
| 30th|| +6|| +100ft.|| <br />
|}<br />
<br />
2 + [[Int]] modifier skill points per level.<br />
<br />
'''AC Bonus:''' The ''ki'' master's bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th. <br />
<br />
'''Unarmored Speed Bonus:''' The epic ''ki'' master's speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven ''ki'' masters increases by 5 feet instead of 10 feet. <br />
<br />
'''Bonus Feats:''' The epic ''Ki'' Master may gain 1 bonus feat every five levels higher than 20th they do not meat the prerequisites for. They may choose a Special Ability instead of a bonus feat.<br />
<br />
====Ki Blasts====<br />
{{Spell<br />
|name=Ki Push/Mage Push<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 0, Sor/Wiz 0<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Close (25 ft. + 5 ft./2 levels)<br />
|dur=Instantaneous<br />
|tsea=t<br />
|subj=One creature or object<br />
|save=Fortitude negates<br />
|sr=Yes<br />
}}<br />
<br />
''He threw his hand out and the air seemed to ripple, as his enemy was thrust back into the wall of spikes.''<br />
<br />
By throwing your hand out you can push a creature 5 ft. away from you. They are allowed a save to resist being moved, but with careful planning you can move them into a dangerous position (such as off a cliff). You can only move creatures or objects within your weight limit for pushing heavy loads.<br />
<br />
Spellcasters generally refer to this spell as Mage Push rather than Ki Push.<br />
<br />
'''Material Component'''<br />
<br />
A pinch of dust from a well worn path.<br />
<br />
{{Spell<br />
|name=Lesser Ki Barrage<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 1<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=ts<br />
|subj=Up to five creatures, no two of which can be more than 15 ft. apart<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''The sky, look at the sky.... my god, there's so many bolts....''<br />
<br />
[[3e Summary::A missile of ki energy darts forth from your hand and strikes its target, dealing 1d6+1 points of typeless magic damage.]]<br />
<br />
Specific parts of a creature can&rsquo;t be singled out. Inanimate objects are still damaged by the spell however.<br />
<br />
For every two caster levels beyond 1st, you gain an additional missile&mdash;two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Regardless of the number of missiles fired, you only make one Reflex save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.<br />
<br />
{{Spell<br />
|name=Ki Bullet<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 1<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Close (25 ft. + 5 ft./2 levels)<br />
|dur=Instantaneous<br />
|tsea=tSpell<br />
|subj=One target<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
''A golden bolt of energy shot out with such speed and force. Before we knew it, the cultist was dead, a hole burst right in his chest.''<br />
<br />
This spell deals 1d6 points of typeless ki damage per caster level (maximum 5d6). You must succeed at a ranged touch attack to hit your target.<br />
<br />
{{Spell<br />
|name=Suppress Power Level<br />
|school=Abjuration<br />
|desc=<br />
|lvl=Ki Master 2, Sor/Wiz 2<br />
|comp=F<br />
|casttime=1 standard action<br />
|range=You<br />
|dur=1 min./level (D)<br />
|tsea=e<br />
|subj=Existence of life force is hidden from divination.<br />
|save=None<br />
|sr=None<br />
}}<br />
<br />
''Where did he go? Come out and show yourself Kakarot!'<br />
<br />
This spell removes signs of your life force, preventing detection from Detect Power Level and similar life-detecting spells, as well as removing yourself as a viable target for any spell that requires a living creature to lock on or target (such as magic missile or trap the soul... it would not stop an implosion however, as you are still actually alive). In addition other divination spells such as Detect Evil also function normally.<br />
<br />
The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.<br />
<br />
'''Focus'''<br />
<br />
A tiny fragment of a crystal that has been exposed to smoke.<br />
<br />
{{Spell<br />
|name=Ki Ball<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 2<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=20-ft.-radius spread<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''The ground lit up with a tremendous explosion as the energy rained from afar.''<br />
<br />
A Ki Ball is an explosion of magic energy that detonates with a bright flash and deals 1d6 points of typeless magic damage per caster level (maximum 5d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.<br />
<br />
You point your finger and determine the range (distance and height) at which the Ki Ball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the Ki Ball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must &ldquo;hit&rdquo; the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.<br />
<br />
If the damage caused to an interposing barrier shatters or breaks through it, the Ki Ball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.<br />
<br />
{{Spell<br />
|name=Eyebeams<br />
|school=Evocation<br />
|desc=<br />
|lvl=[[Ki Master (DnD Class)|Ki Master]] 2, Sor/Wiz 2<br />
|comp=V, M<br />
|casttime=1 standard action<br />
|range=30 ft.<br />
|dur=Instantaneous<br />
|tsea=t<br />
|subj=One target.<br />
|save=Fort negates (dazing only)<br />
|sr=Yes<br />
}}<br />
<br />
''If looks could kill, I'd shoot lasers out of my frikkin' eyes.''<br />
<br />
[[3e Summary::With a steely glare you fire laser beams from your eyes.]] Make a ranged touch attack to deal 2d6 typeless magic damage, and a Fort save or be dazed for one round from the sharp and surprising pain from it (it hurts more than it actually deals). You gain one additional round of dazing for every four levels beyond 2nd (to a maximum of three rounds at 10th level).<br />
<br />
At your will, you can halve its damage to 1d6, with the same dazing effects, and make it nonlethal damage.<br />
<br />
'''Material Component:''' Salt grain from a sun-dried tear.<br />
<br />
{{Spell<br />
|name=Bolster Spirit<br />
|school=Enchantment<br />
|desc=<br />
|lvl=Ki Master 3, Sor/Wiz 3<br />
|comp=V, S<br />
|casttime=1 round<br />
|range=You<br />
|dur=1 min./level or until discharged<br />
|tsea=t<br />
|subj=You<br />
|save=Will negates (harmless)<br />
|sr=No<br />
}}<br />
<br />
''I swear I will defeat you!''<br />
<br />
This spell grants with great bravery and morale in battle. The target gains a +3 morale bonus on attack rolls, saves, and skill checks. In addition, you can discharge the spell to gain a +6 bonus for 1 round. Doing so ends the spell.<br />
<br />
{{Spell<br />
|name=Special Beam Cannon<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 3<br />
|comp=V, S<br />
|casttime=3 rounds<br />
|range=120 ft.<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=120 ft. line<br />
|save=Reflex half<br />
|sr=No<br />
}}<br />
<br />
''He kept his fingers pressed together, energy building until he could hold it no more. He snapped his hand out and drilled a hole through 120 ft. of matter, neither man nor rock surviving.''<br />
<br />
It takes a great deal of preparation to prepare, but the Special Beam cannon is a very powerful low level spell. It deals 2d6 typeless magic damage per caster level (max 40d6), and gives no spell resistance. <br />
<br />
It is unique in that before damage is rolled, make an attack roll against any caught in the attack. On a natural 20, roll again as if confirming a critical. If this unique critical hit is made, the laser has drilled through a vital, killing the target. Treat as vorpal. Creatures immune to vorpal are also immune to Special Beam Cannon's killing blow.<br />
<br />
The spell is at its best when used for surprise, for it makes an excellent sniping tool.<br />
<br />
{{Spell<br />
|name=Lesser Kamehameha Wave<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 3<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level) line<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=Medium (100 ft. + 10 ft./level) line<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Moving your hands back and cupping them, you channel your inner ki into a swirling ball of glowing light. The power building and the air around you shivering with energy, you thrust both hands forward and release a shining bolt of energy!''<br />
<br />
This spell fires a 5' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d6 damage per caster level (maximum 10d6).<br />
<br />
'''Draw Energy''': For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Lesser Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Lesser Kamehameha Wave, for 200% damage.<br />
<br />
{{Spell<br />
|name=Solar Flare<br />
|school=Evocation<br />
|desc=Light<br />
|lvl=Ki Master 3, Clr 3, Drd 3, Sor/Wiz 4<br />
|comp=V, S, M<br />
|casttime=1 standard action<br />
|range=30-ft.-radius burst, centered on you<br />
|dur=Instantaneous/1 round per 2 levels<br />
|tsea=ea<br />
|subj=30 ft. blinding burst, 60 ft. illuminating burst<br />
|save=Reflex half<br />
|sr=None<br />
}}<br />
<br />
''He fanned his fingers over his forehead, and all turned white!''<br />
<br />
[[3e Summary::A bright flash of light erupts from your body]], causing everyone in a 30 ft. burst around you save vs blindness and dazing for 1 round every 2 levels. Those outside the 30 ft. burst but within 60 ft. only need to save or be dazed.<br />
<br />
'''Material Component:''' A pinch of phosphorous.<br />
<br />
{{Spell<br />
|name=Ki Barrage<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 4<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=ts<br />
|subj=Up to ten creatures, no two of which can be more than 15 ft. apart<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Destruction rains from the heavens!''<br />
<br />
Five missiles of ki energy darts forth from your hand and strikes its target, dealing 1d6+2 points of typeless magic damage.<br />
<br />
Specific parts of a creature can&rsquo;t be singled out. Inanimate objects are still damaged by the spell however.<br />
<br />
For every second caster levels beyond 8th, you gain an additional missile&mdash;six at 10th level, seven at 12th, eight at 14th, nine at 16th, and the maximum of ten missiles at 18th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. Regardless of the number of missiles fired, you only make one Reflex save. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.<br />
<br />
{{Spell<br />
|name=Kaioken<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 4, Sor/Wiz 4<br />
|comp=V, S, [[Con]] damage<br />
|casttime=1 swift action<br />
|range=You<br />
|dur=3 rounds<br />
|tsea=e<br />
|subj=You<br />
|save=Special; see below<br />
|sr=No<br />
}}<br />
<br />
''His body exploded into a red aura and suddenly he seemed a lot stronger and faster than before.''<br />
<br />
The technique is used to dramatically increase the user's overall performance, and can be multiplied by x2, x4, or even x20 at the highest shown level. <br />
A fourth level Ki master may use the Kaioken technique to gain a +2 to all attribute’s as well as a +4 to base attack, +4 to Natural armor and double base land speed (and fly/burrow/swim speed, if such bases exist). Beginning at 5th level, a Ki master may declare a higher level Kaioken. This declaration enhances the effect by every multiple of 2 at and can declare a higher level of Kaioken every two caster levels. The maximum caster level for boosts is 20, to with which the declaration level for the Kaioken also maxes out for x18 or x20.<br />
<br />
While using the Kaioken, the user may take a move action and still make a full attack action. Any successful attack roll on a spell while in Kaioken increases damage by 50% this effect remains stationary through all levels of Kaioken. Each positive level Kaioken multiplies all attributes by 2 (x4 doubles all attributes, x6 triples it and so on). In addition to this, the Kaioken x2 also grants the user an attack bonus of +5 toward all attacks and natural armor bonus of +5; and for every multiple after x2, the user gains a +1 to both effects (so x4 would have an attack and natural armor bonus of +6; x6 would have +7 to said boosts; x8 would have +8 and so on).<br />
<br />
In order to achieve a state of Kaioken, the caster must make a fortitude save against a DC of 16+1 per level the user declares; if the user fails, the caster becomes instantly fatigued. The caster can declare a higher level of Kaioken as he casts the spell, or during (if he fits the prerequisites) their current use of one without expending another spell slot, but cannot lower their level of Kaioken once the fort save for this level is made. The Kaioken level boost in this way can be made as a Swift action, only while in the Kaioken state.<br />
<br />
In addition to this, when the effects of Kaioken where off, all stats, including health gained from the constitution bonuses, boosted with the use of this spell are returned to normal. However the rapid loss of such power causes 1d4 rounds of fatigue. Higher levels of the Kaioken, in addition to the fatigue, deal 1d6+1 damage to constitution for Kaioken x2 and an additional 1 point of damage for every two stages higher upon the spell duration's end.<br />
<br />
{{Spell<br />
|name=Protective Aura<br />
|school=Abjuration<br />
|lvl=Ki Master 4, Clr 4<br />
|comp=V,S, M<br />
|casttime=1 standard action<br />
|range=1-ft.-radius/level sphere centered on you<br />
|dur=Concentration up to 1 round/level<br />
|tsea=a<br />
|subj=1-ft.-radius/level sphere centered on you<br />
|save=No<br />
|sr=No<br />
}}<br />
<br />
''There was no stopping it now. He raised his shields and braced for impact.''<br />
<br />
A golden aura shield appears around you and those who can fit inside. The spherical/hemispherical barrier is clear but impassable, acting as a Wall of Force. Teleportation, ethereal creatures or other forms of extraplanar transport must make a caster level check to attempt to breach into the barrier. However, the barrier can be broken with normal attacks. It has 10 hp per level, max at 20th level. You or those inside may not attack those outside (as you will damage your own shield), though enemy attacks will not get through until all the barrier's hp is expended.<br />
<br />
You can only move at half speed while maintaining the shield.<br />
<br />
'''Material Component:''' A fragment of a shield.<br />
<br />
{{Spell<br />
|name=Greater Bolster Spirit<br />
|school=Enchantment<br />
|desc=<br />
|lvl=Ki Master 6, Sor/Wiz 6<br />
|comp=V, S<br />
|casttime=1 round<br />
|range=You<br />
|dur=1 round/level or until discharged<br />
|tsea=t<br />
|subj=You<br />
|save=Will negates (harmless)<br />
|sr=No<br />
}}<br />
<br />
''I do not fear you, your time is over!''<br />
<br />
This spell functions like [[Bolster Spirit (DnD Spell)|Bolster Spirit]], except the creature gains a +6 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 10). In addition, you can discharge the spell to gain a +12 bonus for 1 round. Doing so ends the spell.<br />
<br />
{{Spell<br />
|name=Ki Bomb<br />
|school=Evocation<br />
|desc= <br />
|lvl=Ki Master 5<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|tsea=a<br />
|subj=20-ft. to 40-ft.-radius spread<br />
|dur=Instantaneous<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
A more powerful form of the Ki Ball. The area of effect for the Ki Bomb may be between 20 and 40ft., depending on the desire of the caster. The Ki Bomb deals 1d8 +2 points of typeless magic damage for every two Ki Master levels (maximum 5d8+10) to every creature within the area of effect. All other rules that apply to the Ki Ball also apply to the Ki Bomb.<br />
<br />
{{Spell<br />
|name=Destructo Disc<br />
|school=Conjuration<br />
|desc=<br />
|lvl=Ki Master 6<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous or up to 5 rounds (see text)<br />
|tsea=tsa<br />
|subj=One or more targets in a 100 ft. line<br />
|save=No<br />
|sr=Yes<br />
}}<br />
<br />
''A golden buzzsaw flew through the air, slicing him clean in two.''<br />
<br />
A powerful spell, a Destructo Disc deals 1d6 slashing damage per caster level (max 20d6) in a 100 ft. line. You make attack rolls against each possible target as needed. Normally that is all, however, it is a vorpal weapon. On a natural 20, it will decapitate the enemy, with all rules about vorpal pertaining.<br />
<br />
'''Draw Energy''': When using Draw Energy, instead of supplementing spell slots, you can use it to power this spell. For every round spent charging, you can have the disc maintain itself for an additional round, assigning it a new path to swing across as a move action. The disc flies at 100 ft. per round.<br />
<br />
{{Spell<br />
|name=Kamehameha Wave<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 6<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level) line<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=Medium (100 ft. + 10 ft./level) line<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Moving your hands back and cupping them, you channel your inner ki into a swirling ball of radiant light. The power building and the air around you blowing away, you thrust both hands forward and release a powerful blast of energy!''<br />
<br />
This spell fires a 15' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d8 damage per caster level (maximum 20d8).<br />
<br />
'''Draw Energy''': For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Kamehameha Wave, for 200% damage.<br />
<br />
{{Spell<br />
|name=Perfect Beam Cannon<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 7<br />
|comp=V, S<br />
|casttime=3 rounds <br />
|range=120 ft. line<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=120 ft. line<br />
|save=Reflex half<br />
|sr=No<br />
}} <br />
<br />
Follows the rules of [[Special Beam Cannon (3.5e Spell)]], except the damage becomes 2d10 points of typeless magic damage per caster level (max 40d10). In addition, if the target succeeds in a Reflex saving throw, and takes no damage, the caster can make a Concentration check of 7 + Caster Levels Caster Level to have the Perfect Beam Cannon make an additional attack against the target. This can only be done once each time this spell is cast.<br />
<br />
{{Spell<br />
|name=Ki Shackles<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 8<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=30 ft.<br />
|dur=1 round./3 Ki Master levels<br />
|save=None<br />
|sr=None<br />
}}<br />
<br />
The caster holds a hand towards their opponent as five golden rings of ki energy appear from each digit. If the caster succeeds in a single ranged touch attack, the rings fly out towards the targets wrists, ankles, and neck. The rings bind the target to a solid surface where the target becomes immobilized. Each round the target may attempt a Strength check with DC equal to the spells DC to break the rings and end the effect of the Ki Shackles. Creatures with no limbs are unaffected by the effects of Ki Shackles, but creatures with lost limbs may still be affected as long as they retain one or more of their original limbs (in this case, any unused shackles harmlessly dissolve).<br />
<br />
{{Spell<br />
|name=Raging Aura<br />
|school=Enchantment<br />
|desc=<br />
|lvl=Ki Master 8<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|dur=1 round/caster level + Base CON Modifier<br />
|tsea=a<br />
|subj=You<br />
|save=No<br />
|sr=No<br />
}}<br />
<br />
The caster may only cast this spell when their current amount of hit points are less than 10% of their maximum hit points. This spell causes the caster to lose all spells per day. The caster restores all hit points and gains temporary hit points equal to their current maximum hit points value. While emitting a Raging Aura, the caster gains a +4 bonus to Strength, a +4 bonus to Constitution, and suffers -5 to AC. All unarmed attacks made by the caster deal an additional 1 point of damage for every 3 caster levels and gains a +1 attack bonus for every 5 caster levels. In addition, the caster gains access to the Raging Aura Mystery Attack. The caster suffers an additional 1d6 points of damage each time they are dealt damage. When the caster has completed his round, he suffers 1d6+2 damage due to strain. Unlike a [[Barbarian]]'s rage, the caster of a Raging Aura spell may still attempt any and all actions. However, while in a Raging Aura, the caster experiences a -5 penalty to all Dexterity, Intelligence, Wisdom, and Charisma based skills. When the Raging Aura ends, the caster must succeed in a Fortitude save with a DC equal to the number of rounds the caster had been in a Raging Aura + the casters caster level. If the Fortitude save is not met, the caster has his hit points reduced to 1 and loses consciousnes. If the caster succeeds, then his hit points return to the value they were at before the Raging Aura, his Strength and Constitution scores become 1 for one hour and are dazed for 1d4 rounds.<br />
<br />
<br />
<br />
Raging Aura Mystery Attack: This special ability may be used once per round as a free action. When used, roll a d6 to determine the effect. <br />
<br />
1: The user unleashes a devastating kick. The attack deals 1d8 points of melee damage per STR modifier. <br />
<br />
2: The user gains damage reduction 50/+5 for 1d4 rounds, and takes no damage from strain for 1d4 rounds. The additional damage taken when dealt damage still applies, even if the damage dealt is 0. <br />
<br />
3: The user gains Regeneration 10 for 1d4+2 rounds. <br />
<br />
4: The user gains the ability of flight for 1d4+2 rounds and a 50ft. Movement Speed bonus on land and in the air for the same number of rounds. <br />
<br />
5: The user conjures a large spear of ki energy. The user must make a successful ranged touch attack. However, a Fortitude save of 10 + half the users class level + the users Wisdom modifier will negate the attack. When the spear makes contact with the target, it begins to drive itself in, seeming to pierce straight through, but instead it fuses with the target. Once the spear is one with the target attacks from within. All organs are destroyed and the spear explodes, causing damage as per the Disintegrate spell. The target dies and is entirely destroyed. This attack does not kill undead creatures or creatures that do not possess vital organs. Instead, this attack deals 1d12+2 typeless magic damage per caster level (max 5d12+10), and the spear does not explode but dissolves instead. <br />
<br />
Range:20ft.+5ft./level Explosion radius:20ft. Targets within this area are entitled to a REF save of 10 for half damage. 1d12 damage. Save: Fort negates Spell Resistance: No <br />
<br />
6: No effect. <br />
<br />
Each of these effects may only be used once during a Raging Aura. If an already used effect is rolled, then re-roll.<br />
<br />
{{Spell<br />
|name=Cluster Ki Bomb<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 8<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level)<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=20-ft. to 40-ft.-radius spread<br />
|save=Reflex half<br />
|sr=Yes<br />
}} <br />
<br />
The caster draws in energy in order to unleas multiple [[Ki Bomb (3.5e Spell)|Ki Bomb]] spells at once. The caster may deploy up to five Ki Bombs at once given that he has concentrated on Drawing in Energy for at least five rounds. All rules that apply to the Ki Bomb also apply to the Cluster Ki Bomb. Targets who would be affected by multiple Ki Bombs must make a saving throw for each Ki Bomb. However, instead of rolling damage for each Ki Bomb, roll damage once and add +10 for each additional Ki Bomb that would effect the target (+5 if the target had succeeded in a saving throw).<br />
<br />
{{Spell<br />
|name=Fusion<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 8, Sor/Wiz 8<br />
|comp=V, S<br />
|casttime=1 round<br />
|range= Personal<br />
|dur=Instantaneous; 30 minute duration; see text<br />
|tsea=t<br />
|subj= Two willing creatures, self included<br />
|save=None<br />
|sr=none<br />
}}<br />
<br />
<br />
Fusion allows two creatures to merge into one being, to become a destructive, powerful force. As two creatures, it gains class levels/hit dice and all abilities of the classes of each of the two creatures that fused. In addition to this, all of the creature's ability scores add toward each corresponding score (Str to Str, Dex to Dex, etc.) and total to the new score while in the fusion. Creatures also gain both spell lists from each class or, if spell types differ, gains spells per day and known spells for each class type. If class types are the same upon fusion, the spells per day (and known spells if known) stack.<br />
<br />
The fusion only lasts for 30 minutes, to with which each creature fused will appear 5 feet away from each other on the round following the 30 minute duration. Upon the fusion's end, any class abilities, stat adjustments and Hit dice adjustments are split back between the two creatures to it's original values before the fusion.<br />
<br />
Fusion can be made permanent with the permanency spell at an XP cost of 1,000 per total ECL of the creature fused. In addition to this, the creature who cast the Fusion spell, upon the fusion being permanent, also permanently loses an 8th level spell slot for the permanency spell; which cannot be repaired by any means, even by Wish or Miracle. Only creatures of the same size as one another can fuse bodies.<br />
<br />
'''Super Saiyan 4 clause'''<br />
<br />
If two Super Saiyan 4's were to fuse together, the duration within the fusion is cut down to 10 minutes, due to the mass power being used while fused. Fusion can be made permanent this way but upon it being cast and the Super Saiyan 4's duration wearing off, the fused creature takes 1 point of permanent damage to constitution per minute due to the bodily strain from the excess energy. If it's Constitution reaches 0 this way, the fused creature dies.<br />
<br />
This clause also applies to creatures who successfully fuses a second time upon making a previous fusion permanent. 10 minutes into the fusion, be it regular or made permanent, the creature begins taking constitution damage similar to that of the above.<br />
<br />
{{Spell<br />
|name=Greater Kamehameha Wave<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 9<br />
|comp=V, S<br />
|casttime=1 standard action<br />
|range=Medium (100 ft. + 10 ft./level) line, 25 ft. wide<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=Medium (100 ft. + 10 ft./level) line, 25 ft. wide<br />
|save=Reflex half<br />
|sr=Yes<br />
}}<br />
<br />
''Moving your hands back and cupping them, you channel your inner ki into a swirling ball of rippling plasma. The power rages forth and the air around you explodes with energy, as you thrust both hands forward and release a wide blast of destructive energy!''<br />
<br />
This spell fires a 25' diameter beam of typeless energy out at the enemy. Like Lightning Bolt, the line will continue to move out to its full length through enemies. It deals 1d10 damage per caster level (maximum 25d10).<br />
<br />
'''Draw Energy''': For those with the Draw Energy skill, you can choose to draw in power for the damage of the spell instead of energy to supplement for its cost. Every round increase the damage of the spell by 10% (rounded down) to a maximum of 150%. With this, you may treat it as if it were an Empowered Greater Kamehameha Wave by waiting the full 5 rounds it would take to charge. This does stack with applying the Empowered metamagic to Greater Kamehameha Wave, for 200% damage.<br />
<br />
{{Spell<br />
|name=Spirit Bomb<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 9<br />
|comp=V, S<br />
|casttime=1 minute<br />
|range=Long (400 ft. + 40 ft./level)<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=60-ft.-radius spread<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
''Hands held high, you can feel the life energy of those around you flow towards the shimmering blue light above your head. Your allies had been keeping your opponent busy for long enough, and with every second the sphere pulsed like a heartbeat, almost excited, eager to be released. With a heave, you throw the almost weighty orb of light. It strikes true and in a flash of light, everything is gone!''<br />
<br />
The most powerful of all the Ki Master's attacks, it is not easy to achieve. You must know how to Draw Energy, and proceed to do so every step of this spell, for 10 rounds (1 minute). In spite of drawing energy, you still expend this spell. If you manage to maintain your energy focus for all 10 rounds, you may then launch a powerful glowing sphere of light which explodes in a massive 60 ft. radius, dealing 1d12 disintegration damage per caster level (maximum 25d12).<br />
<br />
Post launch you must succeed on a [[Concentration]] check, DC (19 + number of rounds charged, usually 10) or be dazed for 1d4 rounds afterward.<br />
<br />
The Spirit Bomb is alignment based, and takes on the properties of your alignment. For example, a Lawful Good Ki Master using this spell will have the attack also count as Lawful and Good for purposes of bypassing damage reduction. <br />
<br />
A unique quality of the spirit bomb is that a direct hit will render the target immune to all healing and regeneration effects.<br />
<br />
{{Spell<br />
|name=Self-Detonate<br />
|school=Transmutation<br />
|desc=<br />
|lvl=Ki Master 9<br />
|comp=V, M<br />
|casttime=1 full round<br />
|range=30-ft.-radius burst, centered on you<br />
|dur=Instantaneous<br />
|tsea=a<br />
|subj=30-ft.-radius burst, centered on you<br />
|save=Reflex half<br />
|sr=No<br />
}}<br />
<br />
''Beaten and bruised, at wits end, he reached out and grappled the Demon Lord. "For victory!" were his last words as he and the demon were lost in a bright flare of light and chaos!''<br />
<br />
This dramatic spell uses your own body as the material component. Transforming a tiny amount of your matter into energy you explode, killing yourself instantly and dealing 20d20 disintegration damage per caster level, maximum 600d20 at level 30. <br />
<br />
This incredibly potent blast is not without severe consequences however. The caster is left a gray statue of ash, which crumbles at the slightest touch. They cannot be revived by anything short of a Wish or Miracle, and even then it only has a 50% chance of success. If they fail, they cannot be revived by any mortal means. Due to the astronomical amounts of energy created from converting actual matter into energy, this spell is able to kill those protected by immortality, high regeneration rates, and abilities allowing those in the damage area to resist death by only falling unconscious.<br />
'''Material Component:''' Yourself, which is consumed.<br />
<br />
{{Spell<br />
|name=Ki Clone<br />
|school=Evocation<br />
|desc=<br />
|lvl=Ki Master 9, Sor/Wiz 9<br />
|comp=V, S<br />
|casttime=1 round <br />
|range=Personal <br />
|dur=2 hours (d)<br />
|tsea=a<br />
|subj=you<br />
|save=None<br />
|sr=Yes<br />
}}<br />
<br />
The user of this spell learns to duplicate his own life-force. This technique allows him to summon an almost identical duplicate of himself, made purely out of ki energy. The ki creature has the caster's HP, Base Attack Bonus, and other attributes equal to three-fourths of the caster's and have all the same spells and abilities, barring some restrictions. The caster has an empathic link with the ki creature as it is created and will otherwise obey most commands given to it. Otherwise, it remains idle, awaiting command and keeping itself alive for up to 2 hours until summoned back, destroyed, or it's time ends. The Ki creature is unaffected by enchantment effects that may cause it to take a command from another being. The ki clone is otherwise limited to the abilities and weaknesses that the caster is.<br />
<br />
Unlike it's creator, it uses it's spells with a greater cost to it's duration. For each time it uses a spell slot, the ki creature loses ten minutes/per level of the spell used; in the case of 0th level spells, it instead decreases the duration by five minutes. If the duration is lowered to negative or zero in this way, the caster level for the spell used is decreased by one per ten minutes of extra time expanded from the spell level used and any damage variables are decreased by 50% of the total damage caused. In addition to this, at the end of the turn following the ki clone's use of the spell also destroys the clone.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a ''Ki'' Master====<br />
<br />
'''Religion:''' Religion is usually a subject of indifference, as the ''ki'' master focuses on the self and drawing power from their own bodies. They are most in tune with druids, especially if they discover how to draw energy from their surroundings.<br />
<br />
'''Other Classes:''' They have a great deal of respect for monks, although not being restricted by alignment does cause the occasional conflict. Spellcasters are both mocked as weak and feared for their ability to attack their minds, a weak point, and fighters are seen as strong allies.<br />
<br />
'''Combat:''' The ''Ki'' Master covers both roles of ranged attacker and brawler. Focus on which skill varies, but they are best with one on one encounters.<br />
<br />
'''Advancement:''' Any class suitable for monk is also suitable for ''ki'' masters. A few take a more barbaric route and take barbarian oriented classes.<br />
<br />
====''Ki'' Masters in the World====<br />
<br />
{{quote|''It's over 9000!!!!''|orig=&mdash;Prince Vegeta, Humanoid (Saiyan), Prince of the Saiyans.}}<br />
<br />
The ''Ki'' Master often does not care for the desires of the rest of the world. They are people driven by personal desires. The fact that their desires line up with the rest of the world, for better or worse, is coincidence.<br />
<br />
'''Daily Life:''' Physical training is important as well as physical enlightenment. The ''ki'' master is always attempting to improve something, less they grow slack and stagnate.<br />
<br />
'''Notables:''' Legends tell that those who walk the path of the ''Ki'' Master eventually become as gods, and leave the world for other planes in search of further enlightenment, their hair changing colors, growing long, and their bodies aging slowly as they travel through the multiverse, challenging the strong to battle.<br />
<br />
'''Organizations:''' ''Ki'' Masters rarely have any groups, meeting only for tournaments, or the occational master teaching their student. They are encouraged to adventure and through surviving the dangerous path of adventure, discover their power and purpose.<br />
<br />
'''NPC Reactions:''' Most NPCs do not recognize any notable difference between ''Ki'' Masters and Monks. Both are men who use their fists in amazing shows of force and fury. On occasion, after a show of ''ki'' blasts, one may be mistaken for a warlock however.<br />
<br />
====Ki Master Lore====<br />
<br />
Characters with ranks in Knowledge (history) can research ''Ki'' Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 5:''' ''Ki'' Masters are a sort of monk. They fight things with their bare hands<br />
<br />
'''DC 10:''' A ''ki'' master channels ''ki'' to fuel their powers and use spell-like abilities.<br />
<br />
'''DC 15:'''A ''ki'' master has inhuman speed, durability, and a powerful sense of energy in the world.<br />
<br />
'''DC 20:''' A ''ki'' master has several tricks to improve their ki blasts, some even able to draw energy from others.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
</div></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Feral_Druid_(3.5e_Class)&diff=584721Feral Druid (3.5e Class)2012-08-15T12:04:08Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Quite ready<br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Combat-Focused")-><br />
|desc=Nature has always created fighters. It constantly creates classes stronger, faster, and smarter than those that came before. The druid and the ranger came before, then came the feral warriors and feral druids.<br />
}}<br />
<br />
==Feral Druid==<br />
<br />
Feral druids are very much like their fellow soldier's of nature, the feral warriors, but they still have their spellcasting abilities(although they aren't as good spellcasters as the druids) and so aren't as combat focused as the feral warriors.<br />
<br />
===Making a Feral Druid===<br />
<br />
'''Abilities:''' Wisdom governs a feral druid's spellcasting abilities. Strength, Dexterity and Constitution are important in combat.<br />
<br />
'''Races:''' Feral druids are quite uncommon among the more common races.<br />
<br />
'''Alignment:''' Any neutral.<br />
<br />
'''Starting Gold:''' 1d6 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Feral Druid}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Animal Companion, Bonus Language, Nature Sense, Wild Empathy, Wild Creature, Natural Warrior (Natural Armor)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Woodland Stride, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | Trackless Step, Natural Warrior (Bite)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Hunter's Intuition, Speak With Animals, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Natural Warrior (Increased Speed), Resist nature's lure<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Wild Strike, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | Natural Warrior (Claws)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Endure Elements, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Natural Warrior (Scent)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Venom immunity, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | A thousand faces, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Timeless body, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Creature of Legend, Drift<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Balance]]([[Dex]]), [[Climb]]([[Str]]), [[Concentration]]([[Con]]), [[Craft]]([[Int]]), [[Handle Animal]]([[Cha]]), [[Heal]]([[Wis]]), [[Hide]]([[Dex]]), [[Jump]]([[Str]]), [[Knowledge]](Nature)([[Int]]), [[Listen]]([[Wis]]), [[Move Silently]]([[Dex]]), [[Profession]]([[Wis]]), [[Ride]]([[Dex]]), [[Spellcraft]]([[Int]]), [[Spot]]([[Wis]]), [[Survival]]([[Wis]]), [[Swim]]([[Str]]), and [[Tumble]]([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the feral druid.<br />
<br />
'''Weapon and Armor Proficiency:''' Feral druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, longbow and shortbow(and the composite versions of each) until 7th level, in which she loses all proficency with simple weapons and scimitar and gains the ability to use her bite and claw attacks only. A feral druid is not proficient with any armor or with shields. <br />
<br />
'''Bonus Languages:''' A feral druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.<br />
<br />
Feral druids come from among the ranks of druids just like feral warriors (indeed, legend has it that the first feral warrior was a druid incapable of fully wildshaping) but they could still cast spells, and they too know the secret Druidic language if your DM allows. Feral druids learn Druidic at 1st level. Like druids, feral druids are forbidden to teach Druidic to non-druids.<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a feral druid gains an [[SRD:Animal Type|animal]] companion selected from the following list: [[SRD:Badger|badger]], [[SRD:Dire Rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], [[SRD:Horse|horse (light or heavy)]], [[SRD:Owl|owl]], [[SRD:Snake|snake (Small or Medium viper)]], or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Shark|medium shark]], and [[SRD:Squid|squid]]. This [[SRD:Animal Type|animal]] is a loyal companion that accompanies the feral druid on her adventures as appropriate for its kind.<br />
<br />
This ability functions like the [[SRD:Druid|druid]] ability of the same name, except that the feral druid’s effective [[SRD:Druid|druid]] level is one-half his feral druid level(rounded up). A feral druid may select an animal companion from the alternative lists of Animal Companions just as a [[SRD:Druid|druid]] can, though again his effective [[SRD:Druid|druid]] level is half his feral druid level(rounded up). Like a [[SRD:Druid|druid]], a feral druid cannot select an alternative [[SRD:Animal Type|animal]] if the choice would reduce his effective [[SRD:Druid|druid]] level below 1st.<br />
<br />
'''Nature Sense (Ex):''' A feral druid gains a +2 bonus on Knowledge (nature) and Survival checks.<br />
<br />
'''Wild Empathy (Ex):''' A feral druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The feral druid rolls 1d20 and adds his feral druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br />
<br />
To use wild empathy, the feral druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
A feral druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.<br />
<br />
'''Wild Creature (Ex):''' A feral druid is as much an animal as he is a human. His eyes have adapted to the often dark realms of the natural world. A feral druid gains low-light vision. If a feral druid already has low-light vision, he receives no benefit from this bonus. A feral druid is treated as though he were of the animal type for any effects relying on type (such as magic fang). If the effect would be detrimental to the feral druid, he gets a +4 bonus on the save against it.<br />
<br />
'''Natural Warrior (Ex):''' A feral druid’s body slowly develops into something more like the animals of the world he lives in than that of his natural form. He slowly gains a form much like a lycanthrope’s hybrid form, and the exact look of this form varies from feral druid to feral druid, especially once fully developed.<br />
<br />
At 1st level, the feral druid gains natural armor as his skin thickens or the hair on his body begins to become more like a coat of fur. The natural armor bonus granted by this ability is equal to the feral druid’s Constitution bonus (minimum 1) and can never be more than 1 per every two feral druid levels.<br />
<br />
At 3rd level, the feral druid gains a bite attack dealing 1d6 points of damage (assuming a Medium feral druid). If a feral druid already had a bite attack, the damage of the bite increases by one die type. Feral druids may ignore the normal racial prerequisites for the Rapid Strike and all feats with Rapid Strike as a prerequisite.<br />
<br />
At 5th level, a feral druid’s base speed in all movements increases by 5 feet x his Dexterity modifier. It cannot be increased by more than 10 feet per 3 feral druid levels. A feral druid wearing armor heavier than light or carrying a heavy load does not gain the benefits of this ability.<br />
<br />
At 7th level, the feral druid gains two claw attacks, each dealing 1d4 points of damage (assuming a Medium feral druid). A feral druid may not mix and match his natural attacks when he uses the full-attack action unless he takes the penalties as normal for using all natural weapons. His bite is considered his primary weapon and his claws are his secondary weapons. If a feral druid already had claws, the damage of the claws increases by one die type.<br />
<br />
Upon reaching 9th level, the feral druid gains the scent ability, as described in the Monster Manual.<br />
<br />
'''Woodland Stride (Ex):''' Starting at 2nd level, a feral druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''Drift (Ex):''' At 2nd level and every even level, a feral druid feels the effects of drift, as can be found on pages 43-44 of Complete Divine and on pages 62-63 of Masters of the Wild. Drift occurs slightly differently for feral druid than for others. A drift that would grant the feral druid a natural weapon he already possesses uses the same dice damage that it already does (such as the lionlike claws of a Stage 3 drift), merely granting him additional uses of the same attack, along with any additional benefits. If the drift would grant no other benefits (such as the crocodile’s bite), the feral druid’s dice damage increases by one step. You must have at least two drifts from a previous stage before you can take a drift from a new stage. You do not have to take a drift from the highest stage you have access to.<br />
<br />
'''Trackless Step (Ex):''' Starting at 3rd level, a feral druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.<br />
<br />
'''Hunter's Intuition (Ex):''' Feral druids know that instinct will often serve better than anything else in a fight. A 4th level feral druid gains a bonus to Initiative equal to his Wisdom bonus, up to +1 per every 3 feral druid levels.<br />
<br />
'''Speak with Animals (Ex):''' A feral druid of 4th level or higher can speak with animals, as though he were under the effect of a permanent ''speak with animals'' spells. However, this is neither supernatural nor spell-like. The feral druid is simply so much like his animal companions that he can understand them as though they were his kind, and they can understand him.<br />
<br />
'''Wild Strike (Ex):''' Feral druids attack hard and fast, attempting to disable their opponents as fast as possible. A 6th level feral druid who attacks in a surprise round gains a +2 bonus to damage on all natural attacks made in that round and the first full round of combat.<br />
<br />
'''Endure Elements (Ex):''' The feral druid spends his time in environments far more vicious than any found in the city. His body has adjusted itself to the harsh extremes of the environment. A feral druid of 8th level or higher constantly enjoys the benefits of the endure elements spell, though this is neither supernatural nor spell-like in nature.<br />
<br />
'''Venom Immunity:''' At 10th level, a feral druid gains immunity to all poisons.<br />
<br />
'''Nature's Strength:''' At 11th level and every other level thereafter (13th, 15th, etc.) a feral druid may choose a special ability from the following list. An ability may only be taken once unless otherwise specified.<br />
<br />
''Camouflage (Ex):'' A feral druid with this ability can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.<br />
<br />
''Hide in Plain Sight (Ex):'' While in any sort of natural terrain, a feral druid with this ability can use the Hide skill even while being observed. A feral druid must have the camouflage ability and at least one other ability to take this.<br />
<br />
''Vicious Creature (Ex):'' A feral druid becomes more like the creatures he lives among and less like those of his own race. The damage dice of his natural weapons (current and future) increases by one step, as though he'd taken the Improved Natural Attack feat. In addition, he gains a +4 bonus on Wild Empathy checks, but takes a -4 penalty on all Charisma-based checks with humanoids of any type who aren't of the barbarian, druid, feral warrior, feral druid, or ranger class. This feature may be taken multiple times. The bonuses and penalties stack for each time it is taken.<br />
<br />
''Vicious Strike (Ex):'' A feral druid knows how to get the biggest advantage out of his attacks. The critical multiplier on his natural attacks increases by 1 (usually from x2 to x3).<br />
<br />
''Wild Threat (Ex):'' A feral druid knows where to look to strike. The critical range of all his natural weapons doubles. This effect stacks with effects such as Improved Critical and keen.<br />
<br />
''Additional Drift (Ex):'' The feral druid may choose any drift he can already take. This feature may be taken multiple times.<br />
<br />
''Bonus Feat:'' A feral druid may choose to forego any of the above abilities and instead take any bonus feat for which he qualifies.<br />
<br />
'''A Thousand Faces:''' At 14th level, a feral druid gains the ability to change her appearance at will, as if using the ''[[SRD:Disguise Self|disguise self]]'' spell. This affects the feral druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the feral druid’s appearance, within the limits described for the spell.<br />
<br />
'''Timeless Body:''' After attaining 16th level, a feral druid no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the feral druid still dies of old age when her time is up.<br />
<br />
'''Creature of Legend (Ex):''' A 20th level feral druid is very difficult to kill. He gains the fey type and damage reduction 5/cold iron. He is still treated as having the animal type for effects which are beneficial to him, but is now immune to any effects that target animals which would be detrimental to him.<br />
<br />
{{:SRD:Druid's Animal Companion}}<br />
<br />
====Ex-Feral druids====<br />
<br />
A feral druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all feral druid abilities. She cannot thereafter gain levels as a feral druid until she atones (see the [[SRD:Atonement|atonement]] spell description).<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Feral_Druid_(3.5e_Class)&diff=584720Feral Druid (3.5e Class)2012-08-15T12:03:36Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Quite ready<br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Combat-Focused")-><br />
|desc=Nature has always created fighters. It constantly creates classes stronger, faster, and smarter than those that came before. The druid and the ranger came before, then came the feral warriors and feral druids.<br />
}}<br />
<br />
==Feral Druid==<br />
<br />
Feral druids are very much like their fellow soldier's of nature, the feral warriors, but they still have their spellcasting abilities(although they aren't as good spellcasters as the druids) and so aren't as combat focused as the feral warriors.<br />
<br />
===Making a Feral Druid===<br />
<br />
'''Abilities:''' Wisdom governs a feral druid's spellcasting abilities. Strength, Dexterity and Constitution are important in combat.<br />
<br />
'''Races:''' Feral druids are quite uncommon among the more common races.<br />
<br />
'''Alignment:''' Any neutral.<br />
<br />
'''Starting Gold:''' 1d6 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Feral Druid}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | Animal Companion, Bonus Language, Nature Sense, Wild Empathy, Wild Creature, Natural Warrior (Natural Armor)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Woodland Stride, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | Trackless Step, Natural Warrior (Bite)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Hunter's Intuition, Speak With Animals, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Natural Warrior (Increased Speed), Resist nature's lure<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | Wild Strike, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | Natural Warrior (Claws)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +2 || +6<br />
| class="left" | Endure Elements, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | Natural Warrior (Scent)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | Venom immunity, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | A thousand faces, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Timeless body, Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Drift<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Nature's Strength<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Creature of Legend, Drift<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Balance]]([[Dex]]), [[Climb]]([[Str]]), [[Concentration]]([[Con]]), [[Craft]]([[Int]]), [[Handle Animal]]([[Cha]]), [[Heal]]([[Wis]]), [[Hide]]([[Dex]]), [[Jump]]([[Str]]), [[Knowledge]](Nature)([[Int]]), [[Listen]]([[Wis]]), [[Move Silently]]([[Dex]]), [[Profession]]([[Wis]]), [[Ride]]([[Dex]]), [[Spellcraft]]([[Int]]), [[Spot]]([[Wis]]), [[Survival]]([[Wis]]), [[Swim]]([[Str]]), and [[Tumble]]([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the feral druid.<br />
<br />
'''Weapon and Armor Proficiency:''' Feral druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, longbow and shortbow(and the composite versions of each) until 7th level, in which she loses all proficency with simple weapons and scimitar and gains the ability to use her bite and claw attacks only. A feral druid is not proficient with any armor or with shields. <br />
<br />
'''Bonus Languages:''' A feral druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.<br />
<br />
Feral druids come from among the ranks of druids just like feral warriors (indeed, legend has it that the first feral warrior was a druid incapable of fully wildshaping) but they could still cast spells, and they too know the secret Druidic language if your DM allows. Feral druids learn Druidic at 1st level. Like druids, feral druids are forbidden to teach Druidic to non-druids.<br />
<br />
'''{{#anc:Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a feral druid gains an [[SRD:Animal Type|animal]] companion selected from the following list: [[SRD:Badger|badger]], [[SRD:Dire Rat|dire rat]], [[SRD:Dog|dog]], [[SRD:Riding Dog|riding dog]], [[SRD:Eagle|eagle]], [[SRD:Hawk|hawk]], [[SRD:Horse|horse (light or heavy)]], [[SRD:Owl|owl]], [[SRD:Snake|snake (Small or Medium viper)]], or [[SRD:Wolf|wolf]]. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: [[SRD:Crocodile|crocodile]], [[SRD:Porpoise|porpoise]], [[SRD:Shark|medium shark]], and [[SRD:Squid|squid]]. This [[SRD:Animal Type|animal]] is a loyal companion that accompanies the feral druid on her adventures as appropriate for its kind.<br />
<br />
This ability functions like the [[SRD:Druid|druid]] ability of the same name, except that the feral druid’s effective [[SRD:Druid|druid]] level is one-half his feral druid level(rounded up). A feral druid may select an animal companion from the alternative lists of Animal Companions just as a [[SRD:Druid|druid]] can, though again his effective [[SRD:Druid|druid]] level is half his feral druid level(rounded up). Like a [[SRD:Druid|druid]], a feral druid cannot select an alternative [[SRD:Animal Type|animal]] if the choice would reduce his effective [[SRD:Druid|druid]] level below 1st.<br />
<br />
'''Nature Sense (Ex):''' A feral druid gains a +2 bonus on Knowledge (nature) and Survival checks.<br />
<br />
'''Wild Empathy (Ex):''' A feral druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The feral druid rolls 1d20 and adds his feral druid level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br />
<br />
To use wild empathy, the feral druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.<br />
A feral druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.<br />
<br />
'''Wild Creature (Ex):''' A feral druid is as much an animal as he is a human. His eyes have adapted to the often dark realms of the natural world. A feral druid gains low-light vision. If a feral druid already has low-light vision, he receives no benefit from this bonus. A feral druid is treated as though he were of the animal type for any effects relying on type (such as magic fang). If the effect would be detrimental to the feral druid, he gets a +4 bonus on the save against it.<br />
<br />
'''Natural Warrior (Ex):''' A feral druid’s body slowly develops into something more like the animals of the world he lives in than that of his natural form. He slowly gains a form much like a lycanthrope’s hybrid form, and the exact look of this form varies from feral druid to feral druid, especially once fully developed.<br />
<br />
At 1st level, the feral druid gains natural armor as his skin thickens or the hair on his body begins to become more like a coat of fur. The natural armor bonus granted by this ability is equal to the feral druid’s Constitution bonus (minimum 1) and can never be more than 1 per every two feral druid levels.<br />
<br />
At 3rd level, the feral druid gains a bite attack dealing 1d6 points of damage (assuming a Medium feral druid). If a feral druid already had a bite attack, the damage of the bite increases by one die type. Feral druids may ignore the normal racial prerequisites for the Rapid Strike and all feats with Rapid Strike as a prerequisite.<br />
<br />
At 5th level, a feral druid’s base speed in all movements increases by 5 feet x his Dexterity modifier. It cannot be increased by more than 10 feet per 3 feral druid levels. A feral druid wearing armor heavier than light or carrying a heavy load does not gain the benefits of this ability.<br />
<br />
At 7th level, the feral druid gains two claw attacks, each dealing 1d4 points of damage (assuming a Medium feral druid). A feral druid may not mix and match his natural attacks when he uses the full-attack action unless he takes the penalties as normal for using all natural weapons. His bite is considered his primary weapon and his claws are his secondary weapons. If a feral druid already had claws, the damage of the claws increases by one die type.<br />
<br />
Upon reaching 9th level, the feral druid gains the scent ability, as described in the Monster Manual.<br />
<br />
'''Woodland Stride (Ex):''' Starting at 2nd level, a feral druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.<br />
<br />
'''Drift (Ex):''' At 2nd level and every even level, a feral druid feels the effects of drift, as can be found on pages 43-44 of Complete Divine and on pages 62-63 of Masters of the Wild. Drift occurs slightly differently for feral druid than for others. A drift that would grant the feral druid a natural weapon he already possesses uses the same dice damage that it already does (such as the lionlike claws of a Stage 3 drift), merely granting him additional uses of the same attack, along with any additional benefits. If the drift would grant no other benefits (such as the crocodile’s bite), the feral druid’s dice damage increases by one step. You must have at least two drifts from a previous stage before you can take a drift from a new stage. You do not have to take a drift from the highest stage you have access to.<br />
<br />
'''Trackless Step (Ex):''' Starting at 3rd level, a feral druid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.<br />
<br />
'''Hunter's Intuition (Ex):''' Feral druids know that instinct will often serve better than anything else in a fight. A 4th level feral druid gains a bonus to Initiative equal to his Wisdom bonus, up to +1 per every 3 feral druid levels.<br />
<br />
'''Speak with Animals (Ex):''' A feral druid of 4th level or higher can speak with animals, as though he were under the effect of a permanent ''speak with animals'' spells. However, this is neither supernatural nor spell-like. The feral druid is simply so much like his animal companions that he can understand them as though they were his kind, and they can understand him.<br />
<br />
'''Wild Strike (Ex):''' Feral druids attack hard and fast, attempting to disable their opponents as fast as possible. A 6th level feral druid who attacks in a surprise round gains a +2 bonus to damage on all natural attacks made in that round and the first full round of combat.<br />
<br />
'''Endure Elements (Ex):''' The feral druid spends his time in environments far more vicious than any found in the city. His body has adjusted itself to the harsh extremes of the environment. A feral druid of 8th level or higher constantly enjoys the benefits of the endure elements spell, though this is neither supernatural nor spell-like in nature.<br />
<br />
'''Venom Immunity:''' At 10th level, a feral druid gains immunity to all poisons.<br />
<br />
'''Nature's Strength:''' At 11th level and every other level thereafter (13th, 15th, etc.) a feral druid may choose a special ability from the following list. An ability may only be taken once unless otherwise specified.<br />
<br />
''Camouflage (Ex):'' A feral druid with this ability can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.<br />
<br />
''Hide in Plain Sight (Ex):'' While in any sort of natural terrain, a feral druid with this ability can use the Hide skill even while being observed. A feral druid must have the camouflage ability and at least one other ability to take this.<br />
<br />
''Vicious Creature (Ex):'' A feral druid becomes more like the creatures he lives among and less like those of his own race. The damage dice of his natural weapons (current and future) increases by one step, as though he'd taken the Improved Natural Attack feat. In addition, he gains a +4 bonus on Wild Empathy checks, but takes a -4 penalty on all Charisma-based checks with humanoids of any type who aren't of the barbarian, druid, feral warrior, feral druid, or ranger class. This feature may be taken multiple times. The bonuses and penalties stack for each time it is taken.<br />
<br />
''Vicious Strike (Ex):'' A feral druid knows how to get the biggest advantage out of his attacks. The critical multiplier on his natural attacks increases by 1 (usually from x2 to x3).<br />
<br />
''Wild Threat (Ex):'' A feral druid knows where to look to strike. The critical range of all his natural weapons doubles. This effect stacks with effects such as Improved Critical and keen.<br />
<br />
''Additional Drift (Ex):'' The feral druid may choose any drift he can already take. This feature may be taken multiple times.<br />
<br />
''Bonus Feat:'' A feral druid may choose to forego any of the above abilities and instead take any bonus feat for which he qualifies.<br />
<br />
'''A Thousand Faces:''' At 14th level, a feral druid gains the ability to change her appearance at will, as if using the ''[[SRD:Disguise Self|disguise self]]'' spell. This affects the feral druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the feral druid’s appearance, within the limits described for the spell.<br />
<br />
'''Timeless Body:''' After attaining 16th level, a feral druid no longer takes [[SRD:Ability Scores|ability score]] penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.<br />
<br />
Bonuses still accrue, and the feral druid still dies of old age when her time is up.<br />
<br />
'''Creature of Legend (Ex):''' A 20th level feral druid is very difficult to kill. He gains the fey type and damage reduction 5/cold iron. He is still treated as having the animal type for effects which are beneficial to him, but is now immune to any effects that target animals which would be detrimental to him.<br />
<br />
{{:SRD:Druid's Animal Companion}}<br />
<br />
====Ex-Feral druids====<br />
<br />
A feral druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all feral druid abilities. She cannot thereafter gain levels as a feral druid until she atones (see the [[SRD:Atonement|atonement]] spell description).<br />
<br />
----<br />
{{Base Class Stub|September 2008}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Junction_Knight_(3.5e_Prestige_Class)&diff=584704Junction Knight (3.5e Prestige Class)2012-08-15T09:56:14Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=jk1.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption=A Junction Knight and her Guardian, a Fire Spirit.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Not Compelete<br />
|editing=Constructive Edits Welcome<br />
|type=Combat-Focused<br />
|desc=Warriors granted unnatural power by junctioning Guardian Spirits within their minds. The more powerful they grow the more memories they seem to lose. They are similar to a Paladin in combat. Loosely based on a small group of Garden students from the Balamb region.<br />
}}<br />
<br />
==Junction Knight==<br />
<br />
A youthful warrior protected by an awesome Guardian Spirit. Junction Knights master exotic weapons and signature moves to use against their many foes in combat. They also gain strange and powerful abilities from selecting a Guardian Spirit to protect them. This Powerful Elemental Creature grants them unique benefits at the expense of brief memory loss. The Guardian Spirit makes a place in the Knights mind where a small portion of their new power resides and emanates from. This causes the loss of memory for the Junction Knight at the benefit of combat prowess. This alignment between Mortal knight and Immortal beast is called Junction. <br />
<br />
A Junction Knight's Guardian also has the ability to remove pieces from an enemies mind as well. The Junction Knight can call upon this ability in combat to hinder an enemy caster by removing a spell from his memory temporarily. Junction Knights have spent years training at special military academies to gain access to spell-casting abilities as well. Junction Knights can use their awesome power for justice and peace or for evil and destruction. In every case, they are a dangerous enemy to face on the battlefield.<br />
<br />
===Making a Junction Knight===<br />
<br />
Junction Knights are front-line fighters. The protect the party from harm by defeating and harassing enemies. They fulfill a similar role to the Paladin Class. Your choice in primary ability scores can help determine your combat specialty and build. See [[#Combat|Combat]].<br />
<br />
'''Primary Abilities:''' [[Strength]] or [[Dexterity]].<br />
<br />
'''Secondary Abilities:''' [[Intelligence]].<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Concentration 8 ranks, Knowledge (The Planes) 4 ranks, Knowledge (Arcane) 6 ranks.<br />
|-<br />
! Feats:<br />
| Improved Initiative, Dodge.<br />
|-<br />
! Base Bonus Attack:<br />
| +5 <br />
|-<br />
! Special:<br />
| To become an Animator, you must met a Guardian Spirit and get his support.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Junction Knight}}</div><br />
Hit Die: d10<br />
|- {{#vardefine:odd|0}}<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | [[#Exotic Weapon|Exotic Weapon]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | [[#Defense Training|Defense Training]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | [[#Formal Schooling|Formal Schooling]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | [[#Junction|Junction]]+1<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +1<br />
| class="left" | [[#Signature Move|Signature Move]] 1/day<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | [[#Draw|Draw]] 1st<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" |[[#Junction|Junction]]+2 <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | [[#Draw|Draw]] 2nd<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | [[#Junction|Junction]]+3<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | [[#Signature Move|Signature Move]] 2/day,[[#Draw|Draw]] 3rd<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Choose 8 skills plus Craft as class skills.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Junction Knight.<br />
<br />
'''Weapon and Armor Proficiency:''' Simple, Martial Weapons. Light, Medium, Heavy Armor.<br />
<br />
'''{{#anc:Exotic Weapon|Exotic Weapon}} ([[Ex]]):''' At 1st level you gain proficiency with one Exotic Weapon. You also gain a bonus for it.<br />
:*'''Melee Weapon Bonus:''' You receive a +1 to damage with this weapon.<br />
:*'''Ranged Weapon Bonus:''' You don't provoke opportunity attacks when attacking with this weapon and reloading is a free action.<br />
:*'''Ranged Melee Weapon Bonus:''' You may attack adjacent opponents with this weapon. Switching to adjacent is a free action.<br />
<br />
'''{{#anc:Defense Training|Defense Training}} ([[Ex]]):''' At 2nd level your armor check penalties are always zero. You also gain a +2 to Initiative.<br />
<br />
'''{{#anc:Formal Schooling|Formal Schooling}} ([[Ex]]):''' At 3rd level you add your [[Intelligence]] modifier to all your saves.<br />
<br />
'''{{#anc:Junction|Junction}} ([[Ex]]):''' At 4th level choose a Guardian Spirit to protect you. That Guardian blesses you with power. The Damage stacks and the guardians attack has a range of 20ft. Repeat this process every 4 levels.<br />
:*'''Fire Guardian:''' +1 to your [[Strength]] score, +1d6 Fire Damage, +5 Fire Resistance, +1 to your Fortitude save, and you lose one Bad memory.<br />
:*'''Earth Guardian:''' +1 to your [[Constitution]] score, +1d6 Poison Damage, +5 Poison Resistance, +1 to your Fortitude save, and you lose one Bad memory.<br />
:*'''Air Guardian:''' +1 to your [[Dexterity]] score, +1d6 Electricity Damage, +5 Electricity Resistance, +1 to your Reflex save, and you lose one Good memory.<br />
:*'''Ice Guardian:''' +1 to your [[Intelligence]] score, +1d6 Cold Damage, +5 Cold Resistance, +1 to your Reflex save, and you lose one Good memory.<br />
<br />
'''{{#anc:Signature Move|Signature Move}} ([[Ex]]):''' At 5th level, once a day, you add your [[Intelligence]] modifier to your attack role. This attack, if successful, becomes a confirmed critical hit taken at a 3x multiplier. The use of this ability increases every 5 levels.<br />
<br />
'''{{#anc:Draw|Draw}} ([[Su]]):''' At 6th level, once an encounter as a full round action, you can remove a spell from your targets memory. Your target makes a [[Reflex]] save (DC 10+Knight's level+Knight's Intelligence modifier) to avoid this ability or your target must choose one spell to lose for 2 hours. You determine the level of the spell they lose. If your target knows only cantrips or no spells at all then this ability is wasted.<br />
:*'''6th level:''' You can remove a 1st level spell.<br />
:*'''9th level:''' You can remove a 2nd level spell.<br />
:*'''12th level:''' You can remove a 3rd level spell.<br />
:*'''15th level:''' You can remove a 4th level spell.<br />
:*'''18th level:''' You can remove a 5th level spell.<br />
<br />
This ability also does (x)d6 damage on a successful draw. Where (x) is the level of the spell to be removed. <br />
<br />
'''{{#anc:Spells|Spells}}:''' At 4th level you gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A junction knight must choose and prepare her spells in advance.<br />
<br />
To prepare or cast a spell, a junction knight must have a [[Intelligence]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight’s spell is 10 + the spell level + the knight's [[Intelligence]] modifier.<br />
<br />
Like other spell-casters, a junction knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Junction Knight. In addition, she receives bonus spells per day if she has a high [[Intelligence]] score. When Table: The Junction Knight indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her [[Intelligence]] score for that spell level. The junction knight does not have access to any domain spells or granted powers, as a cleric does.<br />
<br />
A junction knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A junction knight may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
<br />
Through 3rd level, a knight has no caster level. At 4th level and higher, her caster level is one-half her junction knight level.<br />
<br />
====Epic Junction Knight====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Junction Knight}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Regain Memory|Regain Memory]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Draw|Draw]] 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Junction|Junction]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Signature Move|Signature Move]] 3/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" |[[#Draw|Draw]] 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | [[#Junction|Junction]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Signature Move|Signature Move]] 4/day<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Draw|Draw}} ([[Su]]):''' At 13st level, once an encounter as a standard action, you can remove a spell from your targets memory. Your target chooses which spell to lose and cannot use this spell for 2 hours. They may make a [[Reflex]] save, (DC 10+Knight's level+Knight's [[Intelligence]] modifier), to avoid this attack. If your target knows only cantrips or no spells at all then this ability is wasted.<br />
:*'''21st level:''' You can remove a 6th level spell.<br />
:*'''26th level:''' You can remove a 7th level spell.<br />
<br />
This ability also does (x)d6 damage on a successful draw. Where (x) is the level of the spell to be removed. <br />
<br />
'''{{#anc:Regain Memory|Regain Memory}} ([[Ex]]):''' At 22nd level you regain all your lost memories. You may add 1.5x your [[Intelligence]] modifier to all your saves.<br />
<br />
'''{{#anc:Junction|Junction}} ([[Ex]]):''' At 24th and 28th level choose a Guardian Spirit to protect you. That Guardian blesses you with power.<br />
:*'''Fire Guardian:''' +1 to your [[Strength]] score, +1 to your Fortitude save<br />
:*'''Earth Guardian:''' +1 to your [[Constitution]] score, +1 to your Fortitude save<br />
:*'''Air Guardian:''' +1 to your [[Dexterity]] score, +1 to your Reflex save<br />
:*'''Ice Guardian:''' +1 to your [[Intelligence]] score, +1 to your Reflex save<br />
<br />
'''{{#anc:Signature Move|Signature Move}} ([[Ex]]):''' At 25th and 30th level you may add your [[Intelligence]] modifier to your attack role. This attack, if successful, becomes a confirmed critical hit taken at a 3x multiplier. This ability can be use 5 times a day at 25th level and 6 times a day at 30th level.<br />
<br />
[[#Spells|Spells]]: The Junction Knight’s caster level is equal to one-half his or her class level, as normal. The Junction Knight’s number of spells per day does not increase after 20th level.<br />
<br />
===Campaign Information===<br />
<br />
[[Image:algrir1.jpg|thumb|200px|Guardians come in all shapes and sizes. Colors too.]]<br />
<br />
====Playing a Junction Knight====<br />
<br />
'''Religion:''' By alignment.<br />
<br />
'''Other Classes:''' Empathy with Martial Classes.<br />
<br />
'''{{#anc:Combat|Combat}}:''' By build. <br />
<br />
A Junction Knight can have many build options based on their primary ability score. A [[Strength]] focused knight works well as a melee combatant. A [[Dexterity]] focused knight works well as a ranged combatant. A [[Intelligence]] focused knight works well a support fighter; with high saves, more accurate signature moves, more bonus spells and a higher skill level.<br />
<br />
Also, use the Junction ability to its maximum benefit. Focus on your combat specialty by combining with a appropriate Guardian.<br />
<br />
'''Advancement:''' Multiclassing can add breadth.<br />
<br />
'''Guardians:''' Guardians are long dead, epic level, Extraplanar Magical Beasts. However, they have gained a dual nature. That is, when a Guardian is slain they release a Spirit similar to a humanoid. <br />
<br />
They are exiled creatures of the Inner Planes, without a home, desiring to become mortal again. Their spirits do still possess immense power, language, immortality, and the ability to assume many spiritual forms. They communicate with special individuals, with whom they share a piece of their former selves. This small piece of the Guardian takes a place inside the Knights mind, pushing out the memories stored their. This rewrites a piece of the Guardian onto the Knight. This rewrite cannot be read by the Knights brain and simply comes up blank or empty when trying to access it mentally. It does however, imprint the power of the Guardian into the Knight. <br />
<br />
The process of imprinting or junctioning is temporary. A Guardian can never give a Knight his entire epic form so a Knight can never fully loses his whole humanity. Whenever a Knight dies the tiny pieces of the Guardian within him return to their spiritual source.<br />
<br />
====Junction Knights in the World====<br />
<br />
{{quote|I don't remember your face. But I do remember you need a lesson in manners.|orig=Zell, Human Junction Knight}}<br />
<br />
'''Daily Life:''' Military Academy Student or Armed Serviceman.<br />
<br />
'''Organizations:''' Militia, Fighters Guild, Military Service, or Academy Student.<br />
<br />
'''NPC Reactions:''' A distinguished officer or a talented cadet.<br />
<br />
====Junction Knight Lore====<br />
<br />
Characters with ranks in Knowledge(local) can research Junction Knight's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A gifted military cadet skilled in the use of exotic weaponry and signature attacks.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They are granted unnatural prowess by their Guardian Spirits and use them in battle against their foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Able to remove magical abilities from their opponents and turn the tide of combat.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | (Information on a specific Junction Knight.) <br />
|}<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Priestige Class]]<br />
[[Category:Combat-Focused]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Junction_Knight_(3.5e_Prestige_Class)&diff=584703Junction Knight (3.5e Prestige Class)2012-08-15T09:55:44Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=jk1.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption=A Junction Knight and her Guardian, a Fire Spirit.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Not Compelete<br />
|editing=Constructive Welcome<br />
|type=Good Guy, Bad Guy, Combat-Focused<br />
|desc=Warriors granted unnatural power by junctioning Guardian Spirits within their minds. The more powerful they grow the more memories they seem to lose. They are similar to a Paladin in combat. Loosely based on a small group of Garden students from the Balamb region.<br />
}}<br />
<br />
==Junction Knight==<br />
<br />
A youthful warrior protected by an awesome Guardian Spirit. Junction Knights master exotic weapons and signature moves to use against their many foes in combat. They also gain strange and powerful abilities from selecting a Guardian Spirit to protect them. This Powerful Elemental Creature grants them unique benefits at the expense of brief memory loss. The Guardian Spirit makes a place in the Knights mind where a small portion of their new power resides and emanates from. This causes the loss of memory for the Junction Knight at the benefit of combat prowess. This alignment between Mortal knight and Immortal beast is called Junction. <br />
<br />
A Junction Knight's Guardian also has the ability to remove pieces from an enemies mind as well. The Junction Knight can call upon this ability in combat to hinder an enemy caster by removing a spell from his memory temporarily. Junction Knights have spent years training at special military academies to gain access to spell-casting abilities as well. Junction Knights can use their awesome power for justice and peace or for evil and destruction. In every case, they are a dangerous enemy to face on the battlefield.<br />
<br />
===Making a Junction Knight===<br />
<br />
Junction Knights are front-line fighters. The protect the party from harm by defeating and harassing enemies. They fulfill a similar role to the Paladin Class. Your choice in primary ability scores can help determine your combat specialty and build. See [[#Combat|Combat]].<br />
<br />
'''Primary Abilities:''' [[Strength]] or [[Dexterity]].<br />
<br />
'''Secondary Abilities:''' [[Intelligence]].<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| Concentration 8 ranks, Knowledge (The Planes) 4 ranks, Knowledge (Arcane) 6 ranks.<br />
|-<br />
! Feats:<br />
| Improved Initiative, Dodge.<br />
|-<br />
! Base Bonus Attack:<br />
| +5 <br />
|-<br />
! Special:<br />
| To become an Animator, you must met a Guardian Spirit and get his support.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Junction Knight}}</div><br />
Hit Die: d10<br />
|- {{#vardefine:odd|0}}<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +0<br />
| class="left" | [[#Exotic Weapon|Exotic Weapon]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +0<br />
| class="left" | [[#Defense Training|Defense Training]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +1<br />
| class="left" | [[#Formal Schooling|Formal Schooling]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +1<br />
| class="left" | [[#Junction|Junction]]+1<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +1<br />
| class="left" | [[#Signature Move|Signature Move]] 1/day<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +2<br />
| class="left" | [[#Draw|Draw]] 1st<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +2<br />
| class="left" |[[#Junction|Junction]]+2 <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +2<br />
| class="left" | [[#Draw|Draw]] 2nd<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +3<br />
| class="left" | [[#Junction|Junction]]+3<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +3<br />
| class="left" | [[#Signature Move|Signature Move]] 2/day,[[#Draw|Draw]] 3rd<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Choose 8 skills plus Craft as class skills.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Junction Knight.<br />
<br />
'''Weapon and Armor Proficiency:''' Simple, Martial Weapons. Light, Medium, Heavy Armor.<br />
<br />
'''{{#anc:Exotic Weapon|Exotic Weapon}} ([[Ex]]):''' At 1st level you gain proficiency with one Exotic Weapon. You also gain a bonus for it.<br />
:*'''Melee Weapon Bonus:''' You receive a +1 to damage with this weapon.<br />
:*'''Ranged Weapon Bonus:''' You don't provoke opportunity attacks when attacking with this weapon and reloading is a free action.<br />
:*'''Ranged Melee Weapon Bonus:''' You may attack adjacent opponents with this weapon. Switching to adjacent is a free action.<br />
<br />
'''{{#anc:Defense Training|Defense Training}} ([[Ex]]):''' At 2nd level your armor check penalties are always zero. You also gain a +2 to Initiative.<br />
<br />
'''{{#anc:Formal Schooling|Formal Schooling}} ([[Ex]]):''' At 3rd level you add your [[Intelligence]] modifier to all your saves.<br />
<br />
'''{{#anc:Junction|Junction}} ([[Ex]]):''' At 4th level choose a Guardian Spirit to protect you. That Guardian blesses you with power. The Damage stacks and the guardians attack has a range of 20ft. Repeat this process every 4 levels.<br />
:*'''Fire Guardian:''' +1 to your [[Strength]] score, +1d6 Fire Damage, +5 Fire Resistance, +1 to your Fortitude save, and you lose one Bad memory.<br />
:*'''Earth Guardian:''' +1 to your [[Constitution]] score, +1d6 Poison Damage, +5 Poison Resistance, +1 to your Fortitude save, and you lose one Bad memory.<br />
:*'''Air Guardian:''' +1 to your [[Dexterity]] score, +1d6 Electricity Damage, +5 Electricity Resistance, +1 to your Reflex save, and you lose one Good memory.<br />
:*'''Ice Guardian:''' +1 to your [[Intelligence]] score, +1d6 Cold Damage, +5 Cold Resistance, +1 to your Reflex save, and you lose one Good memory.<br />
<br />
'''{{#anc:Signature Move|Signature Move}} ([[Ex]]):''' At 5th level, once a day, you add your [[Intelligence]] modifier to your attack role. This attack, if successful, becomes a confirmed critical hit taken at a 3x multiplier. The use of this ability increases every 5 levels.<br />
<br />
'''{{#anc:Draw|Draw}} ([[Su]]):''' At 6th level, once an encounter as a full round action, you can remove a spell from your targets memory. Your target makes a [[Reflex]] save (DC 10+Knight's level+Knight's Intelligence modifier) to avoid this ability or your target must choose one spell to lose for 2 hours. You determine the level of the spell they lose. If your target knows only cantrips or no spells at all then this ability is wasted.<br />
:*'''6th level:''' You can remove a 1st level spell.<br />
:*'''9th level:''' You can remove a 2nd level spell.<br />
:*'''12th level:''' You can remove a 3rd level spell.<br />
:*'''15th level:''' You can remove a 4th level spell.<br />
:*'''18th level:''' You can remove a 5th level spell.<br />
<br />
This ability also does (x)d6 damage on a successful draw. Where (x) is the level of the spell to be removed. <br />
<br />
'''{{#anc:Spells|Spells}}:''' At 4th level you gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A junction knight must choose and prepare her spells in advance.<br />
<br />
To prepare or cast a spell, a junction knight must have a [[Intelligence]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a knight’s spell is 10 + the spell level + the knight's [[Intelligence]] modifier.<br />
<br />
Like other spell-casters, a junction knight can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Junction Knight. In addition, she receives bonus spells per day if she has a high [[Intelligence]] score. When Table: The Junction Knight indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her [[Intelligence]] score for that spell level. The junction knight does not have access to any domain spells or granted powers, as a cleric does.<br />
<br />
A junction knight prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A junction knight may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
<br />
Through 3rd level, a knight has no caster level. At 4th level and higher, her caster level is one-half her junction knight level.<br />
<br />
====Epic Junction Knight====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Junction Knight}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Regain Memory|Regain Memory]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Draw|Draw]] 4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Junction|Junction]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Signature Move|Signature Move]] 3/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" |[[#Draw|Draw]] 5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | [[#Junction|Junction]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Signature Move|Signature Move]] 4/day<br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Draw|Draw}} ([[Su]]):''' At 13st level, once an encounter as a standard action, you can remove a spell from your targets memory. Your target chooses which spell to lose and cannot use this spell for 2 hours. They may make a [[Reflex]] save, (DC 10+Knight's level+Knight's [[Intelligence]] modifier), to avoid this attack. If your target knows only cantrips or no spells at all then this ability is wasted.<br />
:*'''21st level:''' You can remove a 6th level spell.<br />
:*'''26th level:''' You can remove a 7th level spell.<br />
<br />
This ability also does (x)d6 damage on a successful draw. Where (x) is the level of the spell to be removed. <br />
<br />
'''{{#anc:Regain Memory|Regain Memory}} ([[Ex]]):''' At 22nd level you regain all your lost memories. You may add 1.5x your [[Intelligence]] modifier to all your saves.<br />
<br />
'''{{#anc:Junction|Junction}} ([[Ex]]):''' At 24th and 28th level choose a Guardian Spirit to protect you. That Guardian blesses you with power.<br />
:*'''Fire Guardian:''' +1 to your [[Strength]] score, +1 to your Fortitude save<br />
:*'''Earth Guardian:''' +1 to your [[Constitution]] score, +1 to your Fortitude save<br />
:*'''Air Guardian:''' +1 to your [[Dexterity]] score, +1 to your Reflex save<br />
:*'''Ice Guardian:''' +1 to your [[Intelligence]] score, +1 to your Reflex save<br />
<br />
'''{{#anc:Signature Move|Signature Move}} ([[Ex]]):''' At 25th and 30th level you may add your [[Intelligence]] modifier to your attack role. This attack, if successful, becomes a confirmed critical hit taken at a 3x multiplier. This ability can be use 5 times a day at 25th level and 6 times a day at 30th level.<br />
<br />
[[#Spells|Spells]]: The Junction Knight’s caster level is equal to one-half his or her class level, as normal. The Junction Knight’s number of spells per day does not increase after 20th level.<br />
<br />
===Campaign Information===<br />
<br />
[[Image:algrir1.jpg|thumb|200px|Guardians come in all shapes and sizes. Colors too.]]<br />
<br />
====Playing a Junction Knight====<br />
<br />
'''Religion:''' By alignment.<br />
<br />
'''Other Classes:''' Empathy with Martial Classes.<br />
<br />
'''{{#anc:Combat|Combat}}:''' By build. <br />
<br />
A Junction Knight can have many build options based on their primary ability score. A [[Strength]] focused knight works well as a melee combatant. A [[Dexterity]] focused knight works well as a ranged combatant. A [[Intelligence]] focused knight works well a support fighter; with high saves, more accurate signature moves, more bonus spells and a higher skill level.<br />
<br />
Also, use the Junction ability to its maximum benefit. Focus on your combat specialty by combining with a appropriate Guardian.<br />
<br />
'''Advancement:''' Multiclassing can add breadth.<br />
<br />
'''Guardians:''' Guardians are long dead, epic level, Extraplanar Magical Beasts. However, they have gained a dual nature. That is, when a Guardian is slain they release a Spirit similar to a humanoid. <br />
<br />
They are exiled creatures of the Inner Planes, without a home, desiring to become mortal again. Their spirits do still possess immense power, language, immortality, and the ability to assume many spiritual forms. They communicate with special individuals, with whom they share a piece of their former selves. This small piece of the Guardian takes a place inside the Knights mind, pushing out the memories stored their. This rewrites a piece of the Guardian onto the Knight. This rewrite cannot be read by the Knights brain and simply comes up blank or empty when trying to access it mentally. It does however, imprint the power of the Guardian into the Knight. <br />
<br />
The process of imprinting or junctioning is temporary. A Guardian can never give a Knight his entire epic form so a Knight can never fully loses his whole humanity. Whenever a Knight dies the tiny pieces of the Guardian within him return to their spiritual source.<br />
<br />
====Junction Knights in the World====<br />
<br />
{{quote|I don't remember your face. But I do remember you need a lesson in manners.|orig=Zell, Human Junction Knight}}<br />
<br />
'''Daily Life:''' Military Academy Student or Armed Serviceman.<br />
<br />
'''Organizations:''' Militia, Fighters Guild, Military Service, or Academy Student.<br />
<br />
'''NPC Reactions:''' A distinguished officer or a talented cadet.<br />
<br />
====Junction Knight Lore====<br />
<br />
Characters with ranks in Knowledge(local) can research Junction Knight's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A gifted military cadet skilled in the use of exotic weaponry and signature attacks.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | They are granted unnatural prowess by their Guardian Spirits and use them in battle against their foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Able to remove magical abilities from their opponents and turn the tide of combat.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | (Information on a specific Junction Knight.) <br />
|}<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Priestige Class]]<br />
[[Category:Combat-Focused]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Kido_Shinigami_(3.5e_Class)&diff=584702Kido Shinigami (3.5e Class)2012-08-15T09:37:20Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=4<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=1<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=<br />
|type=Good Guy, Moderate Spellcasting, Divine Spellcasting, Spontaneous Spellcasting<br />
|desc=Hunters of ghosts and demons, they protect the living from things which lurk just beyond the edge of the world. These shinigami are focused on their spiritual magic.<br />
}}<br />
<br />
==Kido Shinigami==<br />
<br />
"Death Gods", they channel restless spirits back to where they belong. They are exorcists who do battle with the ghosts and shadows in their world.<br />
<br />
===Making a Kido Shinigami===<br />
<br />
Kido Shinigami are warriors who are strongest when not in their native plane. They work best in planar campaigns, but make excellent ghost and undead slayers even without plane hopping. Shinigami come in two types, the Kido Shinigami focused on magic, and the Battle Shinigami focused on combat.<br />
<br />
'''Abilities:''' Wisdom determines both the save DC, and spells per day, unlike their Battle Shinigami counterparts. Constitution are vital for any class, and Charisma also plays a large roll for their various special attacks. Dexterity helps as they lack major armor. Shinigami who want to use their skills may want Intelligence to shore up their low skill points per level.<br />
<br />
'''Races:''' Any class is capable of becoming a Shinigami, all it requires is a powerful spirit and dedication to the cause.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 4d4&times;10 gp (80 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Kido Shinigami}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="7" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Aura, Kido Focus, Spiritual Form, Zanpaktou<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Hardy +1, Planar Senses<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Ghost Armor<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | +1 Weapon<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Ghost Strike, Shikai, Soul Burial<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Weapon Ability<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Material Essence, Spiritual Pressure<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | +2 Weapon<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Flash Step 1/day<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Weapon Ability<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Hardy +2, Flash Step 2/day<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | +3 Weapon<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Flash Step 3/day<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Material Essence, Weapon Ability<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Bankai 1/day, Flash Step (Swift Action)<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | +4 Weapon<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Flash Step 4/day, Timeless Body<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Weapon Ability<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Flash Step 5/day<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Bankai 2/day, Bankai Power, Death God Apotheosis, Hardy +3, +5 Weapon<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The shinigami’s class skills (and the key ability for each skill) are [[SRD:Balance Skill|Balance]] ([[Dex]]), [[SRD:Concentration Skill|Concentration]] ([[Con]]), [[SRD:Craft Skill|Craft]] ([[Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[Dex]]), [[SRD:Gather Information Skill|Gather Information]] ([[Cha]]), [[SRD:Hide Skill|Hide]] ([[Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[Cha]]), [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[Int]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[Int]]), [[SRD:Listen Skill|Listen]] ([[Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[Dex]]), [[SRD:Search Skill|Search]] ([[Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wis]]), [[SRD:Spot Skill|Spot]] ([[Wis]]), and [[SRD:Tumble Skill|Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Shinigami.<br />
<br />
'''Weapon and Armor Proficiency:''' A shinigami is proficient with all simple and martial weapons, the bastard sword (katana), and with light armor, no shields and with no arcane spell failure chance.<br />
<br />
'''{{#anc:Spells}}:''' A shinigami casts divine spells which are drawn from the shinigami spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a shinigami must have a Wisdom score equal to at least 10 + the spell level. Wisdom also determines the Difficulty Class for a saving throw against a shinigami’s spell, as it is 10 + the spell level + the shinigami’s [[Wisdom]] modifier.<br />
<br />
Like other spellcasters, a shinigami can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Kido Shinigami. In addition, he receives bonus spells per day if he has a high [[Wisdom]] score.<br />
<br />
A shinigami’s selection of spells is extremely limited. A shinigami learns one 0th level spell and one 1th level spell at 4th level. At each new shinigami level, he gains one or more new spells, as indicated on Table: Shinigami Spells Known. (Unlike spells per day, the number of spells a shinigami knows is not affected by his Wisdom score; the numbers on Table: Shinigami Spells Known are fixed.) These new spells can be common spells chosen from the shinigami spell list, or they can be unusual spells that the shinigami has gained some understanding of by study. The shinigami can’t use this method of spell acquisition to learn spells at a faster rate, however.<br />
<br />
Upon reaching 6th level, and at every even-numbered shinigami level after that (6th, 8th, and so on), a shinigami can choose to learn a new spell in place of one he already knows. In effect, the shinigami "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shinigami spell the shinigami can cast. A shinigami may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
Unlike a wizard or a cleric, a shinigami need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. <br />
<br />
Shinigami choose their spells from the following list:<br />
<br />
0&mdash;[[SRD:Cure Minor Wounds|Cure Minor Wounds]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Guidance|Guidance]], [[SRD:Read Magic|Read Magic]], [[SRD:Resistance|Resistance]], [[SRD:Daze|Daze]], [[SRD:Dancing Lights|Dancing Lights]], [[SRD:Flare|Flare]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Touch of Fatigue|Touch of Fatigue]], [[SRD:Message|Message]], [[SRD:Detect Evil|Detect Evil]], [[Detect Power Level (DnD Spell)|Detect Power Level]]<br />
<br />
1st&mdash;[[Cure Light Wounds]], [[SRD:Cause Fear|Cause Fear]], [[SRD:Deathwatch|Deathwatch]], [[SRD:Protection from Evil|Protection from Evil]], [[SRD:Shield of Faith|Shield of Faith]], [[SRD:Align Weapon|Align Weapon]], [[SRD:Gentle Repose|Gentle Repose]], [[SRD:Hold Person|Hold Person]], [[SRD:Status|Status]], [[SRD:Undetectable Alignment|Undetectable Alignment]], [[SRD:Longstrider|Longstrider]], [[SRD:Magic Aura|Magic Aura]], [[SRD:Jump|Jump]], [[SRD:Feather Fall|Feather Fall]], [[SRD:Sanctuary|Sanctuary]], [[SRD:Hide From Undead|Hide From Undead]], [[SRD:Magic Missile|Magic Missile]], Slide (Spell Compendium)<br />
<br />
2nd&mdash;[[Cure Moderate Wounds]], [[SRD:Searing Light|Searing Light]], [[SRD:Magic Vestment|Magic Vestment]], [[SRD:Remove Curse|Remove Curse]], [[SRD:Speak with Dead|Speak with Dead]], [[SRD:Gust of Wind|Gust of Wind]], [[SRD:Whispering Wind|Whispering Wind]], [[SRD:Lightning Bolt|Lightning Bolt]], [[SRD:Fireball|Fireball]], [[SRD:Halt Undead|Halt Undead]], [[SRD:Status|Status]], [[SRD:Shield Other|Shield Other]], [[SRD:Consecrate|Consecrate]], [[SRD:Augury|Augury]], Greater Slide (Spell Compendium)<br />
<br />
3rd&mdash;[[SRD:Cure Serious Wounds|Cure Serious Wounds]], [[SRD:Air Walk|Air Walk]], [[SRD:Dimensional Anchor|Dimensional Anchor]], [[SRD:Death Ward|Death Ward]], [[SRD:Mirror Image|Mirror Image]], [[SRD:Haste|Haste]], [[SRD:Nondetection|Nondetection]], [[SRD:Dimension Door|Dimension Door]], [[SRD:Misdirection|Misdirection]], [[SRD:Blink|Blink]], [[SRD:Dispel Magic|Dispel Magic]], [[SRD:Magic Circle Against Evil|Magic Circle Against Evil]], [[SRD:Locate Object|Locate Object]], [[SRD:Invisibility Purge|Invisibility Purge]]<br />
<br />
4th&mdash;[[SRD:Cure Critical Wounds|Cure Critical Wounds]], [[SRD:Dismissal|Dismissal]], [[SRD:Restoration|Restoration]], [[SRD:Break Enchantment|Break Enchantment]], [[SRD:Plane Shift|Plane Shift]], [[SRD:Holy Sword|Holy Sword]], [[SRD:Freedom of Movement|Freedom of Movement]], [[SRD:Resilient Sphere|Resilient Sphere]], [[SRD:Lesser Globe of Invulnerability|Lesser Globe of Invulnerability]], [[SRD:Locate Creature|Locate Creature]], [[SRD:Spell Immunity]], [[SRD:Sending|Sending]], [[SRD:Divination|Divination]], [[SRD:Dimensional Anchor|Dimensional Anchor]]<br />
<br />
5th&mdash;[[SRD:Mass Cure Light Wounds|Mass Cure Light Wounds]], [[SRD:Wall of Force|Wall of Force]], [[SRD:Atonement|Atonement]], [[SRD:Commune|Commune]], [[SRD:Dispel Evil|Dispel Evil]], [[SRD:Disrupting Weapon|Disrupting Weapon]], [[SRD:Hallow|Hallow]], [[SRD:Raise Dead|Raise Dead]], [[SRD:Scrying|Scrying]], [[SRD:Spell Resistance|Spell Resistance]], [[SRD:True Seeing|True Seeing]], [[SRD:Mark of Justice|Mark of Justice]], [[SRD:Flame Strike|Flame Strike]]<br />
<br />
6th&mdash;[[SRD:Heal|Heal]], [[SRD:Antilife Shell|Antilife Shell]], [[SRD:Animate objects|Animate objects]], [[SRD:Banishment|Banishment]], [[SRD:Greater Dispel Magic|Greater Dispel Magic]], [[SRD:Find The Path|Find The Path]], [[SRD:Ethereal Jaunt|Ethereal Jaunt]], [[SRD:Regenerate|Regenerate]], [[SRD:Greater Scrying|Greater Scrying]], [[SRD:Greater Restoration|Greater Restoration]], [[SRD:Resurrection|Resurrection]], [[SRD:Chain Lightning|Chain Lightning]], [[SRD:Destruction|Destruction]]<br />
<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Kido Shinigami Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="7" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4 || — || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5 || 2 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6 || 3 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6 || 3 || 2 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6 || 4 || 3 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6 || 4 || 3 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6 || 4 || 4 || 2 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 4 || 4 || 3 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6 || 4 || 4 || 3 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6 || 4 || 4 || 4 || 2 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6 || 4 || 4 || 4 || 3 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6 || 4 || 4 || 4 || 3 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6 || 4 || 4 || 4 || 4 || 2 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6 || 4 || 4 || 4 || 4 || 3 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6 || 4 || 4 || 4 || 4 || 3 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6 || 5 || 4 || 4 || 4 || 4 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 5 || 5 || 4 || 4 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 5 || 5 || 5 || 4 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 5 || 5 || 5 || 5 || 4 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6 || 5 || 5 || 5 || 5 || 5 || 4 <br />
|}<br />
<br />
'''{{#anc:Aura}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Kido Shinigami of a chaotic, good, or lawful alignment has a particularly powerful aura corresponding to the shinigami’s alignment (see the detect evil spell for details).<br />
<br />
'''{{#anc:Kido Focus}}:''' A Kido Shinigami of the discipline of magic arts has taught them the ability to speak their full incantations quickly. The application of metamagic to their spells does not increase the casting time, unlike most spontaneous casting classes. However, they must be able to speak the incantations, and all spells have a vocal component, and they never may make use of the [[Silent Spell]] feat.<br />
<br />
'''{{#anc:Spiritual Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When facing incorporeal opponents, the shinigami may willingly leave their body and enter the ethereal or shadow planes to combat them, thus becoming ethereal themselves. While this levels the playing field against ghostly opponents it comes with a major disadvantage: your physical body remains in the material plane [[helpless]]. Therefore it is a good idea to hide your body to have friends who can watch over it. You may exist away from your body for 50 ft. every shinigami level. You may stay out of body as long as you like, but your body continues to age, get hungry, and require maintenance while you are out.<br />
<br />
A shinigami is vaguely aware of the condition of their body, as if by a [[SRD:Status|Status]] spell. When their body is in danger, a shinigami typically rushes back to join with their corporeal form. Leaving or returning the body is a move action which does not provoke attacks of opportunity and regardless of distance. If the body dies before the shinigami can return to it, the shinigami also dies.<br />
<br />
'''{{#anc:Zanpaktou}}:''' At 1st level a Shinigami receives a masterwork weapon to bond with, typically a katana. This weapon will become the physical base for all Shinigami powers beyond spellcasting. Each Zanpaktou has a special name, and as the Shinigami levels, he will eventually become aware of it and bring it to a sort of sentience.<br />
<br />
In addition, if a zanpaktou is ever broken, the weapon loses its power and zanpaktou related powers cannot be used, and you may not level in the class. In addition you must make a Fortitude save DC 15 or lose 200 XP per class level (a successful save halves this amount). You must repair the weapon yourself, effectively crafting a masterwork weapon from your weapon's remains. You may receive help and use magic and items to help you achieve this. After 24 hours to attune yourself to the newly forged zanpaktou your powers come back in full.<br />
<br />
'''{{#anc:Planar Senses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Able to sense the world beyond, the shinigami may now use Spot, Listen, and other sensory skills on ethereal and incorporeal creatures, as if they were on his plane, with a +10 DC modifier. Spotting an incorporeal creature does not mean you actually see them, but rather have pinpointed what square they are in. You still incur normal miss chance.<br />
<br />
'''{{#anc:Hardy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A shinigami gains a +1 competence bonus on Fortitude saves at 2nd level. This bonus increases to +2 at 11th level and +3 at 20th level.<br />
<br />
'''{{#anc:Ghost Armor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Being able to spend time in the ethereal plane has given the shinigami better defenses in those realms. At 3rd level, while ethereal the Kido Shinigami gains their [[Cha]] as a deflection bonus to AC. Even when material, they maintain their [[Cha]] bonus against incorporeal touch attacks only.<br />
<br />
'''{{#anc:Weapon Enchantment Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level the zanpaktou of he shinigami becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the shinigami need not spend experience points or gold pieces to accomplish this task. However, an shinigami’s magic bonus only function for him. For every four levels the character advances past 4th level, the zanpaktou gains +1 greater potency (+1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).<br />
<br />
The weapon may be enchanted as normal, though the shinigami must first spend the 2000 gold needed for a +1 weapon before applying any additional enchantments, regardless of the class-granted enchantment bonus.<br />
<br />
'''{{#anc:Ghost Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, when using the zanpaktou, the miss chance granted by incorporeal creatures is negated, much like [[Ghost Touch]]. Unlike [[Ghost Touch]], you cannot be ethereal and attack the physical realm with your weapon, it can only strike at ethereal creatures.<br />
<br />
'''{{#anc:Shikai}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, after a ritual which takes 24 hours of meditation, the name of the zanpaktou becomes known to the shinigami, and he can unlock its true form. With a move action the weapon transforms, sometimes into an entirely different weapon. It retains any still valid enchantments placed upon the original, as well as any feats such as Weapon Focus still operating, even if the weapon type changed. A zanpaktou can stay in Shikai form for 1 minute per class level and can be activated as many times per day as 1 + [[Wis]] modifier (minimum 1).<br />
<br />
In shikai form the weapon deals damage as if one size category higher. Also, many special abilities require the shikai form to be displayed.<br />
<br />
There is a [[Eternal Shikai (DnD Feat)|feat]] which allows your shikai to be out permanently.<br />
<br />
'''{{#anc:Soul Burial}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A shinigami's job is to pacify and defeat ghosts. At 5th level, within 1 minute of defeating a ghost you may perform a full round action on the spirit's energies to purge it of its evil essence and guide it to the afterlife. The DC check for a ghost attempting Rejuvenation becomes equal to (10 + 1/2 the shinigami's class level + [[Cha]] modifier). Performing this act in a Consecrated or Hallow area adds +4 to the DC. A shinigami may also attempt this on objects which contain souls, such as a Trap the Soul crystal (using the Will save of the caster of the Trap the Soul spell) or a phylactery, if the lich has been defeated but has yet to respawn (using the lich's Will save).<br />
<br />
'''{{#anc:Weapon Ability}}:''' At 6th level and every four levels after, a Kido Shinigami develops a new ability as he unlocks his weapon's true power. When first chosing a special power you specify which type of zanpaktou you have. This choice will alter which special abilities are available and the nature of his bankai later on. The types of zanpaktou are Weapon, Kido, Summon, Healing, Elemental, Environmental, and Booster types. These powers are only in effect while in shikai or bankai.<br />
<br />
''{{#anc:Booster}} ([[Su]]):'' At 6th level, the Kido Shinigami recieves a +2 enchantment bonus to one ability score chosen when taking this ability. At 10th level, the Kido Shinigami may apply a second +2, stacking either with the same ability score or a new one. At 14th level, the Kido Shinigami may apply another +2 to one of his scores. At 18th level, he may apply one last +2 bonus to one of his ability scores.<br />
<br />
''{{#anc:Defensive}} ([[Su]]):'' At 6th level, you gain a +2 sacred bonus to AC. At 10th level, you gain a +2 sacred bonus to saves. At 14th level, you gain another +2 sacred bonus to AC. At 18th level, gain another +2 sacred bonus to saves.<br />
<br />
''{{#anc:Elemental}} ([[Su]]):'' At 6th level, choose an element (fire, cold, elec, or acid). Your weapon now deals 1d6 extra damage of that element. At 10th level, the bonus rises to 2d6. At 14th level, the bonus rises to 3d6. At 18th level, the bonus rises to 4d6. The damage stacks with the various elemental enchantments for weapons.<br />
<br />
''{{#anc:Environmental}} ([[Su]]):'' At 6th level, the shinigami is under the effect of a [[SRD:Pass Without Trace|pass without trace]] spell. At 10th level, the weapon alters the environment via illusion or some manner, granting 20% concealment. At 14th level, the shinigami is under the effects of a [[SRD:Nondetection|nondetection]] spell. At 18th level, environmental alteration increases the concealment to 50%. True Seeing bypasses the concealment, but methods that rely on munane means such as blindsight do not pierce the concealment. The concealment does not stack with that of [[SRD:Blur|Blur]], [[SRD:Displacement|Displacement]], or similar spells.<br />
<br />
''{{#anc:Healing}} ([[Su]]):'' At 6th level, all your Cure spells heal 150% damage as if [[Empowered]]. At 10th level, you gain fast healing 1. At 14th level, your Cure spells heal 200% instead of 150% damage. At 18th level, you gain fast healing 3.<br />
<br />
''{{#anc:Kido}} ([[Su]]):'' At 6th level, your caster level rises by 1. At 10th level, your spell DCs rise by 1. At 14th level, your caster level rises by 1 again. At 18th level, your spell DCs rise by 1 again. All of these benefits stack with similar feats, such as [[Spell Focus]]. The bonuses apply to all shinigami spells.<br />
<br />
''{{#anc:Summon}} ([[Sp]]):'' At 6th level, your blade gains spell-like abilities it can use on command. You may select any spell off the cleric or sorcerer/wizard lists up to 2nd level, able to be cast 2/day in shikai form. At 10th level, you select a spell-like ability up to 4th level able to be cast 2/day. At 14th level, you select a spell-like ability up to 6th level, able to be cast 1/day. At 18th level, you select a spell-like ability up to 8th level, able to be cast 1/day. If any spell involves any costly material components you may 5 times the gold amount in XP.<br />
<br />
''{{#anc:Weapon}} ([[Su]]):'' At 6th level, you gain +1 to your attack roll. At 10th level, you gain +1 to your weapon damage. At 14th level, you gain +1 to your attack roll again. At 18th level, you gain +2 to your weapon damage again. All of these benefit stack with the [[Weapon Focus]]/[[Weapon Specialization]] chain of feats.<br />
<br />
'''{{#anc:Material Essence}}:''' At 7th level, and later at 14th, the shinigami can make a DC 20 Craft check to permanently alter their weapon's material properties as if he forged it from that base material originally. The process requires enough material to forge such an item, and 1 day of work. They pay the costs of the material property (such as adamantine) as usual to bond it to their zanpaktou.<br />
<br />
At 14th level you may add a second property. For example an adamantine/mithral weapon would be 50% lighter, hardness 20 and other adamantine bonuses, and count as adamantine and mithral for bypassing DR.<br />
<br />
'''{{#anc:Spiritual Pressure}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, a Kido Shinigami may release his spiritual pressure forcefully in a 30 ft radius as a standard action. Those within the radius are treated as if they had cast the appropriate Detect Alignment or Detect Power Level spell, including the stunning effect if the aura is overwhelming. This is typically used for intimidation and is impractical in combat with high level foes.<br />
<br />
'''{{#anc:Flash Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level and every two levels beyond except 15th (9, 11, 13, 17, and 19) a Kido Shinigami may perform a Flash Step, teleporting across the battlefield in a supernatural burst of speed. The effect is identical to [[SRD:Dimension Door|Dimension Door]] except that the Kido Shinigami requires line of effect, as they are not actually teleporting, and that it is a move action to perform. At level 15, the shinigami's speed has become so great that he may perform his flash step as a swift action.<br />
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'''{{#anc:Bankai}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The final transformation of the zanpaktou is a strenuous process. After a week long ritual of meditation and fasting, you must face the manifestation of your weapon's spirit in mental combat, making a DC 24 Will save. Failure means you take 5d6 points of nonlethal damage and you are exhausted. Success means you have unlocked Bankai.<br />
<br />
You may unleash your Bankai as a full-round action. It lasts for 1 round/class level and can only be performed 1/day, at 20th level it can be performed 2/day. Bankai's vary greatly, depending on the type of weapon you selected with your special abilities. (See below for details on Zanpaktou and Bankai).<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a shinigami no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the shinigami still dies of old age when his time is up.<br />
<br />
'''{{#anc:Bankai Power}}:''' At 20th level you have gotten a hold of your bankai powers and develop a devestating special attack. You may choose from the list below, each power can only be performed in Bankai, and each only 1/day.<br />
<br />
''{{#anc:Blade Beam}} ([[Su]]):'' You release either a 120 ft. line or a 60 ft. cone of energy from your weapon, dealing 1d6+1 damage per shinigami level you possess. The Reflex save for half is 10 + 1/2 shinigami level + [[Cha]].<br />
<br />
''{{#anc:Blitz Attack}} ([[Su]]):'' You unleash a flurry of blows, and may take two full round actions worth of attacks in a single full round action. Activating his power is a swift action.<br />
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''{{#anc:Curse Zone}} ([[Su]]):'' All enemies within 60 ft. of you suffer from your baleful aura, resulting in -4 to all attacks, skill checks, and saving throws, It invokes a Will save for partial, DC 10 + 1/2 shinigami level + [[Cha]]. A successful save results in only a -2 penalty. It lasts for the remaining duration of your bankai.<br />
<br />
''{{#anc:Deathless}} ([[Su]]):'' Your will refuses to allow you to die. You may ignore the penalties of being at 0 hp or below, fighting on far into the negatives for 3 rounds, after which you must make Fortitude saves vs death with the DC equal to 10 + damage in the negatives. Abilities which destroy your body (such as [[SRD:Disintergrate|Disintergrate]]) or kill you without hp damage (such as bringing your [[Con]] to 0 or [[SRD:Finger of Death|Finger of Death]] kill you as normal. You may activate this power as an immediate action.<br />
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''{{#anc:Power Blow}} ([[Su]]):'' All your effort goes into a single devestating attack, dealing your normal damage plus 5 extra damage per shinigami level. If you miss your melee attack, the attempt is lost.<br />
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''{{#anc:Power Surge}} ([[Su]]):'' With a surge of energy you power up, gaining +8 to a single ability score of your choice. It lasts for 1d4+1 rounds, after which you are fatigued. You may activate this power as a swift action.<br />
<br />
''{{#anc:Toxic}} ([[Su]]):'' Choose an ability score for your poison to affect. As part of a melee attack you may activate this, dealing 2d6 points of ability damage to the ability score you chose on a successful attack. If you miss, the ability is not lost for the day.<br />
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'''{{#anc:Death God Apotheosis}}:''' At 20th level, a shinigami becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the shinigami’s creature type was) for the purpose of spells and magical effects. Additionally, the shinigami gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the shinigami can still be brought back from the dead as if she were a member of her previous creature type.<br />
<br />
====The Zanpaktou and Bankai====<br />
<br />
''{{#anc:Bankai Powers}} :'' As a Zanpaktou levels its bankai grows stronger and stronger. At 15th and every three levels after, it obtains additional powers taken from the list below. In many respects, it's identical to an intelligent weapon, including gaining an Ego score. Instead of the usual intelligent weapon benefits, you gain the Bankai Form which is associated with the Weapon Ability you originally took. The zanpaktou possesses empathy, 60ft darkvision and hearing, and two ability scores at 16, one at 10.<br />
<br />
====Bankai Form====<br />
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''{{#anc:Booster}} ([[Su]]):'' While in Bankai, you may raise one of your enchantment bonuses by +4. Every 10 levels after 15th (25th, 35th, etc.) you may apply an additional +4 bonus.<br />
<br />
''{{#anc:Defensive}} ([[Su]]):'' While in Bankai, you may reduce all damage taken by 50%.<br />
<br />
''{{#anc:Elemental}} ([[Su]]):'' Your bankai transforms you into an elemental themed creature appropriate for the type you chose (fire for fire, water for cold, elec for wind, and acid for earth). You gain the Elemental type and all resulting immunities and weaknesses, the movement speeds of an elemental of your HD, and the Weapon Ability associated with each elemental, such as Burn for fire elementals or Whirlwind for wind elementals. The DC for those abilities are 10 + 1/2 HD + [[Cha]]. In addition just standing around you causes damage, dealing 1d6 elemental damage to any enemy within 10 ft.<br />
<br />
''{{#anc:Environmental}} ([[Su]]):'' A field of energy surrounds you, changing the environment. Everybody within 60 ft of you falls under a deep magical suppression of light, sound, and smell, granting you total concealment farther than 5 ft. and negating most blindsense, blindsight, and scent, no save. As long as you hold your weapon, you may ignore the supression effects. This is a [[mind affecting]] effect.<br />
<br />
''{{#anc:Healing}} ([[Su]]):'' For the duration of bankai you gain a pool of healing equal to 10 hp per class level, which you may apply at a touch identical to the paladin's [[Lay On Hands]] ability. You may refill your pool of healing by causing damage with the weapon, which restores the pool on a 1 to 1 ratio. Alternatively if you cast healing spells while bankai is active you fill your pool with harmful energy, which may be applied with a touch (Will half, DC 16 + [[Cha]]). When you first enter bankai you may decide if your pool starts out full of positive or negative energy.<br />
<br />
''{{#anc:Kido}} ([[Su]]):'' For the duration of bankai, all spells cast may be [[Quickened]] with no adjustment in metamagic cost.<br />
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''{{#anc:Summon}} ([[Sp]]):'' Your weapon transforms into a monster to fight for you. During this time your zanpaktou vanishes, so it is advised you carry a backup weapon. Choose a creature whose HD equal to your character level -2. You gain this creature as a sort of cohort that you summon. The creature possesses all the shikai-granted spell-like abilities of your zanpaktou, and has either the zanpaktou's mental ability scores, or that of the base creature, whichever is higher. As you gain levels you may advance your summon appropriately. The summon is a manifestation of the spirit of your sword. If slain, it goes quiet for 24 hours, re-appearing as its zanpaktou non-shikai form, and cannot be put in shikai or summoned again for 24 hours.<br />
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''{{#anc:Weapon}} ([[Su]]):'' Your effective weapon size increases beyond the increase granted by shikai. At level 15, your effective weapon size is now 3 times its actual size, which for a medium shinigami is a gargantuan weapon damage. For every 10 levels past 15th (25th, 25th, etc) the effective size increases another step.<br />
<br />
====Ex-Shinigami====<br />
<br />
A shinigami who becomes evil or purposefully allows evil spirits to roam about freely will lose their shinigami powers. They may no longer take levels in Shinigami nor use their zanpaktou and all abilities related to it. They only keep their HD, saves, BAB, and spellcasting abilities. He regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.<br />
<br />
Like a member of any other class, a shinigami may be a multiclass character, but multiclass shinigamis face a special restriction. A shinigami who gains a level in any class other than shinigami may never again raise her shinigami level, though she retains all her shinigami abilities.<br />
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====Epic Shinigami====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinigami}}</div><br />
Hit Die: d6<br />
|- {{#vardefine:odd|0}}<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | +6 Weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | +7 Weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Weapon Enchantment Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The zanpaktou continues to accumulate enhancement bonuses. For every four levels past 20th the zanpaktou gains +1 greater potency.<br />
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'''{{#anc: Bonus Feats }}:''' The epic shinigami gains a bonus feat (selected from the list of epic shinigami bonus feats) every 3 levels after 20th.<br />
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''Epic Shinigami Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction|Damage Reduction]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Dire Charge|Dire Charge]], [[SRD:Energy Resistance|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Will|Epic Will]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spellcasting Harrier|Spellcasting Harrier]], and [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
====Human Shinigami Starting Package====<br />
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'''Weapons:''' Masterwork Katana (Bastard Sword).<br />
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'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="d20"<br />
|- {{#vardefine:odd|0}}<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || [[Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || [[Dex]] || -2<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
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'''Bonus Feats:''' Weapon Focus Bastard Sword.<br />
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'''Gear:''' Chain Shirt, Backpack.<br />
<br />
'''Gold:''' 23g.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinigami====<br />
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'''Religion:''' Shinigami typicly worship neutral deities of death.<br />
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'''Other Classes:''' Shinigami typicly get along with paladins and samurai, feeling a sence of justice in their didication to law. Knights are less inclined to ally with shinigami, feeling their lack of armor a weakness. Ninja's, Rogues and evil Clerics are often under close suspicion when traveling with a shinigami.<br />
<br />
'''Combat:''' Kido Shinigami are similar to bards in that they are pre-formed gishes. While not as melee capable as their battle counterparts, they enjoy superior spellcasting and can still wade into combat when that is said and done, complete with bankai. Shinigamis are highly focused on their weapons and benefit the most from weapon based feats, for a shinigami will never willingly change weapons.<br />
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'''Advancement:''' Shinigamis who multiclass lose out on the bankai and other advance abilities. However, as a caster they may wish to explore caster and bard friendly classes. With some adaption they may even wish to try a clerical form of Sublime Cord.<br />
<br />
====Shinigamis in the World====<br />
<br />
{{quote|This sword is one with me. That is why you cannot beat me|orig=Zukoe, Human Shinigamis/Fighter}}<br />
<br />
Shinigamis are a secrative lot, working across the planes and keeping the material plane free from harm. Most normal people have never heard, or seen a shinigami. But without them extraplanar horrors would surely reach out and consume them all.<br />
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'''Daily Life:''' The shinigami can never rest, always on the look out for demons who threaten the world from beyond this dimension. Like a vigilant police officer, they are never really off duty, and must always be on call.<br />
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'''Notables:''' Ichigo is a strange shinigami, who is completely freelance. He is said to have a sinister side which seems unbefitting of the otherwise good-minded hero.<br />
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'''Organizations:''' On the neutral and good outer planes, and specifically within the Outlands and the city of Sigil, the shinigami are organized travelers who look out for dangerous demonic invasion attempts and terrible hauntings of souls who refuse to pass on. Here the counsel of Seireitei is ruled over by 13 captains in control of 13 squads, each specialized by their bankais and fighting styles.<br />
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'''NPC Reactions:''' A common NPC would have no idea to the purpose of a shinigami. To them, they are just another man with a sword, some sort of fighter perhaps. Often shinigami go out of their way to look inconspicuous as well, and it may result in absolutely no reaction at all. Those NPCs who see a shinigami leave his body however may think the poor soul has dropped dead.<br />
<br />
====Shinigami Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes) or Knowledge (Religion) can research Shinigami to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 10:''' A shinigami hunts ghosts and other incorporeal and extraplanar beings with their powerful weapon.<br />
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'''DC 15:''' A shinigami may leave their body at will and drift as a ghost. They possess both spell and sword to handle their meneces.<br />
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'''DC 20:''' A shinigami's magical weapon is an expression of their soul, and through it they can achieve "bankai" and unlock massive power for a short time.<br />
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'''DC 30:''' Those who reach this level of success can find information on a specific shinigami, their powers and abilities, legends surrounding them, and their common whereabouts.<br />
<br />
====Shinigamis in the Game====<br />
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Shinigamis are protectors, and thus are not evil. Those which fall until evil lose their powers or worse, become as demons themselves. They are best in campaigns against incoporeal enemies, but do just fine in the material plane.<br />
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'''Adaptation:''' By dropping down to poor BAB, d4 HD, and increasing the spells learned and spells per day by 1 each, you can make a far more caster focused shinigami.<br />
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'''Sample Encounter:''' The party encounters a comatose man in a field. Attempts to revive him fail, but shortly after the discovery, a gate opens in the nearby town from the shadow plane and monsters roll out. The gate remains open, where the wounded shinigami is found inside beset by more monsters. Assist him and close the gate.<br />
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----<br />
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[[Category:User:Eiji]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Talk:Kido_Shinigami_(3.5e_Class)&diff=584701Talk:Kido Shinigami (3.5e Class)2012-08-15T09:36:31Z<p>108.162.231.180: </p>
<hr />
<div>== Rating == <br />
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<s>'''Power - 5/5''' I give this class a 5 out of 5 because it was what I was looking for --[[User:65.189.3.13|65.189.3.13]] 18:46, 24 July 2009 (MDT)<br />
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'''5/5''' I give this class a 5 out of 5 because it was what I was looking for --[[User:65.189.3.13|65.189.3.13]] 18:46, 24 July 2009 (MDT)<br />
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'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it was what I was looking for --[[User:65.189.3.13|65.189.3.13]] 18:46, 24 July 2009 (MDT)<br />
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'''Flavor - <<<Insert Your Rating Here>>>/5''' I give this class a <<<Insert Your Rating Here>>> out of 5 because <<<insert why you gave the rating and how to improve it>>> --[[User:65.189.3.13|65.189.3.13]] 18:46, 24 July 2009 (MDT)</s><br />
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:No. "What you were looking for" hardly qualifies as reasonable justification for the rating of a class. -- [[User:Jota|Jota]] 20:45, 24 July 2009 (MDT)<br />
<br />
<nowiki><!-- !!!REMOVE THIS FIRST LINE OF THIS PAGE BEFORE YOU SAVE!!! (i.e. the "nowiki" tag) --><br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because their is '''indefinite limition''' on the alignment(I don't see reasons why Kido Shinigamies can't be evil). I suggest that you change the name of this class from Kido Shinigami to Kido Soul Reaper</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Pirate_(3.5e_Class)&diff=584699Pirate (3.5e Class)2012-08-15T09:09:41Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing epic information, a starting package, and campaign information (and an example NPC).}}<br />
{{DnD Base Class Infobox<br />
|img=Pirate by rezi - scaled.jpg<br />
|imgloc=bottom<br />
|imgsize=270px<br />
|imgcaption=A rare female pirate.<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Combat-Focused<br />
|desc=Pirates rob and plunder on the high seas, taking what they can and what they feel they deserve.<br />
}}<br />
<br />
= Pirate =<br />
<br />
So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates.<br />
<br />
'''Adventures:''' Pirates usually adventure for multiple reasons, but most reasons are related to either treasure or loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff.<br />
<br />
'''Characteristics:''' Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, ability to swim, at least some usefulness on a ship, greed, and little to no objection to stealing.<br />
<br />
'''Alignment:''' Most Pirates have little to no respect for the law, and tend to be selfish and greedy. Pirates who work in the service of a government or nation, however, are known as privateers, and can be lawful. <br />
<br />
'''Religion:''' Pirates are a diverse lot, containing many different followers of many different gods, plus a good amount of the impious. Many Pirates give tribute to weather gods for calm seas and strong winds, gods of war for strength and courage in battle, and gods of trickery and deceit for the usual reasons. <br />
<br />
'''Background:''' People usually become Pirates for many reasons, seeking a life of fortune, to travel the world, to escape the drudgery of an average sailor's life, etc.<br />
<br />
'''Races:''' Pirates hail from all races and cultures, so any race that can survive the open sea and combat can be a Pirate.<br />
<br />
'''Other Classes:''' Pirates get along best with rogues, beguilers, bards, [[Red Mage (DnD Class)|red mages]], spellthieves, and swashbucklers. Fighters, rangers, wizards, sorcerers, duskblades, [[Mystic Warrior (3.5e Class)|mystic warriors]], and barbarians tend to keep a tighter hold on their valuables when around Pirates. Paladins, knights, samurai, and other lawful classes may distrust pirates due to their methods, but will get along with them if they prove themselves.<br />
<br />
'''Role:''' Pirates best role is that of a skill monkey and combatant. Due to lack of access to heavier armor and good staying power, the Pirate favors opportunistic attacks, and fights that are biased in the Pirate's favor.<br />
<br />
== Game Rule Information ==<br />
<br />
'''Abilities:''' Pirates benefit from high [[SRD:Strength|Strength]] & [[SRD:Dexterity|Dexterity]] scores, which help out in combat, plus they are good for various class skills. A high Dexterity also gives a bonus to armor class since the Pirate is only proficient w/light armor & shields. A high [[SRD:Intelligence|Intelligence]] score helps rack up skill points and is good for various class skills. A high [[SRD:Charisma|Charisma]] score will help a Pirate out of certain situations. Like all warrior classes, a Pirate also benefits from a high [[SRD:Constitution|Constitution]] score.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Any nonlawful.<br />
<br />
'''Starting Age:''' Simple.<br />
<br />
'''Starting Gold:''' 4d4 &times; 10<br />
<br />
'''Starting Equipment:''' [[SRD:Leather Armor|leather armor]], 2d4+2 [[Pistol (DnD Equipment)|pistols]], [[Side-sword (DnD Equipment) |side-sword]] & [[SRD:Dagger|dagger]] or [[SRD:Rapier|rapier]] & [[Rondel (DnD Equipment) |rondel]] (duelist), [[Battle-Musket, Heavy (DnD Equipment)|heavy battle-musket]] & [[SRD:Scimitar|scimitar]] (sniper), or [[SRD:Longsword|longsword]] & straightblade (two-weapon fighter).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Pirate=====<br />
Hit Die: d68<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
|-<br />
| 1st || class="left" | +1 || +0 || +2 || +0 || style="text-align: left;" | <br />
|- class="even"<br />
| 2nd || class="left" | +2 || +0 || +3 || +0 || style="text-align: left;" | Combat Style2<br />
|-<br />
| 3rd || class="left" | +3 || +1 || +3 || +1 || style="text-align: left;" | Uncanny Dodge<br />
|- class="even"<br />
| 4th || class="left" | +4 || +1 || +4 || +1 || style="text-align: left;" | Evasion<br />
|-<br />
| 5th || class="left" | +5 || +1 || +4 || +1 || style="text-align: left;" | Treasure Scent 1/day<br />
|- class="even"<br />
| 6th || class="left" | +6/+1 || +2 || +5 || +2 || style="text-align: left;" | Improved Combat Style<br />
|-<br />
| 7th || class="left" | +7/+2 || +2 || +5 || +2 || style="text-align: left;" | &nbsp;<br />
|- class="even"<br />
| 8th || class="left" | +8/+3 || +3 || +6 || +2 || style="text-align: left;" | Treasure Scent 2/day<br />
|-<br />
| 9th || class="left" | +9/+4 || +3 || +6 || +3 || style="text-align: left;" |<br />
|- class="even"<br />
| 10th || class="left" | +10/+5 || +3 || +7 || +3 || style="text-align: left;" | Rig Monkey<br />
|-<br />
| 11th || class="left" | +11/+6/+1 || +4 || +7 || +3 || style="text-align: left;" | Combat Style Mastery, Treasure Scent 3/day<br />
|- class="even"<br />
| 12th || class="left" | +12/+7/+2 || +4 || +8 || +4 || style="text-align: left;" | Acrobatic Charge<br />
|-<br />
| 13th || class="left" | +13/+8/+3 || +4 || +8 || +4 || style="text-align: left;" | <br />
|- class="even"<br />
| 14th || class="left" | +14/+9/+4 || +4 || +9 || +4 || style="text-align: left;" | Treasure Scent 4/day<br />
|-<br />
| 15th || class="left" | +15/+10/+5 || +5 || +9 || +5 || style="text-align: left;" | Improved Evasion<br />
|- class="even"<br />
| 16th || class="left" | +16/+11/+6/+1 || +5 || +10 || +5 || style="text-align: left;" | Defensive Combat Style<br />
|-<br />
| 17th || class="left" | +17/+12/+7/+2 || +5 || +10 || +5 || style="text-align: left;" | Treasure Scent 5/day<br />
|- class="even"<br />
| 18th || class="left" | +18/+13/+8/+3 || +6 || +11 || +6 || style="text-align: left;" | &nbsp;<br />
|-<br />
| 19th || class="left" | +19/+14/+9/+4 || +6 || +11 || +6 || style="text-align: left;" | &nbsp;<br />
|- class="even"<br />
| 20th || class="left" | +20/+15/+10/+5 || +6 || +12 || +6 || style="text-align: left;" | Treasure Scent 6/day<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Class Skills ((7 + Int modifier) x4 at 1st level.)'''<br/>[[SRD:Appraise Skill|Appraise]] (Int), [[SRD:Balance Skill|Balance]] (Dex), [[SRD:Bluff Skill|Bluff]] (Cha), [[SRD:Climb Skill|Climb]] (Str), [[SRD:Craft Skill|Craft]] (Int), [[SRD:Decipher Script Skill|Decipher Script]] (Int), [[SRD:Disable Device Skill|Disable Device]] (Int), [[SRD:Disguise Skill|Disguise]] (Cha), [[SRD:Escape Artist Skill|Escape Artist]] (Dex), [[SRD:Hide Skill|Hide]] (Dex), [[SRD:Intimidate Skill|Intimidate]] (Cha), [[SRD:Jump Skill|Jump]] (Str), [[SRD:Knowledge Skill|Knowledge]] (local) (Int), [[SRD:Knowledge Skill|Knowledge]] (geography) (Int), [[SRD:Listen Skill|Listen]] (Wis), [[SRD:Move Silently Skill|Move Silently]] (Dex), [[SRD:Open Lock Skill|Open Lock]] (Dex), [[SRD:Profession Skill|Profession]] (Wis), [[SRD:Search Skill|Search]] (Int), [[SRD:Sense Motive Skill|Sense Motive]] (Wis), [[SRD:Sleight of Hand Skill|Sleight of Hand]] (Dex), [[SRD:Spot Skill|Spot]] (Wis), [[SRD:Survival Skill|Survival]] (Wis), [[SRD:Swim Skill|Swim]] (Str), [[SRD:Tumble Skill|Tumble]] (Dex), [[SRD:Use Magic Device Skill|Use Magic Device]], and [[SRD:Use Rope Skill|Use Rope]] (Dex)<br />
|}<br />
<br />
== Class Features ==<br />
<br />
''All of the following are class features of the Pirate:''<br />
<br />
'''Weapon and Armor Proficiency:''' Pirates are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial]] weapons. Pirates are also proficient with [[SRD:Armor Proficiency (Light)|light armor]] plus [[SRD:Shield Proficiency|shields]] (except tower).<br />
<br />
'''Combat Style (Ex):''' At 2nd level, the Pirate must choose one of the following combat styles (at the dm’s discretion, other combat styles can be made): Dueling, sniper, or two weapon combat.<br />
<br />
''Dueling'': If the Pirate selects Dueling, he gains [[SRD:Weapon Finesse|Weapon Finesse]] as a bonus feat, even if he does meet the prerequisites for it.<br />
<br />
''Sniping'': If the Pirate selects Sniping, he gains either Crossbow Sniper (Player's Handbook II page 77) or [[Firearm Sniper (DnD Feat)]] as a bonus feat, even if he does meet the prerequisites for it.<br />
<br />
''Two-Weapon Combat'': If the Pirate selects Two-Weapon Combat, he gains [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] as a bonus feat, even if he does meet the prerequisites for it.<br />
<br />
The benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.<br />
<br />
'''Uncanny Dodge (Ex):''' Starting at 3rd level, the Pirate can react to danger before her senses allow her to do so. he retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.<br />
<br />
If a Pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. <br />
<br />
'''Evasion (Ex):''' At 4th level and higher, a Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Pirate is wearing light armor or no armor. A helpless Pirate does not gain the benefit of evasion.<br />
<br />
'''Treasure Scent (Sp):''' Starting at 5th level, the Pirate can use ''Treasure Scent'' (''Spell Compendium'' page 223) as a spell-like ability once per day with a caster level equal to her Pirate level. She can use this ability an additional time per day every 3 levels beyond 5th level (at 8th, 11th, 14th, 17th, & 20th levels), to a maximum of 6 times per day at 20th level.<br />
<br />
'''Improved Combat Style (Ex):''' At 6th level, the Pirate’s aptitude in her combat style improves.<br />
<br />
''Dueling'': If the Pirate had selected Dueling at 2nd level, she gains [[Improved Weapon Finesse (DnD Feat)|Improved Weapon Finesse]] as a bonus feat with one weapon she has finessed, even if she does not meet the prerequisites for it.<br />
<br />
''Sniping'': If the Pirate had selected Sniping at 2nd level, she gains [[Improved Crossbow Sniper (DnD Feat)|Improved Crossbow Sniper]] (if she selected Crossbow Sniper at level 1) or [[Improved Firearm Sniper (DnD Feat)]] (if she selected [[Firearm Sniper (DnD Feat)]]) as a bonus feat, even if she does not meet the prerequisites for it.<br />
<br />
''Two-Weapon Combat'': If the Pirate had selected two-weapon combat at 2nd level, she gains [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.<br />
<br />
'''Rig Monkey (Ex):''' At 10th level, the Pirate is so used to be up in the rigs that he does not lose his Dex bonus to AC while climbing or balancing, and can climb unimpeded while holding something in one hand.<br />
<br />
'''Combat Style Mastery (Ex):''' At 11th level, the Pirate’s aptitude in her combat style improves yet again.<br />
<br />
''Dueling'': If the Pirate had selected Dueling at 2nd level, she gains [[SRD:Improved Critical|Improved Critical]] with one weapon she has [[SRD:Weapon Finesse|Weapon Finesse]] with as a bonus feat.<br />
<br />
''Sniping'': If the Pirate had selected Sniping at 2nd level, she gains [[SRD:Improved Precise Shot|Improved Precise Shot]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
''Two-weapon Combat'': If the Pirate had selected two-weapon combat at 2nd level, she gains [[SRD:Greater Two-Weapon Fighting|Greater Two-weapon Fighting]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor<br />
<br />
'''Acrobatic Charge (Ex):''' At 12th level, a Pirate gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.<br />
<br />
'''Improved Evasion (Ex):''' At 15th level, a Pirate’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Pirate does not gain the benefit of improved evasion.<br />
<br />
'''Defensive Combat Style (Ex):''' At 16th level, the Pirate will start to get more defensive in her combat style.<br />
<br />
''Dueling'': If the Pirate had selected Dueling at 2nd level, she gains [[SRD:Improved Disarm|Improved Disarm]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
''Sniping'': If the Pirate had selected Sniping at 2nd level, she gains Able Sniper as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
''Two-Weapon Combat'': If the Pirate had selected Two-Weapon Combat at 2nd level, she gains [[SRD:Two-Weapon Defense|Two-Weapon Defense]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Soul_Reaper,_Jay_Variant_(3.5e_Class)&diff=584636Soul Reaper, Jay Variant (3.5e Class)2012-08-14T06:04:03Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=sr01.jpg<br />
|imgloc=bottom<br />
|imgsize=275<br />
|imgcaption=A Soul Reaper.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete. v1.1<br />
|editing=Spelling only<br />
|type=Combat Focused.<br />
|desc=A hunter of evil ghosts and demons.<br />
}}<br />
<br />
==Soul Reaper, Jay Variant==<br />
<br />
Soul Reapers are the hunters of evil ghosts, demons, and dark outsiders. They are always clad in black and found holding powerful spirit weapons. These fearless men and women are dangerous opponents with the ability to teleport across the battlefield in a split second. They can also release powerful energies from their blade to increase their speed dramatically.<br />
<br />
===Making a Soul Reaper===<br />
<br />
'''Primary Abilities:''' [[Strength]] and [[Dexterity]].<br />
<br />
'''Races:''' Any.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Package:''' Yes<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Soul Reaper}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2<br />
| class="left" | [[#Aura|Aura]], [[#Detect Evil|Detect Evil]], [[#Spirit Weapon|Spirit Weapon]], [[#Spirit Armor|Spirit Armor]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3<br />
| class="left" | [[#Aura of Courage|Aura of Courage]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4<br />
| class="left" | [[#Die Hard|Die Hard]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4<br />
| class="left" | [[#Release|Release]] 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6 || +5 || +5 || +5<br />
| class="left" | [[#Quick Step|Quick Step]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7 || +5 || +5 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8 || +6 || +6 || +6<br />
| class="left" | [[#Healing Surge|Healing Surge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9 || +6 || +6 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10 || +7 || +7 || +7<br />
| class="left" | [[#Release|Release]] 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11 || +7 || +7 || +7<br />
| class="left" | [[#Improved Quick Step|Improved Quick Step]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12 || +8 || +8 || +8<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13 || +8 || +8 || +8<br />
| class="left" | [[#True Seeing|True Seeing]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14 || +9 || +9 || +9<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15 || +9 || +9 || +9<br />
| class="left" | [[#Release|Release]] 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16 || +10 || +10 || +10<br />
| class="left" | [[#Holy Weapon|Holy Weapon]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17 || +10 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18 || +11 || +11 || +11<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19 || +11 || +11 || +11<br />
| class="left" | [[#Greater Quick Step|Greater Quick Step]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20 || +12 || +12 || +12<br />
| class="left" | [[#Release|Release]] 4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Choose 10 skills plus Craft as class skills.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Soul Reaper.<br />
<br />
'''Weapon and Armor Proficiency:''' Proficient with his spirit weapon. Not proficient with armor or shields.<br />
<br />
'''{{#anc:Aura}}:''' Level 1. A soul reaper gains an Aura of Power equal to their class level similar, to a paladin.<br />
<br />
This aura grants a +1 deflection bonus to armor class at 1st, 2nd, 7th, and 13th level. However, this ability is only active when unarmored and unshielded. It is surprisingly still active when asleep or unconscious.<br />
<br />
'''{{#anc:Detect Evil}}:''' Level 1. A soul reaper can use the spell [[SRD:Detect Evil|Detect Evil]] at-will.<br />
<br />
'''{{#anc:Spirit Weapon}}:''' Level 1. Choose one exotic weapon as your spirit weapon. The soul reaper can summon this weapon to himself as a free action, (even if the weapon was previously destroyed). This weapon is treated as masterwork and gains the [[ghost touch]] property. <br />
<br />
This weapon can be enchanted similar to most weapons but requires 110% of the normal cost for every enchantment applied to it. The soul reaper also has the ability to change or apply an alignment to his spirit weapon if he meditates with it for one hour.<br />
<br />
'''{{#anc:Spirit Armor}}:''' Level 1. A soul reaper is constantly under the effects of the [[SRD:Protection from Evil|Protection from Evil]] spell. This effect is always active and cannot be dispelled but the soul reaper can choose to suppress it.<br />
<br />
'''{{#anc:Uncanny Dodge}}:''' Level 2. A soul reaper retains their [[Dexterity]] bonus to AC (if any) even when caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC when immobilized.<br />
<br />
'''{{#anc:Aura of Courage}}:''' Level 3. a soul reaper is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. <br />
<br />
'''{{#anc:Die Hard}}:''' Level 4. A soul reaper gains the [[SRD:Diehard|Diehard]] feat as a bonus feat.<br />
<br />
'''{{#anc:Release}}:''' Level 5. A soul reaper can release immense power from their spirit weapon. Once every encounter the soul reaper can summon the effects of the [[Haste]] spell upon themselves. This effect lasts for one round for every two character levels gained.<br />
<br />
Every 5 levels thereafter, (10th,15th, and 20th) you gain an additional attack to use at your highest base attack bonus while hasted.<br />
<br />
:''Haste Effect:'' When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)<br />
<br />
:A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
<br />
:All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.<br />
<br />
:Multiple haste effects don’t stack. Haste dispels and counters slow.<br />
<br />
'''{{#anc:Quick Step}}:''' Level 6. A soul reaper can teleport up to double their land speed as a double move action.<br />
<br />
'''{{#anc:Healing Surge}}:''' Level 8. Once a day a soul reaper can regain 25% of their total hit points as a swift action. This can also be used anytime they take an extended rest at no cost.<br />
<br />
'''{{#anc:Improved Quick Step}}:''' Level 11. A soul reaper can teleport up to double their land speed as a single move action.<br />
<br />
'''{{#anc:True Seeing}}:''' Level 13. A soul reaper gains [[SRD:True Seeing|True Seeing]] out to 60 feet.<br />
<br />
'''{{#anc:Holy Weapon}}:''' Level 16. A soul reaper's weapon gains the Holy property. Granting a +2 to hit and 2d6 holy damage against evil enemies. This does not stack with similar effects.<br />
<br />
'''{{#anc:Greater Quick Step}}:''' Level 19. A soul reaper can teleport up to double their land speed as a swift action.<br />
<br />
====Ex-Soul Reaper====<br />
<br />
A multi-class soul reaper has the class features of all other classes suppressed while assuming the form of a soul reaper. Features such as special abilities, spells, and class proficiencies.<br />
However, they still retain their Hit Dice, base attack bonus, skill points, and save progressions. <br />
<br />
This works vice versa, as well. As the soul reaper's abilities are suppressed when assuming the form of another class. A soul reaper may transition between forms with ten minutes of meditation.<br />
<br />
====Soul Reaper Starting Package====<br />
<br />
'''Spirit Weapon:''' Bastard Sword.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft || 4 || Int || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || Wis || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || 0<br />
|}<br />
<br />
'''Feat:''' [[Dodge]].<br />
<br />
'''Gear:''' Black Kimono, Backpack, bedroll, flint & steel, hemp rope, 3 torches, 3 trail rations, belt pouch, and waterskin.<br />
<br />
'''Gold:''' 10g.<br />
<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Soul Reaper====<br />
<br />
'''Religion:''' By alignment<br />
<br />
'''Other Classes:''' Empathy with other Soul Reapers. <br />
<br />
'''Combat:''' Striker. Maintains high damage output and mobility.<br />
<br />
'''Advancement:''' Multi-classing is generally undesirable.<br />
<br />
'''Meditation:''' Meditation is similar to reading a book. It's an act of concentration and mental absorption. You can still perform some minor tasks while meditating, such as eating or walking, just like reading a book.<br />
<br />
====Soul Reaper's in the World====<br />
<br />
{{quote|Outta my way! Soul Reaper coming through!|orig=Arkius, Human Soul Reaper}}<br />
<br />
'''Daily Life:''' Demon hunting and breakfast at Tiffanie's<br />
<br />
'''Organizations:''' Soul Reaper Societies or Organizations<br />
<br />
'''NPC Reactions:''' Just another lost traveler.<br />
<br />
====Soul Reaper Lore====<br />
<br />
Characters with ranks in Knowledge(religion) can research Soul Reapers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge(religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A black clad hunter of demons.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Wielder of a special spirit weapon with unique properties.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Able to teleport between short distances and increase their speed dramatically.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Any specific information about a single Soul Reaper.<br />
|}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Ordained_Sorcerer_(3.5e_Class)&diff=584635Ordained Sorcerer (3.5e Class)2012-08-14T06:01:16Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=In Progress<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=An arcane caster devoted to the ideals of a deity and charged with it's power.<br />
}}<br />
<br />
==Ordained Sorcerer==<br />
<br />
Proud and confident, the Ordained Sorcerer is the magical fist of the church. Pairing the arcane might of the sorcerer with the zealous devotion of the most dedicated cleric, the Ordained Sorcerer is a force to be reckoned with. Though perhaps not quite as powerful or diverse a spellcaster as a regular sorcerer he makes up for this by channelling raw divine power to aid him and his companions.<br />
<br />
===Making an Ordained Sorcerer===<br />
<br />
A strong arcane caster, as useful as a regular sorcerer but with the ability to cast a few divine spells and turn undead.<br />
<br />
'''Abilities:''' Like a cleric, an ordained sorcerer relies on Wisdom most of all for spells, as well as several class abilities. A strong Dexterity is useful for armour class as well.<br />
<br />
'''Races:''' Humans are the most common practitioners of this class, though any race capable of producing sorcerers can become an ordained sorcerer. Dwarves tend to have slightly higher numbers of ordained sorcerers compared to basic sorcerers than other races.<br />
<br />
'''Alignment:''' Any. Must not oppose to the alignment of their chosen deity.<br />
<br />
'''Starting Gold:''' 3d4&times;10 gp <br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Ordained Sorcerer}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Divine Domain Access<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Arcane Turning<br />
|5||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || + 1|| +3<br />
| class="left" | <br />
|5||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Improved Divine Domain Access<br />
|5||5||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Divine Conduit I<br />
|5||5||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | <br />
|5||5||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | <br />
|5||5||5||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | + 4|| +2 || +2 || +6<br />
| class="left" | Divine Domain Access<br />
|5||5||5||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | <br />
|5||5||5||5||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Divine Conduit II<br />
|5||5||5||5||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | <br />
|5||5||5||5||5||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |Improved Divine Domain Access<br />
|5||5||5||5||5||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|5||5||5||5||5||5||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | <br />
|6||6||5||5||5||5||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Divine Conduit III<br />
|6||6||6||5||5||5||5||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||5||5||5||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||5||5||5||5||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Divine Conduit IV<br />
|6||6||6||6||6||6||6||5||5||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff, Concentration, Knowledge (Arcana), Knowledge (Religion), Profession, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Ordained Sorcerer:<br />
<br />
'''Arcane Turning(Ex):''' At first level, Ordained Sorcerers gain the ability to sacrifice one of their spell slots as a move action to make a Turn Undead check as a cleric of the same level. Use the level of the spell sacrificed in place of Charisma bonus for the attempt.<br />
<br />
'''Divine Domain Access:''' Starting at first level, and again at 8th level, the Ordained Sorcerer picks one domain of the deity they follow. They receive one bonus spell per spell level per day from one domain they have access to, which is cast as an arcane spell at their caster level. <br />
<br />
'''Improved Divine Domain Access:''' Starting at 4th level, and again at 12th level, the Ordained Sorcerer gains the special ability granted to clerics with access to the divine domain chosen by the sorcerer.<br />
<br />
'''Divine Conduit(Sp):''' At 5th level, and at every 5 levels after, the Ordained Sorcerer gains the ability to use one of: Divine Spell Power, Glorious Weapons, Divine Vigor, Divine Damage Reduction or Sacred Healing once per day as a spell-like ability. Use of this ability does not cost the use of a Turn Undead attempt. The same abilty may be chosen more than once, increasing the number of uses by 1 per day.<br />
<br />
'''Weapon and Armor Proficiency:''' Ordained Sorcerers have proficiency in all [[simple weapons]]. They have no skill in armour or shields of any kind.<br />
<br />
'''{{#anc:Spells}}:''' Uses [[Sorcerer]] spell lists<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Ordained Sorcerer Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || — || — || — || — || — || — || — || — |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 4 || 2 || — || — || — || — || — || — || — || —|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4 || 3 || — || — || — || — || — || — || — || —|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 5 || 3 || 1 || — || — || — || — || — || — || —|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5 || 4 || 2 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6 || 4 || 2 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6 || 5 || 3 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 7 || 5 || 3 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7 || 6 || 4 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 8 || 6 || 4 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 8 || 7 || 5 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 8 || 7 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 8 || 8 || 6 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 8 || 8 || 6 || 5 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 8 || 8 || 7 || 5 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 8 || 8 || 8 || 6 || 5 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 8 || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 8 || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 8 || 8 || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2<br />
|}<br />
<br />
====Ex-Ordained Sorcerers====<br />
<br />
When an Ordained Sorcerer falls out of grace with his chosen deity he loses all domain access, arcane turning, and divine conduit abilities until suitably atoned.<br />
<br />
====Elf Ordained Sorcerer Starting Package====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Ordained Sorcerer====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Ordained Sorcerers in the World====<br />
<br />
{{quote|I swear...He looked like just another priest...but then he raised his hands and ... ''BOOM!''|orig=Gavin Elwyth, Gnome Survivor}}<br />
<br />
Ordained Sorcerers fill a niche in organized church hierarchies for arcane knowledge and power. They are devout, often zealous, adherents of a church's dogma and believe their magical gifts come from the gods themselves much as a cleric's.<br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Organizations:''' These casters tend to form groups of others of their kind within a single church body and often between like-minded churches to work towards common goals.<br />
<br />
'''NPC Reactions:''' Most NPCs don't differentiate between Ordained Sorcerers and common clerics, but recognise that they have more destructive magical power. Personality-wise, they are often confused with standard clerics, however.<br />
<br />
====Ordained Sorcerer Lore====<br />
<br />
Characters with ranks in Knowledge (Arcana) or Knowledge (Religion) can research Ordained Sorcerers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion) or (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Devout sorcerers can sometimes do things like clerics.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Ordained Sorcerers are able to turn undead or even cast divine magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Powerful casters of this type can channel raw divine power as they would magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | They are often very influential in religious power structures, albeit secretly.<br />
|}<br />
<br />
====Ordained Sorcerers in the Game====<br />
<br />
Ordained Sorcerers are a strong arcane caster class that can provide decent versatility as undead controllers or a variety of other small niches depending on their chosen domains.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Dancer_(3.5e_Class)&diff=584634Dancer (3.5e Class)2012-08-14T05:59:56Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Dancer_FFT_for_DanD.jpg<br />
|imgloc=Dancer_FFT_for_DanD.jpg<br />
|imgsize=600x400<br />
|imgcaption=Final Fantasy Tactics' Dancer job class, it's not mine, it's for aesthetics. <br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Not Without Consent<br />
|type=Skill-focused, Combat Assistance<br />
|desc=The Dancer is much the bard of motion, instead of singing and playing upon their instrument, they use a finely toned and developed body to sway and entice with the powers of the humanoid body. While Dancers share similar abilities to a Bard, they do not gain spell-casting abilities, and are more skill and assistance-focused.<br />
}}<br />
<br />
==Dancer==<br />
((I do not own, or endorse Square Enix, it's products, or restricted materials.))<br />
<br />
<br />
Dancers are the lyricist, the voice, the instrument, and the music of their own. The Dancer is an alternative to the spell-based Bard class, whereas this class has a little more combat prowess to the sacrifice of spell casting ability.<br />
<br />
===Making a Dancer===<br />
<br />
A Dancer excels in areas similar to a Rogue, and the Bard. Hit and Run tactics effectively create the Dancer's power niche in the middle of a confrontation.<br />
<br />
'''Abilities:''' A Dancer's highest abilities should be their Charisma and Dexterity scores. Otherwise, Strength and Intelligence are suitable mid-number scores, while Wisdom and Constitution can be affordably taken down.<br />
<br />
'''Races:''' Many races gifted with grace, and ease of movement easily take up the mantle of Dancer. Humans, Elves, and Half-Elves most likely enjoy the benefits of this class, others, however, are not so rare as to be non-existant.<br />
<br />
'''Alignment:''' Dancers are often carefree, and careless, choosing the path that fancies them most, leading them down a chaotic path of life, but many have their own reasons for the paths they choose. A Dancer may be non lawful.<br />
<br />
'''Starting Gold:''' As [[Bard]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Dancer}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | Dancer's Guise, Dancer's Elegant Fighting, Dancer's Knowledge, ''Knight's Armored Defense''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | ''Warrior's Vicious Bloodlust'', Sneak Attack +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +2 || +5 || +2<br />
| class="left" | ''Wizard's Thoughtful Guidance'', Sneak Attack +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || + 2|| +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +3 || +6 || +3<br />
| class="left" | ''Immortal Carving Magic Strings''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +3<br />
| class="left" | ''Bonus Feat'', Sneak Attack +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +3 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | ''Witch Hunt Frenzy'', Sneak Attack +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +4 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | ''Forbidden Fruits''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +5 || +9 || +5<br />
| class="left" | ''Bonus Feat'', <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/11/+6/+1 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" | ''Never Zero Steps'', Sneak Attack +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" | ''Spellstep'', Sneak Attack +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | ''Bonus Feat''<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Gather Information (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Dancers use their guile, looks, and rigorous training to give themselves an advantage over their foes. All of the following are class features of the Dancer.<br />
<br />
'''Weapon and Armor Proficiency:''' Dancers have proficiency with all Simple Weapons, the Whip, the Spiked Chain, and the Guisarme (Depending upon your DM's Discretion, and the setting, Dancers may also use Pistols or Handgun-styled firearms.). A Dancer has no armor proficiency, nor proficiency with shields. Wearing armor and/or a shield interferes with the Dancer's manueverability, and removes their special AC bonuses.<br />
<br />
'''{{#anc:Dancer's Guise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character. (Harem-maidens, gypsies, and prostitutes.) All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.<br />
<br />
'''{{#anc:Dancer's Elegant Fighting}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While a Dancer does not carry a Medium or Heavier load, and does not wear armor or a shield, she may choose to add her Charisma modifier to her AC. At 5th level, this increases to one and one half of CHA, and increasing to 2x CHA modifier at 10th level.<br />
<br />
'''{{#anc:Dancer's Knowledge}}:''' A Dancer may use "Bardic Knowledge" as a Bard of her Dancer Level.<br />
<br />
'''{{#anc:Knight's Armored Defense ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' A Dancer gains Dances at certain levels, these Dances work as if through magical effect, and any allies within vision range of the Dancer recieve benefits of her dances. Instead of making a move, or attack action within a round, a Dancer may begin to Dance, gaining the benefits of the dance she begins so long as she continues to do so (Using up a move, or standard action per turn.) A Dancer -must- have ranks in Perform (Dance) to benefit from the effects of a dance. Knight's Armored Defense gives all allies a +2 bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels. <br />
<br />
'''{{#anc:Bonus Feats}}:''' Dancer's may choose Bonus Feats from the same table as Fighters at every level divisible by five, as long as they meet the pre-requisites for the ability.<br />
<br />
'''{{#anc:Sneak Attack}}:''' A Dancer may use Sneak Attack as similar to a Rogue at the appropriate levels upon the Level Table.<br />
<br />
'''{{#anc:Warrior's Vicious Bloodlust ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Warrior's Vicious Bloodlust gives all allies a +2 bonus to Attack rolls, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.<br />
<br />
'''{{#anc:Wizard's Thoughtful Guidance ([[SRD:Special Abilities Overview#Supernatural|Su]]}}):''' Wizard's Thoughtful Guidance gives all allies a +3 bonus to Magical-damage rolls, this bonus is raised by +1 at 10th, 15th, and 20th levels.<br />
<br />
'''{{#anc:Immortal Carving Magic Strings ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Immortal Carving Magic Strings mimics the effect of a Dispel Magic spell, or a Dispel Greater Magic spell at 18th level and above. Immortal Carving Magic Strings, while it is sustained, cancels out Anti-magic zones, but not Dead Magic zones.<br />
<br />
'''{{#anc:Witch Hunt's Frenzy ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Witch Hunt's Frenzy grants the Empower Spell metamagic feat to all spells cast by allies while she maintains the dance.<br />
<br />
'''{{#anc:Forbidden Fruits ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Forbidden Fruits grants a +2 to DC bonus to all Charm and Compulsion effects, and Saves VS. This ability increases to +4 at 18th level.<br />
<br />
'''{{#anc:Never Zero Steps ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Never Zero Steps grants the ''hasted'' status.<br />
<br />
'''{{#anc:Spellstep ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Spellstep grants the Dancer the ability to mimic a spell from the 7th level Sorceror, Wizard, Cleric, or Druid lists with a duration, and extend that spells effect duration for as long as she continues to dance. Any material component costs are paid when the Dancer begins Spellstep.<br />
<br />
====Ex-Dancer====<br />
<br />
A Dancer who becomes lawful in alignment, or any skills in Perform (Dancing) cannot progress in levels as a dancer, though he retains all his dancer abilities. If he return to be non-lawful he can progress in levels as a dancer.<br />
<br />
====Epic Dancer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Dancer}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Sneak Attack +d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Death Attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ''Dancing Amidst the Gods''<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Death Attack:''' A Dancer gains Death Attack as if an Assassin of proper level.<br />
<br />
'''''Dancing Amidst the Gods'':''' A 30th level Dancer's Perform (Dance) skill checks can cast spells from the 9th, and below, level Cleric, Bard, and Wizard/Sorceror lists. She determines the spell, and must make a DC of 15 + Spell's Level VS her Perform (Dance) skill. (Example: Cheron has a Perform (Dance) of 10, and attempts to cast "Cure Moderate Wounds" a 2nd Level Spell. She must roll at least a 7 to succeed in casting the spell.) Spells with material components must be paid in gold, or she may not cast that particular spell.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Dancer gains a bonus feat (selected from the list of epic Rogue bonus feats).<br />
<br />
<br />
====Elf Dancer Starting Package====<br />
<br />
<br />
<br />
'''Weapons:''' Dagger, Whip<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Perform (Dance) || 4 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disguise || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || DEX || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || DEX || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || WIS || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Intiative<br />
<br />
'''Gear:''' Bedroll, Flint and Tinder, Dancer's Outfit<br />
<br />
'''Gold:''' 57GP<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Dancer====<br />
<br />
<br />
'''Religion:''' Dancers are a diverse lot regarding religion, some follow their bardic brethren in the pursuit of path and riches, while others simply find an atheist view.<br />
<br />
'''Other Classes:''' More often than not, the only classes who tend to disapprove of the Dancer's ways are the strictest of Paladins and Clerics, finding their sometimes unsavory ways offensive, crude, and honor less.<br />
<br />
'''Combat:''' Dancers typically hold up the rear in combat, darting in and out of quick strikes while supplying assistance to their comrades. <br />
<br />
'''Advancement:''' Dancers most easily join in the Shadow Dancer ranks, or take levels in Rogue to become more effective in combat. Though, some choose the life of an Assasin, and become some of the world's most suave, and sexy shadows of death.<br />
<br />
====Dancers in the World====<br />
<br />
<br />
{{quote|''"I spent a night with a Lord once, he got what he gave his gold for."''|orig=Narella Omia, Half-Elf Dancer}}<br />
<br />
Dancers are a fit in amidst seedy cities, and caravans of gypsies. Entertainers of all kind may be Bards, or Dancers.<br />
<br />
'''Daily Life:''' Dancers are as hectic as their Bardic brethren, and seek their path in the world, whether with greedy lust for gold, or with an enthusiasm for their arts.<br />
<br />
'''Notables:''' Narella Omia, a Half-Elf Dancer who has since rose into sovereignty due to some... messy... business practices.<br />
<br />
'''Organizations:''' Dancers as groups tend to be traveling bands of gypsies, or bandits. Small groups of Dancers can be found almost anywhere in this fashion.<br />
<br />
'''NPC Reactions:''' NPCs most often find Dancers as they find Bards, entertaining, or annoying.<br />
<br />
====Dancer Lore====<br />
<br />
Characters with ranks in Knowledge (Local) can research Dancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Dancers are just that, individuals who go through life performing dances for gold and glory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Dancers often travel in groups of gypsies, or as bandits. As such, they are generally less trusting when a group of them are present.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Dancers may reach into the planes and arcane arts with their dances to produce spells as if from thin air.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters who gain this level of knowledge may know any local groups or important people of note within the Dancer class.<br />
|}<br />
<br />
====Dancers in the Game====<br />
<br />
Dancers may be either Player Characters, or Non-Player Characters as to your needs as a DM or Player.<br />
<br />
'''Adaptation:''' Dancers may also be Entertainers, Harem-Girls, or Prostitutes.<br />
<br />
'''Sample Encounter:''' ECL7<br />
<br />
''EL5:'' Narella Omia, and her guards may be encountered upon the road, being ambushed by vandals and bandits, or perhaps even in their home city. Narella is not a gifted combatant, and at best puts up a meagre, and dirty fight while her guards chip away at the adventurer's health and equipment. ((To Be Finished))<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Final Fantasy]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Dancer_(3.5e_Class)&diff=584633Dancer (3.5e Class)2012-08-14T05:57:14Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Dancer_FFT_for_DanD.jpg<br />
|imgloc=Dancer_FFT_for_DanD.jpg<br />
|imgsize=600x400<br />
|imgcaption=Final Fantasy Tactics' Dancer job class, it's not mine, it's for aesthetics. <br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Not Without Consent<br />
|type=Skill-focused, Combat Assistance<br />
|desc=The Dancer is much the bard of motion, instead of singing and playing upon their instrument, they use a finely toned and developed body to sway and entice with the powers of the humanoid body. While Dancers share similar abilities to a Bard, they do not gain spell-casting abilities, and are more skill and assistance-focused.<br />
}}<br />
<br />
==Dancer==<br />
((I do not own, or endorse Square Enix, it's products, or restricted materials.))<br />
<br />
<br />
Dancers are the lyricist, the voice, the instrument, and the music of their own. The Dancer is an alternative to the spell-based Bard class, whereas this class has a little more combat prowess to the sacrifice of spell casting ability.<br />
<br />
===Making a Dancer===<br />
<br />
A Dancer excels in areas similar to a Rogue, and the Bard. Hit and Run tactics effectively create the Dancer's power niche in the middle of a confrontation.<br />
<br />
'''Abilities:''' A Dancer's highest abilities should be their Charisma and Dexterity scores. Otherwise, Strength and Intelligence are suitable mid-number scores, while Wisdom and Constitution can be affordably taken down.<br />
<br />
'''Races:''' Many races gifted with grace, and ease of movement easily take up the mantle of Dancer. Humans, Elves, and Half-Elves most likely enjoy the benefits of this class, others, however, are not so rare as to be non-existant.<br />
<br />
'''Alignment:''' Dancers are often carefree, and careless, choosing the path that fancies them most, leading them down a chaotic path of life, but many have their own reasons for the paths they choose. A Dancer may be non lawful.<br />
<br />
'''Starting Gold:''' As [[Bard]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Dancer}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | Dancer's Guise, Dancer's Elegant Fighting, Dancer's Knowledge, ''Knight's Armored Defense''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | ''Warrior's Vicious Bloodlust'', Sneak Attack +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6 || +2 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7 || +2 || +5 || +2<br />
| class="left" | ''Wizard's Thoughtful Guidance'', Sneak Attack +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8 || + 2|| +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9 || +3 || +6 || +3<br />
| class="left" | ''Immortal Carving Magic Strings''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10 || +3 || +7 || +3<br />
| class="left" | ''Bonus Feat'', Sneak Attack +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11 || +3 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12 || +4 || +8 || +4<br />
| class="left" | ''Witch Hunt Frenzy'', Sneak Attack +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13 || +4 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14 || +4 || +9 || +4<br />
| class="left" | ''Forbidden Fruits''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15 || +5 || +9 || +5<br />
| class="left" | ''Bonus Feat'', <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17 || +5 || +10 || +5<br />
| class="left" | ''Never Zero Steps'', Sneak Attack +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18 || +6 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19 || +6 || +11 || +6<br />
| class="left" | ''Spellstep'', Sneak Attack +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20 || +6 || +12 || +6<br />
| class="left" | ''Bonus Feat''<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Gather Information (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Dancers use their guile, looks, and rigorous training to give themselves an advantage over their foes. All of the following are class features of the Dancer.<br />
<br />
'''Weapon and Armor Proficiency:''' Dancers have proficiency with all Simple Weapons, the Whip, the Spiked Chain, and the Guisarme (Depending upon your DM's Discretion, and the setting, Dancers may also use Pistols or Handgun-styled firearms.). A Dancer has no armor proficiency, nor proficiency with shields. Wearing armor and/or a shield interferes with the Dancer's manueverability, and removes their special AC bonuses.<br />
<br />
'''{{#anc:Dancer's Guise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character. (Harem-maidens, gypsies, and prostitutes.) All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.<br />
<br />
'''{{#anc:Dancer's Elegant Fighting}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While a Dancer does not carry a Medium or Heavier load, and does not wear armor or a shield, she may choose to add her Charisma modifier to her AC. At 5th level, this increases to one and one half of CHA, and increasing to 2x CHA modifier at 10th level.<br />
<br />
'''{{#anc:Dancer's Knowledge}}:''' A Dancer may use "Bardic Knowledge" as a Bard of her Dancer Level.<br />
<br />
'''{{#anc:Knight's Armored Defense ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' A Dancer gains Dances at certain levels, these Dances work as if through magical effect, and any allies within vision range of the Dancer recieve benefits of her dances. Instead of making a move, or attack action within a round, a Dancer may begin to Dance, gaining the benefits of the dance she begins so long as she continues to do so (Using up a move, or standard action per turn.) A Dancer -must- have ranks in Perform (Dance) to benefit from the effects of a dance. Knight's Armored Defense gives all allies a +2 bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels. <br />
<br />
'''{{#anc:Bonus Feats}}:''' Dancer's may choose Bonus Feats from the same table as Fighters at every level divisible by five, as long as they meet the pre-requisites for the ability.<br />
<br />
'''{{#anc:Sneak Attack}}:''' A Dancer may use Sneak Attack as similar to a Rogue at the appropriate levels upon the Level Table.<br />
<br />
'''{{#anc:Warrior's Vicious Bloodlust ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Warrior's Vicious Bloodlust gives all allies a +2 bonus to Attack rolls, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.<br />
<br />
'''{{#anc:Wizard's Thoughtful Guidance ([[SRD:Special Abilities Overview#Supernatural|Su]]}}):''' Wizard's Thoughtful Guidance gives all allies a +3 bonus to Magical-damage rolls, this bonus is raised by +1 at 10th, 15th, and 20th levels.<br />
<br />
'''{{#anc:Immortal Carving Magic Strings ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Immortal Carving Magic Strings mimics the effect of a Dispel Magic spell, or a Dispel Greater Magic spell at 18th level and above. Immortal Carving Magic Strings, while it is sustained, cancels out Anti-magic zones, but not Dead Magic zones.<br />
<br />
'''{{#anc:Witch Hunt's Frenzy ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Witch Hunt's Frenzy grants the Empower Spell metamagic feat to all spells cast by allies while she maintains the dance.<br />
<br />
'''{{#anc:Forbidden Fruits ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Forbidden Fruits grants a +2 to DC bonus to all Charm and Compulsion effects, and Saves VS. This ability increases to +4 at 18th level.<br />
<br />
'''{{#anc:Never Zero Steps ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Never Zero Steps grants the ''hasted'' status.<br />
<br />
'''{{#anc:Spellstep ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Spellstep grants the Dancer the ability to mimic a spell from the 7th level Sorceror, Wizard, Cleric, or Druid lists with a duration, and extend that spells effect duration for as long as she continues to dance. Any material component costs are paid when the Dancer begins Spellstep.<br />
<br />
====Ex-Dancer====<br />
<br />
A Dancer who becomes lawful in alignment, or any skills in Perform (Dancing) cannot progress in levels as a dancer, though he retains all his dancer abilities. If he return to be non-lawful he can progress in levels as a dancer.<br />
<br />
====Epic Dancer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Dancer}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Sneak Attack +d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Death Attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ''Dancing Amidst the Gods''<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Death Attack:''' A Dancer gains Death Attack as if an Assassin of proper level.<br />
<br />
'''''Dancing Amidst the Gods'':''' A 30th level Dancer's Perform (Dance) skill checks can cast spells from the 9th, and below, level Cleric, Bard, and Wizard/Sorceror lists. She determines the spell, and must make a DC of 15 + Spell's Level VS her Perform (Dance) skill. (Example: Cheron has a Perform (Dance) of 10, and attempts to cast "Cure Moderate Wounds" a 2nd Level Spell. She must roll at least a 7 to succeed in casting the spell.) Spells with material components must be paid in gold, or she may not cast that particular spell.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Dancer gains a bonus feat (selected from the list of epic Rogue bonus feats).<br />
<br />
<br />
====Elf Dancer Starting Package====<br />
<br />
<br />
<br />
'''Weapons:''' Dagger, Whip<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Perform (Dance) || 4 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disguise || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || DEX || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || DEX || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || WIS || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Intiative<br />
<br />
'''Gear:''' Bedroll, Flint and Tinder, Dancer's Outfit<br />
<br />
'''Gold:''' 57GP<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Dancer====<br />
<br />
<br />
'''Religion:''' Dancers are a diverse lot regarding religion, some follow their bardic brethren in the pursuit of path and riches, while others simply find an atheist view.<br />
<br />
'''Other Classes:''' More often than not, the only classes who tend to disapprove of the Dancer's ways are the strictest of Paladins and Clerics, finding their sometimes unsavory ways offensive, crude, and honor less.<br />
<br />
'''Combat:''' Dancers typically hold up the rear in combat, darting in and out of quick strikes while supplying assistance to their comrades. <br />
<br />
'''Advancement:''' Dancers most easily join in the Shadow Dancer ranks, or take levels in Rogue to become more effective in combat. Though, some choose the life of an Assasin, and become some of the world's most suave, and sexy shadows of death.<br />
<br />
====Dancers in the World====<br />
<br />
<br />
{{quote|''"I spent a night with a Lord once, he got what he gave his gold for."''|orig=Narella Omia, Half-Elf Dancer}}<br />
<br />
Dancers are a fit in amidst seedy cities, and caravans of gypsies. Entertainers of all kind may be Bards, or Dancers.<br />
<br />
'''Daily Life:''' Dancers are as hectic as their Bardic brethren, and seek their path in the world, whether with greedy lust for gold, or with an enthusiasm for their arts.<br />
<br />
'''Notables:''' Narella Omia, a Half-Elf Dancer who has since rose into sovereignty due to some... messy... business practices.<br />
<br />
'''Organizations:''' Dancers as groups tend to be traveling bands of gypsies, or bandits. Small groups of Dancers can be found almost anywhere in this fashion.<br />
<br />
'''NPC Reactions:''' NPCs most often find Dancers as they find Bards, entertaining, or annoying.<br />
<br />
====Dancer Lore====<br />
<br />
Characters with ranks in Knowledge (Local) can research Dancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Dancers are just that, individuals who go through life performing dances for gold and glory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Dancers often travel in groups of gypsies, or as bandits. As such, they are generally less trusting when a group of them are present.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Dancers may reach into the planes and arcane arts with their dances to produce spells as if from thin air.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters who gain this level of knowledge may know any local groups or important people of note within the Dancer class.<br />
|}<br />
<br />
====Dancers in the Game====<br />
<br />
Dancers may be either Player Characters, or Non-Player Characters as to your needs as a DM or Player.<br />
<br />
'''Adaptation:''' Dancers may also be Entertainers, Harem-Girls, or Prostitutes.<br />
<br />
'''Sample Encounter:''' ECL7<br />
<br />
''EL5:'' Narella Omia, and her guards may be encountered upon the road, being ambushed by vandals and bandits, or perhaps even in their home city. Narella is not a gifted combatant, and at best puts up a meagre, and dirty fight while her guards chip away at the adventurer's health and equipment. ((To Be Finished))<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Final Fantasy]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Dancer_(3.5e_Class)&diff=584632Dancer (3.5e Class)2012-08-14T05:55:07Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Dancer_FFT_for_DanD.jpg<br />
|imgloc=Dancer_FFT_for_DanD.jpg<br />
|imgsize=600x400<br />
|imgcaption=Final Fantasy Tactics' Dancer job class, it's not mine, it's for aesthetics. <br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Not Without Consent<br />
|type=Skill-focused, Combat Assistance<br />
|desc=The Dancer is much the bard of motion, instead of singing and playing upon their instrument, they use a finely toned and developed body to sway and entice with the powers of the humanoid body. While Dancers share similar abilities to a Bard, they do not gain spell-casting abilities, and are more skill and assistance-focused.<br />
}}<br />
<br />
==Dancer==<br />
((I do not own, or endorse Square Enix, it's products, or restricted materials.))<br />
<br />
<br />
Dancers are the lyricist, the voice, the instrument, and the music of their own. The Dancer is an alternative to the spell-based Bard class, whereas this class has a little more combat prowess to the sacrifice of spell casting ability.<br />
<br />
===Making a Dancer===<br />
<br />
A Dancer excels in areas similar to a Rogue, and the Bard. Hit and Run tactics effectively create the Dancer's power niche in the middle of a confrontation.<br />
<br />
'''Abilities:''' A Dancer's highest abilities should be their Charisma and Dexterity scores. Otherwise, Strength and Intelligence are suitable mid-number scores, while Wisdom and Constitution can be affordably taken down.<br />
<br />
'''Races:''' Many races gifted with grace, and ease of movement easily take up the mantle of Dancer. Humans, Elves, and Half-Elves most likely enjoy the benefits of this class, others, however, are not so rare as to be non-existant.<br />
<br />
'''Alignment:''' Dancers are often carefree, and careless, choosing the path that fancies them most, leading them down a chaotic path of life, but many have their own reasons for the paths they choose. A Dancer may be non lawful.<br />
<br />
'''Starting Gold:''' As [[Bard]].<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Dancer}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | Dancer's Guise, Dancer's Elegant Fighting, Dancer's Knowledge, ''Knight's Armored Defense''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | ''Warrior's Vicious Bloodlust'', Sneak Attack +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6 || +2 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7 || +2 || +5 || +2<br />
| class="left" | ''Wizard's Thoughtful Guidance'', Sneak Attack +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8 || + 2|| +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9 || +3 || +6 || +3<br />
| class="left" | ''Immortal Carving Magic Strings''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10 || +3 || +7 || +3<br />
| class="left" | ''Bonus Feat'', Sneak Attack +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11 || +3 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12 || +4 || +8 || +4<br />
| class="left" | ''Witch Hunt Frenzy'', Sneak Attack +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13 || +4 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14 || +4 || +9 || +4<br />
| class="left" | ''Forbidden Fruits''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15 || +5 || +9 || +5<br />
| class="left" | ''Bonus Feat'', <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16 || +5 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17 || +5 || +10 || +5<br />
| class="left" | ''Never Zero Steps'', Sneak Attack +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18 || +6 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19 || +6 || +11 || +6<br />
| class="left" | ''Spellstep'', Sneak Attack +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20 || +6 || +12 || +6<br />
| class="left" | ''Bonus Feat''<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Gather Information (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
Dancers use their guile, looks, and rigorous training to give themselves an advantage over their foes. All of the following are class features of the Dancer.<br />
<br />
'''Weapon and Armor Proficiency:''' Dancers have proficiency with all Simple Weapons, the Whip, the Spiked Chain, and the Guisarme (Depending upon your DM's Discretion, and the setting, Dancers may also use Pistols or Handgun-styled firearms.). A Dancer has no armor proficiency, nor proficiency with shields. Wearing armor and/or a shield interferes with the Dancer's manueverability, and removes their special AC bonuses.<br />
<br />
'''{{#anc:Dancer's Guise}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Dancers may always take 10 on any Disguise checks to appear as another Dancer, or a similar style of character. (Harem-maidens, gypsies, and prostitutes.) All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.<br />
<br />
'''{{#anc:Dancer's Elegant Fighting}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' While a Dancer does not carry a Medium or Heavier load, and does not wear armor or a shield, she may choose to add her Charisma modifier to her AC. At 5th level, this increases to one and one half of CHA, and increasing to 2x CHA modifier at 10th level.<br />
<br />
'''{{#anc:Dancer's Knowledge}}:''' A Dancer may use "Bardic Knowledge" as a Bard of her Dancer Level.<br />
<br />
'''{{#anc:Knight's Armored Defense ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' A Dancer gains Dances at certain levels, these Dances work as if through magical effect, and any allies within vision range of the Dancer recieve benefits of her dances. Instead of making a move, or attack action within a round, a Dancer may begin to Dance, gaining the benefits of the dance she begins so long as she continues to do so (Using up a move, or standard action per turn.) A Dancer -must- have ranks in Perform (Dance) to benefit from the effects of a dance. Knight's Armored Defense gives all allies a +2 bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels. <br />
<br />
'''{{#anc:Bonus Feats}}:''' Dancer's may choose Bonus Feats from the same table as Fighters at every level divisible by five, as long as they meet the pre-requisites for the ability.<br />
<br />
'''{{#anc:Sneak Attack}}:''' A Dancer may use Sneak Attack as similar to a Rogue at the appropriate levels upon the Level Table.<br />
<br />
'''{{#anc:Warrior's Vicious Bloodlust ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Warrior's Vicious Bloodlust gives all allies a +2 bonus to Attack rolls, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.<br />
<br />
'''{{#anc:Wizard's Thoughtful Guidance ([[SRD:Special Abilities Overview#Supernatural|Su]]}}):''' Wizard's Thoughtful Guidance gives all allies a +3 bonus to Magical-damage rolls, this bonus is raised by +1 at 10th, 15th, and 20th levels.<br />
<br />
'''{{#anc:Immortal Carving Magic Strings ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Immortal Carving Magic Strings mimics the effect of a Dispel Magic spell, or a Dispel Greater Magic spell at 18th level and above. Immortal Carving Magic Strings, while it is sustained, cancels out Anti-magic zones, but not Dead Magic zones.<br />
<br />
'''{{#anc:Witch Hunt's Frenzy ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Witch Hunt's Frenzy grants the Empower Spell metamagic feat to all spells cast by allies while she maintains the dance.<br />
<br />
'''{{#anc:Forbidden Fruits ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Forbidden Fruits grants a +2 to DC bonus to all Charm and Compulsion effects, and Saves VS. This ability increases to +4 at 18th level.<br />
<br />
'''{{#anc:Never Zero Steps ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Never Zero Steps grants the ''hasted'' status.<br />
<br />
'''{{#anc:Spellstep ([[SRD:Special Abilities Overview#Supernatural|Su]])}}:''' Spellstep grants the Dancer the ability to mimic a spell from the 7th level Sorceror, Wizard, Cleric, or Druid lists with a duration, and extend that spells effect duration for as long as she continues to dance. Any material component costs are paid when the Dancer begins Spellstep.<br />
<br />
====Ex-Dancer====<br />
<br />
A Dancer who becomes lawful in alignment, or any skills in Perform (Dancing) cannot progress in levels as a dancer, though he retains all his dancer abilities. .<br />
<br />
====Epic Dancer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Dancer}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Sneak Attack +d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Death Attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | ''Bonus Feat''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | ''Dancing Amidst the Gods''<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Death Attack:''' A Dancer gains Death Attack as if an Assassin of proper level.<br />
<br />
'''''Dancing Amidst the Gods'':''' A 30th level Dancer's Perform (Dance) skill checks can cast spells from the 9th, and below, level Cleric, Bard, and Wizard/Sorceror lists. She determines the spell, and must make a DC of 15 + Spell's Level VS her Perform (Dance) skill. (Example: Cheron has a Perform (Dance) of 10, and attempts to cast "Cure Moderate Wounds" a 2nd Level Spell. She must roll at least a 7 to succeed in casting the spell.) Spells with material components must be paid in gold, or she may not cast that particular spell.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Dancer gains a bonus feat (selected from the list of epic Rogue bonus feats).<br />
<br />
<br />
====Elf Dancer Starting Package====<br />
<br />
<br />
<br />
'''Weapons:''' Dagger, Whip<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Perform (Dance) || 4 || INT || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Disguise || 4 || CHA || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || DEX || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || DEX || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 4 || WIS || &mdash;<br />
|}<br />
<br />
'''Feat:''' Improved Intiative<br />
<br />
'''Gear:''' Bedroll, Flint and Tinder, Dancer's Outfit<br />
<br />
'''Gold:''' 57GP<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Dancer====<br />
<br />
<br />
'''Religion:''' Dancers are a diverse lot regarding religion, some follow their bardic brethren in the pursuit of path and riches, while others simply find an atheist view.<br />
<br />
'''Other Classes:''' More often than not, the only classes who tend to disapprove of the Dancer's ways are the strictest of Paladins and Clerics, finding their sometimes unsavory ways offensive, crude, and honor less.<br />
<br />
'''Combat:''' Dancers typically hold up the rear in combat, darting in and out of quick strikes while supplying assistance to their comrades. <br />
<br />
'''Advancement:''' Dancers most easily join in the Shadow Dancer ranks, or take levels in Rogue to become more effective in combat. Though, some choose the life of an Assasin, and become some of the world's most suave, and sexy shadows of death.<br />
<br />
====Dancers in the World====<br />
<br />
<br />
{{quote|''"I spent a night with a Lord once, he got what he gave his gold for."''|orig=Narella Omia, Half-Elf Dancer}}<br />
<br />
Dancers are a fit in amidst seedy cities, and caravans of gypsies. Entertainers of all kind may be Bards, or Dancers.<br />
<br />
'''Daily Life:''' Dancers are as hectic as their Bardic brethren, and seek their path in the world, whether with greedy lust for gold, or with an enthusiasm for their arts.<br />
<br />
'''Notables:''' Narella Omia, a Half-Elf Dancer who has since rose into sovereignty due to some... messy... business practices.<br />
<br />
'''Organizations:''' Dancers as groups tend to be traveling bands of gypsies, or bandits. Small groups of Dancers can be found almost anywhere in this fashion.<br />
<br />
'''NPC Reactions:''' NPCs most often find Dancers as they find Bards, entertaining, or annoying.<br />
<br />
====Dancer Lore====<br />
<br />
Characters with ranks in Knowledge (Local) can research Dancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Dancers are just that, individuals who go through life performing dances for gold and glory.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Dancers often travel in groups of gypsies, or as bandits. As such, they are generally less trusting when a group of them are present.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Dancers may reach into the planes and arcane arts with their dances to produce spells as if from thin air.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters who gain this level of knowledge may know any local groups or important people of note within the Dancer class.<br />
|}<br />
<br />
====Dancers in the Game====<br />
<br />
Dancers may be either Player Characters, or Non-Player Characters as to your needs as a DM or Player.<br />
<br />
'''Adaptation:''' Dancers may also be Entertainers, Harem-Girls, or Prostitutes.<br />
<br />
'''Sample Encounter:''' ECL7<br />
<br />
''EL5:'' Narella Omia, and her guards may be encountered upon the road, being ambushed by vandals and bandits, or perhaps even in their home city. Narella is not a gifted combatant, and at best puts up a meagre, and dirty fight while her guards chip away at the adventurer's health and equipment. ((To Be Finished))<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Final Fantasy]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Airship_Pilot_(10_Levels)_(3.5e_Prestige_Class)&diff=584631Airship Pilot (10 Levels) (3.5e Prestige Class)2012-08-14T05:35:26Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=This is a detail of the class variant for the druid that is described in Unearthed Arcana. I just thought it would be easier for my players to see it in this format than having to remember the adjustments. For lack of a better name, I am going to call it the monastic druid.<br />
}}<br />
<br />
== Druid Variant (no wild shape) ==<br />
<br />
<-general description->.<br />
<br />
=== Making a Monastic Druid ===<br />
<br />
<-Strong points and weak points, and effectiveness with party members.->.<br />
<br />
'''Abilities:''' <-description of most important attributes for this class->.<br />
<br />
'''Races:''' <-description of relative likelihood of various races to join this class->.<br />
<br />
'''Alignment:''' Any Netural<br />
'''Starting Gold:''' <-starting gold; YdZ->&times;10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' <-Select "Simple" or "As [[rogue]]", "Moderate" or "As [[fighter]]", or "Complex" or "As [[wizard]]", to let players know which starting age category to use for 1st-level characters->.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0|| +2<br />
| class="left" | Animal companion (specific type - see below), nature sense, wild empathy<br />
|3||1||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +0 || +3<br />
| class="left" | Woodland stride<br />
|4||2||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | Trackless step<br />
|4||2||1||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | Resist nature's lure<br />
|5||3||2||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | <-any class features gained at this level-><br />
|5||3||2||1||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | <-any class features gained at this level-><br />
|5||3||3||2||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +6 || +5 || +2 || +5<br />
| class="left" | <-any class features gained at this level-><br />
|6||4||3||2||1||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +7 || +3 || +7<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | + || + || + || +<br />
| class="left" | <-any class features gained at this level-><br />
|—||—||—||—||—||—||—||—||—||—<br />
|—||—||—<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (<-number of skill points-> + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
<-class skills (and key abilities)->.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
<-fluff about class features->. All of the following are class features of the <-class name->.<br />
<br />
'''Weapon and Armor Proficiency:''' <-description of class weapon & armor proficiencies->.<br />
<br />
'''{{#anc:Spells}}:''' <-Delete this section if this class does not cast spells. description of spellcasting abilities: on what stat save DCs are based, on what stat bonus spells are based, and what stat determines the highest level spell that can be cast.->. <-pluralized class name-> choose their spells from the following list:<br />
<br />
0&mdash;<-spells, spells, spells-><br />
<br />
1st&mdash;<-spells, spells, spells-><br />
<br />
2nd&mdash;<-spells, spells, spells-><br />
<br />
3rd&mdash;<-spells, spells, spells-><br />
<br />
4th&mdash;<-spells, spells, spells-><br />
<br />
5th&mdash;<-spells, spells, spells-><br />
<br />
6th&mdash;<-spells, spells, spells-><br />
<br />
7th&mdash;<-spells, spells, spells-><br />
<br />
8th&mdash;<-spells, spells, spells-><br />
<br />
9th&mdash;<-spells, spells, spells-><br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: <-class name-> Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || — || — || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || — || — || — || — || — || — || — || — || — || —<br />
|}<br />
<br />
'''{{#anc:Power Points/Day}}:''' A <-class name->’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: <-class name->|Table: <-class name->]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.<br />
<br />
'''{{#anc:Powers Known}}:''' <-Delete this section if this class does not manifest powers. description of manifesting abilities: on what stat save DCs are based, on what stat bonus powers points are based, and what stat determines the highest level power that can be manifested.->. <-pluralized class name-> choose their powers from the following list:<br />
<br />
0&mdash;<-powers, powers, powers-><br />
<br />
1st&mdash;<-powers, powers, powers-><br />
<br />
2nd&mdash;<-powers, powers, powers-><br />
<br />
3rd&mdash;<-powers, powers, powers-><br />
<br />
4th&mdash;<-powers, powers, powers-><br />
<br />
5th&mdash;<-powers, powers, powers-><br />
<br />
6th&mdash;<-powers, powers, powers-><br />
<br />
7th&mdash;<-powers, powers, powers-><br />
<br />
8th&mdash;<-powers, powers, powers-><br />
<br />
9th&mdash;<-powers, powers, powers-><br />
<br />
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.<br />
<br />
To learn or manifest a power, a <-class name-> must have an <-relevant ability-> score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:<-extraordinary class feature->}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-><br />
<br />
'''''{{#anc:<-psi-like class feature->}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]):''' <-class feature game rule information-><br />
<br />
'''''{{#anc:<-spell-like class feature->}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:<-class feature->}}:''' <-class feature game rule information-><br />
<br />
''{{#anc:<-subclass feature <!-- See the rogue's "Special Ability" for an example: http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities -->->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat as necessary.-><br />
<br />
==== Ex-<-pluralized class name-> ====<br />
<br />
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
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[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
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--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Mystic_Warrior_(3.5e_Class)&diff=584583Mystic Warrior (3.5e Class)2012-08-13T12:31:50Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=0<br />
|rating_wording=3<br />
|rating_formatting=3<br />
|rating_flavor=3<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Moderate Spellcasting<br />
|desc=The Mystic Warrior blurs the line between mage and warrior. They are a deadly combination of martial prowess and arcane spellcasting.<br />
}}<br />
= Mystic Warrior =<br />
<br />
Mystic warrior are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the mystic warrior has both martial aptitude & supernatural might makes him a powerful opponent.<br />
<br />
'''Adventures:''' Mystic warriors that go on adventures are, more often than not, mercenaries, viewing each war/battle/conflict/etc as just another job. Other mystic warriors are enlisted men, who go on adventures as part of a military mission. A few mystic warriors go out into the world in search of armies to command & lands to conquer.<br />
<br />
'''Characteristics:''' Mystic warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical tricks. They also tend to be very hardy & are often quite noticeable & charismatic.<br />
<br />
'''Alignment:''' There are mystic warriors of all alignments, though mystic warriors enlisted in an army are often of lawful alignment.<br />
<br />
'''Religion:''' Mystic warriors tend to revere gods of war, vengeance, magic or glory, if any; many mystic warriors have turned impious from witnessing the horrors of war.<br />
<br />
'''Background:''' Most mystic warriors tend to come from a military background, with some magical training of some sort.<br />
<br />
'''Races:''' Humans, half-elves, & [[Nekomusume (DnD Race)|nekomusume]] become mystic warriors are the races most likely to become mystic warriors. Elves & Drow sometimes become mystic warriors, though they usually prefer the road of the duskblade or multi-class as fighter/wizards. Hobgoblins have occasionally turned to the route of the mystic warrior. Gnomes, halfings, goblins, bugbears, dwarves, half-orcs, orcs & half-orges rarely become mystic warriors.<br />
<br />
'''Other Classes:''' Mystic warriors tend to get along best with [[Red Mage (DnD Class)|red mages]], bards, sorcerers & warmages. Clerics, druids, & paladins usually have mixed reactions to mystic warriors. Wizards, fighters, & duskblades often scoff at mystic warriors, considering their own route to power superior. Spellthieves see mystic warriors as just another spellcaster to "borrow" spells from.<br />
<br />
'''Role:''' Mystic warriors are best used as a secondary front line combatant & a backup spellcaster.<br />
<br />
==Game Rule Information==<br />
<br />
Mystic Warriors have the following game statistics.<br />
<br />
'''Abilities:''' Charisma determines the power of the spells a mystic warrior can cast, how many spells he can cast per day, & how hard those spells are to resist. Strength & Dexterity are also important for combat plus various class skills. Like all other arcane spellcasters, mystic warriors also benefit from high Dexterity & Constitution scores.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Equipment:''' studded leather, longsword<br />
<br />
'''Starting Age:''' Moderate<br />
<br />
'''Starting Gold:''' 4d4<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Mystic Warrior}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | [[#Combat Casting|Combat Casting]]<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" |<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |[[#Smite|Smite 1/Day]]<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" |<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" |<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" |[[#Smite|Smite 2/Day]]<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" |<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" |[[#Mettle|Mettle]]<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" |[[#Smite|Smite 3/Day]]<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" |[[#Smite|Smite 4/Day]]<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] Modifier per level (First Level: (2 + [[Int]] Modifier) X 4))'''<br/>[[Bluff]] ([[Cha]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (arcana) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Search]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]])<br />
|}<br />
<br />
==Class Features==<br />
All of the following are class features of the Mystic Warrior.<br />
<br />
'''Weapon and Armor Proficiency:''' Mystic warriors are proficient with all simple & martial weapons. Mystic warriors are proficient with all armor plus shields (except tower).<br />
<br />
'''Combat Casting:'''<br />
At 1st level, the mystic warrior gains combat casting as a bonus feat, even if she does not meet the prerequisites for it. If she already has the feat, she may select another feat instead, but must still meet the prerequisites for it.<br />
<br />
'''Smite (Su):'''<br />
Starting at 5rd level, once per day, you can channel raw arcane energy into a single attack. On your next melee attack, you may apply your Charisma bonus (if any) on the attack roll, plus a bonus to damage rolls equal to your mystic warrior level. A mystic warrior can smite one additional time per day at 10th level and at every 5 levels afterwards, to a maximum of 4 times a day at 20th level.<br />
<br />
<br />
'''Mettle (Ex):'''<br />
At 14th level, the mystic warrior can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.<br />
<br />
'''{{#anc:Spells}}:''' A mystic warrior casts arcane spells, which are drawn from the [[SRD:Mystic Warrior Spell List|Mystic Warrior spell list]]. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a mystic warrior’s spell is 10 + the [[SRD:Spell Level|spell level]] + the bard’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a mystic warrior can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: Mystic Warrior|Table: The Mystic Warrior]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]] indicates that the mystic warrior gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].<br />
<br />
The mystic warrior’s selection of spells is extremely limited. A mystic warrior begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]]. (Unlike spells per day, the number of spells a mystic warrior knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Mystic Warrior Spells Known|Table: Bard Spells Known]] are fixed.)<br />
<br />
Upon reaching 5th level, and at every third mystic warrior level after that (8th, 11th, and so on), a mystic warrior can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Mystic Warrior Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the bard has a high enough Charisma score to have a bonus spell of this level.<br />
|}<br />
<br />
== Spell List ==<br />
<br />
;0-level Spells (Cantrips)<br />
<br />
''[[SRD:Acid Splash|acid splash]], [[SRD:Arcane Mark|arcane mark]], [[SRD:Daze|daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Disrupt Undead|disrupt undead]], electric jolt, [[SRD:Flare|flare]], launch bolt, [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Read Magic|read magic]], [[SRD:Resistance|resistance]], sonic snap''<br />
<br />
;1st-level Spells<br />
<br />
''accuracy, [[SRD:Alarm|alarm]], arcane bolt, blade of blood, blades of fire, [[SRD:Burning Hands|burning hands]], [[SRD:Cause Fear|cause fear]], [[SRD:Color Spray|color spray]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Expeditious Retreat|expeditious retreat]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], Kelgore's fire bolt, lesser orb of acid/cold/electricity/fire/force/sound, [[SRD:Mage Armor|mage armor]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD: Mount|mount]], [[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], ray of flame, [[SRD:Reduce Person|reduce person]], [[SRD:Shield|shield]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Sleep|sleep]], [[SRD:True Strike|true strike]]'' <br />
<br />
;2nd-level Spells<br />
<br />
''[[SRD:Acid Arrow|acid arrow]], [[SRD:Bear%27s Endurance|bear’s endurance]], blast of force, [[SRD:Bull%27s Strength|bull’s strength]], burning sword, critical strike, [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Daze Monster|daze monster]], [[SRD:Eagle%27s Splendor|eagle’s splendor]], electric loop, electric vengeance, [[SRD:False Life|false life]], flame dagger, [[SRD:Flaming Sphere|flaming sphere]], ice knife, [[SRD:Protection from Arrows|protection from arrows]], [[SRD:Rage|rage]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Scorching Ray|scorching ray]], seeking ray, [[SRD:Shatter|shatter]], sure strike, whirling blade''<br />
<br />
;3rd-level Spells<br />
<br />
''[[SRD:Arcane Eye|arcane eye]], chain missile, [[SRD:Deep Slumber|deep slumber]], [[SRD:Explosive Runes|explosive runes]], [[SRD:Fireball|fireball]], [[SRD:Flame Arrow|flame arrow]], greater mage armor, [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Haste|haste]], [[SRD:Heroism|heroism]], [[SRD:Keen Edge|keen edge]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]], [[SRD:Phantom Steed|phantom steed]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Ray of Exhaustion|ray of exhaustion]], resonating bolt, reverse arrows, ring of blades, [[SRD:Slow|slow]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Wind Wall|wind wall]]''<br />
<br />
;4th-level Spells<br />
<br />
''[[SRD:Bestow Curse|bestow curse]], [[SRD:Black Tentacles|black tentacles]], blast of flame, [[SRD:Confusion|confusion]], duelward, [[SRD:Fear|fear]], [[SRD:Fire Shield|fire shield]], [[SRD:Fire Trap|fire trap]], force missiles, [[SRD:Ice Storm|ice storm]], [[SRD:Mass Enlarge Person|mass enlarge person]], [[SRD:Mass Reduce Person|mass reduce person]], orb of acid/cold/electricity/fire/force/sound, [[SRD:Polymorph|polymorph]], [[SRD:Shout|shout]], [[SRD:Stoneskin|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''<br />
<br />
;5th-level Spells<br />
<br />
''arc of lightning, ball lightning, [[SRD:Cloudkill|cloudkill]], [[SRD:Cone of Cold|cone of cold]], greater fire burst, [[SRD:Hold Monster|hold monster]], mass fire shield, mass greater mage armor, [[SRD:Mind Fog|mind fog]], [[SRD:Mage%27s Faithful Hound|mage's faithful hound]], [[SRD:Permanency|permanency]], prismatic ray, [[SRD:Telekinesis|telekinesis]], [[SRD:Wall of Force|wall of force]], [[SRD:Wall of Stone|wall of stone]]''<br />
<br />
;6th-level Spells<br />
<br />
''[[SRD:Acid Fog|acid fog]], [[SRD:Mass Bear%27s Endurance|mass bear’s endurance]], [[SRD:Blade Barrier|blade barrier]], [[SRD:Mass Bull%27s Strength|mass bull’s strength]], [[SRD:Chain Lightning|chain lightning]], [[SRD:Delayed Blast Fireball|delayed blast fireball]], [[SRD:Disintegrate|disintegrate]], [[SRD:Mass Eagle%27s Splendor|mass eagle’s splendor]], [[SRD:Freezing Sphere|freezing sphere]], [[SRD:Greater Heroism|greater heroism]], [[SRD:Mage%27s Sword|mage's sword]], [[SRD:Polar Ray|polar ray]], [[SRD:Prismatic Spray|prismatic spray]], ray of light, [[SRD:Repulsion|repulsion]], [[SRD:Transformation|transformation]], [[SRD:Wall of Iron|wall of iron]]''<br />
<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Mystic_Warrior_(3.5e_Class)&diff=584580Mystic Warrior (3.5e Class)2012-08-13T12:15:47Z<p>108.162.231.180: </p>
<hr />
<div>{{needsbalance|Incomplete, poor rating, and generally unplayable.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=0<br />
|rating_wording=3<br />
|rating_formatting=3<br />
|rating_flavor=3<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Moderate Spellcasting<br />
|desc=The Mystic Warrior blurs the line between mage and warrior. They are a deadly combination of martial prowess and arcane spellcasting.<br />
}}<br />
= Mystic Warrior =<br />
<br />
Mystic warrior are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the mystic warrior has both martial aptitude & supernatural might makes him a powerful opponent.<br />
<br />
'''Adventures:''' Mystic warriors that go on adventures are, more often than not, mercenaries, viewing each war/battle/conflict/etc as just another job. Other mystic warriors are enlisted men, who go on adventures as part of a military mission. A few mystic warriors go out into the world in search of armies to command & lands to conquer.<br />
<br />
'''Characteristics:''' Mystic warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical tricks. They also tend to be very hardy & are often quite noticeable & charismatic.<br />
<br />
'''Alignment:''' There are mystic warriors of all alignments, though mystic warriors enlisted in an army are often of lawful alignment.<br />
<br />
'''Religion:''' Mystic warriors tend to revere gods of war, vengeance, magic or glory, if any; many mystic warriors have turned impious from witnessing the horrors of war.<br />
<br />
'''Background:''' Most mystic warriors tend to come from a military background, with some magical training of some sort.<br />
<br />
'''Races:''' Humans, half-elves, & [[Nekomusume (DnD Race)|nekomusume]] become mystic warriors are the races most likely to become mystic warriors. Elves & Drow sometimes become mystic warriors, though they usually prefer the road of the duskblade or multi-class as fighter/wizards. Hobgoblins have occasionally turned to the route of the mystic warrior. Gnomes, halfings, goblins, bugbears, dwarves, half-orcs, orcs & half-orges rarely become mystic warriors.<br />
<br />
'''Other Classes:''' Mystic warriors tend to get along best with [[Red Mage (DnD Class)|red mages]], bards, sorcerers & warmages. Clerics, druids, & paladins usually have mixed reactions to mystic warriors. Wizards, fighters, & duskblades often scoff at mystic warriors, considering their own route to power superior. Spellthieves see mystic warriors as just another spellcaster to "borrow" spells from.<br />
<br />
'''Role:''' Mystic warriors are best used as a secondary front line combatant & a backup spellcaster.<br />
<br />
==Game Rule Information==<br />
<br />
Mystic Warriors have the following game statistics.<br />
<br />
'''Abilities:''' Charisma determines the power of the spells a mystic warrior can cast, how many spells he can cast per day, & how hard those spells are to resist. Strength & Dexterity are also important for combat plus various class skills. Like all other arcane spellcasters, mystic warriors also benefit from high Dexterity & Constitution scores.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Equipment:''' studded leather, longsword<br />
<br />
'''Starting Age:''' Moderate<br />
<br />
'''Starting Gold:''' 4d4<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Mystic Warrior}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | [[#Combat Casting|Combat Casting]]<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" |<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |[[#Smite|Smite 1/Day]]<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" |<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" |<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" |[[#Smite|Smite 2/Day]]<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" |<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" |[[#Mettle|Mettle]]<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" |[[#Smite|Smite 3/Day]]<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" |[[#Smite|Smite 4/Day]]<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] Modifier per level (First Level: (2 + [[Int]] Modifier) X 4))'''<br/>[[Bluff]] ([[Cha]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (arcana) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Search]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]])<br />
|}<br />
<br />
==Class Features==<br />
All of the following are class features of the Mystic Warrior.<br />
<br />
'''Weapon and Armor Proficiency:''' Mystic warriors are proficient with all simple & martial weapons. Mystic warriors are proficient with all armor plus shields (except tower).<br />
<br />
'''Combat Casting:'''<br />
At 1st level, the mystic warrior gains combat casting as a bonus feat, even if she does not meet the prerequisites for it. If she already has the feat, she may select another feat instead, but must still meet the prerequisites for it.<br />
<br />
'''Smite (Su):'''<br />
Starting at 5rd level, once per day, you can channel raw arcane energy into a single attack. On your next melee attack, you may apply your Charisma bonus (if any) on the attack roll, plus a bonus to damage rolls equal to your mystic warrior level. A mystic warrior can smite one additional time per day at 10th level and at every 5 levels afterwards, to a maximum of 4 times a day at 20th level.<br />
<br />
<br />
'''Mettle (Ex):'''<br />
At 14th level, the mystic warrior can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.<br />
<br />
'''{{#anc:Spells}}:''' A mystic warrior casts arcane spells, which are drawn from the [[SRD:Mystic Warrior Spell List|Mystic Warrior spell list]]. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a mystic warrior’s spell is 10 + the [[SRD:Spell Level|spell level]] + the bard’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a mystic warrior can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: Mystic Warrior|Table: The Mystic Warrior]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]] indicates that the mystic warrior gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].<br />
<br />
The mystic warrior’s selection of spells is extremely limited. A mystic warrior begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]]. (Unlike spells per day, the number of spells a mystic warrior knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Mystic Warrior Spells Known|Table: Bard Spells Known]] are fixed.)<br />
<br />
Upon reaching 5th level, and at every third mystic warrior level after that (8th, 11th, and so on), a mystic warrior can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Mystic Warrior Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the bard has a high enough Charisma score to have a bonus spell of this level.<br />
|}<br />
<br />
== Spell List ==<br />
<br />
;0-level Spells (Cantrips)<br />
<br />
''[[SRD:Acid Splash|acid splash]], [[SRD:Arcane Mark|arcane mark]], [[SRD:Daze|daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Disrupt Undead|disrupt undead]], electric jolt, [[SRD:Flare|flare]], launch bolt, [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Read Magic|read magic]], [[SRD:Resistance|resistance]], sonic snap''<br />
<br />
;1st-level Spells<br />
<br />
''accuracy, [[SRD:Alarm|alarm]], arcane bolt, blade of blood, blades of fire, [[SRD:Burning Hands|burning hands]], [[SRD:Cause Fear|cause fear]], [[SRD:Color Spray|color spray]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Expeditious Retreat|expeditious retreat]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], Kelgore's fire bolt, lesser orb of acid/cold/electricity/fire/force/sound, [[SRD:Mage Armor|mage armor]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD: Mount|mount]], [[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], ray of flame, [[SRD:Reduce Person|reduce person]], [[SRD:Shield|shield]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Sleep|sleep]], [[SRD:True Strike|true strike]]'' <br />
<br />
;2nd-level Spells<br />
<br />
''[[SRD:Acid Arrow|acid arrow]], [[SRD:Bear%27s Endurance|bear’s endurance]], blast of force, [[SRD:Bull%27s Strength|bull’s strength]], burning sword, critical strike, [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Daze Monster|daze monster]], [[SRD:Eagle%27s Splendor|eagle’s splendor]], electric loop, electric vengeance, [[SRD:False Life|false life]], flame dagger, [[SRD:Flaming Sphere|flaming sphere]], ice knife, [[SRD:Protection from Arrows|protection from arrows]], [[SRD:Rage|rage]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Scorching Ray|scorching ray]], seeking ray, [[SRD:Shatter|shatter]], sure strike, whirling blade''<br />
<br />
;3rd-level Spells<br />
<br />
''[[SRD:Arcane Eye|arcane eye]], chain missile, [[SRD:Deep Slumber|deep slumber]], [[SRD:Explosive Runes|explosive runes]], [[SRD:Fireball|fireball]], [[SRD:Flame Arrow|flame arrow]], greater mage armor, [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Haste|haste]], [[SRD:Heroism|heroism]], [[SRD:Keen Edge|keen edge]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]], [[SRD:Phantom Steed|phantom steed]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Ray of Exhaustion|ray of exhaustion]], resonating bolt, reverse arrows, ring of blades, [[SRD:Slow|slow]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Wind Wall|wind wall]]''<br />
<br />
;4th-level Spells<br />
<br />
''[[SRD:Bestow Curse|bestow curse]], [[SRD:Black Tentacles|black tentacles]], blast of flame, [[SRD:Confusion|confusion]], duelward, [[SRD:Fear|fear]], [[SRD:Fire Shield|fire shield]], [[SRD:Fire Trap|fire trap]], force missiles, [[SRD:Ice Storm|ice storm]], [[SRD:Mass Enlarge Person|mass enlarge person]], [[SRD:Mass Reduce Person|mass reduce person]], orb of acid/cold/electricity/fire/force/sound, [[SRD:Polymorph|polymorph]], [[SRD:Shout|shout]], [[SRD:Stoneskin|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''<br />
<br />
;5th-level Spells<br />
<br />
''arc of lightning, ball lightning, [[SRD:Cloudkill|cloudkill]], [[SRD:Cone of Cold|cone of cold]], greater fire burst, [[SRD:Hold Monster|hold monster]], mass fire shield, mass greater mage armor, [[SRD:Mind Fog|mind fog]], [[SRD:Mage%27s Faithful Hound|mage's faithful hound]], [[SRD:Permanency|permanency]], prismatic ray, [[SRD:Telekinesis|telekinesis]], [[SRD:Wall of Force|wall of force]], [[SRD:Wall of Stone|wall of stone]]''<br />
<br />
;6th-level Spells<br />
<br />
''[[SRD:Acid Fog|acid fog]], [[SRD:Mass Bear%27s Endurance|mass bear’s endurance]], [[SRD:Blade Barrier|blade barrier]], [[SRD:Mass Bull%27s Strength|mass bull’s strength]], [[SRD:Chain Lightning|chain lightning]], [[SRD:Delayed Blast Fireball|delayed blast fireball]], [[SRD:Disintegrate|disintegrate]], [[SRD:Mass Eagle%27s Splendor|mass eagle’s splendor]], [[SRD:Freezing Sphere|freezing sphere]], [[SRD:Greater Heroism|greater heroism]], [[SRD:Mage%27s Sword|mage's sword]], [[SRD:Polar Ray|polar ray]], [[SRD:Prismatic Spray|prismatic spray]], ray of light, [[SRD:Repulsion|repulsion]], [[SRD:Transformation|transformation]], [[SRD:Wall of Iron|wall of iron]]''<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Mystic_Warrior_(3.5e_Class)&diff=584579Mystic Warrior (3.5e Class)2012-08-13T12:15:09Z<p>108.162.231.180: </p>
<hr />
<div>{{needsbalance|Incomplete, poor rating, and generally unplayable.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=0<br />
|rating_wording=3<br />
|rating_formatting=3<br />
|rating_flavor=3<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Moderate Spellcasting<br />
|desc=The Mystic Warrior blurs the line between mage and warrior. They are a deadly combination of martial prowess and arcane spellcasting.<br />
}}<br />
= Mystic Warrior =<br />
<br />
Mystic warrior are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the mystic warrior has both martial aptitude & supernatural might makes him a powerful opponent.<br />
<br />
'''Adventures:''' Mystic warriors that go on adventures are, more often than not, mercenaries, viewing each war/battle/conflict/etc as just another job. Other mystic warriors are enlisted men, who go on adventures as part of a military mission. A few mystic warriors go out into the world in search of armies to command & lands to conquer.<br />
<br />
'''Characteristics:''' Mystic warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical tricks. They also tend to be very hardy & are often quite noticeable & charismatic.<br />
<br />
'''Alignment:''' There are mystic warriors of all alignments, though mystic warriors enlisted in an army are often of lawful alignment.<br />
<br />
'''Religion:''' Mystic warriors tend to revere gods of war, vengeance, magic or glory, if any; many mystic warriors have turned impious from witnessing the horrors of war.<br />
<br />
'''Background:''' Most mystic warriors tend to come from a military background, with some magical training of some sort.<br />
<br />
'''Races:''' Humans, half-elves, & [[Nekomusume (DnD Race)|nekomusume]] become mystic warriors are the races most likely to become mystic warriors. Elves & Drow sometimes become mystic warriors, though they usually prefer the road of the duskblade or multi-class as fighter/wizards. Hobgoblins have occasionally turned to the route of the mystic warrior. Gnomes, halfings, goblins, bugbears, dwarves, half-orcs, orcs & half-orges rarely become mystic warriors.<br />
<br />
'''Other Classes:''' Mystic warriors tend to get along best with [[Red Mage (DnD Class)|red mages]], bards, sorcerers & warmages. Clerics, druids, & paladins usually have mixed reactions to mystic warriors. Wizards, fighters, & duskblades often scoff at mystic warriors, considering their own route to power superior. Spellthieves see mystic warriors as just another spellcaster to "borrow" spells from.<br />
<br />
'''Role:''' Mystic warriors are best used as a secondary front line combatant & a backup spellcaster.<br />
<br />
==Game Rule Information==<br />
<br />
Mystic Warriors have the following game statistics.<br />
<br />
'''Abilities:''' Charisma determines the power of the spells a mystic warrior can cast, how many spells he can cast per day, & how hard those spells are to resist. Strength & Dexterity are also important for combat plus various class skills. Like all other arcane spellcasters, mystic warriors also benefit from high Dexterity & Constitution scores.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Equipment:''' studded leather, longsword<br />
<br />
'''Starting Age:''' Moderate<br />
<br />
'''Starting Gold:''' 4d4<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Bard}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | [[#Combat Casting|Combat Casting]]<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" |<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |[[#Smite|Smite 1/Day]]<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" |<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" |<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" |[[#Smite|Smite 2/Day]]<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" |<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" |[[#Mettle|Mettle]]<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" |[[#Smite|Smite 3/Day]]<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" |[[#Smite|Smite 4/Day]]<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] Modifier per level (First Level: (2 + [[Int]] Modifier) X 4))'''<br/>[[Bluff]] ([[Cha]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (arcana) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Search]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]])<br />
|}<br />
<br />
==Class Features==<br />
All of the following are class features of the Mystic Warrior.<br />
<br />
'''Weapon and Armor Proficiency:''' Mystic warriors are proficient with all simple & martial weapons. Mystic warriors are proficient with all armor plus shields (except tower).<br />
<br />
'''Combat Casting:'''<br />
At 1st level, the mystic warrior gains combat casting as a bonus feat, even if she does not meet the prerequisites for it. If she already has the feat, she may select another feat instead, but must still meet the prerequisites for it.<br />
<br />
'''Smite (Su):'''<br />
Starting at 5rd level, once per day, you can channel raw arcane energy into a single attack. On your next melee attack, you may apply your Charisma bonus (if any) on the attack roll, plus a bonus to damage rolls equal to your mystic warrior level. A mystic warrior can smite one additional time per day at 10th level and at every 5 levels afterwards, to a maximum of 4 times a day at 20th level.<br />
<br />
<br />
'''Mettle (Ex):'''<br />
At 14th level, the mystic warrior can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.<br />
<br />
'''{{#anc:Spells}}:''' A mystic warrior casts arcane spells, which are drawn from the [[SRD:Mystic Warrior Spell List|Mystic Warrior spell list]]. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a mystic warrior’s spell is 10 + the [[SRD:Spell Level|spell level]] + the bard’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a mystic warrior can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: Mystic Warrior|Table: The Mystic Warrior]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]] indicates that the mystic warrior gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].<br />
<br />
The mystic warrior’s selection of spells is extremely limited. A mystic warrior begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]]. (Unlike spells per day, the number of spells a mystic warrior knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Mystic Warrior Spells Known|Table: Bard Spells Known]] are fixed.)<br />
<br />
Upon reaching 5th level, and at every third mystic warrior level after that (8th, 11th, and so on), a mystic warrior can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Mystic Warrior Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the bard has a high enough Charisma score to have a bonus spell of this level.<br />
|}<br />
<br />
== Spell List ==<br />
<br />
;0-level Spells (Cantrips)<br />
<br />
''[[SRD:Acid Splash|acid splash]], [[SRD:Arcane Mark|arcane mark]], [[SRD:Daze|daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Disrupt Undead|disrupt undead]], electric jolt, [[SRD:Flare|flare]], launch bolt, [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Read Magic|read magic]], [[SRD:Resistance|resistance]], sonic snap''<br />
<br />
;1st-level Spells<br />
<br />
''accuracy, [[SRD:Alarm|alarm]], arcane bolt, blade of blood, blades of fire, [[SRD:Burning Hands|burning hands]], [[SRD:Cause Fear|cause fear]], [[SRD:Color Spray|color spray]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Expeditious Retreat|expeditious retreat]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], Kelgore's fire bolt, lesser orb of acid/cold/electricity/fire/force/sound, [[SRD:Mage Armor|mage armor]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD: Mount|mount]], [[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], ray of flame, [[SRD:Reduce Person|reduce person]], [[SRD:Shield|shield]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Sleep|sleep]], [[SRD:True Strike|true strike]]'' <br />
<br />
;2nd-level Spells<br />
<br />
''[[SRD:Acid Arrow|acid arrow]], [[SRD:Bear%27s Endurance|bear’s endurance]], blast of force, [[SRD:Bull%27s Strength|bull’s strength]], burning sword, critical strike, [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Daze Monster|daze monster]], [[SRD:Eagle%27s Splendor|eagle’s splendor]], electric loop, electric vengeance, [[SRD:False Life|false life]], flame dagger, [[SRD:Flaming Sphere|flaming sphere]], ice knife, [[SRD:Protection from Arrows|protection from arrows]], [[SRD:Rage|rage]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Scorching Ray|scorching ray]], seeking ray, [[SRD:Shatter|shatter]], sure strike, whirling blade''<br />
<br />
;3rd-level Spells<br />
<br />
''[[SRD:Arcane Eye|arcane eye]], chain missile, [[SRD:Deep Slumber|deep slumber]], [[SRD:Explosive Runes|explosive runes]], [[SRD:Fireball|fireball]], [[SRD:Flame Arrow|flame arrow]], greater mage armor, [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Haste|haste]], [[SRD:Heroism|heroism]], [[SRD:Keen Edge|keen edge]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]], [[SRD:Phantom Steed|phantom steed]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Ray of Exhaustion|ray of exhaustion]], resonating bolt, reverse arrows, ring of blades, [[SRD:Slow|slow]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Wind Wall|wind wall]]''<br />
<br />
;4th-level Spells<br />
<br />
''[[SRD:Bestow Curse|bestow curse]], [[SRD:Black Tentacles|black tentacles]], blast of flame, [[SRD:Confusion|confusion]], duelward, [[SRD:Fear|fear]], [[SRD:Fire Shield|fire shield]], [[SRD:Fire Trap|fire trap]], force missiles, [[SRD:Ice Storm|ice storm]], [[SRD:Mass Enlarge Person|mass enlarge person]], [[SRD:Mass Reduce Person|mass reduce person]], orb of acid/cold/electricity/fire/force/sound, [[SRD:Polymorph|polymorph]], [[SRD:Shout|shout]], [[SRD:Stoneskin|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''<br />
<br />
;5th-level Spells<br />
<br />
''arc of lightning, ball lightning, [[SRD:Cloudkill|cloudkill]], [[SRD:Cone of Cold|cone of cold]], greater fire burst, [[SRD:Hold Monster|hold monster]], mass fire shield, mass greater mage armor, [[SRD:Mind Fog|mind fog]], [[SRD:Mage%27s Faithful Hound|mage's faithful hound]], [[SRD:Permanency|permanency]], prismatic ray, [[SRD:Telekinesis|telekinesis]], [[SRD:Wall of Force|wall of force]], [[SRD:Wall of Stone|wall of stone]]''<br />
<br />
;6th-level Spells<br />
<br />
''[[SRD:Acid Fog|acid fog]], [[SRD:Mass Bear%27s Endurance|mass bear’s endurance]], [[SRD:Blade Barrier|blade barrier]], [[SRD:Mass Bull%27s Strength|mass bull’s strength]], [[SRD:Chain Lightning|chain lightning]], [[SRD:Delayed Blast Fireball|delayed blast fireball]], [[SRD:Disintegrate|disintegrate]], [[SRD:Mass Eagle%27s Splendor|mass eagle’s splendor]], [[SRD:Freezing Sphere|freezing sphere]], [[SRD:Greater Heroism|greater heroism]], [[SRD:Mage%27s Sword|mage's sword]], [[SRD:Polar Ray|polar ray]], [[SRD:Prismatic Spray|prismatic spray]], ray of light, [[SRD:Repulsion|repulsion]], [[SRD:Transformation|transformation]], [[SRD:Wall of Iron|wall of iron]]''<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Mystic_Warrior_(3.5e_Class)&diff=584578Mystic Warrior (3.5e Class)2012-08-13T12:13:55Z<p>108.162.231.180: </p>
<hr />
<div>{{needsbalance|Incomplete, poor rating, and generally unplayable.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=0<br />
|rating_wording=3<br />
|rating_formatting=3<br />
|rating_flavor=3<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Moderate Spellcasting<br />
|desc=The Mystic Warrior blurs the line between mage and warrior. They are a deadly combination of martial prowess and arcane spellcasting.<br />
}}<br />
= Mystic Warrior =<br />
<br />
Mystic warrior are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the mystic warrior has both martial aptitude & supernatural might makes him a powerful opponent.<br />
<br />
'''Adventures:''' Mystic warriors that go on adventures are, more often than not, mercenaries, viewing each war/battle/conflict/etc as just another job. Other mystic warriors are enlisted men, who go on adventures as part of a military mission. A few mystic warriors go out into the world in search of armies to command & lands to conquer.<br />
<br />
'''Characteristics:''' Mystic warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical tricks. They also tend to be very hardy & are often quite noticeable & charismatic.<br />
<br />
'''Alignment:''' There are mystic warriors of all alignments, though mystic warriors enlisted in an army are often of lawful alignment.<br />
<br />
'''Religion:''' Mystic warriors tend to revere gods of war, vengeance, magic or glory, if any; many mystic warriors have turned impious from witnessing the horrors of war.<br />
<br />
'''Background:''' Most mystic warriors tend to come from a military background, with some magical training of some sort.<br />
<br />
'''Races:''' Humans, half-elves, & [[Nekomusume (DnD Race)|nekomusume]] become mystic warriors are the races most likely to become mystic warriors. Elves & Drow sometimes become mystic warriors, though they usually prefer the road of the duskblade or multi-class as fighter/wizards. Hobgoblins have occasionally turned to the route of the mystic warrior. Gnomes, halfings, goblins, bugbears, dwarves, half-orcs, orcs & half-orges rarely become mystic warriors.<br />
<br />
'''Other Classes:''' Mystic warriors tend to get along best with [[Red Mage (DnD Class)|red mages]], bards, sorcerers & warmages. Clerics, druids, & paladins usually have mixed reactions to mystic warriors. Wizards, fighters, & duskblades often scoff at mystic warriors, considering their own route to power superior. Spellthieves see mystic warriors as just another spellcaster to "borrow" spells from.<br />
<br />
'''Role:''' Mystic warriors are best used as a secondary front line combatant & a backup spellcaster.<br />
<br />
==Game Rule Information==<br />
<br />
Mystic Warriors have the following game statistics.<br />
<br />
'''Abilities:''' Charisma determines the power of the spells a mystic warrior can cast, how many spells he can cast per day, & how hard those spells are to resist. Strength & Dexterity are also important for combat plus various class skills. Like all other arcane spellcasters, mystic warriors also benefit from high Dexterity & Constitution scores.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Equipment:''' studded leather, longsword, light shield<br />
<br />
'''Starting Age:''' Moderate<br />
<br />
'''Starting Gold:''' 4d4<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Bard}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | [[#Combat Casting|Combat Casting]]<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" |<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |[[#Smite|Smite 1/Day]]<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" |<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" |<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" |[[#Smite|Smite 2/Day]]<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" |<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" |[[#Mettle|Mettle]]<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" |[[#Smite|Smite 3/Day]]<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" |[[#Smite|Smite 4/Day]]<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] Modifier per level (First Level: (2 + [[Int]] Modifier) X 4))'''<br/>[[Bluff]] ([[Cha]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (arcana) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Search]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]])<br />
|}<br />
<br />
==Class Features==<br />
All of the following are class features of the Mystic Warrior.<br />
<br />
'''Weapon and Armor Proficiency:''' Mystic warriors are proficient with all simple & martial weapons. Mystic warriors are proficient with all armor plus shields (except tower).<br />
<br />
'''Combat Casting:'''<br />
At 1st level, the mystic warrior gains combat casting as a bonus feat, even if she does not meet the prerequisites for it. If she already has the feat, she may select another feat instead, but must still meet the prerequisites for it.<br />
<br />
'''Smite (Su):'''<br />
Starting at 5rd level, once per day, you can channel raw arcane energy into a single attack. On your next melee attack, you may apply your Charisma bonus (if any) on the attack roll, plus a bonus to damage rolls equal to your mystic warrior level. A mystic warrior can smite one additional time per day at 10th level and at every 5 levels afterwards, to a maximum of 4 times a day at 20th level.<br />
<br />
<br />
'''Mettle (Ex):'''<br />
At 14th level, the mystic warrior can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.<br />
<br />
'''{{#anc:Spells}}:''' A mystic warrior casts arcane spells, which are drawn from the [[SRD:Mystic Warrior Spell List|Mystic Warrior spell list]]. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a mystic warrior’s spell is 10 + the [[SRD:Spell Level|spell level]] + the bard’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a mystic warrior can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: Mystic Warrior|Table: The Mystic Warrior]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]] indicates that the mystic warrior gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].<br />
<br />
The mystic warrior’s selection of spells is extremely limited. A mystic warrior begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]]. (Unlike spells per day, the number of spells a mystic warrior knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Mystic Warrior Spells Known|Table: Bard Spells Known]] are fixed.)<br />
<br />
Upon reaching 5th level, and at every third mystic warrior level after that (8th, 11th, and so on), a mystic warrior can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Mystic Warrior Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the bard has a high enough Charisma score to have a bonus spell of this level.<br />
|}<br />
<br />
== Spell List ==<br />
<br />
;0-level Spells (Cantrips)<br />
<br />
''[[SRD:Acid Splash|acid splash]], [[SRD:Arcane Mark|arcane mark]], [[SRD:Daze|daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Disrupt Undead|disrupt undead]], electric jolt, [[SRD:Flare|flare]], launch bolt, [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Read Magic|read magic]], [[SRD:Resistance|resistance]], sonic snap''<br />
<br />
;1st-level Spells<br />
<br />
''accuracy, [[SRD:Alarm|alarm]], arcane bolt, blade of blood, blades of fire, [[SRD:Burning Hands|burning hands]], [[SRD:Cause Fear|cause fear]], [[SRD:Color Spray|color spray]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Expeditious Retreat|expeditious retreat]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], Kelgore's fire bolt, lesser orb of acid/cold/electricity/fire/force/sound, [[SRD:Mage Armor|mage armor]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD: Mount|mount]], [[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], ray of flame, [[SRD:Reduce Person|reduce person]], [[SRD:Shield|shield]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Sleep|sleep]], [[SRD:True Strike|true strike]]'' <br />
<br />
;2nd-level Spells<br />
<br />
''[[SRD:Acid Arrow|acid arrow]], [[SRD:Bear%27s Endurance|bear’s endurance]], blast of force, [[SRD:Bull%27s Strength|bull’s strength]], burning sword, critical strike, [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Daze Monster|daze monster]], [[SRD:Eagle%27s Splendor|eagle’s splendor]], electric loop, electric vengeance, [[SRD:False Life|false life]], flame dagger, [[SRD:Flaming Sphere|flaming sphere]], ice knife, [[SRD:Protection from Arrows|protection from arrows]], [[SRD:Rage|rage]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Scorching Ray|scorching ray]], seeking ray, [[SRD:Shatter|shatter]], sure strike, whirling blade''<br />
<br />
;3rd-level Spells<br />
<br />
''[[SRD:Arcane Eye|arcane eye]], chain missile, [[SRD:Deep Slumber|deep slumber]], [[SRD:Explosive Runes|explosive runes]], [[SRD:Fireball|fireball]], [[SRD:Flame Arrow|flame arrow]], greater mage armor, [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Haste|haste]], [[SRD:Heroism|heroism]], [[SRD:Keen Edge|keen edge]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]], [[SRD:Phantom Steed|phantom steed]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Ray of Exhaustion|ray of exhaustion]], resonating bolt, reverse arrows, ring of blades, [[SRD:Slow|slow]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Wind Wall|wind wall]]''<br />
<br />
;4th-level Spells<br />
<br />
''[[SRD:Bestow Curse|bestow curse]], [[SRD:Black Tentacles|black tentacles]], blast of flame, [[SRD:Confusion|confusion]], duelward, [[SRD:Fear|fear]], [[SRD:Fire Shield|fire shield]], [[SRD:Fire Trap|fire trap]], force missiles, [[SRD:Ice Storm|ice storm]], [[SRD:Mass Enlarge Person|mass enlarge person]], [[SRD:Mass Reduce Person|mass reduce person]], orb of acid/cold/electricity/fire/force/sound, [[SRD:Polymorph|polymorph]], [[SRD:Shout|shout]], [[SRD:Stoneskin|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''<br />
<br />
;5th-level Spells<br />
<br />
''arc of lightning, ball lightning, [[SRD:Cloudkill|cloudkill]], [[SRD:Cone of Cold|cone of cold]], greater fire burst, [[SRD:Hold Monster|hold monster]], mass fire shield, mass greater mage armor, [[SRD:Mind Fog|mind fog]], [[SRD:Mage%27s Faithful Hound|mage's faithful hound]], [[SRD:Permanency|permanency]], prismatic ray, [[SRD:Telekinesis|telekinesis]], [[SRD:Wall of Force|wall of force]], [[SRD:Wall of Stone|wall of stone]]''<br />
<br />
;6th-level Spells<br />
<br />
''[[SRD:Acid Fog|acid fog]], [[SRD:Mass Bear%27s Endurance|mass bear’s endurance]], [[SRD:Blade Barrier|blade barrier]], [[SRD:Mass Bull%27s Strength|mass bull’s strength]], [[SRD:Chain Lightning|chain lightning]], [[SRD:Delayed Blast Fireball|delayed blast fireball]], [[SRD:Disintegrate|disintegrate]], [[SRD:Mass Eagle%27s Splendor|mass eagle’s splendor]], [[SRD:Freezing Sphere|freezing sphere]], [[SRD:Greater Heroism|greater heroism]], [[SRD:Mage%27s Sword|mage's sword]], [[SRD:Polar Ray|polar ray]], [[SRD:Prismatic Spray|prismatic spray]], ray of light, [[SRD:Repulsion|repulsion]], [[SRD:Transformation|transformation]], [[SRD:Wall of Iron|wall of iron]]''<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Mystic_Warrior_(3.5e_Class)&diff=584577Mystic Warrior (3.5e Class)2012-08-13T12:02:40Z<p>108.162.231.180: </p>
<hr />
<div>{{needsbalance|Incomplete, poor rating, and generally unplayable.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=0<br />
|rating_wording=3<br />
|rating_formatting=3<br />
|rating_flavor=3<br />
|raters_power=1<br />
|raters_wording=1<br />
|raters_formatting=1<br />
|raters_flavor=1<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Moderate Spellcasting<br />
|desc=The Mystic Warrior blurs the line between mage and warrior. They are a deadly combination of martial prowess and arcane spellcasting.<br />
}}<br />
= Mystic Warrior =<br />
<br />
Mystic warrior are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the mystic warrior has both martial aptitude & supernatural might makes him a powerful opponent.<br />
<br />
'''Adventures:''' Mystic warriors that go on adventures are, more often than not, mercenaries, viewing each war/battle/conflict/etc as just another job. Other mystic warriors are enlisted men, who go on adventures as part of a military mission. A few mystic warriors go out into the world in search of armies to command & lands to conquer.<br />
<br />
'''Characteristics:''' Mystic warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical tricks. They also tend to be very hardy & are often quite noticeable & charismatic.<br />
<br />
'''Alignment:''' There are mystic warriors of all alignments, though mystic warriors enlisted in an army are often of lawful alignment.<br />
<br />
'''Religion:''' Mystic warriors tend to revere gods of war, vengeance, magic or glory, if any; many mystic warriors have turned impious from witnessing the horrors of war.<br />
<br />
'''Background:''' Most mystic warriors tend to come from a military background, with some magical training of some sort.<br />
<br />
'''Races:''' Humans, half-elves, & [[Nekomusume (DnD Race)|nekomusume]] become mystic warriors are the races most likely to become mystic warriors. Elves & Drow sometimes become mystic warriors, though they usually prefer the road of the duskblade or multi-class as fighter/wizards. Hobgoblins have occasionally turned to the route of the mystic warrior. Gnomes, halfings, goblins, bugbears, dwarves, half-orcs, orcs & half-orges rarely become mystic warriors.<br />
<br />
'''Other Classes:''' Mystic warriors tend to get along best with [[Red Mage (DnD Class)|red mages]], bards, sorcerers & warmages. Clerics, druids, & paladins usually have mixed reactions to mystic warriors. Wizards, fighters, & duskblades often scoff at mystic warriors, considering their own route to power superior. Spellthieves see mystic warriors as just another spellcaster to "borrow" spells from.<br />
<br />
'''Role:''' Mystic warriors are best used as a secondary front line combatant & a backup spellcaster.<br />
<br />
==Game Rule Information==<br />
<br />
Mystic Warriors have the following game statistics.<br />
<br />
'''Abilities:''' Charisma determines the power of the spells a mystic warrior can cast, how many spells he can cast per day, & how hard those spells are to resist. Strength & Dexterity are also important for combat plus various class skills. Like all other arcane spellcasters, mystic warriors also benefit from high Dexterity & Constitution scores.<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Starting Equipment:''' studded leather, longsword, light shield<br />
<br />
'''Starting Age:''' Moderate<br />
<br />
'''Starting Gold:''' 4d4<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Bard}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | <br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" |<br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" |<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" |<br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" |<br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" |<br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" |<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" |<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" |<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" |<br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" |<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" |<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] Modifier per level (First Level: (2 + [[Int]] Modifier) X 4))'''<br/>[[Bluff]] ([[Cha]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Diplomacy]] ([[Cha]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (arcana) ([[Int]]), [[Listen]] ([[Wis]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Search]] ([[Wis]]), [[Spellcraft]] ([[Int]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]])<br />
|}<br />
<br />
==Class Features==<br />
All of the following are class features of the Mystic Warrior.<br />
<br />
'''Weapon and Armor Proficiency:''' Mystic warriors are proficient with all simple & martial weapons. Mystic warriors are proficient with all armor plus shields (except tower).<br />
<br />
'''Armored Mage (Ex):'''<br />
The mystic warrior can cast spells without failure with light armor. This does not extend to medium & heavy armor, or shields. This ability does not extend to any other arcane spellcasting class.<br />
At 7th level, you can cast spells in medium armor without failure.<br />
At 14th level, you can cast spells while using a shield (except tower) without failure.<br />
<br />
'''Combat Casting:'''<br />
At 2nd level, the mystic warrior gains combat casting as a bonus feat, even if she does not meet the prerequisites for it. If she already has the feat, she may select another feat instead, but must still meet the prerequisites for it.<br />
<br />
'''Smite (Su):'''<br />
Starting at 5rd level, once per day, you can channel raw arcane energy into a single attack. On your next melee attack, you may apply your Charisma bonus (if any) on the attack roll, plus a bonus to damage rolls equal to your mystic warrior level. A mystic warrior can smite one additional time per day at 10th level and at every 5 levels afterwards, to a maximum of 4 times a day at 20th level.<br />
<br />
'''Innate Spell (Sp):'''<br />
At 10th level, the mystic warrior may select one spell that he knows. He may know cast that spell as a spell-like ability a number of times per day equal to 2+charisma modifier. The spell must not exceed his highest spell level. If the spell chosen has an xp component, or a material or focus component worth more than 10 gp, the mystic warrior must still provide the component. The mystic warrior may select an additional innate spell at every 5 levels beyond 5th, to a maximum of 3 innate spells at 20th level. <br />
<br />
'''Mettle (Ex):'''<br />
At 14th level, the mystic warrior can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.<br />
<br />
'''{{#anc:Spells}}:''' A mystic warrior casts arcane spells, which are drawn from the [[SRD:Mystic Warrior Spell List|Mystic Warrior spell list]]. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a mystic warrior’s spell is 10 + the [[SRD:Spell Level|spell level]] + the bard’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a mystic warrior can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. His base daily spell allotment is given on [[#Table: Mystic Warrior|Table: The Mystic Warrior]]. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score. When [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]] indicates that the mystic warrior gets 0 spells per day of a given [[SRD:Spell Level|spell level]], he gains only the bonus spells he would be entitled to based on his [[SRD:Charisma|Charisma]] score for that [[SRD:Spell Level|spell level]].<br />
<br />
The mystic warrior’s selection of spells is extremely limited. A mystic warrior begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on [[#Table: Mystic Warrior Spells Known|Table: Mystic Warrior Spells Known]]. (Unlike spells per day, the number of spells a mystic warrior knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on [[#Table: Mystic Warrior Spells Known|Table: Bard Spells Known]] are fixed.)<br />
<br />
Upon reaching 5th level, and at every third mystic warrior level after that (8th, 11th, and so on), a mystic warrior can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Mystic Warrior Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5||2<sup>1</sup>||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 6||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6||3||2<sup>1</sup>||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6||4||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6||4||4||2<sup>1</sup>||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6||4||4||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6||4||4||4||2<sup>1</sup>||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6||4||4||4||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6||4||4||4||4||2<sup>1</sup>||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6||4||4||4||4||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6||5||4||4||4||4||2<sup>1</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6||5||5||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6||5||5||5||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6||5||5||5||5||4||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6||5||5||5||5||5||4<br />
|-<br />
|colspan="8" class="foot" |<br />
# Provided the bard has a high enough Charisma score to have a bonus spell of this level.<br />
|}<br />
<br />
== Spell List ==<br />
<br />
;0-level Spells (Cantrips)<br />
<br />
''[[SRD:Acid Splash|acid splash]], [[SRD:Arcane Mark|arcane mark]], [[SRD:Daze|daze]], [[SRD:Detect Magic|detect magic]], [[SRD:Disrupt Undead|disrupt undead]], electric jolt, [[SRD:Flare|flare]], launch bolt, [[SRD:Light|light]], [[SRD:Mage Hand|mage hand]], [[SRD:Mending|mending]], [[SRD:Ray of Frost|ray of frost]], [[SRD:Read Magic|read magic]], [[SRD:Resistance|resistance]], sonic snap''<br />
<br />
;1st-level Spells<br />
<br />
''accuracy, [[SRD:Alarm|alarm]], arcane bolt, blade of blood, blades of fire, [[SRD:Burning Hands|burning hands]], [[SRD:Cause Fear|cause fear]], [[SRD:Color Spray|color spray]], [[SRD:Enlarge Person|enlarge person]], [[SRD:Expeditious Retreat|expeditious retreat]], [[SRD:Identify|identify]], [[SRD:Jump|jump]], Kelgore's fire bolt, lesser orb of acid/cold/electricity/fire/force/sound, [[SRD:Mage Armor|mage armor]], [[SRD:Magic Missile|magic missile]], [[SRD:Magic Weapon|magic weapon]], [[SRD: Mount|mount]], [[SRD:Protection from Chaos|protection from chaos]]/[[SRD:Protection from Evil|evil]]/[[SRD:Protection from Good|good]]/[[SRD:Protection from Law|law]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], ray of flame, [[SRD:Reduce Person|reduce person]], [[SRD:Shield|shield]], [[SRD:Shocking Grasp|shocking grasp]], [[SRD:Sleep|sleep]], [[SRD:True Strike|true strike]]'' <br />
<br />
;2nd-level Spells<br />
<br />
''[[SRD:Acid Arrow|acid arrow]], [[SRD:Bear%27s Endurance|bear’s endurance]], blast of force, [[SRD:Bull%27s Strength|bull’s strength]], burning sword, critical strike, [[SRD:Darkness|darkness]], [[SRD:Darkvision|darkvision]], [[SRD:Daze Monster|daze monster]], [[SRD:Eagle%27s Splendor|eagle’s splendor]], electric loop, electric vengeance, [[SRD:False Life|false life]], flame dagger, [[SRD:Flaming Sphere|flaming sphere]], ice knife, [[SRD:Protection from Arrows|protection from arrows]], [[SRD:Rage|rage]], [[SRD:Resist Energy|resist energy]], [[SRD:Scare|scare]], [[SRD:Scorching Ray|scorching ray]], seeking ray, [[SRD:Shatter|shatter]], sure strike, whirling blade''<br />
<br />
;3rd-level Spells<br />
<br />
''[[SRD:Arcane Eye|arcane eye]], chain missile, [[SRD:Deep Slumber|deep slumber]], [[SRD:Explosive Runes|explosive runes]], [[SRD:Fireball|fireball]], [[SRD:Flame Arrow|flame arrow]], greater mage armor, [[SRD:Greater Magic Weapon|greater magic weapon]], [[SRD:Haste|haste]], [[SRD:Heroism|heroism]], [[SRD:Keen Edge|keen edge]], [[SRD:Lightning Bolt|lightning bolt]], [[SRD:Magic Circle against Chaos|magic circle against chaos]]/[[SRD:Magic Circle against Evil|evil]]/[[SRD:Magic Circle against Good|good]]/[[SRD:Magic Circle against Law|law]], [[SRD:Phantom Steed|phantom steed]], [[SRD:Protection from Energy|protection from energy]], [[SRD:Ray of Exhaustion|ray of exhaustion]], resonating bolt, reverse arrows, ring of blades, [[SRD:Slow|slow]], [[SRD:Vampiric Touch|vampiric touch]], [[SRD:Wind Wall|wind wall]]''<br />
<br />
;4th-level Spells<br />
<br />
''[[SRD:Bestow Curse|bestow curse]], [[SRD:Black Tentacles|black tentacles]], blast of flame, [[SRD:Confusion|confusion]], duelward, [[SRD:Fear|fear]], [[SRD:Fire Shield|fire shield]], [[SRD:Fire Trap|fire trap]], force missiles, [[SRD:Ice Storm|ice storm]], [[SRD:Mass Enlarge Person|mass enlarge person]], [[SRD:Mass Reduce Person|mass reduce person]], orb of acid/cold/electricity/fire/force/sound, [[SRD:Polymorph|polymorph]], [[SRD:Shout|shout]], [[SRD:Stoneskin|stoneskin]], [[SRD:Wall of Fire|wall of fire]], [[SRD:Wall of Ice|wall of ice]]''<br />
<br />
;5th-level Spells<br />
<br />
''arc of lightning, ball lightning, [[SRD:Cloudkill|cloudkill]], [[SRD:Cone of Cold|cone of cold]], greater fire burst, [[SRD:Hold Monster|hold monster]], mass fire shield, mass greater mage armor, [[SRD:Mind Fog|mind fog]], [[SRD:Mage%27s Faithful Hound|mage's faithful hound]], [[SRD:Permanency|permanency]], prismatic ray, [[SRD:Telekinesis|telekinesis]], [[SRD:Wall of Force|wall of force]], [[SRD:Wall of Stone|wall of stone]]''<br />
<br />
;6th-level Spells<br />
<br />
''[[SRD:Acid Fog|acid fog]], [[SRD:Mass Bear%27s Endurance|mass bear’s endurance]], [[SRD:Blade Barrier|blade barrier]], [[SRD:Mass Bull%27s Strength|mass bull’s strength]], [[SRD:Chain Lightning|chain lightning]], [[SRD:Delayed Blast Fireball|delayed blast fireball]], [[SRD:Disintegrate|disintegrate]], [[SRD:Mass Eagle%27s Splendor|mass eagle’s splendor]], [[SRD:Freezing Sphere|freezing sphere]], [[SRD:Greater Heroism|greater heroism]], [[SRD:Mage%27s Sword|mage's sword]], [[SRD:Polar Ray|polar ray]], [[SRD:Prismatic Spray|prismatic spray]], ray of light, [[SRD:Repulsion|repulsion]], [[SRD:Transformation|transformation]], [[SRD:Wall of Iron|wall of iron]]''<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Arcane Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Ted_the_Mindflayer_(3.5e_Deity)&diff=584567Ted the Mindflayer (3.5e Deity)2012-08-13T07:06:58Z<p>108.162.231.180: </p>
<hr />
<div>{{April_Fools}}<br />
{{Deity<br />
|hdligo=o<br />
|sym=a Fry pan with bacon and egg mixed together<br />
|plane=You know that place that could lead to suicide and to complete insanity...<br />
|align=Chaotic Neutral<br />
|port=Distressing images, fried foods, embarrassed elves, thumbs<br />
|calign= Any nonlawful<br />
|dom=Chaos, Fry-Up, Hunger (Libris Mortis), Madness<br />
|favweap=frying pan... or a bottle of lard could help too.<br />
}}<br />
<br />
===Ted===<br />
"http://img101.imageshack.us/img101/2972/tedaprovesbysheewaul5.jpg http://i28.photobucket.com/albums/c233/koomori/ted.jpg<br />
<br />
Ted is a new deity, with a portfolio of distressing mental pictures, fried foods, embarrassed elves and the thumbs-up. He generally appears as a mindflayer with his right thumb up and a frying pan in his left hand, and when depicted in images, generally superimposed over a background of an intoxicated "female" elf engaging in unsavory acts with some random other creature. He is pals with Chuck Norris. Ted delights in madness and mind-blasting imagery that mortals fear to see, lest they never be able to use google spell again. <br />
<br />
Rumors spread that only the bravest and strongest in both mind and spirit can be part of his &lsquo;cult&rsquo;. Those elven clerics of his that announced themselves openly usually has that maniacal smile and quirkiness of a madman (or woman I might say) but they are able to perform &lsquo;unimaginable&rsquo; miracles that could wake a comatose man to life or even make an entire army writhe in agony on the ground mumbling &lsquo;no... the mental image .... &rsquo;. Often, those who has been &lsquo;healed&rsquo; by Ted lead an exclusively reclusive life from that point on.<br />
<br />
Services to Ted involve large amounts of bacon and female elves, the elves (preferably moonelves but lot of sun also go on the lot) are said to be &lsquo;indoctrinated&rsquo; into submission until they become a willing part of Ted's priestdom. Lots of them are willing to give a share of what they have seen and experienced on the larger elven community all for Ted&rsquo;s glory. The elves&rsquo; future appears to be bleak this year. Just Don't call him squidhead or squidface. Entire cosmologies vanished for one inhabitant making that error.<br />
<br />
===Dogma===<br />
<br />
They say that we must be brave on everything and we must be brave, steel your mind and your nerves by submitting yourself to the horrid and the unimaginable, that's the only way to train and prepare your mind on every up and turns of this life. "Ignorance is bliss" are the traits of the weak minded and their minds must be opened to the truth for the greater good.<br />
<br />
===Clergy and Temples===<br />
<br />
Ted's clegy include lots of elves that are on the verge of insanity but well disciplined in order to tackle the bigger picture. They use their secret language, Baconian, to communicate. Temple's usually appears normal on the outside but most of the temple's copies the architectural style of the elven and nature deities temple's to lure lots of worshippers.<br />
<br />
On the inside.... who knows.... o.0<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Deities|Deities]] &rarr; [[User Overdeities|Overdeites]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Anime_Girl_(3.5e_Class)&diff=584566Anime Girl (3.5e Class)2012-08-13T06:15:10Z<p>108.162.231.180: </p>
<hr />
<div>{{April_Fools}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=3.5<br />
|raters_power=2<br />
|rating_wording=4.5<br />
|raters_wording=2<br />
|rating_formatting=2.5<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Only just started<br />
|editing=Please. No editing at this time. Work in progress.<br />
|type=Humorous class, for silly campaigns and for driving the DM nuts.<br />
|desc=The epitome of anime clichés and the product of generations of anime subculture.<br />
}}<br />
<br />
==Anime Girl==<br />
<br />
-Sung to the tune of the "Rita and Runt" theme song from "Animaniacs":<br><br />
''She's plucky, she's lucky, she's all around cute<br><br />
''Her presence in a battle makes normal physics moot<br><br />
''Her Megaton Punch'll knock you out of this world,<br><br />
''So super-''kawaii,<br><br />
''She's an Anime Girl!<br><br />
''^_^;;;<br>''<br />
<br />
===Making an Anime Girl===<br />
<br />
Thanks to the introduction of Japanese animation onto our shores, the role of females in adventure scenarios has been challenged. No longer is she a glamorous damsel in distress to be rescued, but is she now just comic relief? Will she be the over-emotional wet noodle or the tough Sarah Connor type with the rock-hard boobs? No need for that, because an anime girl can be whatever she wants to be. That can be an asset to the party.<br />
<br />
An anime girl may not seem to be the most desirable adventuring companion, seeing as she's "just a girl". Not so: anime girls are magnets for trouble in the form of monsters and plot hooks. Depending on the anime girl path chosen, she may be active or passive during combat. If you survive your adventure with an anime girl regardless, you'll likely be swimming in loot and experience points... and you'll have made a new friend. What's not to like?<br />
<br />
'''Abilities:''' [[Charisma]] is an anime girl's chief attribute, due to her being cute and full of life. her charisma score also powers some of her abilities in her class paths. [[Dexterity]] and [[Constitution]] are important for extra hit points and bonuses to Armor Class. <br />
<br />
'''Races:''' Only female characters may become anime girls – for obvious reasons. Humanoid races that suffer [[Charisma]] penalties are not allowed.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (35 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Anime Girl}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Cosplay Henshin, brightly-colored hair, poisonous cooking, wouldn't hit a girl<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Hammerspace<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Distracted by the Skin<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Cosplay Bonus I<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Charming, Tentacle Susceptibility<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Megaton Punch<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Cosplay Bonus II<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The anime girl's class skills are: Bluff, Climb, Craft, Diplomacy, Disguise, Gather Information, Heal, Jump, Perform (any, taken individually), Profession, and Sense Motive.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the anime girl.<br />
<br />
'''Weapon and Armor Proficiency:''' Anime girls are proficient with simple weapons and whatever weapons their class path allows. Anime girls are proficient with light armor and whatever armors their class path allows.<br />
<br />
'''Brightly-Colored Hair (Ex):''' Anime girls stand out in a crowd, due to their hair color. It may not match a natural level of brightness, a natural hair color, or both. This grants an anime girl a +2 to Charisma-based skills (except Use Magic Device.)<br />
<br />
'''Cosplay Henshin (Su):''' Anime girls can be whatever they want to be. Magician, spy, amazonian princess--you name it, she can do it through the power of costume play, also known as "cosplay". The anime girl must choose between a warrior-type, a magic-using type or a catgirl (you knew it was coming). Once chosen, the anime girl cannot change into another type. She can transform into this form a number of times per day equal to 3 + Charisma modifier. This ability lasts 2 hours, granting a competence bonus equal to 1/2 the anime girl's class level to Bluff and Disguise (rounded down). Each form has different benefits, as listed below:<br />
<br />
*''Warrior-Type Cosplay:'' In addition to her base proficiencies, an anime girl using warrior-type cosplay gains proficiency with any martial weapons and one exotic weapon that go best with her costume and proficiency with medium and heavy armor. Shields get in the way of the costume, so anime girls are not proficient with shields. Anime girls using warrior-type cosplay gain a skill bonus to Intimidate, Knowledge (local) and Diplomacy equal to 1/2 her anime girl level.<br />
<br />
*''Magic-Type Cosplay:'' In addition to her base proficiencies and abilities, an anime girl using magic-type cosplay gains a skill bonus to Knowledge (arcana), Knowledge (religion), Knowledge (the planes) and Spellcraft equal to 1/2 her anime girl level. The anime girl knows a number of spells and has a caster level equal to 1/2 her class level (rounded up, minimum 1). She cannot cast a spell whose spell lever is greater than her caster level. She may choose what type of spells she knows(arcane or divine) and which spells she knows. Once chosen, she cannot access spells from the other type until Cosplay Bonus II. She may cast a spell a number of times equal to 3 + Charisma modifier. She need not prepare her spells in advance.<br />
<br />
*''Catgirl-Type Cosplay:'' In addition to her base proficiencies, an anime girl using catgirl-type cosplay gains evasion and a skill bonus to Hide, Balance, Move Silently, Listen, and Spot equal to 1/2 her anime girl level (rounded down). She also gains proficiency with the short sword, the whip and the shuriken.<br />
<br />
'''Poisonous Cooking (Ex):''' Anime girls may be cute, but their cooking needs work. If ever an anime girl needs to make a Profession (cook) check, she automatically takes a -4 penalty. If the dice roll is less than 5, the food can be used as a poison with similar statistics to [[SRD:Poisons#Table:_Poisons|arsenic]] (primary damage 1 Con, secondary damage 1d8 Con). The Ingestion DC of the poison is equal to 10 + 1/2 anime girl's class level. An anime girl cannot be poisoned by her own cooking; she has immunity due to tasting as she cooked.<br />
<br />
'''Wouldn't Hit a Girl (Su):''' Anime girls can depend on their natural cuteness to deflect potential harm. She can roll a d20 and add her [[Charisma]] modifier with a bonus equal to her anime girl level. The result is the DC for the enemy's Will save. If the creature fails, he cannot attack the anime girl for a number of rounds equal to 1d4 + anime girl's Charisma modifier. If it succeeds, the targeted creature may attack as normal and may not be affected for 24 hours. She may use this ability three times per day. This is a mind-affecting, language-dependent ability.<br />
<br />
'''Hammerspace (Su):''' At 2nd level, an anime girl can pull whatever weapons or belongings she needs, seemingly from thin air. In actuality, a thin layer of dimensional space rests within the recessed spaces (armpits, cleavage, butt crack, clothing folds, etc.) of the anime girl called Hammerspace, allowing her to hold her maximum load without any encumbrance or use of a carrying device. This works in a similar manner to the extra-dimensional storage spaces listed in the ''Dungeon Master's Guide'' (particularly concerning putting one extra-dimensional storage item inside of another), except uncovered piercing or slashing objects do not penetrate or destroy Hammerspace. <br />
<br />
'''Distracted by the Skin (Su):''' At 3rd level, an anime girl can channel her natural good looks into a barrier of protection. Distantly related to Wouldn't Hit a Girl, she can transfer a number of points equal to her Charisma bonus to her Armor Class (minimum 1) once per combat encounter. This lasts a number of rounds equal to 3 + the anime girl's Charisma modifier.<br />
<br />
'''Cosplay Bonus (Su):''' While using Cosplay, an anime girl gains a bonus based on her class level at 4th level and every four levels after (8th, 12th, etc.) The bonus is different for each type at each level. These bonuses do not cross over with each other; they stack with the last Cosplay Bonus.<br />
<br />
Cosplay Bonus I:<br />
*''Warrior-Type Cosplay:'' Gain +2 bonus on Fortitude saves and a +1 enhancement bonus on attack and damage rolls.<br />
*''Magic-Type Cosplay:'' Gain +2 bonus on Will saves and +1 caster level.<br />
*''Catgirl-Type Cosplay:'' Gain +2 bonus on Reflex saves and +10' movement.<br />
<br />
Cosplay Bonus II:<br />
*''Warrior-Type Cosplay:'' Choose Two-Weapon Fighting or Improved Unarmed Strike as a bonus feat. You do not need to meet the prerequisites.<br />
*''Magic-Type Cosplay:'' The anime girl may now choose between arcane and divine spells.<br />
*''Catgirl-Type Cosplay:'' Choose Mobility as a bonus feat or gain low-light vision (which is doubled if you already have it). You do not need to meet the prerequisites.<br />
<br />
Cosplay Bonus III:<br />
*''Warrior-Type Cosplay:'' The anime girl may add her Charisma bonus (if any) to her melee or ranged damage.<br />
*''Magic-Type Cosplay:'' Choose one metamagic or item creation feat as a bonus feat. You do not need to meet the prerequisites.<br />
*''Catgirl-Type Cosplay:'' The anime girl gains sneak attack (as the rogue ability) with damage dice equal to 1/4 anime girl class level (rounded down) and +1 natural armor. ''[example: Busa, a 11th level anime girl following the catgirl-type cosplay, reaches level 12. Her sneak attack dice are, upon reaching 12th level, 3d6 (12÷4=3).]''<br />
<br />
Cosplay Bonus IV:<br />
*''Warrior-Type Cosplay:'' Gain Diehard or Improved Two-Weapon Fighting. You do not need to meet the prerequisites.<br />
*''Magic-Type Cosplay:'' The anime girl may add her Charisma bonus to her direct damage spells (i.e., fireballs, magic missile, etc.)<br />
*''Catgirl-Type Cosplay:'' Gain improved evasion (as the [[SRD:Evasion_and_Improved_Evasion#Improved_Evasion|rogue]] ability.)<br />
<br />
Cosplay Bonus V:<br />
*''Warrior-Type Cosplay:'' Gain greater rage ability (as the [[SRD:Barbarian#Greater_Rage|barbarian]] ability.) This can be used a number of times per day equal to 1 + Charisma modifier.<br />
*''Magic-Type Cosplay:'' Gain spell-like ability ''limited wish'' 1/month.<br />
*''Catgirl-Type Cosplay:'' Gain hide in plain sight (as the [[ranger]] ability, except it works on any terrain.)<br />
<br />
'''Charming (Su):''' At 5th level, an anime girl can cast [[charm person]] as a caster of her class level 2/day. At 9th level, she gains [[hold person]] 2/day/ At 13th level, she gains [[dominate person]] 2/day. At 17th level, she gains [[hold person, mass]] 2/day. These are all treated as spell-like abilities.<br />
<br />
'''Tentacle Susceptibility:''' At 5th level, an anime girl is automatically shaken by and loses her armor bonus against creatures that have tentacles.<br />
<br />
'''Megaton Punch (Ex):''' At 6th level, an anime girl can channel her hatred of a chosen target and punch them so hard, they go flying into the distance. This acts like the monstrous feat [[SRD:Awesome_Blow|Awesome Blow]], with distinct differences: the anime girl does not need to meet the prerequisites (Large size, Str 25, Power Attack, Improved Bull Rush), the distance is equal to damage dealt (rounded down to the nearest 5' increment, minimum 5'), and this attack can only be done through an unarmed melee attack.<br />
<br />
====Epic Anime Girl====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Anime Girl}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Cosplay Henshin Master<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Cosplay Bonus VI<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Cosplay Bonus VII<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | -<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Cosplay Henshin Master (Su):''' An anime girl's skills at cosplay reach a pinnacle when she combines two cosplay costumes at once. She may choose another discipline in Cosplay Henshin, combining the aspect of the first discipline with a second (ex.: an anime girl starting out as a warrior-type that combines magic-type to make a warrior/mage-type.) She does not gain the benefits of earlier Cosplay Bonuses, but gains a Cosplay Bonus at 24th level and 28th level.<br />
<br />
'''Cosplay Master Bonus (Su):''' The anime girl's skills at cosplay increase with experience.<br />
<br />
Cosplay Bonus VI:<br />
*''Warrior/Mage-Type Cosplay:'' Gain damage reduction 5/-.<br />
*''Magic/Catgirl-Type Cosplay:'' Gain the ability to summon any feline-like animal and/or magical beast (found in the Monster Manual 3.5 (and MM II-V)) 2/day. The amount of creatures summoned is equal to 2 + anime girl's Charisma Modifier. She may choose either animals, magical beasts, or both, as long as the creature(s) follow the distinct requirements as follows: HD of 1/2 the anime girl's total HD; must be native to her home Plane.<br />
*''Catgirl/Warrior-Type Cosplay:'' Gain mighty rage (as the [[SRD:Barbarian#Mighty_Rage|barbarian]] ability.)<br />
<br />
Cosplay Bonus VII:<br />
*''Warrior-Type Cosplay:'' <br />
*''Magic-Type Cosplay:'' <br />
*''Stealth-Type Cosplay:'' <br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Anime Girl gains a bonus feat (selected from the list of epic Anime Girl bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Anime Girl Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====Human Anime Girl Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier + 1 ([[SRD:Humans (Race)|Human]]).<br />
<br />
{| class="d20" {{#vardefine: odd|0}}<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Profession Skill|Profession (cook)]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump Skill|Jump]] || 4 || [[Str]] || &minus;0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Gather Information Skill|Gather Information]] || 4 || [[Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Disguise Skill|Disguise]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Bluff Skill|Bluff]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Search Skill|Search]] || 2 || [[Int]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Quick Draw|Quick Draw]].<br />
<br />
'''Bonus Feats:''' [[SRD:Investigator|Investigator]] ([[SRD:Humans (Race)|Human]]).<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]].<br />
<br />
'''Gold:''' 35 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Anime Girl====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' Depending on which cosplay path they choose, Anime Girls can be either active or passive in combat. Anime Girls who choose warrior-type cosplay tend to be more active, filling the role of a Fighter, while those who choose catgirl-type cosplay tend to be more opportunistic, as a Rogue would be. Depending on what spells an Anime Girl using magic-type cosplay picks, she can either act as an offensive magic caster, a healer or a buffer.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Anime Girls in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregtate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
====Anime Girl Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
====Anime Girls in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
{{Base Class Wikify|March 2009}}<br />
{{Base Class Description Needed|March 2009}}<br />
{{Base Class Stub|March 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:April Fools]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Archer_(3.5e_Class)&diff=584565Archer (3.5e Class)2012-08-13T06:11:02Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing campaign information.}}<br />
<br />
{{DnD Base Class Infobox<br />
|img= <br />
|imgloc= <br />
|imgsize= <br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=2<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Complete<br />
|editing=See discussion<br />
|type=Combat-Focused<br />
|desc=The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values agility and skill over brute force and prowess with bow over familiarity with a variety of weapons. <br />
}}<br />
<br />
== Archer ==<br />
<br />
A seasoned marksman who's pursuit of archery and peerless accuracy has elevated and distinguished her amongst adventures.<br />
<br />
=== Making an Archer ===<br />
{| style="float:right" border=1 cellpadding=2 cellspacing=2<br />
!http://farm1.staticflickr.com/148/437836404_8119d14276_m.jpg<br />
|-<br />
|[http://www.flickr.com/photos/hpogner/437836404/ archer by shackles2garlands, on Flickr]<br />
|}<br />
The archer excels in combat at a distance, combining skill, speed, and accuracy to deadly effect. A standard and distinct fantasy archetype, the archer has little use for the typical trappings of other warriors. She values accuracy, agility, and skill over brute force and prowess with bow over familiarity with a variety of weapons.<br />
<br />
'''Abilities:''' Dexterity is vital to the archer, as her prowess with the bow and ability to dodge melee blows depend upon it. Wisdom and Strength also benefit many class skills, with Strength allowing her to wield composite bows. Lightly armored, the archer benefits greatly from a high Constitution score which also improves her Aim ability.<br />
<br />
* '''Alignment:''' Any.<br />
<br />
* '''Starting Gold:''' 6d4 x 10gp. ("Moderate" or "As [[fighter]]").<br />
<br />
* '''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|BAB]]<br />
! rowspan="2" | AAB<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st<br />
|class="left"| +0 <br />
|class="left"| +1 || +0 || +2 || +0<br />
| class="left" | Archer’s Aptitude, Aim (+1d8), Archery Feat <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd<br />
|class="left"| +1 <br />
|class="left"| +2 || +0 || +3 || +0<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd<br />
|class="left"| +2 <br />
|class="left"| +3 || + 1|| +3 || +1<br />
| class="left" |Aim (+2d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th<br />
|class="left"| +3 <br />
|class="left"| +4 || +1 || +4 || +1<br />
| class="left" | Archery Feat, Defensive Shot <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th<br />
|class="left"| +3 <br />
|class="left"| +5 || +1 || +4 || +1<br />
| class="left" |Aim (+3d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th<br />
|class="left"| +4 <br />
|class="left"| +6+1 || +2 || +5 || +2<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th<br />
|class="left"| +5 <br />
|class="left"| +7+2 || +2 || +5 || +2<br />
| class="left" |Aim (+4d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th<br />
|class="left"| +6/+1 <br />
|class="left"| +8+3 || +2 || +6 || +2<br />
| class="left" | Archery Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th<br />
|class="left"| +6/+1 <br />
|class="left"| +9/+4 || +3 || +6 || +3<br />
| class="left" |Aim (+5d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th<br />
|class="left"| +7/+2 <br />
|class="left"| +10/+5 || +3 || +7 || +3<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th<br />
|class="left"| +8/+3 <br />
|class="left"| +11/+6/+1 || +3 || +7 || +3<br />
| class="left" |Aim (+6d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th<br />
|class="left"| +9/+4 <br />
|class="left"| +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th<br />
|class="left"| +9/+4 <br />
|class="left"| +13/+8/+3 || +4 || +8 || +4<br />
| class="left" |Aim (+7d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th<br />
|class="left"| +10/+5 <br />
|class="left"| +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th<br />
|class="left"| +11/+6/+1 <br />
|class="left"| +15/+10/+5 || +5 || +9 || +5<br />
| class="left" |Aim (+8d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | Special Ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th<br />
|class="left"| +12/+7/+2 <br />
|class="left"| +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" |Aim (+9d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th<br />
|class="left"| +13/+8/+3 <br />
|class="left"| +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | Special Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th<br />
|class="left"| +14/+9/+4 <br />
|class="left"| +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" |Aim (+10d8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th<br />
|class="left"| +15/+10/+5 <br />
|class="left"| +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Special Ability<br />
|}<br />
<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]])), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), and [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]). <br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' Archers are proficient with all Simple weapons and with all bows. They are proficient with Light armor but not with shields.<br />
<br />
'''Archer’s Aptitude:''' They excel at archery at the expense of combat with other weapons. While wielding any bow, such as the shortbow or composite longbow, the archer substitutes her [[BAB|Base Attack Bonus]] ([[BAB|BAB]]) with her Archery Attack Bonus (AAB). An archer also uses her AAB in lieu of her [[BAB|BAB]] for the purpose of qualifying for archery feat. Finally her Archer levels are applied as [[SRD:Fighter|fighter]] level for the purpose of accessing [[SRD:Feats|feat]] in the [[SRD:Weapon Focus|Weapon Focus]] tree.<br />
<br />
Therefore a 2nd level [[Fighter|fighter]] ([[BAB|BAB]] +2) / 2nd level Archer ([[BAB|BAB]] +1, AAB +2) would qualify either [[SRD:Weapon Specialization|Weapon Specialization]] (Longbow) and [[SRD:Shot on the Run|Shot on the Run]], assuming she had the prerequisite [[SRD:Feats|feat]](s).<br />
<br />
The archer may also consider using her AAB in lieu of his [[BAB|BAB]] and or apply her archer level as fighter level when qualifying for any archery-based feat or prestige class, such as the Zen Archery feat or arcane archer prestige class, with the DM's approval.<br />
<br />
'''Aim: ''' As a standard action an archer may ready a single arrow and take aim a target within 30ft. In doing so the archer is consider to have readied an attack against the target that can be used as an immediate action. An archer can hold her aim in this way for as long as she chooses but may not take any other actions while doing so. <br />
<br />
At the beginning of each round the archer is entitled to an aim check which is resolved as a concentration check (starting at DC 15, and then +2 for each round aimed beyond the first). Each successful check grants the archer an aim counter. The counters are accumulative however if she rolls a natural one on this check all the counters are lost. Any arrows fired while aiming receives a bonus of +2 per aim counter to attack rolls (+10 max). An archer who spends at least three rounds aiming deals addition +1D8 points of precision damage on damage rolls, plus an addition 1D8 for every two archer levels beyond the first. Once the arrow is fired aim ends and the counter are burned likewise the counters are lost if aim is dismissed or dropped for any other reason.<br />
<br />
An archer is considered flat footed while aiming and is treated as such for any attack directed at her while aiming even if she release in response to being attacked, though doing so negate any chance of the attack interfering with the shot. If the archer takes damage while maintaining aim she must make a concentrate check (DC 15 + damage taken) to continue. If the target moves more then five feet within a single action the archer must immediately make a concentration check DC equal to the movement made to maintain aim. She can however release an arrow in response to the targets movement to avoid this check. If she fails any of these checks aim is dropped and the associated counters are burned.<br />
<br />
'''Archery Feats''' [1st / 2nd / 4th / 6th / 8th level] The archer strives to increase his skill and prowess with the bow. At 1st level and every even numbered level, the archer can select a feat for which she qualifies from the following: Deadeye Shot, [[Far Shot|Far Shot]], [[Improved Critical|Improved Critical]] (Any bow), Improved mounted archery, [[SRD:Improved Precise Shot|Improved Precise Shot]], Improved rapid shot, [[SRD:Manyshot|Manyshot]], [[SRD:Greater Manyshot|Greater Manyshot]], [[SRD:Mounted Archery|Mounted Archery]], Penetrating Shot, [[SRD:Point Blank Shot|Point Blank Shot]], [[SRD:Precise Shot|Precise Shot]], [[SRD:Power Critical|Power Critical]], Ranged disarm, Ranged pin, Range sunder, Ranged Trip, Ranged Weapon Mastery, [[SRD:Rapid Shot|Rapid Shot]], [[SRD:Sharp-Shooting|Sharp-Shooting]], [[SRD:Shot on the Run|Shot on the Run]], [[SRD:Weapon Focus|Weapon Focus]] (Any bow), [[SRD:Greater Weapon Focus|Greater Weapon Focus]] (Any bow), [[SRD:Weapon Specialization|Weapon Specialization]] (Any bow), or [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] (Any bow).<br />
<br />
'''Defensive Shot: ''' Once per round the archer may spend a swift action to grant herself a +4 dodge bonus versus attacks of opportunity drawn from firing a bow within a threatened square. This bonus last until the beginning of her next turn.<br />
<br />
'''Special Archery Ability''' [10th/12th/14th16th/18th/20th level] The archer learns unusual maneuvers with the bow and arrow, such as ricocheting arrows off walls or peppering her enemies with a barrage of arrows. At 11th level and every two levels thereafter, she may select one of the following special abilities; unless otherwise noted, each special ability can be selected only once:<br />
<br />
''Archery:'' The archer can select an additional feat from the Archery class feature. Archery can be taken multiple times.<br />
<br />
''Barrage:'' ([[SRD:Rapid Shot|Rapid Shot]], and [[SRD:Manyshot|Manyshot]]) This ability can be used once per day as a full round action to lay fire to an area. Barrage effects a designated 60ft cone, allowing the archer to make one attack against each creature within the target area at her highest BAB -2. This ability can be taken multiple times to increase the number of daily uses.<br />
<br />
''Called Shot:'' While aiming the archer can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects so long as she has at least one aim counter. The archer must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll is made. The archer then makes a single standard attack at the archer's highest BAB. A successful attack deals weapon damage normally, but if the archer's attack roll exceeds the target's AC by 2 or more or resulted in a successful called shot, striking the targeted body part and causing a debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effects:<br />
<br />
* ''Arm:'' An archer using this ability receives a –2 penalty on her attack roll. A successful hit imparts a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.<br />
* ''Hand:'' An archer using this ability receives a –5 penalty on her attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck. <br />
* ''Eye:'' An archer using this ability receives a –10 penalty on her attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks and search checks. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. If the Called Shot also results in a critical strike, the arrow pierces the brain, and the creature is forced to make a Fortitude 15 save against death from massive damage, regardless of damage roll. A creature with blindsight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured.<br />
* ''Gut:'' Creature struck by this attack has a 50% chance of being nauseated each round and takes a –2 to Fort saves, until the arrow is removed. Half of the physical damage from this attack is considered subdue damage.<br />
* ''Leg:'' An archer using this ability receives a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.<br />
* ''Neck:'' An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round. <br />
* ''Wing:'' Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.<br />
<br />
''Devastating Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the damage multiplier for critical hits increases by x1. Also, should any attack you make with a qualifying weapon deal 50 or more damage in a single attack the DC to avoid death by massive damage is increases from 15 to 20.<br />
<br />
''Dismiss Arrow:'' The archer gains the [[SRD:Deflect Arrows|Deflect Arrows]] feat even if she does not meet the requirements if the archer already has [[SRD:Deflect Arrows|Deflect Arrows]] she instead gains [[SRD:Snatch Arrows|Snatch Arrows]]. This special ability may be taken twice, in order to gain both effects.<br />
<br />
''Eagle Eye:'' While wielding a bow you are considered to be one range increment closer your target for all attack rolls made outside of your first range increment. In addition aim, point blank shot, sniper attack, sneak attack, and skirmish are now effective out to 60ft.<br />
<br />
''Hunter’s Shot:'' (Prerequisite: [[SRD:Survival Skill|Survival]] 12 ranks) The archer can take a shot, while aiming with at least one aim counter, that ignores natural armor. This special ability may be used a number of time per day equal to three plus the archers [[SRD:Wisdom|Wis]] mod.<br />
''Mighty draw:'' ( [[SRD:Strength|Str]] of 15 or higher ) The archer is consider to have +4 Str for the purposes of wielding a composite bow<br />
<br />
''Pepper Shot:'' (Prerequisite: [[SRD:Rapid Shot|Rapid Shot]]) You can use a full round action to pepper a target within 30ft. When doing so make a single attack roll at a -4. Then roll damage as normal plus an additional 4d8 of piercing damage. A successful attack deals full damage and dazes the target for 1 round. If you miss with this attack and have 10 or better on your D20 roll daze is negated but you still deal have damage. This attack expends 5 arrows. Creatures with evasion are afforded no protection from this attack.<br />
<br />
''Piercing Strike:'' When wielding any bow in which she has [[SRD:Weapon Focus|Weapon Focus]] or [[SRD:Improved Critical|Improved Critical]], the net threat range is increased by 1, and is allow to take ten on rolls to confirm crit.<br />
<br />
''Ranged Flank:'' On a successful attack made with a bow against a target within 30ft, you may declare a ranged flanking position. You are therefore treated as though you occupied the nearest square adjacent to the target for the purposes of determining whether or you or and allies are flanking the target, so long as you maintain a position that is known to and within 30ft of the target. You may only use this ability once pre round, and only against one target at a time.<br />
<br />
''Ranged Sneak Attack:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 5 ranks, [[SRD:Move Silently Skill|Move Silently]] and 5 rank) The archer deals an additional +1D6 points of Sneak Attack damage with Projectiles against any target within 30 feet that is flanked or denied its Dexterity bonus to AC. This special ability can be taken multiple times, the effects stack with each other and other sources of sneak attack. This ability otherwise functions as the rouge’s Sneak Attack ability.<br />
<br />
''Ricochet Shot:'' As a standard action the archer can attempt to strike a target within 30 feet with a Ricochet Shot, allowing her to ricochet her arrow off a nearby surface so that the arrow strikes from an angel that negates cover (even total cover) and shield bonus. This ability can be used at any time provide there is a hard surface nearby (ex. Stonewall) and a conceivable flight path. This attack uses the archers highest base attack bonus –2.<br />
<br />
''Sniper:'' (Prerequisite: [[SRD:Hide Skill|Hide]] 12 ranks) When the archer uses the hide skill then attacks she can immediately roll another hide check to remain hidden without incurring the normal penalty so long as she makes only a single attack.<br />
<br />
''Steady Aim:'' The archer no longer losses any accumulated aim bonus on a concentrate check when she rolls a natural and receives a +5 competency bonus on all concentrate checks made for the purpose of aiming.<br />
<br />
''Trace:'' The archer can ignore the first 10 feet of a targets movement and she gains a +10 competency bonus on concentration check required for addition movement beyond that. In addition she may take a five foot step while aiming.<br />
<br />
''Quick Aim:'' This special ability allows the archer may take a single standard action to aim, instantly gaining the benefit of three rounds of aiming. The archer then attempts a DC 15 aim check to receive three aim counters. This ability can be use a number of times each day..<br />
<br />
''Volley:'' As a full round action an archer with this special ability can make an attack against a target who is within line of site but at least four range increment out with a -4 penalty to his attack. This negates all other ranged penalties.<br />
<br />
==== Epic Archer ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Special ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Special ability <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Special ability, Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + ([[SRD:Intelligence|Int]]) modifier skill points per level.<br />
|}<br />
<br />
'''Special ability:''' An epic archer gains one additional special ability 22th level and every 2 levels there after.<br />
<br />
'''Aim:''' An epic archer continues to advance in aim as described, gain an addition 1D8 points of precision damage for every 2 level beyond level 19.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Archer gains a bonus feat (selected from the list of epic Archer bonus feats) every 5 levels after 20th.<br />
<br />
''Epic Archer Bonus Feat List:'' [[SRD:Combat Archery|Combat Archery]], [[SRD:Devastating Critical|Devastating Critical]], [[SRD:Distant Shot|Distant Shot]], Epic Dodge, Epic Speed, [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Improved Manyshot|Improved Manyshot]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Overwhelming Critical|Overwhelming Critical]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Swarm of Arrows|Swarm of Arrows]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]].<br />
<br />
==== Human Archer Starting Package ====<br />
<br />
'''Weapons:''' Longbow, with 50 arrows<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 5 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Climb Skill|Climb]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |[[SRD:Concentration Skill|Concentration]]|| 4 || [[SRD:Concentration Skill|Concentration]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[SRD:Dexterity|Dex]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Jump Skill|Jump]] || 4 || [[SRD:Strength|Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || ([[SRD:Wisdom|Wis]]) || -<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot, Rapid shot.<br />
<br />
'''Gear:''' Leather armor, quiver, hooded lantern, bedroll, waterskin, flint, winter blanket, lump of wax.<br />
<br />
'''Gold:''' 140gc.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Bowman_of_Hunting_(3.5e_Prestige_Class)&diff=584427Bowman of Hunting (3.5e Prestige Class)2012-08-12T13:44:42Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
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|imgcaption=<br />
|rating_power=<br />
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|status=Completed...ish - Balance Testing<br />
|editing= Feedback is welcome, please consult prior to editing<br />
|type=Combat-Focused, Skilled<br />
|desc=Hunters of Men are a class of archers who excel at killing with a bow. They are both very stealthy as well as have learned to carefully craft special arrows that give them an edge when in clutch situations.<br />
}}<br />
<br />
== Hunter of Men ==<br />
<br />
Hunters of Men are a class of archers who excel at killing with a bow by using their stealth and science. By careful study they have managed to develop special arrows that they can craft, each one with its own specialized task. When pressed in melee he may resort to using his arrows as a weapon in themselves, but his dedication to the bow is such that having any other weapon proficiencies will not allow him the focused concentration needed to develop or maintain the skills of his class. He often applies his skills to the task of searching out and killing men. This could be in the capacity of a personal vendetta or as bounty hunter, officer of the law, or some such task...<br />
<br />
=== Making a Hunter of Men ===<br />
<br />
The Hunter of Men is strong in that he excels at ranged combat, his failing is that he has no provision for effective fighting in melee. <br />
<br />
===Requirements===<br />
<br />
To qualify to become an archmage, a character must fulfill all the following criteria.<br />
<br />
* '''Skills:''' [[SRD:Knowledge Skill|Knowledge]] (nuture) 8 ranks, [[SRD:Survival Skill|Survival]] 10 ranks, [[Craft|Craft]](bowmaking) 8 ranks.<br />
<br />
* '''[[SRD:Feats|Feats]]:''' [[Point Blank Shot|Point Blank Shot]], [[Precise Shot|Precise Shot]], [[Rapid Shot|Rapid Shot]], [[Weapon Focus|Weapon Focus]] (longbow, shortbow, or the composite version of either).<br />
<br />
'''Abilities:'''Dex +13, Int +12, Wisdom +12.<br />
<br />
'''Base Bonus Attack:''' +7<br />
<br />
<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hunter of Men}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Initiate of the Bow, Crafted Arrow, Sniper's Precision +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Track<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Apprentice of the Bow, Crafted Arrow, Sniper's Precision +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Reflex Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Journeyman of the Bow, Hide in Plain Sight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Crafted Arrow, Sniper's Precision +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Shot on the Run<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Trackless Step, Master of the Bow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Crafted Arrow, Sniper's Precision +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Upgrade Quiver, Swift Tracker<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Hunter of Men.<br />
<br />
'''Weapon and Armor Proficiency:''' The Hunter of Men is proficient with Shortbows, Longbows, Yumi (Hankyu and Daikyu), and arrows (as melee weapon), as well as light armor.<br />
<br />
<br />
'''{{#anc:Initiate of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
The benefits of the Hunter of Men's abilities apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. This rule applies to the Initiate of the Bow and all other abilities of the class.<br />
<br />
'''{{#anc:Crafted Arrow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men learns to not only use a normal arrows, but learns to applies some science into their crafting to make and use special custom arrows. These arrows never available on any market, black or otherwise, and must be made and also are unusable by anyone who is not trained to make them. It takes three hours of dedicated work to make a single arrow of these custom types. The DC to craft each arrow is 20 with no cost for materials as the Hunter will procure all the necessary materials from nature himself, as calculated into the time spent on each arrow. Each time the Hunter of Men learns to make a new arrow, he receives a +5 bonus to both his craft(fletcher) and craft(bowyer) skills. At levels 1,3,6 and 9 the Hunter learns to craft a new kind of arrow and may choose from the list given below. These arrows can be chosen in any order. The other restriction upon these arrows is that because of their unique make-up they must be carried in a specialized quiver and as such only five of each special arrow can be carried at a time without the feat of Upgraded Quiver. As Hunters are zealously protective of their secrets they also will not have other arrows made besides those that they can carry. They may have nearly finished arrows however, but these nearly finished arrows would still take the 3 hours to make originally but then can be finished later with 20 minutes of work per arrow.<br />
<br />
'''Curved:''' This arrow has a specially shaped head and fletching to cause the arrow to curve. The Arrow takes a semi-circular path so that the arrow will go around a cover and hit the target from the side or back (as is appropriate for the semi-circular arc). The arc does not need to have the target as the opposite end of the arc but can fall any where in between on the arc. The arrow must still have a clear path on which to travel. When calculating range, one counts the distance the arrow travels rather than the distance to the target. Since the arrow is coming from an unexpected direction, the attack is always treated as a flanking attack for purposes of to hit bonuses and for sneak attacks or similar abilities.<br />
<br />
'''Splintered:''' This arrow is much more like a tight bundle of smaller arrows. This bundle can then split into multiple attacks that then can hit multiple enemies or the same enemy. To determine the number of splinters the Hunter may evenly divide their modified attack bonus by the number of attacks they wish, each splinter then has the the attack bonus that was divided -1, but the arrows may not have a negative bonus. (Ex. Nakaizumi has an AB of 12, he may divide this by 6 and then -1 for 6 attacks at 1 AB; or Nakaizumi may choose to have 4 attacks at 2 AB). These splintered attacks each do damage one die smaller than a normal arrow for that bow would do and cannot critical (though do always succeed with a natural 20), with still applying other bonuses to damage normally (Str from a Mighty Bow, Int from Ballistic Science, or even the additional dice for a sneak attack/sniper shot). Due to the nature of the arrow it can only be fired at up to 3/4 of the characters range and must travel at least 15 feet to allow time for the arrow to splinter.<br />
<br />
'''Weighted Arrow:''' This arrow is modified with a lead weight at the end. This allows the arrow to dramatically increase its destructive power. However the weight causes the arrow to let of a low pitched whine, so that if an the target hears the arrow coming (Listen Check: DC 10, then he may attempt a reflex save to dodge the arrow (Reflex Save: DC = 10 + Hunters Class Level). The arrow does double (bludgeoning) damage (this damaged would be multiplied if a critical is hit).<br />
<br />
'''Clawed Arrow:''' This arrow is modified to create maximum damage. The head is fashioned into four claws and the shaft is covered in barbs to increase the rifling affect once fired as well as to increase damage as they tear through flesh. This arrow always is treated as a critical when it hits and increases the critical modifier by one (longbow would do x4 on a critical). This arrow however is extremely hard to control and aim and so can only be shot at a range of 20ft or less.<br />
<br />
'''Incendiary Arrows:''' These arrows do not actually set anything on fire, rather they are hollowed out shafts that are filled with a slightly viscous liquid. When the arrow strikes its target the brittle shaft shatters, spraying this liquid all over the target. Then if a normal arrow with a flaming rag follows, or some other source of fire, then the liquid ignites. This liquid is not only highly flammable but is also extremely virulent and unrelenting. The does 1 damage the first round, then the next round 1d3,1d4, 1d6, 1d8, 1d10... Each round increasing by one die as the fire spreads over the body and burns deeper and deeper into the flesh. The fire will continue burning despite any attempts to put it out such as dousing in water or rolling on the ground (these will in fact spread the liquid and will jump the damage one die higher each round that it is done). The only way to extinguish the flames is by magical means, by completely submerging in water for an entire minute, or by thoroughly dousing the liquid in salt prior to it being lit. The both the arrow that delivers the liquid and the fire arrow that follows do not do any direct damage but still affect regardless of armor so both are treated as ranged touch attacks. <br />
<br />
'''Poison Arrows:''' The Hunter of Men also have use of arrows that deliver a neurotoxin. This arrow must hit to deliver the poison, if hit the target may make a Fortitude Save where the more damage dealt by the arrow signifies the depth into the body that the poison in introduced (Fortitude Save: DC= 10 + 1/2 Class Level + Damage Dealt by the arrow). If the save is failed then the toxin successfully has set in. Under normal conditions it may take anywhere from 15 minutes to 3 hours to die from the toxin, however strenuous activities (as per GM's discretion) can dramatically increase this rate (symptoms occur 25% faster per strenuous action) by accelerating the spread of the neurotoxin. Very soon (within a minute- or after 10 rounds in a battle) the target will experience a tingling sensation in mouth and limbs, dizziness, erratic heartbeat, double vision, loss of ability to articulate well (can only speak a few coherent words at a time with a will save, DC= 15), and pronounced loss of muscle control (Conditions: Dazzled, Fatigued, Nauseated, and Sickened). If the target does not receive treatment within 5 minutes their symptoms progress to severe abdominal pain, nausea and vomiting, severe shortness of breath, bleeding from the nose, and paralysis (Conditions: Exhaustion, Paralysis, Unconscious and Stable, in addition to previous conditions). If the target still does not receive treatment then in 20 minutes - 2 hours after the introduction of the toxin, he will experience convulsions, cardiac arrest (70% chance of death, add fortitude save to the roll), respiratory arrest (70% chance of death, add fortitude save to the roll), and then slips into a coma. If the target remains untreated, at 3 hours the victim dies. Symptoms can be delayed by 1 minute by a fortitude save (DC = Original DC against toxin [10 + 1/2 Class Level + Damage Dealt] + the amount of time in minutes since hit), this delay can be attempted as many times as desired for each set of symptoms as long as they continue to succeed. To treat the target without knowledge or anti-toxin, is a heal check (DC= 10 + 1/2 Class Level + Damage dealt by the arrow + amount of time in minutes since being hit). With an anti-toxin or with a successful Knowledge (Nature) check (DC 30), the heal check DC drops to ( DC= 10 + amount of time in 1/2 hours since being hit). This toxin can also be cured by magical means.<br />
<br />
'''{{#anc:Sniper's Precision}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a Hunter of Men can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.<br />
<br />
The Hunter of mens’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the he flanks his target. This extra damage is 1d6 at 1st level, and it increases to 2d6 at level 3 and then increases by 1d6 every three Hunter of Men levels thereafter. Should the Hunter of Men score a critical hit with a sniper shot, this extra damage is not multiplied. The Hunter of Men can only due this with a bow and only if the target is within half of the Hunter's total range. He cannot deal nonlethal damage in a sniper shot, not even with the usual –4 penalty. A Hunter of Men can snipe only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sniper shots. The Hunter of Men must be able to see the target well enough to pick out a vital spot (longer shots would be at the head) and must be able to hit such a spot. A Hunter of Men cannot snipe while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. <br />
<br />
'''{{#anc:Track}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''A Hunter of Men gains Track as a bonus feat.<br />
<br />
'''{{#anc:Apprentice of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Reflex Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Hunter of Men may make an Attack of Opportunity with his bow against anopponent that performs an action that draws anAttack of Opportunity. This ability is limited to opponents within one half of the Hunter's total range and within line of sight. This ability stacks with Combat Reflexes.<br />
<br />
'''{{#anc:Journeyman of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5h level, a Hunter of Men's aptitude in his use of a bow improves. He now has Ballistic Science as a feat. <br />
<br />
Ballistic Science: As a result of careful study and understanding of the science of ballistics and how an arrows flight functions, the Hunter of Men is able to use his bow with greater accuracy and damage. Add the his Int modifier (if any) to attack and damage rolls (this stacks with other abilities that affect these rolls).<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a Hunter of Men that is level 5 or higher can use the Hide skill even while being observed.<br />
<br />
'''{{#anc:Shot on the Run}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men gains Shot on the Run as a bonus feat, even if he does not have the prerequisites for that feat.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. <br />
<br />
'''{{#anc:Master of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Upgrade Quiver}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men now has learned how to craft quivers to better hold his custom arrows. As a result the maximum number of each kind of arrow that can be carried at one time is doubled to 10 (without this only 5 of each kind of special arrow may be carried at one time).<br />
<br />
'''{{#anc:Swift Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at his 10th level, a Hunter of Men can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. <br />
<br />
'''{{#anc:Crafter of Arrows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men has increased his skill at crafting his arrows. The required time to craft arrows, his special ones and also normal ones, is cut in half.<br />
<br />
==== Ex-Hunters of Men ====<br />
<br />
A Hunter of Men who takes a proficiency with another weapon besides those given by the class loses all the abilities associated with using a bow as the techniques require a degree of focus to develop and also to maintain them that excludes the time needed to become proficient with something else and also may no longer advance as a Hunter. For the sake of this restriction, gaining a spell-casting ability that require time to study or train would count as gaining another weapon proficiency. The Ex-Hunter of Men retains the abilities associated with tracking and with hiding. If a Ex-Hunter wishes too they may reinstate themselves to their former position by giving up any other proficiencies besides the ones listed for the class and then spend 3 months in extensive training per former level in the class. This training would require that nothing else is done during the time except required daily necessities.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Hunter of Men ====<br />
<br />
'''Religion:''' Hunter of Men could be of any religion depending on what prompted them into choosing to take up a class that specialized in killing other beings, for the most part however they would worship Gods who looked upon their deeds favorably.<br />
<br />
'''Other Classes:''' Hunters understand the need for a good front line and so greatly appreciate fighters, paladins, and clerics. However Hunters of Men will often look down upon others who try to straddle the gap between melee and ranged seeing them as men without dedication and inferior. Hunters also tend to dislike druids, or others, who are overly pacifistic.<br />
<br />
'''Combat:''' A Hunter is a ranged character through and through, they will however use their skills in stealth to gain advantageous positions from which they can snipe their enemies.<br />
<br />
'''Advancement:''' This class would be difficult to mutli-class with due to the proficiency restriction. However taking classes in rogue or Fighter, while choosing to not accept the proficiencies given might prove a viable option.<br />
<br />
==== Hunter of Men in the World ====<br />
<br />
{{quote|Nakaizumi: Crap, I missed...<br />
<br />
Gama: What do you mean you missed? You hit him right in the eye at well over 50ft, and around the other side of a tree!<br />
<br />
Nakaizumi: Yes, but I was aiming for the other eye...|orig=Nakaizumi Arata, Human Hunter of Men}}<br />
<br />
Hunters of Men are often mercenaries, or in some sort of military. They also make wonderful scouts, their speed and stealth aiding them as they move in and out of places unseen, and unheard. Perhaps their favored capacity is that of a Bounty Hunter, preferring dead rather than alive. <br />
<br />
'''Daily Life:''' For the Hunter of Men, fighting is also a science. So that when they are not actually hunting they will spend time studying their weapons and experimenting on new modifications or applications.<br />
<br />
'''Notables:''' Nakaizumi Arata of the Mad Bow, a Human Hunter of Men credited with coming up with several of the different staple arrows of the Hunter.<br />
<br />
Syltharius of the Black Bow, a Moon Elf Hunter of Men with 200 recorded captures as a bounty hunter. Most notable about this however, especially among Hunters, is that every one of these was a live capture. However there have been as many as 100 political assassinations that can only be explained as him, but are doubted because of his reputation for bringing in captives alive.<br />
<br />
'''Organizations:''' Many followers of this class will join guilds for bounty hunters, assassins, or armies as scouts. Hunters do not gain their skills and knowledge from any formal school, but rather it is always a single master and single student with an apprenticeship similar to that seen in crafting trades (perhaps this developed due to their heavy roots as fletchers?). During their initiate stage, a Hunter will always be with their master, as an apprentice they will be sent off alone as on missions. Once they are awarded a journeyman status they are free to adventure on their own, only needing to come back to their master to test their skills when ready to become a master themselves.<br />
<br />
'''NPC Reactions:''' Being somewhat esoteric, the Hunter will often not be recognized as anything other that a standard archer. However once their strange arrows are brought into play, anyone who has heard of them will immediately recognize them as a Hunter of Men... That is if they see them at all...<br />
<br />
==== Hunters of Men Lore ====<br />
<br />
Characters with ranks in Knowledge (History) can research Hunters of Men to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ History<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Hunters are known for their skill with bows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Hunters will often use odd arrows that don't behave normally.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Hunters will apply science to their combat so that each arrow they craft functions in a different way, allowing them to shoot around things, shoot several times at once, or even cause paralysis.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | While the hunters have an array of arrows, they could only be carried in small numbers, also the hunter are exceptionally deadly without their arrows due to their accuracy and ability to hide.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Priestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Bowman_of_Hunting_(3.5e_Prestige_Class)&diff=584426Bowman of Hunting (3.5e Prestige Class)2012-08-12T13:43:14Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing epic information.}}<br />
{{DnD Base Class Infobox<br />
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|status=Completed...ish - Balance Testing<br />
|editing= Feedback is welcome, please consult prior to editing<br />
|type=Combat-Focused, Skilled<br />
|desc=Hunters of Men are a class of archers who excel at killing with a bow. They are both very stealthy as well as have learned to carefully craft special arrows that give them an edge when in clutch situations.<br />
}}<br />
<br />
== Hunter of Men ==<br />
<br />
Hunters of Men are a class of archers who excel at killing with a bow by using their stealth and science. By careful study they have managed to develop special arrows that they can craft, each one with its own specialized task. When pressed in melee he may resort to using his arrows as a weapon in themselves, but his dedication to the bow is such that having any other weapon proficiencies will not allow him the focused concentration needed to develop or maintain the skills of his class. He often applies his skills to the task of searching out and killing men. This could be in the capacity of a personal vendetta or as bounty hunter, officer of the law, or some such task...<br />
<br />
=== Making a Hunter of Men ===<br />
<br />
The Hunter of Men is strong in that he excels at ranged combat, his failing is that he has no provision for effective fighting in melee. <br />
<br />
===Requirements===<br />
<br />
To qualify to become an archmage, a character must fulfill all the following criteria.<br />
<br />
* '''Skills:''' [[SRD:Knowledge Skill|Knowledge]] (nuture) 8 ranks, [[SRD:Survival Skill|Survival]] 10 ranks, [[Craft|Craft]](bowmaking) 8 ranks).<br />
<br />
* '''[[SRD:Feats|Feats]]:''' [[Point Blank Shot|Point Blank Shot]], [[Precise Shot|Precise Shot]], [[Rapid Shot|Rapid Shot]], [[Weapon Focus|Weapon Focus]] (longbow, shortbow, or the composite version of either).<br />
<br />
'''Abilities:'''Dex +13, Int +12, Wisdom + 12.<br />
<br />
'''Base Bonus Attack:''' +7<br />
<br />
<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hunter of Men}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Initiate of the Bow, Crafted Arrow, Sniper's Precision +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Track<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Apprentice of the Bow, Crafted Arrow, Sniper's Precision +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Reflex Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Journeyman of the Bow, Hide in Plain Sight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Crafted Arrow, Sniper's Precision +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Shot on the Run<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Trackless Step, Master of the Bow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Crafted Arrow, Sniper's Precision +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Upgrade Quiver, Swift Tracker<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Hunter of Men.<br />
<br />
'''Weapon and Armor Proficiency:''' The Hunter of Men is proficient with Shortbows, Longbows, Yumi (Hankyu and Daikyu), and arrows (as melee weapon), as well as light armor.<br />
<br />
<br />
'''{{#anc:Initiate of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
The benefits of the Hunter of Men's abilities apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. This rule applies to the Initiate of the Bow and all other abilities of the class.<br />
<br />
'''{{#anc:Crafted Arrow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men learns to not only use a normal arrows, but learns to applies some science into their crafting to make and use special custom arrows. These arrows never available on any market, black or otherwise, and must be made and also are unusable by anyone who is not trained to make them. It takes three hours of dedicated work to make a single arrow of these custom types. The DC to craft each arrow is 20 with no cost for materials as the Hunter will procure all the necessary materials from nature himself, as calculated into the time spent on each arrow. Each time the Hunter of Men learns to make a new arrow, he receives a +5 bonus to both his craft(fletcher) and craft(bowyer) skills. At levels 1,3,6 and 9 the Hunter learns to craft a new kind of arrow and may choose from the list given below. These arrows can be chosen in any order. The other restriction upon these arrows is that because of their unique make-up they must be carried in a specialized quiver and as such only five of each special arrow can be carried at a time without the feat of Upgraded Quiver. As Hunters are zealously protective of their secrets they also will not have other arrows made besides those that they can carry. They may have nearly finished arrows however, but these nearly finished arrows would still take the 3 hours to make originally but then can be finished later with 20 minutes of work per arrow.<br />
<br />
'''Curved:''' This arrow has a specially shaped head and fletching to cause the arrow to curve. The Arrow takes a semi-circular path so that the arrow will go around a cover and hit the target from the side or back (as is appropriate for the semi-circular arc). The arc does not need to have the target as the opposite end of the arc but can fall any where in between on the arc. The arrow must still have a clear path on which to travel. When calculating range, one counts the distance the arrow travels rather than the distance to the target. Since the arrow is coming from an unexpected direction, the attack is always treated as a flanking attack for purposes of to hit bonuses and for sneak attacks or similar abilities.<br />
<br />
'''Splintered:''' This arrow is much more like a tight bundle of smaller arrows. This bundle can then split into multiple attacks that then can hit multiple enemies or the same enemy. To determine the number of splinters the Hunter may evenly divide their modified attack bonus by the number of attacks they wish, each splinter then has the the attack bonus that was divided -1, but the arrows may not have a negative bonus. (Ex. Nakaizumi has an AB of 12, he may divide this by 6 and then -1 for 6 attacks at 1 AB; or Nakaizumi may choose to have 4 attacks at 2 AB). These splintered attacks each do damage one die smaller than a normal arrow for that bow would do and cannot critical (though do always succeed with a natural 20), with still applying other bonuses to damage normally (Str from a Mighty Bow, Int from Ballistic Science, or even the additional dice for a sneak attack/sniper shot). Due to the nature of the arrow it can only be fired at up to 3/4 of the characters range and must travel at least 15 feet to allow time for the arrow to splinter.<br />
<br />
'''Weighted Arrow:''' This arrow is modified with a lead weight at the end. This allows the arrow to dramatically increase its destructive power. However the weight causes the arrow to let of a low pitched whine, so that if an the target hears the arrow coming (Listen Check: DC 10, then he may attempt a reflex save to dodge the arrow (Reflex Save: DC = 10 + Hunters Class Level). The arrow does double (bludgeoning) damage (this damaged would be multiplied if a critical is hit).<br />
<br />
'''Clawed Arrow:''' This arrow is modified to create maximum damage. The head is fashioned into four claws and the shaft is covered in barbs to increase the rifling affect once fired as well as to increase damage as they tear through flesh. This arrow always is treated as a critical when it hits and increases the critical modifier by one (longbow would do x4 on a critical). This arrow however is extremely hard to control and aim and so can only be shot at a range of 20ft or less.<br />
<br />
'''Incendiary Arrows:''' These arrows do not actually set anything on fire, rather they are hollowed out shafts that are filled with a slightly viscous liquid. When the arrow strikes its target the brittle shaft shatters, spraying this liquid all over the target. Then if a normal arrow with a flaming rag follows, or some other source of fire, then the liquid ignites. This liquid is not only highly flammable but is also extremely virulent and unrelenting. The does 1 damage the first round, then the next round 1d3,1d4, 1d6, 1d8, 1d10... Each round increasing by one die as the fire spreads over the body and burns deeper and deeper into the flesh. The fire will continue burning despite any attempts to put it out such as dousing in water or rolling on the ground (these will in fact spread the liquid and will jump the damage one die higher each round that it is done). The only way to extinguish the flames is by magical means, by completely submerging in water for an entire minute, or by thoroughly dousing the liquid in salt prior to it being lit. The both the arrow that delivers the liquid and the fire arrow that follows do not do any direct damage but still affect regardless of armor so both are treated as ranged touch attacks. <br />
<br />
'''Poison Arrows:''' The Hunter of Men also have use of arrows that deliver a neurotoxin. This arrow must hit to deliver the poison, if hit the target may make a Fortitude Save where the more damage dealt by the arrow signifies the depth into the body that the poison in introduced (Fortitude Save: DC= 10 + 1/2 Class Level + Damage Dealt by the arrow). If the save is failed then the toxin successfully has set in. Under normal conditions it may take anywhere from 15 minutes to 3 hours to die from the toxin, however strenuous activities (as per GM's discretion) can dramatically increase this rate (symptoms occur 25% faster per strenuous action) by accelerating the spread of the neurotoxin. Very soon (within a minute- or after 10 rounds in a battle) the target will experience a tingling sensation in mouth and limbs, dizziness, erratic heartbeat, double vision, loss of ability to articulate well (can only speak a few coherent words at a time with a will save, DC= 15), and pronounced loss of muscle control (Conditions: Dazzled, Fatigued, Nauseated, and Sickened). If the target does not receive treatment within 5 minutes their symptoms progress to severe abdominal pain, nausea and vomiting, severe shortness of breath, bleeding from the nose, and paralysis (Conditions: Exhaustion, Paralysis, Unconscious and Stable, in addition to previous conditions). If the target still does not receive treatment then in 20 minutes - 2 hours after the introduction of the toxin, he will experience convulsions, cardiac arrest (70% chance of death, add fortitude save to the roll), respiratory arrest (70% chance of death, add fortitude save to the roll), and then slips into a coma. If the target remains untreated, at 3 hours the victim dies. Symptoms can be delayed by 1 minute by a fortitude save (DC = Original DC against toxin [10 + 1/2 Class Level + Damage Dealt] + the amount of time in minutes since hit), this delay can be attempted as many times as desired for each set of symptoms as long as they continue to succeed. To treat the target without knowledge or anti-toxin, is a heal check (DC= 10 + 1/2 Class Level + Damage dealt by the arrow + amount of time in minutes since being hit). With an anti-toxin or with a successful Knowledge (Nature) check (DC 30), the heal check DC drops to ( DC= 10 + amount of time in 1/2 hours since being hit). This toxin can also be cured by magical means.<br />
<br />
'''{{#anc:Sniper's Precision}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a Hunter of Men can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.<br />
<br />
The Hunter of mens’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the he flanks his target. This extra damage is 1d6 at 1st level, and it increases to 2d6 at level 3 and then increases by 1d6 every three Hunter of Men levels thereafter. Should the Hunter of Men score a critical hit with a sniper shot, this extra damage is not multiplied. The Hunter of Men can only due this with a bow and only if the target is within half of the Hunter's total range. He cannot deal nonlethal damage in a sniper shot, not even with the usual –4 penalty. A Hunter of Men can snipe only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sniper shots. The Hunter of Men must be able to see the target well enough to pick out a vital spot (longer shots would be at the head) and must be able to hit such a spot. A Hunter of Men cannot snipe while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. <br />
<br />
'''{{#anc:Track}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''A Hunter of Men gains Track as a bonus feat.<br />
<br />
'''{{#anc:Apprentice of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Reflex Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Hunter of Men may make an Attack of Opportunity with his bow against anopponent that performs an action that draws anAttack of Opportunity. This ability is limited to opponents within one half of the Hunter's total range and within line of sight. This ability stacks with Combat Reflexes.<br />
<br />
'''{{#anc:Journeyman of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5h level, a Hunter of Men's aptitude in his use of a bow improves. He now has Ballistic Science as a feat. <br />
<br />
Ballistic Science: As a result of careful study and understanding of the science of ballistics and how an arrows flight functions, the Hunter of Men is able to use his bow with greater accuracy and damage. Add the his Int modifier (if any) to attack and damage rolls (this stacks with other abilities that affect these rolls).<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a Hunter of Men that is level 5 or higher can use the Hide skill even while being observed.<br />
<br />
'''{{#anc:Shot on the Run}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men gains Shot on the Run as a bonus feat, even if he does not have the prerequisites for that feat.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. <br />
<br />
'''{{#anc:Master of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Upgrade Quiver}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men now has learned how to craft quivers to better hold his custom arrows. As a result the maximum number of each kind of arrow that can be carried at one time is doubled to 10 (without this only 5 of each kind of special arrow may be carried at one time).<br />
<br />
'''{{#anc:Swift Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at his 10th level, a Hunter of Men can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. <br />
<br />
'''{{#anc:Crafter of Arrows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men has increased his skill at crafting his arrows. The required time to craft arrows, his special ones and also normal ones, is cut in half.<br />
<br />
==== Ex-Hunters of Men ====<br />
<br />
A Hunter of Men who takes a proficiency with another weapon besides those given by the class loses all the abilities associated with using a bow as the techniques require a degree of focus to develop and also to maintain them that excludes the time needed to become proficient with something else and also may no longer advance as a Hunter. For the sake of this restriction, gaining a spell-casting ability that require time to study or train would count as gaining another weapon proficiency. The Ex-Hunter of Men retains the abilities associated with tracking and with hiding. If a Ex-Hunter wishes too they may reinstate themselves to their former position by giving up any other proficiencies besides the ones listed for the class and then spend 3 months in extensive training per former level in the class. This training would require that nothing else is done during the time except required daily necessities.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Hunter of Men ====<br />
<br />
'''Religion:''' Hunter of Men could be of any religion depending on what prompted them into choosing to take up a class that specialized in killing other beings, for the most part however they would worship Gods who looked upon their deeds favorably.<br />
<br />
'''Other Classes:''' Hunters understand the need for a good front line and so greatly appreciate fighters, paladins, and clerics. However Hunters of Men will often look down upon others who try to straddle the gap between melee and ranged seeing them as men without dedication and inferior. Hunters also tend to dislike druids, or others, who are overly pacifistic.<br />
<br />
'''Combat:''' A Hunter is a ranged character through and through, they will however use their skills in stealth to gain advantageous positions from which they can snipe their enemies.<br />
<br />
'''Advancement:''' This class would be difficult to mutli-class with due to the proficiency restriction. However taking classes in rogue or Fighter, while choosing to not accept the proficiencies given might prove a viable option.<br />
<br />
==== Hunter of Men in the World ====<br />
<br />
{{quote|Nakaizumi: Crap, I missed...<br />
<br />
Gama: What do you mean you missed? You hit him right in the eye at well over 50ft, and around the other side of a tree!<br />
<br />
Nakaizumi: Yes, but I was aiming for the other eye...|orig=Nakaizumi Arata, Human Hunter of Men}}<br />
<br />
Hunters of Men are often mercenaries, or in some sort of military. They also make wonderful scouts, their speed and stealth aiding them as they move in and out of places unseen, and unheard. Perhaps their favored capacity is that of a Bounty Hunter, preferring dead rather than alive. <br />
<br />
'''Daily Life:''' For the Hunter of Men, fighting is also a science. So that when they are not actually hunting they will spend time studying their weapons and experimenting on new modifications or applications.<br />
<br />
'''Notables:''' Nakaizumi Arata of the Mad Bow, a Human Hunter of Men credited with coming up with several of the different staple arrows of the Hunter.<br />
<br />
Syltharius of the Black Bow, a Moon Elf Hunter of Men with 200 recorded captures as a bounty hunter. Most notable about this however, especially among Hunters, is that every one of these was a live capture. However there have been as many as 100 political assassinations that can only be explained as him, but are doubted because of his reputation for bringing in captives alive.<br />
<br />
'''Organizations:''' Many followers of this class will join guilds for bounty hunters, assassins, or armies as scouts. Hunters do not gain their skills and knowledge from any formal school, but rather it is always a single master and single student with an apprenticeship similar to that seen in crafting trades (perhaps this developed due to their heavy roots as fletchers?). During their initiate stage, a Hunter will always be with their master, as an apprentice they will be sent off alone as on missions. Once they are awarded a journeyman status they are free to adventure on their own, only needing to come back to their master to test their skills when ready to become a master themselves.<br />
<br />
'''NPC Reactions:''' Being somewhat esoteric, the Hunter will often not be recognized as anything other that a standard archer. However once their strange arrows are brought into play, anyone who has heard of them will immediately recognize them as a Hunter of Men... That is if they see them at all...<br />
<br />
==== Hunters of Men Lore ====<br />
<br />
Characters with ranks in Knowledge (History) can research Hunters of Men to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ History<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Hunters are known for their skill with bows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Hunters will often use odd arrows that don't behave normally.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Hunters will apply science to their combat so that each arrow they craft functions in a different way, allowing them to shoot around things, shoot several times at once, or even cause paralysis.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | While the hunters have an array of arrows, they could only be carried in small numbers, also the hunter are exceptionally deadly without their arrows due to their accuracy and ability to hide.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Priestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Bowman_of_Hunting_(3.5e_Prestige_Class)&diff=584425Bowman of Hunting (3.5e Prestige Class)2012-08-12T13:21:29Z<p>108.162.231.180: </p>
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<div>{{stub|Missing epic information.}}<br />
{{DnD Base Class Infobox<br />
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|status=Completed...ish - Balance Testing<br />
|editing= Feedback is welcome, please consult prior to editing<br />
|type=Combat-Focused, Skilled<br />
|desc=Hunters of Men are a class of archers who excel at killing with a bow. They are both very stealthy as well as have learned to carefully craft special arrows that give them an edge when in clutch situations.<br />
}}<br />
<br />
== Hunter of Men ==<br />
<br />
Hunters of Men are a class of archers who excel at killing with a bow by using their stealth and science. By careful study they have managed to develop special arrows that they can craft, each one with its own specialized task. When pressed in melee he may resort to using his arrows as a weapon in themselves, but his dedication to the bow is such that having any other weapon proficiencies will not allow him the focused concentration needed to develop or maintain the skills of his class. He often applies his skills to the task of searching out and killing men. This could be in the capacity of a personal vendetta or as bounty hunter, officer of the law, or some such task...<br />
<br />
=== Making a Hunter of Men ===<br />
<br />
The Hunter of Men is strong in that he excels at ranged combat, his failing is that he has no provision for effective fighting in melee. <br />
<br />
'''Abilities:''' The most important abilities for a Hunter of Men is his Dexterity and his Intelligence, with Wisdom being third and the other stats following.<br />
<br />
'''Races:''' Any race may be a Hunter of Men, though it most favors Elves and Humans.<br />
<br />
'''Alignment:''' Any.<br />
<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hunter of Men}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Initiate of the Bow, Crafted Arrow, Sniper's Precision +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Track<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Apprentice of the Bow, Crafted Arrow, Sniper's Precision +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Reflex Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Journeyman of the Bow, Hide in Plain Sight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Crafted Arrow, Sniper's Precision +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Shot on the Run<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Trackless Step, Master of the Bow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Crafted Arrow, Sniper's Precision +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Upgrade Quiver, Swift Tracker<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Hunter of Men.<br />
<br />
'''Weapon and Armor Proficiency:''' The Hunter of Men is proficient with Shortbows, Longbows, Yumi (Hankyu and Daikyu), and arrows (as melee weapon), as well as light armor.<br />
<br />
<br />
'''{{#anc:Initiate of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
The benefits of the Hunter of Men's abilities apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. This rule applies to the Initiate of the Bow and all other abilities of the class.<br />
<br />
'''{{#anc:Crafted Arrow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men learns to not only use a normal arrows, but learns to applies some science into their crafting to make and use special custom arrows. These arrows never available on any market, black or otherwise, and must be made and also are unusable by anyone who is not trained to make them. It takes three hours of dedicated work to make a single arrow of these custom types. The DC to craft each arrow is 20 with no cost for materials as the Hunter will procure all the necessary materials from nature himself, as calculated into the time spent on each arrow. Each time the Hunter of Men learns to make a new arrow, he receives a +5 bonus to both his craft(fletcher) and craft(bowyer) skills. At levels 1,3,6 and 9 the Hunter learns to craft a new kind of arrow and may choose from the list given below. These arrows can be chosen in any order. The other restriction upon these arrows is that because of their unique make-up they must be carried in a specialized quiver and as such only five of each special arrow can be carried at a time without the feat of Upgraded Quiver. As Hunters are zealously protective of their secrets they also will not have other arrows made besides those that they can carry. They may have nearly finished arrows however, but these nearly finished arrows would still take the 3 hours to make originally but then can be finished later with 20 minutes of work per arrow.<br />
<br />
'''Curved:''' This arrow has a specially shaped head and fletching to cause the arrow to curve. The Arrow takes a semi-circular path so that the arrow will go around a cover and hit the target from the side or back (as is appropriate for the semi-circular arc). The arc does not need to have the target as the opposite end of the arc but can fall any where in between on the arc. The arrow must still have a clear path on which to travel. When calculating range, one counts the distance the arrow travels rather than the distance to the target. Since the arrow is coming from an unexpected direction, the attack is always treated as a flanking attack for purposes of to hit bonuses and for sneak attacks or similar abilities.<br />
<br />
'''Splintered:''' This arrow is much more like a tight bundle of smaller arrows. This bundle can then split into multiple attacks that then can hit multiple enemies or the same enemy. To determine the number of splinters the Hunter may evenly divide their modified attack bonus by the number of attacks they wish, each splinter then has the the attack bonus that was divided -1, but the arrows may not have a negative bonus. (Ex. Nakaizumi has an AB of 12, he may divide this by 6 and then -1 for 6 attacks at 1 AB; or Nakaizumi may choose to have 4 attacks at 2 AB). These splintered attacks each do damage one die smaller than a normal arrow for that bow would do and cannot critical (though do always succeed with a natural 20), with still applying other bonuses to damage normally (Str from a Mighty Bow, Int from Ballistic Science, or even the additional dice for a sneak attack/sniper shot). Due to the nature of the arrow it can only be fired at up to 3/4 of the characters range and must travel at least 15 feet to allow time for the arrow to splinter.<br />
<br />
'''Weighted Arrow:''' This arrow is modified with a lead weight at the end. This allows the arrow to dramatically increase its destructive power. However the weight causes the arrow to let of a low pitched whine, so that if an the target hears the arrow coming (Listen Check: DC 10, then he may attempt a reflex save to dodge the arrow (Reflex Save: DC = 10 + Hunters Class Level). The arrow does double (bludgeoning) damage (this damaged would be multiplied if a critical is hit).<br />
<br />
'''Clawed Arrow:''' This arrow is modified to create maximum damage. The head is fashioned into four claws and the shaft is covered in barbs to increase the rifling affect once fired as well as to increase damage as they tear through flesh. This arrow always is treated as a critical when it hits and increases the critical modifier by one (longbow would do x4 on a critical). This arrow however is extremely hard to control and aim and so can only be shot at a range of 20ft or less.<br />
<br />
'''Incendiary Arrows:''' These arrows do not actually set anything on fire, rather they are hollowed out shafts that are filled with a slightly viscous liquid. When the arrow strikes its target the brittle shaft shatters, spraying this liquid all over the target. Then if a normal arrow with a flaming rag follows, or some other source of fire, then the liquid ignites. This liquid is not only highly flammable but is also extremely virulent and unrelenting. The does 1 damage the first round, then the next round 1d3,1d4, 1d6, 1d8, 1d10... Each round increasing by one die as the fire spreads over the body and burns deeper and deeper into the flesh. The fire will continue burning despite any attempts to put it out such as dousing in water or rolling on the ground (these will in fact spread the liquid and will jump the damage one die higher each round that it is done). The only way to extinguish the flames is by magical means, by completely submerging in water for an entire minute, or by thoroughly dousing the liquid in salt prior to it being lit. The both the arrow that delivers the liquid and the fire arrow that follows do not do any direct damage but still affect regardless of armor so both are treated as ranged touch attacks. <br />
<br />
'''Poison Arrows:''' The Hunter of Men also have use of arrows that deliver a neurotoxin. This arrow must hit to deliver the poison, if hit the target may make a Fortitude Save where the more damage dealt by the arrow signifies the depth into the body that the poison in introduced (Fortitude Save: DC= 10 + 1/2 Class Level + Damage Dealt by the arrow). If the save is failed then the toxin successfully has set in. Under normal conditions it may take anywhere from 15 minutes to 3 hours to die from the toxin, however strenuous activities (as per GM's discretion) can dramatically increase this rate (symptoms occur 25% faster per strenuous action) by accelerating the spread of the neurotoxin. Very soon (within a minute- or after 10 rounds in a battle) the target will experience a tingling sensation in mouth and limbs, dizziness, erratic heartbeat, double vision, loss of ability to articulate well (can only speak a few coherent words at a time with a will save, DC= 15), and pronounced loss of muscle control (Conditions: Dazzled, Fatigued, Nauseated, and Sickened). If the target does not receive treatment within 5 minutes their symptoms progress to severe abdominal pain, nausea and vomiting, severe shortness of breath, bleeding from the nose, and paralysis (Conditions: Exhaustion, Paralysis, Unconscious and Stable, in addition to previous conditions). If the target still does not receive treatment then in 20 minutes - 2 hours after the introduction of the toxin, he will experience convulsions, cardiac arrest (70% chance of death, add fortitude save to the roll), respiratory arrest (70% chance of death, add fortitude save to the roll), and then slips into a coma. If the target remains untreated, at 3 hours the victim dies. Symptoms can be delayed by 1 minute by a fortitude save (DC = Original DC against toxin [10 + 1/2 Class Level + Damage Dealt] + the amount of time in minutes since hit), this delay can be attempted as many times as desired for each set of symptoms as long as they continue to succeed. To treat the target without knowledge or anti-toxin, is a heal check (DC= 10 + 1/2 Class Level + Damage dealt by the arrow + amount of time in minutes since being hit). With an anti-toxin or with a successful Knowledge (Nature) check (DC 30), the heal check DC drops to ( DC= 10 + amount of time in 1/2 hours since being hit). This toxin can also be cured by magical means.<br />
<br />
'''{{#anc:Sniper's Precision}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a Hunter of Men can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.<br />
<br />
The Hunter of mens’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the he flanks his target. This extra damage is 1d6 at 1st level, and it increases to 2d6 at level 3 and then increases by 1d6 every three Hunter of Men levels thereafter. Should the Hunter of Men score a critical hit with a sniper shot, this extra damage is not multiplied. The Hunter of Men can only due this with a bow and only if the target is within half of the Hunter's total range. He cannot deal nonlethal damage in a sniper shot, not even with the usual –4 penalty. A Hunter of Men can snipe only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sniper shots. The Hunter of Men must be able to see the target well enough to pick out a vital spot (longer shots would be at the head) and must be able to hit such a spot. A Hunter of Men cannot snipe while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. <br />
<br />
'''{{#anc:Track}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''A Hunter of Men gains Track as a bonus feat.<br />
<br />
'''{{#anc:Apprentice of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Reflex Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Hunter of Men may make an Attack of Opportunity with his bow against anopponent that performs an action that draws anAttack of Opportunity. This ability is limited to opponents within one half of the Hunter's total range and within line of sight. This ability stacks with Combat Reflexes.<br />
<br />
'''{{#anc:Journeyman of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5h level, a Hunter of Men's aptitude in his use of a bow improves. He now has Ballistic Science as a feat. <br />
<br />
Ballistic Science: As a result of careful study and understanding of the science of ballistics and how an arrows flight functions, the Hunter of Men is able to use his bow with greater accuracy and damage. Add the his Int modifier (if any) to attack and damage rolls (this stacks with other abilities that affect these rolls).<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a Hunter of Men that is level 5 or higher can use the Hide skill even while being observed.<br />
<br />
'''{{#anc:Shot on the Run}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men gains Shot on the Run as a bonus feat, even if he does not have the prerequisites for that feat.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. <br />
<br />
'''{{#anc:Master of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Upgrade Quiver}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men now has learned how to craft quivers to better hold his custom arrows. As a result the maximum number of each kind of arrow that can be carried at one time is doubled to 10 (without this only 5 of each kind of special arrow may be carried at one time).<br />
<br />
'''{{#anc:Swift Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at his 10th level, a Hunter of Men can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. <br />
<br />
'''{{#anc:Crafter of Arrows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men has increased his skill at crafting his arrows. The required time to craft arrows, his special ones and also normal ones, is cut in half.<br />
<br />
==== Ex-Hunters of Men ====<br />
<br />
A Hunter of Men who takes a proficiency with another weapon besides those given by the class loses all the abilities associated with using a bow as the techniques require a degree of focus to develop and also to maintain them that excludes the time needed to become proficient with something else and also may no longer advance as a Hunter. For the sake of this restriction, gaining a spell-casting ability that require time to study or train would count as gaining another weapon proficiency. The Ex-Hunter of Men retains the abilities associated with tracking and with hiding. If a Ex-Hunter wishes too they may reinstate themselves to their former position by giving up any other proficiencies besides the ones listed for the class and then spend 3 months in extensive training per former level in the class. This training would require that nothing else is done during the time except required daily necessities.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Hunter of Men ====<br />
<br />
'''Religion:''' Hunter of Men could be of any religion depending on what prompted them into choosing to take up a class that specialized in killing other beings, for the most part however they would worship Gods who looked upon their deeds favorably.<br />
<br />
'''Other Classes:''' Hunters understand the need for a good front line and so greatly appreciate fighters, paladins, and clerics. However Hunters of Men will often look down upon others who try to straddle the gap between melee and ranged seeing them as men without dedication and inferior. Hunters also tend to dislike druids, or others, who are overly pacifistic.<br />
<br />
'''Combat:''' A Hunter is a ranged character through and through, they will however use their skills in stealth to gain advantageous positions from which they can snipe their enemies.<br />
<br />
'''Advancement:''' This class would be difficult to mutli-class with due to the proficiency restriction. However taking classes in rogue or Fighter, while choosing to not accept the proficiencies given might prove a viable option.<br />
<br />
==== Hunter of Men in the World ====<br />
<br />
{{quote|Nakaizumi: Crap, I missed...<br />
<br />
Gama: What do you mean you missed? You hit him right in the eye at well over 50ft, and around the other side of a tree!<br />
<br />
Nakaizumi: Yes, but I was aiming for the other eye...|orig=Nakaizumi Arata, Human Hunter of Men}}<br />
<br />
Hunters of Men are often mercenaries, or in some sort of military. They also make wonderful scouts, their speed and stealth aiding them as they move in and out of places unseen, and unheard. Perhaps their favored capacity is that of a Bounty Hunter, preferring dead rather than alive. <br />
<br />
'''Daily Life:''' For the Hunter of Men, fighting is also a science. So that when they are not actually hunting they will spend time studying their weapons and experimenting on new modifications or applications.<br />
<br />
'''Notables:''' Nakaizumi Arata of the Mad Bow, a Human Hunter of Men credited with coming up with several of the different staple arrows of the Hunter.<br />
<br />
Syltharius of the Black Bow, a Moon Elf Hunter of Men with 200 recorded captures as a bounty hunter. Most notable about this however, especially among Hunters, is that every one of these was a live capture. However there have been as many as 100 political assassinations that can only be explained as him, but are doubted because of his reputation for bringing in captives alive.<br />
<br />
'''Organizations:''' Many followers of this class will join guilds for bounty hunters, assassins, or armies as scouts. Hunters do not gain their skills and knowledge from any formal school, but rather it is always a single master and single student with an apprenticeship similar to that seen in crafting trades (perhaps this developed due to their heavy roots as fletchers?). During their initiate stage, a Hunter will always be with their master, as an apprentice they will be sent off alone as on missions. Once they are awarded a journeyman status they are free to adventure on their own, only needing to come back to their master to test their skills when ready to become a master themselves.<br />
<br />
'''NPC Reactions:''' Being somewhat esoteric, the Hunter will often not be recognized as anything other that a standard archer. However once their strange arrows are brought into play, anyone who has heard of them will immediately recognize them as a Hunter of Men... That is if they see them at all...<br />
<br />
==== Hunters of Men Lore ====<br />
<br />
Characters with ranks in Knowledge (History) can research Hunters of Men to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ History<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Hunters are known for their skill with bows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Hunters will often use odd arrows that don't behave normally.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Hunters will apply science to their combat so that each arrow they craft functions in a different way, allowing them to shoot around things, shoot several times at once, or even cause paralysis.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | While the hunters have an array of arrows, they could only be carried in small numbers, also the hunter are exceptionally deadly without their arrows due to their accuracy and ability to hide.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Priestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Bowman_of_Hunting_(3.5e_Prestige_Class)&diff=584424Bowman of Hunting (3.5e Prestige Class)2012-08-12T13:15:12Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing epic information.}}<br />
{{DnD Base Class Infobox<br />
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|status=Completed...ish - Balance Testing<br />
|editing= Feedback is welcome, please consult prior to editing<br />
|type=Combat-Focused, Skilled<br />
|desc=Hunters of Men are a class of archers who excel at killing with a bow. They are both very stealthy as well as have learned to carefully craft special arrows that give them an edge when in clutch situations.<br />
}}<br />
<br />
== Hunter of Men ==<br />
<br />
Hunters of Men are a class of archers who excel at killing with a bow by using their stealth and science. By careful study they have managed to develop special arrows that they can craft, each one with its own specialized task. When pressed in melee he may resort to using his arrows as a weapon in themselves, but his dedication to the bow is such that having any other weapon proficiencies will not allow him the focused concentration needed to develop or maintain the skills of his class. He often applies his skills to the task of searching out and killing men. This could be in the capacity of a personal vendetta or as bounty hunter, officer of the law, or some such task...<br />
<br />
=== Making a Hunter of Men ===<br />
<br />
The Hunter of Men is strong in that he excels at ranged combat, his failing is that he has no provision for effective fighting in melee. <br />
<br />
'''Abilities:''' The most important abilities for a Hunter of Men is his Dexterity and his Intelligence, with Wisdom being third and the other stats following.<br />
<br />
'''Races:''' Any race may be a Hunter of Men, though it most favors Elves and Humans.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d10&times;10 gp (135gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[fighter]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Hunter of Men}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|-<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Initiate of the Bow, Crafted Arrow, Sniper's Precision +1d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Track<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Apprentice of the Bow, Crafted Arrow, Sniper's Precision +2d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Reflex Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Journeyman of the Bow, Hide in Plain Sight<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Crafted Arrow, Sniper's Precision +3d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Shot on the Run<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Trackless Step<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Crafted Arrow, Sniper's Precision +4d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Master of the Bow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Upgrade Quiver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Crafted Arrow, Sniper's Precision +5d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Swift Tracker<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Crafted Arrow, Sniper's Precision +6d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | Crafter of Arrows, Sniper's Precision +7d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6 <br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Hunter of Men.<br />
<br />
'''Weapon and Armor Proficiency:''' The Hunter of Men is proficient with Shortbows, Longbows, Yumi (Hankyu and Daikyu), and arrows (as melee weapon), as well as light armor.<br />
<br />
<br />
'''{{#anc:Initiate of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Point Blank Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
The benefits of the Hunter of Men's abilities apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. This rule applies to the Initiate of the Bow and all other abilities of the class.<br />
<br />
'''{{#anc:Crafted Arrow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men learns to not only use a normal arrows, but learns to applies some science into their crafting to make and use special custom arrows. These arrows never available on any market, black or otherwise, and must be made and also are unusable by anyone who is not trained to make them. It takes three hours of dedicated work to make a single arrow of these custom types. The DC to craft each arrow is 20 with no cost for materials as the Hunter will procure all the necessary materials from nature himself, as calculated into the time spent on each arrow. Each time the Hunter of Men learns to make a new arrow, he receives a +5 bonus to both his craft(fletcher) and craft(bowyer) skills. At levels 1,3,6,9,12, and 15 the Hunter learns to craft a new kind of arrow and may choose from the list given below. These arrows can be chosen in any order. The other restriction upon these arrows is that because of their unique make-up they must be carried in a specialized quiver and as such only five of each special arrow can be carried at a time without the feat of Upgraded Quiver. As Hunters are zealously protective of their secrets they also will not have other arrows made besides those that they can carry. They may have nearly finished arrows however, but these nearly finished arrows would still take the 3 hours to make originally but then can be finished later with 20 minutes of work per arrow.<br />
<br />
'''Curved:''' This arrow has a specially shaped head and fletching to cause the arrow to curve. The Arrow takes a semi-circular path so that the arrow will go around a cover and hit the target from the side or back (as is appropriate for the semi-circular arc). The arc does not need to have the target as the opposite end of the arc but can fall any where in between on the arc. The arrow must still have a clear path on which to travel. When calculating range, one counts the distance the arrow travels rather than the distance to the target. Since the arrow is coming from an unexpected direction, the attack is always treated as a flanking attack for purposes of to hit bonuses and for sneak attacks or similar abilities.<br />
<br />
'''Splintered:''' This arrow is much more like a tight bundle of smaller arrows. This bundle can then split into multiple attacks that then can hit multiple enemies or the same enemy. To determine the number of splinters the Hunter may evenly divide their modified attack bonus by the number of attacks they wish, each splinter then has the the attack bonus that was divided -1, but the arrows may not have a negative bonus. (Ex. Nakaizumi has an AB of 12, he may divide this by 6 and then -1 for 6 attacks at 1 AB; or Nakaizumi may choose to have 4 attacks at 2 AB). These splintered attacks each do damage one die smaller than a normal arrow for that bow would do and cannot critical (though do always succeed with a natural 20), with still applying other bonuses to damage normally (Str from a Mighty Bow, Int from Ballistic Science, or even the additional dice for a sneak attack/sniper shot). Due to the nature of the arrow it can only be fired at up to 3/4 of the characters range and must travel at least 15 feet to allow time for the arrow to splinter.<br />
<br />
'''Weighted Arrow:''' This arrow is modified with a lead weight at the end. This allows the arrow to dramatically increase its destructive power. However the weight causes the arrow to let of a low pitched whine, so that if an the target hears the arrow coming (Listen Check: DC 10, then he may attempt a reflex save to dodge the arrow (Reflex Save: DC = 10 + Hunters Class Level). The arrow does double (bludgeoning) damage (this damaged would be multiplied if a critical is hit).<br />
<br />
'''Clawed Arrow:''' This arrow is modified to create maximum damage. The head is fashioned into four claws and the shaft is covered in barbs to increase the rifling affect once fired as well as to increase damage as they tear through flesh. This arrow always is treated as a critical when it hits and increases the critical modifier by one (longbow would do x4 on a critical). This arrow however is extremely hard to control and aim and so can only be shot at a range of 20ft or less.<br />
<br />
'''Incendiary Arrows:''' These arrows do not actually set anything on fire, rather they are hollowed out shafts that are filled with a slightly viscous liquid. When the arrow strikes its target the brittle shaft shatters, spraying this liquid all over the target. Then if a normal arrow with a flaming rag follows, or some other source of fire, then the liquid ignites. This liquid is not only highly flammable but is also extremely virulent and unrelenting. The does 1 damage the first round, then the next round 1d3,1d4, 1d6, 1d8, 1d10... Each round increasing by one die as the fire spreads over the body and burns deeper and deeper into the flesh. The fire will continue burning despite any attempts to put it out such as dousing in water or rolling on the ground (these will in fact spread the liquid and will jump the damage one die higher each round that it is done). The only way to extinguish the flames is by magical means, by completely submerging in water for an entire minute, or by thoroughly dousing the liquid in salt prior to it being lit. The both the arrow that delivers the liquid and the fire arrow that follows do not do any direct damage but still affect regardless of armor so both are treated as ranged touch attacks. <br />
<br />
'''Poison Arrows:''' The Hunter of Men also have use of arrows that deliver a neurotoxin. This arrow must hit to deliver the poison, if hit the target may make a Fortitude Save where the more damage dealt by the arrow signifies the depth into the body that the poison in introduced (Fortitude Save: DC= 10 + 1/2 Class Level + Damage Dealt by the arrow). If the save is failed then the toxin successfully has set in. Under normal conditions it may take anywhere from 15 minutes to 3 hours to die from the toxin, however strenuous activities (as per GM's discretion) can dramatically increase this rate (symptoms occur 25% faster per strenuous action) by accelerating the spread of the neurotoxin. Very soon (within a minute- or after 10 rounds in a battle) the target will experience a tingling sensation in mouth and limbs, dizziness, erratic heartbeat, double vision, loss of ability to articulate well (can only speak a few coherent words at a time with a will save, DC= 15), and pronounced loss of muscle control (Conditions: Dazzled, Fatigued, Nauseated, and Sickened). If the target does not receive treatment within 5 minutes their symptoms progress to severe abdominal pain, nausea and vomiting, severe shortness of breath, bleeding from the nose, and paralysis (Conditions: Exhaustion, Paralysis, Unconscious and Stable, in addition to previous conditions). If the target still does not receive treatment then in 20 minutes - 2 hours after the introduction of the toxin, he will experience convulsions, cardiac arrest (70% chance of death, add fortitude save to the roll), respiratory arrest (70% chance of death, add fortitude save to the roll), and then slips into a coma. If the target remains untreated, at 3 hours the victim dies. Symptoms can be delayed by 1 minute by a fortitude save (DC = Original DC against toxin [10 + 1/2 Class Level + Damage Dealt] + the amount of time in minutes since hit), this delay can be attempted as many times as desired for each set of symptoms as long as they continue to succeed. To treat the target without knowledge or anti-toxin, is a heal check (DC= 10 + 1/2 Class Level + Damage dealt by the arrow + amount of time in minutes since being hit). With an anti-toxin or with a successful Knowledge (Nature) check (DC 30), the heal check DC drops to ( DC= 10 + amount of time in 1/2 hours since being hit). This toxin can also be cured by magical means.<br />
<br />
'''{{#anc:Sniper's Precision}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' If a Hunter of Men can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.<br />
<br />
The Hunter of mens’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the he flanks his target. This extra damage is 1d6 at 1st level, and it increases to 2d6 at level 3 and then increases by 1d6 every three Hunter of Men levels thereafter. Should the Hunter of Men score a critical hit with a sniper shot, this extra damage is not multiplied. The Hunter of Men can only due this with a bow and only if the target is within half of the Hunter's total range. He cannot deal nonlethal damage in a sniper shot, not even with the usual –4 penalty. A Hunter of Men can snipe only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sniper shots. The Hunter of Men must be able to see the target well enough to pick out a vital spot (longer shots would be at the head) and must be able to hit such a spot. A Hunter of Men cannot snipe while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. <br />
<br />
'''{{#anc:Track}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''A Hunter of Men gains Track as a bonus feat.<br />
<br />
'''{{#anc:Apprentice of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Reflex Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Hunter of Men may make an Attack of Opportunity with his bow against anopponent that performs an action that draws anAttack of Opportunity. This ability is limited to opponents within one half of the Hunter's total range and within line of sight. This ability stacks with Combat Reflexes.<br />
<br />
'''{{#anc:Journeyman of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5h level, a Hunter of Men's aptitude in his use of a bow improves. He now has Ballistic Science as a feat. <br />
<br />
Ballistic Science: As a result of careful study and understanding of the science of ballistics and how an arrows flight functions, the Hunter of Men is able to use his bow with greater accuracy and damage. Add the his Int modifier (if any) to attack and damage rolls (this stacks with other abilities that affect these rolls).<br />
<br />
'''{{#anc:Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of natural terrain, a Hunter of Men that is level 5 or higher can use the Hide skill even while being observed.<br />
<br />
'''{{#anc:Shot on the Run}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Hunter of Men gains Shot on the Run as a bonus feat, even if he does not have the prerequisites for that feat.<br />
<br />
'''{{#anc:Trackless Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a Hunter leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. <br />
<br />
'''{{#anc:Master of the Bow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, a Hunter of Men's aptitude in his use of a bow improves. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat. <br />
<br />
'''{{#anc:Upgrade Quiver}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men now has learned how to craft quivers to better hold his custom arrows. As a result the maximum number of each kind of arrow that can be carried at one time is doubled to 10 (without this only 5 of each kind of special arrow may be carried at one time).<br />
<br />
'''{{#anc:Swift Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at his 13th level, a Hunter of Men can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. <br />
<br />
'''{{#anc:Crafter of Arrows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Hunter of Men has increased his skill at crafting his arrows. The required time to craft arrows, his special ones and also normal ones, is cut in half.<br />
<br />
==== Ex-Hunters of Men ====<br />
<br />
A Hunter of Men who takes a proficiency with another weapon besides those given by the class loses all the abilities associated with using a bow as the techniques require a degree of focus to develop and also to maintain them that excludes the time needed to become proficient with something else and also may no longer advance as a Hunter. For the sake of this restriction, gaining a spell-casting ability that require time to study or train would count as gaining another weapon proficiency. The Ex-Hunter of Men retains the abilities associated with tracking and with hiding. If a Ex-Hunter wishes too they may reinstate themselves to their former position by giving up any other proficiencies besides the ones listed for the class and then spend 3 months in extensive training per former level in the class. This training would require that nothing else is done during the time except required daily necessities.<br />
<br />
==== Human Hunter of Men Starting Package ====<br />
<br />
'''Armor:''' Leather (+2 AC, Max Dex 6, 0 Armor Check Penalty, Speed 30ft)<br />
<br />
'''Weapons:''' Longbow, 40 arrows, and 5 custom arrows of chosen type.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || [[Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft(Bowyer) || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Craft(Fletcher) || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Heal || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || [[Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || [[Str]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || [[Dex]] || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || [[Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' If Dexterity is higher Combat Reflexes, if Dexterity is lower Improved Initiative.<br />
<br />
'''Bonus Feats:''' Initiate of the Bow, Crafted Arrow, Sniper's Precision +1d6.<br />
<br />
'''Gear:''' Backpack with waterskin, one day's trail rations, bedroll, sack, bowyer and fletcher tools, and flint and steel. Three torches. <br />
<br />
'''Gold:''' 135gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Hunter of Men ====<br />
<br />
'''Religion:''' Hunter of Men could be of any religion depending on what prompted them into choosing to take up a class that specialized in killing other beings, for the most part however they would worship Gods who looked upon their deeds favorably.<br />
<br />
'''Other Classes:''' Hunters understand the need for a good front line and so greatly appreciate fighters, paladins, and clerics. However Hunters of Men will often look down upon others who try to straddle the gap between melee and ranged seeing them as men without dedication and inferior. Hunters also tend to dislike druids, or others, who are overly pacifistic.<br />
<br />
'''Combat:''' A Hunter is a ranged character through and through, they will however use their skills in stealth to gain advantageous positions from which they can snipe their enemies.<br />
<br />
'''Advancement:''' This class would be difficult to mutli-class with due to the proficiency restriction. However taking classes in rogue or Fighter, while choosing to not accept the proficiencies given might prove a viable option.<br />
<br />
==== Hunter of Men in the World ====<br />
<br />
{{quote|Nakaizumi: Crap, I missed...<br />
<br />
Gama: What do you mean you missed? You hit him right in the eye at well over 50ft, and around the other side of a tree!<br />
<br />
Nakaizumi: Yes, but I was aiming for the other eye...|orig=Nakaizumi Arata, Human Hunter of Men}}<br />
<br />
Hunters of Men are often mercenaries, or in some sort of military. They also make wonderful scouts, their speed and stealth aiding them as they move in and out of places unseen, and unheard. Perhaps their favored capacity is that of a Bounty Hunter, preferring dead rather than alive. <br />
<br />
'''Daily Life:''' For the Hunter of Men, fighting is also a science. So that when they are not actually hunting they will spend time studying their weapons and experimenting on new modifications or applications.<br />
<br />
'''Notables:''' Nakaizumi Arata of the Mad Bow, a Human Hunter of Men credited with coming up with several of the different staple arrows of the Hunter.<br />
<br />
Syltharius of the Black Bow, a Moon Elf Hunter of Men with 200 recorded captures as a bounty hunter. Most notable about this however, especially among Hunters, is that every one of these was a live capture. However there have been as many as 100 political assassinations that can only be explained as him, but are doubted because of his reputation for bringing in captives alive.<br />
<br />
'''Organizations:''' Many followers of this class will join guilds for bounty hunters, assassins, or armies as scouts. Hunters do not gain their skills and knowledge from any formal school, but rather it is always a single master and single student with an apprenticeship similar to that seen in crafting trades (perhaps this developed due to their heavy roots as fletchers?). During their initiate stage, a Hunter will always be with their master, as an apprentice they will be sent off alone as on missions. Once they are awarded a journeyman status they are free to adventure on their own, only needing to come back to their master to test their skills when ready to become a master themselves.<br />
<br />
'''NPC Reactions:''' Being somewhat esoteric, the Hunter will often not be recognized as anything other that a standard archer. However once their strange arrows are brought into play, anyone who has heard of them will immediately recognize them as a Hunter of Men... That is if they see them at all...<br />
<br />
==== Hunters of Men Lore ====<br />
<br />
Characters with ranks in Knowledge (History) can research Hunters of Men to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ History<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Hunters are known for their skill with bows.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Hunters will often use odd arrows that don't behave normally.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Hunters will apply science to their combat so that each arrow they craft functions in a different way, allowing them to shoot around things, shoot several times at once, or even cause paralysis.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | While the hunters have an array of arrows, they could only be carried in small numbers, also the hunter are exceptionally deadly without their arrows due to their accuracy and ability to hide.<br />
|}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Nature_Guardian_(3.5e_Prestige_Class)&diff=584423Nature Guardian (3.5e Prestige Class)2012-08-12T13:08:29Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Under Construction<br />
|editing=<br />
|type= Modrate Spell-caster<br />
|desc=<!-- Brief description of the PrC --><br />
|len=<!-- Number of levels this PrC has --><br />
|minlvl=<!-- Minimum number of levels a character has to have in order to meet the entry requirements --><br />
}}<br />
<br />
==Nature Guardian==<br />
<br />
{{quote|Though guardian is my title, I protect no man, nor creature. I owe my nature more.|src=Captain Xarxium, Head Nature Guardian.|orig=''Tome Of Terrain''}}<br />
<br />
After the great war was over in Rubyspire Vale, and the Terrainians won to once more worship their deity, Terreia, they were gifted an orb that was glowing green, with all the colors inside it, the Heart of Nature. Terreia explained to their druids, that this is a gift from her, to keep Rubyspire under her protection. As keeping the orb in their town was too unholy, their druids built a temple in the middle of the barrens of Rubyspire Vale, to let Terreia keep the plane safe from harm to the nature. As the orb was always in danger from travelers that were tempted with fortune that was offered from the clerics of the other deities in Rubyspire to rid Rubyspire off Terreia's clutches, the council of Terrain decided to create a small force of elite soldiers to protect the temple, the Nature guardians.<br />
<br />
===Becoming a Nature Guardian===<br />
Becoming a Nature guardian is no easy task. those who seek that power must be trained in the art of the weapon, though not to lack the use of magic. They must only obey their nature deity, must it be helpful, either suicide. All Nature guardians must be completely dedicated to protect the valley of Rubyspire from any intruder, and protect the heart of nature. But a trainee must have a nature guardian willing to teach him the power, or else no one will.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| any.<br />
|-<br />
! Base Attack Bonus:<br />
| +4.<br />
|-<br />
! Skills:<br />
| Knowledge (Nature) level 9.<br />
|-<br />
! Patron:<br />
| Terreia, Uvalou, Melkie or Vacklash.<br />
|-<br />
! Special:<br />
| must gain respect from another Nature Guardian.<br />
|} <br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Nature Guardian</div> Hit Die: d8<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[Saving Throw (SRD Rules)|Fort<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Ref<br/>Save]]<br />
! [[Saving Throw (SRD Rules)|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +0<br />
| class="left" | Summon Weak Elemental, Charm monster/1 use a day. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +0<br />
| class="left" | Summon Elemental, Charm monster/2 uses a day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +1<br />
| class="left" | Elemental Whirlwind, Elemental Poison, Charm monster/4 uses a day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +1<br />
| class="left" | Summon Elemental Elder, Charm monster/6 uses a day.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +1<br />
| class="left" | Plane Genesis, Charm monster/10 uses a day.<br />
|- <br />
| colspan="42" class="skill" |<br />
'''Class Skills ( 2+ [[Int]] modifier per level)'''<br/><br />
Knowledge (nature), [[Intimidate]], [[Spot]], [[Search]], [[Listen]].<br />
|}<br />
<br />
====Class Features====<br />
<br />
''All the following are class features of the Nature Guardian:''<br />
<br />
'''Summon Weak Elemental:''' At 1st level, a Nature Guardian is able to call upon an elemental from his nature god to aid him in combat. the Nature Guardian may summon a weak earth elemental, a weak fire elemental, a weak air elemental or a weak water elemental. the elementals can be summoned 1d4 times a day, and stay for 1d6 minutes.<br />
<br />
'''Charm Monster:''' this spell enables the Nature Guardian to use his Nature powers to learn the history of his enemy monster and try to charm it. this works only on magical creatures.<br />
<br />
'''Summon Elemental:''' At the 2nd level, the Nature Guardian is already capable of controlling a moderate Elemental that his nature god aids him with. the Nature Guardian may summon an earth elemental, a fire elemental, an air elemental or a water elemental. the elementals can be summoned 1d4 times a day, and stay for 1d6 minutes.<br />
<br />
'''Elemental Whirlwind''' at the 3rd level, a Nature Guardian is able to create a tornado of elements, which is on for 1d4 turns and does 1d6 damage of desired element each turn, at the end of the tornado, the victim is sent back 3 meters, and has a 1d20 chance of observing another 1d6 damage. this spell can be used 2 times a day<br />
<br />
'''Elemental Poison''' at the 3rd level, the Nature guardian may create an elemental powder of a desired element and spray it on an enemy. the powder observes the enemy and inflicts 1d6 damage of desired element to the victim in 1d8 turns. this spell can be used 1d6 times a day.<br />
<br />
'''Summon Elemental Elder''' at the 4th level, a Nature Guardian is able to use the strongest of the elementals at his side for his defense. the Nature Guardian may summon an weak earth elemental, an elder fire elemental, an elder air elemental or an weak water elemental. the elementals can be summoned 1d4 times a day, and stay for 1d6 minutes.<br />
<br />
'''Plane Genesis''' at the 5th level, a Nature Guardian may open a portal to a new demiplane, that is controlled by him. the Nature guardian may change the shape of the nature there, but not add inhabitants. the plane is only 1X1km wide, and so mainly used as defense if an enemy has breached a defensive line. the plane may also be used as a prison, but if it is summoned again, the former one parishes, letting the prisoner free. this may be used once a day.<br />
<br />
====Playing a Nature Guardian====<br />
<br />
'''Combat:''' the main role of a Nature Guardian is a spell-caster if a group does not have one, but is also good at combat.<br />
<br />
'''Resources:''' from other Nature Guardians, it would be expected to have special attention and respect.<br />
<br />
====Nature Guardians in the World====<br />
the Nature Guardians shall be seen most likely near a temple of a nature god, or by the main temple of Terreia, to guard the heart of nature. Not many Nature Guardians are seen outside of Rubyspire, but some do.<br />
<br />
'''NPC Reactions:''' most of the NPC's outside the plane of Rubyspire Vale don't recodnise the class. although if seen by Terrainians, the character would be greeted with honor, and will be given exceptions in some cases in Terrain. But if seen by a Cleric of another deity in Rubyspire, the Nature Guardian shall be automatically attacked.<br />
<br />
====Nature Guardians in the Game====<br />
as NPC's, the Nature Guardians are seen only protecting the main temple and the other temples in Rubyspire. yet their commanders, the council, with Commander Xarxium in it, are in fort gilbert in Terrain. none of the NPC Nature Guardians are seen outside Rubyspire Vale.<br />
<br />
'''Sample Encounter:''' near a nature deity temple, and near the main temple of the heart of nature.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Moderate Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Pirate_(3.5e_Class)&diff=584419Pirate (3.5e Class)2012-08-12T12:42:53Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing epic information, a starting package, and campaign information (and an example NPC).}}<br />
{{DnD Base Class Infobox<br />
|img=Pirate by rezi - scaled.jpg<br />
|imgloc=bottom<br />
|imgsize=270px<br />
|imgcaption=A rare female pirate.<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=Ready for Review<br />
|editing=Please ask before editing!<br />
|type=Combat-Focused<br />
|desc=Pirates rob and plunder on the high seas, taking what they can and what they feel they deserve.<br />
}}<br />
<br />
= Pirate =<br />
<br />
So long as civilized creatures have shipped goods by sea, there have been certain individuals whom have risked life and limb to take those goods. Sailing across the seas of the world, taking what they can by any means necessary, these seafaring thieves are known as Pirates.<br />
<br />
'''Adventures:''' Pirates usually adventure for multiple reasons, but most reasons are related to either treasure or loot. Adventuring typically involves doing things which a Pirate is used to doing, namely killing things and taking their stuff.<br />
<br />
'''Characteristics:''' Piracy is a profession open to all, and thus Pirates have many diverse characteristics. The most common characteristics of Pirates are ability to fight, ability to swim, at least some usefulness on a ship, greed, and little to no objection to stealing.<br />
<br />
'''Alignment:''' Most Pirates have little to no respect for the law, and tend to be selfish and greedy. Pirates who work in the service of a government or nation, however, are known as privateers, and can be lawful. <br />
<br />
'''Religion:''' Pirates are a diverse lot, containing many different followers of many different gods, plus a good amount of the impious. Many Pirates give tribute to weather gods for calm seas and strong winds, gods of war for strength and courage in battle, and gods of trickery and deceit for the usual reasons. <br />
<br />
'''Background:''' People usually become Pirates for many reasons, seeking a life of fortune, to travel the world, to escape the drudgery of an average sailor's life, etc.<br />
<br />
'''Races:''' Pirates hail from all races and cultures, so any race that can survive the open sea and combat can be a Pirate.<br />
<br />
'''Other Classes:''' Pirates get along best with rogues, beguilers, bards, [[Red Mage (DnD Class)|red mages]], spellthieves, and swashbucklers. Fighters, rangers, wizards, sorcerers, duskblades, [[Mystic Warrior (3.5e Class)|mystic warriors]], and barbarians tend to keep a tighter hold on their valuables when around Pirates. Paladins, knights, samurai, and other lawful classes may distrust pirates due to their methods, but will get along with them if they prove themselves.<br />
<br />
'''Role:''' Pirates best role is that of a skill monkey and combatant. Due to lack of access to heavier armor and good staying power, the Pirate favors opportunistic attacks, and fights that are biased in the Pirate's favor.<br />
<br />
== Game Rule Information ==<br />
<br />
'''Abilities:''' Pirates benefit from high [[SRD:Strength|Strength]] & [[SRD:Dexterity|Dexterity]] scores, which help out in combat, plus they are good for various class skills. A high Dexterity also gives a bonus to armor class since the Pirate is only proficient w/light armor & shields. A high [[SRD:Intelligence|Intelligence]] score helps rack up skill points and is good for various class skills. A high [[SRD:Charisma|Charisma]] score will help a Pirate out of certain situations. Like all warrior classes, a Pirate also benefits from a high [[SRD:Constitution|Constitution]] score.<br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Any nonlawful.<br />
<br />
'''Starting Age:''' Simple.<br />
<br />
'''Starting Gold:''' 4d4 &times; 10<br />
<br />
'''Starting Equipment:''' [[SRD:Leather Armor|leather armor]], 2d4+2 [[Pistol (DnD Equipment)|pistols]], [[Side-sword (DnD Equipment) |side-sword]] & [[SRD:Dagger|dagger]] or [[SRD:Rapier|rapier]] & [[Rondel (DnD Equipment) |rondel]] (duelist), [[Battle-Musket, Heavy (DnD Equipment)|heavy battle-musket]] & [[SRD:Scimitar|scimitar]] (sniper), or [[SRD:Longsword|longsword]] & straightblade (two-weapon fighter).<br />
<br />
<br />
{| class="d20"<br />
|+<br />
=====Table: The Pirate=====<br />
Hit Die: d68<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[Saving Throws]]<br />
! rowspan="2" | Special<br />
|-<br />
! [[Fort]] || [[Ref]] || [[Will]]<br />
|-<br />
| 1st || class="left" | +1 || +0 || +2 || +0 || style="text-align: left;" | Sneak Attack +1d6<br />
|- class="even"<br />
| 2nd || class="left" | +2 || +0 || +3 || +0 || style="text-align: left;" | Combat Style2<br />
|-<br />
| 3rd || class="left" | +3 || +1 || +3 || +1 || style="text-align: left;" | Uncanny Dodge<br />
|- class="even"<br />
| 4th || class="left" | +4 || +1 || +4 || +1 || style="text-align: left;" | Evasion<br />
|-<br />
| 5th || class="left" | +5 || +1 || +4 || +1 || style="text-align: left;" | Sneak Attack +2d6, Treasure Scent 1/day<br />
|- class="even"<br />
| 6th || class="left" | +6/+1 || +2 || +5 || +2 || style="text-align: left;" | Improved Combat Style<br />
|-<br />
| 7th || class="left" | +7/+2 || +2 || +5 || +2 || style="text-align: left;" | &nbsp;<br />
|- class="even"<br />
| 8th || class="left" | +8/+3 || +3 || +6 || +2 || style="text-align: left;" | Treasure Scent 2/day<br />
|-<br />
| 9th || class="left" | +9/+4 || +3 || +6 || +3 || style="text-align: left;" | Sneak Attack +3d6<br />
|- class="even"<br />
| 10th || class="left" | +10/+5 || +3 || +7 || +3 || style="text-align: left;" | Rig Monkey<br />
|-<br />
| 11th || class="left" | +11/+6/+1 || +4 || +7 || +3 || style="text-align: left;" | Combat Style Mastery, Treasure Scent 3/day<br />
|- class="even"<br />
| 12th || class="left" | +12/+7/+2 || +4 || +8 || +4 || style="text-align: left;" | Acrobatic Charge<br />
|-<br />
| 13th || class="left" | +13/+8/+3 || +4 || +8 || +4 || style="text-align: left;" | Sneak Attack +4d6<br />
|- class="even"<br />
| 14th || class="left" | +14/+9/+4 || +4 || +9 || +4 || style="text-align: left;" | Treasure Scent 4/day<br />
|-<br />
| 15th || class="left" | +15/+10/+5 || +5 || +9 || +5 || style="text-align: left;" | Improved Evasion<br />
|- class="even"<br />
| 16th || class="left" | +16/+11/+6/+1 || +5 || +10 || +5 || style="text-align: left;" | Defensive Combat Style<br />
|-<br />
| 17th || class="left" | +17/+12/+7/+2 || +5 || +10 || +5 || style="text-align: left;" | Sneak Attack +5d6, Treasure Scent 5/day<br />
|- class="even"<br />
| 18th || class="left" | +18/+13/+8/+3 || +6 || +11 || +6 || style="text-align: left;" | &nbsp;<br />
|-<br />
| 19th || class="left" | +19/+14/+9/+4 || +6 || +11 || +6 || style="text-align: left;" | &nbsp;<br />
|- class="even"<br />
| 20th || class="left" | +20/+15/+10/+5 || +6 || +12 || +6 || style="text-align: left;" | Treasure Scent 6/day<br />
|-<br />
| colspan="7" style="text-align: left; border: none;" |<br />
'''Class Skills ((7 + Int modifier) x4 at 1st level.)'''<br/>[[SRD:Appraise Skill|Appraise]] (Int), [[SRD:Balance Skill|Balance]] (Dex), [[SRD:Bluff Skill|Bluff]] (Cha), [[SRD:Climb Skill|Climb]] (Str), [[SRD:Craft Skill|Craft]] (Int), [[SRD:Decipher Script Skill|Decipher Script]] (Int), [[SRD:Disable Device Skill|Disable Device]] (Int), [[SRD:Disguise Skill|Disguise]] (Cha), [[SRD:Escape Artist Skill|Escape Artist]] (Dex), [[SRD:Hide Skill|Hide]] (Dex), [[SRD:Intimidate Skill|Intimidate]] (Cha), [[SRD:Jump Skill|Jump]] (Str), [[SRD:Knowledge Skill|Knowledge]] (local) (Int), [[SRD:Knowledge Skill|Knowledge]] (geography) (Int), [[SRD:Listen Skill|Listen]] (Wis), [[SRD:Move Silently Skill|Move Silently]] (Dex), [[SRD:Open Lock Skill|Open Lock]] (Dex), [[SRD:Profession Skill|Profession]] (Wis), [[SRD:Search Skill|Search]] (Int), [[SRD:Sense Motive Skill|Sense Motive]] (Wis), [[SRD:Sleight of Hand Skill|Sleight of Hand]] (Dex), [[SRD:Spot Skill|Spot]] (Wis), [[SRD:Survival Skill|Survival]] (Wis), [[SRD:Swim Skill|Swim]] (Str), [[SRD:Tumble Skill|Tumble]] (Dex), [[SRD:Use Magic Device Skill|Use Magic Device]], and [[SRD:Use Rope Skill|Use Rope]] (Dex)<br />
|}<br />
<br />
== Class Features ==<br />
<br />
''All of the following are class features of the Pirate:''<br />
<br />
'''Weapon and Armor Proficiency:''' Pirates are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial]] weapons. Pirates are also proficient with [[SRD:Armor Proficiency (Light)|light armor]] plus [[SRD:Shield Proficiency|shields]] (except tower).<br />
<br />
'''Sneak Attack (Ex):''' Starting at 1st level, the Pirate gains sneak attack 1d6 (just like the rogue ability of the same name). The extra damage increases by 1d6 at 5th, 9th, 13th, & 17th levels.<br />
<br />
'''Combat Style (Ex):''' At 2nd level, the Pirate must choose one of the following combat styles (at the dm’s discretion, other combat styles can be made): Dueling, sniper, or two weapon combat.<br />
<br />
''Dueling'': If the Pirate selects Dueling, he gains [[SRD:Weapon Finesse|Weapon Finesse]] as a bonus feat, even if he does meet the prerequisites for it.<br />
<br />
''Sniping'': If the Pirate selects Sniping, he gains either Crossbow Sniper (Player's Handbook II page 77) or [[Firearm Sniper (DnD Feat)]] as a bonus feat, even if he does meet the prerequisites for it.<br />
<br />
''Two-Weapon Combat'': If the Pirate selects Two-Weapon Combat, he gains [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] as a bonus feat, even if he does meet the prerequisites for it.<br />
<br />
The benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.<br />
<br />
'''Uncanny Dodge (Ex):''' Starting at 3rd level, the Pirate can react to danger before her senses allow her to do so. he retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.<br />
<br />
If a Pirate already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead. <br />
<br />
'''Evasion (Ex):''' At 4th level and higher, a Pirate can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Pirate is wearing light armor or no armor. A helpless Pirate does not gain the benefit of evasion.<br />
<br />
'''Treasure Scent (Sp):''' Starting at 5th level, the Pirate can use ''Treasure Scent'' (''Spell Compendium'' page 223) as a spell-like ability once per day with a caster level equal to her Pirate level. She can use this ability an additional time per day every 3 levels beyond 5th level (at 8th, 11th, 14th, 17th, & 20th levels), to a maximum of 6 times per day at 20th level.<br />
<br />
'''Improved Combat Style (Ex):''' At 6th level, the Pirate’s aptitude in her combat style improves.<br />
<br />
''Dueling'': If the Pirate had selected Dueling at 2nd level, she gains [[Improved Weapon Finesse (DnD Feat)|Improved Weapon Finesse]] as a bonus feat with one weapon she has finessed, even if she does not meet the prerequisites for it.<br />
<br />
''Sniping'': If the Pirate had selected Sniping at 2nd level, she gains [[Improved Crossbow Sniper (DnD Feat)|Improved Crossbow Sniper]] (if she selected Crossbow Sniper at level 1) or [[Improved Firearm Sniper (DnD Feat)]] (if she selected [[Firearm Sniper (DnD Feat)]]) as a bonus feat, even if she does not meet the prerequisites for it.<br />
<br />
''Two-Weapon Combat'': If the Pirate had selected two-weapon combat at 2nd level, she gains [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.<br />
<br />
'''Rig Monkey (Ex):''' At 10th level, the Pirate is so used to be up in the rigs that he does not lose his Dex bonus to AC while climbing or balancing, and can climb unimpeded while holding something in one hand.<br />
<br />
'''Combat Style Mastery (Ex):''' At 11th level, the Pirate’s aptitude in her combat style improves yet again.<br />
<br />
''Dueling'': If the Pirate had selected Dueling at 2nd level, she gains [[SRD:Improved Critical|Improved Critical]] with one weapon she has [[SRD:Weapon Finesse|Weapon Finesse]] with as a bonus feat.<br />
<br />
''Sniping'': If the Pirate had selected Sniping at 2nd level, she gains [[SRD:Improved Precise Shot|Improved Precise Shot]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
''Two-weapon Combat'': If the Pirate had selected two-weapon combat at 2nd level, she gains [[SRD:Greater Two-Weapon Fighting|Greater Two-weapon Fighting]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor<br />
<br />
'''Acrobatic Charge (Ex):''' At 12th level, a Pirate gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.<br />
<br />
'''Improved Evasion (Ex):''' At 15th level, a Pirate’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Pirate does not gain the benefit of improved evasion.<br />
<br />
'''Defensive Combat Style (Ex):''' At 16th level, the Pirate will start to get more defensive in her combat style.<br />
<br />
''Dueling'': If the Pirate had selected Dueling at 2nd level, she gains [[SRD:Improved Disarm|Improved Disarm]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
''Sniping'': If the Pirate had selected Sniping at 2nd level, she gains Able Sniper as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
''Two-Weapon Combat'': If the Pirate had selected Two-Weapon Combat at 2nd level, she gains [[SRD:Two-Weapon Defense|Two-Weapon Defense]] as a bonus feat, even if she does meet the prerequisites for it.<br />
<br />
As before, the benefits for the Pirate’s combat style only apply when the Pirate is wearing light or no armor. He loses all benefits of his combat style when he wears medium or heavy armor.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi,_Variant_(3.5e_Class)&diff=584320Naruto Shinobi, Variant (3.5e Class)2012-08-11T14:35:15Z<p>108.162.231.180: </p>
<hr />
<div>NOTE: Ninja and shinobi are used interchangeably throughout this page.<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Adopt Me!<br />
|editing= As long as it fits the Naruto style ninja<br />
|type= Skilled, Spontaneous Spellcasting, Magic Backup, Stand Alone Character (as in a party could be made up of just shinobi)<br />
|desc= Ninja class based on the ninja from the hit anime and manga, Naruto.<br />
}}<br />
<br />
==Shinobi==<br />
<br />
The shinobi is a class that functions as the ninja from the Naruto Universe. The class itself is somewhat like a combination of the [[Ninja (DnD Class)|ninja]], [[wizard]], and [[sorcerer]] classes in that it uses spell equivalents of the jutsu techniques in Naruto, but has the opportunity to specialize in a certain style of elemental jutsu, similar to a specialized wizard.<br />
<br />
===Making a Shinobi===<br />
<br />
A ninja is a jack of all trades. He'll never compete with with a [[fighter]] for frontline combat, nor with a [[wizard]] for his spells, but he'll do a little of both. Ninja typically work in teams of three composed entirely of specialized ninja. Usually one of these will be a combat specialist, another will take up the 'skilled' role, and the last will have support and complementary skills. A ninja who does not specialize suffers no penalty for makes such a decision and will be adept at all the three, which make him a viable complement for any party. Still, a ninja is a better substitute for a [[rogue]] than a [[wizard]] or [[fighter]], as the two (rogue and a ninja) have the most overlapping features.<br />
<br />
'''Abilities:''' Every ability is important for a ninja. [[Strength]] is the primary attribute for taijutsu. [[Dexterity]] is important for evasiveness because ninja do not often wear armor, but also for the formation of seals which are necessary for the effective completion of jutsu. [[Constitution]], [[Intelligence]], and [[Wisdom]] are all important contributors to the ninja's ability to use chakra and as such all are important. [[Charisma]] is often the determining ability for the power of a ninja's jutsu. This set-up means that anyone can be a ninja, the question when creating your character becomes 'what kind of shinobi do I want to be?' <br />
<br />
'''Races:''' Any race that can support magic or psychic abilities is capable of becoming a jutsu ninja, however the most common races are humans, gnomes, and the Oriental races. It would not be unreasonable to find a half-elven, elven, or halfling ninja, although dwarves are a bit more rare.<br />
<br />
'''Alignment:''' any.<br />
<br />
'''Starting Gold:''' None, but the shinobi starts with the equipment of an average ninja and is allowed around up to five specialty items; equipment and gold is at the DM's discretion.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Shinobi}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="6" | [[Shinobi (DnD Class)#Justu|Jutsu Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! E || D || C || B || A || S<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | Chakra, Sneak Attack +1d6<br />
|2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | Kawarimi no Jutsu, Deflect Arrows<br />
|3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | Traverse Any Surface <br />
|3||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | <br />
|3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | Sneak Attack +2d6, Water Walk<br />
|3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | ,<br />
|3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +2 || +5 || +2<br />
| class="left" | Muon Satsujin Jutsu,<br />
|3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +2<br />
| class="left" | Projectile Redirection<br />
|3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +3 || +6 || +3<br />
| class="left" | <br />
|3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +3<br />
| class="left" | Sneak Attack +3d6<br />
|3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +3 || +7 || +3<br />
| class="left" | ,<br />
|3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | <br />
|3||3||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +4 || +8 || +4<br />
| class="left" | <br />
|3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | <br />
|3||3||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +5 || +9 || +5<br />
| class="left" | Sneak Attack +4d6,<br />
|3||3||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | <br />
|3||3||3||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/2 || +5 || +10 || +5<br />
| class="left" | <br />
|3||3||3||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/3 || +6 || +11 || +6<br />
| class="left" | <br />
|3||3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" | <br />
|3||3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Sneak Attack +5d6,<br />
|3||3||3||3||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[Dex]]), [[SRD:Bluff Skill|Bluff]] ([[Cha]]), [[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Concentration Skill|Concentration]] ([[Con]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[Int]]), [[SRD:Disguise Skill|Disguise]] ([[Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[Dex]]), [[SRD:Forgery Skill|Forgery]] ([[Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[Cha]]), [[SRD:Hide Skill|Hide]] ([[Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[Wis]]), [[SRD:Jump Skill|Jump]] ([[Str]]), [[Knowledge]] (all skills, taken individually) ([[Int]]), [[SRD:Listen Skill|Listen]] ([[Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[Dex]]), [[SRD:Search Skill|Search]] ([[Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[Dex]]), [[SRD:Spellcraft Skill|Spellcraft]]* ([[Int]]), [[SRD:Spot Skill|Spot]] ([[Wis]]), [[SRD:Swim Skill|Swim]] ([[Str]]), [[SRD:Tumble Skill|Tumble]] ([[Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[Dex]]).<br />
<br />
* Spellcraft may apply specifically to jutsu techniques, to arcane magic, or to both, depending on the campaign setting and the DM's discretion.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' A ninja is proficient with all simple weapons as well as kunai and shuriken. Shinobi are proficient with light armor but have no shield proficiencies.<br />
<br />
'''{{#anc:Jutsu}}:''' A shinobi's jutsu uses [[Intelligence]] as the determining ability for its DCs. Bonus jutsu are determined based on [[Intelligence]]. [[Intelligence]] is also the determining ability for the highest level of jutsu a shinobi may use. Shinobi choose their jutsu from the following list:<br />
<br />
E &mdash; Ghost Sound, True Strike, Message, Disguise Self, Nystul’s Magic Aura, Silent Image, Enlarge Person, Feather Fall, Jump, Reduce Person, Obscuring Mist<br />
<br />
D &mdash; Ray of Enfeeblement, Summon Monster I, Summon Monster II, See Invisibility, Daze Monster, Darkness, Blur, Mirror Image, Minor Image, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Eagle's Splendor, Fox's Cunning<br />
<br />
C &mdash; Fireball, Displacement, Wind Wall, Illusory Script, Blink, Haste, Slow, Confusion, Summon Monster III, Tenser's Transformation<br />
<br />
B &mdash; Stoneskin, Dimension Door, Summon Monster IV, Fire Shield (any element), Ice Storm, Otiluke’s Resilient Sphere (lasts 1 round/level), Fire Wall, Ice Wall, Hallucinatory Terrain, Illusory Wall, Stone Shape <br />
<br />
A &mdash; '''Chidori'''*, Wall of Stone, Wall of Force, Cone of Cold, Mirage Arcana, Shadow Evocation, Transmute rock to mud/mud to rock (taken seperately), Repulsion, Ethereal Jaunt, Summon Monster V, '''Rasengan'''*<br />
<br />
S &mdash; Circle of Death, Plane Shift, Finger of Death, Reverse Gravity, Limited Wish, Summon Monster VII, Power word Stun, Clone, Temporal Stasis, Iron Body<br />
<br />
sharingan gives the controler the power to copy and i time at day keep the power(move,spell) form a enemy or a friend like the druid´s wildshape. sharingan cost 1 Chakra for each round you use sharingan.<br />
<br />
To learn a jutsu, a shinobi must have an [[Intelligence]] score of at least 10 + the jutsu level (E = 1, D = 2, etc). <br />
<br />
'''{{#anc:Chakra}}:''' A shinobi's chakra pool has 10 &times; ([[Constitution]] Modifier + [[Intelligence]] modifier + [[Wisdom]] modifier) points at first level. At every level thereafter the pool increases by a number of points equal to the sum of the ninja's [[Constitution]], [[Intelligence]], and [[Wisdom]] modifiers multiplied by two. For example, Hatake Kakashi has 13 Constitution, 17 Intelligence, and 14 Wisdom. At first level his chakra pool has 60 chakra points because his modifiers for the three key stats add up to six. At every level afterward, Kakashi would gain 12 chakra points because 12 is equal to the sum of his three key abilities multiplied by two. At fourth level, suppose Kakashi puts hit attribute increase into his [[Intelligence]]. With 18 Intelligence Kakashi would now gain 14 chakra points per level up, but he gains no retroactive benefit from this ability boost.<br />
<br />
A shinobi recovers chakra at a rate equal to his [[Constitution]] modifier in points per hour. If the shinobi is a creature that normally sleeps (e.g. a human) he recovers a number of chakra points equal to 15 &times; his [[Constitution]] modifier for every hour that sleeps. If the shinobi is a creature that uses a trance instead of sleeping (e.g. an elf), the number of points recovered per hour is equal to 30 &times; his [[Constitution]] modifier.<br />
<br />
'''{{#anc:Kawarimi no Jutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Kawarimi no Jutsu, also known as the Replacement Technique, is one of the most basic ninja jutsu. When subject to an attack that would allow a Reflex save for half damage, on a successful save the ninja succeeds in replacing himself with a mundane object (or animal) that takes the brunt of damage while the ninja escapes unscathed. This ability functions identically to [[SRD:Evasion and Improved Evasion|Evasion]]. The ninja need not have the object or animal on his person, and the object or animal that takes his place is typically native to where the shinobi learned his jutsu, so if it is a distinctive animal it can give away parts of a shinobi's identity. Use of this ability, successful or not, requires one chakra point.<br />
<br />
'''{{#anc:Deflect Arrows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The shinobi gains the [[Deflect Arrows]] feat. If he already this feat, he may choose a [[fighter bonus feat]] in its place.<br />
<br />
'''{{#anc:Projectile Redirection>}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:Muon Satsujin Jutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' : If a shinobi studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shinobi's choice). While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the shinobi’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shinobi. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shinobi has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.<br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the shinobi does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. <br />
<br />
'''''{{#anc:Traverse Any Surface}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The ninja learns to accumulate chakra in his feet, allowing him to affix himself to any surface with his hands or feet. This ability functions as the first level wizard spell ''[[spider climb]]'', which a few exceptions. First, this ability works regardless of the ninja's apparel (gloves or footwear) and second, the shinobi moves at his base speed whether he upside down (affixed to a ceiling) or parallel to the ground (affixed to a wall). This technique will work on any solid surface. Unlike ''[[spider climb]]'', if the ninja is hit by an attack or spell that causes damage, he must make a Concentration check (DC 5 + damage dealt) or loses his chakra accumulation and fall, taking damage as is appropriate for the distance fell. Using the ability does not cost chakra, since the chakra is merely accumulated at one point, rather than being released.<br />
<br />
'''''{{#anc:Water Walk}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The shinobi releases a constant stream of chakra from his body which allows him to walk on water. This ability costs one chakra point per round. A shinobi who takes damage while using this ability must make a [[Concentration]] check equal to 10 + damage dealt or loses his focus and fall into the water. The ninja may climb out of the water and onto its surface as a standard action that provokes an attack of opportunity and requires the expenditure of one chakra point.<br />
<br />
===Missing-Nin===<br />
<br />
While ninja do not have alignment restrictions, most usual belong to a one faction or another. In the Naruto Universe there are four major countries, each with its own village responsible for the cultivation of ninja. If a ninja is disgraced or betrays his own village, he may join another if another rival community will accept him. It is not unusually uncommon for a ninja to betray his own village in exchange for status in another. There are also independent ninja that do not exist within the hierarchy of a village. Those who leave become outlaws are ranked, E&mdash;S (E < D < C < B < A < S), based on what priority they represent to the village, S being either an extremely dangerous or important target, E being someone not even certified as a genin. These outcasts, known as missing-nin, are the subject of man hunts by death squads from their village, so as to contain the secrets of the village.<br />
<br />
====Epic Jutsu Ninja====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Jutsu Ninja}}</div> <br> Hit Die: d6 <br><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Shinobi Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====<-Sample race of your choice-> Shinobi Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' A ninja is taught to place his faith in his skills rather than in something intangible. A shinobi may consider himself a proponent of one of deity or another, but this would be unusual. Most shinobi are conscious of the gods without revering any.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Shinobi in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|"Oh well, if we fail it's only death..."|orig=Hatake Kakashi, human shinobi}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->. <br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregtate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
====Shinobi Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in [[Knowledge Skill|Knowledge]]: <!--insert appropriate category here--> can research shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{Copyright Disclaimer}}<br />
{{Base Class Wikify|September 2008}}<br />
{{Base Class Description Needed|September 2008}}<br />
{{Base Class Stub|September 2008}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Naruto]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Naruto_Shinobi,_Variant_(3.5e_Class)&diff=584319Naruto Shinobi, Variant (3.5e Class)2012-08-11T14:32:15Z<p>108.162.231.180: </p>
<hr />
<div>NOTE: Ninja and shinobi are used interchangeably throughout this page.<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Adopt Me!<br />
|editing= As long as it fits the Naruto style ninja<br />
|type= Skilled, Spontaneous Spellcasting, Magic Backup, Stand Alone Character (as in a party could be made up of just shinobi)<br />
|desc= Ninja class based on the ninja from the hit anime and manga, Naruto.<br />
}}<br />
<br />
==Shinobi==<br />
<br />
The shinobi is a class that functions as the ninja from the Naruto Universe. The class itself is somewhat like a combination of the [[Ninja (DnD Class)|ninja]], [[wizard]], and [[sorcerer]] classes in that it uses spell equivalents of the jutsu techniques in Naruto, but has the opportunity to specialize in a certain style of elemental jutsu, similar to a specialized wizard.<br />
<br />
===Making a Shinobi===<br />
<br />
A ninja is a jack of all trades. He'll never compete with with a [[fighter]] for frontline combat, nor with a [[wizard]] for his spells, but he'll do a little of both. Ninja typically work in teams of three composed entirely of specialized ninja. Usually one of these will be a combat specialist, another will take up the 'skilled' role, and the last will have support and complementary skills. A ninja who does not specialize suffers no penalty for makes such a decision and will be adept at all the three, which make him a viable complement for any party. Still, a ninja is a better substitute for a [[rogue]] than a [[wizard]] or [[fighter]], as the two (rogue and a ninja) have the most overlapping features.<br />
<br />
'''Abilities:''' Every ability is important for a ninja. [[Strength]] is the primary attribute for taijutsu. [[Dexterity]] is important for evasiveness because ninja do not often wear armor, but also for the formation of seals which are necessary for the effective completion of jutsu. [[Constitution]], [[Intelligence]], and [[Wisdom]] are all important contributors to the ninja's ability to use chakra and as such all are important. [[Charisma]] is often the determining ability for the power of a ninja's jutsu. This set-up means that anyone can be a ninja, the question when creating your character becomes 'what kind of shinobi do I want to be?' <br />
<br />
'''Races:''' Any race that can support magic or psychic abilities is capable of becoming a jutsu ninja, however the most common races are humans, gnomes, and the Oriental races. It would not be unreasonable to find a half-elven, elven, or halfling ninja, although dwarves are a bit more rare.<br />
<br />
'''Alignment:''' any.<br />
<br />
'''Starting Gold:''' None, but the shinobi starts with the equipment of an average ninja and is allowed around up to five specialty items; equipment and gold is at the DM's discretion.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Shinobi}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="6" | [[Shinobi (DnD Class)#Justu|Jutsu Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! E || D || C || B || A || S<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | Chakra, Sneak Attack +1d6<br />
|2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | Kawarimi no Jutsu, Deflect Arrows<br />
|3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | Traverse Any Surface <br />
|3||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | <br />
|3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | Sneak Attack +2d6, Water Walk<br />
|3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | ,<br />
|3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +2 || +5 || +2<br />
| class="left" | Muon Satsujin Jutsu,<br />
|3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +2<br />
| class="left" | Projectile Redirection<br />
|3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +3 || +6 || +3<br />
| class="left" | <br />
|3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +3<br />
| class="left" | Sneak Attack +3d6<br />
|3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +3 || +7 || +3<br />
| class="left" | ,<br />
|3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | <br />
|3||3||3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +4 || +8 || +4<br />
| class="left" | <br />
|3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | <br />
|3||3||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +5 || +9 || +5<br />
| class="left" | Sneak Attack +4d6,<br />
|3||3||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | <br />
|3||3||3||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/2 || +5 || +10 || +5<br />
| class="left" | <br />
|3||3||3||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/3 || +6 || +11 || +6<br />
| class="left" | <br />
|3||3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" | <br />
|3||3||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | Sneak Attack +5d6,<br />
|3||3||3||3||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[Dex]]), [[SRD:Bluff Skill|Bluff]] ([[Cha]]), [[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Concentration Skill|Concentration]] ([[Con]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[Int]]), [[SRD:Disguise Skill|Disguise]] ([[Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[Dex]]), [[SRD:Forgery Skill|Forgery]] ([[Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[Cha]]), [[SRD:Hide Skill|Hide]] ([[Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[Wis]]), [[SRD:Jump Skill|Jump]] ([[Str]]), [[Knowledge]] (all skills, taken individually) ([[Int]]), [[SRD:Listen Skill|Listen]] ([[Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[Dex]]), [[SRD:Search Skill|Search]] ([[Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[Dex]]), [[SRD:Spellcraft Skill|Spellcraft]]* ([[Int]]), [[SRD:Spot Skill|Spot]] ([[Wis]]), [[SRD:Swim Skill|Swim]] ([[Str]]), [[SRD:Tumble Skill|Tumble]] ([[Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[Dex]]).<br />
<br />
* Spellcraft may apply specifically to jutsu techniques, to arcane magic, or to both, depending on the campaign setting and the DM's discretion.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the shinobi.<br />
<br />
'''Weapon and Armor Proficiency:''' A ninja is proficient with all simple weapons as well as kunai and shuriken. Shinobi are proficient with light armor but have no shield proficiencies.<br />
<br />
'''{{#anc:Jutsu}}:''' A shinobi's jutsu uses [[Charisma]] as the determining ability for its DCs. Bonus jutsu are determined based on [[Charisma]]. [[Charisma]] is also the determining ability for the highest level of jutsu a shinobi may use. Shinobi choose their jutsu from the following list:<br />
<br />
E &mdash; Ghost Sound, True Strike, Message, Disguise Self, Nystul’s Magic Aura, Silent Image, Enlarge Person, Feather Fall, Jump, Reduce Person, Obscuring Mist<br />
<br />
D &mdash; Ray of Enfeeblement, Summon Monster I, Summon Monster II, See Invisibility, Daze Monster, Darkness, Blur, Mirror Image, Minor Image, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Owl's Wisdom, Eagle's Splendor, Fox's Cunning<br />
<br />
C &mdash; Fireball, Displacement, Wind Wall, Illusory Script, Blink, Haste, Slow, Confusion, Summon Monster III, Tenser's Transformation<br />
<br />
B &mdash; Stoneskin, Dimension Door, Summon Monster IV, Fire Shield (any element), Ice Storm, Otiluke’s Resilient Sphere (lasts 1 round/level), Fire Wall, Ice Wall, Hallucinatory Terrain, Illusory Wall, Stone Shape <br />
<br />
A &mdash; '''Chidori'''*, Wall of Stone, Wall of Force, Cone of Cold, Mirage Arcana, Shadow Evocation, Transmute rock to mud/mud to rock (taken seperately), Repulsion, Ethereal Jaunt, Summon Monster V, '''Rasengan'''*<br />
<br />
S &mdash; Circle of Death, Plane Shift, Finger of Death, Reverse Gravity, Limited Wish, Summon Monster VII, Power word Stun, Clone, Temporal Stasis, Iron Body<br />
<br />
sharingan gives the controler the power to copy and i time at day keep the power(move,spell) form a enemy or a friend like the druid´s wildshape. sharingan cost 1 Chakra for each round you use sharingan.<br />
<br />
To learn a jutsu, a shinobi must have an [[Charisma]] score of at least 10 + the jutsu level (E = 1, D = 2, etc). <br />
<br />
'''{{#anc:Chakra}}:''' A shinobi's chakra pool has 10 &times; ([[Constitution]] Modifier + [[Intelligence]] modifier + [[Wisdom]] modifier) points at first level. At every level thereafter the pool increases by a number of points equal to the sum of the ninja's [[Constitution]], [[Intelligence]], and [[Wisdom]] modifiers multiplied by two. For example, Hatake Kakashi has 13 Constitution, 17 Intelligence, and 14 Wisdom. At first level his chakra pool has 60 chakra points because his modifiers for the three key stats add up to six. At every level afterward, Kakashi would gain 12 chakra points because 12 is equal to the sum of his three key abilities multiplied by two. At fourth level, suppose Kakashi puts hit attribute increase into his [[Intelligence]]. With 18 Intelligence Kakashi would now gain 14 chakra points per level up, but he gains no retroactive benefit from this ability boost.<br />
<br />
A shinobi recovers chakra at a rate equal to his [[Constitution]] modifier in points per hour. If the shinobi is a creature that normally sleeps (e.g. a human) he recovers a number of chakra points equal to 15 &times; his [[Constitution]] modifier for every hour that sleeps. If the shinobi is a creature that uses a trance instead of sleeping (e.g. an elf), the number of points recovered per hour is equal to 30 &times; his [[Constitution]] modifier.<br />
<br />
'''{{#anc:Kawarimi no Jutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Kawarimi no Jutsu, also known as the Replacement Technique, is one of the most basic ninja jutsu. When subject to an attack that would allow a Reflex save for half damage, on a successful save the ninja succeeds in replacing himself with a mundane object (or animal) that takes the brunt of damage while the ninja escapes unscathed. This ability functions identically to [[SRD:Evasion and Improved Evasion|Evasion]]. The ninja need not have the object or animal on his person, and the object or animal that takes his place is typically native to where the shinobi learned his jutsu, so if it is a distinctive animal it can give away parts of a shinobi's identity. Use of this ability, successful or not, requires one chakra point.<br />
<br />
'''{{#anc:Deflect Arrows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The shinobi gains the [[Deflect Arrows]] feat. If he already this feat, he may choose a [[fighter bonus feat]] in its place.<br />
<br />
'''{{#anc:Projectile Redirection>}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <-class feature game rule information-><br />
<br />
'''{{#anc:Muon Satsujin Jutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' : If a shinobi studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (shinobi's choice). While studying the victim, the shinobi can undertake other actions so long as his attention stays focused on the target and the target does not detect the shinobi or recognize the shinobi as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the shinobi’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the shinobi. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the shinobi has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.<br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the shinobi does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. <br />
<br />
'''''{{#anc:Traverse Any Surface}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The ninja learns to accumulate chakra in his feet, allowing him to affix himself to any surface with his hands or feet. This ability functions as the first level wizard spell ''[[spider climb]]'', which a few exceptions. First, this ability works regardless of the ninja's apparel (gloves or footwear) and second, the shinobi moves at his base speed whether he upside down (affixed to a ceiling) or parallel to the ground (affixed to a wall). This technique will work on any solid surface. Unlike ''[[spider climb]]'', if the ninja is hit by an attack or spell that causes damage, he must make a Concentration check (DC 5 + damage dealt) or loses his chakra accumulation and fall, taking damage as is appropriate for the distance fell. Using the ability does not cost chakra, since the chakra is merely accumulated at one point, rather than being released.<br />
<br />
'''''{{#anc:Water Walk}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The shinobi releases a constant stream of chakra from his body which allows him to walk on water. This ability costs one chakra point per round. A shinobi who takes damage while using this ability must make a [[Concentration]] check equal to 10 + damage dealt or loses his focus and fall into the water. The ninja may climb out of the water and onto its surface as a standard action that provokes an attack of opportunity and requires the expenditure of one chakra point.<br />
<br />
===Missing-Nin===<br />
<br />
While ninja do not have alignment restrictions, most usual belong to a one faction or another. In the Naruto Universe there are four major countries, each with its own village responsible for the cultivation of ninja. If a ninja is disgraced or betrays his own village, he may join another if another rival community will accept him. It is not unusually uncommon for a ninja to betray his own village in exchange for status in another. There are also independent ninja that do not exist within the hierarchy of a village. Those who leave become outlaws are ranked, E&mdash;S (E < D < C < B < A < S), based on what priority they represent to the village, S being either an extremely dangerous or important target, E being someone not even certified as a genin. These outcasts, known as missing-nin, are the subject of man hunts by death squads from their village, so as to contain the secrets of the village.<br />
<br />
====Epic Jutsu Ninja====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Jutsu Ninja}}</div> <br> Hit Die: d6 <br><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Shinobi Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====<-Sample race of your choice-> Shinobi Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinobi====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' A ninja is taught to place his faith in his skills rather than in something intangible. A shinobi may consider himself a proponent of one of deity or another, but this would be unusual. Most shinobi are conscious of the gods without revering any.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Shinobi in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|"Oh well, if we fail it's only death..."|orig=Hatake Kakashi, human shinobi}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->. <br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregtate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
====Shinobi Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in [[Knowledge Skill|Knowledge]]: <!--insert appropriate category here--> can research shinobi to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
====Shinobi in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{Copyright Disclaimer}}<br />
{{Base Class Wikify|September 2008}}<br />
{{Base Class Description Needed|September 2008}}<br />
{{Base Class Stub|September 2008}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Naruto]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Ordained_Sorcerer_(3.5e_Class)&diff=584311Ordained Sorcerer (3.5e Class)2012-08-11T10:27:15Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=In Progress<br />
|editing=<br />
|type=Strong Spellcasting<br />
|desc=An arcane caster devoted to the ideals of a deity and charged with it's power.<br />
}}<br />
<br />
==Ordained Sorcerer==<br />
<br />
Proud and confident, the Ordained Sorcerer is the magical fist of the church. Pairing the arcane might of the sorcerer with the zealous devotion of the most dedicated cleric, the Ordained Sorcerer is a force to be reckoned with. Though perhaps not quite as powerful or diverse a spellcaster as a regular sorcerer he makes up for this by channelling raw divine power to aid him and his companions.<br />
<br />
===Making an Ordained Sorcerer===<br />
<br />
A strong arcane caster, as useful as a regular sorcerer but with the ability to cast a few divine spells and turn undead.<br />
<br />
'''Abilities:''' Like a sorcerer, an ordained sorcerer relies on Wisdom most of all for spells, as well as several class abilities. A strong Dexterity is useful for armour class as well.<br />
<br />
'''Races:''' Humans are the most common practitioners of this class, though any race capable of producing sorcerers can become an ordained sorcerer. Dwarves tend to have slightly higher numbers of ordained sorcerers compared to basic sorcerers than other races.<br />
<br />
'''Alignment:''' Any. Must not oppose to the alignment of their chosen deity.<br />
<br />
'''Starting Gold:''' 3d4&times;10 gp <br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[Sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Ordained Sorcerer}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Divine Domain Access<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Arcane Turning<br />
|5||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || + 1|| +3<br />
| class="left" | <br />
|5||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Improved Divine Domain Access<br />
|5||5||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | Divine Conduit I<br />
|5||5||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | <br />
|5||5||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | <br />
|5||5||5||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | + 4|| +2 || +2 || +6<br />
| class="left" | Divine Domain Access<br />
|5||5||5||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | <br />
|5||5||5||5||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | Divine Conduit II<br />
|5||5||5||5||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | <br />
|5||5||5||5||5||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |Improved Divine Domain Access<br />
|5||5||5||5||5||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|5||5||5||5||5||5||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | <br />
|6||6||5||5||5||5||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | Divine Conduit III<br />
|6||6||6||5||5||5||5||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||5||5||5||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||5||5||5||5||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||5||5||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | Divine Conduit IV<br />
|6||6||6||6||6||6||6||5||5||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff, Concentration, Knowledge (Arcana), Knowledge (Religion), Profession, Spellcraft.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Ordained Sorcerer:<br />
<br />
'''Arcane Turning(Ex):''' At first level, Ordained Sorcerers gain the ability to sacrifice one of their spell slots as a move action to make a Turn Undead check as a cleric of the same level. Use the level of the spell sacrificed in place of Charisma bonus for the attempt.<br />
<br />
'''Divine Domain Access:''' Starting at first level, and again at 8th level, the Ordained Sorcerer picks one domain of the deity they follow. They receive one bonus spell per spell level per day from one domain they have access to, which is cast as an arcane spell at their caster level. <br />
<br />
'''Improved Divine Domain Access:''' Starting at 4th level, and again at 12th level, the Ordained Sorcerer gains the special ability granted to clerics with access to the divine domain chosen by the sorcerer.<br />
<br />
'''Divine Conduit(Sp):''' At 5th level, and at every 5 levels after, the Ordained Sorcerer gains the ability to use one of: Divine Spell Power, Glorious Weapons, Divine Vigor, Divine Damage Reduction or Sacred Healing once per day as a spell-like ability. Use of this ability does not cost the use of a Turn Undead attempt. The same abilty may be chosen more than once, increasing the number of uses by 1 per day.<br />
<br />
'''Weapon and Armor Proficiency:''' Ordained Sorcerers have proficiency in all [[simple weapons]]. They have no skill in armour or shields of any kind.<br />
<br />
'''{{#anc:Spells}}:''' Uses [[Sorcerer]] spell lists<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Ordained Sorcerer Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 3 || 2 || — || — || — || — || — || — || — || — |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 4 || 2 || — || — || — || — || — || — || — || —|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 4 || 3 || — || — || — || — || — || — || — || —|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 5 || 3 || 1 || — || — || — || — || — || — || —|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 5 || 4 || 2 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 6 || 4 || 2 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 6 || 5 || 3 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 7 || 5 || 3 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 7 || 6 || 4 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 8 || 6 || 4 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 8 || 7 || 5 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 8 || 7 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 8 || 8 || 6 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 8 || 8 || 6 || 5 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 8 || 8 || 7 || 5 || 4 || 3 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 8 || 8 || 8 || 6 || 5 || 4 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 8 || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 8 || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 8 || 8 || 8 || 8 || 7 || 6 || 5 || 4 || 3 || 2<br />
|}<br />
<br />
====Ex-Ordained Sorcerers====<br />
<br />
When an Ordained Sorcerer falls out of grace with his chosen deity he loses all domain access, arcane turning, and divine conduit abilities until suitably atoned.<br />
<br />
====Elf Ordained Sorcerer Starting Package====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Ordained Sorcerer====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Ordained Sorcerers in the World====<br />
<br />
{{quote|I swear...He looked like just another priest...but then he raised his hands and ... ''BOOM!''|orig=Gavin Elwyth, Gnome Survivor}}<br />
<br />
Ordained Sorcerers fill a niche in organized church hierarchies for arcane knowledge and power. They are devout, often zealous, adherents of a church's dogma and believe their magical gifts come from the gods themselves much as a cleric's.<br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Organizations:''' These casters tend to form groups of others of their kind within a single church body and often between like-minded churches to work towards common goals.<br />
<br />
'''NPC Reactions:''' Most NPCs don't differentiate between Ordained Sorcerers and common clerics, but recognise that they have more destructive magical power. Personality-wise, they are often confused with standard clerics, however.<br />
<br />
====Ordained Sorcerer Lore====<br />
<br />
Characters with ranks in Knowledge (Arcana) or Knowledge (Religion) can research Ordained Sorcerers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion) or (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Devout sorcerers can sometimes do things like clerics.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Ordained Sorcerers are able to turn undead or even cast divine magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Powerful casters of this type can channel raw divine power as they would magic.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | They are often very influential in religious power structures, albeit secretly.<br />
|}<br />
<br />
====Ordained Sorcerers in the Game====<br />
<br />
Ordained Sorcerers are a strong arcane caster class that can provide decent versatility as undead controllers or a variety of other small niches depending on their chosen domains.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Sorcerer,_4th_Variant_(3.5e_Class)&diff=584310Sorcerer, 4th Variant (3.5e Class)2012-08-11T10:09:38Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Started<br />
|editing=<br />
|type= spellcaster, striker or controller<br />
|desc=<-Paragraph description of the class-><br />
}}<br />
<br />
== Sorcerer ==<br />
<br />
The original 3.5 addition sorcerer sucked and we all know it, so to make it a better class to played I'm going to be making some alterations. Sorcery is an inborn talent, taking the world around you and bending it to your will. Sorcerer have the ability to do just that. while flinging spells around they also have been heard to create weapons and magical protection out of thin air. <br />
<br />
=== Making a Sorcerer ===<br />
<br />
Sorcery in this kind of style is shifted soly into two categories, offensive and defensive magic. Characters at first level get to choose which one they are going to devote themselves to. If a character is to choose offensive, they are more likely the striker of the party. If the character is to choose defensive, that character is more likely the controller and protector of the party. <br />
<br />
<br />
'''Abilities:''' Dexterity, constitution and charisma are going to be the most that you want. <br />
<br />
'''Races:''' Humans and half-elves make up the bulk of sorcerers but Elves are common as well although sorcery can develope unpredictably in any race. <br />
<br />
'''Alignment:''' Sorcery demands a open-minded approach to life and as such most are chaotic. However some races take a hard focus to use magicks causing some to be lawful.<br />
<br />
'''Starting Gold:''' 1d6 * 10 <br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' simple <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The <-class name->}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Arcane implement, craft item familiar (amulet), windcraft magic<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | <br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | <br />
|6||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | windcraft +1<br />
|6||6||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | <br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Draconic heritage feat<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | <br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | windcraft +2<br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | <br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Fey Heritage<br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | <br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | windcraft +3<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | <br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Celestial heritage feat<br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | windcraft +4<br />
|6||6||6||6||6||6||6||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | infernal heritage feat<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | wind craft +5<br />
|6||6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]),[[SRD:heal Skill|heal]] [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]),[[SRD:Sense motive Skill|Sense motive]],[[SRD:Speak Language Skill|Speak language]], [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Sorcery is a powerful magical art contrary to what wizards say. All of the following are class features of the sorcerer.<br />
<br />
'''Weapon and Armor Proficiency:''' all simple weapons, light armor and with their windcraft<br />
<br />
'''{{#anc:Spells}}:''' A sorcerer casts arcane spells which are drawn primarily from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard spell list]]. He can cast any spell he knows without preparing it ahead of time. <br />
<br />
To learn or cast a spell, a sorcerer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score.<br />
<br />
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing five 0-level spells and three 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard spell list]], or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.<br />
<br />
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
Unlike a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Sorcerer Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st||5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd||6||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd||6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||7||4||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||7||5||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||8||5||3||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||8||6||4||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||9||6||4||3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||9||7||5||4||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||9||7||5||4||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||9||8||6||5||3||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||9||8||6||5||4||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||9||9||6||5||4||3||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||9||9||6||5||4||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||9||9||6||5||4||4||3||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||9||9||6||5||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||9||9||6||5||4||4||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||9||9||6||5||4||4||3||3||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||9||9||6||5||4||4||3||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||9||9||6||5||4||4||3||3||3||3<br />
|}<br />
<br />
'''{{#anc:Arcane Implement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a sorcerer must starts off with a ring that is 100 gold pieces of value with either a diamond, ruby or a shapire (the sorcerer's choice). all spells can only be cast while wearing this Arcane Implement. The ring takes up the postion of one magic ring on your body. While wearing this ring you do not have to use material components in your spells. Rituals still need components though. <br />
<br />
'''{{#anc:craft item familiar (amulet)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): This ability functions as Item familiar found in unearthed Arcana <br />
<br />
'''{{#anc:Windcraft}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a sorcerer must starts off with a choice, either offensive or defensive. Once te choice is made at first level, two destictive abilities open up for the sorcerer. every four levels the sorcerer gains a bonus on the windcraft abilities she chose. <br />
<br />
''Offensive:'' If the sorcerer chooses offensive then she gains the spell-like ability to craft a melee weapon out of air. the weapon is whatever the sorcerer chooses it to be, as long as she has proficiency with it. This effect is powered by a somatic component and requires that the sorcerer be able to use their hands. Every four levels the weapon gains another +1 bonus, this can be a weaponized magic affect that is known to the sorcerer equal to the bonus that she has at the time. As a further restriction to the sorcerer she can only choose attack spells for her spells known. <br />
<br />
''Defensive:'' If the sorcerer chooses defensive then she gains the ability to protect herself from damage, bringing forth a circular shield with a diameter of 5 feet. This similar to the shield spell but constantly active as long as the sorcerer concentrates on it. this shield is capable of blocking magic missile and absorbing it's power and gives a +4 AC bonus (deflection) this bonus stacks with the +1 bonus of the windcraft ability. While active you can also use spells such as mage armor and protection from arrows, but you yourself cannot have another shield effect on you. As a further restriction a sorcerer with the defensive windcraft ability cannot take offensive spells on their known spell list.<br />
<br />
'''{{#anc:Heritage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' as a sorcerer advances in power more and more abilities come to him. He gains access to the powers that helped estalished his power. <br />
<br />
''Draconic heritage:'' a sorcerer gains draconic heritage heritage as a bonus feat even if he doesn't meet the prerequisite as described in Complete Arcane. <br />
<br />
''Fey heritage:'' a sorcerer gains fey heritage heritage as a bonus feat even if he doesn't meet the prerequisite. As described in Complete Mage. <br />
<br />
''Celestial Heritage:'' a sorcerer gains celestial heritage heritage as a bonus feat even if he doesn't meet the prerequisite. As described in players handbook 2. <br />
<br />
''Infernial heritage:'' a sorcerer gains infernial heritage heritage as a bonus feat even if he doesn't meet the prerequisite. as described in players hand book 2.<br />
<br />
==== elf Sorcerer Starting Package ====<br />
<br />
'''Weapons:''' Windcraft Longsword <br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | bluff|| 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration|| 4 || Con || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge Arcana|| 4 || Int || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft|| 4 || Int || -<br />
|}<br />
<br />
'''Feat:''' Spell focus (evocation)<br />
<br />
'''Gear:''' leather armor, Arcane Implement (shapire ring), Item familair (Amulet of aggamato)<br />
<br />
'''Gold:''' 40gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Sorcerer ====<br />
<br />
'''Religion:''' Sorcerer, if the worship at all, go for magic gods such as Boccob or Wee Jas<br />
<br />
'''Other Classes:''' Sorcerers are rivals to Wizards and often compete with them for mastery of magic. For the most part they get along with other self-taught classes, such as rogues. They tend to be edgy around overly lawful types such as paladins and lawful good clerics <br />
<br />
'''Combat:''' spellcaster: striker (if offensive) or controller (If defensive)<br />
<br />
'''Advancement:''' sorcerers tend to stay sorcerers if they wish to advance their windcraft, although if they want to learn more it is possible for them to mutliclass as wizards. When a sorcerer becomes powerful enough they tend to go into the prestiege class: Arch Mage or Sorcerer Supreme<br />
<br />
==== Sorcerers in the World ====<br />
<br />
{{quote|Who am I? I'm the sorcerer Supreme|orig=Doctor Stephan Strange, Human Sorcerer Supreme}}<br />
<br />
sorcerers tend to play and extreme role in the world, either they're out in the open, flaunting their abilities, or they are hidden away and wish not to draw attention to themselves. Either way Sorcerers have a powerful manner about them seeing as how they thrive on their charisma. And while a sorcerer isn't likely to be teaching a class on arcane theory, they are knowledgable enough to help a budding young spellcaster understand his powers. <br />
<br />
'''Daily Life:''' a sorcerer tends to go about his day as any normal man, woman, or child would. but after dark when no one is watching they practice their spells and magicks. <br />
<br />
'''Notables:''' Doctor Stephan Strange, Sorcerer Supreme. Dr Strange is single handely the most powerful sorcerer on the planet. born as a normal human he grew to understand his magical talents almost half-way through his life. after finding his inner power, dr. strange learned of his ability to take in and absorb magic and rebound it against his enemies. this very ability helped him defeat a dark magical god from enslaving the world. he took in the god's very essence ensuring that he couldn't use his powers to destroy life as we know it. <br />
<br />
'''Organizations:''' sorcerers are to loose of a group to have any one organization. Most tend to join a wizard guild under the guise of a wizard. <br />
<br />
'''NPC Reactions:''' Most NPCs view sorcerers with suspicion, unless they know them personally. With so much power behind them, sorcerers tend to throw around their weight as powerful weapons of another authority figure.<br />
<br />
==== Sorcerer Lore ====<br />
<br />
Characters with ranks in arcana can research sorcerers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | sorcerers are spontaneous spellcasters<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sorcerers can bend air into weapons or powerful shields<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Sorcerers can forgo material components in their spells if they are wearing an arcane ring<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | gains the knowledge of any sorcerers in the area<br />
|}<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Sorcerer,_5th_Variant_(3.5e_Class)&diff=584309Sorcerer, 5th Variant (3.5e Class)2012-08-11T10:04:06Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power= 4<br />
|raters_power= 1<br />
|rating_wording= 5<br />
|raters_wording= 1 <br />
|rating_formatting= 5<br />
|raters_formatting= 1<br />
|rating_flavor= 5<br />
|raters_flavor= 1<br />
|status= Finished<br />
|editing= Spelling and Grammar Only, Please.<br />
|type= Arcane Spellcasting, Strong Spellcasting, Spontaneous Spellcasting. <br />
|desc= A variant of the sorcerer class, meant to be able to rival the wizard.<br />
}}<br />
<br />
== Sorcerer ==<br />
<br />
Sorcerers are guys and gals with inborn magical powers. They basically have a limited number of magic tricks they can use over and over again, so many sorcerers build their power around their life. Basically, if a sorcerer lives as a fisherman, he probably has water-based magical power. Some manifest power thanks to blood heritage, but not always. Some sorcerers are just born like that for seemingly no real reasons. <br />
<br />
===Making a Sorcerer===<br />
<br />
A sorcerer's spells are their strong point. They are slightly more resistant than wizards but not much. A sorcerer's strength lies in how he can repeat good tricks. Because everyone knows, if one trick doesn't work the first time, it may not work the second time, but it will probably work the third time, right?. Either a sorcerer spam damages or he spams generally awesome spells. <br />
<br />
'''Abilities:''' [[SRD:Dexterity|dexterity]] for AC, [[SRD:Constitution|constitution]] for hp and [[SRD:Charisma|charisma]] for your seplls and NPCs interaction. <br />
<br />
'''Races:''' Any races can be sorcerer, in fact there is almost always a small population of sorcerers in any race. Races with natural arcane power however have more sorcerers than others. <br />
<br />
'''Alignment:''' A sorcerer can be of any alignment.<br />
<br />
'''Starting Gold:''' 6d4.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Sorcerer}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells Known]]<br />
! rowspan="2" | [[#Spell Points/Day|Spell<br/>Points/Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | [[#Bonus Feats|Bonus Feat]], [[#Ignore Material Component|Ignore Material Component]], [[#Inborn Magic Blast|Inborn Magic Blast]]<br />
|4||2||—||—||—||—||—||—||—||—<br />
| 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | <br />
|5||2||—||—||—||—||—||—||—||—<br />
| 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | <br />
|5||3||1||—||—||—||—||—||—||—<br />
| 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||3||2||—||—||—||—||—||—||—<br />
| 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|6||4||2||1||—||—||—||—||—||—<br />
| 19<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | [[#Economic Metamagic|Economic Metamagic]]<br />
|7||4||3||2||—||—||—||—||—||—<br />
| 29<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | <br />
|7||5||3||2||1||—||—||—||—||—<br />
| 37<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" | <br />
|8||5||4||3||2||—||—||—||—||—<br />
| 51<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | <br />
|8||5||4||3||2||1||—||—||—||—<br />
| 63<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|9||5||4||4||3||2||—||—||—||—<br />
| 81<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | <br />
|9||5||5||4||3||2||1||—||—||—<br />
| 97<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|9||5||5||4||4||3||2||—||—||—<br />
| 115<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" |<br />
|9||5||5||4||4||3||2||1||—||—<br />
| 131<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | <br />
|9||5||5||4||4||4||3||2||—||—<br />
| 149<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +5 || +9<br />
| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|9||5||5||4||4||4||3||2||1||—<br />
| 165<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|9||5||5||4||4||4||4||3||2||—<br />
| 183<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|9||5||5||4||4||4||4||3||2||1<br />
|199<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|9||5||5||4||4||4||4||4||3||2<br />
| 217<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|9||5||5||4||4||4||3||3||3||3<br />
| 233<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|9||5||5||4||4||4||4||4||3||3<br />
| 249<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the sorcerer.<br />
<br />
'''Weapon and Armor Proficiency:''' Sorcerers are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]]. They are not proficient with any type of [[SRD:Armor|armor]] or [[SRD:Shield Proficiency|shield]]. Armor of any type [[SRD:Arcane Spells and Armor|interferes]] with a sorcerer’s gestures, which can cause his spells with somatic components to fail.<br />
<br />
'''{{#anc:Spells}}:''' A sorcerer casts arcane spells which are drawn primarily from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard spell list]]. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a sorcerer must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s [[SRD:Charisma|Charisma]] modifier.<br />
<br />
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high [[SRD:Charisma|Charisma]] score.<br />
<br />
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his [[SRD:Charisma|Charisma]] score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the [[SRD:Sorcerer/Wizard Spell List|sorcerer/wizard spell list]], or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.<br />
<br />
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
Unlike a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.<br />
<br />
Sorcerer use the [[UA:Spell Points|Spell Points]] System.<br />
<br />
'''{{#anc:Bonus feat}}:''' At first level, the Sorcerer gain any metamagic, crafting or heritage feat she meet the prerequisite as an bonus feat. She gain another bonus feat at 5th level and each five level thereafter. <br />
<br />
'''{{#anc:Ignore Material Component}}:''' A sorcerer can ignore 10 gp of material component or focus per sorcerer level he have. Class advancing sorcerer spellcasting stack with sorcerer levels to determine the maximum value of material component a sorcerer can ignore. <br />
<br />
'''{{#anc:Inborn Magic Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A sorcerer is born with magical power, she can bow magic to her will with ease. As a standard action she can fire a blast of pure magical energy. This blast inflict 1d6 damage per sorcerer caster level and require a ranged touch attack to hit, the blast got medium range and inflict raw magical damage. <br />
<br />
'''{{#anc:Economic Metamagic}}:''' A 6th level may reduce the spell point cost of any spell having a metamagic feat applied on it by 2 (to a minimum of 1).<br />
<br />
====School Specialization====<br />
<br />
A school is one of eight groupings of spells, each defined by a common theme. If desired, a sorcerer may specialize in one school of magic (see below). Specialization allows a sorcerer to know extra spells from her chosen school, but she then never learns to cast spells from some other schools.<br />
<br />
A specialist sorcerer know one additional spell of her specialty school per [[SRD:Spell Level|spell level]]. She also gains a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks to learn the spells of her chosen school.<br />
<br />
The sorcerer must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.<br />
<br />
A sorcerer can never give up [[SRD:Divination School|divination]] to fulfill this requirement.<br />
<br />
Spells of the prohibited school or schools are not available to the sorcerer, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.<br />
<br />
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.<br />
<br />
Spells that do not fall into any of these schools are called universal spells.<br />
<br />
''{{#anc:[[SRD:Abjuration School|Abjuration]]}}:'' Spells that protect, block, or banish. An abjuration specialist is called an abjurer.<br />
<br />
''{{#anc:[[SRD:Conjuration School|Conjuration]]}}:'' Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.<br />
<br />
''{{#anc:[[SRD:Divination School|Divination]]}}:'' Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.<br />
<br />
''{{#anc:[[SRD:Enchantment School|Enchantment]]}}:'' Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.<br />
<br />
''{{#anc:[[SRD:Evocation School|Evocation]]}}:'' Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.<br />
<br />
''{{#anc:[[SRD:Illusion School|Illusion]]}}:'' Spells that alter perception or create false images. An illusion specialist is called an illusionist.<br />
<br />
''{{#anc:[[SRD:Necromancy School|Necromancy]]}}:'' Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.<br />
<br />
''{{#anc:[[SRD:Transmutation School|Transmutation]]}}:'' Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.<br />
<br />
''{{#anc:[[SRD:Universal School|Universal]]}}:'' Not a school, but a category for spells that all [[SRD:Wizard|wizard]]s can learn. A Sorcerer cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.<br />
<br />
====Alternate Specialization ====<br />
<br />
Really some sorcerers only want to throw ice or water all day, some want to use fire-based spell and others want to throw a storm-based power at the enemies. <br />
A sorcerer using alternate specialization cannot specialize normally instead she gain one cleric or [[UA:Wizard Variant: Domain Wizard|a wizard domain]], every spells on the domain list are automatically added on the sorcerer spell known list when he reach the required level to cast them. A sorcerer does gain the domain granted power. <br />
<br />
====[[Half-Lunars (DnD Race)|Half-lunar]] Sorcerer Starting Package====<br />
<br />
'''Weapons:''' Dagger (1d4, crit x2, 1 lb., light weapon)<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Arcana) || 3 || Intelligence || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 3 || Charisma || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Toughness, Variant (DnD Feat)|Toughness]], <br />
<br />
'''Bonus Feats:''' [[Lunar Heritage (DnD Feat)|lunar heritage]] ([[Half-Lunars (DnD Race)|half-lunar]]), [[SRD:Empower Spell|empower spell]] (Sorcerer).<br />
<br />
'''Gear:''' Material Component pouch.<br />
<br />
'''Gold:''' 2d4.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Sorcerer====<br />
<br />
'''Religion:''' Sorcerer can be very pious or a complete atheist, really it only up to the particular sorcerer. <br />
<br />
'''Other Classes:''' In the generic full of magic D&D world, sorcerer are often disliked by wizards, cleric and paladin. Wizards are annoyed by the fact they get their power by doing mostly nothing, clerics and paladin are suspicious of them. Other classes tend to not care.<br />
<br />
'''Combat:''' Sorcerers cast spells, they don't know many but got enough to spam them. They generally stay behind the muscles and throw condensed ball of awesome on enemies. If they ever run out of spell, they got their inborn magic blast. A sorcerer should never be helpless<br />
<br />
'''Advancement:''' Sorcerer are meant to multiclass to a prestige class past 6th, they are effectively meant to end up more unique, as all sorcerers are different from each others.<br />
<br />
====Sorcerer in the World====<br />
<br />
{{quote|Look momy! I can make the pillows fly!!!|orig=A young sorcerer}}<br />
<br />
Sorcerers can be anything from the gentle lady who cure the sicks to the baby-eating witch, they fit mostly everywhere. They get magical powers for various reason, the origin of a sorcerer source of power are indeed various. From pervert ancestors to being born in a highly magical places, possibilities are infinite. <br />
<br />
'''Daily Life:''' Each sorcerer got their own daily life, some work to make their magical power keener while others laze around doing nothing. Some may even assist villagers using their magics, some may even ignore they are able to cast a spell. Really a sorcerer daily life is a diversified as the sorcerer's community.<br />
<br />
'''Notables:''' Saphina Horizon, a middle-aged sorceress of great abilities. She was known fro effectively defeating an army of hobgoblin by blasting the bridge and silent image a fake one. She lived many adventures and is now retired in a mansion brought with the various treasures she stole to poor creature. <br />
<br />
'''Organizations:''' Sorcerers tend to be loners, since it rather hard for 2 sorcerers to organize. However it wouldn't be weird to find many in mage guilds, sorcerer guilds would be slightly weirder but could make sense. <br />
<br />
'''NPC Reactions:''' In a generic D&D word full of magic, NPCs tend not to care. In edgier world, sorerers may be hunted or killed, some may even live in secret in society, hiding their magical powers to others. <br />
<br />
====Sorcerer Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|knowledge]] (Arcana) can research sorcerers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|knowledge]] (Arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Sorcerers are guys and gals capable of casting spells.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Sorcerers have no common power source, unlike wizard or cleric.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Sorcerers tend to varies greatly from each others.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Information on a particular sorcerer.<br />
|}<br />
<br />
====Sorcerer in the Game====<br />
<br />
'''Adaptation:''' Sorcerers really fit in most every world.<br />
<br />
'''Sample Encounter:''' COMING SOON.<br />
<br />
''EL whatever:'' COMING SOON.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Bender,_2nd_Variant_(3.5e_Class)&diff=584307Bender, 2nd Variant (3.5e Class)2012-08-11T09:56:32Z<p>108.162.231.180: </p>
<hr />
<div>Elemental Bender is a Utility fighter. Like a cross between a rogue and a sorcerer. They use their own energy to bend and shape the elements of the world around them. While able to enter combat and go into the heart of the fray Benders prefer to use their minds and their bending to defeat opponents and protect their allies.<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Not Complete<br />
|editing= Changes can be only with permission and Constructive Suggestions/Critizism are free<br />
|type= Neutral class, Open to both Bad and good guys. Skillful and Often ranged combat oriented. Mixed fighter. <br />
|desc= Always with a natural basis towards life and the world. Take on any work that fits their need or desires.<br />
}}<br />
==Bender==<br />
<br />
Benders are oddball individuals from their respective races, having a connection to a plane of an element. This connection grants them abilities with their element and gives them an interesting form of combat. The benders have often left their homes and made enclaves of individuals of people with the same abilities. <br/><br />
<br />
===Making an Elemental Bender=== <br />
<br />
<br />
When creating an elemental bender one should always bear in mind the nature of the elements in the world and which they wish their character to reflect, while also remembering that this class allows no multi classing and that once they set down the path of a bender they are committed. The base elements are Fire, Earth, Wind, Water and Lighting. <br/><br />
<br />
Elemental benders are good within combat due to their ability at later levels to use any element in their defence or to make most any terain into a weapon. This holds true only so long as the Elemental Bender retains Chi Points in reserver to use their bending skills. The weakness of this class comes when in another plane where their elements are limited and especially in the astral plane where they can not bend at all. If they should use all their chi points and have none in reserve they are more vunerable to attack and so rash or flashy players will often leave themselves open. This Class should work well as a jack of all trades in a group being able to assist in healing fighting and utility purposes outside of combat. <br/><br />
<br />
'''Abilities:''' The most important ability for this class in order is Dexterity and Intelligence. The bending must act like spells of Wizards or Sorcerers or Clerics.<br />
<br />
'''Races:''' Any race may contain elemental benders within it. The closer linked to nature a given race is however, the more likely they are to produce an elemental bender.<br />
<br />
'''Alignment:''' Any, But If the character has deity she can't oppose the alignment of their chosen deity.<br/><br />
<br />
'''Starting Gold:''' starting gold; 2d6&times;10 gp average starting gold.<br />
<br />
'''Starting Age:''' As Rouge.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: Elemental Bender}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! colspan="3" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | [[#Mana Points/Day|Mana<br/>Points/Day]]<br />
|-<br />
! A || B || C || [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +0 || +0 || +2 || +0<br />
| class="left" | Ability 1, Arte 1, Weapon Choice, First Base Element<br />
|| 1d4 || 10 + Con | 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +1 || +1 || +0 || +3 || +0<br />
| class="left" | Turn / Rebuke<br />
|| 1d4 || +1d10 + Con | 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +2 || +1 || +1 || +4 || +1<br />
| class="left" | Arte 2<br />
|| 1d4 || +1d10 + Con | 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +3 || +2 || +1 || +4 || +1<br />
| class="left" | Second Base Element<br />
|| 1d6 || +1d10 + Con | 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +3 || +2 || +1 || +5 || +1<br />
| class="left" | Ability 2<br />
|| 1d6 || +1d10 + Con | 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +4 || +3 || +2 || +5 || +2<br />
| class="left" | Arte 3<br />
|| 1d6 || +1d10 + Con | 12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +3 || +2 || +6 || +2<br />
| class="left" | Arte 4<br />
|| 1d6 || +1d10 + Con | 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6/+1 || +4 || +2 || +6 || +2<br />
| class="left" | Arte 5, Third Base Element<br />
|| 1d8 || +1d10 + Con | 16<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6/+1 || +4 || +3 || +7 || +3<br />
| class="left" | <br />
|| 1d8 || +1d10 + Con | 18<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7/+2 || +5 || +3 || +7 || +3<br />
| class="left" | Ability 3<br />
|| 1d8 || +1d10 + Con | 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8/+3 || +5 || +3 || +8 || +3<br />
| class="left" | Arte 6, Fourth Base Element/ Advanced Element (Low)<br />
|| 1d8 || +1d10 + Con | 22<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +9/+4 || +6/+1 || +4 || +8 || +4<br />
| class="left" | <br />
|| 2d4 || +1d10 + Con | 24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9/+4 || +6/+1 || +4 || +9 || +4<br />
| class="left" | Arte 7<br />
|| 2d4 || +1d10 + Con | 26<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +10/+5 || +7/+2 || +4 || +9 || +4<br />
| class="left" | <br />
|| 2d4 || +1d10 + Con | 28<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +11/+6/+1 || +7/+2 || +5 || +10 || +5<br />
| class="left" | Ability 4, Arte 11, Fifth Base Element/ Advanced Element (Mid)<br />
|| 2d4 || +1d10 + Con | 30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +12/+7/+2 || +8/+3 || +5 || +10 || +5<br />
| class="left" | Arte 8<br />
|| 2d6 || +1d10 + Con | 32<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +12/+7/+2 || +8/+3 || +5 || +11 || +5<br />
| class="left" | <br />
|| 2d6 || +1d10 + Con | 34<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +13/+8/+3 || +9/+4 || +6 || +11 || +6<br />
| class="left" | Arte 9<br />
|| 2d6 || +1d10 + Con | 36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +14/+9/+4 || +9/+4 || +6 || +12 || +6<br />
| class="left" | Arte 10<br />
|| 2d6 || +1d10 + Con | 38<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +15/+10/+5 || +10/+5 || +6 || +12 || +6<br />
| class="left" | Ability 5, Energy Bending/ Advanced Element (High)<br />
|| 2d8 || +1d10 + Con | 40<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
===='''Class Skills '''====<br />
'''Class Skills ( 6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Elemental Bender’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform Dance (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). <br />
<br />
====Class Features====<br />
<br />
<-fluff about class features->. All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient with light armor only. A Bender wears no armor to light armor when bending. This is so that they can perform all of the stomatic components of their artes. A bender is also trained in a single weapon which allows for them to use that weapon while bending as well. All benders are trained in unarmed combat and are treated as dealing damage like a monk. This includes that damage can be lethal damage; changing the blow to come from hands, elbows, knees, or feet; there is no off-hand when using an unarmed strike; and this counts as a natural and manufactured weapon for magical affects. A bender is trained in different styles based on his element, and each element has a variety of weapons. A bender's weapon dictates his Base Attack Bonus. A bender who dual wields, must wield two of one weapon. The weapons will be displayed as thus: Bending Element: Weapon 1 (BAB), Weapon 2 (BAB),...<br />
<br />
All Elements: Unarmed (B)<br />
<br />
Fire: Dagger (A), Short Spear (C), Short Sword (B), Scimitar (B), Falchion (C), Bastard Sword (C)<br />
<br />
Earth: Heavy Mace (B), Morning Star (B), Battleaxe (C), Long Sword (B), Great Axe (C), Great Sword (C)<br />
<br />
Water: Light Mace (B), Short Sword (B), Scimitar (B), Trident (C), Halberd (C), Long Sword (B)<br />
<br />
Lightning: Dagger (A), Short Spear (C), Kukri (A), Short Sword (B), Rapier (B)<br />
<br />
Wind: Dagger (A), Quarter Staff (C), Kukri (B), Rapier (B), Nunchaku (A)<br />
<br />
'''{{#anc:Mana Points/Day}}:''' A Bender’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Mana Points|Mana Points]] he has available. His base daily allotment of [[SRD:Mana Points|Mana Points]] is given on [[#Table: Bender|Table: Bender]]. In addition, he receives bonus [[SRD:Mana Points|Mana Points]] per day if he has a high Constitution score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Mana Points|Table: Ability Modifiers and Bonus Mana Points]]). His race may also provide bonus [[SRD:Mana Points|Mana Points]] per day, as may certain feats and items. Benders recover [[SRD:Mana Points|Mana Points]] by resting; full recovery for a full rest cycle, half recovery if fatigued before resting, and one-quarter recovery if exhausted before resting. If a bender uses all of his points in a single day, he becomes fatigued. If he is already fatigued, then he becomes exhuasted. If a bender is fatigued, he cannot use his highest three ranks of artes. If a bender is exhausted for any reason, he cannot bend.<br />
<br />
'''Elements:''' Bender chose two base elements and one advanced elemnet or all five base elements and Energy Bending. Energy bending can remove/restore other person's bending ability. <br />
<br />
List of advanced elemnets:<br />
<br />
Enhanced Fire <br/><br />
Enhanced Water <br/><br />
Enhanced Lightning <br/><br />
Enhanced Earth <br/><br />
Enhanced Wind <br/><br />
Boil = Fire + Water <br/><br />
Explosion = Fire + Lightning <br/><br />
Magma = Fire + Earth <br/><br />
Scorch = Fire + Wind <br/><br />
Storm = Water + Lightning <br/><br />
Mud = Water + Earth <br/><br />
Cloud = Water + Wind <br/><br />
Magnet = Earth + Lightning <br/><br />
Sand = Earth + Wind <br/><br />
Jet= Wind + Lightning <br/><br />
<br />
'''{{#anc:Artes Known}}:''' A Bender gain artes as he levels; each new arte giving him more power. Each arte also differs between elements. Artes are spell like abilities and are treated as spells. Each arte is treated as though it were a spell of a level as shown in this chart<br />
<br />
0&mdash;Trip/Touch Attack (Arte 1)<br />
<br />
1st&mdash;Projectile, Element Attack (Arte 2, Arte 3)<br />
<br />
2nd&mdash;Movement (Arte 4)<br />
<br />
3rd&mdash;Wall, Defensive Skill (Arte 5, Arte 6)<br />
<br />
4th&mdash;Storm Ability, High Defensive Move (Arte 7, Arte 8)<br />
<br />
5th&mdashGrand Ability (Arte 9)<br />
<br />
6th&mdash;Final Arte (Arte 10)<br />
<br />
<br />
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.<br />
<br />
To learn or manifest a power, a Bender must have an Constitution score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-><br />
<br />
''{{#anc:<-subclass feature <!-- See the rogue's "Special Ability" for an example: http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities -->->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat as necessary.-><br />
<br />
====Epic Bender====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Bender}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Bender gains a bonus feat (selected from the list of epic Bender bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Bender Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====Human Bender Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' [[Kukri]] (1d4, 18-20 crit. x2, 2 lbs., light)<br />
<br />
'''Skill Selection:''' Pick a number of skills 4 + [[SRD:Intelligence|Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || 0<br />
|}<br />
<br />
'''Feat:''' Dodge<br />
<br />
'''Bonus Feats:''' Weapon Finesse<br />
<br />
'''Gear:''' Leather Armor, traveler's outfit,back pack, bedroll, 3 days worth of rations, map of the local area, 50 ft. of Silk Rope, and flask.<br />
<br />
'''Gold:''' 3d4<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Benders in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
====Bender Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in <-the appropriate skills-> can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Bender,_2nd_Variant_(3.5e_Class)&diff=584306Bender, 2nd Variant (3.5e Class)2012-08-11T09:39:44Z<p>108.162.231.180: </p>
<hr />
<div>Elemental Bender is a Utility fighter. Like a cross between a rogue and a sorcerer. They use their own energy to bend and shape the elements of the world around them. While able to enter combat and go into the heart of the fray Benders prefer to use their minds and their bending to defeat opponents and protect their allies.<br />
<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Not Complete<br />
|editing= Changes can be only with permission and Constructive Suggestions/Critizism are free<br />
|type= Neutral class, Open to both Bad and good guys. Skillful and Often ranged combat oriented. Mixed fighter. <br />
|desc= Always with a natural basis towards life and the world. Take on any work that fits their need or desires.<br />
}}<br />
==Bender==<br />
<br />
Benders are oddball individuals from their respective races, having a connection to a plane of an element. This connection grants them abilities with their element and gives them an interesting form of combat. The benders have often left their homes and made enclaves of individuals of people with the same abilities. <br/><br />
<br />
===Making an Elemental Bender=== <br />
<br />
<br />
When creating an elemental bender one should always bear in mind the nature of the elements in the world and which they wish their character to reflect, while also remembering that this class allows no multi classing and that once they set down the path of a bender they are committed. The base elements are Fire, Earth, Wind, Water and Lighting. <br/><br />
<br />
Elemental benders are good within combat due to their ability at later levels to use any element in their defence or to make most any terain into a weapon. This holds true only so long as the Elemental Bender retains Chi Points in reserver to use their bending skills. The weakness of this class comes when in another plane where their elements are limited and especially in the astral plane where they can not bend at all. If they should use all their chi points and have none in reserve they are more vunerable to attack and so rash or flashy players will often leave themselves open. This Class should work well as a jack of all trades in a group being able to assist in healing fighting and utility purposes outside of combat. <br/><br />
<br />
'''Abilities:''' The most important ability for this class in order is Dexterity and Intelligence. The bending must act like spells of Wizards or Sorcerers or Clerics.<br />
<br />
'''Races:''' Any race may contain elemental benders within it. The closer linked to nature a given race is however, the more likely they are to produce an elemental bender.<br />
<br />
'''Alignment:''' Any, But If the character has deity she can't oppose the alignment of their chosen deity.<br/><br />
<br />
'''Starting Gold:''' starting gold; 2d6&times;10 gp average starting gold.<br />
<br />
'''Starting Age:''' As Rouge.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: Elemental Bender}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! colspan="3" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Unarmed Damage<br />
! rowspan="2" | [[#Mana Points/Day|Mana<br/>Points/Day]]<br />
|-<br />
! A || B || C || [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +0 || +0 || +2 || +0<br />
| class="left" | Ability 1, Arte 1, Weapon Choice, First Base Element<br />
|| 1d4 || 10 + Con | 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +1 || +1 || +0 || +3 || +0<br />
| class="left" | Turn / Rebuke<br />
|| 1d4 || +1d10 + Con | 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +2 || +1 || +1 || +4 || +1<br />
| class="left" | Arte 2<br />
|| 1d4 || +1d10 + Con | 6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +3 || +2 || +1 || +4 || +1<br />
| class="left" | Second Base Element<br />
|| 1d6 || +1d10 + Con | 8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +3 || +2 || +1 || +5 || +1<br />
| class="left" | Ability 2<br />
|| 1d6 || +1d10 + Con | 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +4 || +3 || +2 || +5 || +2<br />
| class="left" | Arte 3<br />
|| 1d6 || +1d10 + Con | 12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +3 || +2 || +6 || +2<br />
| class="left" | Arte 4<br />
|| 1d6 || +1d10 + Con | 14<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6/+1 || +4 || +2 || +6 || +2<br />
| class="left" | Arte 5, Third Base Element<br />
|| 1d8 || +1d10 + Con | 16<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6/+1 || +4 || +3 || +7 || +3<br />
| class="left" | <br />
|| 1d8 || +1d10 + Con | 18<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7/+2 || +5 || +3 || +7 || +3<br />
| class="left" | Ability 3<br />
|| 1d8 || +1d10 + Con | 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +8/+3 || +5 || +3 || +8 || +3<br />
| class="left" | Arte 6, Fourth Base Element/ Advanced Element (Low)<br />
|| 1d8 || +1d10 + Con | 22<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +9/+4 || +6/+1 || +4 || +8 || +4<br />
| class="left" | <br />
|| 2d4 || +1d10 + Con | 24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +9/+4 || +6/+1 || +4 || +9 || +4<br />
| class="left" | Arte 7<br />
|| 2d4 || +1d10 + Con | 26<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +10/+5 || +7/+2 || +4 || +9 || +4<br />
| class="left" | <br />
|| 2d4 || +1d10 + Con | 28<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +11/+6/+1 || +7/+2 || +5 || +10 || +5<br />
| class="left" | Ability 4, Arte 11, Fifth Base Element/ Advanced Element (Mid)<br />
|| 2d4 || +1d10 + Con | 30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +12/+7/+2 || +8/+3 || +5 || +10 || +5<br />
| class="left" | Arte 8<br />
|| 2d6 || +1d10 + Con | 32<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +12/+7/+2 || +8/+3 || +5 || +11 || +5<br />
| class="left" | <br />
|| 2d6 || +1d10 + Con | 34<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +13/+8/+3 || +9/+4 || +6 || +11 || +6<br />
| class="left" | Arte 9<br />
|| 2d6 || +1d10 + Con | 36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +14/+9/+4 || +9/+4 || +6 || +12 || +6<br />
| class="left" | Arte 10<br />
|| 2d6 || +1d10 + Con | 38<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +15/+10/+5 || +10/+5 || +6 || +12 || +6<br />
| class="left" | Ability 5, Energy Bending/ Advanced Element (High)<br />
|| 2d8 || +1d10 + Con | 40<br />
|-<br />
| colspan="42" class="skill" |<br />
<br />
===='''Class Skills '''====<br />
'''Class Skills ( 6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Elemental Bender’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (History) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Perform Dance (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). <br />
<br />
====Class Features====<br />
<br />
<-fluff about class features->. All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient with light armor only. A Bender wears no armor to light armor when bending. This is so that they can perform all of the stomatic components of their artes. A bender is also trained in a single weapon which allows for them to use that weapon while bending as well. All benders are trained in unarmed combat and are treated as dealing damage like a monk. This includes that damage can be lethal damage; changing the blow to come from hands, elbows, knees, or feet; there is no off-hand when using an unarmed strike; and this counts as a natural and manufactured weapon for magical affects. A bender is trained in different styles based on his element, and each element has a variety of weapons. A bender's weapon dictates his Base Attack Bonus. A bender who dual wields, must wield two of one weapon. The weapons will be displayed as thus: Bending Element: Weapon 1 (BAB), Weapon 2 (BAB),...<br />
<br />
All Elements: Unarmed (B)<br />
<br />
Fire: Dagger (A), Short Spear (C), Short Sword (B), Scimitar (B), Falchion (C), Bastard Sword (C)<br />
<br />
Earth: Heavy Mace (B), Morning Star (B), Battleaxe (C), Long Sword (B), Great Axe (C), Great Sword (C)<br />
<br />
Water: Light Mace (B), Short Sword (B), Scimitar (B), Trident (C), Halberd (C), Long Sword (B)<br />
<br />
Lightning: Dagger (A), Short Spear (C), Kukri (A), Short Sword (B), Rapier (B)<br />
<br />
Wind: Dagger (A), Quarter Staff (C), Kukri (B), Rapier (B), Nunchaku (A)<br />
<br />
'''{{#anc:Mana Points/Day}}:''' A Bender’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Mana Points|Mana Points]] he has available. His base daily allotment of [[SRD:Mana Points|Mana Points]] is given on [[#Table: Bender|Table: Bender]]. In addition, he receives bonus [[SRD:Mana Points|Mana Points]] per day if he has a high Constitution score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Mana Points|Table: Ability Modifiers and Bonus Mana Points]]). His race may also provide bonus [[SRD:Mana Points|Mana Points]] per day, as may certain feats and items. Benders recover [[SRD:Mana Points|Mana Points]] by resting; full recovery for a full rest cycle, half recovery if fatigued before resting, and one-quarter recovery if exhausted before resting. If a bender uses all of his points in a single day, he becomes fatigued. If he is already fatigued, then he becomes exhuasted. If a bender is fatigued, he cannot use his highest three ranks of artes. If a bender is exhausted for any reason, he cannot bend.<br />
<br />
'''Elements:''' Bender chose two base elements and one advanced elemnet or all five base elements and Energy Bending. Energy bending can remove/restore other person's bending ability. <br />
<br />
List of advanced elemnets:<br />
<br />
Enhanced Fire <br/><br />
Enhanced Water <br/><br />
Enhanced Lightning <br/><br />
Enhanced Earth <br/><br />
Enhanced Wind <br/><br />
Boil = Fire + Water <br/><br />
Explosion = Fire + Lightning <br/><br />
Magma = Fire + Earth <br/><br />
Scorch = Fire + Wind <br/><br />
Storm = Water + Lightning <br/><br />
Mud = Water + Earth <br/><br />
Cloud = Water + Wind <br/><br />
Magnet = Earth + Lightning <br/><br />
Sand = Earth + Wind <br/><br />
Jet= Wind + Lightning <br/><br />
<br />
'''{{#anc:Artes Known}}:''' A Bender gain artes as he levels; each new arte giving him more power. Each arte also differs between elements. Artes are spell like abilities and are treated as spells. Each arte is treated as though it were a spell of a level as shown in this chart<br />
<br />
0&mdash;Trip/Touch Attack (Arte 1)<br />
<br />
1st&mdash;Projectile, Element Attack (Arte 2, Arte 3)<br />
<br />
2nd&mdash;Movement (Arte 4)<br />
<br />
3rd&mdash;Wall, Defensive Skill (Arte 5, Arte 6)<br />
<br />
4th&mdash;Storm Ability, High Defensive Move (Arte 7, Arte 8)<br />
<br />
5th&mdashGrand Ability (Arte 9)<br />
<br />
6th&mdash;Final Arte (Arte 10)<br />
<br />
<br />
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.<br />
<br />
To learn or manifest a power, a Bender must have an Constitution score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:<-supernatural class feature->}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <-class feature game rule information-><br />
<br />
''{{#anc:<-subclass feature <!-- See the rogue's "Special Ability" for an example: http://www.dandwiki.com/wiki/SRD:Rogue#Special_Abilities -->->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat as necessary.-><br />
<br />
====Epic Bender====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Bender}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Bender gains a bonus feat (selected from the list of epic Bender bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic Bender Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
====Human Bender Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' [[Kukri]] (1d4, 18-20 crit. x2, 2 lbs., light)<br />
<br />
'''Skill Selection:''' Pick a number of skills 4 + [[SRD:Intelligence|Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || 0<br />
|}<br />
<br />
'''Feat:''' Dodge<br />
<br />
'''Bonus Feats:''' Weapon Finesse<br />
<br />
'''Gear:''' Leather Armor, traveler's outfit,back pack, bedroll, 3 days worth of rations, map of the local area, 50 ft. of Silk Rope, and flask.<br />
<br />
'''Gold:''' 3d4<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Benders in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
====Bender Lore====<br />
<br />
{{Section Description Needed}}<br />
<br />
Characters with ranks in <-the appropriate skills-> can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
<br />
{{Base Class Wikify|October 2009}}<br />
{{Base Class Description Needed|October 2009}}<br />
{{Base Class Stub|October 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Combat_Rogue_(3.5e_Class)&diff=584305Combat Rogue (3.5e Class)2012-08-11T09:35:57Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=complete<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Fast paced warriors at home on the battlefield, the combat rogue takes the best of the fighter and the rogue and combines them into a quick and ruthless machines of death.<br />
}}<br />
<br />
==Combat Rogue==<br />
<br />
Combat rogues are individuals that found the road of the fighter to slow and unadaptive. While at the same time find the path of the rogue, to be to reliant on stealth and petty tricks. Fast paced fighters that are at home on the battlefield, they took the best of both roles and combined them into quick and ruthless machines of death. These warriors have learned to tap into the hidden reserve of strength that most humanoids have. Adrenaline. Using adrenaline to fuel their techniques, they look as blurs upon the battlefield. Besting some in straight combat with lightning quick precision or using lightning speed surprising the enemy with a series of sneak attacks. Combat Rogues are a force to be reckoned with on and off the battlefield, because you never know when they will strike, and chances are you'll never see it coming.<br />
<br />
===Making a Combat Rogue===<br />
<br />
Combat Rogues combine key elements of the fighter and the rogue while still maintaining it's own identity as it's own class. Taking from the fighter it's high BAB and proficiency with martial weaponry, and taking from the rogue it's sneak attack and large skill list. The class itself is made for quick skirmishes whether against one target or many and can hold it's own. The longer a fight goes, the class becomes weaker as the adrenaline starts to deplete and the classes average HD starts to show. Overall, it's a high powered class that can be a lot of fun in the right campaign.<br />
<br />
It's strength lies in it's speed and versatility on and off the battlefield. While it's weaknesses begin to show once battles play out or a few lucky hits get through to you. It plays well with most classes since it can do many things, though does not fit well with other rogues since it overwrites the rogues strength of skill versatility.<br />
<br />
'''Abilities:''' A high [[SRD:Dexterity|Dexterity]] is a must. Most abilities of the Combat Rogue rely on [[SRD:Dexterity|Dexterity]]. [[SRD:Constitution|Constitution]] is a nice bonus to the class as it will improve on the classes low HD, while [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are in a tie for third. [[SRD:Intelligence|Intelligence]] for extra skills for an adaptable combat rogue, or [[SRD:Strength|Strength]] for a more combat focused combat rogue.<br />
<br />
'''Races:''' Almost any humanoid creature that has adrenal glands can become this class, but due to their quick adapting nature in combat, and free life-style most are human.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4 x 10gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Combat Rogue}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Adrenal Alacrity|Speed Bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]], [[#Dexterous Dodging|Dexterous Dodging]], [[#Adrenaline|Adrenaline]] (1 charge), [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 1d6 <br />
| +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | [[#Quicksilver Strike|Quicksilver Strike]], [[SRD:Dodge|Dodge]]<br />
| +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || + 3|| +1<br />
| class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 2d6<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#Sprint|Sprint]]<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | [[#Dexterous Grapple|Dexterous Grapple]], [[#Adrenaline|Adrenaline]] (2 charges)<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], [[SRD:Uncanny Dodge|Uncanny Dodge]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 3d6 <br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#Sprint|Sprint]] (Walls)<br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[#Eviscerating Jump|Eviscerating Jump]], [[#Adrenal Evasion|Adrenal Evasion]]<br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 4d6<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | [[#Sprint|Sprint]] (Bladed), [[#Adrenaline|Adrenaline]] (3 Charges)<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | [[#Snap Kick|Snap Kick]], [[#Adrenal Fortitude|Adrenal Fortitude]]<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]], [[SRD:Run_(Feat)|Run]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 5d6 <br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#Barrage of Blades|Barrage of Blades]], [[#Sprint|Sprint]] (Fluids)<br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | [[#Slice and Dice|Slice and Dice]], [[#Roll with it|Roll with it]]<br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 6d6, [[#Adrenaline Rush|Adrenaline Rush]], [[#Adrenaline|Adrenaline]] (4 charges)<br />
| +25 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Sprint|Sprint]] (Concealment)<br />
| +25 ft.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | <br />
| +25 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[#Quicksilver Attacks|Quicksilver Attacks]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 7d6 <br />
| +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | [[#Sprint|Sprint]] (Invisible), [[#Blur of Steel|Blur of Steel]]<br />
| +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Adrenaline|Adrenaline]] (5 charges)<br />
| +30 ft.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]]([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]])), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] (Wis), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Combat Rogue.<br />
<br />
'''Weapon and Armor Proficiency:''' Proficient with [[SRD:Armor Proficiency (Light)|light armor]]. As well as [[SRD:Simple Weapon Proficiency|simple]], [[SRD:Rogue Weapon Proficiency|rogue]], and [[SRD:Martial Weapon Proficiency|martial]] weaponry.<br />
<br />
'''{{#anc:Dexterous Dodging}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogues reflexes are so honed he dodges attacks with such fluidity and speed he appears as a blur. While wearing light or no armor, the Combat rogue adds double his or her dexterity bonus to their AC(as opposed to just once). Should the Combat Rogue multi-class into another class, this bonus only adds +1 AC per point of dexterity bonus, per level of Combat Rogue. This new dexterity bonus is limited by an armor's inherent dexterity penalty. For example a +5 max dexterity bonus on armor, will result in only a maximum of +5 bonus AC gained from this feat. Even if the full bonus exceeds the dexterity penalty. <br />
<br />
'''{{#anc:Adrenal Alacrity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Combat Rogues mastery over adrenaline allows them to move with surprising speed. As long as the Combat Rogue has at least 1 charge of adrenaline, his movement speed is affected as per the chart.<br />
<br />
'''{{#anc:Dexterous Grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue has become so aware of his or her body and is so naturally fluid and dexterous, the Combat Rogue can use his Dexterity modifier instead of his Strength modifier while in a grapple. Also, enemies of up to 2 sizes larger, do not gain their size bonus to the grapple as long as the Combat Rogue is attempting to escape the grapple. All other bonuses still apply.<br />
<br />
'''{{#anc:Roll with it}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can once per day when an attack will put the Combat Rogue's HP at 0 or below, make a reflex save equal to half of the damage caused to completely avoid the attack. For each 1 charge of adrenaline added to this action, add +5 to the reflex save.<br />
<br />
'''{{#anc:Sprint}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can expend charges of adrenaline equals to how many rounds he wishes to sprint. Sprint allows a Combat rogue to move at unparalleled speeds at the blink of an eye, while sprinting a Combat Rogue moves at his or her run speed and acts as if he or she had the Spring Attack feat. As long as the Combat rogue continues to move, he can take as many attacks as his BAB and Two weapon fighting feats allow him too, also while moving through threat ranges the combat rogue gains a +4 AC bonus against attacks of opportunity. As the Combat Rogue becomes more powerful, Sprint improves to accommodate this. At 7th level, the Combat rogue can move on walls as per the Up the Walls psionic feat. At 10th level, a Combat Rogue learns to put his sprinting momentum into his blades making critical hits more effective, it increases a weapon's multiplier by x1 while sprinting. At 13th level, a Combat Rogue can sprint on most fluids as if they were a solid surface, A Combat rogue can move over harmful fluids without taking damage unless they spend more than 1 round on the fluid. At 16th level, the Combat rogue moves so quickly, they are hard to spot. The combat rogue gains 50% concealment while sprinting. At 19th level, a Combat Rogue is moving so rapidly light cannot keep up with him and he becomes invisible. This invisibility cannot be dispelled, but becomes immediately visible should he stop for any reason. A combat rogue is not considered stopped if he has used his entire speed this round. He is at full speed without needing to go more than one square to qualify for running jumps. <br />
<br />
'''{{#anc:Adrenaline Rush}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can once per Constitution modifier per day (Minimum of at least once per day), Supercharge his body and immediately recharge all his lost adrenaline. This is a standard action.<br />
<br />
'''{{#anc:Eviscerating Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue expending a single charge of adrenaline can make a jump check against an airborne target, or a target of at least 2 size categories larger then the combat rogue. The jump check's DC should be high enough for the combat rogue to be able to reach the waist of the opponent (Up to DM's discretion). Upon a successful jump check the combat rogue makes a single attack roll. Upon successful attack roll, the combat rogue attacks with both weapons simultaneously.<br />
<br />
'''{{#anc:Quicksilver Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending 1 charge of adrenaline, the combat rogue can slice at a target so quickly, the opponent cannot see it coming. The opponent if effectively flat footed against the attack.<br />
<br />
'''{{#anc:Adrenal Fortitude}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By expending 1 charge of adrenaline as an immediate action, the Combat Rogue can re-roll the result of the Fortitude or Will save that has to do with exhaustion, stunning, fatiguing, holding, dazing, poisoning, or sleep related. This can only happen once per round, and the new result must be taken despite it being better or worse. In addition, a Combat Rogue can spend 2 charges to remove the status fatigued, and 4 charges to remove the exhausted status. This happens as a swift action.<br />
<br />
'''{{#anc:Blur of Steel}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending all available charges of adrenaline, the Combat Rogue can take 2 full attack actions against every opponent within a 30 ft line. The attacks divided up as the Combat Rogue chooses and the combat rogue ends up at the end of the 30 ft line regardless of where the last attack took place. The combat rogue is not subject to attacks of opportunity for moving through opponents spaces, and can also move through opponent's spaces as long as the ending place is not in an opponent's space. For every Adrenaline charge less than 4, you spend that many rounds fatigued afterward.<br />
<br />
'''{{#anc:Barrage of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue can expend a single charge of adrenaline to make a single attack at their highest BAB. If a successful attack is made another attack can be made at a -2 penalty to your next attack. This continues until an attack misses, and the penalty stacks each time a successful attack is made. These all count as separate attacks.<br />
<br />
'''{{#anc:Quicksilver Attacks}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending 3 charges of adrenaline, the combat rogue can attack the target with lightning speed and can take a full attack action in which each attack counts as the target being flat footed against the attack.<br />
<br />
'''{{#anc:Slice and Dice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue can expend a 2 charges of adrenaline to make a full attack action. For each main hand attack that lands, the combat rogue can make an offhand attack at the same BAB as the main hand attack.<br />
<br />
'''{{#anc:Snap Kick}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' On attacks of opportunity, instead of an attack the combat rogue can choose to make a snap kick. A snap kick is a quick attack designed to knock over the opponent. A snap kick uses your same die of damage as your unarmed attack and uses all the same bonuses. On a successful hit the opponent must make a Fortitude Save (DC = 10 + Dex Modifier + Half of your characters hit die). If succeeded the opponent still takes damage, but suffers no ill effects. If the opponent fails by less than 5, the opponent is dazed for one round in addition to damage. If the opponent fails by any more then 5, he is knocked prone and dazed for 1 round. The opponent's size modifier counts towards their roll as per a trip attempt. +4 per size category larger, -4 per each size category smaller. Sneak attack damage can be applied to the kick if it applies.<br />
<br />
'''{{#anc:Adrenal Evasion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A combat rogue can expend an adrenaline charge, as a free action at any time, and act as though the combat rogue had the feat, Improved Evasion.<br />
<br />
'''{{#anc:Adrenaline}}:''' A Combat rogue uses adrenaline to accomplish his or her amazing abilities. Adrenaline comes in charges, starting at one charge at 1st level, increasing to 2 at 5th level, and increasing by one every 5 levels thereafter maxing out at 10. Adrenaline does not regenerate on it's own, to recharge adrenaline a rest action may be taken. The duration of the rest action will dictate the amount of regained adrenaline.<br />
<br />
Move Action : Half of a charge<br />
<br />
Standard Action : One full charge<br />
<br />
Full Round Action : Two Full charges<br />
<br />
Full Round Action (While Hasted): Three Full charges<br />
<br />
All Adrenaline abilities are used as swift actions unless otherwise noted and cannot be used while exhausted. Adrenaline abilities cost double if the Combat Rogue is fatigued.<br />
<br />
====Epic Combat Rogue====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Combat Rogue}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! [[#Adrenal Alacrity|Speed Bonus]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || +35 ft || class="left" | [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || +35 ft || class="left" | [[#Improved Sprints|Imp. Sprint]] (Warp)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || +35 ft || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || +40 ft || class="left" | Bonus Feat, [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 9d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || +40 ft || class="left" | [[#Adrenaline|Adrenaline]] 6 charges, [[#Improved Sprints|Imp. Sprint]] (Mirror Image)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || +45 ft || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || +45 ft || class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || +45 ft || class="left" | Bonus Feat, [[#Improved Sprints|Imp. Sprint]] (Aftershock)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || +50 ft || class="left" | [[#Adrenaline Overcharge|Adrenaline Overcharge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || +50 ft || class="left" | [[#Adrenaline|Adrenaline]] 7 charges, [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 11d6 <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Improved Sprints}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' These Sprints are simply added on to the original Sprint abilities.<br />
<br />
Warp : The Combat Rogue moves so quickly he appears to be warping from his point of origin to the next point. He is still passing through all the areas designated, but he can move his full run speed as a swift action rather than a move action.<br />
<br />
Mirror Image : The Combat Rogue can run fast enough to cross the time barrier and effectively be in two places at once. The Combat rogues path must mirror the other, but each is capable of taking their own independent actions. Damage taken by either during this phase is added up upon the effects end and is taken by the "real" Combat Rogue. When the split occurs, the Combat Rogue must decide which is "real" and which is "fake". Damage caused by "fake" Combat rogue stays after he disappears. Both get their own standard and move action.<br />
<br />
Aftershock : The Combat Rogue moves so quickly, he breaks the sound barrier as he attacks. Each attack deals d4 sonic damage per 3 levels of Combat Rogue. Fortitude save to take half (DC = Half Characters Hit die + Dex + 10), if the save is failed, each target is deafened for 1d4 rounds (These rounds stack with each other, if it exceeds 20 rounds target is deafened for 1d4 days). Constructs and other targets with no Constitution score get no save against this effect. In addition, DR and hardness against these attacks is halved.<br />
<br />
'''{{#anc:Adrenaline Overcharge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Adrenaline Overcharge ability is a full round action, that can only be used when the Combat rogue is at 5 or more charges of adrenaline. The Combat Rogue flushes all available charges of adrenaline into his system at once, supercharging his body. This effect lasts 5 rounds + 1 round per point of adrenaline over 5 to a maximum of 10 rounds. During this effect, time seems to stand still to the Combat Rogue and can 2 Full Round actions during this time. All Combat rogue abilities cost no adrenaline during this time as well. At the end of the Adrenaline Overcharge. The Combat Rogue acts as if the [[SRD:Time_Stop|Time Stop]] spell has been cast on him. After the [[SRD:Time_Stop|Time Stop]] spell wears off, the Combat Rogue is treated as exhausted for 2d10 minutes. This exhaustion costs double what it would normally cost to remove with [[#Adrenal Fortitude|Adrenal Fortitude]]. This ability can be used once per day.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Combat Rogue gains a bonus feat (selected from the list of epic feats) every 4 levels after 20th.<br />
<br />
''Epic Combat Rogue Bonus Feat List:'' Any Epic feat listed that the Rogue may apply for. For purposes of qualification, [[#Adrenal Evasion|Adrenal Evasion]] and [[#Roll with it|Roll with it]] count as, [[SRD:Improved_Evasion#Class_Features|Improved Evasion]] and [[SRD:Defensive_Roll#Class_Features|Defensive Roll]] respectively. This counts for up to a maximum of 10 bonus feats acquired in this manner.<br />
<br />
====Human Combat Rogue Starting Package====<br />
<br />
'''Weapons:''' 2 [[SRD:Short Sword|Short Swords]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Balance]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Weapon Finesse]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]] and [[SRD:Leather Armor|Leather Armor]].<br />
<br />
'''Gold:''' 150 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Combat Rogue====<br />
<br />
<br />
'''Religion:''' Most often a combat rogue doesn't follow religion. If he does, it is most often a god of battle.<br />
<br />
'''Other Classes:''' Combat oriented classes like the fighter and the barbarian work well with this class, as the nature of the class is to go to combat at the first opportunity. Other classes, who prefer to find other solutions to conflicts other than combat will frequently be at odds with the combat rogue.<br />
<br />
'''Combat:''' A front line skirmisher that frequently goes into and out of the dense portion of combat, because of the classes' low Hit die he cannot survive long in dense combat. Thankfully, the classes abilities allow it to enter and exit combat frequently.<br />
<br />
'''Advancement:''' The Combat rogue's unique adrenaline system make it a class that is best focused on for the full 20 levels.<br />
<br />
====Combat Rogues in the World====<br />
<br />
{{quote|Now I lay you to eternal sleep<br />
<br />
The blade between your shoulders you can keep<br />
<br />
I will not watch you where you fall<br />
<br />
For you are just another notch upon the wall.|orig=Arkaid Alkon, [[SRD:Humans (Race)|Human]] Combat Rogue}}<br />
<br />
Combat rogues come from all walks of life, most having lived normal lives until accidentally discovering the thrill of battle. Most fight for the sake of fighting and do not care whether they win or lose. Most realize as well, though that a love of battle often does not put food in their stomachs. So most operate as mercenaries or bandits, traveling the world either working for money, or simply stealing it. Most do not live long enough to accomplish much, and those that do never go past being a simple mercenary for the simple fact of anything else just has to much responsibility and inhibits their free spirit.<br />
<br />
'''Daily Life:''' A combat rogue wakes up in the same bed as every other man or woman. He constantly seeks conflict. If he has a good heart, he will seek out whoever needs help, provided it can be solved with a pair of whirling blades. If he has a heart of darkness, he will start riots, mobs, or enact any type of conflict just to give him a reason to kill.<br />
<br />
'''Notables:''' Drakier Arkon, Male [[SRD:Human|Human]] Combat Rogue : Joined as a mercenary and followed a warlord around conquering towns, hamlets, and castles for 13 years. Reported to have never been dealt so much as a scratch during his long career he was also credited with over 20,000 confirmed kills, from kings to knights to peasants.<br />
<br />
Arkaid Alkon "The Wraith", Male [[SRD:Human|Human]] Combat Rogue : Hired by a large troupe of devils to effectively aid their efforts in the blood war. He set off on his own to find a large nesting area for the demons. Upon finding it, he immediately set to work. Flushing all of his adrenaline into himself at one time and rushing into the camp. He slaughtered several hundred demons before they had even noticed something was amiss. In a matter of minutes, he decimated one of the largest known demon outposts on that particular plane without being so much as seen. Effectively ending the blood war for a record 4 minutes and 12 seconds before more demons arrived from the bowels of the abyss.<br />
<br />
'''Organizations:''' Rarely are there organizations of these people. Mostly because of the carefree lifestyle and attitude of many of them, there is no one to actually rally them. They remain scattered amidst the world, each trying to carve out their own niche in the world with the only way they know how.<br />
<br />
'''NPC Reactions:''' Normally from a distance, it's quite hard to tell that they have any ability at all. So they react much as they would to any other character holding weapons. Until any dealing with this character is actually had does the carefree, lax, or sometimes downright reckless behavior begin to show.<br />
<br />
==== Combat Rogue Lore ====<br />
<br />
Characters with ranks in Gather Information can research Combat Rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Gather Information<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Combat Rogues are very deadly.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Combat Rogues are able to stretch physical capabilities.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The names of famous combat rogues.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The specific location of several combat rogues.<br />
|}<br />
<br />
====<-pluralized class name-> in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Combat_Rogue_(3.5e_Class)&diff=584304Combat Rogue (3.5e Class)2012-08-11T09:34:21Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing lore and in the game.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=complete<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Fast paced warriors at home on the battlefield, the combat rogue takes the best of the fighter and the rogue and combines them into a quick and ruthless machines of death.<br />
}}<br />
<br />
==Combat Rogue==<br />
<br />
Combat rogues are individuals that found the road of the fighter to slow and unadaptive. While at the same time find the path of the rogue, to be to reliant on stealth and petty tricks. Fast paced fighters that are at home on the battlefield, they took the best of both roles and combined them into quick and ruthless machines of death. These warriors have learned to tap into the hidden reserve of strength that most humanoids have. Adrenaline. Using adrenaline to fuel their techniques, they look as blurs upon the battlefield. Besting some in straight combat with lightning quick precision or using lightning speed surprising the enemy with a series of sneak attacks. Combat Rogues are a force to be reckoned with on and off the battlefield, because you never know when they will strike, and chances are you'll never see it coming.<br />
<br />
===Making a Combat Rogue===<br />
<br />
Combat Rogues combine key elements of the fighter and the rogue while still maintaining it's own identity as it's own class. Taking from the fighter it's high BAB and proficiency with martial weaponry, and taking from the rogue it's sneak attack and large skill list. The class itself is made for quick skirmishes whether against one target or many and can hold it's own. The longer a fight goes, the class becomes weaker as the adrenaline starts to deplete and the classes average HD starts to show. Overall, it's a high powered class that can be a lot of fun in the right campaign.<br />
<br />
It's strength lies in it's speed and versatility on and off the battlefield. While it's weaknesses begin to show once battles play out or a few lucky hits get through to you. It plays well with most classes since it can do many things, though does not fit well with other rogues since it overwrites the rogues strength of skill versatility.<br />
<br />
'''Abilities:''' A high [[SRD:Dexterity|Dexterity]] is a must. Most abilities of the Combat Rogue rely on [[SRD:Dexterity|Dexterity]]. [[SRD:Constitution|Constitution]] is a nice bonus to the class as it will improve on the classes low HD, while [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are in a tie for third. [[SRD:Intelligence|Intelligence]] for extra skills for an adaptable combat rogue, or [[SRD:Strength|Strength]] for a more combat focused combat rogue.<br />
<br />
'''Races:''' Almost any humanoid creature that has adrenal glands can become this class, but due to their quick adapting nature in combat, and free life-style most are human.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4 x 10gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Combat Rogue}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Adrenal Alacrity|Speed Bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]], [[#Dexterous Dodging|Dexterous Dodging]], [[#Adrenaline|Adrenaline]] (1 charge), [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 1d6 <br />
| +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | [[#Quicksilver Strike|Quicksilver Strike]], [[SRD:Dodge|Dodge]]<br />
| +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || + 3|| +1<br />
| class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 2d6<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#Sprint|Sprint]]<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | [[#Dexterous Grapple|Dexterous Grapple]], [[#Adrenaline|Adrenaline]] (2 charges)<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], [[SRD:Uncanny Dodge|Uncanny Dodge]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 3d6 <br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#Sprint|Sprint]] (Walls)<br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[#Eviscerating Jump|Eviscerating Jump]], [[#Adrenal Evasion|Adrenal Evasion]]<br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 4d6<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | [[#Sprint|Sprint]] (Bladed), [[#Adrenaline|Adrenaline]] (3 Charges)<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | [[#Snap Kick|Snap Kick]], [[#Adrenal Fortitude|Adrenal Fortitude]]<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]], [[SRD:Run_(Feat)|Run]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 5d6 <br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#Barrage of Blades|Barrage of Blades]], [[#Sprint|Sprint]] (Fluids)<br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | [[#Slice and Dice|Slice and Dice]], [[#Roll with it|Roll with it]]<br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 6d6, [[#Adrenaline Rush|Adrenaline Rush]], [[#Adrenaline|Adrenaline]] (4 charges)<br />
| +25 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Sprint|Sprint]] (Concealment)<br />
| +25 ft.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | <br />
| +25 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[#Quicksilver Attacks|Quicksilver Attacks]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 7d6 <br />
| +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | [[#Sprint|Sprint]] (Invisible), [[#Blur of Steel|Blur of Steel]]<br />
| +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Adrenaline|Adrenaline]] (5 charges)<br />
| +30 ft.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]]([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]])), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] (Wis), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Combat Rogue.<br />
<br />
'''Weapon and Armor Proficiency:''' Proficient with [[SRD:Armor Proficiency (Light)|light armor]]. As well as [[SRD:Simple Weapon Proficiency|simple]], [[SRD:Rogue Weapon Proficiency|rogue]], and [[SRD:Martial Weapon Proficiency|martial]] weaponry.<br />
<br />
'''{{#anc:Dexterous Dodging}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogues reflexes are so honed he dodges attacks with such fluidity and speed he appears as a blur. While wearing light or no armor, the Combat rogue adds double his or her dexterity bonus to their AC(as opposed to just once). Should the Combat Rogue multi-class into another class, this bonus only adds +1 AC per point of dexterity bonus, per level of Combat Rogue. This new dexterity bonus is limited by an armor's inherent dexterity penalty. For example a +5 max dexterity bonus on armor, will result in only a maximum of +5 bonus AC gained from this feat. Even if the full bonus exceeds the dexterity penalty. <br />
<br />
'''{{#anc:Adrenal Alacrity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Combat Rogues mastery over adrenaline allows them to move with surprising speed. As long as the Combat Rogue has at least 1 charge of adrenaline, his movement speed is affected as per the chart.<br />
<br />
'''{{#anc:Dexterous Grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue has become so aware of his or her body and is so naturally fluid and dexterous, the Combat Rogue can use his Dexterity modifier instead of his Strength modifier while in a grapple. Also, enemies of up to 2 sizes larger, do not gain their size bonus to the grapple as long as the Combat Rogue is attempting to escape the grapple. All other bonuses still apply.<br />
<br />
'''{{#anc:Roll with it}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can once per day when an attack will put the Combat Rogue's HP at 0 or below, make a reflex save equal to half of the damage caused to completely avoid the attack. For each 1 charge of adrenaline added to this action, add +5 to the reflex save.<br />
<br />
'''{{#anc:Sprint}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can expend charges of adrenaline equals to how many rounds he wishes to sprint. Sprint allows a Combat rogue to move at unparalleled speeds at the blink of an eye, while sprinting a Combat Rogue moves at his or her run speed and acts as if he or she had the Spring Attack feat. As long as the Combat rogue continues to move, he can take as many attacks as his BAB and Two weapon fighting feats allow him too, also while moving through threat ranges the combat rogue gains a +4 AC bonus against attacks of opportunity. As the Combat Rogue becomes more powerful, Sprint improves to accommodate this. At 7th level, the Combat rogue can move on walls as per the Up the Walls psionic feat. At 10th level, a Combat Rogue learns to put his sprinting momentum into his blades making critical hits more effective, it increases a weapon's multiplier by x1 while sprinting. At 13th level, a Combat Rogue can sprint on most fluids as if they were a solid surface, A Combat rogue can move over harmful fluids without taking damage unless they spend more than 1 round on the fluid. At 16th level, the Combat rogue moves so quickly, they are hard to spot. The combat rogue gains 50% concealment while sprinting. At 19th level, a Combat Rogue is moving so rapidly light cannot keep up with him and he becomes invisible. This invisibility cannot be dispelled, but becomes immediately visible should he stop for any reason. A combat rogue is not considered stopped if he has used his entire speed this round. He is at full speed without needing to go more than one square to qualify for running jumps. <br />
<br />
'''{{#anc:Adrenaline Rush}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can once per Constitution modifier per day (Minimum of at least once per day), Supercharge his body and immediately recharge all his lost adrenaline. This is a standard action.<br />
<br />
'''{{#anc:Eviscerating Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue expending a single charge of adrenaline can make a jump check against an airborne target, or a target of at least 2 size categories larger then the combat rogue. The jump check's DC should be high enough for the combat rogue to be able to reach the waist of the opponent (Up to DM's discretion). Upon a successful jump check the combat rogue makes a single attack roll. Upon successful attack roll, the combat rogue attacks with both weapons simultaneously.<br />
<br />
'''{{#anc:Quicksilver Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending 1 charge of adrenaline, the combat rogue can slice at a target so quickly, the opponent cannot see it coming. The opponent if effectively flat footed against the attack.<br />
<br />
'''{{#anc:Adrenal Fortitude}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By expending 1 charge of adrenaline as an immediate action, the Combat Rogue can re-roll the result of the Fortitude or Will save that has to do with exhaustion, stunning, fatiguing, holding, dazing, poisoning, or sleep related. This can only happen once per round, and the new result must be taken despite it being better or worse. In addition, a Combat Rogue can spend 2 charges to remove the status fatigued, and 4 charges to remove the exhausted status. This happens as a swift action.<br />
<br />
'''{{#anc:Blur of Steel}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending all available charges of adrenaline, the Combat Rogue can take 2 full attack actions against every opponent within a 30 ft line. The attacks divided up as the Combat Rogue chooses and the combat rogue ends up at the end of the 30 ft line regardless of where the last attack took place. The combat rogue is not subject to attacks of opportunity for moving through opponents spaces, and can also move through opponent's spaces as long as the ending place is not in an opponent's space. For every Adrenaline charge less than 4, you spend that many rounds fatigued afterward.<br />
<br />
'''{{#anc:Barrage of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue can expend a single charge of adrenaline to make a single attack at their highest BAB. If a successful attack is made another attack can be made at a -2 penalty to your next attack. This continues until an attack misses, and the penalty stacks each time a successful attack is made. These all count as separate attacks.<br />
<br />
'''{{#anc:Quicksilver Attacks}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending 3 charges of adrenaline, the combat rogue can attack the target with lightning speed and can take a full attack action in which each attack counts as the target being flat footed against the attack.<br />
<br />
'''{{#anc:Slice and Dice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue can expend a 2 charges of adrenaline to make a full attack action. For each main hand attack that lands, the combat rogue can make an offhand attack at the same BAB as the main hand attack.<br />
<br />
'''{{#anc:Snap Kick}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' On attacks of opportunity, instead of an attack the combat rogue can choose to make a snap kick. A snap kick is a quick attack designed to knock over the opponent. A snap kick uses your same die of damage as your unarmed attack and uses all the same bonuses. On a successful hit the opponent must make a Fortitude Save (DC = 10 + Dex Modifier + Half of your characters hit die). If succeeded the opponent still takes damage, but suffers no ill effects. If the opponent fails by less than 5, the opponent is dazed for one round in addition to damage. If the opponent fails by any more then 5, he is knocked prone and dazed for 1 round. The opponent's size modifier counts towards their roll as per a trip attempt. +4 per size category larger, -4 per each size category smaller. Sneak attack damage can be applied to the kick if it applies.<br />
<br />
'''{{#anc:Adrenal Evasion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A combat rogue can expend an adrenaline charge, as a free action at any time, and act as though the combat rogue had the feat, Improved Evasion.<br />
<br />
'''{{#anc:Adrenaline}}:''' A Combat rogue uses adrenaline to accomplish his or her amazing abilities. Adrenaline comes in charges, starting at one charge at 1st level, increasing to 2 at 5th level, and increasing by one every 5 levels thereafter maxing out at 10. Adrenaline does not regenerate on it's own, to recharge adrenaline a rest action may be taken. The duration of the rest action will dictate the amount of regained adrenaline.<br />
<br />
Move Action : Half of a charge<br />
<br />
Standard Action : One full charge<br />
<br />
Full Round Action : Two Full charges<br />
<br />
Full Round Action (While Hasted): Three Full charges<br />
<br />
All Adrenaline abilities are used as swift actions unless otherwise noted and cannot be used while exhausted. Adrenaline abilities cost double if the Combat Rogue is fatigued.<br />
<br />
====Epic Combat Rogue====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Combat Rogue}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! [[#Adrenal Alacrity|Speed Bonus]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || +35 ft || class="left" | [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || +35 ft || class="left" | [[#Improved Sprints|Imp. Sprint]] (Warp)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || +35 ft || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || +40 ft || class="left" | Bonus Feat, [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 9d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || +40 ft || class="left" | [[#Adrenaline|Adrenaline]] 6 charges, [[#Improved Sprints|Imp. Sprint]] (Mirror Image)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || +45 ft || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || +45 ft || class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || +45 ft || class="left" | Bonus Feat, [[#Improved Sprints|Imp. Sprint]] (Aftershock)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || +50 ft || class="left" | [[#Adrenaline Overcharge|Adrenaline Overcharge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || +50 ft || class="left" | [[#Adrenaline|Adrenaline]] 7 charges, [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 11d6 <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Improved Sprints}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' These Sprints are simply added on to the original Sprint abilities.<br />
<br />
Warp : The Combat Rogue moves so quickly he appears to be warping from his point of origin to the next point. He is still passing through all the areas designated, but he can move his full run speed as a swift action rather than a move action.<br />
<br />
Mirror Image : The Combat Rogue can run fast enough to cross the time barrier and effectively be in two places at once. The Combat rogues path must mirror the other, but each is capable of taking their own independent actions. Damage taken by either during this phase is added up upon the effects end and is taken by the "real" Combat Rogue. When the split occurs, the Combat Rogue must decide which is "real" and which is "fake". Damage caused by "fake" Combat rogue stays after he disappears. Both get their own standard and move action.<br />
<br />
Aftershock : The Combat Rogue moves so quickly, he breaks the sound barrier as he attacks. Each attack deals d4 sonic damage per 3 levels of Combat Rogue. Fortitude save to take half (DC = Half Characters Hit die + Dex + 10), if the save is failed, each target is deafened for 1d4 rounds (These rounds stack with each other, if it exceeds 20 rounds target is deafened for 1d4 days). Constructs and other targets with no Constitution score get no save against this effect. In addition, DR and hardness against these attacks is halved.<br />
<br />
'''{{#anc:Adrenaline Overcharge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Adrenaline Overcharge ability is a full round action, that can only be used when the Combat rogue is at 5 or more charges of adrenaline. The Combat Rogue flushes all available charges of adrenaline into his system at once, supercharging his body. This effect lasts 5 rounds + 1 round per point of adrenaline over 5 to a maximum of 10 rounds. During this effect, time seems to stand still to the Combat Rogue and can 2 Full Round actions during this time. All Combat rogue abilities cost no adrenaline during this time as well. At the end of the Adrenaline Overcharge. The Combat Rogue acts as if the [[SRD:Time_Stop|Time Stop]] spell has been cast on him. After the [[SRD:Time_Stop|Time Stop]] spell wears off, the Combat Rogue is treated as exhausted for 2d10 minutes. This exhaustion costs double what it would normally cost to remove with [[#Adrenal Fortitude|Adrenal Fortitude]]. This ability can be used once per day.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Combat Rogue gains a bonus feat (selected from the list of epic feats) every 4 levels after 20th.<br />
<br />
''Epic Combat Rogue Bonus Feat List:'' Any Epic feat listed that the Rogue may apply for. For purposes of qualification, [[#Adrenal Evasion|Adrenal Evasion]] and [[#Roll with it|Roll with it]] count as, [[SRD:Improved_Evasion#Class_Features|Improved Evasion]] and [[SRD:Defensive_Roll#Class_Features|Defensive Roll]] respectively. This counts for up to a maximum of 10 bonus feats acquired in this manner.<br />
<br />
====Human Combat Rogue Starting Package====<br />
<br />
'''Weapons:''' 2 [[SRD:Short Sword|Short Swords]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Balance]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Weapon Finesse]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]] and [[SRD:Leather Armor|Leather Armor]].<br />
<br />
'''Gold:''' 150 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Combat Rogue====<br />
<br />
<br />
'''Religion:''' Most often a combat rogue doesn't follow religion. If he does, it is most often a god of battle.<br />
<br />
'''Other Classes:''' Combat oriented classes like the fighter and the barbarian work well with this class, as the nature of the class is to go to combat at the first opportunity. Other classes, who prefer to find other solutions to conflicts other than combat will frequently be at odds with the combat rogue.<br />
<br />
'''Combat:''' A front line skirmisher that frequently goes into and out of the dense portion of combat, because of the classes' low Hit die he cannot survive long in dense combat. Thankfully, the classes abilities allow it to enter and exit combat frequently.<br />
<br />
'''Advancement:''' The Combat rogue's unique adrenaline system make it a class that is best focused on for the full 20 levels.<br />
<br />
====Combat Rogues in the World====<br />
<br />
{{quote|Now I lay you to eternal sleep<br />
<br />
The blade between your shoulders you can keep<br />
<br />
I will not watch you where you fall<br />
<br />
For you are just another notch upon the wall.|orig=Arkaid Alkon, [[SRD:Humans (Race)|Human]] Combat Rogue}}<br />
<br />
Combat rogues come from all walks of life, most having lived normal lives until accidentally discovering the thrill of battle. Most fight for the sake of fighting and do not care whether they win or lose. Most realize as well, though that a love of battle often does not put food in their stomachs. So most operate as mercenaries or bandits, traveling the world either working for money, or simply stealing it. Most do not live long enough to accomplish much, and those that do never go past being a simple mercenary for the simple fact of anything else just has to much responsibility and inhibits their free spirit.<br />
<br />
'''Daily Life:''' A combat rogue wakes up in the same bed as every other man or woman. He constantly seeks conflict. If he has a good heart, he will seek out whoever needs help, provided it can be solved with a pair of whirling blades. If he has a heart of darkness, he will start riots, mobs, or enact any type of conflict just to give him a reason to kill.<br />
<br />
'''Notables:''' Drakier Arkon, Male [[SRD:Human|Human]] Combat Rogue : Joined as a mercenary and followed a warlord around conquering towns, hamlets, and castles for 13 years. Reported to have never been dealt so much as a scratch during his long career he was also credited with over 20,000 confirmed kills, from kings to knights to peasants.<br />
<br />
Arkaid Alkon "The Wraith", Male [[SRD:Human|Human]] Combat Rogue : Hired by a large troupe of devils to effectively aid their efforts in the blood war. He set off on his own to find a large nesting area for the demons. Upon finding it, he immediately set to work. Flushing all of his adrenaline into himself at one time and rushing into the camp. He slaughtered several hundred demons before they had even noticed something was amiss. In a matter of minutes, he decimated one of the largest known demon outposts on that particular plane without being so much as seen. Effectively ending the blood war for a record 4 minutes and 12 seconds before more demons arrived from the bowels of the abyss.<br />
<br />
'''Organizations:''' Rarely are there organizations of these people. Mostly because of the carefree lifestyle and attitude of many of them, there is no one to actually rally them. They remain scattered amidst the world, each trying to carve out their own niche in the world with the only way they know how.<br />
<br />
'''NPC Reactions:''' Normally from a distance, it's quite hard to tell that they have any ability at all. So they react much as they would to any other character holding weapons. Until any dealing with this character is actually had does the carefree, lax, or sometimes downright reckless behavior begin to show.<br />
<br />
==== Combat Rogue Lore ====<br />
<br />
Characters with ranks in Gather Information can research Combat Rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Gather Information<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Combat Rogues are very deadly.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Combat Rogues are able to stretch physical capabilities.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The names of famous combat rogues.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The specific location of several combat rogues.<br />
|}<br />
<br />
====<-pluralized class name-> in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Happy_Bunny_(3.5e_Creature)&diff=584256Happy Bunny (3.5e Creature)2012-08-10T17:48:45Z<p>108.162.231.180: </p>
<hr />
<div>{{April_Fools}}<br />
{{3.5e Creature<br />
|size= Tiny |type= Magical Beast<br />
|hd= 1d10 |hp= 10<br />
|init= +8<br />
|speed= 60ft<br />
|ac= 20 (+8 Dex, +2 Size) |touch= 20 |flat= 10<br />
|bab= +1 |grapple= -8<br />
|at= Happy Punch +21 (1d2-1)<br />
|full_at= Happy Punch +21 (1d2-1)<br />
|space= 2½ ft.|reach= 0 ft. (400 ft. with Happy Punch)<br />
|sa= Bunny Cure, Bunny Ultima<br />
|sq= Ranged Happy Punch<br />
|fort= +2 |ref= +10 |will= +1<br />
|str= 8 |dex= 26 |con= 10 |int= 3 |wis= 10 |cha= 20<br />
|skills= Tumble +28*, Jump +23*, Hide +28*, Move Silently +28*, Escape Artist +28*<br />
|feats= Darkvision 60ft, Improved Evasion, Run<br />
|env= Any<br />
|org= Solitary (but with other monsters) or Swarm (20-200)<br />
|cr= 0<br />
|treas= None<br />
|align= True Neutral<br />
|adv= -<br />
|la= -<br />
}}<br />
<br />
''You have encounter a fluffy cute rabbit. It bounces on it's hind legs with short fur but the biggest bunny tail you've ever seen, as big as it's tiny bipedal body. It squeaks and chirps and appears completely harmless.''<br />
<br />
A joke creature created for sake of screwing with players' minds, it is a harmless little bunny designed after the Happy Bunny from Final Fantasy 12. It often appears in the company of other monsters, who general ignore its presence, and does little more than bounce near people and squeek, dance, or put on a show of cuteness.<br />
<br />
Of course if a player gets the bright idea to attack it, it will grow angry and start using its equally harmless Bunny Punch. It's not until someone kills it that the true danger shows.<br />
<br />
The killer must make a Fort save DC 20+(1d20) against Bunny Ultima, a small but powerful explosion that occurs upon its killer at death. The target is reduced to exactly -1 hp, and on a save, it's hp is reduced in half (but no lower than -1 hp). It's an amusing little tool to keep the players on their toes about killing every thing they see.<br />
<br />
Because it is a joke monster, it has no challenge rating and gives no experience. It's merely something to laugh about.<br />
<br />
===Racial Bonuses===<br />
<br />
Happy Bunnies have +20 to Tumble, Jump, Hide, Move Silently, and Escape Artist. They also have +20 to their Attack.<br />
<br />
===Combat===<br />
<br />
Happy Bunnies seem to to not understand combat even when it goes on in front of their faces. Naive and aloof it bravely bounces about a raging battlefield. At random, be it enemy or hero, it may use Bunny Cure at will to repair damage (healing 2d20 hp). When struck or otherwise irritated it can attack with Bunny Punch. <br />
<br />
However, Bunny Punch is unique in that it need not be done in melee. It is a force effect using a ranged touch attack, with a range of 400 ft. This is why a swarm of angry Happy Bunnies is dangerous, as they pelt you to death with long range punches.<br />
<br />
'''Happy Punch (Su):''' A punching attack which does (1d2-1) hp of damage. However, it is a ranged touch attack with a range of 400 ft. It is considered a force effect.<br />
<br />
'''Bunny Cure (Su):''' A curious healing spell with a range of touch, it cures 2d20 hp of damage. It does not comprehend between living and undead, and on the lucky chance that a Happy Bunny appears with undead, it can accidentally deal them damage. The Happy Bunny seems oblivious to what has happened.<br />
<br />
'''Bunny Ultima (Su):''' On death, be it purposeful or accidental, the attacker must make a Fort save vs DC 20+(1d20) or be reduced to -1 hp from a powerful focused explosion of typeless energy. A successful save reduces this to half hp in damage, but never below -1 hp. It is advised not to kill Happy Bunnies. They don't give anything useful anyway.<br />
<br />
<br />
----<br />
{{3.5e Creatures CR 1 Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:CR1]]<br />
[[Category:Magical Beast Type]]<br />
[[Category:Final Fantasy]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Prestige_Class)&diff=584216Alchemist (3.5e Prestige Class)2012-08-10T09:07:10Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Playable, will be updated soon (add more secret)<br />
|editing= Spelling and Grammar only, please.<br />
|type= Strong Spellcasting<br />
|desc=The alchemist is a seeker of knowledge, such as the secrets of eternal life or turning lead into gold.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Alchemist==<br />
<br />
{{quote|The true mysteries of the world are mine!|orig=Laevander, Elven Alchemist}}<br />
<br />
The alchemist is a master of the worldly mysteries, a scientist of the spiritual mysteries of the planes, and seeker of the greatest secrets. Those who become alchemists seek power and knowledge. Power through knowledge or knowledge through power; it makes little difference. Alchemists are experts in brewing potions and experimental research. Most alchemists have backgrounds as [[SRD:Wizard|wizards]] or archivists, although some are [[SRD:Bard|bards]], [[SRD:Sorcerer|sorcerers]].<br />
<br />
===Becoming an Alchemist===<br />
<br />
Alchemists are like wizards, but their main abilities are the casting ability of their spellcasting class. However, it is safe to assume most alchemists need intelligence for craft and other tasks.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[SRD:Craft Skill|Craft (Alchemy)]] 10 Ranks, [[SRD:Knowledge|Knowledge (Arcana)]] 8 Ranks.<br />
|-<br />
! Feats:<br />
| [[SRD:Brew Potion|Brew Potion]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 2nd arcane level spells.<br />
|-<br />
! Special:<br />
| Must be instructed of the profession by another alchemist.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Alchemist}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Experience<br>Pool<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || -<br />
| class="left" | +1 level of existing arcane spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Alchemist Lore|Alchemist Lore]] || -<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 20<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | || 40<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 60<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | || 80<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 100<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | || 150<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 200<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | [[#Eternal Life|Eternal Life]] || 250<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Alchemist}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Alchemist.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one spellcasting class before becoming an Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Alchemy Secret}}:''' At 1st level and each second level thereafter, the alchemist learns a bit more about the great mysteries of the world. They may select 1 alchemy secret from the list below.<br />
<br />
''{{#anc:Secret of Great logic}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Intelligence|Intelligence]], and may [[SRD:Identify|Identify]] (Sp), 3 time per day as a caster level equalling his/her alchemist level.<br />
<br />
''{{#anc:Secret of Healing Optimization}} (Su):'' Each time the alchemist who possesses this secret is healed or heals himself, he may recover 1d6 extra hit point per level of the spell used to heal him. However, each time he is inflicted by negative energy (Inflict Spell) he take 1d6 extra points of damage per 2 spell levels of the spell used to harm him.<br />
<br />
''{{#anc:Secret of Infinite Wisdom}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Wisdom|Wisdom]], the alchemist gains a +2 insight bonus to AC.<br />
<br />
''{{#anc:Secret of Divine Agility}} (Ex):'' +2 [[SRD:Dexterity|Dexterity]], may cast [[SRD:Dimension Door|Dimension door]] (Su), once per day at a caster level equalling his/her alchemist level.<br />
<br />
''{{#anc:Secret Potion of Everlasting Happiness}} (Ex):'' The alchemist gains a +2 Morale bonuses on all of his saving throws, he also gains a +4 Morale bonus on his will save vs Fear-based effects. He must, however, develop a special potion to gain that bonus, costing 50 XP and 950 gp (no check is required). The potion only works for him because it is infused with his essence.<br />
<br />
''{{#anc:Secret Potion of Perfect Metabolism}} (Ex):'' The alchemist gains immunity to all diseases (even magical ones) and poisons. He must, however, develop a special potion to gain that bonus, costing 100 XP and 1200 gp (no check is required). The potion only works for him because it is infused with his essence.<br />
<br />
''{{#anc:Secret of True Beauty}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Charisma|Charisma]]. They also gain the ability to [[SRD:Enthrall|Enthrall]] (Sp), once per day + the alchemist's [[SRD:Charisma|Charisma]] modifier (min 1 max 3) as a caster level equal to his/her alchemist level.<br />
<br />
: ''{{#anc:Secret of Ultimate Beauty}} (Su) (Epic):'' The alchemist gains a +4 bonus to [[SRD:Charisma|Charisma]] and adds it [[SRD:Charisma|Charisma]] modifier as a bonus on all it [[SRD:Saving Throw|saving throws]], and as a deflection bonus to it [[SRD:Armor Class|Armor Class]].<br />
<br />
''{{#anc:Secret of Titanic Strength}} (Ex):'' The alchemist gains a +2 [[SRD:Strength|Strength]]. He also gain the benefit of the [[SRD:Diehard|diehard]] feat (but not the actual feat).<br />
<br />
''{{#anc:Secret of Worldly Endurance}} (Ex):'' +2 [[SRD:Constitution|Constitution]], gain the benefit of [[SRD:Endure Elements|Endure Elements]] (alway active). <br />
<!--''{{#anc:<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:''--><br />
<br />
'''{{#anc:Alchemist Lore}} ([[Ex]]):''' Thanks to long hours of study, an alchemist has a wide range of stray knowledge. This ability is identical to the bard’s Bardic Knowledge class feature, using the alchemist’s class level in place of the bard level.<br />
<br />
'''{{#anc:Eternal Life}}:''' At 10th the alchemist completely stops aging. The alchemist does not gain any penalty from age but retain all the bonuses. The alchemist reverts any penalty he/she accumulated before having this class feature. The alchemist will not die from age and is immune to time-based effects. Furthermore, the alchemist gains immunity to all non-magical diseases.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Combat:''' Alchemists belong to the rear line, no matter the base class. Their d4 and poor base attack bonus make them unsuited for melee combat. They are the buffers and the casters the party requires.<br />
<br />
'''Advancement:''' Most alchemists were either wizards or archivists. Many alchemists prefer to stay as alchemists so they can gain eternal life but, others may simply want a single secret.<br />
<br />
'''Resources:''' Alchemists are more often than not loners. Many alchemists join a mages' guild or dark cult. Alchemist organizations are rare, if any even exist at all.<br />
<br />
====Alchemists in the World====<br />
<br />
{{quote|I seek eternity of power and knowledge, I will stop at nothing to get my end.|orig=Syl Salazar, Evil Human Alchemist}}<br />
<br />
'''NPC Reactions:''' Alchemist do not bring particular reaction to NPC, except if they fully know the nature of the alchemist. They tend to react suspiciously to alchemists, since their goals is often seen as greedy.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
'''Adaptation:''' Alchemist fit into any campaign, there is no need for much adaptation. Maybe if your cosmology works quite differently, though, the alchemist should have different secrets.<br />
<br />
'''Sample Encounter:''' Alvos, a mad self-centered alchemist, is causing trouble. He tried to steal the secrets of another alchemist. The PCs are hired to stop Alvos' rampage in the other alchemist's family manor.<br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Prestige_Class)&diff=584214Alchemist (3.5e Prestige Class)2012-08-10T09:03:09Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Playable, will be updated soon (add more secret)<br />
|editing= Spelling and Grammar only, please.<br />
|type= Strong Spellcasting<br />
|desc=The alchemist is a seeker of knowledge, such as the secrets of eternal life or turning lead into gold.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Alchemist==<br />
<br />
{{quote|The true mysteries of the world are mine!|orig=Laevander, Elven Alchemist}}<br />
<br />
The alchemist is a master of the worldly mysteries, a scientist of the spiritual mysteries of the planes, and seeker of the greatest secrets. Those who become alchemists seek power and knowledge. Power through knowledge or knowledge through power; it makes little difference. Alchemists are experts in brewing potions and experimental research. Most alchemists have backgrounds as [[SRD:Wizard|wizards]] or archivists, although some are [[SRD:Bard|bards]], [[SRD:Sorcerer|sorcerers]], or even [[SRD:Druid|druids]]. [[SRD:Cleric|Cleric]] alchemists are almost unheard of.<br />
<br />
===Becoming an Alchemist===<br />
<br />
Alchemists are like wizards, but their main abilities are the casting ability of their spellcasting class. However, it is safe to assume most alchemists need intelligence for craft and other tasks.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[SRD:Craft Skill|Craft (Alchemy)]] 10 Ranks, [[SRD:Knowledge|Knowledge (Arcana)]] 8 Ranks.<br />
|-<br />
! Feats:<br />
| [[SRD:Brew Potion|Brew Potion]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 2nd arcane level spells.<br />
|-<br />
! Special:<br />
| Must be instructed of the profession by another alchemist.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Alchemist}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Experience<br>Pool<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || -<br />
| class="left" | +1 level of existing arcane spellcasting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Alchemist Lore|Alchemist Lore]] || -<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 20<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | || 40<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 60<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | || 80<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 100<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | || 150<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 200<br />
| class="left" | +1 level of existing arcane spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | [[#Eternal Life|Eternal Life]] || 250<br />
| class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Alchemist}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Alchemist.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one spellcasting class before becoming an Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Alchemy Secret}}:''' At 1st level and each second level thereafter, the alchemist learns a bit more about the great mysteries of the world. They may select 1 alchemy secret from the list below.<br />
<br />
''{{#anc:Secret of Great logic}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Intelligence|Intelligence]], and may [[SRD:Identify|Identify]] (Sp), 3 time per day as a caster level equalling his/her alchemist level.<br />
<br />
''{{#anc:Secret of Healing Optimization}} (Su):'' Each time the alchemist who possesses this secret is healed or heals himself, he may recover 1d6 extra hit point per level of the spell used to heal him. However, each time he is inflicted by negative energy (Inflict Spell) he take 1d6 extra points of damage per 2 spell levels of the spell used to harm him.<br />
<br />
''{{#anc:Secret of Infinite Wisdom}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Wisdom|Wisdom]], the alchemist gains a +2 insight bonus to AC.<br />
<br />
''{{#anc:Secret of Divine Agility}} (Ex):'' +2 [[SRD:Dexterity|Dexterity]], may cast [[SRD:Dimension Door|Dimension door]] (Su), once per day at a caster level equalling his/her alchemist level.<br />
<br />
''{{#anc:Secret Potion of Everlasting Happiness}} (Ex):'' The alchemist gains a +2 Morale bonuses on all of his saving throws, he also gains a +4 Morale bonus on his will save vs Fear-based effects. He must, however, develop a special potion to gain that bonus, costing 50 XP and 950 gp (no check is required). The potion only works for him because it is infused with his essence.<br />
<br />
''{{#anc:Secret Potion of Perfect Metabolism}} (Ex):'' The alchemist gains immunity to all diseases (even magical ones) and poisons. He must, however, develop a special potion to gain that bonus, costing 100 XP and 1200 gp (no check is required). The potion only works for him because it is infused with his essence.<br />
<br />
''{{#anc:Secret of True Beauty}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Charisma|Charisma]]. They also gain the ability to [[SRD:Enthrall|Enthrall]] (Sp), once per day + the alchemist's [[SRD:Charisma|Charisma]] modifier (min 1 max 3) as a caster level equal to his/her alchemist level.<br />
<br />
: ''{{#anc:Secret of Ultimate Beauty}} (Su) (Epic):'' The alchemist gains a +4 bonus to [[SRD:Charisma|Charisma]] and adds it [[SRD:Charisma|Charisma]] modifier as a bonus on all it [[SRD:Saving Throw|saving throws]], and as a deflection bonus to it [[SRD:Armor Class|Armor Class]].<br />
<br />
''{{#anc:Secret of Titanic Strength}} (Ex):'' The alchemist gains a +2 [[SRD:Strength|Strength]]. He also gain the benefit of the [[SRD:Diehard|diehard]] feat (but not the actual feat).<br />
<br />
''{{#anc:Secret of Worldly Endurance}} (Ex):'' +2 [[SRD:Constitution|Constitution]], gain the benefit of [[SRD:Endure Elements|Endure Elements]] (alway active). <br />
<!--''{{#anc:<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:''--><br />
<br />
'''{{#anc:Alchemist Lore}} ([[Ex]]):''' Thanks to long hours of study, an alchemist has a wide range of stray knowledge. This ability is identical to the bard’s Bardic Knowledge class feature, using the alchemist’s class level in place of the bard level.<br />
<br />
'''{{#anc:Eternal Life}}:''' At 10th the alchemist completely stops aging. The alchemist does not gain any penalty from age but retain all the bonuses. The alchemist reverts any penalty he/she accumulated before having this class feature. The alchemist will not die from age and is immune to time-based effects. Furthermore, the alchemist gains immunity to all non-magical diseases.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Combat:''' Alchemists belong to the rear line, no matter the base class. Their d4 and poor base attack bonus make them unsuited for melee combat. They are the buffers and the casters the party requires.<br />
<br />
'''Advancement:''' Most alchemists were either wizards or archivists. Many alchemists prefer to stay as alchemists so they can gain eternal life but, others may simply want a single secret.<br />
<br />
'''Resources:''' Alchemists are more often than not loners. Many alchemists join a mages' guild or dark cult. Alchemist organizations are rare, if any even exist at all.<br />
<br />
====Alchemists in the World====<br />
<br />
{{quote|I seek eternity of power and knowledge, I will stop at nothing to get my end.|orig=Syl Salazar, Evil Human Alchemist}}<br />
<br />
'''NPC Reactions:''' Alchemist do not bring particular reaction to NPC, except if they fully know the nature of the alchemist. They tend to react suspiciously to alchemists, since their goals is often seen as greedy.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
'''Adaptation:''' Alchemist fit into any campaign, there is no need for much adaptation. Maybe if your cosmology works quite differently, though, the alchemist should have different secrets.<br />
<br />
'''Sample Encounter:''' Alvos, a mad self-centered alchemist, is causing trouble. He tried to steal the secrets of another alchemist. The PCs are hired to stop Alvos' rampage in the other alchemist's family manor.<br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Alchemist_(3.5e_Prestige_Class)&diff=584213Alchemist (3.5e Prestige Class)2012-08-10T08:59:37Z<p>108.162.231.180: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4<br />
|raters_power=1<br />
|rating_wording=4<br />
|raters_wording=1<br />
|rating_formatting=4.5<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Playable, will be updated soon (add more secret)<br />
|editing= Spelling and Grammar only, please.<br />
|type= Strong Spellcasting<br />
|desc=The alchemist is a seeker of knowledge, such as the secrets of eternal life or turning lead into gold.<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
==Alchemist==<br />
<br />
{{quote|The true mysteries of the world are mine!|orig=Laevander, Elven Alchemist}}<br />
<br />
The alchemist is a master of the worldly mysteries, a scientist of the spiritual mysteries of the planes, and seeker of the greatest secrets. Those who become alchemists seek power and knowledge. Power through knowledge or knowledge through power; it makes little difference. Alchemists are experts in brewing potions and experimental research. Most alchemists have backgrounds as [[SRD:Wizard|wizards]] or archivists, although some are [[SRD:Bard|bards]], [[SRD:Sorcerer|sorcerers]], or even [[SRD:Druid|druids]]. [[SRD:Cleric|Cleric]] alchemists are almost unheard of.<br />
<br />
===Becoming an Alchemist===<br />
<br />
Alchemists are like wizards, but their main abilities are the casting ability of their spellcasting class. However, it is safe to assume most alchemists need intelligence for craft and other tasks.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Skills:<br />
| [[SRD:Craft Skill|Craft (Alchemy)]] 10 Ranks, [[SRD:Knowledge|Knowledge (Arcana)]] 8 Ranks.<br />
|-<br />
! Feats:<br />
| [[SRD:Brew Potion|Brew Potion]].<br />
|-<br />
! Spellcasting:<br />
| Able to cast 2nd arcane level spells.<br />
|-<br />
! Special:<br />
| Must be instructed of the profession by another alchemist.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Alchemist}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | Experience<br>Pool<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || -<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Alchemist Lore|Alchemist Lore]] || -<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 20<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | || 40<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 60<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +3 || +2 || +2 || +5<br />
| class="left" | || 80<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +3 || +2 || +2 || +5<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 100<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +4 || +2 || +2 || +6<br />
| class="left" | || 150<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +4 || +3 || +3 || +6<br />
| class="left" | [[#Alchemy Secret|Alchemy Secret]] || 200<br />
| class="left" | +1 level of existing spellcasting <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +5 || +3 || +3 || +7<br />
| class="left" | [[#Eternal Life|Eternal Life]] || 250<br />
| class="left" | +1 level of existing spellcasting <br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Alchemist}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | [[#Alchemy Secret|Epic Alchemy Secret]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | <br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Alchemist.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefits a character of that class would have gained. If you had more than one spellcasting class before becoming an Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Alchemy Secret}}:''' At 1st level and each second level thereafter, the alchemist learns a bit more about the great mysteries of the world. They may select 1 alchemy secret from the list below.<br />
<br />
''{{#anc:Secret of Great logic}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Intelligence|Intelligence]], and may [[SRD:Identify|Identify]] (Sp), 3 time per day as a caster level equalling his/her alchemist level.<br />
<br />
''{{#anc:Secret of Healing Optimization}} (Su):'' Each time the alchemist who possesses this secret is healed or heals himself, he may recover 1d6 extra hit point per level of the spell used to heal him. However, each time he is inflicted by negative energy (Inflict Spell) he take 1d6 extra points of damage per 2 spell levels of the spell used to harm him.<br />
<br />
''{{#anc:Secret of Infinite Wisdom}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Wisdom|Wisdom]], the alchemist gains a +2 insight bonus to AC.<br />
<br />
''{{#anc:Secret of Divine Agility}} (Ex):'' +2 [[SRD:Dexterity|Dexterity]], may cast [[SRD:Dimension Door|Dimension door]] (Su), once per day at a caster level equalling his/her alchemist level.<br />
<br />
''{{#anc:Secret Potion of Everlasting Happiness}} (Ex):'' The alchemist gains a +2 Morale bonuses on all of his saving throws, he also gains a +4 Morale bonus on his will save vs Fear-based effects. He must, however, develop a special potion to gain that bonus, costing 50 XP and 950 gp (no check is required). The potion only works for him because it is infused with his essence.<br />
<br />
''{{#anc:Secret Potion of Perfect Metabolism}} (Ex):'' The alchemist gains immunity to all diseases (even magical ones) and poisons. He must, however, develop a special potion to gain that bonus, costing 100 XP and 1200 gp (no check is required). The potion only works for him because it is infused with his essence.<br />
<br />
''{{#anc:Secret of True Beauty}} (Ex):'' The alchemist gains a +2 bonus to [[SRD:Charisma|Charisma]]. They also gain the ability to [[SRD:Enthrall|Enthrall]] (Sp), once per day + the alchemist's [[SRD:Charisma|Charisma]] modifier (min 1 max 3) as a caster level equal to his/her alchemist level.<br />
<br />
: ''{{#anc:Secret of Ultimate Beauty}} (Su) (Epic):'' The alchemist gains a +4 bonus to [[SRD:Charisma|Charisma]] and adds it [[SRD:Charisma|Charisma]] modifier as a bonus on all it [[SRD:Saving Throw|saving throws]], and as a deflection bonus to it [[SRD:Armor Class|Armor Class]].<br />
<br />
''{{#anc:Secret of Titanic Strength}} (Ex):'' The alchemist gains a +2 [[SRD:Strength|Strength]]. He also gain the benefit of the [[SRD:Diehard|diehard]] feat (but not the actual feat).<br />
<br />
''{{#anc:Secret of Worldly Endurance}} (Ex):'' +2 [[SRD:Constitution|Constitution]], gain the benefit of [[SRD:Endure Elements|Endure Elements]] (alway active). <br />
<!--''{{#anc:<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:''--><br />
<br />
'''{{#anc:Alchemist Lore}} ([[Ex]]):''' Thanks to long hours of study, an alchemist has a wide range of stray knowledge. This ability is identical to the bard’s Bardic Knowledge class feature, using the alchemist’s class level in place of the bard level.<br />
<br />
'''{{#anc:Eternal Life}}:''' At 10th the alchemist completely stops aging. The alchemist does not gain any penalty from age but retain all the bonuses. The alchemist reverts any penalty he/she accumulated before having this class feature. The alchemist will not die from age and is immune to time-based effects. Furthermore, the alchemist gains immunity to all non-magical diseases.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Alchemist====<br />
<br />
'''Combat:''' Alchemists belong to the rear line, no matter the base class. Their d4 and poor base attack bonus make them unsuited for melee combat. They are the buffers and the casters the party requires.<br />
<br />
'''Advancement:''' Most alchemists were either wizards or archivists. Many alchemists prefer to stay as alchemists so they can gain eternal life but, others may simply want a single secret.<br />
<br />
'''Resources:''' Alchemists are more often than not loners. Many alchemists join a mages' guild or dark cult. Alchemist organizations are rare, if any even exist at all.<br />
<br />
====Alchemists in the World====<br />
<br />
{{quote|I seek eternity of power and knowledge, I will stop at nothing to get my end.|orig=Syl Salazar, Evil Human Alchemist}}<br />
<br />
'''NPC Reactions:''' Alchemist do not bring particular reaction to NPC, except if they fully know the nature of the alchemist. They tend to react suspiciously to alchemists, since their goals is often seen as greedy.<br />
<br />
====Alchemist Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge (Arcana)]] can research an Alchemist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge|Knowledge (Arcana)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | Alchemists are researchers and loremasters who specialize in potions.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Alchemists are very skilled in creating potions and are able researchers of the secrets of life and the multiverse in general.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Alchemists are able to learn incredible secrets, and thus are able to reshape themselves and the universe around them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Very powerful alchemists can even reach the secret of eternal life, making them young forever and thus able to evade death. However, that ability doesn't stop them from dying by the sword.<br />
|}<br />
<br />
====Alchemists in the Game====<br />
<br />
'''Adaptation:''' Alchemist fit into any campaign, there is no need for much adaptation. Maybe if your cosmology works quite differently, though, the alchemist should have different secrets.<br />
<br />
'''Sample Encounter:''' Alvos, a mad self-centered alchemist, is causing trouble. He tried to steal the secrets of another alchemist. The PCs are hired to stop Alvos' rampage in the other alchemist's family manor.<br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Abyssal_Alchemist_(3.5e_Prestige_Class)&diff=584212Abyssal Alchemist (3.5e Prestige Class)2012-08-10T08:55:57Z<p>108.162.231.180: </p>
<hr />
<div>{{stub|Missing flavor text all over.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= In construction<br />
|editing= Spelling and Grammar only, please<br />
|type= Bad Guy, Strong Spellcasting<br />
|desc= An Abyssal Alchemist is a very very special spellcaster, she is an expert of twisting and transmuting the chaotic primal essence of the demons, lords of the abyss.<br />
|len= 5<br />
|minlvl= 5<br />
}}<br />
<br />
==Abyssal Alchemist==<br />
<br />
{{quote<br />
|Turning lead to gold? Bahahaah, I can turn demon essence in pure, undiluted power. <br />
|orig=Khandarak, [[SRD:Dwarf|dwarf]] abyssal alchemist<br />
}}<br />
<br />
<-fluff about this prestige class-><br />
<br />
===Becoming a Abyssal Alchemist===<br />
<br />
<-why characters persue this class, what other classes they typically have, and what abilities are important-><br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-good.<br />
|-<br />
! Skills:<br />
| [[SRD:Craft Skill|Craft]] (alchemy) 8 ranks<br />
|-<br />
! Feats:<br />
| [[SRD:Spell Focus|Spell Focus]] (transmutation), [[SRD:Greater Spell Focus|Greater Spell Focus]] (transmutation), Corrupt Spell <sup><small>[[Complete Divine|CD]]</small></sup><br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Abyssal Alchemist}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Black Alchemy|Black Alchemy]], [[#Entrap Fiendish Essence|Entrap Fiendish Essence]], [[#Fiend Transmutation|Fiend Transmutation]]<br />
| class="left" | +1 level of existing spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Recycle Fiends|Recycle Fiends]], [[#Vile Essence|Vile Essence]]<br />
| class="left" | +1 level of existing spellcasting [[SRD:Class|class]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#Harvest Essence|Harvest Essence]]<br />
| class="left" | +1 level of existing spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Soul Alchemy|Soul Alchemy]]<br />
| class="left" | +1 level of existing spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Soul Corruption|Soul Corruption]]<br />
| class="left" | +1 level of existing spellcasting [[SRD:Class|class]] <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
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====Class Features====<br />
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All of the following are class features of the Abyssal Alchemist.<br />
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'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Abyssal Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
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'''{{#anc:Black Alchemy}} ([[Su]]):''' Instead of using XP to cast spells, a Abyssal Alchemist may decide to use demonic essence instead. Each CR worth of demonic essence replace 10 XP used. This can be used both in item creation and spellcasting. <br />
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'''{{#anc:Entrap Fiendish Essence}} ([[Su]]):''' As a full-round action, a Abyssal Alchemist may harvest part of a dead demon soul. She gain 1/2 the dead demon CR worth of demonic essence (see black alchemy). <br />
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'''{{#anc:Fiend Transmutation}} ([[Ex]]):''' Gain a bonus to DC equal to abyssal alchemist level to all transmutation spell, work only against outsider with the evil subtype. <br />
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'''{{#anc:Recycle Fiends}} ([[Ex]]):''' At 2nd level, as a full-round action, a class may recycle part of a dead fiend. She gain 50 gp/CR worth of material components usable instead of any respective material components for any spells or item creation.<br />
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'''{{#anc:Vile Essence}} ([[Su]]):''' At 2nd level, all spells casted by a abyssal alchemist are affected by corrupt spell metamagic feat for free without any increase in casting time.<br />
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'''{{#anc:Harvest Essence}} ([[Su]]):''' At 3rd the class is able to fully harvest a demon soul, when using entrap fiendish essence she gain the ability to extract full CR instead of 1/2 CR worth of demonic essence. <br />
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'''{{#anc:Soul Alchemy}} ([[Su]]):''' At 4th level the abyssal alchemist gain the ability to cast spell-like abilities of any demon she possess the essence. She is restrained to the demon daily limits and several other limitation. She cannot use the spell-like abilities of a demon with a higher CR than her and every time she use one spell-like ability the particular fiend's CR drop by 1. If she spent the fiends daily limit of all spell-like abilities or reduce the demon CR to 0 the soul is completely consumed and utterly unusable. <br />
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'''{{#anc:Soul Corruption}}:''' Manipulating fiendish energy and transmutation demon soul finally shown it effect on the abyssal alchemist, at 5th level her type change to outsider and she gain the [[demon]] subtype. However the class alignment does not change. The abyssal alchemist may however be raised as her former type.<br />
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===Campaign Information===<br />
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====Playing a Abyssal Alchemist====<br />
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'''Combat:''' <-Typical role in combat-><br />
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'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
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'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
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====Abyssal Alchemist in the World====<br />
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{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
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<-Where characters of this class fit in a d20 world-><br />
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'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
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====Abyssal Alchemist Lore====<br />
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Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | <-very rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.<br />
|}<br />
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====Abyssal Alchemist in the Game====<br />
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<-How characters of this class fit in the game (PC and NPC) and what roles they play-><br />
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'''Adaptation:''' <-Fitting this class in your campaign-><br />
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'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
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''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
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----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>108.162.231.180https://www.dandwiki.com/w/index.php?title=Gender_Switch_(3.5e_Spell)&diff=584208Gender Switch (3.5e Spell)2012-08-10T06:17:43Z<p>108.162.231.180: </p>
<hr />
<div>{{Spell<br />
|name= Gender Switch<br />
|school=Transmutation<br />
|desc=<br />
|lvl= Sor/Wiz 5<br />
|comp=V<br />
|casttime=1 standard action<br />
|range=Medium (100ft.+10ft./level)<br />
|dur=1 hour/level<br />
|tsea=ts<br />
|subj= 1 targeted creature<br />
|save=Fortitude negate<br />
|sr=Yes<br />
}}<br />
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Targets of this spell are instantly transformed into a member of the opposite gender. It's effects are reversible simply by casting the spell on the target again.<br />
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Only visual contact of the target and a verbal incantation are required for this spell.<br />
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You can freely designate the new form's minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form's kind.<br />
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{{3.5e Druid Spells Breadcrumb}}<br/><br />
{{3.5e Sorcerer/Wizard Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Transmutation School]]<br />
[[Category:Druid 8]]<br />
[[Category:Sorcerer/Wizard 8]]</div>108.162.231.180