https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.245.48.109&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T06:18:26ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Lamia_(3.5e_Class)&diff=579112Lamia (3.5e Class)2012-06-28T07:19:40Z<p>173.245.48.109: </p>
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<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 />
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|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Only needs a simple encounter<br />
|editing=<br />
|type= "Bad Guy, Combat-Focused", "Moderate Spell casting", "Spontaneous Caster"<br />
|desc=A class that focuses on the powers of the Vampire.<br />
}}<br />
<br />
== Lamia ==<br />
<br />
In the darkest corner of the material world vampires have been one dominating species of the undead, using some of the vampires powers, the Lamia drains blood and uses it to fuel his powerful magical abilities.<br />
<br />
=== Making a Lamia ===<br />
<br />
The Lamia works well with Rogues and evil Clerics, but does not get along with Paladins - who generally attack them on sight.<br />
<br />
'''Abilities:''' The most important abilities for a Lamia is his Strength and his Constitution. He uses his strength to deal more damage and hit his target, and his constitution to gain more hit points, but also to contain more blood for fueling his abilities. Intelligence provides more skill points, and Charisma is the key ability for most of his skills.<br />
<br />
'''Races:''' Humans, and Halflings is the most common of the playable races, many Lamias are Drow.<br />
<br />
'''Alignment:''' Any Nongood.<br />
<br />
'''Starting Gold:''' 4d4&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[fighter]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Lamia}}</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 />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Blood infusion +4, Claret Thorns, Blood Sphere<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Improved grapple, Frenzy, Blood Hunter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | spell-like abilities (Lesser)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | Restoration of blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Damage reduction 5/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" |Cold resistance 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Spell Like abilities (greater), Spear of Blood, Sanguine Web<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | Dark blood transformation (Claws), Blood Charm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Blood infusion +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | Blood Lance, Blood Mist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Coffin of Blood, Sanguine Marionette<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | Damage reduction 10/fire or silver, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | Cold resistance 10, spell like abilities (powerful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | Dark blood transformation (Wings)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Blood infusion +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Blood Rain<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Blood Mysticism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Dark blood transformation (Feint)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Sanguine Evisceration<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Class skills: Appraise (Int), bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump, Knowledge (arcana), Knowledge (religion), Listen (Wis), Move silently (Dex), Profession (Wis), Ride (Dex), Sense motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Lamia.<br />
<br />
'''Weapon and Armor Proficiency:''' A Lamia is proficient with all simple and martial weapons and with both light and medium armor, and shields (except tower shields).<br />
<br />
'''{{#anc:Spell-like abilities}}:''' At 4th level a Lamia can cast a very limited selection of spell-like abilities, he can cast any of the spells on the spell list at will, as long as he has the required blood in his body to fuel them, how much blood that is required for each spell, is required is descried in the Lamia spell list. He can cast the spell-like abilities with a caster level equal to his Lamia level and he does not suffer arcane spell failure unless he is wearing heavy armor or is using a tower shield. At level 8 and level 14 the Lamia can cast even more powerful spell like abilities. Lamias choose their spells from the following list:<br />
<br />
Lesser&mdash; Detect magic (1), Mount (2), Detect Undead (1), Cause fear (2), Feather fall (1), Detect thoughts (2), minor image (3), Darkvision (2), Spider climb (3), Gaseous form (4), water breathing (3), hide from undead (2), Darkness (3).<br />
<br />
Greater&mdash; Fear (4), Create Undead (5) (single undead only max 5 HD less than you), Nightmare (3), Telekinesis (4), Neutralize poison (3) (self only).<br />
<br />
Powerful&mdash; Shadow walk (4), Circle of death (6), Flesh to stone (6), True seeing (4)<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Lamia gains fangs and natural bite attack much like a vampire, the bite attack deals (1d4 + Str modifier, 19-20/x2 damage). The fangs are only visible when in use. The fangs can bypass damage reduction as if they were magic, at 8th level the fangs deals (1d6 + Str modifier, 18-20/x2) and can bypass damage reduction as if they were made of adamantine.<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (1 + ½ level + Con modifier). The lamia can only drain 1 point of blood from a small or medium creature, 2 from a large creature, 4 for a huge and so on, when bitten the creature takes 1d6 points of nonlethal damage and 2 constitution damage. If the Lamia is draining from a helpless target, he can choose to do it as a part of a coup de grace and drain the double amount of blood, and kill the victim. The Lamia can also drain blood in combat, with a critical hit from his fangs he can choose to deal normal damage and drain 1 point of blood and deal 2 constitution damage. The Lamia cannot drain creatures immune to critical hits, such as constructs and undeads. A Lamia can also drain blood from a dead creature, if its has been dead for less than one day.<br />
The Lamia can store a maximum amount of blood equal to his level + Con modifier (minimum 2).<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can choose to spend one point of blood stored to not require food for one day, or spend one blood point to not need sleep for one day, both can be used at the same time.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Lamia at the cost of 1 blood point may form 5 Knives and fire them at enemies. Each knife deals 1d4 piercing damage. These knives may be fired at separate targets. <br />
<br />
'''{{#anc:Blood infusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, 1/day the Lamia can spend 1 blood point to buff he's strength, dexterity, or constitution by 4 for 1 min/level.<br />
At level 10 you can buff your strength, dexterity, or constitution by 6, and in level 16 its +8.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd Level the Lamia may at the cost of 1 Blood point create 10 foot thorns of Blood form in a 10 foot radius, Suddenly Impaling Enemies. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage + Charisma Modifier, and are helpless for 2 turns. <br />
<br />
'''{{#anc:Blood Sphere}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, The Lamia may spend 1 blood points for every 4 spheres and place them in any space on the battlefield, enemies that enter a space occupied by a Blood Sphere take 1d6 negative damage and are pushed into the space they were previously occupying (Blood Sphere is not destroyed when an enemy enters space occupied by Blood Shpere.). The Lamia may convert all current Blood Spheres into an attack that inflicts 6 damage for each Blood Sphere. When one of the Lamia's abilities (Sanguine Knives, Claret Thorns, Spear of Blood, Blood Lance.) enters a space occupied by a Blood Sphere the same ability is cast as if the Blood Sphere were the origin of cast at no cost(This effect stacks into multiple Blood Spheres.).<br />
Example: The Lamia uses Claret thorns and one of the the spaces affected is occupied by a Blood Sphere(s) the orignal Claret thorns ability still happens, but a new Claret Thorns is activated from the space that the Blood Sphere is occupying.<br />
<br />
'''{{#anc:Frenzy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3, The Lamia can gain a number of extra attacks equal to his Dexterity Bonus (if positive). <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3,<br />
The Lamia's Base land speed and dexterity for his next turn is now multiplied by 2, after successfully using drain blood. <br />
<br />
'''{{#anc:Improved grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to the Lamias need for blood, at 3rd level the Lamia improves his ability to restrain a victim. Therefore a Lamia gains Improved grapple as a bonus feat, even if he do not meet the prerequisite, in addition the Lamia may start a grappling as a free action after a successful bite attack to pin the opponent.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, By spending 1 blood point the Lamia can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10.<br />
<br />
'''{{#anc:Damage reduction}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 6 the Lamia gains damage reduction 5/fire or silver. At level 13 the damage reduction increases to 10/fire or silver.<br />
<br />
'''{{#anc:Cold resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 7 the Lamia gains cold resistance 5. At level 14 the cold resistance improves to 10.<br />
<br />
'''{{#anc:Spear of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the Lamia may form blood into 2 foot long needles that can be fired through the air.(creates 2 for each number of blood points spent.)You must succeed on a ranged touch attack to hit with the needles. Each needle does 1d6 points of piercing damage and can be shot at different targets. All enemies hit are Knocked prone and are Helpless.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the lamia at the cost of 5 blood points can create a a barrier of blood by slowly interlocking your fingers into a hemispherical shape, the blood used mimics this creating an impenetrable orb of blood around you made from thousands of strands of blood. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition. <br />
<br />
The web has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web. <br />
<br />
Spells may be used while within the web but have a 90% miss chance due to the sound barrier the web creates as well as the obvious loss of vision. This is lost if they somehow retain vision of outside the web. <br />
<br />
Also, the surface of the web may be used for other abilities. If used so, the surface must remain in contact with itself or the web is left with a hole that may let in damage. Alternatively, you may open a hole in the web purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet. <br />
<br />
You may spend an additional 2 blood points to double the web's health and increase its AC by 3. This may be done multiple times but only at the use of the technique. <br />
<br />
'''{{#anc:Blood Lance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia may summon a gore-splattered lance and launches it at his enemies, skewering all caught in its path. At the Cost of 1 blood point he can inflict (6d8 + Cha+ (5 Ongoing damage)on all enemeies caught within the range of the initial attack.(Range is 60 feet.)<br />
<br />
'''{{#anc:Blood Mist}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia Can Create a mist of blood, almost invisible to the naked eye.A DC 15 Spot check will notice the cloud.The Lamia while inside his own Blood Mist is Untargetable and is Concealed indefinatley. Any creature of Tiny size or larger will disturb the dust to a degree that you can sense their presence. Creatures of smaller size must make a Dexterity check with a DC equal to 10 + Class Level. For each 10' moved through the cloud or stir up enough of the particles to alert the Bender of the Sanguine. Any creature smaller than Tiny that runs through the cloud automatically alerts the Lamia. (If Enemy Alerting is Concealed they are no longer Concealed and is now Helpless.)The Range of Blood Mist is 15 feet for each blood point spent for this ability. <br />
<br />
'''{{#anc:Coffin Of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 12th level The Lamia can Trap an enemy in a Coffin of Blood at the cost of 2 blood points. Unless they succeed on a Reflex save, the target is trapped within a Coffin of Blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape. Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target. The Coffin can be moved as The Lamia wishes and can be used as cover.( Any Damage that would be dealt to the Lamia or allies under cover of The Coffin Of Blood is dealt to Victim trapped inside The Coffin of Blood instead.) (Covers 1 person at medium size and plus 1 for each size higher.) (Range is 80 feet.) <br />
<br />
<br />
'''{{#anc:Blood Rain}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 17th level the Lamia at the cost of 6 blood points can make hardened blood rain from the sky. Each person in the area is dealt 1d4 + Charisma modifier in piercing Damage. The Lamia can stop the rain from damaging any 5ft squares of your choice and make it deal double damage on an adjacent 5ft squares. <br />
<br />
'''{{#anc:Blood Mysticism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at the 18th level, The Lamia may expend his HP equal to his Cha Modifier and gain 1 Blood Point for every 1 HP spent.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at the 13th level the Lamia at the cost of 1 blood point (can summon as many as possible equal to the amount spent.) may form a duplicate made of blood. It may fool enemies into attacking it or attack those who ignore it. This replica may not move past the range of the Lamia or it will deform and the technique is lost. This replica is Sanguine (A type of Dark Red) in colour and thus will not fool creatures with the ability to discern colour. While moving, you can merge with and split off from the replica so that enemies who have learned which one is real are again confounded. <br />
<br />
If a replica is attacked by a non-elemental weapon (such as by a punch rather than a fireball), you may choose whether or not it attempts to dodge. If not, the attack hits the replica but does no damage. Instead, the attacker must succeed a reflex save lest the replica harden its blood in certain places and the weapon become stuck in the replica. A successful strength check is required to remove a stuck weapon. Should the attack be magical or elemental in nature and would damage or displace the blood (fire drying it, force blowing it apart, etc.) the damage is hidden or repaired but deteriorates the replica. They have 1/2 the Lamia's HP + caster level before completely disassembling. Note though that this reveals that replica is not the caster briefly. <br />
<br />
You may also attack with the replica at your base attack bonus by taking a free action once per turn. A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. A successful strength check or escape artist check will free the subject. This may result in the target being completely surrounded by blood, meaning they may not move, have no reflex save, and are subject to other attacks by the Lamia. You can move into and through a Bloody Replica. <br />
<br />
When you and the bloody replica separate, observers can’t use vision or hearing to tell which one is you and which the image if you are identical. The figments may also move through each other. The figments look just like you and respond in the same manner you might but will move according to your will, able to travel at the same speed you can by using a free action once per turn. If you and your replica(s) are identical, enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a replica. <br />
<br />
A replica’s AC is 10 + your size modifier + your Dex modifier. Replicas react as blood does to various elemental attacks (such as drying when heated by fire) and takes damage accordingly, destroying the illusion of semblance. <br />
<br />
<br />
'''{{#anc:Dark blood transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 9 the Lamia can partially transform parts of his body into a monstrous like form. At level 9 he can spent 2 blood points to transform his hands into powerful claws. Each claw counts as an unholy weapon that deals (1d6 + Str + (2d6 damage to good aligned creatures), 19-20/x2) and lasts for 1 min/level. Starting at level 15 the Lamia can spend 2 blood points to sprout wings for 1 hour/level. And get a fly speed of 50 ft with average maneuverability. At level 19 he can undergo the ultimate transformation. The Lamia spends 6 blood points to activate the ability. The Lamia grows large sized regardless of his previous size, as does all his equipment and armor. This ability activates both the claws and wings of this ability, and grands the Lamia +4 natural armor, +4 Str and Con, SR 20. While in this form the Lamia gains Blood Point(s) Equal to his Charisma Modifier each turn. While in this form the Lamia takes 1d10 points of damage each turn and when the transformation is over, the Lamia must make a fortitude save (DC 25) or become exhausted.<br />
<br />
'''{{#anc:Sanguine Evisceration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 20th level the Lamia can eviscerate helpless enemies at the snap of a finger. Each turn the Lamia is in his final transformed state he gains 1 Black Blood Point, and can spend 10 Black Blood points to Convert the blood inside all Helpless Creatures into razorsharp blades and then compress, eviscerating the poor victim and instantly killing it. A successful Fortitude save instead deals 1d4/Class Level slashing damage. This damage may kill the creature anyways. (100" foot Range.)<br />
<br />
==== Ex-Lamias ====<br />
<br />
A lamia that becomes good aligned, loses his ability to use his fangs, and can therefore not suck blood form other beings. Otherwise he is not affected.<br />
<br />
==== Epic Lamia====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Lamia}}</div><br />
Hit Die: d10<br />
<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Effortless Casting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Cold resistance 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Spell resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Damage reduction 15/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Cold Resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Spell resistance 40<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 />
'''Effortless casting:''' Starting at level 21, a Lamia may cast his Lesser spell-like abilities without the cost of blood, and all his Grater spell-like abilities, costs only half their original blood cost.<br />
<br />
==== Human Lamia Starting Package ====<br />
<br />
'''Weapons:''' Longsword (1d8/19-20).<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" | Intimidate || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || -<br />
|}<br />
<br />
'''Feat:''' power attack.<br />
<br />
'''Bonus Feats:''' quick draw.<br />
<br />
'''Gear:''' Backpack, bedroll, tent, winterblanket, pen and ink, paper, robe, trailrations x5.<br />
<br />
'''Gold:''' 4d4 x10.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Lamia ====<br />
<br />
'''Religion:''' A Lamia usually follows a deity of evil, sometime Drow gods are natural and often Vecna or Nerull is the Lamias choice.<br />
<br />
'''Other Classes:''' The Lamia works well with Rouges and evil Clerics, but does not with Paladins who usually will attack them as soon as they discover that they are Lamias. A lamia might benefit from both a divine and an arcane spell caster, due to his limited spell casting.<br />
<br />
'''Combat:''' Lamias can replace the fighter but it is not recommended, because of his limited armor, But because of his high base attack, he makes an ideal flanker.<br />
<br />
'''Advancement:''' A Lamia can easily Multiclass to rouge or fighter, with great benefit.<br />
<br />
==== Lamias in the World ====<br />
<br />
{{quote|''Let me have your blood''|orig=Vet'car, Human Lamia}}<br />
<br />
Collecting blood in one place is a bad business, people will start suspecting you and panic will rise, and a rich Lamia can easier gain blood without being suspected. Adventuring is the best whey to fill out the needs for travel and wealth.<br />
<br />
'''Daily Life:''' Vet'car walks down the marketplace, its midday, the sun is high, and he has hes eyes on the price. A young woman, wearing a light summer dress, and has a basked full of eggs over her arm. She does not see him, hes disguise is perfect, he looks like a harmless young man with rosy cheeks. The young woman finishes her transaction with a salesman and starts walking down an empty nearby street - perfect he follows her closely, and just when passing a perfect alleyway he strikes. The woman does not have a chance, she does not even get to scream. In a single motion, he drags her into the alleyway while at the same time, sinks his fags into her shoulder. Vet'car feels her blood on her tongue and running down his thought - the best taste in the world. She immediately passes out from the loss of blood. He finishes off his bite, and lays her carefully down on the ground. Careful not to hurt her, or she cannot be used again.<br />
<br />
'''Notables:''' none.<br />
<br />
'''Organizations:''' Lamias usually don't meed with each other, they are loners by nature.<br />
<br />
'''NPC Reactions:''' NPC's usually don't know tha Lamias true natrure, and sees them as normal warriors. if they ever discover them as they truly are, they usually run away in fear.<br />
<br />
==== Lamia Lore ====<br />
<br />
Characters with ranks in Knowledge (history) and Knowledge (religion) can research Lamias 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 (History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Those are known to suck blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Lamia is like Vampire, and has fangs. But he is vulnerable to fire and silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Though he grows weak with loss of blood, he is still living can function without it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | He is Evil (this is not necessarily true, but that is the common knowledge).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | He is vulnerable to silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | He is vulnerable to fire, but strong against cold.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
==== Lamias in the Game ====<br />
<br />
As an NPC he is an ideal high ranking officer for an evil army or as cruel ruler of a major city or a country as Land Lord or king.<br />
<br />
'''Adaptation:''' None yet, possibly substitute some of the Lamias ability for the sneak attack ability, and allow the stealing of blood on a sneak attack.<br />
<br />
'''Sample Encounter:''' Coming soon<br />
<br />
''EL ?:'' 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:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Lamia_(3.5e_Class)&diff=579111Lamia (3.5e Class)2012-06-28T07:17:21Z<p>173.245.48.109: </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=Only needs a simple encounter<br />
|editing=<br />
|type= "Bad Guy, Combat-Focused", "Moderate Spell casting", "Spontaneous Caster"<br />
|desc=A class that focuses on the powers of the Vampire.<br />
}}<br />
<br />
== Lamia ==<br />
<br />
In the darkest corner of the material world vampires have been one dominating species of the undead, using some of the vampires powers, the Lamia drains blood and uses it to fuel his powerful magical abilities.<br />
<br />
=== Making a Lamia ===<br />
<br />
The Lamia works well with Rogues and evil Clerics, but does not get along with Paladins - who generally attack them on sight.<br />
<br />
'''Abilities:''' The most important abilities for a Lamia is his Strength and his Constitution. He uses his strength to deal more damage and hit his target, and his constitution to gain more hit points, but also to contain more blood for fueling his abilities. Intelligence provides more skill points, and Charisma is the key ability for most of his skills.<br />
<br />
'''Races:''' Humans, and Halflings is the most common of the playable races, many Lamias are Drow.<br />
<br />
'''Alignment:''' Any Nongood.<br />
<br />
'''Starting Gold:''' 4d4&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[fighter]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Lamia}}</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 />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Blood infusion +4, Claret Thorns, Blood Sphere<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Improved grapple, Frenzy, Blood Hunter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | spell-like abilities (Lesser)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | Restoration of blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Damage reduction 5/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" |Cold resistance 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Spell Like abilities (greater), Spear of Blood, Sanguine Web<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | Dark blood transformation (Claws), Blood Charm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Blood infusion +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | Blood Lance, Blood Mist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Coffin of Blood, Sanguine Marionette<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | Damage reduction 10/fire or silver, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | Cold resistance 10, spell like abilities (powerful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | Dark blood transformation (Wings)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Blood infusion +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Blood Rain<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Blood Mysticism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Dark blood transformation (Feint)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Sanguine Evisceration<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Class skills: Appraise (Int), bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump, Knowledge (arcana), Knowledge (religion), Listen (Wis), Move silently (Dex), Profession (Wis), Ride (Dex), Sense motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Lamia.<br />
<br />
'''Weapon and Armor Proficiency:''' A Lamia is proficient with all simple and martial weapons and with both light and medium armor, and shields (except tower shields).<br />
<br />
'''{{#anc:Spell-like abilities}}:''' At 4th level a Lamia can cast a very limited selection of spell-like abilities, he can cast any of the spells on the spell list at will, as long as he has the required blood in his body to fuel them, how much blood that is required for each spell, is required is descried in the Lamia spell list. He can cast the spell-like abilities with a caster level equal to his Lamia level and he does not suffer arcane spell failure unless he is wearing heavy armor or is using a tower shield. At level 8 and level 14 the Lamia can cast even more powerful spell like abilities. Lamias choose their spells from the following list:<br />
<br />
Lesser&mdash; Detect magic (1), Mount (2), Detect Undead (1), Cause fear (2), Feather fall (1), Detect thoughts (2), minor image (3), Darkvision (2), Spider climb (3), Gaseous form (4), water breathing (3), hide from undead (2), Darkness (3).<br />
<br />
Greater&mdash; Fear (4), Create Undead (5) (single undead only max 5 HD less than you), Nightmare (3), Telekinesis (4), Neutralize poison (3) (self only).<br />
<br />
Powerful&mdash; Shadow walk (4), Circle of death (6), Flesh to stone (6), True seeing (4)<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Lamia gains fangs and natural bite attack much like a vampire, the bite attack deals (1d4 + Str modifier, 19-20/x2 damage). The fangs are only visible when in use. The fangs can bypass damage reduction as if they were magic, at 8th level the fangs deals (1d6 + Str modifier, 18-20/x2) and can bypass damage reduction as if they were made of adamantine.<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (1 + ½ level + Con modifier). The lamia can only drain 1 point of blood from a small or medium creature, 2 from a large creature, 4 for a huge and so on, when bitten the creature takes 1d6 points of nonlethal damage and 2 constitution damage. If the Lamia is draining from a helpless target, he can choose to do it as a part of a coup de grace and drain the double amount of blood, and kill the victim. The Lamia can also drain blood in combat, with a critical hit from his fangs he can choose to deal normal damage and drain 1 point of blood and deal 2 constitution damage. The Lamia cannot drain creatures immune to critical hits, such as constructs and undeads. A Lamia can also drain blood from a dead creature, if its has been dead for less than one day.<br />
The Lamia can store a maximum amount of blood equal to his level + Con modifier (minimum 2).<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can choose to spend one point of blood stored to not require food for one day, or spend one blood point to not need sleep for one day, both can be used at the same time.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Lamia at the cost of 1 blood point may form 5 Knives and fire them at enemies. Each knife deals 1d4 piercing damage. These knives may be fired at separate targets. <br />
<br />
'''{{#anc:Blood infusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, 1/day the Lamia can spend 1 blood point to buff he's strength, dexterity, or constitution by 4 for 1 min/level.<br />
At level 10 you can buff your strength, dexterity, or constitution by 6, and in level 16 its +8.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd Level the Lamia may at the cost of 1 Blood point create 10 foot thorns of Blood form in a 10 foot radius, Suddenly Impaling Enemies. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage + Charisma Modifier, and are helpless for 2 turns. <br />
<br />
'''{{#anc:Blood Sphere}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, The Lamia may spend 1 blood points for every 4 spheres and place them in any space on the battlefield, enemies that enter a space occupied by a Blood Sphere take 1d6 negative damage and are pushed into the space they were previously occupying (Blood Sphere is not destroyed when an enemy enters space occupied by Blood Shpere.). The Lamia may convert all current Blood Spheres into an attack that inflicts 6 damage for each Blood Sphere. When one of the Lamia's abilities (Sanguine Knives, Claret Thorns, Spear of Blood, Blood Lance.) enters a space occupied by a Blood Sphere the same ability is cast as if the Blood Sphere were the origin of cast at no cost(This effect stacks into multiple Blood Spheres.).<br />
Example: The Lamia uses Claret thorns and one of the the spaces affected is occupied by a Blood Sphere(s) the orignal Claret thorns ability still happens, but a new Claret Thorns is activated from the space that the Blood Sphere is occupying.<br />
<br />
'''{{#anc:Frenzy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3, The Lamia can gain a number of extra attacks equal to his Dexterity Bonus (if positive). <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3,<br />
The Lamia's Base land speed and dexterity for his next turn is now multiplied by 2, after successfully using drain blood. <br />
<br />
'''{{#anc:Improved grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to the Lamias need for blood, at 3rd level the Lamia improves his ability to restrain a victim. Therefore a Lamia gains Improved grapple as a bonus feat, even if he do not meet the prerequisite, in addition the Lamia may start a grappling as a free action after a successful bite attack to pin the opponent.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, By spending 1 blood point the Lamia can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10.<br />
<br />
'''{{#anc:Damage reduction}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 6 the Lamia gains damage reduction 5/fire or silver. At level 13 the damage reduction increases to 10/fire or silver.<br />
<br />
'''{{#anc:Cold resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 7 the Lamia gains cold resistance 5. At level 14 the cold resistance improves to 10.<br />
<br />
'''{{#anc:Spear of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the Lamia may form blood into 2 foot long needles that can be fired through the air.(creates 2 for each number of blood points spent.)You must succeed on a ranged touch attack to hit with the needles. Each needle does 1d6 points of piercing damage and can be shot at different targets. All enemies hit are Knocked prone and are Helpless.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the lamia at the cost of 5 blood points can create a a barrier of blood by slowly interlocking your fingers into a hemispherical shape, the blood used mimics this creating an impenetrable orb of blood around you made from thousands of strands of blood. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition. <br />
<br />
The web has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web. <br />
<br />
Spells may be used while within the web but have a 90% miss chance due to the sound barrier the web creates as well as the obvious loss of vision. This is lost if they somehow retain vision of outside the web. <br />
<br />
Also, the surface of the web may be used for other abilities. If used so, the surface must remain in contact with itself or the web is left with a hole that may let in damage. Alternatively, you may open a hole in the web purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet. <br />
<br />
You may spend an additional 2 blood points to double the web's health and increase its AC by 3. This may be done multiple times but only at the use of the technique. <br />
<br />
'''{{#anc:Blood Lance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia may summon a gore-splattered lance and launches it at his enemies, skewering all caught in its path. At the Cost of 1 blood point he can inflict (6d8 + Cha+ (5 Ongoing damage)on all enemeies caught within the range of the initial attack.(Range is 60 feet.)<br />
<br />
'''{{#anc:Blood Mist}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia Can Create a mist of blood, almost invisible to the naked eye.A DC 15 Spot check will notice the cloud.The Lamia while inside his own Blood Mist is Untargetable and is Concealed indefinatley. Any creature of Tiny size or larger will disturb the dust to a degree that you can sense their presence. Creatures of smaller size must make a Dexterity check with a DC equal to 10 + Class Level. For each 10' moved through the cloud or stir up enough of the particles to alert the Bender of the Sanguine. Any creature smaller than Tiny that runs through the cloud automatically alerts the Lamia. (If Enemy Alerting is Concealed they are no longer Concealed and is now Helpless.)The Range of Blood Mist is 15 feet for each blood point spent for this ability. <br />
<br />
'''{{#anc:Coffin Of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 12th level The Lamia can Trap an enemy in a Coffin of Blood at the cost of 2 blood points. Unless they succeed on a Reflex save, the target is trapped within a Coffin of Blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape. Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target. The Coffin can be moved as The Lamia wishes and can be used as cover.( Any Damage that would be dealt to the Lamia or allies under cover of The Coffin Of Blood is dealt to Victim trapped inside The Coffin of Blood instead.) (Covers 1 person at medium size and plus 1 for each size higher.) (Range is 80 feet.) <br />
<br />
<br />
'''{{#anc:Blood Rain}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 17th level the Lamia at the cost of 6 blood points can make hardened blood rain from the sky. Each person in the area is dealt 1d4 + Charisma modifier in piercing Damage. The Lamia can stop the rain from damaging any 5ft squares of your choice and make it deal double damage on an adjacent 5ft squares. <br />
<br />
'''{{#anc:Blood Mysticism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at the 18th level, The Lamia may expend his HP equal to his Cha Modifier and gain 1 Blood Point for every 1 HP spent.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at the 13th level the Lamia at the cost of 1 blood point (can summon as many as possible equal to the amount spent.) may form a duplicate made of blood. It may fool enemies into attacking it or attack those who ignore it. This replica may not move past the range of the Lamia or it will deform and the technique is lost. This replica is Sanguine (A type of Dark Red) in colour and thus will not fool creatures with the ability to discern colour. While moving, you can merge with and split off from the replica so that enemies who have learned which one is real are again confounded. <br />
<br />
If a replica is attacked by a non-elemental weapon (such as by a punch rather than a fireball), you may choose whether or not it attempts to dodge. If not, the attack hits the replica but does no damage. Instead, the attacker must succeed a reflex save lest the replica harden its blood in certain places and the weapon become stuck in the replica. A successful strength check is required to remove a stuck weapon. Should the attack be magical or elemental in nature and would damage or displace the blood (fire drying it, force blowing it apart, etc.) the damage is hidden or repaired but deteriorates the replica. They have 1/2 the Lamia's HP + caster level before completely disassembling. Note though that this reveals that replica is not the caster briefly. <br />
<br />
You may also attack with the replica at your base attack bonus by taking a free action once per turn. A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. A successful strength check or escape artist check will free the subject. This may result in the target being completely surrounded by blood, meaning they may not move, have no reflex save, and are subject to other attacks by the Lamia. You can move into and through a Bloody Replica. <br />
<br />
When you and the bloody replica separate, observers can’t use vision or hearing to tell which one is you and which the image if you are identical. The figments may also move through each other. The figments look just like you and respond in the same manner you might but will move according to your will, able to travel at the same speed you can by using a free action once per turn. If you and your replica(s) are identical, enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a replica. <br />
<br />
A replica’s AC is 10 + your size modifier + your Dex modifier. Replicas react as blood does to various elemental attacks (such as drying when heated by fire) and takes damage accordingly, destroying the illusion of semblance. <br />
<br />
<br />
'''{{#anc:Dark blood transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 9 the Lamia can partially transform parts of his body into a monstrous like form. At level 9 he can spent 2 blood points to transform his hands into powerful claws. Each claw counts as an unholy weapon that deals (1d6 + Str + (2d6 damage to good aligned creatures), 19-20/x2) and lasts for 1 min/level. Starting at level 15 the Lamia can spend 2 blood points to sprout wings for 1 hour/level. And get a fly speed of 50 ft with average maneuverability. At level 19 he can undergo the ultimate transformation. The Lamia spends 6 blood points to activate the ability. The Lamia grows large sized regardless of his previous size, as does all his equipment and armor. This ability activates both the claws and wings of this ability, and grands the Lamia +4 natural armor, +4 Str and Con, SR 20. While in this form the Lamia gains Blood Point(s) Equal to his Charisma Modifier each turn. While in this form the Lamia takes 1d10 points of damage each turn and when the transformation is over, the Lamia must make a fortitude save (DC 25) or become exhausted.<br />
<br />
'''{{#anc:Sanguine Evisceration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 20th level the Lamia can eviscerate helpless enemies at the snap of a finger. Each turn the Lamia is in his final transformed state he gains 1 Black Blood Point, and can spend 10 Black Blood points to Convert the blood inside all Helpless Creatures into razorsharp blades and then compress, eviscerating the poor victim and instantly killing it. A successful Fortitude save instead deals 1d4/Class Level slashing damage. This damage may kill the creature anyways. (100" foot Range.)<br />
<br />
==== Ex-Lamias ====<br />
<br />
A lamia that becomes good aligned, loses his ability to use his fangs, and can therefore not suck blood form other beings. Otherwise he is not affected.<br />
<br />
==== Epic Lamia====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Lamia}}</div><br />
Hit Die: d10<br />
<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Effortless Casting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Cold resistance 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Spell resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Damage reduction 15/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Cold Resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Spell resistance 40<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 />
'''Effortless casting:''' Starting at level 21, a Lamia may cast his Lesser spell-like abilities without the cost of blood, and all his Grater spell-like abilities, costs only half their original blood cost.<br />
<br />
==== Human Lamia Starting Package ====<br />
<br />
'''Weapons:''' Longsword (1d8/19-20).<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" | Intimidate || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || -<br />
|}<br />
<br />
'''Feat:''' power attack.<br />
<br />
'''Bonus Feats:''' quick draw.<br />
<br />
'''Gear:''' Backpack, bedroll, tent, winterblanket, pen and ink, paper, robe, trailrations x5.<br />
<br />
'''Gold:''' 4d4 x10.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Lamia ====<br />
<br />
'''Religion:''' A Lamia usually follows a deity of evil, sometime Drow gods are natural and often Vecna or Nerull is the Lamias choice.<br />
<br />
'''Other Classes:''' The Lamia works well with Rouges and evil Clerics, but does not with Paladins who usually will attack them as soon as they discover that they are Lamias. A lamia might benefit from both a divine and an arcane spell caster, due to his limited spell casting.<br />
<br />
'''Combat:''' Lamias can replace the fighter but it is not recommended, because of his limited armor, But because of his high base attack, he makes an ideal flanker.<br />
<br />
'''Advancement:''' A Lamia can easily Multiclass to rouge or fighter, with great benefit.<br />
<br />
==== Lamias in the World ====<br />
<br />
{{quote|''Let me have your blood''|orig=Vet'car, Human Lamia}}<br />
<br />
Collecting blood in one place is a bad business, people will start suspecting you and panic will rise, and a rich Lamia can easier gain blood without being suspected. Adventuring is the best whey to fill out the needs for travel and wealth.<br />
<br />
'''Daily Life:''' Vet'car walks down the marketplace, its midday, the sun is high, and he has hes eyes on the price. A young woman, wearing a light summer dress, and has a basked full of eggs over her arm. She does not see him, hes disguise is perfect, he looks like a harmless young man with rosy cheeks. The young woman finishes her transaction with a salesman and starts walking down an empty nearby street - perfect he follows her closely, and just when passing a perfect alleyway he strikes. The woman does not have a chance, she does not even get to scream. In a single motion, he drags her into the alleyway while at the same time, sinks his fags into her shoulder. Vet'car feels her blood on her tongue and running down his thought - the best taste in the world. She immediately passes out from the loss of blood. He finishes off his bite, and lays her carefully down on the ground. Careful not to hurt her, or she cannot be used again.<br />
<br />
'''Notables:''' none.<br />
<br />
'''Organizations:''' Lamias usually don't meed with each other, they are loners by nature.<br />
<br />
'''NPC Reactions:''' NPC's usually don't know tha Lamias true natrure, and sees them as normal warriors. if they ever discover them as they truly are, they usually run away in fear.<br />
<br />
==== Lamia Lore ====<br />
<br />
Characters with ranks in Knowledge (history) and Knowledge (religion) can research Lamias 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 (History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Those are known to suck blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Lamia is like Vampire, and has fangs. But he is vulnerable to fire and silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Though he grows weak with loss of blood, he is still living can function without it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | He is Evil (this is not necessarily true, but that is the common knowledge).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | He is vulnerable to silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | He is vulnerable to fire, but strong against cold.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
==== Lamias in the Game ====<br />
<br />
As an NPC he is an ideal high ranking officer for an evil army or as cruel ruler of a major city or a country as Land Lord or king.<br />
<br />
'''Adaptation:''' None yet, possibly substitute some of the Lamias ability for the sneak attack ability, and allow the stealing of blood on a sneak attack.<br />
<br />
'''Sample Encounter:''' Coming soon<br />
<br />
''EL ?:'' 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:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Lamia_(3.5e_Class)&diff=579110Lamia (3.5e Class)2012-06-28T07:14:31Z<p>173.245.48.109: </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=Only needs a simple encounter<br />
|editing=<br />
|type= "Bad Guy, Combat-Focused", "Moderate Spell casting", "Spontaneous Caster"<br />
|desc=A class that focuses on the powers of the Vampire.<br />
}}<br />
<br />
== Lamia ==<br />
<br />
In the darkest corner of the material world vampires have been one dominating species of the undead, using some of the vampires powers, the Lamia drains blood and uses it to fuel his powerful magical abilities.<br />
<br />
=== Making a Lamia ===<br />
<br />
The Lamia works well with Rogues and evil Clerics, but does not get along with Paladins - who generally attack them on sight.<br />
<br />
'''Abilities:''' The most important abilities for a Lamia is his Strength and his Constitution. He uses his strength to deal more damage and hit his target, and his constitution to gain more hit points, but also to contain more blood for fueling his abilities. Intelligence provides more skill points, and Charisma is the key ability for most of his skills.<br />
<br />
'''Races:''' Humans, and Halflings is the most common of the playable races, many Lamias are Drow.<br />
<br />
'''Alignment:''' Any Nongood.<br />
<br />
'''Starting Gold:''' 4d4&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[fighter]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Lamia}}</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 />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Blood infusion +4, Claret Thorns, Blood Sphere<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Improved grapple, Frenzy, Blood Hunter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | spell-like abilities (Lesser)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | Restoration of blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Damage reduction 5/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" |Cold resistance 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Spell Like abilities (greater), Spear of Blood, Sanguine Web<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | Dark blood transformation (Claws), Blood Charm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Blood infusion +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | Blood Lance, Blood Mist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Coffin of Blood, Sanguine Marionette<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | Damage reduction 10/fire or silver, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | Cold resistance 10, spell like abilities (powerful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | Dark blood transformation (Wings)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Blood infusion +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Blood Rain<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Blood Mysticism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Dark blood transformation (Feint)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Sanguine Evisceration<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Class skills: Appraise (Int), bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump, Knowledge (arcana), Knowledge (religion), Listen (Wis), Move silently (Dex), Profession (Wis), Ride (Dex), Sense motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Lamia.<br />
<br />
'''Weapon and Armor Proficiency:''' A Lamia is proficient with all simple and martial weapons and with both light and medium armor, and shields (except tower shields).<br />
<br />
'''{{#anc:Spell-like abilities}}:''' At 4th level a Lamia can cast a very limited selection of spell-like abilities, he can cast any of the spells on the spell list at will, as long as he has the required blood in his body to fuel them, how much blood that is required for each spell, is required is descried in the Lamia spell list. He can cast the spell-like abilities with a caster level equal to his Lamia level and he does not suffer arcane spell failure unless he is wearing heavy armor or is using a tower shield. At level 8 and level 14 the Lamia can cast even more powerful spell like abilities. Lamias choose their spells from the following list:<br />
<br />
Lesser&mdash; Detect magic (1), Mount (2), Detect Undead (1), Cause fear (2), Feather fall (1), Detect thoughts (2), minor image (3), Darkvision (2), Spider climb (3), Gaseous form (4), water breathing (3), hide from undead (2), Darkness (3).<br />
<br />
Greater&mdash; Fear (4), Create Undead (5) (single undead only max 5 HD less than you), Nightmare (3), Telekinesis (4), Neutralize poison (3) (self only).<br />
<br />
Powerful&mdash; Shadow walk (4), Circle of death (6), Flesh to stone (6), True seeing (4)<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Lamia gains fangs and natural bite attack much like a vampire, the bite attack deals (1d4 + Str modifier, 19-20/x2 damage). The fangs are only visible when in use. The fangs can bypass damage reduction as if they were magic, at 8th level the fangs deals (1d6 + Str modifier, 18-20/x2) and can bypass damage reduction as if they were made of adamantine.<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (1 + ½ level + Con modifier). The lamia can only drain 1 point of blood from a small or medium creature, 2 from a large creature, 4 for a huge and so on, when bitten the creature takes 1d6 points of nonlethal damage and 2 constitution damage. If the Lamia is draining from a helpless target, he can choose to do it as a part of a coup de grace and drain the double amount of blood, and kill the victim. The Lamia can also drain blood in combat, with a critical hit from his fangs he can choose to deal normal damage and drain 1 point of blood and deal 2 constitution damage. The Lamia cannot drain creatures immune to critical hits, such as constructs and undeads. A Lamia can also drain blood from a dead creature, if its has been dead for less than one day.<br />
The Lamia can store a maximum amount of blood equal to his level + Con modifier (minimum 2).<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can choose to spend one point of blood stored to not require food for one day, or spend one blood point to not need sleep for one day, both can be used at the same time.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Lamia at the cost of 1 blood point may form 5 Knives and fire them at enemies. Each knife deals 1d4 piercing damage. These knives may be fired at separate targets. <br />
<br />
'''{{#anc:Blood infusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, 1/day the Lamia can spend 1 blood point to buff he's strength, dexterity, or constitution by 4 for 1 min/level.<br />
At level 10 you can buff your strength, dexterity, or constitution by 6, and in level 16 its +8.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd Level the Lamia may create 10 foot thorns of Blood form in a 10 foot radius, Suddenly Impaling Enemies. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage + Charisma Modifier, and are helpless for 2 turns. <br />
<br />
'''{{#anc:Blood Sphere}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, The Lamia may spend 1 blood points for every 4 spheres and place them in any space on the battlefield, enemies that enter a space occupied by a Blood Sphere take 1d6 negative damage and are pushed into the space they were previously occupying (Blood Sphere is not destroyed when an enemy enters space occupied by Blood Shpere.). The Lamia may convert all current Blood Spheres into an attack that inflicts 6 damage for each Blood Sphere. When one of the Lamia's abilities (Sanguine Knives, Claret Thorns, Spear of Blood, Blood Lance.) enters a space occupied by a Blood Sphere the same ability is cast as if the Blood Sphere were the origin of cast at no cost(This effect stacks into multiple Blood Spheres.).<br />
Example: The Lamia uses Claret thorns and one of the the spaces affected is occupied by a Blood Sphere(s) the orignal Claret thorns ability still happens, but a new Claret Thorns is activated from the space that the Blood Sphere is occupying.<br />
<br />
'''{{#anc:Frenzy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3, The Lamia can gain a number of extra attacks equal to his Dexterity Bonus (if positive). <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3,<br />
The Lamia's Base land speed and dexterity for his next turn is now multiplied by 2, after successfully using drain blood. <br />
<br />
'''{{#anc:Improved grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to the Lamias need for blood, at 3rd level the Lamia improves his ability to restrain a victim. Therefore a Lamia gains Improved grapple as a bonus feat, even if he do not meet the prerequisite, in addition the Lamia may start a grappling as a free action after a successful bite attack to pin the opponent.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, By spending 1 blood point the Lamia can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10.<br />
<br />
'''{{#anc:Damage reduction}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 6 the Lamia gains damage reduction 5/fire or silver. At level 13 the damage reduction increases to 10/fire or silver.<br />
<br />
'''{{#anc:Cold resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 7 the Lamia gains cold resistance 5. At level 14 the cold resistance improves to 10.<br />
<br />
'''{{#anc:Spear of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the Lamia may form blood into 2 foot long needles that can be fired through the air.(creates 2 for each number of blood points spent.)You must succeed on a ranged touch attack to hit with the needles. Each needle does 1d6 points of piercing damage and can be shot at different targets. All enemies hit are Knocked prone and are Helpless.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the lamia at the cost of 5 blood points can create a a barrier of blood by slowly interlocking your fingers into a hemispherical shape, the blood used mimics this creating an impenetrable orb of blood around you made from thousands of strands of blood. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition. <br />
<br />
The web has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web. <br />
<br />
Spells may be used while within the web but have a 90% miss chance due to the sound barrier the web creates as well as the obvious loss of vision. This is lost if they somehow retain vision of outside the web. <br />
<br />
Also, the surface of the web may be used for other abilities. If used so, the surface must remain in contact with itself or the web is left with a hole that may let in damage. Alternatively, you may open a hole in the web purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet. <br />
<br />
You may spend an additional 2 blood points to double the web's health and increase its AC by 3. This may be done multiple times but only at the use of the technique. <br />
<br />
'''{{#anc:Blood Lance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia may summon a gore-splattered lance and launches it at his enemies, skewering all caught in its path. At the Cost of 1 blood point he can inflict (6d8 + Cha+ (5 Ongoing damage)on all enemeies caught within the range of the initial attack.(Range is 60 feet.)<br />
<br />
'''{{#anc:Blood Mist}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia Can Create a mist of blood, almost invisible to the naked eye.A DC 15 Spot check will notice the cloud.The Lamia while inside his own Blood Mist is Untargetable and is Concealed indefinatley. Any creature of Tiny size or larger will disturb the dust to a degree that you can sense their presence. Creatures of smaller size must make a Dexterity check with a DC equal to 10 + Class Level. For each 10' moved through the cloud or stir up enough of the particles to alert the Bender of the Sanguine. Any creature smaller than Tiny that runs through the cloud automatically alerts the Lamia. (If Enemy Alerting is Concealed they are no longer Concealed and is now Helpless.)The Range of Blood Mist is 15 feet for each blood point spent for this ability. <br />
<br />
'''{{#anc:Coffin Of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 12th level The Lamia can Trap an enemy in a Coffin of Blood at the cost of 2 blood points. Unless they succeed on a Reflex save, the target is trapped within a Coffin of Blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape. Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target. The Coffin can be moved as The Lamia wishes and can be used as cover.( Any Damage that would be dealt to the Lamia or allies under cover of The Coffin Of Blood is dealt to Victim trapped inside The Coffin of Blood instead.) (Covers 1 person at medium size and plus 1 for each size higher.) (Range is 80 feet.) <br />
<br />
<br />
'''{{#anc:Blood Rain}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 17th level the Lamia at the cost of 6 blood points can make hardened blood rain from the sky. Each person in the area is dealt 1d4 + Charisma modifier in piercing Damage. The Lamia can stop the rain from damaging any 5ft squares of your choice and make it deal double damage on an adjacent 5ft squares. <br />
<br />
'''{{#anc:Blood Mysticism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at the 18th level, The Lamia may expend his HP equal to his Cha Modifier and gain 1 Blood Point for every 1 HP spent.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at the 13th level the Lamia at the cost of 1 blood point (can summon as many as possible equal to the amount spent.) may form a duplicate made of blood. It may fool enemies into attacking it or attack those who ignore it. This replica may not move past the range of the Lamia or it will deform and the technique is lost. This replica is Sanguine (A type of Dark Red) in colour and thus will not fool creatures with the ability to discern colour. While moving, you can merge with and split off from the replica so that enemies who have learned which one is real are again confounded. <br />
<br />
If a replica is attacked by a non-elemental weapon (such as by a punch rather than a fireball), you may choose whether or not it attempts to dodge. If not, the attack hits the replica but does no damage. Instead, the attacker must succeed a reflex save lest the replica harden its blood in certain places and the weapon become stuck in the replica. A successful strength check is required to remove a stuck weapon. Should the attack be magical or elemental in nature and would damage or displace the blood (fire drying it, force blowing it apart, etc.) the damage is hidden or repaired but deteriorates the replica. They have 1/2 the Lamia's HP + caster level before completely disassembling. Note though that this reveals that replica is not the caster briefly. <br />
<br />
You may also attack with the replica at your base attack bonus by taking a free action once per turn. A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. A successful strength check or escape artist check will free the subject. This may result in the target being completely surrounded by blood, meaning they may not move, have no reflex save, and are subject to other attacks by the Lamia. You can move into and through a Bloody Replica. <br />
<br />
When you and the bloody replica separate, observers can’t use vision or hearing to tell which one is you and which the image if you are identical. The figments may also move through each other. The figments look just like you and respond in the same manner you might but will move according to your will, able to travel at the same speed you can by using a free action once per turn. If you and your replica(s) are identical, enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a replica. <br />
<br />
A replica’s AC is 10 + your size modifier + your Dex modifier. Replicas react as blood does to various elemental attacks (such as drying when heated by fire) and takes damage accordingly, destroying the illusion of semblance. <br />
<br />
<br />
'''{{#anc:Dark blood transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 9 the Lamia can partially transform parts of his body into a monstrous like form. At level 9 he can spent 2 blood points to transform his hands into powerful claws. Each claw counts as an unholy weapon that deals (1d6 + Str + (2d6 damage to good aligned creatures), 19-20/x2) and lasts for 1 min/level. Starting at level 15 the Lamia can spend 2 blood points to sprout wings for 1 hour/level. And get a fly speed of 50 ft with average maneuverability. At level 19 he can undergo the ultimate transformation. The Lamia spends 6 blood points to activate the ability. The Lamia grows large sized regardless of his previous size, as does all his equipment and armor. This ability activates both the claws and wings of this ability, and grands the Lamia +4 natural armor, +4 Str and Con, SR 20. While in this form the Lamia gains Blood Point(s) Equal to his Charisma Modifier each turn. While in this form the Lamia takes 1d10 points of damage each turn and when the transformation is over, the Lamia must make a fortitude save (DC 25) or become exhausted.<br />
<br />
'''{{#anc:Sanguine Evisceration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 20th level the Lamia can eviscerate helpless enemies at the snap of a finger. Each turn the Lamia is in his final transformed state he gains 1 Black Blood Point, and can spend 10 Black Blood points to Convert the blood inside all Helpless Creatures into razorsharp blades and then compress, eviscerating the poor victim and instantly killing it. A successful Fortitude save instead deals 1d4/Class Level slashing damage. This damage may kill the creature anyways. (100" foot Range.)<br />
<br />
==== Ex-Lamias ====<br />
<br />
A lamia that becomes good aligned, loses his ability to use his fangs, and can therefore not suck blood form other beings. Otherwise he is not affected.<br />
<br />
==== Epic Lamia====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Lamia}}</div><br />
Hit Die: d10<br />
<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Effortless Casting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Cold resistance 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Spell resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Damage reduction 15/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Cold Resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Spell resistance 40<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 />
'''Effortless casting:''' Starting at level 21, a Lamia may cast his Lesser spell-like abilities without the cost of blood, and all his Grater spell-like abilities, costs only half their original blood cost.<br />
<br />
==== Human Lamia Starting Package ====<br />
<br />
'''Weapons:''' Longsword (1d8/19-20).<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" | Intimidate || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || -<br />
|}<br />
<br />
'''Feat:''' power attack.<br />
<br />
'''Bonus Feats:''' quick draw.<br />
<br />
'''Gear:''' Backpack, bedroll, tent, winterblanket, pen and ink, paper, robe, trailrations x5.<br />
<br />
'''Gold:''' 4d4 x10.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Lamia ====<br />
<br />
'''Religion:''' A Lamia usually follows a deity of evil, sometime Drow gods are natural and often Vecna or Nerull is the Lamias choice.<br />
<br />
'''Other Classes:''' The Lamia works well with Rouges and evil Clerics, but does not with Paladins who usually will attack them as soon as they discover that they are Lamias. A lamia might benefit from both a divine and an arcane spell caster, due to his limited spell casting.<br />
<br />
'''Combat:''' Lamias can replace the fighter but it is not recommended, because of his limited armor, But because of his high base attack, he makes an ideal flanker.<br />
<br />
'''Advancement:''' A Lamia can easily Multiclass to rouge or fighter, with great benefit.<br />
<br />
==== Lamias in the World ====<br />
<br />
{{quote|''Let me have your blood''|orig=Vet'car, Human Lamia}}<br />
<br />
Collecting blood in one place is a bad business, people will start suspecting you and panic will rise, and a rich Lamia can easier gain blood without being suspected. Adventuring is the best whey to fill out the needs for travel and wealth.<br />
<br />
'''Daily Life:''' Vet'car walks down the marketplace, its midday, the sun is high, and he has hes eyes on the price. A young woman, wearing a light summer dress, and has a basked full of eggs over her arm. She does not see him, hes disguise is perfect, he looks like a harmless young man with rosy cheeks. The young woman finishes her transaction with a salesman and starts walking down an empty nearby street - perfect he follows her closely, and just when passing a perfect alleyway he strikes. The woman does not have a chance, she does not even get to scream. In a single motion, he drags her into the alleyway while at the same time, sinks his fags into her shoulder. Vet'car feels her blood on her tongue and running down his thought - the best taste in the world. She immediately passes out from the loss of blood. He finishes off his bite, and lays her carefully down on the ground. Careful not to hurt her, or she cannot be used again.<br />
<br />
'''Notables:''' none.<br />
<br />
'''Organizations:''' Lamias usually don't meed with each other, they are loners by nature.<br />
<br />
'''NPC Reactions:''' NPC's usually don't know tha Lamias true natrure, and sees them as normal warriors. if they ever discover them as they truly are, they usually run away in fear.<br />
<br />
==== Lamia Lore ====<br />
<br />
Characters with ranks in Knowledge (history) and Knowledge (religion) can research Lamias 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 (History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Those are known to suck blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Lamia is like Vampire, and has fangs. But he is vulnerable to fire and silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Though he grows weak with loss of blood, he is still living can function without it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | He is Evil (this is not necessarily true, but that is the common knowledge).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | He is vulnerable to silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | He is vulnerable to fire, but strong against cold.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
==== Lamias in the Game ====<br />
<br />
As an NPC he is an ideal high ranking officer for an evil army or as cruel ruler of a major city or a country as Land Lord or king.<br />
<br />
'''Adaptation:''' None yet, possibly substitute some of the Lamias ability for the sneak attack ability, and allow the stealing of blood on a sneak attack.<br />
<br />
'''Sample Encounter:''' Coming soon<br />
<br />
''EL ?:'' 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:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Lamia_(3.5e_Class)&diff=579109Lamia (3.5e Class)2012-06-28T07:10:04Z<p>173.245.48.109: </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=Only needs a simple encounter<br />
|editing=<br />
|type= "Bad Guy, Combat-Focused", "Moderate Spell casting", "Spontaneous Caster"<br />
|desc=A class that focuses on the powers of the Vampire.<br />
}}<br />
<br />
== Lamia ==<br />
<br />
In the darkest corner of the material world vampires have been one dominating species of the undead, using some of the vampires powers, the Lamia drains blood and uses it to fuel his powerful magical abilities.<br />
<br />
=== Making a Lamia ===<br />
<br />
The Lamia works well with Rogues and evil Clerics, but does not get along with Paladins - who generally attack them on sight.<br />
<br />
'''Abilities:''' The most important abilities for a Lamia is his Strength and his Constitution. He uses his strength to deal more damage and hit his target, and his constitution to gain more hit points, but also to contain more blood for fueling his abilities. Intelligence provides more skill points, and Charisma is the key ability for most of his skills.<br />
<br />
'''Races:''' Humans, and Halflings is the most common of the playable races, many Lamias are Drow.<br />
<br />
'''Alignment:''' Any Nongood.<br />
<br />
'''Starting Gold:''' 4d4&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[fighter]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Lamia}}</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 />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +0 || +2<br />
| class="left" | Fangs, drain blood, energizing blood, Sanguine Knives<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +0 || +3<br />
| class="left" | Blood infusion +4, Claret Thorns, Blood Sphere<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +1 || +3<br />
| class="left" | Improved grapple, Frenzy, Blood Hunter<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +1 || +4<br />
| class="left" | spell-like abilities (Lesser)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +1 || +4<br />
| class="left" | Restoration of blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +2 || +5<br />
| class="left" | Damage reduction 5/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +2 || +5<br />
| class="left" |Cold resistance 5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +2 || +6<br />
| class="left" | Spell Like abilities (greater), Spear of Blood, Sanguine Web<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +3 || +6<br />
| class="left" | Dark blood transformation (Claws), Blood Charm<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +3 || +7<br />
| class="left" | Blood infusion +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +3 || +7<br />
| class="left" | Blood Lance, Blood Mist<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +4 || +8<br />
| class="left" | Coffin of Blood, Sanguine Marionette<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +4 || +8<br />
| class="left" | Damage reduction 10/fire or silver, Bloody Replica<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +4 || +9<br />
| class="left" | Cold resistance 10, spell like abilities (powerful)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +5 || +9<br />
| class="left" | Dark blood transformation (Wings)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +5 || +10<br />
| class="left" | Blood infusion +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +5 || +10<br />
| class="left" | Blood Rain<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +6 || +11<br />
| class="left" | Blood Mysticism<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +6 || +11<br />
| class="left" | Dark blood transformation (Feint)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +6 || +12<br />
| class="left" | Sanguine Eviseration<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Class skills: Appraise (Int), bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Handle animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump, Knowledge (arcana), Knowledge (religion), Listen (Wis), Move silently (Dex), Profession (Wis), Ride (Dex), Sense motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Use magic device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Lamia.<br />
<br />
'''Weapon and Armor Proficiency:''' A Lamia is proficient with all simple and martial weapons and with both light and medium armor, and shields (except tower shields).<br />
<br />
'''{{#anc:Spell-like abilities}}:''' At 4th level a Lamia can cast a very limited selection of spell-like abilities, he can cast any of the spells on the spell list at will, as long as he has the required blood in his body to fuel them, how much blood that is required for each spell, is required is descried in the Lamia spell list. He can cast the spell-like abilities with a caster level equal to his Lamia level and he does not suffer arcane spell failure unless he is wearing heavy armor or is using a tower shield. At level 8 and level 14 the Lamia can cast even more powerful spell like abilities. Lamias choose their spells from the following list:<br />
<br />
Lesser&mdash; Detect magic (1), Mount (2), Detect Undead (1), Cause fear (2), Feather fall (1), Detect thoughts (2), minor image (3), Darkvision (2), Spider climb (3), Gaseous form (4), water breathing (3), hide from undead (2), Darkness (3).<br />
<br />
Greater&mdash; Fear (4), Create Undead (5) (single undead only max 5 HD less than you), Nightmare (3), Telekinesis (4), Neutralize poison (3) (self only).<br />
<br />
Powerful&mdash; Shadow walk (4), Circle of death (6), Flesh to stone (6), True seeing (4)<br />
<br />
'''{{#anc:Fangs}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The Lamia gains fangs and natural bite attack much like a vampire, the bite attack deals (1d4 + Str modifier, 19-20/x2 damage). The fangs are only visible when in use. The fangs can bypass damage reduction as if they were magic, at 8th level the fangs deals (1d6 + Str modifier, 18-20/x2) and can bypass damage reduction as if they were made of adamantine.<br />
<br />
'''{{#anc:Drain blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can drain blood form a helpless, restraint or pinned opponent, with a bite attack to be stored in the Lamias blood pool. The Lamia's blood pool can contain (1 + ½ level + Con modifier). The lamia can only drain 1 point of blood from a small or medium creature, 2 from a large creature, 4 for a huge and so on, when bitten the creature takes 1d6 points of nonlethal damage and 2 constitution damage. If the Lamia is draining from a helpless target, he can choose to do it as a part of a coup de grace and drain the double amount of blood, and kill the victim. The Lamia can also drain blood in combat, with a critical hit from his fangs he can choose to deal normal damage and drain 1 point of blood and deal 2 constitution damage. The Lamia cannot drain creatures immune to critical hits, such as constructs and undeads. A Lamia can also drain blood from a dead creature, if its has been dead for less than one day.<br />
The Lamia can store a maximum amount of blood equal to his level + Con modifier (minimum 2).<br />
<br />
'''{{#anc:Energizing blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Lamia can choose to spend one point of blood stored to not require food for one day, or spend one blood point to not need sleep for one day, both can be used at the same time.<br />
<br />
'''{{#anc:Sanguine Knives}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the Lamia at the cost of 1 blood point may form 5 Knives and fire them at enemies. Each knife deals 1d4 piercing damage. These knives may be fired at separate targets. <br />
<br />
'''{{#anc:Blood infusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, 1/day the Lamia can spend 1 blood point to buff he's strength, dexterity, or constitution by 4 for 1 min/level.<br />
At level 10 you can buff your strength, dexterity, or constitution by 6, and in level 16 its +8.<br />
<br />
'''{{#anc:Claret Thorns}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 2nd Level the Lamia may create 10 foot thorns of Blood form in a 10 foot radius, Suddenly Impaling Enemies. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage + Charisma Modifier, and are helpless for 2 turns. <br />
<br />
'''{{#anc:Blood Sphere}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 2, The Lamia may spend 1 blood points for every 4 spheres and place them in any space on the battlefield, enemies that enter a space occupied by a Blood Sphere take 1d6 negative damage and are pushed into the space they were previously occupying (Blood Sphere is not destroyed when an enemy enters space occupied by Blood Shpere.). The Lamia may convert all current Blood Spheres into an attack that inflicts 6 damage for each Blood Sphere. When one of the Lamia's abilities (Sanguine Knives, Claret Thorns, Spear of Blood, Blood Lance.) enters a space occupied by a Blood Sphere the same ability is cast as if the Blood Sphere were the origin of cast at no cost(This effect stacks into multiple Blood Spheres.).<br />
Example: The Lamia uses Claret thorns and one of the the spaces affected is occupied by a Blood Sphere(s) the orignal Claret thorns ability still happens, but a new Claret Thorns is activated from the space that the Blood Sphere is occupying.<br />
<br />
'''{{#anc:Frenzy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3, The Lamia can gain a number of extra attacks equal to his Dexterity Bonus (if positive). <br />
<br />
'''{{#anc:Blood Hunter}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At level 3,<br />
The Lamia's Base land speed and dexterity for his next turn is now multiplied by 2, after successfully using drain blood. <br />
<br />
'''{{#anc:Improved grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Due to the Lamias need for blood, at 3rd level the Lamia improves his ability to restrain a victim. Therefore a Lamia gains Improved grapple as a bonus feat, even if he do not meet the prerequisite, in addition the Lamia may start a grappling as a free action after a successful bite attack to pin the opponent.<br />
<br />
'''{{#anc:Restoration of blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, By spending 1 blood point the Lamia can heal himself for (1d10 + Con modifier) this ability can only be used once pr minute. Starting at level 8 the healing raises to 2d10, and by level 16 its 3d10.<br />
<br />
'''{{#anc:Damage reduction}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 6 the Lamia gains damage reduction 5/fire or silver. At level 13 the damage reduction increases to 10/fire or silver.<br />
<br />
'''{{#anc:Cold resistance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 7 the Lamia gains cold resistance 5. At level 14 the cold resistance improves to 10.<br />
<br />
'''{{#anc:Spear of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the Lamia may form blood into 2 foot long needles that can be fired through the air.(creates 2 for each number of blood points spent.)You must succeed on a ranged touch attack to hit with the needles. Each needle does 1d6 points of piercing damage and can be shot at different targets. All enemies hit are Knocked prone and are Helpless.<br />
<br />
'''{{#anc:Sanguine Web}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at 8th level the lamia at the cost of 5 blood points can create a a barrier of blood by slowly interlocking your fingers into a hemispherical shape, the blood used mimics this creating an impenetrable orb of blood around you made from thousands of strands of blood. It has enough room inside for you to move around easily and covers a 5 foot area (including underground). This is room enough for 2 medium or 6 small creatures. Having any more than 1 medium creature or 3 small creatures impedes movement and creates a cramped condition. <br />
<br />
The web has 100 health, an AC of 15, and prevents all projectiles, weapons, and spells/powers/techniques from penetrating it. Anything requiring an origin point to be selected cannot have it's origin be placed within the web. If an origin is attempted to be selected within the web, the result instead originates 1 foot over the web. <br />
<br />
Spells may be used while within the web but have a 90% miss chance due to the sound barrier the web creates as well as the obvious loss of vision. This is lost if they somehow retain vision of outside the web. <br />
<br />
Also, the surface of the web may be used for other abilities. If used so, the surface must remain in contact with itself or the web is left with a hole that may let in damage. Alternatively, you may open a hole in the web purposely to provide you vision. A small hole allows you to see directly straight out of the hole. This provides a 10% chance that an attack slips in the hole and hits you. To add 5 feet of vision in a direction adds another 10% for each 5 feet. <br />
<br />
You may spend an additional 2 blood points to double the web's health and increase its AC by 3. This may be done multiple times but only at the use of the technique. <br />
<br />
'''{{#anc:Blood Lance}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia may summon a gore-splattered lance and launches it at his enemies, skewering all caught in its path. At the Cost of 1 blood point he can inflict (6d8 + Cha+ (5 Ongoing damage)on all enemeies caught within the range of the initial attack.(Range is 60 feet.)<br />
<br />
'''{{#anc:Blood Mist}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 11th level the Lamia Can Create a mist of blood, almost invisible to the naked eye.A DC 15 Spot check will notice the cloud.The Lamia while inside his own Blood Mist is Untargetable and is Concealed indefinatley. Any creature of Tiny size or larger will disturb the dust to a degree that you can sense their presence. Creatures of smaller size must make a Dexterity check with a DC equal to 10 + Class Level. For each 10' moved through the cloud or stir up enough of the particles to alert the Bender of the Sanguine. Any creature smaller than Tiny that runs through the cloud automatically alerts the Lamia. (If Enemy Alerting is Concealed they are no longer Concealed and is now Helpless.)The Range of Blood Mist is 15 feet for each blood point spent for this ability. <br />
<br />
'''{{#anc:Coffin Of Blood}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 12th level The Lamia can Trap an enemy in a Coffin of Blood at the cost of 2 blood points. Unless they succeed on a Reflex save, the target is trapped within a Coffin of Blood where it becomes helpless. The coffin allows weapons, projectiles, and spells to pass through by opening small gaps for them and immediately closing them afterward so as not to let the trapped victim escape. Each round the trapped enemy may attempt a Strength check or Escape Artist check to escape the coffin. If successful, the coffin dissipates and the technique must be re-used to re-trap the target. The Coffin can be moved as The Lamia wishes and can be used as cover.( Any Damage that would be dealt to the Lamia or allies under cover of The Coffin Of Blood is dealt to Victim trapped inside The Coffin of Blood instead.) (Covers 1 person at medium size and plus 1 for each size higher.) (Range is 80 feet.) <br />
<br />
<br />
'''{{#anc:Blood Rain}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 17th level the Lamia at the cost of 6 blood points can make hardened blood rain from the sky. Each person in the area is dealt 1d4 + Charisma modifier in piercing Damage. The Lamia can stop the rain from damaging any 5ft squares of your choice and make it deal double damage on an adjacent 5ft squares. <br />
<br />
'''{{#anc:Blood Mysticism}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at the 18th level, The Lamia may expend his HP equal to his Cha Modifier and gain 1 Blood Point for every 1 HP spent.<br />
<br />
'''{{#anc:Bloody Replica}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''Starting at the 13th level the Lamia at the cost of 1 blood point (can summon as many as possible equal to the amount spent.) may form a duplicate made of blood. It may fool enemies into attacking it or attack those who ignore it. This replica may not move past the range of the Lamia or it will deform and the technique is lost. This replica is Sanguine (A type of Dark Red) in colour and thus will not fool creatures with the ability to discern colour. While moving, you can merge with and split off from the replica so that enemies who have learned which one is real are again confounded. <br />
<br />
If a replica is attacked by a non-elemental weapon (such as by a punch rather than a fireball), you may choose whether or not it attempts to dodge. If not, the attack hits the replica but does no damage. Instead, the attacker must succeed a reflex save lest the replica harden its blood in certain places and the weapon become stuck in the replica. A successful strength check is required to remove a stuck weapon. Should the attack be magical or elemental in nature and would damage or displace the blood (fire drying it, force blowing it apart, etc.) the damage is hidden or repaired but deteriorates the replica. They have 1/2 the Lamia's HP + caster level before completely disassembling. Note though that this reveals that replica is not the caster briefly. <br />
<br />
You may also attack with the replica at your base attack bonus by taking a free action once per turn. A successful blow deals 1d4 slashing damage and the subject must succeed a reflex save or the replica will attach to the subject. A successful strength check or escape artist check will free the subject. This may result in the target being completely surrounded by blood, meaning they may not move, have no reflex save, and are subject to other attacks by the Lamia. You can move into and through a Bloody Replica. <br />
<br />
When you and the bloody replica separate, observers can’t use vision or hearing to tell which one is you and which the image if you are identical. The figments may also move through each other. The figments look just like you and respond in the same manner you might but will move according to your will, able to travel at the same speed you can by using a free action once per turn. If you and your replica(s) are identical, enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a replica. <br />
<br />
A replica’s AC is 10 + your size modifier + your Dex modifier. Replicas react as blood does to various elemental attacks (such as drying when heated by fire) and takes damage accordingly, destroying the illusion of semblance. <br />
<br />
<br />
'''{{#anc:Dark blood transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at level 9 the Lamia can partially transform parts of his body into a monstrous like form. At level 9 he can spent 2 blood points to transform his hands into powerful claws. Each claw counts as an unholy weapon that deals (1d6 + Str + (2d6 damage to good aligned creatures), 19-20/x2) and lasts for 1 min/level. Starting at level 15 the Lamia can spend 2 blood points to sprout wings for 1 hour/level. And get a fly speed of 50 ft with average maneuverability. At level 19 he can undergo the ultimate transformation. The Lamia spends 6 blood points to activate the ability. The Lamia grows large sized regardless of his previous size, as does all his equipment and armor. This ability activates both the claws and wings of this ability, and grands the Lamia +4 natural armor, +4 Str and Con, SR 20. The transformations lasts 3 round + Lamias Constitution modifier. While in this form the Lamia takes 1d10 points of damage each turn and when the transformation is over, the Lamia must make a fortitude save (DC 25) or become exhausted.<br />
<br />
'''{{#anc:Sanguine Evisceration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 20th level the Lamia can eviscerate helpless enemies at the snap of a finger. Each turn the Lamia is in his final transformed state he gains 1 Black Blood Point, and can spend 10 Black Blood points to Convert the blood inside all Helpless Creatures into razorsharp blades and then compress, eviscerating the poor victim and instantly killing it. A successful Fortitude save instead deals 1d4/Class Level slashing damage. This damage may kill the creature anyways. (100" foot Range.)<br />
<br />
==== Ex-Lamias ====<br />
<br />
A lamia that becomes good aligned, loses his ability to use his fangs, and can therefore not suck blood form other beings. Otherwise he is not affected.<br />
<br />
==== Epic Lamia====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Lamia}}</div><br />
Hit Die: d10<br />
<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Effortless Casting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Cold resistance 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Spell resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Damage reduction 15/fire or silver<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Cold Resistance 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Spell resistance 40<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 />
'''Effortless casting:''' Starting at level 21, a Lamia may cast his Lesser spell-like abilities without the cost of blood, and all his Grater spell-like abilities, costs only half their original blood cost.<br />
<br />
==== Human Lamia Starting Package ====<br />
<br />
'''Weapons:''' Longsword (1d8/19-20).<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" | Intimidate || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 4 || Int || -<br />
|}<br />
<br />
'''Feat:''' power attack.<br />
<br />
'''Bonus Feats:''' quick draw.<br />
<br />
'''Gear:''' Backpack, bedroll, tent, winterblanket, pen and ink, paper, robe, trailrations x5.<br />
<br />
'''Gold:''' 4d4 x10.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Lamia ====<br />
<br />
'''Religion:''' A Lamia usually follows a deity of evil, sometime Drow gods are natural and often Vecna or Nerull is the Lamias choice.<br />
<br />
'''Other Classes:''' The Lamia works well with Rouges and evil Clerics, but does not with Paladins who usually will attack them as soon as they discover that they are Lamias. A lamia might benefit from both a divine and an arcane spell caster, due to his limited spell casting.<br />
<br />
'''Combat:''' Lamias can replace the fighter but it is not recommended, because of his limited armor, But because of his high base attack, he makes an ideal flanker.<br />
<br />
'''Advancement:''' A Lamia can easily Multiclass to rouge or fighter, with great benefit.<br />
<br />
==== Lamias in the World ====<br />
<br />
{{quote|''Let me have your blood''|orig=Vet'car, Human Lamia}}<br />
<br />
Collecting blood in one place is a bad business, people will start suspecting you and panic will rise, and a rich Lamia can easier gain blood without being suspected. Adventuring is the best whey to fill out the needs for travel and wealth.<br />
<br />
'''Daily Life:''' Vet'car walks down the marketplace, its midday, the sun is high, and he has hes eyes on the price. A young woman, wearing a light summer dress, and has a basked full of eggs over her arm. She does not see him, hes disguise is perfect, he looks like a harmless young man with rosy cheeks. The young woman finishes her transaction with a salesman and starts walking down an empty nearby street - perfect he follows her closely, and just when passing a perfect alleyway he strikes. The woman does not have a chance, she does not even get to scream. In a single motion, he drags her into the alleyway while at the same time, sinks his fags into her shoulder. Vet'car feels her blood on her tongue and running down his thought - the best taste in the world. She immediately passes out from the loss of blood. He finishes off his bite, and lays her carefully down on the ground. Careful not to hurt her, or she cannot be used again.<br />
<br />
'''Notables:''' none.<br />
<br />
'''Organizations:''' Lamias usually don't meed with each other, they are loners by nature.<br />
<br />
'''NPC Reactions:''' NPC's usually don't know tha Lamias true natrure, and sees them as normal warriors. if they ever discover them as they truly are, they usually run away in fear.<br />
<br />
==== Lamia Lore ====<br />
<br />
Characters with ranks in Knowledge (history) and Knowledge (religion) can research Lamias 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 (History)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Those are known to suck blood.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Lamia is like Vampire, and has fangs. But he is vulnerable to fire and silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Though he grows weak with loss of blood, he is still living can function without it.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (Religion)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | He is Evil (this is not necessarily true, but that is the common knowledge).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | He is vulnerable to silver.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | He is vulnerable to fire, but strong against cold.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | You are allowed to see the Lamia spell list.<br />
|}<br />
<br />
==== Lamias in the Game ====<br />
<br />
As an NPC he is an ideal high ranking officer for an evil army or as cruel ruler of a major city or a country as Land Lord or king.<br />
<br />
'''Adaptation:''' None yet, possibly substitute some of the Lamias ability for the sneak attack ability, and allow the stealing of blood on a sneak attack.<br />
<br />
'''Sample Encounter:''' Coming soon<br />
<br />
''EL ?:'' Coming soon.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
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[[Category:Spontaneous Spellcasting]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Glass_(3.5e_Equipment)&diff=579006Glass (3.5e Equipment)2012-06-26T23:06:20Z<p>173.245.48.109: Bit of history added. Glass weapons are referred to in the earliest 1e articles about the Avariel and are included in their entry in the Complete Book of Elves 2e.</p>
<hr />
<div><br />
=Glass=<br />
<br />
Glass is used to make weapons. The Glass can be either emerald green, sapphire blue, or ruby red in color and weighs 75% as much as steel. The Glass is made and magically treated so that it is nearly as strong as steel, even sharper. Although the process of creating glass weapons was invented by the Avariel (winged Elves), the use of glass has spread to a few Human nations, such as the Faerunian island of Lantan, where a larger variety of glass weapons and armor are made.<br />
<br />
'''Weapons:''' Weapons made from Glass are magically sharpened so that it has a +1 Damage bonus (does not stack with anything that Masterwork wouldn't). Glass weapons can be made of masterwork quality but only cost half as much (+150gp instead of +300) because the glass is already of high quality. When a glass weapon is broken, it shatters and sends small glass fragments and shards everywhere. There are these shards have a 50% chance of hitting and deal 1d4 damage.<br />
<br />
'''Ammunition:''' Ammo made from Glass deal +1 damage and still cost half as much to make masterwork (+4 instead of +7 per Arrow or Bolt), but do not deal any damage when broken.<br />
<br />
'''Armor:''' Armor made of Glass same AC Bonus and has armor check penalty lessened by 1, also it weighs 3/4 as much as normal. Also, Glass is highly reflective and can be used to relfect light. You can use a shield (or Armor) to reflect bright light (such as from a Daylight spell) into the eyes of someone; you make a ranged touch attack at a -2 (-4 if using Armor) penalty which requires a Fort Save DC 13, if they fail they are Dazzled (-1 on Attack penalties). Also, Glass armor (or shields) can be made of masterwork quality but only costing half as much (+75 instead of +150).<br />
<br />
Glass has 15 hit points per inch of thickness and hardness of 10. <br />
<br />
{| class="d20" <br />
|-<br />
! align="left" |Type of Glass Item !! Item Cost Modifier <br />
|-<br />
| align="left" |Ammunition || +7 gp<br />
|-class="even"<br />
| align="left" |Light weapon || +600 gp <br />
|-<br />
| align="left" |One-handed weapon, or one head of a double weapon || +800 gp <br />
|-class="even"<br />
| align="left" |Two-handed weapon, or both heads of a double weapon || +1000 gp <br />
|- <br />
|align="left" | Light Armor || +600 gp<br />
|-class="even" <br />
|align="left" | Medium Armor || +700 gp<br />
|- <br />
|align="left" | Heavy Armor || +800 gp<br />
|-class="even" <br />
|align="left" | Shields || +300 gp<br />
|}<br />
<br />
<br />
<br />
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{{3.5e Mundane Materials Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
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[[Category:Equipment]]<br />
[[Category:Material]]<br />
[[Category:Mundane]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Talk:Warrior_Monk_(3.5e_Class)&diff=578489Talk:Warrior Monk (3.5e Class)2012-06-21T17:17:04Z<p>173.245.48.109: /* Featured Article Nomination */</p>
<hr />
<div>{{Featured Article Nominee}} <br />
== Rating == <br />
<br />
<strike>'''Power - 1/5''' I give this class a 1 out of 5 because it gets all the abilities of a monk, with a high base attack. Also, you are adding you wisdom mod to damage, and you put the AC bonus totally too high. And, just in case you get hit, there's always your DR. It's like you didn't even try to balance out all the stuff that you put in. --[[User:Ganre|Ganre]] 22:34, 18 March 2009 (MDT)<br />
<br />
'''Wording - 3/5''' I give this class a 3 out of 5 because copy pasted pretty much straight out of the SRD. --[[User:Ganre|Ganre]] 22:34, 18 March 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 2/5''' I give this class a 2 out of 5 because while you used tables, and normally that would rate a 3, you used no text emphasis, and the article can hardly be called linked --[[User:Ganre|Ganre]] 22:34, 18 March 2009 (MDT)<br />
<br />
'''Flavor - 1/5''' I give this class a 1 out of 5 because it's a really bland flavor of monk, no story, no place in a campaign --[[User:Ganre|Ganre]] 22:34, 18 March 2009 (MDT)</strike><br />
<br />
:I am invalidating my rating because there have been signifigant changes made to this class. I will re-rate at a later time. --[[User:Ganre|Ganre]] 08:26, 19 April 2012 (MDT)<br />
<br />
::Yea I am hoping to finish it off soon though it will take a little bit yet as I am still rounding out the RP side of the house now that the mechanics aren't terribly out of wack. [[User:Tivanir|Tivanir]] 10:43, 19 April 2012 (MDT)<br />
<br />
== Rating == <br />
<br />
<strike>'''Power - 5/5''' I give this class a 5 out of 5 because it finally allows a monk to match a fighter's offensive capabilities, without forsaking the standard hand to hand combat of a monk. and the increased starting ac helps with matching an armored warrior. --[[User:Nutcase65|Nutcase65]] 21:23, 8 October 2011 (MDT)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because everything seems to flow nicely. I look forward to seeing a completely finished product. --[[User:Nutcase65|Nutcase65]] 21:23, 8 October 2011 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3/5''' I give this class a 3 out of 5 because it still needs an epic level advancement chart. --[[User:Nutcase65|Nutcase65]] 21:23, 8 October 2011 (MDT)<br />
<br />
'''Flavor - 2/5''' I give this class a 2 out of 5 because it lacks anything past the initial description. Consider adding a knowledge check for people to notice the difference between a standard monk and the more ruthless warrior monk. --[[User:Nutcase65|Nutcase65]] 21:23, 8 October 2011 (MDT)<br />
</strike><br />
<br />
:Ratings struck as class has changed significantly since rating. [[User:Tivanir|Tivanir]] 09:41, 29 April 2012 (MDT)<br />
<br />
== Modifications ==<br />
If no one has objections I might tweak this up to make it more in line with regular classes. Seems like no one has made meaningful contributions in over a year at this point other than slightly changing descriptions. [[User:Tivanir|Tivanir]] 16:50, 8 March 2012 (MST)<br />
:Please let me know how you think the revamp is doing. I will be fleshing this out more over the next few days just trying to make sure the base is good to go before I bother running through and adding more stuff. If anyone can think of abilities that need to be added by all means have at. [[User:Tivanir|Tivanir]] 18:34, 8 March 2012 (MST)<br />
::Finished up a lot of bits so now hoping for some input on whatever should be added to this article or any changes people think should be made. [[User:Tivanir|Tivanir]] 16:28, 9 March 2012 (MST)<br />
<br />
== Comments on insightful strike ==<br />
I am having some slight issues with insightful strike and am considering dropping the bonus to hit and damage to 1/2 wis modifier any thoughts? [[User:Tivanir|Tivanir]] 10:44, 19 April 2012 (MDT)<br />
:Also just finished the combat simulation and for SRD it exceeds a fighter by a bit but isn't too overpowered. However if you start tossing in any homebrew it is obviously underpowered. [[User:Tivanir|Tivanir]] 07:56, 20 April 2012 (MDT)<br />
:: It is an odd problem, but I think it has good precedent in Swashbuckler. I don't see serious problem leaving as is. --[[User:Ganre|Ganre]] 10:35, 20 April 2012 (MDT)<br />
:::True though my major concern was that it also affects AC so it would be essentially combining dex and strength into a single attribute for the warrior monk. I was just concerned that the mixture would be a bit unstable since that would replace multiple attributes solely for strength. [[User:Tivanir|Tivanir]] 11:27, 20 April 2012 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 4.5/5''' I give this class a 4.5 out of 5 because the class is very close to the monk in power level. There are a few potentials for abuse, stacking improved natural attack comes to mind, as well as the number of attacks this gets. If this character were to get pounce, and two weapon fighting, cue blender. The last problem I have with balance is the damage bonus. It's not excessive, but it is certainly notable, especially since it already adds 2 stats to damage. --[[User:Ganre|Ganre]] 11:40, 24 April 2012 (MDT)<br />
<br />
'''Wording - 4/5''' I give this class a 4 out of 5 because the use of monk and warrior monk is inconsistant throughout the article. Also, it is unclear on how improved natural attack stacks. The last problem I have is the name of the speed bonus. I know it's right out the SRD, but for the life of me I cannot understand why an Ex ability grants a magical bonus. --[[User:Ganre|Ganre]] 11:40, 24 April 2012 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 4.5/5''' I give this class a 4.5 out of 5 because the article uses tables and is linked. Text emphasis is well done. Afew minor problems(One dead link, and missing the class on the example NPC 'human male warrior monk' is all that is keeping the from being a 5) --[[User:Ganre|Ganre]] 11:40, 24 April 2012 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5 out of 5 because it effortless integrates with the current monk slots, and provides enough diversity to set it apart. There is plenty of background information, and the example NPC is very well done. --[[User:Ganre|Ganre]] 11:40, 24 April 2012 (MDT)<br />
<br />
:I am currently addressing all of these and I will drop a note as soon as I complete the corrections. [[User:Tivanir|Tivanir]] 07:47, 25 April 2012 (MDT)<br />
<br />
:Alright reduced some of the special monk abilities or removed them to balance it out a little and make it have a further deviance from the monk template. Fixed the broken links and the wording issues and fixed the warrior monk title for the NPC. Let me know if I missed anything. Also I specified the class improved natural attack is the SRD version so that people don't go off the deep end with the feat stacking with that. I also fleshed out the post 20 rules a bit, so when you have a chance to look it over let me know. [[User:Tivanir|Tivanir]] 12:44, 25 April 2012 (MDT)<br />
<br />
== Concerns ==<br />
<br />
As I looked over this class, I noticed that it just seems to be stronger monk class. Most of the older features, with a few extra bits here and there. I wasn't all that bothered with that until I read over some of the fluff. A normal monk isn't really all that different from what the Warrior Monk is made out to be. Monks aren't required to be monastic, scholarly, or ascetic, and often times these cases are applied voluntarily by either the player or DM; They can be everything that the Warrior Monk is, without the extra powers or additional noun. Can't really remember, but I think the only difference other than features are the alignment requirements, and that's barely different, if it is.<br />
<br />
If you're trying to improve upon the monk, then consider that the Monk is essentially all of this minus the mechanics. If you're trying to make a highly specialized monk, whose abilities are unique and build upon his [[SRD:Monk|Monk]] training and lifestyle, consider making a [[3.5e Prestige Classes|Prestige Class]]. [[User:Jwguy|Jwguy]] 08:23, 25 April 2012 (MDT)<br />
<br />
:The concept for this class is it is an individual who focuses on the physical training and not the enlightment/self improvement/supernatural development that a normal monk focuses on. As it stands I am currently considering the removal of the spell resistence as it doesn't mesh well with the concept I had upon creating this class and it is suppose to be its own branch not something a person goes into later in life. [[User:Tivanir|Tivanir]] 09:24, 25 April 2012 (MDT)<br />
<br />
::The Self-Improvement that your 'normal' monks focus upon often involves Physical Training, which is usually involved in many real and fictitious ascetic societies and orders, and even the [[Player's Handbook]] makes this case, mostly referencing combat and fighting as a part of average monk lives:<br />
<br />
::{{quote|Dotted across the landscape are monasteries -- small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors at fighting without weapons and armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot or dressed in peasant's clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles, unawares. In contrast, the residents of monasteries headed by evil masters rule the surroundings lands with fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.<br />
<br />
An individual monk is unlikely to care passionately about championing commoners or amassing wealth. She cares primarily for the perfection of her art, and thereby, her personal perfection. Her goal is to achieve a state that is beyond the mortal realm.}}<br />
<br />
::I'm not going to go all flaming warlord on the class or anything, I just thought I'd lend the voice. No offense, the class just comes off as a variant of the normal monk, but with a boost in power, even if small, rather than as an actual class all on its own. I feel it lacks a meaningful distinction and flavor, which seemed to be what you were trying to go with. If you're just interested in building your own variation, though, then by all means, continue. [[User:Jwguy|Jwguy]] 11:48, 25 April 2012 (MDT)<br />
<br />
:::Made a few more significant changes to make sure the class is more out of line with the normal monk. This class is the equivelence of someone who isn't looking to attain a higher state of being and instead is more concerned with the welfare of others. Think of it almost like a monk version of a knights templar or a cavalier, they care more for the people around them then for the lures of spiritual perfection. It is like the difference between someone who goes through monk training in real life and someone who spends all the additional time they spend in meditation/contemplation instead training more extensively with the martial side of life. [[User:Tivanir|Tivanir]] 10:26, 1 May 2012 (MDT)<br />
<br />
== Featured Article Nomination ==<br />
<br />
Finished up some minor linking issues throughout the article. No real changes just adding ability tags like supernatural. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 12:42, 9 May 2012 (MDT)<br />
<br />
* '''Comment''' &mdash; Links are not correct. There should be only one link to each instance of the link for each paragraph and every link that is possible should be linked throughout the class. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 14:11, 20 May 2012 (MDT<br />
<br />
:I think I have fixed it up but I will check it again in an hour or so to give it fresh eyes. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]])<br />
<br />
* '''Oppose''' &mdash; Insightful Strike is unbalanced. At 3rd level it is like getting Weapon Focus as well as a feat which increases one's attack damage. If Insightful Strike is intended to be like Weapon Focus with a cap, though, the wording needs to be made clear. Is Focused Resistance intended to give a double bonus? Getting [[SRD:Stunning Fist|Stunning Fist]] instead of Weapon Specialization makes more sense to me. Weapon Specialization will, likely, have its requirements met. Although Stunning Fist will have its requirements met by most characters as well, they may not take the Stunning Fist feat tree whereas most characters who take Weapon Focus will take Weapon Specialization (especially since that is, likely, their only weapon). I also think that Stunning Fist is better to stop a character who is almost getting the artifact that the warrior monk is guarding; acting as another barrier against thieves. Does Kiai Shout deal 50 damage? The wording for Kiai Shout needs to be dealt with: the attack, damage, and the effect do not work together in any conceivable way. Improved Natural Attack is unreasonable. Every character will attempt to take this feat earlier, so having it (again) at 18th level is pointless for almost every character. Timeless Self works well for a monk, but for a warrior monk does it really make sense? Since the warrior monk does not have a path to become an outsider, maybe this could be merged into another racial type. Maybe some construct things could be reasonable, merging guarding with the monk. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 21:32, 10 June 2012 (MDT)<br />
:Unbalanced is a very relative term. You are comparing apples to bowling balls. This class seems like it was meant to perform at a much higher level than the mostly terrible monk class. You should note that it pretty much makes up for the mid-range base attack bonus. A really good wisdom for a level 20 is going to be around a +12 to +14 modifier (feel free to do the math yourself, it ends up around there). A +6 to attack rolls just brings the character at a +1 bonus over a fighter.<br />
:Also, Kiai Shout seems pretty clear, albeit boring. It lets you make any normal attack (ie. an unarmed strike) with a bonus to hit and higher critical range. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 12:43, 13 June 2012 (MDT)<br />
<br />
::I think I have come up with some interesting changes and will see what I can do about making the class a bit more focused on the defensive side. I will also work on the wording as it could be a bit clearer on some subjects. [[Special:Contributions/173.245.48.109|173.245.48.109]] 11:17, 21 June 2012 (MDT)</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Class)&diff=578459Time Mage (3.5e Class)2012-06-21T08:57:22Z<p>173.245.48.109: /* Class Features */</p>
<hr />
<div>{{wikify|Does not follow the preload.}}<br />
{{stub|Once the wrongly-formatted sections are merged, the rest needs to be added.}}<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=Playable, but still working on the extra stuff<br />
|editing=<br />
|type=Good Guy, Bad Guy, <br />
|desc=Manipulates time to benefit allies and hinder foes<br />
}}<br />
<br />
== Time Mage ==<br />
<br />
A master of the art of manipulation of time. Through study, talent, or determination, all time mages revel in the flow of time.<br />
<br />
=== Making a Time Mage ===<br />
<br />
'''Adventures''': A time mage often accepts the role of support, aiding those who live in or travel in time. In addition, a time mage carries grudges against certain people and creatures that disrupt time and waits for opportunities to find and destroy them. He may also adventure for all the reasons that any other spellcaster does. <br />
<br />
'''Characteristics''': A time mage can use only a few different weapons and is not that capable in melee combat. His/her skills to distort time and space allow him/her to survive in the endless cycle of time, to find his/her way, and to avoid detection. He/she also has special knowledge about certain historical events and magics, which makes it easier for him/her to find his way throughout the flow of time. <br />
<br />
'''Alignment''': Time mages can be of any alignment. Most are neutral, and such time mages usually function as protectors of time. In this role, a time mage seeks out and destroys or drives off evil creatures that threaten the realm of time. Good time mages protect those who travel through time, serving sometimes as guides and sometimes as unseen guardians. Most time mages are also chaotic, preferring to follow the ebb and flow of time instead of rigid rules. Evil time mages, though rare, are much to be feared. They revel in the world’s thoughtless cruelty and seek to emulate his/her most fearsome predators with his/her power over time. <br />
<br />
'''Religion''': A time mage like anyone else may worship a chosen deity. Most are not drawn to the power of the deities due to their ability to manipulate time, time itself is what they tend to worship and the deity [[Aetas (DnD Deity)|Aetas]], the Father of Time. <br />
<br />
'''Background''': Most time mages learned their skills from solitary masters who accepted them as students and assistants. The time mages of a particular master may count themselves as cohorts, or they may be rivals for the status of best student and thus rightful heir to their master’s fame. <br />
<br />
'''Classes''': Time mages get along well with any of the other classes. Their ability to manipulate time is veiwed as a very useful ability, that most others would like to have around. <br />
<br />
'''Role''': The time mage’s best role is that of a scout and secondary supportive spellcaster. Without the heavy armor of the fighter, the staying power of the barbarian, or the spell capacity of the Wizard, the time mage should focus on opportunistic and ranged attacks. Most time mages use their ability to manipulate time to be sentries, scouts, or to assist them in avoiding combat. <br />
<br />
<br />
'''Abilities:''' Dexterity is by far the most important ability to the time mage, Charisma is used for most of the time mages abilities and is helpful for those situations where words are better than muscle, a good Intelligence is good for languages and skill points, Wisdom to help the time mage notice those minor details, and a good Constitution allows for a longer living time mage.<br />
<br />
'''Races:''' Any race has the potential to become a time mage, but those races that have shorter life spans tend to be driven by the power of time manipulation.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Time Mage}}</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" | Distort +1d6, Improved Initiative<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Haste<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +3 || +3<br />
| class="left" | Distort +2d6, Time Mastery, Speed +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +4 || +4<br />
| class="left" | Slow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +4 || +4<br />
| class="left" | Distort +3d6, Teleport, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +5 || +5<br />
| class="left" | Stop, Speed +20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +5 || +5<br />
| class="left" | Distort +4d6, Regen, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +6 || +6<br />
| class="left" | Time Shield<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +6 || +6<br />
| class="left" | Distort +5d6, Time Mastery, Speed +30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +7 || +7<br />
| class="left" | Reflect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +7 || +7<br />
| class="left" | Distort +6d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +8 || +8<br />
| class="left" | Speed +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +8 || +8<br />
| class="left" | Distort +7d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +9 || +9<br />
| class="left" | Quick<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +9 || +9<br />
| class="left" | Distort +8d6, Time Mastery, Speed +50<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +10 || +10<br />
| class="left" | Distort +9d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +11 || +11<br />
| class="left" | Speed +60<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +11 || +11<br />
| class="left" | Distort +10d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +12 || +12<br />
| class="left" | Time Stop<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (History) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the time mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Time mages are proficient with all simple weapons. They are not proficient with any type of armor or shield.<br />
<br />
'''{{#anc:Distort}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The first ability a time mage learns is distort. A time mage attacks his foes with the power of distorted space, using time and space to deal damage and sometimes impart other debilitating effects. The time mage may use this a number of times per day equal to her charisma modifier + one.<br />
<br />
A distort is a ray with a range of 60 feet. It is a ranged attack that affects a single target, allowing no saving throw. A distort deals 1d6 points of damage at 1st level and increases in power as the time mage rises in level. A distort is the equivalent of a spell whose level is equal to one-half the time mage’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a time mage reaches 18th level or higher.<br />
<br />
A distort is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to distort. A distort deals half damage to objects. Metamagic feats cannot improve a time mage’s distort (because it is a spell-like ability, not a spell).<br />
<br />
'''{{#anc:[[SRD:Improved Initiative|Improved Initiative]]}}:''' A time mage gains [[SRD:Improved Initiative|Improved Initiative]] as a bonus [[SRD:Feats|feat]]. <br />
<br />
'''''{{#anc:Haste}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 2nd level, a time mage can use [[SRD:Haste|Haste]] as a touch spell, with a duration of 2d6 + her dexterity modifier rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 6th level and ever four levels thereafter. Her caster level equals her class level.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a time mage gains an enhancement bonus to her speed, as shown on Table: The Time Mage. A time mage in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Time Mastery}}:''' On attaining 3rd level, and at every two levels thereafter (7th, 9th, 11th, and etc), a time mage gains a special ability of her choice from among the following options.<br />
<br />
:''{{#anc:Greater Initiative}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The time mage gains a +4 on Initiative checks. This bonus stacks with the [[SRD:Improved Initiative|Improved Initiative]] feat.<br />
<br />
:''{{#anc:Ripple Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The time mage gains an ability to shoot missile-like time ripples at his or her enemies. The time mage can shoot a number of missles equal to her dexterity modifier. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. The missle deals 1d4 points of force damage each. The time mage can use this ability a number of times per day equal to half her class level.<br />
<br />
:''{{#anc:Time Hop}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]): The time mage can use the [[SRD:Time Hop|Time Hop]] power 1/day for every five class levels, with a duration of 1d8 rounds. Her manifester level equals her class level. Prerequisite: 5th Level<br />
<br />
:''{{#anc:Time Increase}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' Choose one of your time mage abilities that has a duration and increase the duration by one die. I.E. 2d6 would become 3d6, 2d4 would become 3d4, and 2d10 would become 3d10, etc. A time mage may select this ability multiple times either choosing a new ability or the same as a previous ability, its effects stack. Prerequisite: 7th Level<br />
<br />
:''{{#anc:Time Regression}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]): The time mage can use the [[SRD:Time Regression|Time Regression]] power 1/day for every eight class levels. Her manifester level equals her class level. Prerequisite: 9th Level<br />
<br />
:''{{#anc:Increase Range}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Increase the range of the time mages distort ability by 30ft. A time mage may select this ability multiple times its effects stack.<br />
<br />
:''{{#anc:Enhance Distort}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A time mage can choose one of her daily use touch abilities and can apply it to her distort ability. A time mage may select this ability multiple times by applying a new ability to her distort. Prerequisite: 7th Level<br />
<br />
:''{{#anc:Increase Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Increase your base land speed by 10ft. A time mage may select this ability multiple times its effects stack.<br />
<br />
:''{{#anc:Distant Time}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A time mage can choose one of her daily use touch abilities and gains the ability to use it at a range of 30ft or increase the range of the slow or stop class features by 30 ft. A time mage may select this ability multiple times by choosing and applying it to a new ability or increase the range of one already selected.<br />
<br />
:''{{#anc:Lasting Life}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A time mage no longer ages and suffers the penalties of old age, he/she still gains any bonuses and any penalties that were in effect before this ability is gained stay in effect.<br />
<br />
:''{{#anc:Age}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The time mage can force a single target to make a Will save DC (10 + 1/2 class level + Dexterity modifier) or the target ages to the next age category for their species. The time mage may use this ability 1/day for every four class levels. A creature can only be the target of this ability up until they are at the Venerable stage, then they become immune to its effects. At 20th level, the time mage may do the opposite and change the targets age down one age category for their species, but not the time mage themselves. Prerequisite: 5th Level<br />
<br />
:''{{#anc:Passing Time}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A time mage can target a single creature and force them to make a Will save DC (10 + 1/2 class level + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save the target must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. The time mage may use this ability 1/day for every five class levels. Prerequisite: 5th Level<br />
<br />
:''{{#anc:Feat}}:'' A time mage may gain a bonus feat in place of a time mastery.<br />
<br />
'''''{{#anc:Slow}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 4th level, a time mage can use [[SRD:Slow|Slow]] as the spell at a range of 30 ft., the target must make a Reflex save DC (10 + 1/2 class level + Dexterity modifier), with a duration of 2d6 + her dexterity modifier rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 10th level and ever four levels thereafter. Her caster level equals her class level.<br />
<br />
'''''{{#anc:Teleport}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a time mage can teleport short distances, as the [[SRD:Dimension Door|Dimension Door]] spell, up to a distance of your base land speed, a number of times per day equal to her charisma modifier + one and one additional time per day at 10th level and ever five levels thereafter. His/her caster level equals her class level.<br />
<br />
'''{{#anc:Stop}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A time mage can stop a target at a range of 30 ft., the target must make a Reflex save DC (10 + 1/2 class level + Dexterity modifier). The target is stopped and help in suspended time, as the [[SRD:Time Stop|Time Stop]] spell, for a duration of 2d4 + her dexterity modifier rounds, during this time the target can not take any action and is completely helpless. The time mage can use this ability a number of times per day equal to her charisma modifier + one and one additional time per day at 12th level and ever six levels thereafter.<br />
<br />
'''{{#anc:Regen}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A number of times per day equal to her charisma modifier + one a time mage can touch a target and the touched target gains [[SRD:Fast Healing|fast healing]] 5 for 2d8 + her dexterity modifier rounds. This ability does not stack with [[SRD:Fast Healing|fast healing]] granted by magic items or nonpermanent magical effects. This ability can be used one additional time per day at 14th level and ever seven levels thereafter.<br />
<br />
'''''{{#anc:Time Shield}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 8th level, a time mage can use [[SRD:Entropic Shield|Entropic Shield]] as a personal spell, with a duration of 2d10 + her dexterity modifier rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 16th level and every eight levels thereafter. Her caster level equals her class level.<br />
<br />
'''''{{#anc:Reflect}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level, a time mage can use [[SRD:Spell Turning|Spell Turning]] as a personal spell, with a duration of 2d6 + his/her dexterity modifier per rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 20th level and ever ten levels thereafter. The number of spell levels that are turned are unlimited during this time. Her caster level equals her class level.<br />
<br />
'''{{#anc:Quick}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level the time mage becomes always effected by the [[SRD:Haste|Haste]] spell. The time mage may suppress the effects at will as a free action.<br />
<br />
'''''{{#anc:Time Stop}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 20th level, each day a time mage can stop time a total number of rounds equal to 10 + her Dexterity bonus. A time mage may choose to divide this abilty among multiple uses, and she doesn’t have to use it all at once. Using time stop is a swift action. Her caster level equals her class level.<br />
<br />
==== Epic Time Mage ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Time Mage}}</div><br />
Hit Die: d6<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 />
{{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 <-class name-> ====<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 />
==== <-pluralized class name-> in the World ====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|I thought I already told you tomorrow, that time isn't linear.|orig=<-Marceus Shinwald->, <Human> <Time Mage>}}<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 />
==== <-class name-> 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 />
==== <-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 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 />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Sarrow]]<br />
[[Category:Final Fantasy]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Class)&diff=578457Time Mage (3.5e Class)2012-06-21T08:42:39Z<p>173.245.48.109: /* Class Features */</p>
<hr />
<div>{{wikify|Does not follow the preload.}}<br />
{{stub|Once the wrongly-formatted sections are merged, the rest needs to be added.}}<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=Playable, but still working on the extra stuff<br />
|editing=<br />
|type=Good Guy, Bad Guy, <br />
|desc=Manipulates time to benefit allies and hinder foes<br />
}}<br />
<br />
== Time Mage ==<br />
<br />
A master of the art of manipulation of time. Through study, talent, or determination, all time mages revel in the flow of time.<br />
<br />
=== Making a Time Mage ===<br />
<br />
'''Adventures''': A time mage often accepts the role of support, aiding those who live in or travel in time. In addition, a time mage carries grudges against certain people and creatures that disrupt time and waits for opportunities to find and destroy them. He may also adventure for all the reasons that any other spellcaster does. <br />
<br />
'''Characteristics''': A time mage can use only a few different weapons and is not that capable in melee combat. His/her skills to distort time and space allow him/her to survive in the endless cycle of time, to find his/her way, and to avoid detection. He/she also has special knowledge about certain historical events and magics, which makes it easier for him/her to find his way throughout the flow of time. <br />
<br />
'''Alignment''': Time mages can be of any alignment. Most are neutral, and such time mages usually function as protectors of time. In this role, a time mage seeks out and destroys or drives off evil creatures that threaten the realm of time. Good time mages protect those who travel through time, serving sometimes as guides and sometimes as unseen guardians. Most time mages are also chaotic, preferring to follow the ebb and flow of time instead of rigid rules. Evil time mages, though rare, are much to be feared. They revel in the world’s thoughtless cruelty and seek to emulate his/her most fearsome predators with his/her power over time. <br />
<br />
'''Religion''': A time mage like anyone else may worship a chosen deity. Most are not drawn to the power of the deities due to their ability to manipulate time, time itself is what they tend to worship and the deity [[Aetas (DnD Deity)|Aetas]], the Father of Time. <br />
<br />
'''Background''': Most time mages learned their skills from solitary masters who accepted them as students and assistants. The time mages of a particular master may count themselves as cohorts, or they may be rivals for the status of best student and thus rightful heir to their master’s fame. <br />
<br />
'''Classes''': Time mages get along well with any of the other classes. Their ability to manipulate time is veiwed as a very useful ability, that most others would like to have around. <br />
<br />
'''Role''': The time mage’s best role is that of a scout and secondary supportive spellcaster. Without the heavy armor of the fighter, the staying power of the barbarian, or the spell capacity of the Wizard, the time mage should focus on opportunistic and ranged attacks. Most time mages use their ability to manipulate time to be sentries, scouts, or to assist them in avoiding combat. <br />
<br />
<br />
'''Abilities:''' Dexterity is by far the most important ability to the time mage, Charisma is used for most of the time mages abilities and is helpful for those situations where words are better than muscle, a good Intelligence is good for languages and skill points, Wisdom to help the time mage notice those minor details, and a good Constitution allows for a longer living time mage.<br />
<br />
'''Races:''' Any race has the potential to become a time mage, but those races that have shorter life spans tend to be driven by the power of time manipulation.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Time Mage}}</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" | Distort +1d6, Improved Initiative<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Haste<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +3 || +3<br />
| class="left" | Distort +2d6, Time Mastery, Speed +10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +4 || +4<br />
| class="left" | Slow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +4 || +4<br />
| class="left" | Distort +3d6, Teleport, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +5 || +5<br />
| class="left" | Stop, Speed +20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +5 || +5<br />
| class="left" | Distort +4d6, Regen, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +6 || +6<br />
| class="left" | Time Shield<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +6 || +6<br />
| class="left" | Distort +5d6, Time Mastery, Speed +30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +7 || +7<br />
| class="left" | Reflect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +7 || +7<br />
| class="left" | Distort +6d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +8 || +8<br />
| class="left" | Speed +40<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +8 || +8<br />
| class="left" | Distort +7d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +9 || +9<br />
| class="left" | Quick<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +9 || +9<br />
| class="left" | Distort +8d6, Time Mastery, Speed +50<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +10 || +10<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +10 || +10<br />
| class="left" | Distort +9d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +11 || +11<br />
| class="left" | Speed +60<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +11 || +11<br />
| class="left" | Distort +10d6, Time Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +12 || +12<br />
| class="left" | Time Stop<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (History) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the time mage.<br />
<br />
'''Weapon and Armor Proficiency:''' Time mages are proficient with all simple weapons. They are not proficient with any type of armor or shield.<br />
<br />
'''{{#anc:Distort}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The first ability a time mage learns is distort. A time mage attacks his foes with the power of distorted space, using time and space to deal damage and sometimes impart other debilitating effects. The time mage may use this a number of times per day equal to her charisma modifier + one.<br />
<br />
A distort is a ray with a range of 60 feet. It is a ranged attack that affects a single target, allowing no saving throw. A distort deals 1d6 points of damage at 1st level and increases in power as the time mage rises in level. A distort is the equivalent of a spell whose level is equal to one-half the time mage’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a time mage reaches 18th level or higher.<br />
<br />
A distort is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to distort. A distort deals half damage to objects. Metamagic feats cannot improve a time mage’s distort (because it is a spell-like ability, not a spell).<br />
<br />
'''{{#anc:[[SRD:Improved Initiative|Improved Initiative]]}}:''' A time mage gains [[SRD:Improved Initiative|Improved Initiative]] as a bonus [[SRD:Feats|feat]]. <br />
<br />
'''''{{#anc:Haste}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 2nd level, a time mage can use [[SRD:Haste|Haste]] as a touch spell, with a duration of 2d6 + her dexterity modifier rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 6th level and ever four levels thereafter. Her caster level equals her class level.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a time mage gains an enhancement bonus to her speed, as shown on Table: The Time Mage. A time mage in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Time Mastery}}:''' On attaining 3rd level, and at every two levels thereafter (7th, 9th, 11th, and etc), a time mage gains a special ability of her choice from among the following options.<br />
<br />
:''{{#anc:Greater Initiative}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' The time mage gains a +4 on Initiative checks. This bonus stacks with the [[SRD:Improved Initiative|Improved Initiative]] feat.<br />
<br />
:''{{#anc:Ripple Shot}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The time mage gains an ability to shoot missile-like time ripples at his or her enemies. The time mage can shoot a number of missles equal to her dexterity modifier. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. The missle deals 1d4 points of force damage each. The time mage can use this ability a number of times per day equal to half her class level.<br />
<br />
:''{{#anc:Time Hop}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]): The time mage can use the [[SRD:Time Hop|Time Hop]] power 1/day for every five class levels, with a duration of 1d8 rounds. Her manifester level equals her class level. Prerequisite: 5th Level<br />
<br />
:''{{#anc:Time Increase}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' Choose one of your time mage abilities that has a duration and increase the duration by one die. I.E. 2d6 would become 3d6, 2d4 would become 3d4, and 2d10 would become 3d10, etc. A time mage may select this ability multiple times either choosing a new ability or the same as a previous ability, its effects stack. Prerequisite: 7th Level<br />
<br />
:''{{#anc:Time Regression}}'' ([[SRD:Special Abilities Overview#Psi-Like|Ps]]): The time mage can use the [[SRD:Time Regression|Time Regression]] power 1/day for every eight class levels. Her manifester level equals her class level. Prerequisite: 9th Level<br />
<br />
:''{{#anc:Increase Range}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Increase the range of the time mages distort ability by 30ft. A time mage may select this ability multiple times its effects stack.<br />
<br />
:''{{#anc:Enhance Distort}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A time mage can choose one of her daily use touch abilities and can apply it to her distort ability. A time mage may select this ability multiple times by applying a new ability to her distort. Prerequisite: 7th Level<br />
<br />
:''{{#anc:Increase Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' Increase your base land speed by 10ft. A time mage may select this ability multiple times its effects stack.<br />
<br />
:''{{#anc:Distant Time}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A time mage can choose one of her daily use touch abilities and gains the ability to use it at a range of 30ft or increase the range of the slow or stop class features by 30 ft. A time mage may select this ability multiple times by choosing and applying it to a new ability or increase the range of one already selected.<br />
<br />
:''{{#anc:Lasting Life}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' A time mage no longer ages and suffers the penalties of old age, he/she still gains any bonuses and any penalties that were in effect before this ability is gained stay in effect.<br />
<br />
:''{{#anc:Age}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' The time mage can force a single target to make a Will save DC (10 + 1/2 class level + Dexterity modifier) or the target ages to the next age category for their species. The time mage may use this ability 1/day for every four class levels. A creature can only be the target of this ability up until they are at the Venerable stage, then they become immune to its effects. Prerequisite: 5th Level<br />
<br />
:''{{#anc:Passing Time}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' A time mage can target a single creature and force them to make a Will save DC (10 + 1/2 class level + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save the target must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. The time mage may use this ability 1/day for every five class levels. Prerequisite: 5th Level<br />
<br />
:''{{#anc:Feat}}:'' A time mage may gain a bonus feat in place of a time mastery.<br />
<br />
'''''{{#anc:Slow}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 4th level, a time mage can use [[SRD:Slow|Slow]] as the spell at a range of 30 ft., the target must make a Reflex save DC (10 + 1/2 class level + Dexterity modifier), with a duration of 2d6 + her dexterity modifier rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 10th level and ever four levels thereafter. Her caster level equals her class level.<br />
<br />
'''''{{#anc:Teleport}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level, a time mage can teleport short distances, as the [[SRD:Dimension Door|Dimension Door]] spell, up to a distance of your base land speed, a number of times per day equal to her charisma modifier + one and one additional time per day at 10th level and ever five levels thereafter. His/her caster level equals her class level.<br />
<br />
'''{{#anc:Stop}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A time mage can stop a target at a range of 30 ft., the target must make a Reflex save DC (10 + 1/2 class level + Dexterity modifier). The target is stopped and help in suspended time, as the [[SRD:Time Stop|Time Stop]] spell, for a duration of 2d4 + her dexterity modifier rounds, during this time the target can not take any action and is completely helpless. The time mage can use this ability a number of times per day equal to her charisma modifier + one and one additional time per day at 12th level and ever six levels thereafter.<br />
<br />
'''{{#anc:Regen}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A number of times per day equal to her charisma modifier + one a time mage can touch a target and the touched target gains [[SRD:Fast Healing|fast healing]] 5 for 2d8 + her dexterity modifier rounds. This ability does not stack with [[SRD:Fast Healing|fast healing]] granted by magic items or nonpermanent magical effects. This ability can be used one additional time per day at 14th level and ever seven levels thereafter.<br />
<br />
'''''{{#anc:Time Shield}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 8th level, a time mage can use [[SRD:Entropic Shield|Entropic Shield]] as a personal spell, with a duration of 2d10 + her dexterity modifier rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 16th level and every eight levels thereafter. Her caster level equals her class level.<br />
<br />
'''''{{#anc:Reflect}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level, a time mage can use [[SRD:Spell Turning|Spell Turning]] as a personal spell, with a duration of 2d6 + his/her dexterity modifier per rounds, a number of times per day equal to her charisma modifier + one and one additional time per day at 20th level and ever ten levels thereafter. The number of spell levels that are turned are unlimited during this time. Her caster level equals her class level.<br />
<br />
'''{{#anc:Quick}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level the time mage becomes always effected by the [[SRD:Haste|Haste]] spell. The time mage may suppress the effects at will as a free action.<br />
<br />
'''''{{#anc:Time Stop}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 20th level, each day a time mage can stop time a total number of rounds equal to 10 + her Dexterity bonus. A time mage may choose to divide this abilty among multiple uses, and she doesn’t have to use it all at once. Using time stop is a swift action. Her caster level equals her class level.<br />
<br />
==== Epic Time Mage ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Time Mage}}</div><br />
Hit Die: d6<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 />
{{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 <-class name-> ====<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 />
==== <-pluralized class name-> in the World ====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|I thought I already told you tomorrow, that time isn't linear.|orig=<-Marceus Shinwald->, <Human> <Time Mage>}}<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 />
==== <-class name-> 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 />
==== <-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 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 />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Sarrow]]<br />
[[Category:Final Fantasy]]</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=User_talk:Ghostwheel/3.x_Banned_List&diff=578233User talk:Ghostwheel/3.x Banned List2012-06-19T06:10:42Z<p>173.245.48.109: </p>
<hr />
<div>== Banned feats ==<br />
Better ban Extraordinary Spell Aim from CAd. as well, it can be used to let a cleric(or anyone)buff while being immune to magic(he exempts himself from the effects of Antimagic Field). add a persistant divine meta magic and you have a guy who can righteous might and Divine Power and is immune to magic, very very nasty bugger. --[[User:Ganre|Ganre]] 22:42, 16 July 2009 (MDT)<br />
<br />
:That depends on how you interpret Extraordinary Spell Aim. The first time I read it, and the way I still interpret it, you shape the area of the spell so it "wraps" around a creature, not affecting it for the moment the spell is cast. That means that it's good on AoE instant effects... but less so on one with a duration greater than Instantaenous. Because a character continually moves, that means the moment after the spell goes off, the second AFTER it takes effect, the creature is affected as well. This allows it to be a good choice for people who enjoy throwing around fireballs and meteor showers, but for abusing things like AMFs it's far less useful. Hope I've explained what I mean in an understandable manner? --[[User:Ghostwheel|Ghostwheel]] 06:20, 17 July 2009 (MDT)<br />
<br />
::An odd, but reasonable interpretation. Particularly if people start sharing spells. --[[User:Ganre|Ganre]] 07:31, 28 July 2009 (MDT)<br />
<br />
::: I've also found it a good interpretation to stop people from abusing spells like Solid Fog :-) --[[User:Ghostwheel|Ghostwheel]] 07:34, 28 July 2009 (MDT)<br />
<br />
== Banned spells ==<br />
<br />
You forgot Ice Assassin, it a major one I am surprise it not on the list. --[[User:Lord Dhazriel|Dhazriel]] 23:22, 25 July 2009 (MDT)<br />
<br />
:Ah, good point, will add it. --[[User:Ghostwheel|Ghostwheel]] 23:24, 25 July 2009 (MDT)<br />
<br />
== Banned Classes ==<br />
<br />
Hello,<br />
<br />
Could you explain your reasoning for banning the Barbarian Lion Totem? Run feat, +2 hide, and later +2 damage when charging doesn't seem game breaking. Can it be combined with something else to create exceptional cheese?<br />
<br />
Thanks!<br />
:Unfortunately, I doubt you'll get an answer. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:23, 18 June 2012 (MDT)<br />
<br />
::Umm, pounce. enough said. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 19:20, 18 June 2012 (MDT)<br />
<br />
:::The user of this webpage has actually moved to a different place, you can find him [http://www.dnd-wiki.org/wiki/User:Ghostwheel here].</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Master_of_Mounts_(5e_Feat)&diff=576844Master of Mounts (5e Feat)2012-06-10T00:43:38Z<p>173.245.48.109: /* Ex-Masters of Mounts */</p>
<hr />
<div>{{April_Fools}}<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=<!-- level of completion --><br />
|editing=<br />
|type=Mounted Warrior<br />
|desc=Anything that can be ridden, and everything that can't!<br />
|len=5<br />
}}<br />
<br />
<br />
<br />
== '''Master of Mounts''' ==<br />
<br />
<br />
{{quote<br />
|What do you mean, there's nothing to ride?! Why, look at all these trees and rocks! They'll do fine!<br />
|orig=Burleigh, Human Master of Mounts<br />
|src=History of the Orthonian Cavalry<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
The Master of Mounts is a mounted warrior who quickly tires of riding simple horses. He turns his mind, instead, to the pursuit of riding ''anything''. The Master of Mounts works not through arcana, but by sheer force of will and stupidity.<br />
<br />
===Becoming a Master of Mounts===<br />
<br />
Almost any class can become a Master of Mounts, but they are almost always melee fighters. Wizards have almost no interest in becoming Masters, and mostly lack the will and stupidity to become one.<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 />
! Skills:<br />
| Ride: 4 Ranks<br />
| Knowledge (the impossible): 4 Ranks<br />
|-<br />
! Special:<br />
| Must have:<br />
|-<br />
| 15 Str<br />
|-<br />
| 14 Dex<br />
|-<br />
| No more than 14 intelligence<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Master of Mounts}}</div><br />
<p>Hit Die: d6</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 />
|-<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 || +0 || +1 || +2<br />
| class="left" | Ignorance, Ride Level One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +2 || +3<br />
| class="left" | Iron Will<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +2 || +4<br />
| class="left" | Ride Level Two<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +3 || +5<br />
| class="left" | Ride Level Three<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +3 || +3 || +7<br />
| class="left" | Ride Level Four, Summon<br />
| colspan="42" class="skill" |<br />
|-<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Ride<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the features of the Master of Mounts have to do with an expanding number of mounts he can have. All of the following are class features of the Master of Mounts.<br />
<br />
'''{{#anc:Ignorance}}:''' This is the main reason that the Master of Mounts can do as he does in later levels. The Master of Mounts is stupid, and has such a strong belief in what he is doing, that his sheer force of belief causes him to ride things that aren't meant to be ridden. It also means that he has to make no bluff check on anything that he considers to be true, even if it is not. If this ignorance is removed by magic, the Master of Mounts cannot use any class features until the spell is lifted. Spells are the only way to dispel ignorance.<br />
<br />
'''{{#anc:Ride Level One}}:''' The Master of Mounts can ride '''any''' non-bipedal creature that is within one size of him. For example, a Medium sized Master of Mounts can ride Small, Medium, and Large creatures that do not walk on two legs. (The Master cannot ride floating or flying creatures).<br />
<br />
'''{{#anc:Iron Will}}:''' At level 2, the Master of Mounts gains Iron Will as a bonus feat.<br />
<br />
'''{{#anc:Ride Level Two}}:''' The Master of Mounts can now ride '''any''' non-bipedal creature, regardless of size. He still may not ride flying or floating creatures.<br />
<br />
'''{{#anc:Ride Level Three}}:''' The Master of Mounts can now ride '''any''' living creature, including floating and flying creatures. He may also ride undead, except ghosts and other undead who have no physical form.<br />
<br />
'''{{#anc:Ride Level Four}}:''' The Master of Mounts can now ride '''anything''' he encounters, without exceptions ('''examples''' trees, stones, ghosts, mice, termites). If the mount has no stated speed, the base speed of the Master x2 can be used instead.<br />
<br />
'''{{#anc:Summon}}:''' The Master of Mounts can summon any type of creature he has ridden three or more times to his current location. It will not be a certain creature, and may or may not be friendly. The Master of Mounts can use this ability 2 + Cha Mod/day.<br />
<br />
'''((**Important**)):''' If the Master attempts to ride an unwilling mount (an object must be alive to be unwilling), he can wrench it to his will and make it do his bidding for one 1/2 hour before needing to deal with the creature. If the Master wishes to continue riding the creature, a Ride check = the creature's AC must be made, or the Master will be flung to the ground and the mount will then flee or attack. If the check succeeds, it need not be taken again for another day. A creature being ridden in battle will take its turn (if it gets one) just after the Master. For example, a troll mount may club the same enemy that a Master of Mounts just hit. If the creature does not get its own attack, it is considered a blunt weapon, and instead deals damage by moving through enemies. An object moving through an enemy square deals 1d8 if it is Small, 2d8 if it is Medium, ect. Diminutive and Tiny mounts do not gain any movement damage.<br />
<br />
====Ex-Masters of Mounts====<br />
<br />
A Master of Mounts only stops being a Master of Mounts if his Intelligence goes higher than 14. In this event, he loses his ignorance, and none of his powers will be of any use to him. He regains all his levels instantly upon his intelligence going under 10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Master of Mounts====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Combat:''' The Master can make use of a great deal of riding feats, and his mount can attack as well, as well as offering protection to allies in some situations.<br />
<br />
'''Resources:''' Masters of Mounts generally have good intentions, but some are evil and will waylay travelers. They have no real established order, not being intelligent enough to start one.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|May 2009}}<br />
{{Prestige Class Description Needed|May 2009}}<br />
{{Prestige Class Stub|May 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Master_of_Mounts_(5e_Feat)&diff=576843Master of Mounts (5e Feat)2012-06-10T00:43:10Z<p>173.245.48.109: /* Becoming a Master of Mounts */</p>
<hr />
<div>{{April_Fools}}<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=<!-- level of completion --><br />
|editing=<br />
|type=Mounted Warrior<br />
|desc=Anything that can be ridden, and everything that can't!<br />
|len=5<br />
}}<br />
<br />
<br />
<br />
== '''Master of Mounts''' ==<br />
<br />
<br />
{{quote<br />
|What do you mean, there's nothing to ride?! Why, look at all these trees and rocks! They'll do fine!<br />
|orig=Burleigh, Human Master of Mounts<br />
|src=History of the Orthonian Cavalry<br />
}}<br />
<br />
{{Section Description Needed}}<br />
<br />
The Master of Mounts is a mounted warrior who quickly tires of riding simple horses. He turns his mind, instead, to the pursuit of riding ''anything''. The Master of Mounts works not through arcana, but by sheer force of will and stupidity.<br />
<br />
===Becoming a Master of Mounts===<br />
<br />
Almost any class can become a Master of Mounts, but they are almost always melee fighters. Wizards have almost no interest in becoming Masters, and mostly lack the will and stupidity to become one.<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 />
! Skills:<br />
| Ride: 4 Ranks<br />
| Knowledge (the impossible): 4 Ranks<br />
|-<br />
! Special:<br />
| Must have:<br />
|-<br />
| 15 Str<br />
|-<br />
| 14 Dex<br />
|-<br />
| No more than 14 intelligence<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Master of Mounts}}</div><br />
<p>Hit Die: d6</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 />
|-<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 || +0 || +1 || +2<br />
| class="left" | Ignorance, Ride Level One<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +2 || +3<br />
| class="left" | Iron Will<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +2 || +4<br />
| class="left" | Ride Level Two<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +3 || +5<br />
| class="left" | Ride Level Three<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +3 || +3 || +7<br />
| class="left" | Ride Level Four, Summon<br />
| colspan="42" class="skill" |<br />
|-<br />
'''Class Skills (3 + [[Int]] modifier per level)'''<br/><br />
Ride<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the features of the Master of Mounts have to do with an expanding number of mounts he can have. All of the following are class features of the Master of Mounts.<br />
<br />
'''{{#anc:Ignorance}}:''' This is the main reason that the Master of Mounts can do as he does in later levels. The Master of Mounts is stupid, and has such a strong belief in what he is doing, that his sheer force of belief causes him to ride things that aren't meant to be ridden. It also means that he has to make no bluff check on anything that he considers to be true, even if it is not. If this ignorance is removed by magic, the Master of Mounts cannot use any class features until the spell is lifted. Spells are the only way to dispel ignorance.<br />
<br />
'''{{#anc:Ride Level One}}:''' The Master of Mounts can ride '''any''' non-bipedal creature that is within one size of him. For example, a Medium sized Master of Mounts can ride Small, Medium, and Large creatures that do not walk on two legs. (The Master cannot ride floating or flying creatures).<br />
<br />
'''{{#anc:Iron Will}}:''' At level 2, the Master of Mounts gains Iron Will as a bonus feat.<br />
<br />
'''{{#anc:Ride Level Two}}:''' The Master of Mounts can now ride '''any''' non-bipedal creature, regardless of size. He still may not ride flying or floating creatures.<br />
<br />
'''{{#anc:Ride Level Three}}:''' The Master of Mounts can now ride '''any''' living creature, including floating and flying creatures. He may also ride undead, except ghosts and other undead who have no physical form.<br />
<br />
'''{{#anc:Ride Level Four}}:''' The Master of Mounts can now ride '''anything''' he encounters, without exceptions ('''examples''' trees, stones, ghosts, mice, termites). If the mount has no stated speed, the base speed of the Master x2 can be used instead.<br />
<br />
'''{{#anc:Summon}}:''' The Master of Mounts can summon any type of creature he has ridden three or more times to his current location. It will not be a certain creature, and may or may not be friendly. The Master of Mounts can use this ability 2 + Cha Mod/day.<br />
<br />
'''((**Important**)):''' If the Master attempts to ride an unwilling mount (an object must be alive to be unwilling), he can wrench it to his will and make it do his bidding for one 1/2 hour before needing to deal with the creature. If the Master wishes to continue riding the creature, a Ride check = the creature's AC must be made, or the Master will be flung to the ground and the mount will then flee or attack. If the check succeeds, it need not be taken again for another day. A creature being ridden in battle will take its turn (if it gets one) just after the Master. For example, a troll mount may club the same enemy that a Master of Mounts just hit. If the creature does not get its own attack, it is considered a blunt weapon, and instead deals damage by moving through enemies. An object moving through an enemy square deals 1d8 if it is Small, 2d8 if it is Medium, ect. Diminutive and Tiny mounts do not gain any movement damage.<br />
<br />
====Ex-Masters of Mounts====<br />
<br />
A Master of Mounts only stops being a Master of Mounts if his Intelligence goes higher than 10. In this event, he loses his ignorance, and none of his powers will be of any use to him. He regains all his levels instantly upon his intelligence going under 10.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Master of Mounts====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Combat:''' The Master can make use of a great deal of riding feats, and his mount can attack as well, as well as offering protection to allies in some situations.<br />
<br />
'''Resources:''' Masters of Mounts generally have good intentions, but some are evil and will waylay travelers. They have no real established order, not being intelligent enough to start one.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|May 2009}}<br />
{{Prestige Class Description Needed|May 2009}}<br />
{{Prestige Class Stub|May 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige 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 />
[[Category:Separate Spellcasting]]<br />
[[Category:Moderate Psionics]]<br />
[[Category:Strong Psionics]]<br />
--></div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Puppet_User_(3.5e_Class)&diff=575861Puppet User (3.5e Class)2012-05-31T04:03:35Z<p>173.245.48.109: /* Combat */</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= Finished<br />
|editing= Suggestions and constructive criticism<br />
|type= support<br />
|desc= By use of magic they control combat support dolls to augment the party's effectiveness<br />
}}<br />
<br />
==Puppet User==<br />
<br />
''Senka was estranged, even for a Drow. She often played with puppets and controlled their every action, something she loved to do. A boy had earned her ire, and in frustration she flared her hands, wishing he was one of her dolls. In that same instance the boy suddenly tensed, as though he was bound by an invisible object. After a time, she reflexively balled her hands into fists. When she did, the boy's body was suddenly splayed out in midair. Bewildered, she loosened her fists and the boys limbs moved closer to his body. After a little experimentation she found that she had somehow gain possession of the boy's body for a time. She experimented more and more until she had perfected her technique using the puppets she played with as a child. Senka decided that her abilities would be excellent for an assassin. She went to a local construct maker and learned how to make life sized dolls that would suit her needs. After 3 years of practice she took her first job. No one knew who killed the government official. There were no clues of how it happened... other then a small puppet found near the victim with its strings cut.''<br />
<br />
===Making a Puppet User===<br />
<br />
<br />
The Puppet User, via the dolls, can increase the number of targets in a party and help augment the party's abilities. The User is a rather vulnerable class but can hold their own. A Puppet Use on their round has to make the choice to either move the dolls or take action themselves (excluding puppet casting). Being a supporting class a Puppet User gets along with most other classes. Though more specialized class may look down upon them.<br />
<br />
'''Abilities:''' Dexterity is important to a Puppet User and it applies to how well they can manipulate their dolls and provides a AC bonus. Charisma determines how many spell they are able to cast.<br />
<br />
'''Races:''' Any race that has the capacity to manipulate dolls.<br />
<br />
'''Alignment:''' Any. They can be Lawful as being a Puppet User requires discipline or Chaotic as free thought and improvisation is used in the class.<br />
<br />
'''Starting Gold:''' 8d8<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Puppet User}}</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="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><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Doll, Arcane Strings<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Entangle, Bonus Feat<br />
|3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | <br />
|3||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Puppet Casting<br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Puppet Other, Bonus Feat<br />
|3||3||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | <br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | <br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Forced Puppet, Bonus Feat<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | <br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | <br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Puppet Masquerade, Bonus Feat<br />
|3||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | <br />
|4||3||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | <br />
|4||4||3||3||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Bonus Feat<br />
|4||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||4||3||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | <br />
|4||4||4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Talkative Puppets, Bonus Feat<br />
|4||4||4||4||4||4||3<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||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Puppet Scroll<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentration (Con), Open Lock (Dex), Bluff (Cha) Sleight of Hand (Dex), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Survival (Wis), Search (Int), Spellcraft (Int), Profession (Wis), Spot (Wis), Use Magic Device (Cha), Perform (Cha).<br />
<br />
Skill Points at 1st Level: (6 + Int modifier) x 4..<br />
|}<br />
<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Puppet User.<br />
<br />
'''Weapon and Armor Proficiency:''' Puppet Users are not proficient with any type of armor as it interferes with spell casting. Puppet Users are proficient with the club, quarterstaff, dagger, light crossbow, sling, and whip.<br />
<br />
'''Doll:''' At first level (and again at every 5th level to a maximum of 4 at 15th level) a User gains a doll puppet that is used in combat. All dolls are are humanoid shape and are small or medium and no more then 2 arms except the combat doll which can have up to 4. Puppets come in 3 types: Combat- uses 2 weapons or two-hand weapons simple, martial, or exotic. Protection- uses simple, light, and shields. Supporter- uses ranged and light weapons. A User gains a pseudo-weapon proficiency feat with the weapons the dolls use only when used by the dolls. A Puppet user is also always aware where the dolls are even if not in sight. <br />
<br />
'''Entangle:''' At 3rd level a User learns how to attach the strings to one creature and bind them. Upon a successful grapple check the creature is held in place for 3 rounds and then resume normal grapple checks. To entangle the target it requires you to use all 10 strings and unable to puppet the dolls.<br />
<br />
'''Puppet Other:''' Targeting a willing creature you attach all 10 strings to the target you increase all their Reflex saving throw, Strength and Dexterity modifiers by half of yours.<br />
<br />
'''Forced Puppet:''' Forcibly takes control of a creature by succeeding a grapple check for 5 rounds. After the 5 rounds is over a grapple check must be made every other round to keep control but the target can make an escape artist's check on the opposite round to break free of the ability.<br />
<br />
'''Puppet Casting:''' A Puppet Use has the option to cast a spell from his doll. Casting a spell from a doll is the same as if cast from the character<br />
<br />
'''Puppet Masquerade:''' Once per day per puppet a User can cast a disguise self and sculpt sound spell on the dolls and can speak threw the dolls.<br />
<br />
'''Talkative Puppets:''' At 18th level the dolls gain some intelligence and personality. When Summoned they are able to talk with their puppeteer telepathically and can act as a counsel. At 20th level the dolls are able to speak telepathically to any creature in a radius of 20ft in any language their master can.<br />
<br />
'''Puppet Scroll:''' Allows a user to scribe a spell onto each doll that can be cast from the doll. Unlike a normal spell it is not erased and is able to be used again after a day has past. Scribing a spell onto a puppet is binding and the only way to replace a spell on the doll is to sacrifice 200 of experience per spell level (0-level spells count as 1st level).<br />
<br />
'''{{#anc:Spells}}:''' Puppet users cast spontaneous arcane spells. As with other spontaneous casters, the Puppet User can only know a limited amount of spells and cast a certain amount of spells a day. To learn or cast a spell, a Puppet User must have an Charisma score equal to at least 10 + the spell. Puppet Users choose their spells from the following list:<br />
<br />
0&mdash;''Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, <br />
''Flare, Light, Daze,'' ''Mending, Arcane Mark, Touch of Fatigue''<br />
<br />
1st&mdash;''Alarm, Endure Elements, Protection from Chaos/Evil/Good/Law, Shield, Comprehend Languages, Expeditious Retreat, Hypnotism, Identify, Ventriloquism, Summon Monster I, Unseen Servant, Silent Image, Disguise Self, Grease, Mage Armor, Burning Hands, Shocking Grasp, Chill Touch''<br />
<br />
2nd&mdash;''Alter Self, Blur, Darkness, Daze Monster, Detect Thoughts, Cat’s Grace, Eagle’s Splendor, Fox’s Cunning, Invisibility, Mirror Image, Silence, Summon Monster II, Cure Light Wounds, Melf's Acid Arrow, Touch of Idiocy, Scorching Ray, Ghoul Touch, Status, Make Whole''<br />
<br />
3rd&mdash;''Cure Moderate Wounds, Daylight, Gaseous Form, Dispel Magic, Displacement, Invisibility Sphere, Major Image, Phantom Steed, Remove Curse, Scrying, Sculpt Sound, Summon Monster III, Haste, Lightning Bolt, Vampiric Touch, Flame Arrow, Fireball''<br />
<br />
4th&mdash;''Cure Serious Wounds, Break Enchantment, Dimension Door, Freedom of Movement, Hallucinatory Terrain, Invisibility, Greater, Locate Creature, Rainbow Pattern, Leomund's Secure Shelter, Shadow Conjuration, Shout, Summon Monster IV, Stoneskin, Fire Shield''<br />
<br />
5th&mdash;''Cure Critical Wounds, Zone of Silence, Dispel Magic, Greater, False Vision, Mirage Arcana, Mislead, Persistent Image, Seeming, Shadow Evocation, Shadow Walk, Summon Monster V, Mind Fog, Telepathic Bond, Prying Eyes, Cone of Cold, Fabricate''<br />
<br />
6th&mdash;''Cure Light Wounds, Mass, Analyze Dweomer, Animate Objects, Cat’s Grace, Mass, Eagle’s Splendor, Mass, Fox’s Cunning, Mass, Geas, Permanent Image, Programmed Image, Project Image, Scrying, Greater, Shout, Greater, Summon Monster VI, Veil, Repulsion, Disintegrate<br />
<br />
====Making a Doll====<br />
Hit Die: 2d6<br />
Dolls use only Str, Dex, and Con for Attributes. They are determined as if the player were to make a character. The Puppet can use grapple checks. The Puppet user will get a Puppet every 5 levels. Puppets come in 3 types: Combat- uses 2 weapons or two-hand weapons simple, martial, or exotic. Protection- uses simple, light, and shields. Supporter- uses ranged and light weapons. A User gains a pseudo-weapon proficiency feat with the weapons the dolls use only when used by the dolls. A Puppet user is also always aware where the dolls are even if not in sight. Puppets gain the same racial bonuses, feats, and attack bonuses as their user. The Puppet does not have penalties when using more than one weapon depending on its type. Combat Dolls do not suffer penalties for any weapon, where Protection Dolls are only proficient with simple, light, and shields. NO Dolls are proficient with armor! Support Dolls do not suffer penalties fighting with more than one light weapon but only may use two. Puppets also have a Natural Armor of +5. The Puppet User may use one puppet per hand. As you use five Arcane Strings per Puppet. (One on each finger)<br />
<br />
====Combat====<br />
Attacking with a Puppet is considered a Half Action. Meaning two Puppets can attack per turn. (Only being able to control two) Bringing your Puppets and putting them back is considered a Free Action. Therefore, if the User has a Puppet (Or two) out on the field and desires the ability to attack. It does not take up their turn putting their Puppets back in their inventory, vise-versa. Grappling with your puppet is also considered a Half Action. If the player desires using an ability such as Entangle (See Entangle above for details) putting the dolls away is still considered a Free Action. A puppets base money speed is 60, due to the fact that it is being manipulated by the strings and not actually moving. !!!!Dolls can NOT use magic!!!!<br />
<br />
<br />
''<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Puppet User 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><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 || 5 || 4 || 4 || 3 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6 || 5 || 4 || 4 || 4 || 2 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6 || 5 || 4 || 4 || 4 || 3 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6 || 5 || 5 || 4 || 4 || 3 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6 || 5 || 5 || 4 || 4 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 5 || 5 || 5 || 5 || 4 || 3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 6 || 6 || 5 || 5 || 5 || 4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 6 || 6 || 5 || 5 || 5 mlass="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6 || 6 || 6 || 5 || 5 || 5 || 5 <br />
|}<br />
<br />
<br />
'''{{#anc:Puppet User supernatural class feature}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
<br />
Puppet Strings- Pure invisible arcane energy, one from each finger, that a User uses to control their dolls and other actions. Creating the strings is a free action and can be used at will, that cannot be used in an anti-magic field. You can lift up to your max load with the strings. The strings have a range of 250ft.<br />
<br />
Summon/Stow Puppet- Similar to Summon Instrument used by the Bards, this supernatural ability summons the dolls. It is a free action and can be used at will that cannot be used in an anti-magic field. Summon/Stow has a range of close.<br />
<br />
====Epic Puppet User====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Puppet User}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Doll<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Awake Dolls<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Entangle, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <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" | Puppet View<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Puppet Scroll<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Doll:''' At 20th and 25th level a User gains another doll to use in combat. The doll is chosen from the 3 types.<br />
<br />
'''Entangle:''' At 23rd and 26th level a User can bind one more creature.<br />
<br />
'''Awaken Dolls:''' For 15 min/every 2 levels a User can bring the dolls life with scores equal to their own. While awakened a doll is able to move, talk, and act on it's own but has to remain within a distance of long to remain Awakened. A doll is treated as construct and can never turn against their puppeteer. The dolls have their own personalities but it leans to what their purpose is: Combat- aggressive, outspoken, straightforward, and possibly rude, often male. Protection- passive, protective, very respectful, and possibly timid, either male or female. Supporter- caring and firm, often female. Once a Puppet User can awaken their dolls they give them a name and must speak the name and say a command word of their choice, of the dolls they wish to awaken.<br />
<br />
'''Puppet View:''' Allows the User to look threw all of their puppets eyes simultaneously 1 hour per day, need not be consecutive.<br />
<br />
'''Puppet Scroll:''' Allows the Puppet User to scribe a 2nd spell onto the doll, otherwise is as normal Puppet Scroll<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Puppet User gains a bonus feat (selected from the list of epic Puppet User bonus feats) every 3rd level after 20th.<br />
<br />
''Epic Puppet User Bonus Feat List:'' Automatic Still Spell, Enhance Spell, Epic Reflexes, Epic Skill Focus, Epic Weapon Focus, Improved Combat Casting, Improved Spell Capacity, Permanent Emanation, Polyglot, Spell Knowledge, Spell Opportunity, Tenacious Magic.<br />
<br />
====Drow Puppet User Starting Package====<br />
<br />
'''Weapons:''' Quarterstaff, whip, and dagger.<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" | Spellcraft || 2 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Consintration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (arcana) || 2 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 2 || Dex || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Movtive || 4 || Wis || &mdash;<br />
|}<br />
<br />
'''Feat:''' Weapon Finesse, Lightning reflexes<br />
<br />
'''Gear:''' Backpack, Bedroll, Flint and steel, Lamp common, Oil (1-pint flask), Waterskin, 7 Rations trail, and Explorer’s Outfit.<br />
<br />
'''Gold:''' 24 gold pieces.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Puppet User====<br />
<br />
'''Religion:''' Puppet Users aren't active worshipers but do believe in deities as they puppet their dolls so are they controlled by deities. Puppet User generally worship based on personal preferences.<br />
<br />
'''Other Classes:''' Using puppets affords a Puppet User good personal skills and can get along with people rather easily. Puppet Users are generally speaking opposed to being commanded as they are used to being the masters and being in command and thus have an adversity to authoritative figures.<br />
<br />
'''Combat:''' Puppets Users are best at either staying back with the main spell caster or hiding out of view and manipulating the dolls.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Puppet Users in the World====<br />
<br />
{{quote|Alone? I'm never alone. My dolls are always here for me.|orig=Senka, Drow Puppet User}}<br />
<br />
Most Puppet Users live in a city or town were they earn a living doing puppet shows. Those that travel often go from town to town performing. Those that do adventure ones that will show themselves as being a simple performer to their offender until they find that they have no control over their body or a blade at their back.<br />
<br />
'''Daily Life:''' Being a versatile class they are mold able but some are hired on as a bodyguards or personal entertainers to wealthy people.<br />
<br />
'''Notables:''' Aureole was an oddity for a dwarf being she had magic in her blood, and a liking of puppets. It wasn't until a wondering puppeteer saw her and saw what she was. After she learned what she could she started to develop her own dolls and skills.<br />
<br />
'''Organizations:''' Puppet User have no formal group or leadership. Puppets User are more born then taught. Puppet User will sometimes meet with others and have a Puppet Show competition, both in combat and performance.<br />
<br />
'''NPC Reactions:''' Most npcs think nothing of Puppet User other then they are just simple performer. Those who know what a Puppet User is capable of doing are more wary of them and as such refrain from letting the masses know what they can do.<br />
<br />
====Puppet User Lore====<br />
<br />
Characters with ranks in Gather Information can research Puppet Users 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" | Puppet Users fight using objects similar to constructs.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Puppet Users are able to bind, manipulate, and enhance live creatures.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Puppet User can use abilities through the dolls they control.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The dolls they control can come to life at high levels.<br />
|}<br />
<br />
====Puppet Users in the Game====<br />
<br />
<br />
Puppet User are good for espionage and scouting being able to control the doll from a range and sense things threw them. They also are good for a lacking group with the flexibility they hold.<br />
<br />
'''Adaptation:''' Death Puppeteer- add undead creation spells to the Puppet User spell list and remove the puppets. Death Puppeteers puppets dead bodies instead of dolls.<br />
Puppeteer of the Living- giving up the dolls they gain the ability to forcibly take control of a living creature per ordinary number of dolls for one hour per level plus 1 hour per charisma bonus.<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 />
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[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Talk:Feats_Revamped_(3.5e_Sourcebook)/Combat_Feats&diff=562691Talk:Feats Revamped (3.5e Sourcebook)/Combat Feats2012-05-05T10:44:16Z<p>173.245.48.109: </p>
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<div>So.. a bunch of these are pretty obviously stolen from the tomes. Most don't even have the names changed. All that's different is that the flavor's been ripped out and they've been downgraded slightly. [[User:Starless Knight|Starless Knight]] 23:53, 4 May 2012 (MDT)</div>173.245.48.109https://www.dandwiki.com/w/index.php?title=Talk:Shadow_Blade_(3.5e_Class)&diff=560636Talk:Shadow Blade (3.5e Class)2012-04-19T23:47:40Z<p>173.245.48.109: Class has been revised and balanced, previous comments are irrelevant. Check it out, it's much better now</p>
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