https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.245.52.104&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T11:58:34ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=584611Ochremancer (3.5e Class)2012-08-14T00:07:28Z<p>173.245.52.104: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Nebulous-ooze-lg.jpg<br />
|imgloc=<br />
|imgsize=320px<br />
|imgcaption= Who ever said what you eat might be bad for you?<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Done except for NPC<br />
|editing=Post suggestions on discussion<br />
|type=Combat-Focused<br />
|desc=A being who eats the flesh of an ooze and gains their powers.<br />
}}<br />
<br />
==Ochremancer==<br />
A terrible disease can usually be contracted by consuming the flesh of an [[SRD:Ooze|ooze]]. Most who acquire such afflictions die in terrible agony, but every once in a while a survivor may find themselves endowed with the powers of an ooze.<br />
<br />
===Making an Ochremancer===<br />
<br />
An ochremancer is a formidable foe capable of both absorbing punishment and unleashing a torrent of corrosive acid that devastates his enemies. <br />
<br />
'''Abilities:''' [[SRD:Constitution|Constitution]] is the most important ability for an ochremancer. Even though the abilities that require saving throws are few and far between, they all hinge on the ochremancer's Constitution score. A high [[SRD:Dexterity|Dexterity]] is also useful, increasing his attack bonus for ranged touch attacks as well as his [[SRD:Armor Class|Armor Class]].<br />
<br />
'''Races:''' Any race can take up the mantle of the ochremancer, but squeamishness is not an advisable trait, and the inherently vile nature of the class makes many "civilized" races shy away from it. Those who follow the path of the ochremancer are typically somewhat perverse, if not evil, individuals. The uniquely variable nature of humans makes them the most apt ochremancers.<br />
<br />
'''Alignment:''' Any, although a tendency towards evil is typical. Good-aligned societies rarely wish to have anything to do with oozes, which epitomize filth and, usually by association, evil. <br />
<br />
'''Starting Gold:''' 2d4&times;10 gp (50 gp)<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Ochremancer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +0 || +2<br />
| class="left" | [[#Sludge Bomb|Sludge Bomb]], [[#Caustic Slime|Caustic Slime]], [[#Blindsight|Blindsight]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +1 || +3<br />
| class="left" | [[#Achromatic|Achromatic]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +3<br />
| class="left" | [[#Electricity Resistance|Electricity Resistance 5]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +4<br />
| class="left" | [[#Emulsion Adhesive|Emulsion Adhesive]], [[#Viscosity|Viscosity +1]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +2 || +4<br />
| class="left" | [[#Fortification|Fortification 25%]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +5<br />
| class="left" | [[#Dissimilation|Dissimilation]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +5<br />
| class="left" | [[#Ketoacidosis|Ketoacidosis]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Electricity Resistance|Electricity Resistance 10]], [[#Viscosity|Viscosity +2]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +3 || +6<br />
| class="left" | [[#Mercurial Vapors|Mercurial Vapors]] 2/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +3 || +7<br />
| class="left" | [[#Fortification|Fortification 50%]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +3 || +7<br />
| class="left" | [[#Denaturation|Denaturation]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Electricity Resistance|Electricity Resistance 15]], [[#Viscosity|Viscosity +3]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Mercurial Vapors|Mercurial Vapors]] 3/day, [[#Swell|Swell]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +4 || +9<br />
| class="left" | [[#Metamorphosis|Metamorphosis]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +5 || +9<br />
| class="left" | [[#Fortification|Fortification 75%]], [[#Ooze Control|Ooze Control]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#Electricity Resistance|Electricity Resistance 20]], [[#Viscosity|Viscosity +4]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +5 || +10<br />
| class="left" | [[#Mercurial Vapors|Mercurial Vapors]] 4/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +6 || +11<br />
| class="left" | [[#Amorphous|Amorphous]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +6 || +11<br />
| class="left" | [[#Wall of Sludge|Wall of Sludge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +6 || +12<br />
| class="left" | [[#The Blob|The Blob]], [[#Viscosity|Viscosity +5]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Balance]] ([[SRD:Dexterity|Dex]]), [[Bluff]] ([[SRD:Charisma|Cha]]), [[Climb]] ([[SRD:Strength|Str]]), [[Concentration]] ([[SRD:Constitution|Con]]), [[Escape Artist]] ([[SRD:Dexterity|Dex]]), [[Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge Skill|Knowledge (dungeoneering)]] ([[SRD:Intelligence|Int]]), [[Listen]] ([[SRD:Wisdom|Wis]]), [[Move Silently]] ([[SRD:Dexterity|Dex]]), [[Search]] ([[SRD:Intelligence|Int]]), [[Spellcraft]] ([[SRD:Intelligence|Int]]), [[Spot]] ([[SRD:Wisdom|Wis]]), [[Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the ochremancer.<br />
<br />
'''Weapon and Armor Proficiency:''' An ochremancer is proficient with all simple weapons and all light armor but no shields.<br />
<br />
'''{{#anc:Sludge Bomb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer has the ability to create a mass of sickly, pungently smelling goop that he can launch from his hand as a ranged touch attack once per round as an attack action. A sludge bomb deals 1d6 points of acid damage per ochremancer level. No saving throw is allowed on this effect, but [[damage reduction]] and acid resistance do apply. There are no range increments for the sludge bomb, but its range is equal to 50 feet + 10 feet per ochremancer level. At an ochremancer's preference, he can use a sludge bomb to deal 1d6 less damage per level of his Ochremancer level (range variables included).<br />
<br />
'''{{#anc:Caustic Slime}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer’s flesh is covered by a thin layer of corrosive liquid that deals acid damage to any object he touches. For every full round of contact he has with an object, he deals an amount of damage to it equal to ½ his HD + his [[SRD:Constitution|Constitution]] modifier. The ochremancer can suppress this ability at will, and limit it such that only objects he touches with his hands will be affected (worn items and equipment will remain functional). Due to its composition, the slime does not affect organic materials.<br />
<br />
'''{{#anc:Blindsight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer takes on many traits of the oozes he reveres. Even though he is not blind, an ochremancer gains [[blindsight]] up to a distance of 5 feet per level.<br />
<br />
'''{{#anc:Achromatic}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer can alter his body chemistry to make him colorless and completely transparent at will. He may now use the [[Hide]] skill while being observed, and gains a bonus to [[Hide]] checks equal to one half his ochremancer level (rounded down).<br />
<br />
'''{{#anc:Electricity Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, taking on the proprieties of most other oozes. He gains electricity resistance 5 at 3rd level. This value increases to 10 at 8th level, 15 at 12th level, and finally 20 at 16th level.<br />
<br />
'''{{#anc:Viscosity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, an ochremancer’s flesh has thickened to the point where it absorbs the force of attacks (imagine trying to slash a sword through a cube of molasses). He gains a +1 [[SRD:Armor Class#Natural Armor|natural armor]] bonus, which increases by +1 every four levels thereafter. This bonus stacks with any other form of natural armor the ochremancer may have.<br />
<br />
'''{{#anc:Emulsion Adhesive}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer has the able to secrete a sticky substance from his pores that adheres instantly to solid surfaces. At 4th level, he can climb walls and other sheer surfaces as if under the effect of a ''[[spider climb]]'' spell.<br />
<br />
'''{{#anc:Fortifcation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer’s body is highly resistant to weapons. He is unaffected by 25% of [[critical hits]] at 5th level. This resistance increases to 50% at 10th level and 75% at 15th level.<br />
<br />
'''{{#anc:Dissimilation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, an ochremancer gains the ability to break down his body into formless goo. In this form, his base speed decreases to 10 feet and he cannot run; he can, however, slip through small holes and narrow openings, even cracks, without making an [[Escape Artist]] check. His Dexterity drops to 1 in this form and he loses any bonuses offered by worn armor, but he retains his natural armor bonus and gains [[damage reduction]] at a rate of one half his class level rounded down (so at 6th level he would have DR 3/-.) Through inexplicable means, anything under that of a light load that the ochremancer carries with him is shifted as well and unharmed by the transformation, while everything else is left behind (and takes acid damage). The ochremancer loses his ability to make attacks or use his sludge bomb while dissimilated, but any creature that comes into contact with him (through a melee attack or otherwise) takes 1d6 points of acid damage per two levels of ochremancer and any object that he designates is automatically affected by his caustic slime.<br />
<br />
Dissimulating and stimulating is a move-equivalent action that provokes an [[SRD:Attack of Opportunity|attack of opportunity]].<br />
<br />
'''{{#anc:Ketoacidosis}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer’s veins are no longer filled with blood, but instead with a viscous, acidic ichor that creates a powerful defense mechanism. When a 7th level ochremancer is struck by a melee [[SRD:Piercing Weapon|piercing]] or [[SRD:Slashing Weapon|slashing weapon]], the attacker must succeed on a [[SRD:Saving Throw|Reflex]] save (DC 10 + damage dealt) or take 1d4 points of acid damage.<br />
<br />
'''{{#anc:Mercurial Vapors}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a standard action, a 10th level ochremancer can release a cloud of toxic fumes in a 20 foot radius twice per day, and gains an additional daily use of this ability every four levels thereafter. Those caught in this cloud must succeed a [[SRD:Saving Throw#Fortitude|Fortitude]] save (DC 10 + ½ ochremancer level + ochremancer’s [[SRD:Constitution|Constitution]] modifier) or be [[SRD:Nauseated|nauseated]] for 1d4 rounds. Anyone who succeeds the saving throw against the fumes quickly acclimates and is immune to the effects of mercurial vapors for 24 hours.<br />
<br />
'''{{#anc:Denaturation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, the acid generated by an ochremancer is so potent that it bypasses the acid resistance of other creatures. He may now bypass an amount of acid resistance equal to his ochremancer level plus his [[Constitution]] modifier.<br />
<br />
'''{{#anc:Swell}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer of 13th level or higher has attained a great deal of control over his [[#Dissimilation|dissimilated]] form. When he dissimilates, he may now assume the form of a cube of solid sludge instead of the normal puddle of ooze. This cube takes up an amount of space equal to a creature one size larger than the ochremancer. In this alternate form of dissimilation he loses his damage reduction and ability to slip through cracks, but instead gains the ability to mow down and engulf creatures the size of the cube or smaller that fail a [[SRD:Saving Throw#Reflex|Reflex]] save (DC 10 + ½ ochremancer level + [[Constitution]] modifier) when he attempts to move through them. Success indicates that the opponent is merely pushed back instead of being engulfed. Attempting to engulf a creature provokes an [[SRD:Attack of Opportunity|attack of opportunity]] against the ochremancer, but an opponent who attempts the attack of opportunity loses their Reflex save and is automatically engulfed.<br />
<br />
An engulfed creature takes 1d6 points of acid damage per two ochremancer levels (round down) per turn that they are inside the ochremancer. An ochremancer that chooses to try and engulf a foe cannot perform any other actions during his turn. This ability is, instead, a standard action<br />
<br />
'''{{#anc:Metamorphosis}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Using the fluid properties of his body, a 14th level ochremancer is able to reshape the contours of his physical form at will. This is similar to the ''[[alter self]]'' spell, except the changes are physical and therefore cannot be dispelled. Since the metamorphosis is achieved by changing the chemical structure of his body, most of the ochremancer’s other abilities (except ketoacidosis) are negated in this form, and as a result he must forego his disguise to reach full combat effectiveness. The ochremancer will also instantly, involuntarily change forms if physically damaged, due to the activation of his ketoacidosis. Voluntarily shifting forms, either to a different form or to his natural form, is a standard action.<br />
<br />
'''{{#anc:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, can personally control Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. For an Ochremancer to control said creatures, he must part a little of his afflicted body within an Ooze or an Ochremancer. A typical way would be to hit them with a Sludge bomb, or a similar ochremancer ability, though, as a standard action, he can set apart a small portion of his slime body and launch it toward an ooze or Ochremancer. This is similar to using a sludge bomb with no damage, but with the same range increments. In either case, Oozes are given no Will Save to avoid this effect, though Ochremancers can resist control with a Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s [[SRD:Constitution|Constitution]] modifier). A successful save resists control and foils any further attempts for 24 hours.<br />
<br />
The ability functions as the spell ''[[dominate person]]'' except it only affects oozes or ochremancers. The caster level is equal to the ochremancer level and he can use this ability up to as many times per day as his ochremancer level. If an ooze's HD exceeds his allotted control, the newly controlled ooze creatures falls under your control and previous castings become uncontrolled (you choose which creatures are released).<br />
<br />
Oozes typically have no intelligence, so the control of regular oozes are that of simple commands. Ochremancers, however, can communicate with the controller as the spell's description. Unlike the spell, ''[[protection from evil]]'' or a similar ward does not bar the effects of giving command or sensory motion, though an ''[[antimagic field]]'' or wide area alignment effect (opposed by the controller's alignment) does, though does not release control of the ochremancer. Ochremancers, but not oozes, remember their controllers.<br />
<br />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to an ochremancer's terrible influence, but still retain some of their abilities prior to unwillingly taking the curse (unlike those who willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted into an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, value rolled by DM) though the subject can choose which number of class levels to affect. Willing, but not helpless, creatures can freely accept the ooze (albeit, taking the damage below) and take class levels as normal without affecting their current classes, but those who are non-willing are entitled to a Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s [[SRD:Constitution|Constitution]] modifier). Success and the creature thwarts this effect and is rendered immune to the effect for 1 hour per the subject's [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute. Creatures so affected this way are subject to control by the caster or another Ochremancer of similar or higher level.<br />
<br />
Both effects of this ability only affects humanoids or a creature of a similar type of the ochremancer's, as well as a creature their size category, one size larger or smaller than the caster. Once a creature is ooze afflicted, it's permanent and the victim changes his abilities as follows of a creature equal to the number of levels affected; however the sudden change in class does not affect normal multiclass restrictions (as the transformation is unwilling), so a creature can level up in their previous class without penalty (if they still have the class) or choose to level in ochremancer if desired. This ability only affects class level Hit dice, not creatures' natural Hit dice (so animals and most monsters are naturally immune to this ability) and recipients or victims must be living creatures. Only Limited Wish, Miracle or Wish can restore levels lost this way. Effects that prevent polymorphism also prevent the effect of this ability. <br />
<br />
'''{{#anc:Amorphous}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An ochremancer no longer has any discernible anatomy at 18th level. He now cannot be [[flanked]], and is immune to critical hits as well as [[SRD:Rogue#Class Features#Sneak Attack|sneak attacks]] and [[SRD:Nonlethal Damage|nonlethal damage]].<br />
<br />
'''{{#anc:Wall of Sludge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 19th level, the ochremancer’s ability to [[#Swell|swell]] increases in size and potency. When he decides to swell, he may now form a cube up to two size categories larger than his normal size. In addition, an engulfed opponent takes damage as if he had been attacked by the ochremancer’s [[#Sludge Bomb|sludge bomb]].<br />
<br />
'''{{#anc:The Blob}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, the ochremancer’s journey of transformation has reached its peak. His type now changes to [[SRD:Ooze|ooze]], but he retains his [[SRD:Intelligence|Intelligence]] score and therefore the vulnerability to [[:Category:Mind-Affecting Effect|mind-affecting effects]]. As an ooze, he is now immortal and does not need to eat or sleep, but he must still breathe. He is now immune to [[SRD:Poison|poison]], [[SRD:Sleep|sleep effects]], [[SRD:Paralyzed|paralysis]], [[SRD:Polymorph|polymorphing]], and [[SRD:Stunned|stunning]], His electricity resistance also turns to electricity immunity. He also gains a slam attack based on his size (see table below).<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Ochremancer Slam Attack}}<br />
|-<br />
! rowspan="1" | Ochremancer Level || Slam Damage<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Fine || 1d2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Diminutive || 1d3 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Tiny || 1d4 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Small || 1d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Medium || 1d8 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Large || 2d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Huge || 2d8 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Gargantuan || 4d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Colossal || 4d8 <br />
|}<br />
<br />
In his natural form (his ooze form), the ochremancer is now considered [[SRD:Blinded|blind]], although he still has his blindsight ability. If he changes forms using metamorphosis, he regains his normal vision but loses the benefits of blindsight.<br />
<br />
====Epic Ochremancer====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Ochremancer}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Mercurial Vapors|Mercurial Vapors]] 5/day<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Viscosity|Viscosity +6]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Mercurial Vapors|Mercurial Vapors]] 6/day <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [[#Bonus Feats|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Viscosity|Viscosity +7]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | [[#Bonus Feats|Bonus Feat]], [[#Mercurial Vapors|Mercurial Vapors]] 7/day<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 />
'''Sludge Bomb:''' The epic ochremancer's sludge bomb continues to increase in damage by 1d6 at every level after 20th.<br />
<br />
'''Blindsight:''' The epic ochremancer's blindsight continues to increase by 5 feet per level.<br />
<br />
'''Mercurial Vapors:''' The epic ochremancer gains more daily uses of his mercurial vapors ability at 21st, 25th and 29th level.<br />
<br />
'''Viscosity:''' The epic ochremancer continues to gain bonuses to his natural armor every four levels after 20th.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic ochremancer gains a bonus feat (selected from the list of epic ochremancer bonus feats) every three levels after 20th.<br />
<br />
''Epic Ochremancer Bonus Feat List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[Epic Endurance]], [[Epic Fortitude]], [[Epic Prowess]], [[SRD:Epic Reputation|Epic Reputation]], [[SRD:Epic Speed|Epic Speed]], [[Epic Toughness]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[Perfect Health]], [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
====Human Ochremancer Starting Package====<br />
<br />
'''Weapons:''' [[Heavy mace]].<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" | [[Balance]] || 4 || [[Dex]] || -1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Concentration]] || 4 || [[Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Escape Artist]] || 4 || [[Dex]] || -1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Hide]] || 4 || [[Dex]] || -1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spellcraft]] || 4 || [[Int]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Point Blank Shot]]<br />
<br />
'''Bonus Feats:''' [[Improved Initiative]].<br />
<br />
'''Gear:''' Studded leather armor, bedroll.<br />
<br />
'''Gold:''' 25 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Ochremancer====<br />
<br />
'''Religion:''' In keeping with expectations, ochremancers tend to worship deities of pestilience and disease, particularly those who count oozes amongst their allies. Demons lords, such as Juiblex, also have a particular following amongs evil ochremancers.<br />
<br />
'''Other Classes:''' An ochremancer is an ooze (or at least a wanna-be ooze), plain and simple. As a result, his popularity among others will likely take a dip due to the repulsive nature of most oozes. Despite this, he is usually capable of getting along with others, assuming they look past his somewhat horrific reputation.<br />
<br />
'''Combat:''' Due to his ability to resist weapon damage, the ochremancer has the ability to be a functional front-line combatant. But he is best used as a ranged support character who can pelt opponents with sludge bombs while remaining unmolested.<br />
<br />
'''Advancement:''' Evil ochremancers typically become cancer mages or thralls of the demon lord Juiblex (both prestige classes from the ''[[Book of Vile Darkness]]''). It is also not uncommon for ochremancers to multi-class as [[SRD:Rogue|rogues]], supplementing their rare infiltration skills with rogue abilities.<br />
<br />
====Ochremancers in the World====<br />
<br />
{{quote|''The acid I use will soon be used to cleanse the world, and one day soon, you will all be baptized in it.''|orig=Grissom, human ochremancer}}<br />
<br />
An ochremancer carries with him a tremendous spite for humanoids, now feeling more of a kinship with oozes. While this does not bar him from cooperating with fellow party members, he will keep himself as aloof and distant as possible.<br />
<br />
'''Daily Life:''' An ochremancer usually resides in the pits of society, reveling in the filth and excrement that people casually discard. Such places are the breeding grounds for oozes, and as a result the ochremancer feels at home there. <br />
<br />
'''Notables:''' The names of specific ochremancers are erased by historians, who shudder to even think of them and usually choose to omit them from historical records.<br />
<br />
'''Organizations:''' While most ochremancers share a commonality in their reverence for oozes, they never congregate and no official organization exists between them The treat each other much the same way an ooze would treat a fellow ooze: with ambivalence at best and in most cases with open hostility.<br />
<br />
'''NPC Reactions:''' The reputation (and foul stench) of an ooze follows the ochremancer everywhere he goes. Due to the circumstances of their creation, ochremancers are shunned as carriers of disease (although they tend to be resistant to diseases).<br />
<br />
====Ochremancer Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (dungeoneering)]] can research ochremancers 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 (dungeoneering)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Ochremancers are beings who have gained the powers of an ooze.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Ochremancers, like their ooze brethren, prefer to live in dank, filthy places, far away from the cleanliness of civilization.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | An ochremancer has numerous acid-based abilities, not the least of which is the power to create a ball of acid called a sludge bomb.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Ochremancers are the survivors of diseases contracted by eating an aberration or ooze.<br />
|}<br />
<br />
====Ochremancers in the Game====<br />
<br />
An ocremancer is tremendously versatile, able to be a front-line or a support fighter. With his abilities of infiltration (dissimilation), lockpicking (casutic slime) and disguise (metamorphosis) he can also to an effective (if unorthodox) substitute for a rogue. <br />
<br />
'''Adaptation:''' Oozes exist in most campaigns, and as a result adaptation of the ochremancer is extremely simple.<br />
<br />
'''Sample Encounter:'''<br />
<br />
''EL 10:'' After defeating a [[black pudding]], the PC's discover its master, a 12th level ocremancer who reveals himself and attacks.<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:Combat-Focused]]<br />
[[Category:Ochremancer]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Talk:Healing_Personified_(3.5e_Optimized_Character_Build)&diff=584433Talk:Healing Personified (3.5e Optimized Character Build)2012-08-12T13:56:20Z<p>173.245.52.104: /* No Need for Hierophant's Divine Reach Ability */</p>
<hr />
<div>== Invalid ==<br />
<br />
This build is impossible. I'm looking at the book right now (Heroes of battle) and to become a combat medic you have to have the feats combat casting and dodge. This article doesn't have either one of these as feats, meaning you can't grab the combat medic class. Someone needs to edit this. {{Unsigned|75.60.172.119|20:40, 3 May 2009 (MST)}}<br />
<br />
:Well if you are human you can take one of them as the bonus feat. As for the other if your DM allows you can take a flaw and then you will have both feats. This is just a solution to the current problem with the build. I don't know what the creator of this meant to do, but this is how I would solve the problem and be able to play the build. -[[User:Sarrow|Sarrow]] 18:33, 2 June 2009 (MDT)<br />
<br />
::This will all be addressed...eventually. I plan on someday going through all my old stuff and revising it. --[[User:Daniel Draco|Daniel Draco]] 10:52, 3 June 2009 (MDT)<br />
<br />
<br />
Yeah I agree but I have also seen other builds that did not meet the prereqs<br />
<br />
== Spontaneous Casting ==<br />
<br />
In PHB2 there is an option to replace your ability to cast cure spells spon, with domain spells spon, just get the healing domain. :D --[[User:Sakurasboy|Sakurasboy]] 16:18, 2 June 2009 (MDT)<br />
<br />
== Healing ==<br />
<br />
Kinda sucks mid-combat. Be better off using resources (actions) to kill enemies, which would "heal" more in the long run. After combat, one can just UMD a wand of lesser vigor/CLW. --[[User:Ghostwheel|Ghostwheel]] 03:51, 14 July 2009 (MDT)<br />
<br />
:That said, if you're going to do it you might as well make it optimized; here are the healing-related and benefiting feats I came up with after looking through books, some might be very worthwhile to add to the build. <br />
:*Magic of the Land (RotW) - Add spell's level x2 to the amount of damage healed<br />
:*Augment Healing (CD) - Add spell's level x2 to the amount of damage healed<br />
:*Initiate of Tamara (DM) - Add a spell's level to the amount of damage healed<br />
:*Touch of Healing (CC) - Heal people for free up to 1/2 their health<br />
:*Sacred Healing (PHB2) - spend a turn attempt to add +2 healing per damage die to your spell<br />
:*Sacred Healing (CD) - Spend a turn attempt to grant Fast Healing to all living creatures in a 60' burst, lasts 1 + cha mod rounds (full round action)<br />
:*Sacred Boost (CD) - Spend a turn attempt to make the next Cure spell you cast automatically maximized (standard action)<br />
:*Mastery of Day and Night (PGtE) - Maximize cure/inflict spells for free<br />
:*Prophecy's Shaper (MoE) - Empower a spell 1/round for free<br />
:*Prophecy's Shepherd (MoE) - Quicken a cure/inflict spell 1/round for free<br />
:Some of them already appear on the build, others don't. --[[User:Ghostwheel|Ghostwheel]] 16:11, 29 August 2009 (MDT)<br />
<br />
== Category ==<br />
<br />
Perhaps this might fit better under "Flavorful Optimization"? --[[User:Ghostwheel|Ghostwheel]] 05:12, 2 September 2009 (MDT)<br />
<br />
:I'd disagree on this one. It is made for a purpose more so than for flavor reasons. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 06:32, 2 September 2009 (MDT)<br />
<br />
:: Except with the exceptions of level 1 (CLW can get a person to max health) and when the character gets Heal & Mass Heal, it's not effective enough to "undue" even one successful attack of a damage-primary opponent as it is now, and the author locked it so that nothing else could be changed. --[[User:Ghostwheel|Ghostwheel]] 12:49, 2 September 2009 (MDT)<br />
<br />
<br />
== No Need for Hierophant's Divine Reach Ability ==<br />
:Rather than taking several levels in hierophant, just take the Improved Power feat for the Healing domain as listed in Dragon Magazine #342. The Improved Power feat will grant the Healing Light supernatural ability, allowing you to cast healing spells at a range of close a number of times per day equal to your character level.</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Talk:Healing_Personified_(3.5e_Optimized_Character_Build)&diff=584429Talk:Healing Personified (3.5e Optimized Character Build)2012-08-12T13:53:51Z<p>173.245.52.104: No Need for Hierophant's Divine Reach Ability</p>
<hr />
<div>== Invalid ==<br />
<br />
This build is impossible. I'm looking at the book right now (Heroes of battle) and to become a combat medic you have to have the feats combat casting and dodge. This article doesn't have either one of these as feats, meaning you can't grab the combat medic class. Someone needs to edit this. {{Unsigned|75.60.172.119|20:40, 3 May 2009 (MST)}}<br />
<br />
:Well if you are human you can take one of them as the bonus feat. As for the other if your DM allows you can take a flaw and then you will have both feats. This is just a solution to the current problem with the build. I don't know what the creator of this meant to do, but this is how I would solve the problem and be able to play the build. -[[User:Sarrow|Sarrow]] 18:33, 2 June 2009 (MDT)<br />
<br />
::This will all be addressed...eventually. I plan on someday going through all my old stuff and revising it. --[[User:Daniel Draco|Daniel Draco]] 10:52, 3 June 2009 (MDT)<br />
<br />
<br />
Yeah I agree but I have also seen other builds that did not meet the prereqs<br />
<br />
== Spontaneous Casting ==<br />
<br />
In PHB2 there is an option to replace your ability to cast cure spells spon, with domain spells spon, just get the healing domain. :D --[[User:Sakurasboy|Sakurasboy]] 16:18, 2 June 2009 (MDT)<br />
<br />
== Healing ==<br />
<br />
Kinda sucks mid-combat. Be better off using resources (actions) to kill enemies, which would "heal" more in the long run. After combat, one can just UMD a wand of lesser vigor/CLW. --[[User:Ghostwheel|Ghostwheel]] 03:51, 14 July 2009 (MDT)<br />
<br />
:That said, if you're going to do it you might as well make it optimized; here are the healing-related and benefiting feats I came up with after looking through books, some might be very worthwhile to add to the build. <br />
:*Magic of the Land (RotW) - Add spell's level x2 to the amount of damage healed<br />
:*Augment Healing (CD) - Add spell's level x2 to the amount of damage healed<br />
:*Initiate of Tamara (DM) - Add a spell's level to the amount of damage healed<br />
:*Touch of Healing (CC) - Heal people for free up to 1/2 their health<br />
:*Sacred Healing (PHB2) - spend a turn attempt to add +2 healing per damage die to your spell<br />
:*Sacred Healing (CD) - Spend a turn attempt to grant Fast Healing to all living creatures in a 60' burst, lasts 1 + cha mod rounds (full round action)<br />
:*Sacred Boost (CD) - Spend a turn attempt to make the next Cure spell you cast automatically maximized (standard action)<br />
:*Mastery of Day and Night (PGtE) - Maximize cure/inflict spells for free<br />
:*Prophecy's Shaper (MoE) - Empower a spell 1/round for free<br />
:*Prophecy's Shepherd (MoE) - Quicken a cure/inflict spell 1/round for free<br />
:Some of them already appear on the build, others don't. --[[User:Ghostwheel|Ghostwheel]] 16:11, 29 August 2009 (MDT)<br />
<br />
== Category ==<br />
<br />
Perhaps this might fit better under "Flavorful Optimization"? --[[User:Ghostwheel|Ghostwheel]] 05:12, 2 September 2009 (MDT)<br />
<br />
:I'd disagree on this one. It is made for a purpose more so than for flavor reasons. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 06:32, 2 September 2009 (MDT)<br />
<br />
:: Except with the exceptions of level 1 (CLW can get a person to max health) and when the character gets Heal & Mass Heal, it's not effective enough to "undue" even one successful attack of a damage-primary opponent as it is now, and the author locked it so that nothing else could be changed. --[[User:Ghostwheel|Ghostwheel]] 12:49, 2 September 2009 (MDT)<br />
<br />
<br />
== No Need for Hierophant's Divine Reach Ability ==<br />
:Rather than taking several levels in hierophant, just take the Improved Power feat for the Healing domain as listed in Dragon Magazine #342.</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Trynton_(3.5e_Environment)&diff=558815Trynton (3.5e Environment)2012-04-08T04:56:15Z<p>173.245.52.104: /* The Second Bough */</p>
<hr />
<div>==Introduction==<br />
Trynton is the city of the [[Trynnie (DnD Creature)|Trynnies]]. As the sole city and capital, it has a central place in Trynnie society. The city is divided into seven boughs, as each part of the city rests on a different part of the giant trees it is in. The first six boughs are physical places, the seventh bough is an illusion... but it is there that the Trynnie can hope to learn their destinies... <br />
<br />
==The First Bough==<br />
The lowest Bough, this neighborhood contains several important locations, including the city's most important potion shop and a major religious sanctuary which has a major fountain that contains a spirit who rewards certain travelers for answering its riddles correctly. This bough has many houses, and is the third most populous of all boughs.<br />
<br />
==The Second Bough==<br />
The least populous of the physical boughs, the second bough is nevertheless critical because of its many alchemy stores, craft shops, and the most important market. This is the bough most visited by foreigners, as those seeking exotic goods, high-quality potions, resources harvested from the forest, or questionably-acquired items at discount rates can find them.<br />
<br />
==The Third Bough==<br />
A mainly residential area, the third bough contains the second-largest population of all boughs in Trynton.<br />
<br />
==The Fourth Bough==<br />
Known for being the home of the central temple, this bough is paradoxically not the holiest. At the temple, one can access the seventh bough, read from the temple archives, or visit the temple's armory, where weapons are blessed and enchanted. The fourth bough is known for having the second most important temple in Trynton as well, known as the rising elms. This bough also has a small zoo, where the Trynnie study captured creatures to determine their strengths and weaknesses, and determine if a creature has potential as a game to be hunted.<br />
<br />
==The Fifth Bough==<br />
Small and barely more populated than the second bough, the fifth bough is important as a warehousing area and as home for the high shaman.<br />
<br />
==The Sixth Bough==<br />
Known as the holiest part of Trynton, this bough is the most populated. It is known for having the largest number of temples of any of the boughs, as well as being the place where the Trynnie keep their most important treasure.<br />
<br />
==The Seventh Bough==<br />
The seventh bough is an illusion which can be accessed by going to a certain part of the central temple, eating a certain plant and drinking a special potion made by the Trynnies. At this illusion, one may be visited by the apparition of the high shaman, who will reveal one's destiny.</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Trynnie_(4e_Race)&diff=558813Trynnie (4e Race)2012-04-08T04:18:16Z<p>173.245.52.104: Trynnies were explicitly described as not being very smart in the game, but they are wise in the ways of nature.</p>
<hr />
<div>==Trynnies==<br />
<br />
'''''Small, rodent-like humanoids who live in the forest, the Trynnies have a city in a series of giant trees, and are known for being excellent hunters and alchemists. They are known for their penchant for petty theft as well as their fascination for bright, shiny objects. Led by a chief and guided by a great shaman, the Trynnies await the day in which nature will destroy evil and leave them to inherit the world.'''''<br />
<br />
{{4e Racial Traits<br />
|height=4'0" - 4'5" <br />
|weight=65 - 80 lbs<br />
|abilities=+2 Dexterity, +2 Wisdom <br />
|size=Small<br />
|speed=5<br />
|vision=Normal<br />
|languages=Common<br />
|skills=+2 Nature, +2 Thievery<br />
|trait1=Group Naturalism<br />
|description1=You grant Non-Trynnie allies within 5 squares of you +1 racial bonus to Nature checks.<br />
|trait2=Retreating Recovery<br />
|description2=When you take a second wind action you can shift 3 squares.<br />
|trait3=Chosen Ones<br />
|description3=At 1st level, you choose a 1st level at-will attack power with the Primal keyword, from a class different to yours. You can use that power as an encounter power.<br />
}}<br />
<br />
<br />
The Trynnie race has existed in a great forest since time beyond memory. Long content to be hunters and to live in relative peace and worship nature deities without interference from the outside world, the encroachment of outside races has shattered the old ways of life. While most Trynnies still live in the woods, they now live in perpetual fear of invasion from the outside, and have constructed a city, Trynton, in the great trees<br />
<br />
Play a Trynnie if you want...<br />
* To have extra agility. <br />
* To be part of a race that worships nature.<br />
* To be a member of a race that favors the ranger, rogue or shaman classes.<br />
<br />
===Physical Qualities===<br />
<br />
Trynnies are bipedal, white-furred rodents with large eyes and good balance. They have three toes per foot and four fingers per hand. While they have weak muscles and little durability, the Trynnie race has an excellent sense of smell. <br />
<br />
===Playing a Trynnie===<br />
<br />
Trynnies are an unusual sort of race. On one hand, they are sneaky little creatures with a penchant for thievery and skill at hunting, and on the other, they are generally considered to be good creatures who value life and will generally only fight in self-defense. While they are considered to be chaotic, they are usually good at heart. While the Trynnies lack a sizable set of moral principles or respect for private property, they do have a belief in kind of goodness which is often difficult for outsiders to grasp.<br />
<br />
The center of the Trynnies' world is nature. As they have worshiped nature spirits from the very beginning of their sentient history, the Trynnie have a quiet belief in being the "chosen ones"; that is, the ones who will inherit the Earth when nature finally wipes out fully civilized, sentient races in a flood, destroys all unnatural creations, and restores the world to a pristine shape. At that time, all will be set right, the dead will be returned to life, and all that the Trynnie have lost will be returned to them. This belief results in a sort of strange respect for the natural law, but still leaves the Trynnie as chaotic due to the fact that it is very vague, open, permissible law which makes few moral judgments outside of basic actions with respect to nature, life, and biological behaviors. <br />
<br />
As a consequence, the Trynnie beleive that human-created positive law is really not worth following if one can escape from the consequences of breaking it. While certain behaviors such as murder or torture are unnatural and thus immoral in the eyes of the Trynnie, acts like petty theft and trespassing are not considered wrong; the idea is that all land and matter inevitably belongs to nature and thus, should be held in common. The Trynnie ''do'' have some very limited property rights, but these rights only extend in as far as one is currently ''using'' an item; a Trynnie may want to keep his spear while in the service, but when he no longer needs to use it, he won't complain if it is taken. <br />
<br />
The city of Trynton is a fairly large place, and exists in three dimensions, as one has to go up and down as much as one has to go back and forth or left or right. In Trynton, one will encounter wooden structures everywhere, including temples and other religious edifices, various shops, many houses, and narrow bridges. The city has seven boughs; six physical, and one where only one's mind can travel.<br />
<br />
'''Trynnie Characteristics:''' Sneaky, crafty, natural, agile. <br />
<br />
'''Male Names:''' Madras, Gari, Das, Burz, Fuzzfas, Caro, Shantillo. <br />
<br />
'''Female Names:''' Sparkle, Thorn, <br />
<br />
===Trynnie Adventurers===<br />
<br />
'''Madras:''' A Trynnie alchemist and weaponsmith, Madras is perhaps the most "humanized" of all Trynnies. While he still has a Trynnie's mindset, he uses Trynnie and human technology and magic to advance the ends of his people. So far, this has worked out wonderfully, as combining human sophistication with the Trynnies' penchant for nature magic has enabled Madras to make many valuable potions, weapons, and tools. <br />
<br />
'''Sparkle:''' A Trynnie scout sent by the chief to find help when a hostile invasion threatened the most holy part of Trynton, this female has been hired to provide recon services by a powerful military in exchange for the possibility of help for her people. <br />
<br />
'''Amit:''' A Trynnie shaman gone bad, Amit was caught trying to bind dark spirits to his command so that he could overthrow the chief and great shaman. His intent was to bring about the predicted deluge which would flood out all unnatural races and civilizations, and to restore the land to its pristine shape. His means, however, were far too dark, radical, and violent to be tolerated, and he was kicked out of Trynton. Amit has currently bound a dark nature spirit into the body of a gigantic rock golem, and is considered to be a major threat to all he encounters. <br />
<br />
<br />
----<br />
{{4e User Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Natural Origin]]<br />
[[Category:Anthropomorphic]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Gambler_(Fallout_Supplement)&diff=558795Gambler (Fallout Supplement)2012-04-08T01:14:44Z<p>173.245.52.104: </p>
<hr />
<div>{{D20 Modern Feat<br />
|name=GAMBLER<br />
|type(s)=<br />
|summary=You can roll with the best of them.<br />
|prerequisite(s)=Level 3, 3 of gambling skill<br />
|prerequisite_feat1=<br />
|prerequisite_feat2=<br />
|prerequisite_feat3=<br />
|prerequisite_feat4=<br />
|prerequisite_feat5=<br />
|prerequisite_feat6=<br />
|benefit=+2 on gambling checks<br />
|normal=<br />
|special=<br />
}}<br />
<br />
{{d20 Modern Feats Breadcrumb}}<br/><br />
{{d20 Modern Breadcrumb}} &rarr; [[D20 Modern Campaign Settings|Campaign Settings]] &rarr; [[Fallout (D20 Modern Campaign Setting)|Fallout]] &rarr; [[Feats (Fallout Supplement)|Feats]]<br />
{{Copyright Disclaimer}}<br />
[[Category:D20M]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Setting]]<br />
[[Category:Fallout Setting]]<br />
[[Category:Supplement]]<br />
[[Category:Translation]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Gambler_(Fallout_Supplement)&diff=558794Gambler (Fallout Supplement)2012-04-08T01:12:59Z<p>173.245.52.104: </p>
<hr />
<div>{{D20 Modern Feat<br />
|name=GAMBLER<br />
|type(s)=<br />
|summary=You can roll with the best of them.<br />
|prerequisite(s)=Level 3, unarmed combat<br />
|prerequisite_feat1=<br />
|prerequisite_feat2=<br />
|prerequisite_feat3=<br />
|prerequisite_feat4=<br />
|prerequisite_feat5=<br />
|prerequisite_feat6=<br />
|benefit=+2 of damage when unarmed or using unarmed type weapons<br />
|normal=<br />
|special=<br />
}}<br />
<br />
{{d20 Modern Feats Breadcrumb}}<br/><br />
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[[Category:Translation]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Shadow_Blade_(3.5e_Class)&diff=558774Shadow Blade (3.5e Class)2012-04-07T22:29:26Z<p>173.245.52.104: </p>
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<div>{{DnD Base Class Infobox<br />
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|type=Combat-Focused, Skilled<br />
|desc=<-Paragraph description of the class-><br />
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<br />
== Shadow Blade ==<br />
<br />
Shadow Blade's are often descendants of beings from the Plane of Shadow, granting them inherent abilities with teleportation and "ghosting". These abilities usually lead one to become a sneaky thief, though others learn to kill and assassinate.<br />
<br />
=== Making a Shadow Blade ===<br />
<br />
Shadow Blades are notorious thieves, pickpockets, and occasionally assassins; as well as being charming and a people person.<br />
<br />
'''Abilities:''' Dexterity and Intelligence are a Shadow Blade's most important attributes, Constitution is important as it is for classes, Charisma helps with a few Shadow Blade abilities, while Strength and Wisdom are negligible.<br />
<br />
'''Races:''' Because of the speed inherent to this class the most common races that take this class are Humans, Elves, Half-Elves, and the occasional Halfling. Gnomes, Orcs, and Dwarves rarely take this class.<br />
<br />
'''Alignment:''' Shadow Blades are never lawful.<br />
<br />
'''Starting Gold:''' 3d4x10<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Shadow Blade}}</div><br />
Hit Die: d12<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Sneak Attack +1d6, Shadow Step, Dagger Finesse, Quick Draw, Brilliant Defense.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Evasion, Perfect Two-Dagger Fighting.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Sneak Attack +2d6, Insightful Strike.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Uncanny Dodge, Palm Weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Sneak Attack +3d6, Rapid Stealth, Shadow Vision<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Hide in Plain Sight,<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Sneak Attack +4d6, Shadow Form<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Improved Uncanny Dodge, Dagger Defense, Improved Flanking, Assume Equipment<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Sneak Attack +5d6, Athletic Cascade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Sneak Attack +6d6, Aggressive Stealth<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Improved Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Sneak Attack +7d6,<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Dagger Mastery<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Sneak Attack +8d6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Greater Improved Flanking<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Sneak Attack +9d6, Shadow Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | Sneak Attack +10d6,<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Shadow Apotheosis<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (10 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Shadow Blades are agile fighters and stealthy asssassins. All of the following are class features of the Shadow Blade.<br />
<br />
'''Weapon and Armor Proficiency:''' Shadow Blades are only proficient with Daggers and dagger-type weapons. They are proficient with no types of armor or shields.<br />
<br />
'''Sneak Attack:''' If a Shadow Blade can catch an opponent when he is unable to defend himself effectively from his attack, she can strike a vital spot for extra damage.<br />
<br />
The Shadow Blade’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Shadow Blade flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Shadow Blade levels thereafter. Should the Shadow Blade score a critical hit with a sneak attack, this extra damage is not multiplied. <br />
<br />
Ranged attacks can count as sneak attacks only if the target is within 30 feet. <br />
<br />
With a sap (blackjack) or an unarmed strike, a Shadow Blade can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. <br />
<br />
A Shadow Blade can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Shadow Blade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Shadow Blade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. <br />
<br />
'''Shadow Step:''' A shadow step is similar to a teleport; however, it only affects the Shadow Blade and any gear on his person. Whenever the Shadow Blade shadow steps, he disappears from his current location, travels through the Shadow Plane, and reappears in the new location. Bursts of shadow appear in both squares affected. Unless otherwise specified, shadow steps have unlimited range, but must begin and end on the same plane. If the Shadow Blade shadow steps to an occupied square, he is shoved towards the nearest space large enough to hold his body mass (which may or may not be within the same square, depending on what now occupies it) and takes 1d6 damage for each 5 feet traveled. <br />
<br />
'''Dagger Specialization:''' During creation, a Shadow Blade pick one type of dagger. They are now proficient with this weapon, and are treated as having taken Weapon Focus, Weapon Specialization, and Weapon Finesse with this weapon, and receive a +1 to all attack rolls, and a +2 to all damage rolls. Dagger Specialization takes the place of the feat you get for being first level.<br />
<br />
'''Quick Draw:''' A Shadow Blade may draw both swords as a free action, instead of a move action.<br />
<br />
'''Brilliant Defense (Ex):''' Shadow Blades add their Intelligence modifier to their AC. In addition, a Shadow Blade gains a +1 bonus to AC at level 4. This increases to +2 at level 8, +3 at level 12, +4 at level 16, and +5 at level 20. <br />
<br />
'''Perfect Two-Weapon Fighting (Ex):''' (This is not like the Epic Feat Perfect Two-Weapon Fighting) A Shadow Blade fights with a weapon in each hand, which allows them to make one extra attack each round with the second weapon. Thanks to this ability, a Shadow Blade receives no penalties to dual wielding the type of daggers he has specialized in. (see below) Because of this ability, you are not allowed to take any feat that applies to Two-Weapon Fighting.<br />
<br />
'''Evasion (Ex):''' At 2nd level and higher, a Shadow Blade can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Shadow Blade is wearing no armor. A helpless Shadow Blade does not gain the benefit of evasion. <br />
<br />
'''Insightful Strike (Ex):''' A Shadow Blade of 3rd level or higher, so long as she is wearing no armor and carrying no heavier than a light load may add his Intelligence Modifier (if any) as an Insight bonus to any damage dealt with his daggers. This bonus does not take effect against creatures that are immune to Critical hits. In addition, a +2 Insight bonus is applied to critical confirmation rolls, becoming a +4 bonus at 6th level, and continues to increase by two every third level thereafter. <br />
<br />
'''Elusive Speed (Ex):''' You gain +10ft to your movement speed, you can only use this if you are wearing no armor, you gain this at 1st and 3rd levels and every 3 levels after 3rd. <br />
<br />
'''Uncanny Dodge (Ex):''' Starting at 4th level, a Shadow Blade can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. <br />
<br />
If a Shadow Blade already has uncanny dodge from a different class he automatically gains improved uncanny dodge (see below) instead. <br />
<br />
'''Palm Weapon (Ex):''' At 4th level, the Shadow Blade learns to conceal weapons with supernatural skill. Any weapon successfully concealed with Sleight of Hand cannot be found with divination magic. <br />
<br />
'''Rapid Stealth (Ex):''' At level 5, the Shadow Blade does not suffer the -10 penalty to Move Silently or Hide for moving at his full normal speed. He still suffers the normal -20 penalties to hide and move silently for running or fighting if he performs those actions. <br />
<br />
'''Shadow Vision (Ex):''' All Shadow Blade train in darkness due to their affinity with the shadows. As a result, an Shadow Blade gains low-light vision. If he already has low-light vision, he may choose to gain darkvision with a range of 60 feet or to double the effectiveness of his low-light vision. If he already has darkvision and low-light vision, he may instead choose to retain a semblance of color in his darkvision. <br />
The Shadow Blade also gains a +1 bonus to any spot checks he makes, as his eyes have become slightly more fine-tuned due the stress of learning to see in what is normally too dark for him to see. <br />
<br />
'''Hide in Plain Sight (Su):''' At 6th level, an Shadow Blade can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, a Shadow Blade can hide himself from view in the open without having anything to actually hide behind.<br />
<br />
'''Shadow Form (Su):''' At 7th level the Shadow Blade gains the ability to shed his corporeal body and become incorporeal (or “shadow stuff”) once per day as a standard action. The Shadow Blade can remain in this state for up to 4 + charisma modifier rounds. During this time, the character's body fades into a shadowy state that retains the characters original likeness. While in the shadow form, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). <br />
His material armor remains in place and continues to provide its armor bonus to AC (see Shadow Armor, above). His material weapons also remain corporeal.<br />
<br />
The Shadow Blade can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is in the shadow form (but see the assume equipment ability, described below). <br />
<br />
Often, a Shadow Blade appears like a shadow or ghost wearing items of the material world. This doesn't make his equipment more susceptible to attack (the normal rules for attended objects still apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, the shadow blade can then pass through solid objects at will as described below. <br />
<br />
At 9th, 11th, 13th, and 15th level the shadow blade gains another use of the Shadow form ability. <br />
<br />
Incorporeal Subtype: <br />
An incorporeal Shadow Blade has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all non-magical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or attack made with ghost touch weapons). <br />
<br />
An incorporeal Shadow Blade has no natural armor bonus and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal Shadow Blade can enter or pass through solid objects (subject to the restrictions described in the shadow form and assume equipment abilities), but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal Shadow Blade that is inside an object. To see farther from the object he is in and attack normally, the incorporeal shadow blade must emerge. An incorporeal shadow blade inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature with a readied action could strike at him as he attacks. An incorporeal shadow blade cannot pass through a force effect. <br />
<br />
An incorporeal shadow blade's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal shadow blade cannot fall or take falling damage. He cannot make trip or grapple attacks, not can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee and its ranged attack rolls. <br />
<br />
Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. <br />
<br />
'''Improved Uncanny Dodge (Ex):''' A Shadow Blade of 8th level or higher can no longer be flanked. <br />
This defense denies another Shadow Blade the ability to sneak attack the character by flanking her, unless the attacker has at least four more Shadow Blade levels than the target does. <br />
<br />
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum Shadow Blade level required to flank the character. <br />
<br />
'''Dagger Defense (Ex):''' At 8th level, the Shadow Blade has practiced using his daggers so much that he can quickly block any attack made against him. As long as the Shadow Blade has at least one dagger drawn, he gains a +2 shield bonus to AC. He gains an additional +2 bonus if he has two daggers drawn, and an additional +1 bonus for each dagger drawn after that. The Shadow Blade gains this benefit even if he is flat-footed, so long as he has at least one dagger drawn and his arms have the mobility to move the daggers to block attacks (thus, if he is paralyzed or immobilized, he loses the bonus). However, the Shadow Blade loses the benefits of this ability if he is wearing armor or wielding a shield. <br />
<br />
'''Improved Flanking (Ex):''' A Shadow Blade of 8th level or higher gains a cumulative +2 bonus when flanking an opponent (for a total of +4). The Shadow Blade must be wearing no armor and carrying no heavier than a light load. This bonus applies only to the Shadow Blade himself, and not to any allies that may also be flanking the same opponent.<br />
<br />
'''Assume Equipment (Su):''' At 8th level a shadow blade can designate a number of pieces of his worn equipment (including armor and weapons) equal to half his shadow blade level to become incorporeal when he uses his Shadow Form ability (Example: Zorn an 8th level shadow blade may designate 4 pieces of equipment). The equipment functions as normal, but while the shadow blade is incorporeal he may enter or pass through solid objects while wearing only the designated equipment. Once designated, the equipment automatically becomes incorporeal when the shadow blade assumes his Shadow Form, and it becomes corporeal when the shadow blade does. The shadow blade may change his designations at any time. <br />
<br />
'''Athletic Cascade (Ex):''' At 9th level, if a Shadow Blade moves before making an attack, for the purposes of flanking he may count any square he has moved through as threatening an opponent, in addition to the space he is actually attacking from. In this manner, he may even flank with himself. <br />
<br />
'''Aggressive Stealth (Ex):''' A Shadow Blade of 11th level does not suffer the -20 penalty to Hide or Move Silently checks for running or fighting. <br />
<br />
'''Improved Evasion (Ex):''' This ability works like evasion, except that while the Shadow Blade still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Shadow Blade does not gain the benefit of improved evasion. <br />
<br />
'''Dagger Mastery:''' At 14th level, the Shadow Blade is one with his daggers. Henceforth, he gains a +2 cumulative bonus on all attack rolls he makes with daggers, and the critical threat range of all daggers he wields increases by 1. In addition, he may use his sneak attacks and critical attacks to deal nonlethal damage at no penalty (effects other than damage do not apply to these attacks, however). <br />
A Shadow Blade with this ability gains the Greater Weapon Specialization and Greater Weapon Focus feats with his daggers even if he does not meet the prerequisites.<br />
<br />
'''Greater Improved Flanking (Ex):''' A Shadow Blade of 16th level or higher gains a cumulative +4 bonus when flanking an opponent (for a total of +6). The Shadow Blade must be wearing no armor and carrying no heavier than a light load. This bonus applies only to the Shadow Blade herself, and not to any allies that may also be flanking the same opponent.<br />
<br />
'''Shadow Body (Ex):''' At 17th level, a shadow blade becomes a being of pure shadows. This ability is similar to shadow form, except the character is permanently incorporeal (and gains that subtype). The shadow blade's Shadow Form ability now allows him to become corporeal for the duration rather than incorporeal, at all other times the shadow blade remains a shadow. In addition the shadow blade's type changes to Outsider (extraplanar). If the shadow blade is subject to a dismissal or banishment spell he returns to the Plane of Shadow. <br />
<br />
This change makes it difficult for the shadow blade to be raised if he dies. Like all non-native outsiders only a limited wish, wish, miracle or true resurrection will return the shadow blade back to life. <br />
<br />
'''Shadow Apotheosis (Ex):''' At 20th level the shadow blades body discorporializes into a thing of shadow; He is no longer susceptible to critical hits, sneak attacks, flanking and attacks that require discernible anatomy.<br />
<br />
==== Ex-Shadow Blade ====<br />
<br />
Any Shadow Blade whose alignment changes to lawful cannot take another level in the Shadow Blade class until his alignment is no longer lawful and he no longer has access to his Shadow Step or Shadow Form abilities.<br />
<br />
==== Epic Shadow Blade ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shadow Blade}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Sneak Attack 11d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Sneak Attack 12d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Sneak Attack 13d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Sneak Attack 14d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Sneak Attack 15d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
10 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
==== Human Shadow Blade Starting Package ====<br />
<br />
'''Weapons:''' Dagger, Dagger<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 10 + [[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" | Appraise || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Balance || 4 || Dex || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Bluff || 4 || Cha || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Escape Artist || 4 || Dex || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Open Lock || 4 || Dex || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Search || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sleight of Hand || 4 || Dex || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || "&mdash;"<br />
|}<br />
<br />
<br />
'''Bonus Feats:''' Natural Skill<br />
<br />
'''Gear:''' Explorer's Outfit, Backpack, Bedroll, Sunrod x2, Rations x5, Waterskin, Lockpick Set, Belt Pouch,<br />
<br />
'''Gold:''' 25gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Shadow Blade ====<br />
<br />
'''Religion:''' Shadow Blades are rarely religious, because that often requires a devotion that they cannot see fit to give to someone else. If they are religious, they often pray to the local god of thieves, travelers, shadows, or slaughter; depending on what they are doing at the time.<br />
<br />
'''Other Classes:''' Shadow Blades never truly trust anyone but will admit the necessity of other classes in whatever endeavor they may undertake.<br />
<br />
'''Combat:''' Shadow Blades, like rogues, often wait until an enemy is engaged with the team tank and go for the sneak attack, although at later levels they don't even need to wait. At higher levels it is not unusual for the shadow blade to be scouting ahead and swiftly kill the enemy patrol they run across, before either sides backup arrives.<br />
<br />
'''Advancement:''' Shadow Blades rarely bother to switch classes until epic levels, due to the fact that all the abilities they want are already present. However, this class was originally designed for use in a Gestalt campaign, and while no secondary class is necessary, arcane spellcasters and other swift fighter type classes are welcome.<br />
<br />
==== Shadow Blades in the World ====<br />
<br />
"Oh, were you trying to sneak up on ME? Let me show you how it's done!" ''Proceeds to walk straight into the wall and disappears. Shows up behind enemy, stabs him in the back and whispers'', "This is how you sneak up on someone, Genius."<br />
<br />
'''Daily Life:''' Shadow Blades make great assassins, treasure hunters, and even serve well as the "face" of the party.<br />
<br />
'''Notables:''' Taravin "Vin Lichslayer" D'Marcos - renowned for single-handedly slaying a Lich by ghosting through the walls and destroying the phylactery.<br />
<br />
'''Organizations:''' Unofficially there is a training school for Shadow Blades, although it is a VERY well kept secret as to the location of said school.<br />
<br />
'''NPC Reactions:''' Shadow Blades are often viewed as standard rogues, until someone sees them in action, then they typically start hiding all their valuables.<br />
<br />
==== Shadow Blade Lore ====<br />
<br />
Characters with ranks in Knowledge(The Planes) can research Shadow Blades 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(The Planes)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Shadow Blades are two-weapon fighters that can teleport and walk through walls.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Shadow Blades wear no armor and are incredibly fast, and have been known to swiftly slaughter large companies of soldiers.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Shadow Blades abilities come from their heritage from Shadow Plane ancestors.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Information on a specific Shadow Blade, and possibly the location of a nearby training school.<br />
|}<br />
<br />
==== Shadow Blades in the Game ====<br />
<br />
Shadow Blades are usually out for themselves, even those who adventure with companions are known to find a hidden cache and loot it without telling their companions.<br />
<br />
'''Adaptation:''' Change the weapon limitations and add armor for a nasty and versatile brawler class.<br />
<br />
'''Sample Encounter:''' Shadow Blades as NPCs are often petty overlords, or someone who needs accompaniment through a particularly dangerous area.</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Talk:Myrmidon_(3.5e_Class)&diff=557639Talk:Myrmidon (3.5e Class)2012-04-01T20:04:09Z<p>173.245.52.104: </p>
<hr />
<div><font color=gray><br />
== Rating - 8/10 ==<br />
<br />
I give this an 8/10 because all in all its a good cross between a fighter and a barbarian. however, i beleive that if a character is proficeint with heave armor and sheilds he isnt entitled to a good ref save and evasion. i beleive this defeats the purpose of heave armor. {{Unsigned|Alabastor|11:05, 21 February 2007 (MST)}}<br />
<br />
== Rating - 6/10 ==<br />
<br />
I give this a 6/10 for three reasons: <br />
#The d12 HD plus Heavy Armor plus Tower Shields plus Damage Reduction is just too overpowered. Defensively, the Barbarians gets d12 + DR because he doesn't use Heavy Armor (usually), while Fighters get Heavy Armor + Tower Shields because they don't get the raw standing power. You just can't have both.<br />
#As mentioned above, the Ref saves are meaningless<br />
#It is approx 18% too powerful by CSS:<br />
<br />
<br />
{| class="d20" style="text-align: left;"<br />
! colspan="8" align="center" | Myrmidon CCS Analysis<br />
|-<br />
| colspan="2" align="center" | '''Basics''' || colspan="2" align="center" | '''Abilities (1st-5th)''' || colspan="2" align="center" | '''Abilities (6th-10th)''' || colspan="2" align="center" | '''Abilities (11th-)'''<br />
|- class="even"<br />
| d12 HD || + 50 || Bonus Feat (x2) || + 16 || Damage Reduction || + 2 || Damage Reduction (x3) || + 3<br />
|- <br />
| Weapon Prof || + 25 || Die Hard || + 4 || Bonus Feat (x2) || + 8 || Bonus Feat (x3) || + 6<br />
|- class="even"<br />
| Armor Prof || + 55 || Improved Shield Bash || + 4 || Evasion || + 2 || Battlefield Reflexes || + 1<br />
|- <br />
| Skill Points || + 17 || Powerful Grip || + 4 || Vetern || + 2 || Man at Arms (x2) || + 2<br />
|- class="even"<br />
| Skills || + 7 || Man at Arms || + 4 || Man at Arms || + 2 || Myrmidon || + 2 (Powerful)<br />
|- <br />
| BAB || + 25 || &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;<br />
|- class="even"<br />
| Saves || + 12 || &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp; || &nbsp;<br />
|-<br />
| colspan="2" align="center" | '''Total = 191''' || colspan="2" align="center" | '''Total = 32''' || colspan="2" align="center" | '''Total = 16''' || colspan="2" align="center" | '''Total = 14'''<br />
|-<br />
| colspan="8" align="center" | <big>'''Grand Total = 253 (+38)'''</big> <small>Verdict = +38 off from balanced</small><br />
|}<br />
<br />
'''Suggestions'''<br />
*Give [[Team Fighting (DnD General and Fighter Feat)|Team Fighting]] feat @ Lv1 (NBoF would be proud :) (+4)<br />
*Remove the Bonus Feats @ Lv1 & Lv10 (-8-6)<br />
*Remove Ref saves (meaningless) (-2)<br />
*Remove Tower Shields (only fighters should have them) (-3)<br />
*Change HD to d10 (-20)<br />
*Remove Battlefield Reflexes (this should be a slow class) & Evasion (meaningless in Heavy) (-2-1)<br />
Which gives a class of 215<br />
<br />
--[[User:Pwsnafu|Pwsnafu]] 16:39, 4 March 2007 (MST)<br />
</font color><br />
:I say go ahead and implement your suggestions - they will make it more balanced. I will remove these two balance ratings once you have completed edited this class. --[[User:Green Dragon|Green Dragon]] 23:34, 4 March 2007 (MST)<br />
<br />
::''Remove the Bonus Feats @ Lv1 & Lv10 (-8-6)''. Arrgh! I realized that a fighter Bonus Feat @ Lv10 is 4 points, not 6. I'll put the changes in and come back later to tinker (I'm currently doing a review of as many base classes as possible).<br />
<br />
::''Update:'' did the edits (with changes to ability descriptions), and placed in a few internal links, and placed '''(Ex)''' symbols. But I forgot to include a summary for the edits (sorry). I couldn't find the page for Die Hard, though. --[[User:Pwsnafu|Pwsnafu]] 15:49, 5 March 2007 (MST)<br />
<br />
:::Here is [[SRD:Diehard (Feat)|Diehard]]. Looks better already, and I will nullify these ratings. --[[User:Green Dragon|Green Dragon]] 19:01, 6 March 2007 (MST)<br />
<br />
<font color="gray"><br />
== Rating - 9/10 ==<br />
<br />
:''Rating given later in discussion''<br />
<br />
I gave the Myrmidon a 7/10 because it needs the following changes to be balanced. Get rid of Damage Reduction because it's cheaper than the Die hard technique and the combination is too devastating, Besides you have heavy armor and can gain Tower Shield Proficiency. Team Fighting could be replaced with Two Weapon Fighting instead to allow more versatility and less dependence on teammates(allowing lone players to use the class). Players should be able to choose between Improved Shield Bash or an alternate fighter bonus feat because some players may not want to focus on shield use (Maybe Power attack or Combat Expertise). Finally the Myrmidon Class Ability should probably be limited to weapons a myrmidon has Weapon Focus for. Maybe you add the Sense Motive skill because of a sharpened sixth sense developed on the battlefield.<br />
<br />
PS.<br />
You could also do the following instead, get rid of heavy armor and give the player the INT bonus that Duelists receive(+1 per level up to the equivalent of the bonus), that way the Myrmidon class can be really versatile in terms of weapon choices and combat styles. [[User:Tetsurga|Tetsurga]] 21:08, 30 January 2008<br />
</font color><br />
<br />
:Feel free to balance it. The author of this class is no longer an active contributor. --[[User:Green Dragon|Green Dragon]] 21:14, 30 January 2008 (MST)<br />
<br />
::Well it looks pretty good to me... I fixed your failed links for you... I like the options of whats listed or a bonus feat. Gives the player more choice in their character I would say the balance is at atleast 9 by now--[[User:Cerin616|Cerin616, Drew]] 19:46, 31 January 2008 (MST)<br />
<br />
:::Thanks---[[User:Tetsurga|Tetsurga]] 21:13, 31 January 2008 (MST)<br />
<br />
::::(Just like the [[Bow Master (DnD Class)|Bow Master]])&mdash;After looking at this it seems just a means for feats. Almost all the class features of this deal with feats, save Battlefield Reflexes and Powerful Grip. To improve this I would recommend just removing class features that just give feats (the character can select these on their own time) and replace them with something truly original. --[[User:Green Dragon|Green Dragon]] 12:28, 4 February 2008 (MST)<br />
<br />
:::::This rating has been nullified with the implementation of the new [[Rating System]]. --[[User:Green Dragon|Green Dragon]] 22:45, 20 February 2008 (MST)<br />
<br />
== Rating ==<br />
<br />
'''Formatting - 4/5:''' I give this a 4 out of 5 on formatting because it uses an old style table (see the preload for the modern table), does not have enough links to the SRD, and does not have any links to the class features from the table. --[[User:Green Dragon|Green Dragon]] 00:54, 24 February 2008 (MST)<br />
<br />
== Idea ==<br />
<br />
Hey I think the skill Knowledge (Geography) should be in this class, because it talks about how they adventure an have been all over.<br />
I MoI'ed Tetsurga & Green Dragon, because I didn't know if Tetsurga was active anymore, BTW I adopted the Myrmidon if Tetsurga is still active, and he dosen't want me here he can remove me I guess...--[[User:Kisame93|Kisame93 &#124; Ryan B.]] 08:16, 26 May 2008 (MDT)<br />
<br />
:We can share, after all you did actually like the idea well enough to adopt it. I'm just stuck thinking up stuff for the Bowmaster, maybe you can help?.--[[User:Tetsurga|Tetsurga]] 15:13, 26 May 2008<br />
<br />
::LOL, yea I put it in there, thanks for sharing the thread...I'll go check out the bowmaster here in a bit...Gotta go check all my other pages for messages... --[[User:Kisame93|Kisame93 | Ryan B.]] [[User talk:Kisame93|<small>(talk to me)</small>]] 20:10, 7 June 2008 (MDT)<br />
<br />
:::there is a myrmidon class in this book<br />
AEG Source Mercenaries --[[User:Thandur|Thandur]] 01:33, October 12, 2008<br />
<br />
::::could you send me a link?--[[User:Tetsurga|Tetsurga]] 11:47, 2/10/09<br />
<br />
== Rating == <br />
<br />
'''Power - 1/5''' I give this class a 1/5 out of 5 because nothing compares to the amount of damage increase that this version of a fighter gets. It overshadows the fighter. Anybody wishing to be a super tank would obviously choose this class over the fighter. There needs to be some sort of trade-off. Multiplying the damage rolls is especially overly powerful. --[[User:76.191.212.70|76.191.212.70]] 01:23, 15 June 2009 (MDT)<br />
<br />
:I'll agree with the multiplying damage rolls, but using a [[fighter]] as your baseline comparison is just full of phail. -- [[User:Jota|Jota]] 11:36, 17 July 2009 (MDT)<br />
<br />
'''Flavor - 5/5''' I give this class a 5/5 out of 5 because the information explaining all the abilities makes sense, although it still fails to justify the overpowered aspect of the class, and it seems that if a myrmidon could achieve such power, a fighter has just as much excuse to gain such powers. --[[User:76.191.212.70|76.191.212.70]] 01:23, 15 June 2009 (MDT)<br />
<br />
== Rating == <br />
<br />
'''Power - 4/5''' I give this class a 4 out of 5 because because the class is a strong fighter when it comes to melee and a little too strong. Some might think it could be perfect, but it might be a little too much. --[[User:Deathfire26|Deathfire26]] 09:55, 17 July 2009 (MDT)<br />
<br />
'''Wording - 5/5''' I give this class a 5 out of 5 because everything is fine in wording. --[[User:Deathfire26|Deathfire26]] 09:55, 17 July 2009 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 3.5/5''' I give this class a 3.5 out of 5 because you need to add anything for the epic levels for this class. Another thing is that your abilities should be in the order of when you get them, not alphabetically. --[[User:Deathfire26|Deathfire26]] 09:55, 17 July 2009 (MDT)<br />
<br />
'''Flavor - 4/5''' I give this class a 4 out of 5 because you usually don't see too many that are only for kicking ass and taking names. I really like this class. Try to make it a bit more cooler with the experienced fighter and trained killer in the battlefield . --[[User:Deathfire26|Deathfire26]] 09:55, 17 July 2009 (MDT)<br />
<br />
:Thanks for your input, I re-ordered the Abilities, so it should look a little better, I'll work on some epic levels when I get back from my Yearbook staff party. &rarr; [[User:Kisame93|Kisame93 | Ryan B.]] [[User talk:Kisame93|<small>(talk to me)</small>]] 22:27, 16 January 2010 (UTC)<br />
<br />
== Personaly, i thought that this class was a reproduction of Fire emblem ==<br />
<br />
And due to such i agree DR, heavy armor and tower shields, and diehard is ridiculous.Give either light armor with the dr and diehard or heavy w/ towershields and no DR and no Diehard.<br />
<br />
== Rating == <br />
<br />
'''Power - 5/5''' I give this class a 5 out of 5 because it provides a more specialized fighter class without making a class that is too weak or too stronk. --[[Special:Contributions/173.245.52.104|173.245.52.104]] 14:04, 1 April 2012 (MDT)<br />
<br />
'''Wording - 4.5/5''' I give this class a 4.5 out of 5 because the wording was very well done, though not entirely perfect --[[Special:Contributions/173.245.52.104|173.245.52.104]] 14:04, 1 April 2012 (MDT)<br />
<br />
'''[[Help:Standards and Formatting (DnD Guideline)|Formatting]] - 5/5''' I give this class a 5 out of 5 because it is formatted perfectly for a class. --[[Special:Contributions/173.245.52.104|173.245.52.104]] 14:04, 1 April 2012 (MDT)<br />
<br />
'''Flavor - 4.5/5''' I give this class a 4.5 out of 5 because it feels like a Fire Emblem Myrmidon class, even if it does not perfectly exemplify what the myrmidon/swordmaster/Trueblade class is all about (which would be a class that specializes in critical hits). --[[Special:Contributions/173.245.52.104|173.245.52.104]] 14:04, 1 April 2012 (MDT)</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=557505Spiritborn Monk (3.5e Class)2012-03-31T19:13:43Z<p>173.245.52.104: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<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=80%<br />
|editing=dont edit. ~zap284<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In some animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Create Water|Create Water x3]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch|Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Spell Immunity|Spell Immunity]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Waves of Fatigue|Waves of Fatigue]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:Antimagic Field|Antimagic Field]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:Finger of Death|Finger of Death]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Horrid Wilting|Horrid Wilting]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] Take 50% less fire damage, (rounded down).<br /> [[SRD:Water Effect|Water:]] +2/level to [[SRD:Swim|swim]], and add your level to [[SRD:Trip|trip]] and [[SRD:Disarm|disarm]] attempts.<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to [[SRD:Jump Skill|jump]], and your jumps don't provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see through magical darkness.<br /> [[SRD:Death Effect|Blood:]] .<br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Spirit Surge}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. you may activate this power once per turn, as a free action. This power can be used a number of times per day, equal to your [[SRD:Charisma|charisma]] bonus, (minimum of 1). This power does not cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] Add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] Trip, disarm or bull rush using any water within 50 ft.<br />[[SRD:Earth Effect|Earth:]] Add your level to either your [[SRD:Strength|strength]] or [[SRD:Constitution|constitution]].<br />[[SRD:Air Effect|Wind:]] An extra attack at your highest [[SRD:Base Attack Bonus|base attack bonus]].<br />[[SRD:Acid Effect|Nature:]] Next attack reduces target's [[SRD:Armor Class|AC]] by 1 per 2 levels.<br />[[SRD:Darkness Effect|Shadow:]] Move through material objects, ignoring attacks of opportunity.<br />[[SRD:Death Effect|Blood:]] For each damage you deal, heal 1 hp/level. <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Animating Bond}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can have his spirit temporarily leave his body and inhabit an inanimate object. This includes anything without a will save. Constructs, zombies, and summoned creatures all have will saves. The spirit can only be up to 10 ft away from the host when casting.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Blinding Speed}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 12th level or higher, a spiritborn monk moves so fast that enemies have a hard time keeping track of him, granting immunity to attacks of opportunity from moving. This does not include other attacks of opportunity, such as getting up from being prone, acrobatic or combat maneuvers, casting a spell, etc. This ability does nothing if you are not capable of moving at your full movespeed that round (e.g. slows or fatigue).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Soul Rip}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can rip out the soul of another creature. He can use this attack once a week, and he must announce his intent before making his [[SRD:Attack Roll|attack roll]]. This attack deals no damage and must be made as an unarmed attack. [[SRD:Construct Type|Constructs]] and [[SRD:Undead Type|undead]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully, the target makes a [[SRD:Saving Throw|Will]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier). If the [[SRD:Saving Throw|saving throw]] is failed, the target dies instantly and cannot be ressurected under any circumstances. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from having his soul ripped out, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Ascension}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the spells and abilities of all the different affinities, including spirit surge.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=557011Clockwork Apocrypha (3.5e Equipment)2012-03-28T07:11:58Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=19-20/x2<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d6 |sdmg=1d8 |mdmg=1d10 |ldmg=2d8 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a two inch thick tower shield, with rounded edges, with a punching dagger welded and bound to the bottom. At the top, causing the weapon to appear similar to a flattened cello, is a counter-balance to help offset the extreme weight. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50% (If you do not have one hand free.)<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiency (Clockwork Apocrypha), a strength score of at least 16, and proficiency with tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a 2d6 medium (Greatsword damage range based on size) pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and because of the unusual shape and balance, you would not be able to use another weapon in your free hand.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.) This weapon contains no/very few wooden components, and thus is not/wouldn't be noticeably affected by special materials that take place of wood.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556902Clockwork Apocrypha (3.5e Equipment)2012-03-27T13:05:21Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=19-20/x2<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d6 |sdmg=1d8 |mdmg=1d10 |ldmg=2d8 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a two inch thick tower shield, with rounded edges, with a punching dagger welded and bound to the bottom. At the top, causing the weapon to appear similar to a flattened cello, is a counter-balance to help offset the extreme weight. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiency (Clockwork Apocrypha), a strength score of at least 16, and proficiency with tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a 2d6 medium (Greatsword damage range based on size) pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and because of the unusual shape and balance, you would not be able to use another weapon in your free hand.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.) This weapon contains no/very few wooden components, and thus is not/wouldn't be noticeably affected by special materials that take place of wood.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Lizardfolk,_Flat-Tail_(3.5e_Race)&diff=556826Lizardfolk, Flat-Tail (3.5e Race)2012-03-27T02:15:01Z<p>173.245.52.104: </p>
<hr />
<div>{{x0<br />
|la= 0<br />
|ecl= 1<br />
|type= Monsterous Humanoid (Reptilian) (Aquatic)<br />
|ability_adjust= 0<br />
|size= Medium<br />
|favored_class= Fighter or Cleric<br />
|desc= Oasis dwelling lizardfolk that have a form of shapeshifting.<br />
}}<br />
<br />
= Flat-Tail Lizardfolk =<br />
<br />
==Personality==<br />
<br />
The lizardfolk are as varied in their personality as humans.<br />
<br />
==Physical Description==<br />
<br />
Lizardfolk exhibit a wide range of height, weight, and physical power, depending on the circumstances of their birth and their desired station in life. They tend between four and seven feet tall, and are generally between 150 and 250 pounds. Flat-Tail Lizardfolk scales vary in color between an iridescent azure and a deep indigo color. Their underbellies being sand colored tones. Their name stems from their almost blue-dragon shaped tails. Their long tails are covered in large, wide, plate-like scales, giving them a flat and wide shape. Flat-Tails are also thinner and more agile than a typical lizardfolk. <br />
<br />
==Relations==<br />
<br />
The lizardfolk and the [[SRD:Sahuagin|sahuagin]], when they meet, tend to not get along. The [[SRD:Sahuagin|sahuagin]] rule the seas, and the lizardfolk prefer to stick to marshy swamps near the coastlines. However, lizardfolk are capable of living underwater and some do; when they do they come into constant strife with the territorial [[SRD:Sahuagin|sahuagin]] empires.<br />
<br />
Their relations with other races depend on the specific tribes and your campaign, as lizardfolk don't tend to any alignment.<br />
<br />
==Alignment==<br />
<br />
Flat-Tail Lizardfolk are usually of neutral alignment<br />
<br />
==Lands==<br />
<br />
Typically Lizardfolk stick to marshy swampland, usually found near coastlines. However, they often migrate more inland as long as there are marshes and swamps for them to inhabit, and also outwards towards the ocean as they are capable of surviving underwater. They hunt best on land, however. Flat-Tails tend to live in or near deserts. They stick to more lush areas of the deserts they inhabit and are always found near water. More intellectual lizardfolk can be found in various cities throughout the world.<br />
<br />
==Religion==<br />
<br />
Lizardfolk religion are as varied as the lizardfolk tribes. This one depends on your campaign and what gods and tribes you have.<br />
<br />
==Language==<br />
<br />
Lizardfolk speak their own language, known as Lizardfolk. They also tend to speak the common trade language of the world, Common.<br />
<br />
==Names==<br />
<br />
Lizardfolk names always have a lot of Ls, Ns, Rs, As, and Ys. Their first name tends to be one distinct word, but their last names tend to be multiple words, separated with apostrophes. Examples include "Lar Narya" and "Lyna Lyr'Yan'Nya".<br />
<br />
<br />
==Racial Traits==<br />
<br />
* Stat Adjustments: Lizardfolk are an incredibly varied group of individuals, and as such are based more on the class they choose. This variation doesn't gain any extra stat points.<br />
* [[SRD:Humanoid Type|Humanoid]] ([[SRD:Reptilian Subtype|Reptilian]], [[SRD:Aquatic Subtype|Aquatic]]): Lizardfolk are capable of breathing water and are fierce swimmers.<br />
* [[SRD:Medium|Medium]]-sized.<br />
* Lizardfolk [[base land speed]] is 30 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Swim|swim speed]] is 40 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Climb|climb speed]] is 10 feet.<br />
* [[SRD:Natural Weapons|Natural Weapons]]: Lizardfolk have two claws and one bite. The claws deal 1d6 damage each, and the bite 1d8. The claws are its primary [[SRD:Natural Weapons|natural weapons]].<br />
* Amphibious ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Despite being aquatic, lizardfolk are able to survive indefinitely on land.<br />
*Lizardfolk also has low light vision. this is due excessive survival in the dark waters of the swamp and the depths of the sea.<br />
* [[SRD:Scent|Scent]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]).<br />
* Mimic Traits(su): At will, the Flat-Tail Lizardfolk can assume the form of a humanoid race they can visibly see near them. They can keep this form as long as they want. They cannot change gender or change into a race bigger than large sized or smaller than small sized. The Lizardfolk can also change into a hybridized form between the two races. (For example; A male Flat-Tail sees a nearby Elven woman. He can only assume the race and becomes a male Elf. He then sees a Titan. The Titan being bigger than large is unaccessable to the Lizardfolk.) With these changes, the base stats and abilities do not change. You need a True Seeing effect to be able to determine the true race if they are entirely disguised as a race.<br />
* [[Automatic Languages]]: Common, Draconic. [[Bonus Languages]]: Any (More based around the area the npc/pc originated from.)<br />
* [[Favored Class]]: [[SRD:Fighter|Fighter]], [[SRD:Cleric|Cleric]].<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 10 years || +1d3|| +1d6 || +1d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 30 years || 50 years || 65 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
Note: Some Lizardfolk survive much longer than their maximum age. This is usually due to some sort of magic or class feature.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Lizardfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' || +3d10 || 150 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 2" || +2d10 || 130 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Tome]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Aquatic Subtype]]<br />
[[Category:Reptilian Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556812Clockwork Apocrypha (3.5e Equipment)2012-03-26T23:36:56Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=19-20/x2<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d8 |sdmg=1d10 |mdmg=2d6 |ldmg=3d6 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a two inch thick tower shield, with rounded edges, with a punching dagger welded and bound to the bottom. At the top, causing the weapon to appear similar to a flattened cello, is a counter-balance to help offset the extreme weight. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiency (Clockwork Apocrypha), a strength score of at least 16, and proficiency with tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and because of the unusual shape and balance, you would not be able to use another weapon in your free hand.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.) This weapon contains no/very few wooden components, and thus is not/wouldn't be noticeably affected by special materials that take place of wood.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556811Clockwork Apocrypha (3.5e Equipment)2012-03-26T23:35:58Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=x3<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d8 |sdmg=1d10 |mdmg=2d6 |ldmg=3d6 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a two inch thick tower shield, with rounded edges, with a punching dagger welded and bound to the bottom. At the top, causing the weapon to appear similar to a flattened cello, is a counter-balance to help offset the extreme weight. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiency (Clockwork Apocrypha), a strength score of at least 16, and proficiency with tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and because of the unusual shape and balance, you would not be able to use another weapon in your free hand.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.) This weapon contains no/very few wooden components, and thus is not/wouldn't be noticeably affected by special materials that take place of wood.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556807Clockwork Apocrypha (3.5e Equipment)2012-03-26T23:18:38Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=x3<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d8 |sdmg=1d10 |mdmg=2d6 |ldmg=3d6 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a tower shield with rounded edges with a punching dagger welded and bound to the bottom. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiency (Clockwork Apocrypha), a strength score of at least 16, and proficiency with tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and because of the unusual shape and balance, you would not be able to use another weapon in your free hand.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.) This weapon contains no/very few wooden components, and thus is not/wouldn't be noticeably affected by special materials that take place of wood.<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556802Clockwork Apocrypha (3.5e Equipment)2012-03-26T23:03:38Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=x3<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d3 |sdmg=1d4 |mdmg=1d6 |ldmg=1d8 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a tower shield with rounded edges with a punching dagger welded and bound to the bottom. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiency (Clockwork Apocrypha), a strength score of at least 16, and proficiency with tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and the weapon does not qualify for two weapon fighting.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.)<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556800Clockwork Apocrypha (3.5e Equipment)2012-03-26T23:00:28Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=x3<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d3 |sdmg=1d4 |mdmg=1d6 |ldmg=1d8 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a tower shield with rounded edges with a punching dagger welded and bound to the bottom. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiancy (Clockwork Apocrypha), a strength score of at least 16, and the sbility to use tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and the weapon does not qualify for two weapon fighting.<br />
<br />
When used to attack, you lose this weapon's Shield bonus to AC. When Fighting Defensively or using a Full Defense action, however, the user gains the full Shield bonus to AC.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.)<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556797Clockwork Apocrypha (3.5e Equipment)2012-03-26T22:56:06Z<p>173.245.52.104: </p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=x3<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d3 |sdmg=1d4 |mdmg=1d6 |ldmg=1d8 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a tower shield with rounded edges with a punching dagger welded and bound to the bottom. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiancy (Clockwork Apocrypha), a strength score of at least 16, and the sbility to use tower shields.<br />
<br />
This weapon does not normally have reach.This weapon can be used to attack and swing normally, but in addition to that, every 1d4 rounds as a standard action instead of your normal attack, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.<br />
<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed and the weapon does not qualify for two weapon fighting.<br />
<br />
While attacking you lose the AC benefits of this weapon, however when you defend, you can use it as a shield and get the full benefits.<br />
<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.)<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Clockwork_Apocrypha_(3.5e_Equipment)&diff=556789Clockwork Apocrypha (3.5e Equipment)2012-03-26T22:39:47Z<p>173.245.52.104: Created page with "{{Weapon Stats2 |weap=Apocrypha, Clockwork |sme=e |lot=o |melee=yes |crit=x3 |type=slashing/piercing |cost=500 gp |lcost=1000 gp |fdmg= |ddmg= |tdmg=1d3 |sdmg=1d4 |mdmg=1d6 |ldmg..."</p>
<hr />
<div>{{Weapon Stats2<br />
|weap=Apocrypha, Clockwork<br />
|sme=e<br />
|lot=o<br />
|melee=yes<br />
|crit=x3<br />
|type=slashing/piercing<br />
|cost=500 gp |lcost=1000 gp<br />
|fdmg= |ddmg= |tdmg=1d3 |sdmg=1d4 |mdmg=1d6 |ldmg=1d8 |hdmg= |gdmg= |cdmg=<br />
|swght=77.5 lb |mwght=155 lb |lwght=310 lb<br />
|mhp=<br />
}}<br />
<br />
The tower shield component also gives the following bonuses/penalties:<br />
AC/Shield Bonus: +4<br />
Max Dex Bonus: +2<br />
AC Penalty: -10<br />
Arcane Spell Failure: 50%<br />
<br />
This exotic weapon requires:<br />
Exotic Weapon Proficiancy (Clockwork Apocrypha), a strength score of at least 16, and the sbility to use tower shields.<br />
<br />
(This weapon does not normally have reach. Every 1d4 rounds, as a standard action, you may activate the mechanism in the grip to make a pierce attack with a 10 foot reach. You are allowed to activate this ability again within the 1d4 'cooldown' period, but you do so with an 80% failure risk. If failed, the gears jam and you miss your attack. Failing also causes the weapon ability to become completely unavailable for 3d4 rounds.)<br />
<br />
This is a unique weapon forged by the hands of dwarves and gnomes equally, making it a very unique and durable weapon. The weapon itself looks like a tower shield with rounded edges with a punching dagger welded and bound to the bottom. On the inside there are various gears and mechanisms attached to the grip, as well as rails that run up the length of the shield.<br />
Because of the way this weapon functions, it's strapped to the forearm and cannot be dropped unless removed.<br />
The blade and the shield components can be crafted out of separate materials and enchanted as if they were two separate entities. The cost of making this weapon out of anything other than steel is priced for both a weapon and a shield. (The same goes for masterwork cost.)<br />
<br />
<br />
----<br />
{{3.5e Equipment Breadcrumb}} &rarr; [[User Mundane Weapons|Weapons]]<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Weapon]]<br />
[[Category:Mundane]]<br />
<!-- List additional categories here. Possible categories include: --><br />
[[Category:Exotic Weapon]]<br />
[[Category:One-Handed Weapon]]<br />
[[Category:Melee Weapon]]<br />
[[Category:Piercing Weapon]]<br />
[[Category:Slashing Weapon]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Arcane_Pyrotechnician_(3.5e_Class)&diff=555317Arcane Pyrotechnician (3.5e Class)2012-03-19T18:21:32Z<p>173.245.52.104: </p>
<hr />
<div>{{abandoned|16:39, 7 March 2012 (MST)|Article has not been improved in a year or longer.}}<br />
{{stub|Lacks all of section 2}}<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=Working on it<br />
|editing= Any that you see to benefit the class but please don't destroy the concept of the class.<br />
|type=Strong Spellcaster<br />
|desc=A master of explosion-based arcane magic, the Arcane Pyrotechnician can create various grenades, bombs, mines and other explosives that have very powerful effects. These effects are mainly combat-oriented, though some have other strange or useful powers. <br />
}}<br />
<br />
==Author's Note==<br />
Hey there everyone, I'm Fydorian, and I'm the author of this class. I'd just like to say thanks for checking my class out, but as you can see, it's kind'a.... a work in progress. I'm still trying to figure this wiki thing out a bit, so stick with me here, and I'll get this thing done eventually.<br />
<br />
Also, I'd like to add a spell list of sorts of my own, in order to list the awesome explosive spells and their effects, so please contact me somehow if you have an idea of how I could create perhaps a link to another page or something so as not to bulk up this one. Thanks.<br />
Fydorian<br />
<br />
==Arcane Pyrotechnician==<br />
<br />
An Arcane Pyrotechnician is a person who had the talent to become a sorcerer but gave up his ability to cast the regular spells. He does so in order to take advantage of the power flowing through him in a slightly different way, gaining access to a list of spells unavailable to other sorcerers. Arcane Pyrotechnicians use the magic corsing through them in order to create explosives such as grenades, bombs, or mines that can be used to achieve his goals in replace of the usual arcane spells. <br />
<br />
===Making an Arcane Pyrotechnician===<br />
<br />
{{Section Description Needed}}<br />
<br />
An Arcane Pyrotechnician's strong suit is of course in combat. However, its unique abilities tend to allow it to be useful in other sorts of situations, like when something needs to be broken, or a door needs to be passed.<br />
<br />
'''Abilities:''' An arcane pyrotechnician can create dazzling explosives via spells that he can learn by eschewing those typically learned by a sorcerer.<br />
<br />
'''Races:''' Any race can be an arcane pyrotchnician; however, gnomes, humans, and halflings tend to choose this class due to their innate desire to work with strange things such as explosives.<br />
<br />
'''Alignment:''' Any non-lawful.<br />
<br />
'''Starting Gold:''' As Sorcerer<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Sorceror<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Arcane Pyrotechnician}}</div><br />
Hit Die: d4<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Arcane Suppression 6<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | <br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +1 || +3<br />
| class="left" | Arcane Suppression 8<br />
|6||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||6||3||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +1 || +4<br />
| class="left" | <br />
|6||6||4||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | Arcane Suppression 10<br />
|6||6||5||3||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +2 || +5<br />
| class="left" | <br />
|6||6||6||4||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +2 || +6<br />
| class="left" | <br />
|6||6||6||5||3||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +3 || +6<br />
| class="left" | Arcane Suppression 12<br />
|6||6||6||6||4||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | <br />
|6||6||6||6||5||3||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +3 || +7<br />
| class="left" | <br />
|6||6||6||6||6||4||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | Arcane Suppression 14<br />
|6||6||6||6||6||5||3||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +4 || +8<br />
| class="left" | <br />
|6||6||6||6||6||6||4||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||5||3||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +4 || +4 || +9<br />
| class="left" | Arcane Suppression 16<br />
|6||6||6||6||6||6||6||4||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +5 || +9<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +5 || +10<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||4||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | Arcane Suppression 18<br />
|6||6||6||6||6||6||6||6||5||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +6 || +11<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||6||4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +6 || +12<br />
| class="left" | <br />
|6||6||6||6||6||6||6||6||6||6<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), Profession (Wis), Spellcraft (Int).<br />
|}<br />
<br />
====Class Features====<br />
<br />
As heavy spellcasters, arcane pyrotechnicians can't use big weapons well, and can't wear armor well, especially because it would interfere with his spellcasting. His spells are incredibly powerful and useful, but dangerous as well, especially when not handled properly. All of the following are class features of the arcane pyrotechnician.<br />
<br />
'''Weapon and Armor Proficiency:''' The arcane pyrotechnician is proficiant only in simple weapons and has no armor or sheild proficiencies.<br />
<br />
'''{{#anc:Spells}}:''' An arcane pyrotechnician casts arcane spells. They do so as if they were a sorcerer, without preparing the spells ahead of time; however, they need not learn spells or choose what spells they can cast. They have access to every spell on their spell list as long as they can cast that level spell, as if the spells on the list are the ones he would know if he were a sorcerer. His spells' power and save DC are based on Charisma, like a sorcerer, and he is eligable for bonus spells per day based on Charisma, like a sorcerer, if he has the Cha for it. Arcane pyrotechnicians choose their spells from the following list:<br />
:=== Author's note ===<br />
::I'm working on these spells; there'll be more, don't you worry. However feel free to add so long as it preserves the spirit of the class.<br />
<br />
0&mdash; [[Animate Blasting Clay: Bees (3.5e Spell)|Animate Blasting Clay: Bees]], [[Apprentice' Fireball (DnD Spell)|Appretince Fireball]], [[Create Arcane Blasting Clay, Least (3.5e Spell)|Create Arcane Blasting Clay, Least]], [[Tempestad's Child-Safe Sparkler (3.5e Spell)|Tempestad's Child-Safe Sparkler]], [[SRD:Dancing Lights|Dancing Lights]], [[SRD:Mending|Mending]](Metal and Stone only)<br />
<br />
1st&mdash;[[Animate Blasting Clay: Elephant Shrew (3.5e Spell)|Animate Blasting Clay: Elephant Shrew]], [[Arcane Grenade (DnD Spell)|Arcane Grenade I]], [[Burning Hands|Burning Hands]], [[Create Arcane Blasting Clay, Lesser(3.5e Spell)| Create Arcane Blasting Clay, Lesser]], [[Detect Heat (DnD Spell)|Detect Heat]], Lesser Orb of Fire (Complete Arcane), [[Pyrotechnics|Pyrotechnics]], [[Shape Arcane Blasting Clay: Bullet (3.5e Spell)|Shape Arcane Blasting Clay: Bullet]], [[Shape Arcane Blasting Clay: Candle (3.5e Spell)|Shape Arcane Blasting Clay: Candle]]<br />
<br />
2nd&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade II]], Blades of Fire (Complete Arcane), [[SRD:Continual Flame|Continual Flame]], [[Explosive Arrow (DnD Spell)|Explosive Arrow]], Fireburst (Complete Arcane), [[Ignite (DnD Spell)|Ignite]], Animate Fire (Oriental Adventures)<br />
<br />
3rd&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade III]], [[SRD:Explosive Runes|Explosive Runes]], [[SRD:Fireball|Fireball]]<br />
<br />
4th&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade IV]], Blast of Flame (Complete Arcane), [[SRD:Fire Trap|Fire Trap]], Orb of Fire (Complete Arcane), Runic Proximity Mine, [[SRD:Wall of Fire|Wall of Fire]]<br />
<br />
5th&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade V]], Greater Fireburst (Complete Arcane), Minor [[Arcane Fireworks|Arcane Fireworks]], Circle of Flame (Oriental Adventures), Fire Breath<br />
<br />
6th&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade VI]], [[Trasmute Stone to Lava (3.5e Spell)|Transmute Stone to Lava]], Fires of Purity (Oriental Adventures)<br />
<br />
7th&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade VII]], Lesser [[Arcane Fireworks]]<br />
<br />
8th&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade VIII]],<br />
<br />
9th&mdash;[[Arcane Grenade (DnD Spell)|Arcane Grenade IX]], Major [[Arcane Fireworks]], Summon Elemental Monolith (Fire Only, Complete Arcane)<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Arcane Pyrotechnician Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 4 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 5 || 2 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 5 || 3 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 6 || 3 || 1 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 6 || 4 || 2 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 7 || 4 || 2 || 1 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 7 || 5 || 3 || 2 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 8 || 5 || 3 || 2 || 1 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 8 || 5 || 4 || 3 || 2 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 9 || 6 || 4 || 3 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 9 || 6 || 5 || 4 || 2 || 1 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 9 || 6 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 10 || 7 || 5 || 4 || 3 || 2 || 1 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 10 || 7 || 5 || 4 || 3 || 2 || 2 || 1 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 11 || 7 || 6 || 5 || 3 || 2 || 2 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 11 || 8 || 6 || 5 || 4 || 3 || 3 || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 12 || 8 || 6 || 5 || 4 || 3 || 3 || 2 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 12 || 8 || 7 || 5 || 4 || 3 || 3 || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 13 || 9 || 7 || 6 || 5 || 4 || 3 || 3 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 14 || 9 || 7 || 6 || 5 || 4 || 4 || 4 || 3 || 3<br />
|}<br />
<br />
'''{{#anc:Arcane Suppression}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' An arcane spellcaster's various explosives resonate a slight field of arcane power approximately 3 ft. in radius. If this field is allowed to interact with several others, the results could be catastrophic, causing all the explosives the arcane pyrotechnician has on him to detonate at once. However, he has been trained to suppress these fields when they are close to him (within 5 ft.) <br />
If the arcane pyrotechnician has any more explosives on his person at a time than his suppression allows, every hour (and immediatly after any extra explosive's creation) there is a 10% chance per explosive over that limit that they will all detonate, causing All effected explosives or fireworks to ignite activating their respective effects.<br />
:For example, Kei Masaki, the Lv. 2 gnome arcane pyrotechnician is carrying 8 explosives. This is of course 2 explosives higher than his field allows. 4 of these are lvl 1 and 4 are level 0. There is therefore a 20% chance every hour (plus a 10% check when he created the 7th, and another 20% check when he created the 8th) that they react violently, causing 4d12 plus 4d6 damage to him (no save) and one half of that result (rounded down) dealt to anything within a 10-ft radius (reflex halves).<br />
The max carrying capacity is increased by 2 every 3 levels, starting at level 3. If an arcane pyrotechnician ever wears armor of any type, his suppression halves, as it's harder to control the explosives through the thickness of the armor. This stacks (to 75%, rounded down)with the suppression penalty for multiclassing.<br />
<br />
====Ex-Arcane Pyrothechnicians====<br />
<br />
Acane Pyrothechnicians who become lawful can no longer create or handle any of his/her explosives. If an arcane pyrotechnician has levels in a class other than his own, or takes levels in a class other than his own, then the limit of his suppression abilty is halved; otherwise, the class functions as normal.<br />
<br />
====Epic Arcane Pyrotechnician====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Arcane Pyrotechnician}}</div><br />
Hit Die: d4<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Arcane Suppression 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Arcane Suppression 22<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Arcane Suppression 24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Arcane Suppression 26<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Arcane Suppression 28<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
====Sarli Arcane Pyrotechnician Starting Package====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Weapons:''' dagger<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:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]], <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Arcane Pyrotechician====<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:''' Tactical Spellcaster/ Demolitionist<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
====Arcane Pyrotechnicians in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|What? The temple's been reduced to rubble? No, I wouldn't know anything about it...|orig=Kei Masaki, Gnome arcane pyrotechnician}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' Many arcane pyrotechnicians have an average life in a large town where every day they travel to their local guild for the sake of research and better harnassing of their skills. Many more travel abroad for the same reasons any adventurer might - gold, glory, and a piece of the action.<br />
<br />
'''Notables:''' Kei Masaki, the first arcane pyrotechnician and pioneer of the class.<br />
<br />
'''Organizations:''' Arcane pyrotechnicians develop guilds so that likeminded individuals may research more spells or gain training in the destructive arts.<br />
<br />
'''NPC Reactions:''' People generally regard arcane pyrotechnicians with fear or suspicion; an irresponsible caster who has made one too many explosives is quite literally a ticking time bomb, after all.<br />
<br />
====Arcane Pyrotechnician Lore====<br />
<br />
Arcane Pyrotechnicians aren't the rarest class out there. However, they aren't the most common, so a fair amount of people haven't even heard of them let alone know what their abilities are. However, they are prominent enough that with a little research, more can be learned about them.<br />
<br />
Characters with ranks in Knowlege (arcane) can research arcane pyrotechnicians 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 />
|+ Knowlege (arcane)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Arcane Pyrotehnicians can create explosives.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Arcane pyrotechnicians need time to cast their spells, so carry their creations with them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The explosives of an arcane pyrotechnician can do more than just deal straight damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Arcane pyrotechnicians are limited in the amount of explosives that they can carry at once.<br />
|}<br />
<br />
====Arcane Pyrotechnicians in the Game====<br />
<br />
Arcane pyrotechnicians aren't the most common class, but they do exist. Many times their guilds will be hidden away in forests, or deserts, but usually near mountains, as it allows easy access to the materials for researching new spells. A very large city will almost always have an Arcane pyrotechnician's guild. However, it will most likely be outside the town limits for fear of residual damage to buildings around it if something goes wrong.<br />
<br />
Arcane pyrotechnicians are usually drawn into adventure due to their typically curious nature and innnate desire to explore. Sometimes, they're feared or not trusted by their peers, simply because of the possibility of being splashed by the explosives that their ally creates.<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 />
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{{DnD Base Classes Breadcrumb}}<br />
{{Base Class Wikify|March 2008}}<br />
{{Base Class Description Needed|March 2008}}<br />
{{Base Class Stub|March 2008}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Good Guy]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Animate_Blasting_Clay:_Elephant_Shrew_(3.5e_Spell)&diff=555288Animate Blasting Clay: Elephant Shrew (3.5e Spell)2012-03-19T15:46:40Z<p>173.245.52.104: </p>
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<div>{{Spell<br />
|name=Animate Blasting Clay: Elephant Shrew<br />
|school=Transmutation<br />
|desc=<!-- spell descriptors --><br />
|lvl=Arcane Pyrotechnician 0<br />
|comp=<!-- spell components and/or foci --><br />
|casttime=<!-- casting time --><br />
|range=touch<br />
|dur=1 hour/level of Arcane Pyrotechnician<br />
|tsea=<!-- target (t), targets (ts), effect (e), area (a), or any combination thereof (e.g. "ea") --><br />
|subj=<!-- subject(s) of the spell --><br />
|save=Reflex against the explosion<br />
|sr=<!-- does the spell allow spell resistance? --><br />
}}<br />
<br />
Creates an albino elephant shrew[http://en.wikipedia.org/wiki/Elephant_Shrew] from a 2 oz. of Arcane Blasting Clay.<br />
The Shrew has 4 hp<br />
A land speed of 15 ft.<br />
Has a blast radius of 2 ft. upon self-destruction dealing 1d2 fire damage.<br />
It understands all verbal comands given by it's animator and will follow them if capable or attempt to do so until they go inactive.<br />
In place of detonation upon the time experation the Shrew becomes inactive and will not detonate unless triggered to do so by an ignition source. <br />
It may not be detonated if completly submersed in water unless activated by another source of Arcane Blasting Clay.<br />
<br />
''Material Component:'' 2 oz. of Arcane Blasting Clay<br />
<br />
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----<br />
{{3.5e Arcane Pyrotechnician Spells Breadcrumb}}<br/><br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Transmutation School]]<br />
[[Category:Arcane Pyrotechnician 1]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=555223Spiritborn Monk (3.5e Class)2012-03-18T22:05:50Z<p>173.245.52.104: </p>
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<div>{{OGL Top}}<br />
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{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
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|editing=dont edit. ~zap284<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Create Water|Create Water x3]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch|Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Spell Immunity|Spell Immunity]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Waves of Fatigue|Waves of Fatigue]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:Antimagic Field|Antimagic Field]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:Finger of Death|Finger of Death]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Horrid Wilting|Horrid Wilting]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] Take 50% less fire damage.<br /> [[SRD:Water Effect|Water:]] +2/level to swim, and add your level to trip and disarm attempts.<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see through magical darkness.<br /> [[SRD:Death Effect|Blood:]] .<br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Spirit Surge}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. you may activate this power once per turn, as a free action, even during another person's turn. This power can be used a number of times per day, equal to your [[SRD:Charisma|charisma]] bonus, (minimum of 1). This power does not cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] Add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] Make a trip, disarm, or bullrush attempt using any water within 50 ft.<br />[[SRD:Earth Effect|Earth:]] Add half your level rounded down to either your strength or contitution modifier.<br />[[SRD:Air Effect|Wind:]] An extra attack at your highest base attack bonus.<br />[[SRD:Acid Effect|Nature:]] Attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br />[[SRD:Darkness Effect|Shadow:]] Move through material objects, ignoring attack of opportunity.<br />[[SRD:Death Effect|Blood:]] Attacks steal up to 2 hp/level. <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Flash Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk moves so fast that enemies have a hard time keeping track of him, granting immunity to attacks of opportunity from moving. This does not include other attacks of opportunity, such as getting up from being prone, acrobatic or combat maneuvers, casting a spell, etc. This ability does nothing if you are not capable of moving at your full movespeed that round (e.g. slows or fatigue).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Soul Rip}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can rip out the soul of another creature. He can use this attack once a week, and he must announce his intent before making his [[SRD:Attack Roll|attack roll]]. This attack deals no damage and must be made as an unarmed attack. [[SRD:Construct Type|Constructs]] and [[SRD:Undead Type|undead]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully, the target makes a [[SRD:Saving Throw|Will]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier). If the [[SRD:Saving Throw|saving throw]] is failed, the target dies instantly and cannot be ressurected under any circumstances. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from having his soul ripped out, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=100_Adventure_Ideas_(DnD_Other)&diff=555158100 Adventure Ideas (DnD Other)2012-03-18T12:09:56Z<p>173.245.52.104: </p>
<hr />
<div>== 280+ Adventure Ideas ==<br />
Remember as you add ideas that you are writing a story. Things that make both quests and novels interesting are falsities, Imagery, and most importantly options. Players can't just play along to what you say they should do. If they don't want to go explore the castle they don't have to. make them decide what encounters they do. Allow them to choose weither to whip off their disguises and battle the unguarded baron or to leave with the information they have gathered. As a DM you have to be vigilant of what the party might do. Problem solving makes for a good quest.<br />
# Your party is sent to kill an evil Duke/King/Emperor etc.<br />
# Captured by bandits<br />
# Drugged and put on boat in middle of Ocean <br />
# Trapped on island with monsters and little food or water<br />
# Dungeon Brawl<br />
# Maze or obstacle course<br />
# Leader of an army<br />
# Soldier of an army<br />
# Hired as a mercenary<br />
# Spy for an army<br />
# Part of an exploration team<br />
# Plain old surviving (who knows? bandits, highwaymen, monsters, women, etc.)<br />
# Portal from one plane has been opened, and elemental monsters are invading a peaceful land<br />
# Priest is kidnapped by opposing clerics<br />
# Cult becomes angry with rival gang and attacks them<br />
# Mysterious mound threatens military base<br />
# Rival country threatens war, peace must be obtained<br />
# Wizard hires you to retrieve magical artifacts from ruins of ancient city<br />
# Locals hear chants in nearby ruins<br />
# Undead threaten cities across the nation<br />
# Queer lightning storm wipes out an entire city- king orders you to investigate<br />
# Encrypted stone tablet is discovered during an archaeological expedition<br />
# Several major politicians have been assassinated<br />
# Large gang/terrorist organization wages war against a local city<br />
# Barbaric humanoid tribes threaten supply post which boast majority of country's natural resources<br />
# Players come across a gladiator stadium and are offered money to battle.<br />
# Dragon blood is needed to cure a plague, and your group is sent to collect some<br />
# A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard's coffin<br />
# A huge drought arises, and you must travel to the Water Plane and battle elementals in order to direct a flow into the drying world<br />
# Breaking into a dungeon/room/fortress etc to rescue or capture a person or artifact<br />
# The PCs must solve a mystery<br />
# Characters must escort a dignitary<br />
# A nation's enemies have a secret base that must be found<br />
# PCs are teleported to an odd place and must find where they are and how to escape<br />
# Characters are imprisoned and must escape<br />
# Ship PCs are riding in is hijacked<br />
# Safari: PCs must hunt down a creature<br />
# Mysteriously, an entire city has lost its inhabitants overnight<br />
# PCs must be counterspies and seek enemy agents<br />
# Players compete in a sport/competition/game<br />
# PCs must chase escaping bandits through the countryside<br />
# A discovery of a portal to another plane leads to an exploration party<br />
# A group of Doppelgangers have assassinated the town council, and have assumed their identities. <br />
# A beholder is constructing a garden of statues using townsfolk. <br />
# Statues in a large cemetary come to life at night.<br />
# A Lich is raising a massive undead army. <br />
# A group of Yuan-Ti have been sacrificing to Merrshaulk.<br />
# A wizard has been kidnapped and his book of immortality is hidden in his tower, and wanted by rival guilds<br />
# A group of warriors has challenged the party to a match, to prove which team is more "Heroic".<br />
# A thief has stolen one of the player's main piece of equipment (spell book, sword, divine focus, etc.).<br />
# Demons are appearing all over the kingdom. Why?<br />
# A Giant believes that all humans exist for his dining pleasure.<br />
# A half-dragon is found lying in the road, nearly dead.<br />
# A man with one eye is being hanged for "looking sinister."<br />
# A wizard has declared himself ruler of all he surveys (most of everywhere).<br />
# The well has turned black.<br />
# A party member picks up the sands of time<br />
# Party members find a chained and punished god in an ancient, forgotten temple.<br />
# Catacombs have opened beneath the city, and are guarded by ancient undead who let no one pass .<br />
# The sacred spear of Lesh has gone missing.<br />
# There is a black cloaked man in a tavern, though he is dead. Everybody says they saw him walk in just fine.<br />
# An ogre regards a female party member as "The perfect mate."<br />
# A corrupt noble attempts to open an adventurer's union to keep an eye on all the adventurers in the world.<br />
# Lances (without horses) have become the new preferred fighting style of the king, and thus the nobles. What caused this sudden change in the king's attitude?<br />
# A wandering rogue believes that a PC is his long lost brother.<br />
# An angel begs for help from an evil party member<br />
# A god's weapon has fallen to earth, now there is a race to obtain it.<br />
# Suddenly an entire country turns blue.<br />
# A party member discovers a Great sword made of red metal that has the properties of adamantine, mithril, silver, and cold iron, but can be wielded in one hand as if it were a longsword. What is it?<br />
# A party member's armor comes to life and tries to leave.<br />
# A tribe of trolls is trying to make peace with a nearby village.<br />
# The devil overlord of a justly ruled town is looking for a mate.<br />
# The PCs meet several groups of travelers all headed in the same direction, claiming to be going to something called "The Games."<br />
# An earthquake that leaves magical glowing fissures in the ground shakes directly beneath a kingdom's capital.<br />
# A previously righteous and good god suddenly calls genocide on all that are not his followers.<br />
# A paladin is after a party member because of a case of mistaken identity<br />
# An area has an uprising of half-dragon animals. Where are they coming from?<br />
# A human craftsman has invented something called a gun, using black powder from the dwarves (Mage's for Forgotten Realms) as a propulsion system. how will this affect the campaign?<br />
# Everybody who buys a charm from a certain vendor begins experiencing the effects of an odd curse that causes a physical aspect to change (Blue skin, longer legs, hair turning green, etc.). So far, no REALLY bad effects have happened, but how long will that keep up?<br />
# Red and gold half-Dragons are killing everything from paladins to assassins. Whose side are they on?<br />
# A shady character asks you to smuggle some barrels of moonshine into a city.<br />
# We need the Demon-Slaying Sword if we are to overcome the oncoming siege. Travel to that indifferent neighboring country and negotiate with their Shogun for a loan of the sword.<br />
# A member of a party of adventurers is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do not know this and the character must be sneaked in to the city.<br />
# An organization is attempting to capture demons and use their power for evil<br />
# A hero of destiny fulfills prophecy and is fated to save the world with miraculous deeds, but dies abruptly and prematurely- the characters (and the rest of the world) have to buckle down and face dark days on their own merits.<br />
# Facing a pack of werewolves becomes a grueling all-nighter (game time) as they use hit-and-run tactics trying to lure characters away from the group to gang up on them (perhaps the party is 'hold up' in a remote cabin or makeshift fort in some ruins)- add helpless NPC's to protect for added flavor.<br />
# Book passage on a ghost ship; at night the crew turn into ghouls and kill each other (and anyone else unfortunate enough to be aboard)- below decks, it gets worse..<br />
# A ring of regeneration is a great find!, until the character realizes what it is turning him/her into.. one hp at a time.. can the party do what it takes to remove the curse in time?<br />
# The party has gone through a time portal sending them to the 21st century with all the creatures from their time somewhat evolved in some way. How do they adapt?<br />
# All who come in contact with the waters of a holy water fountain rot and eventually become zombies.<br />
# A mysterious goblin raids town at night, striking and seemingly vanishing without a trace. Is it a ghost or goblin?<br />
# A druid is accused of killing other druids.<br />
# You find a new race and the king orders you to capture a being. <br />
# A hidden pathway in an abandoned house leads to a lair of a terrible demon. The demon keeps "slave girls" where a friend of the party is, but the "slave girls" are secretly demons in disguise.<br />
# Barbarian is offered a slave girl as a reward for a quest well done. Paladin finds this morally reprehensible and demands to let her go. FUNTIME!<br />
# Your party finds a dog that can smell treasure. <br />
# Your party finds themselves in the setting of a popular movie or TV show (For example: Pirates of the Caribbean, Xena, etc). The DM's job is to try to cleverly disguise the setting and see how long it takes for the party members to figure it out. Introduce them to main characters without revealing their names at first and leave clues in the form of references to the movie or show.<br />
# Your party and some others are raiding a city they are captured and forced to entertain the king in the gladiator arena.<br />
# A close friend of the party has been kidnapped.<br />
# A large tribe of orcs are planning a raid on the Elven capital.<br />
# A wizard summons a demon but it back fires and possesses him.<br />
# The world is hit by an asteroid that mutates anyone that touches it.<br />
# A large egg of some sort is discovered and the orcs are coming for it. Will the players try to hatch it?<br />
# A thick plague inducing fog is slowly covering the countryside.<br />
# A paladin goes mad, turning evil while still thinking he's good.<br />
# All the players are shrunk by an evil wizard and have to find a way to reverse the spell.<br />
# An illusion of peace and tranquility is projected over a town. The players must escape the illusion and see what's really happening.<br />
# The god of time punishes a town/city/village for disgraceful worship, making everything happen out of sequence.<br />
# The player is bit by a were-creature early on in the levels but doesn't say anything until it's too late.<br />
# All the local wild life is killing people, are the druid societies to blame?<br />
# NPC clones of players are appearing in strange places doing bad things. Later on they meet and battle to the death!<br />
# Everyone is turned into monsters by an evil wizard and the players are run out of town.<br />
# The players are framed for a genocide they didn't cause.<br />
# While crossing a sea, the boat is sank by a monster of some variety. The players are saved by merfolk but trapped on an deserted island miles from other useful people.<br />
# A dragon takes the players to feed her wyrmling on a tall mountain.<br />
# The players are sucked into a war filled alternate universe by a crappy portal spell.<br />
# The players complete a mission but their employer doesn't want to pay them.<br />
# players are captured and thrown into a portal, where they find ancient plane traveling devices, and they can explore plane after plane and world after world. Fighting evils that you throw at them and getting themselves stuck in political and magical situations.<br />
#Monsters are attacking the castle! Kill all the monsters to prevent them from destroying the castle.You lose when a monster reaches the castle.<br />
# A large rock worm is attacking a large city, the PC must kill the rock worm before the city goes under <br />
# A time warp descends upon an isolated village, setting everyone and everything back a century into the past. <br />
# Several of the king’s tax collectors have disappeared after traveling to a particularly dangerous area. <br />
# A good cleric tries to establish a temple to his god in a hostile city, hoping to gradually convert the populace. <br />
# Suspicion arises that the inhabitants of a town are gradually being replaced by doppelgangers. <br />
# A powerful wizard has created a castle filled with monsters, traps and treasure, as a way to test the skills of brave adventurers. <br />
# The animals in a particular area are becoming monstrous mutations. <br />
# Ships are disappearing within a five-mile radius of ocean. <br />
# A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurrences in its wake. <br />
# A local ruler is suspected of making a pact with a powerful devil or demon. <br />
# The Assassin’s Guild is planning to kill the mayor. <br />
# A witch’s curse is causing farmers’ crops and livestock to die. <br />
# A mysterious curse is settling on town after town, making all good magic ineffective, while doubling the power of evil magic. <br />
# A diabolical band of clerics is robbing graves at a large cemetery, and creating an army of undead creatures. <br />
# A secret vigilante society is inflicting barbaric punishments on “evil-doers.” <br />
# A wealthy merchant hires adventurers to capture a young Pegasus from a nest atop a towering mountain spire, so that he can train the animal as a flying mount. <br />
# The daughter of a good nobleman has run off with a seedy, disreputable commoner. <br />
# A small community of neutrally-aligned orcs tries to convince inhabitants of a nearby town that they mean them no harm. <br />
# A once-good cleric is suspected of secretly worshiping an evil god. <br />
# A powerful bandit leader, about to be hanged for his crimes, is sprung from jail by his cohorts. <br />
# Kobolds occupy an abandoned diamond mine, using it as a base from which to launch raids on human settlements. <br />
# A sorceress has lost her unique familiar, and all efforts so far to reveal the creature’s whereabouts have been fruitless. <br />
# Adventurers are sent to deliver the ransom for a noblewoman, who is being held by a gang of brigands. <br />
# The king’s ambassador has disappeared while en route to a hostile country, and is suspected of being a traitor. <br />
# A megalomaniacal duke has sent his minions in search of a weapon that would make him nearly invincible. <br />
# Hellwasp swarms have been appearing on the outskirts of town, stinging people to death. <br />
# In the Hunger Games<br />
# The king, a just, good ruler, is somehow being manipulated by his new adviser. <br />
# A series of murders are being committed with the MO of an executed killer. <br />
# Clerics are stymied as to how to remove a bizarre desecration that has fallen on a good temple. <br />
# Strange, glowing runes appear on the door of the town hall, forming a riddle. <br />
# Townsfolk are somehow being shrunk to six inches in height, and authorities can’t figure out why. <br />
# A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing cattle of other farmers. <br />
# A kraken is destroying ships trying to enter or leave a city’s port. <br />
# Someone has uncorked a decanter of endless water, and has placed the item somewhere in the hills above a small valley, where it is flooding a small town. <br />
# An undersea city, covered by a huge dome, is discovered. <br />
# A huge maelstrom near a rocky coast sucks ships into another plane of existence. <br />
# Adventurers are hired as marshals to escort a powerful, evil fighter back to the city, where he is to stand trial. <br />
# Magical droughts are descending upon an increasing number of communities. <br />
# A basilisk is wandering out of a nearby forest, turning people and livestock to stone. <br />
# The king sends a group of adventurers to parlay with an adjacent kingdom contemplating war. <br />
# Villagers are fed up with the mischief being caused by a band of sprites. <br />
# Dryads fight to preserve their forest against an encroaching human settlement. <br />
# Messengers must travel through a haunted swamp to deliver a timely warning to the queen. <br />
# Members of a coven have infiltrated the city’s populace, and are working their black magic. <br />
# A rakshasa is loose in the city, and even the most powerful divination spells are unable to reveal his identity. <br />
# A dire bear, possessed of unnatural intelligence, is devouring inhabitants of a rural village. <br />
# Strange lights flickering over a marsh at night may be will-o’-wisps. <br />
# Something is endowing area livestock with both human intelligence and the power of speech. <br />
# A magical fire in town resists all efforts to extinguish it. <br />
# An ancient artifact must be retrieved from the bottom of the sea.<br />
# A druid is framing a werewolf by committing crimes while wildshaped as a wolf.<br />
# A group of gypsies curse a man, who attacks the gypsies as revenge.<br />
# A silver mine appears haunted by ghosts- objects seem to move themselves. It turns out it's a lycanthrope priest using animate objects to destroy the silver mine. <br />
# One PC is being hunted by a ruthless killer that destroyed everyone else in their home village and sees the PC as unfinished business.<br />
# Local bandits are far too well informed about trade caravans. A trade post keeper is suspected of being an informant.<br />
# A small town is being raided every few weeks by an unusually well organized group of goblins and hobgoblins. Turns out that a group of Blue's (Psionic goblins from Expanded Psionics Handbook) are ordering these raids to draw out and eliminate the best soldiers and adventurer's in the land before unleashing a massive army of goblins, hobgoblins, bugbears, ogres and trolls.<br />
# A Merchant comes to the PCs wanting them to retrieve a chest that was stolen by bandits allied with a dragon. when the PCs find the dragon, he tells them that the Merchant had been trading baby dragon skin. The PCs can then chose between the Dragon and the Merchant.<br />
# The PCs are assisted by a vampire-slaying organization, and are led to a tavern to track down a suspected vampire. However, little do they know that every single person in the tavern is a vampire!<br />
# Strange lights appear on a local river at night. Are they will'o'wisps? No, they're just big fireflies. The PCs, though, have no idea. Good for installing humor or realism into a campaign.<br />
# Adventurers come across a metal cave with strange artifacts. This is actually an alien ship, crashed here. How will the strange technology affect the world?<br />
# A popular adventuring site turns out to be a humble, peaceful civilization of Drow and goblins, cultivating giant rats. It's up to the PCs to stop reckless adventurers from destroying the civilization.<br />
# A cursed wand of awakening has an inverted affect- reducing intelligent life into feral states.<br />
# A present to the King/High Priest/Grand Archmage/etc. is actually an explosive trap, which must be stopped before it is opened.<br />
# An insane wizard is using baleful polymorph to change everyone into chickens.<br />
# A Horizon Walker has seen all of the world that he wishes to see, and is going to commit suicide.<br />
# The local bard's lyrics hint at his family being held hostage.<br />
# An evil spell removes Common from public speak, forcing everyone to speak indigenous tongues.<br />
# Suddenly, everyone is arbitrarily divided into two groups- plainly identifiable, thanks to magic, but physically indistinct.<br />
# A wizard's magic staff is lost in a magnetic cave. No metal equipment can be worn within.<br />
# An evil adventuring party decides to loot villages and castles, killing livestock, dwarves, and many law-abiding citizens. Their only goal is to gain money and treasure.<br />
# you come into a cave that warps you to a past time.<br />
# A merchant sells and incomplete artifact to the adventurers. Upon completion of the artifact a NPC is released from imprisonment and becomes an arch enemy to the players.<br />
# while traveling by boat you are shipwrecked in a strange land on the coast of a capital city that was recently destroyed. A nearly completed museum gives clues about the history and culture of the city but are there any clues as to what transpired recently and destroyed the city? (fresh haunts occur often in places of recent tragedy)<br />
# while exploring your party finds a statue with a cloth sack tied over one hand. removing the cloth exposes a magic arm guard/ring/scepter/symbol. the item may be cursed or exert its will on someone in order to further its own ends.<br />
# a young gnome/pixie/sprite/imp/satyr/halfling must prank the adventurers to be accepted by or meet the dare of a peer group and the adventurers may not realize it is classic scenario of peer pressure<br />
# a magic ring is found that offers complete immunity to an element, but any party member within a certain range experiences temporary random alterations in there own magic items<br />
# a naga asks for help returning a burdensome but powerful magical dagger to its rightful place so he/she can continue to guard it<br />
# a philosophically reflective Kou-Toa (actually a absentminded, polymorphed alchemist who miss-mixed a potion) discusses the importance of identity with a treant and a djinn because he must convince them to relinquish a reagent he needs to regain his natural shape. The treant does not relate well and is even suspicious that he may have been insulted, and the djinn thinks it would be best if he turned the alchemist insubstantial like himself so he could more readily change shape since he seems to go through so much trouble and time collecting reagents anyway. The alchemist just wants to be "normal" again, for good grief...<br />
# an animated object (candelabra/mop/dancing fire poker/hall tree/shovel/rope) has been secretly stowing away in the parties supplies or following the party. It can scratch out words in common. Who knows what the objects agenda is. It may be friendly, lonely, and/or just hitching a ride. Or it could be a spy or assassin...<br />
# A large treant and mummy walk hand in hand under the moonlight. "Uuuuugh." "There, there. Go back to bed." The treat will explain that the mummy guards a nearby tomb, but has become more senile as the years have past. Part of the tomb collapsed so the mummy could not make his rounds to check the back entrance of the tomb without coming out of the tomb. But he loses his way a lot of the time. Will the party investigate this tomb? <br />
# A house in the middle of the woods features a welcome mat that closes the door behind the adventurers. A magical carpet traps people and uses them as participants in a horrid game show to entertain other evil sentient magic items. He likes to suffocate contestants that lose (using the bones to make furniture) and enjoys saying "And that's a wrap!" when he does it. "I walked all over that one." (He usually asks questions about monsters that require a knowledge check)<br />
# A metallic dragon and chromatic dragon collide overhead and fall to the ground by the party while they are traveling in the wilderness. The metallic dragon and chromatic dragon ignore the party for two rounds and then one dragon tries to bribe the party to her side, then the other dragon counter bribes. Who will you fight for? <br />
# A kobold throws a rock at a party member (improvised weapon) and tries to lure the party into an ambush where lots of kobolds have rocks (improvised weapons). These hungry kobolds might continue to harass and stalk the party.<br />
# A party member trips over a small metal figurine of a halfling soldier. This magic item causes an illusionary phantom battalion of 1000 halfling soldiers to appear in the world wherever they put the metal figure on a map. These phantom soldiers can do no harm but will charge into battle if commanded to by the possessor of the figuring. This can be used to intimidate cities or armies in upper level campaigns. This power should be a daily power and destroys the map. (Maps could be hard to come by and/or expensive, too.)<br />
# A water elemental demands you drop a gold coin in the creek or river in order to be allowed to cross a bridge<br />
# A prideful half-orc is challenged by his friends to arm wrestle your strongest party member. From the looks of things they aren't giving you a choice, and they are forcing a wager. Hope you win.<br />
# A traveling monk wishes to camp with your party for the night trusting in safety in numbers, in exchange he has offered to cook for your party. He brings news from the place(s) you are heading to. (He can cure some diseases and ailments, a helping hand if the PCs party is getting ragged and drug down by afflictions.)<br />
# Your party has once been the elite task force for the king only to find out from a duke who you were sent to kill that the king is working with the forces of the underdark to gather shards of an crystal that the kings former dark master was trapped in. Now you must run as outlaws and try to stop the greater evil from rising again.<br />
# A gang of monks attempts to knock the party out and tie them up.<br />
# A wyvern has made the city gatehouse its home. A siege is on the horizon, and the gatehouse must be made operational as soon as possible!<br />
# A skilled warrior teams up with the party, but a recurring memory disorder leads her to wake up one day believing she has been captured.<br />
# Distinct armor recently looted by the party turns out to have once belonged to the father of a local hero, who identifies it and confronts the party.<br />
# A Powerful Arachnomancer attempts to conquer the land with spider minions; the party is sent to kill him.<br />
# A cabal of powerful golem-builders has sent a messenger that if the kingdom does not submit to their demands, they will unleash powerful collosi upon the kingdom.<br />
# A Centaur stampede! Run for your life!<br />
# Commoners dissapear and reappear naked in a nearby field, with a weird tattoo on ther backs, and no memories of what happened. At night, tattooed people turn into aggressive dire animals. <br />
# House animals and small critters seem to be suffering mistaken identity. Dogs chase mice, pidgeons swim, snakes bark.<br />
# A strange man in a dark cloak spawns around the city at different times of the day, sacrificing people as his only way of gaining experience. He sets traps, enslaves minions and scars the world with fear.<br />
# You are walking down a road when a man in a fine carriage stops you and asks for your aid in the retrieving of scandalous information about a local noble.<br />
# Wake up inside a dark cave, in a lil´boat that floats over a pool of acid. On one side of the kayak or whatever, a good cleric. On the other, an evil cleric. Boat be rockin soon.<br />
# A magic ring is given to the PCs by an evil wizard to fight a dragon. When combat starts, the ring fires random offensive spells on the players, and healing spells on the dragon. The players don't know where they spells are coming from, and the ring is stuck anyway.<br />
# The players are randomly lit on fire in a massive spirits cellar, they are trapped and need a way out. (Recommended: a stupid character throws liquor on the others to put out the flames.)<br />
# Players start falling down a bottomless pit and need to stop falling and climb back up.<br />
# Multiple hydras attack the group. All players are given vorpal weapons. Feeding Frenzy!<br />
# A pregnant celestial needs to be returned to Celestia to give birth. Oh yeah, demons don't like celestials OR pregnant people.<br />
# The players are locked in a room with no doors, windows, food, water, or equipment. Lets see how long they last...<br />
# Your party has to travel the globe searching for the pieces of an ancient set of armour.<br />
# The mage (or magical being) of your group meets someone from his past - will he be a friend or a foe?<br />
# A strange alien race has recently landed in massive airships just outside of a country's capital. Will the PCs come bearing an olive branch or a full quiver?<br />
# A village in the outskirts of a nearby fief has disappeared without a clue and the PCs are commissioned to discover the nature of the incident. <br />
# One of the PCs is kidnapped by a roc. Can the others mount a rescue in time?<br />
# After looking into an enchanted mirror, the PCs meet shadowy copies of themselves.<br />
# One of the PCs loses their shadow. What could this mean?<br />
# A mishap with a love potion results in a being who is half-infernal, half celestial, and completely at a loss as to where they belong in the world.<br />
# The PCs meet a fallen god (who may or may not be aware of this status).<br />
# A dissident religious group begins worshiping a darker aspect of their normally peaceful god. They may or may not have a very good reason to do this.<br />
# The party meets a well-to-do, respectable merchant - who is also a monstrous creature. <br />
# The PCs are invited to visit a nearby monastery, finding out only when they reach it that the monks happen to be owlbears.<br />
# The PCs are enslaved by tiefling pirates and must find a way to escape. <br />
# A manor is taken over by undead - the PCs must find out why, and put a stop to it.<br />
# The person the PCs were sent to meet has been replaced by a doppelganger.<br />
# People are dancing in the streets. They can't stop.<br />
# The PCs' shadows attack them. <br />
# <i><u>Requires Player Assistance</u></i> A PC is replaced by a doppelganger. The others must discover the switch and find their comrade.<br />
# A reclusive blacksmith, famed for quality craftsmanship, turns out to be a kobold. (If there is a gnome in the party, problems may arise.)<br />
# The PCs are stranded on an island with hostile inhabitants.<br />
# In the center of a city there is a magical castle + guild headquarters. The king of this country (not in the city) goes to war with another nation despite public opinion. the further half of the country breaks away in civil war. two alternative governments are set up. the larger is a monarch and the lesser is a republic. the border of all 3 nations lie on this city. all of them lay claim to the castle but the headmaster remains neutral and doesn't say what country will have the castle. All of the players are lesser members of this guild not very high in rank. they are restricted from parts of the very large and elaborite castle. All players may choose to which country their loyalties lie. Inside the castle there is a secret sosiety comparitive to the illuminati within the free masons. the loyalties of this sosiety lie in the country that the player's country has gone to war with. They must defeat this secret sosiety while also not being caught for the assasinations and exploring the restricted parts of the castle. restrict the races to humans mainly and human-like races - I've DMed this campagne it is very fun.<br />
# Play a quest on a magic the gathering plane. I'm doing one for Kamigawa and it's really fun<br />
# A Princess of a ruling nation gets lost in her room? The Guards report that she went in and never came back out. The truth is that she ran away with a noble of another nation, and on the way in a caravan to the boat that will take them to their private island, their caravan is ravaged and orcs capture the princess and throw the noble out in the cold snow. All the loot is taken. After you fight through all the orcs you find a pack of wolves approaching the princess who has bite, scorch and scratch marks all over her skin. Her clothes is ripped in...almost everywhere and she is wide-eyed in terror.<br />
# You Wake up to a morning with two moons<br />
# The only living member of the royal line left is a Young queen who the noble consider very pretty but extremely stupid, is suggested to take a husband to become the King. She is walking by one day and notices one of the party members and runs over to them and insists on them becoming the king.<br />
# A Princess loves the players and escapes after them, and the king thinks it is kidnapping.<br />
# The Prince needs a wife, and is holding a contest to find the most beautiful female in the land, winner becomes a princess and later a queen.<br />
# Food is falling from the sky for no reasons at all, priests think it's a curse<br />
# The Kingdom has suffered a series of foolish and insane rulers and the current young king has decided the best solution is to find the most intelligent being in the kingdom and make them his new queen, gender and race can in his words be fixed if need be. The party has to decide whether to support him or join the swelling rebellion.<br />
# Rocks fall, everyone dies. Campaign takes place in the hereafter.<br />
# Painter Bard traps people in his painting<br />
# A flying temple-in-the-sky is used to deliver rain to those below, but the mechanisms inside have been broken. The party is commissioned to ascend and repair the temple, and remove the evil that caused the damage in the first place.<br />
#mysterious symbols appear all over the capital of a country they match the emblem of a fallen civilization. <br />
#Plants are attacking farmers a group of druids are blamed and they ask party to prove their innocence. <br />
# One Pc discovers he is the rightful heir to a kingdom, but his\her evil brother has taken over<br />
# A group of people are trapped in a city because they have somehow managed to offend the entire city. You are asked to rescue them.<br />
# Dragon-like creatures are killing farmer's herds.<br />
# ''Undead/Ghost Campaign'' The party wakes up in a castle dungeon or graveyard, and unknown to them, they have already been executed. They were wrongly accused and must quest to regain mortal form.<br />
# ''Requires either a large group of players or each player to run two characters'' The party is transported to a darker, mirror realm of their own. Due to the transportation method, they trade places with creatures of that realm, sending those beings into the normal world. Despite being a dimension away, the party must work with their traded counterparts to get home.<br />
# The party comes across a strange creature which claims to be from the floating island kingdom of Atlantis, hidden behind a wall of clouds. Later on, the party is confronted by a Demon who demands they help him find and destroy the floating kingdom as part of an ancient on-going war. Which side do they take?<br />
# After a mysterious purple lightning storm the party wakes up to find they are in a strange area and have been transformed (race, gender, class). A starting game requiring amenable players where after character creation they randomly switch characters playing their orginal personality/history with the new stats.<br />
# A very powerful ancient wizard has disapeared and several countries are gearing up for war over his tower and the artifacts therein (a large number of epic level equipment, unique items and powerful spells). The party are hired to prevent the war by locating and returning the wizard to his home. Depending on DM nature the wizard will be either finally dead of old age or taking a vacation at a popular beachside resort, possibly in another dimension.<br />
# Paintings throughout the kingdom are suddenly coming alive. That is if you look at them you'll see streams flowing, tree's moving in the wind, people walking around occasionally stopping to chat with the person watching, feel the heat from a sunny day or the chill of a winter one. Problem is no one know's what's causing it and several darker painting e.g. a drawing of a werewolf have shown signs of trying to break through into the "real world".<br />
# Suddenly nothing in the world can die humans, animals, plants are all immortal and unkillable, chop up and cook a cow the head will still be mooing mournfally at you, hack apart an opposing warrior and he'll still be alive in his cripppled body unable to die.<br />
# An old one but suddenly a number of gods are transformed into mortals and approach the party to protect them from the enemies they've made.<br />
# The gods of good and evil put aside their differences and start working together to stop "the advesary" but don't explain things to their worhsipers.<br />
# (Requires roleplayers who can work without stats) The party awaken to find themselves in a strange land stripped of everything skills, feats, spells, all they have is their equipment and their knowledge which includes the information that they are competing for the right to become a god but there's only one opening.<br />
# Strange symbols start appearing on buildings, as evidence of a new cult / religion coming into the area.<br />
# PC loses memory during an encounter with a sorceress who supposedly died (x number) of years ago.<br />
# Players come upon a town protected by a Grey Render.<br />
# a powerful succubus falls in love with a pc (its true love but what will the pc's thoughts be?)<br />
# A cadaver collector has happened upon a young human girl and they've made friends by playing with rag dolls, but by the end of the day, the collector takes her back to his 'home', a gigantic necropolis. <br />
# The entire party contracts a strange curse that causes serious effects whenever they role straight 1's in anything. Effects can include damaging the player, reducing skills for a set number of turns, etc. They must find the cure to this disease hidden somewhere in another dimension.<br />
# In a futuristic, post-apocalyptic world, the party find themselves as some of the only living beings left, forced to look for scraps and fight off other smaller scavenger groups. This is a very different way to play dungeons and dragons, as it is in a futuristic, steam-punk setting, but I have used it before, and it does work quite well. Be creative with what the party has to overcome, and watch the movie '9' for inspiration.<br />
# A deadly disease breaks out, mutating all plant life into living monsters. The party must avoid these dangers and figure out how to reverse the effects.<br />
#PC are transformed into fluids and are sucked into a character/creature body. They must escape.<br />
# The PC come across an enchanted sword lodged in a stone block. It calls out to them to take it up and wield it. But is it a blessing or a curse? (An oldie, but a goodie.)<br />
# A maze-like enchanted forest rearranges itself even as the PCs travel through it.<br />
# A character with an enchanted sword is knocked out after cutting down a wizard. He/she wakes up with the blade permanently grafted to his/her arm. The unnatural melding causes the character increasing damage at the start of every day. How is the blade to be removed?<br />
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More to come. Feel free to add any ideas you may have.<br />
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{{3.5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=100_Adventure_Ideas_(DnD_Other)&diff=555157100 Adventure Ideas (DnD Other)2012-03-18T11:48:15Z<p>173.245.52.104: /* 280+ Adventure Ideas */</p>
<hr />
<div>== 280+ Adventure Ideas ==<br />
Remember as you add ideas that you are writing a story. Things that make both quests and novels interesting are falsities, Imagery, and most importantly options. Players can't just play along to what you say they should do. If they don't want to go explore the castle they don't have to. make them decide what encounters they do. Allow them to choose weither to whip off their disguises and battle the unguarded baron or to leave with the information they have gathered. As a DM you have to be vigilant of what the party might do. Problem solving makes for a good quest.<br />
# Your party is sent to kill an evil Duke/King/Emperor etc.<br />
# Captured by bandits<br />
# Drugged and put on boat in middle of Ocean <br />
# Trapped on island with monsters and little food or water<br />
# Dungeon Brawl<br />
# Maze or obstacle course<br />
# Leader of an army<br />
# Soldier of an army<br />
# Hired as a mercenary<br />
# Spy for an army<br />
# Part of an exploration team<br />
# Plain old surviving (who knows? bandits, highwaymen, monsters, women, etc.)<br />
# Portal from one plane has been opened, and elemental monsters are invading a peaceful land<br />
# Priest is kidnapped by opposing clerics<br />
# Cult becomes angry with rival gang and attacks them<br />
# Mysterious mound threatens military base<br />
# Rival country threatens war, peace must be obtained<br />
# Wizard hires you to retrieve magical artifacts from ruins of ancient city<br />
# Locals hear chants in nearby ruins<br />
# Undead threaten cities across the nation<br />
# Queer lightning storm wipes out an entire city- king orders you to investigate<br />
# Encrypted stone tablet is discovered during an archaeological expedition<br />
# Several major politicians have been assassinated<br />
# Large gang/terrorist organization wages war against a local city<br />
# Barbaric humanoid tribes threaten supply post which boast majority of country's natural resources<br />
# Players come across a gladiator stadium and are offered money to battle.<br />
# Dragon blood is needed to cure a plague, and your group is sent to collect some<br />
# A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard's coffin<br />
# A huge drought arises, and you must travel to the Water Plane and battle elementals in order to direct a flow into the drying world<br />
# Breaking into a dungeon/room/fortress etc to rescue or capture a person or artifact<br />
# The PCs must solve a mystery<br />
# Characters must escort a dignitary<br />
# A nation's enemies have a secret base that must be found<br />
# PCs are teleported to an odd place and must find where they are and how to escape<br />
# Characters are imprisoned and must escape<br />
# Ship PCs are riding in is hijacked<br />
# Safari: PCs must hunt down a creature<br />
# Mysteriously, an entire city has lost its inhabitants overnight<br />
# PCs must be counterspies and seek enemy agents<br />
# Players compete in a sport/competition/game<br />
# PCs must chase escaping bandits through the countryside<br />
# A discovery of a portal to another plane leads to an exploration party<br />
# A group of Doppelgangers have assassinated the town council, and have assumed their identities. <br />
# A beholder is constructing a garden of statues using townsfolk. <br />
# Statues in a large cemetary come to life at night.<br />
# A Lich is raising a massive undead army. <br />
# A group of Yuan-Ti have been sacrificing to Merrshaulk.<br />
# A wizard has been kidnapped and his book of immortality is hidden in his tower, and wanted by rival guilds<br />
# A group of warriors has challenged the party to a match, to prove which team is more "Heroic".<br />
# A thief has stolen one of the player's main piece of equipment (spell book, sword, divine focus, etc.).<br />
# Demons are appearing all over the kingdom. Why?<br />
# A Giant believes that all humans exist for his dining pleasure.<br />
# A half-dragon is found lying in the road, nearly dead.<br />
# A man with one eye is being hanged for "looking sinister."<br />
# A wizard has declared himself ruler of all he surveys (most of everywhere).<br />
# The well has turned black.<br />
# A party member picks up the sands of time<br />
# Party members find a chained and punished god in an ancient, forgotten temple.<br />
# Catacombs have opened beneath the city, and are guarded by ancient undead who let no one pass .<br />
# The sacred spear of Lesh has gone missing.<br />
# There is a black cloaked man in a tavern, though he is dead. Everybody says they saw him walk in just fine.<br />
# An ogre regards a female party member as "The perfect mate."<br />
# A corrupt noble attempts to open an adventurer's union to keep an eye on all the adventurers in the world.<br />
# Lances (without horses) have become the new preferred fighting style of the king, and thus the nobles. What caused this sudden change in the king's attitude?<br />
# A wandering rogue believes that a PC is his long lost brother.<br />
# An angel begs for help from an evil party member<br />
# A god's weapon has fallen to earth, now there is a race to obtain it.<br />
# Suddenly an entire country turns blue.<br />
# A party member discovers a Great sword made of red metal that has the properties of adamantine, mithril, silver, and cold iron, but can be wielded in one hand as if it were a longsword. What is it?<br />
# A party member's armor comes to life and tries to leave.<br />
# A tribe of trolls is trying to make peace with a nearby village.<br />
# The devil overlord of a justly ruled town is looking for a mate.<br />
# The PCs meet several groups of travelers all headed in the same direction, claiming to be going to something called "The Games."<br />
# An earthquake that leaves magical glowing fissures in the ground shakes directly beneath a kingdom's capital.<br />
# A previously righteous and good god suddenly calls genocide on all that are not his followers.<br />
# A paladin is after a party member because of a case of mistaken identity<br />
# An area has an uprising of half-dragon animals. Where are they coming from?<br />
# A human craftsman has invented something called a gun, using black powder from the dwarves (Mage's for Forgotten Realms) as a propulsion system. how will this affect the campaign?<br />
# Everybody who buys a charm from a certain vendor begins experiencing the effects of an odd curse that causes a physical aspect to change (Blue skin, longer legs, hair turning green, etc.). So far, no REALLY bad effects have happened, but how long will that keep up?<br />
# Red and gold half-Dragons are killing everything from paladins to assassins. Whose side are they on?<br />
# A shady character asks you to smuggle some barrels of moonshine into a city.<br />
# We need the Demon-Slaying Sword if we are to overcome the oncoming siege. Travel to that indifferent neighboring country and negotiate with their Shogun for a loan of the sword.<br />
# A member of a party of adventurers is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do not know this and the character must be sneaked in to the city.<br />
# An organization is attempting to capture demons and use their power for evil<br />
# A hero of destiny fulfills prophecy and is fated to save the world with miraculous deeds, but dies abruptly and prematurely- the characters (and the rest of the world) have to buckle down and face dark days on their own merits.<br />
# Facing a pack of werewolves becomes a grueling all-nighter (game time) as they use hit-and-run tactics trying to lure characters away from the group to gang up on them (perhaps the party is 'hold up' in a remote cabin or makeshift fort in some ruins)- add helpless NPC's to protect for added flavor.<br />
# Book passage on a ghost ship; at night the crew turn into ghouls and kill each other (and anyone else unfortunate enough to be aboard)- below decks, it gets worse..<br />
# A ring of regeneration is a great find!, until the character realizes what it is turning him/her into.. one hp at a time.. can the party do what it takes to remove the curse in time?<br />
# The party has gone through a time portal sending them to the 21st century with all the creatures from their time somewhat evolved in some way. How do they adapt?<br />
# All who come in contact with the waters of a holy water fountain rot and eventually become zombies.<br />
# A mysterious goblin raids town at night, striking and seemingly vanishing without a trace. Is it a ghost or goblin?<br />
# A druid is accused of killing other druids.<br />
# You find a new race and the king orders you to capture a being. <br />
# A hidden pathway in an abandoned house leads to a lair of a terrible demon. The demon keeps "slave girls" where a friend of the party is, but the "slave girls" are secretly demons in disguise.<br />
# Barbarian is offered a slave girl as a reward for a quest well done. Paladin finds this morally reprehensible and demands to let her go. FUNTIME!<br />
# Your party finds a dog that can smell treasure. <br />
# Your party finds themselves in the setting of a popular movie or TV show (For example: Pirates of the Caribbean, Xena, etc). The DM's job is to try to cleverly disguise the setting and see how long it takes for the party members to figure it out. Introduce them to main characters without revealing their names at first and leave clues in the form of references to the movie or show.<br />
# Your party and some others are raiding a city they are captured and forced to entertain the king in the gladiator arena.<br />
# A close friend of the party has been kidnapped.<br />
# A large tribe of orcs are planning a raid on the Elven capital.<br />
# A wizard summons a demon but it back fires and possesses him.<br />
# The world is hit by an asteroid that mutates anyone that touches it.<br />
# A large egg of some sort is discovered and the orcs are coming for it. Will the players try to hatch it?<br />
# A thick plague inducing fog is slowly covering the countryside.<br />
# A paladin goes mad, turning evil while still thinking he's good.<br />
# All the players are shrunk by an evil wizard and have to find a way to reverse the spell.<br />
# An illusion of peace and tranquility is projected over a town. The players must escape the illusion and see what's really happening.<br />
# The god of time punishes a town/city/village for disgraceful worship, making everything happen out of sequence.<br />
# The player is bit by a were-creature early on in the levels but doesn't say anything until it's too late.<br />
# All the local wild life is killing people, are the druid societies to blame?<br />
# NPC clones of players are appearing in strange places doing bad things. Later on they meet and battle to the death!<br />
# Everyone is turned into monsters by an evil wizard and the players are run out of town.<br />
# The players are framed for a genocide they didn't cause.<br />
# While crossing a sea, the boat is sank by a monster of some variety. The players are saved by merfolk but trapped on an deserted island miles from other useful people.<br />
# A dragon takes the players to feed her wyrmling on a tall mountain.<br />
# The players are sucked into a war filled alternate universe by a crappy portal spell.<br />
# The players complete a mission but their employer doesn't want to pay them.<br />
# players are captured and thrown into a portal, where they find ancient plane traveling devices, and they can explore plane after plane and world after world. Fighting evils that you throw at them and getting themselves stuck in political and magical situations.<br />
#Monsters are attacking the castle! Kill all the monsters to prevent them from destroying the castle.You lose when a monster reaches the castle.<br />
# A large rock worm is attacking a large city, the PC must kill the rock worm before the city goes under <br />
# A time warp descends upon an isolated village, setting everyone and everything back a century into the past. <br />
# Several of the king’s tax collectors have disappeared after traveling to a particularly dangerous area. <br />
# A good cleric tries to establish a temple to his god in a hostile city, hoping to gradually convert the populace. <br />
# Suspicion arises that the inhabitants of a town are gradually being replaced by doppelgangers. <br />
# A powerful wizard has created a castle filled with monsters, traps and treasure, as a way to test the skills of brave adventurers. <br />
# The animals in a particular area are becoming monstrous mutations. <br />
# Ships are disappearing within a five-mile radius of ocean. <br />
# A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurrences in its wake. <br />
# A local ruler is suspected of making a pact with a powerful devil or demon. <br />
# The Assassin’s Guild is planning to kill the mayor. <br />
# A witch’s curse is causing farmers’ crops and livestock to die. <br />
# A mysterious curse is settling on town after town, making all good magic ineffective, while doubling the power of evil magic. <br />
# A diabolical band of clerics is robbing graves at a large cemetery, and creating an army of undead creatures. <br />
# A secret vigilante society is inflicting barbaric punishments on “evil-doers.” <br />
# A wealthy merchant hires adventurers to capture a young Pegasus from a nest atop a towering mountain spire, so that he can train the animal as a flying mount. <br />
# The daughter of a good nobleman has run off with a seedy, disreputable commoner. <br />
# A small community of neutrally-aligned orcs tries to convince inhabitants of a nearby town that they mean them no harm. <br />
# A once-good cleric is suspected of secretly worshiping an evil god. <br />
# A powerful bandit leader, about to be hanged for his crimes, is sprung from jail by his cohorts. <br />
# Kobolds occupy an abandoned diamond mine, using it as a base from which to launch raids on human settlements. <br />
# A sorceress has lost her unique familiar, and all efforts so far to reveal the creature’s whereabouts have been fruitless. <br />
# Adventurers are sent to deliver the ransom for a noblewoman, who is being held by a gang of brigands. <br />
# The king’s ambassador has disappeared while en route to a hostile country, and is suspected of being a traitor. <br />
# A megalomaniacal duke has sent his minions in search of a weapon that would make him nearly invincible. <br />
# Hellwasp swarms have been appearing on the outskirts of town, stinging people to death. <br />
# In the Hunger Games<br />
# The king, a just, good ruler, is somehow being manipulated by his new adviser. <br />
# A series of murders are being committed with the MO of an executed killer. <br />
# Clerics are stymied as to how to remove a bizarre desecration that has fallen on a good temple. <br />
# Strange, glowing runes appear on the door of the town hall, forming a riddle. <br />
# Townsfolk are somehow being shrunk to six inches in height, and authorities can’t figure out why. <br />
# A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing cattle of other farmers. <br />
# A kraken is destroying ships trying to enter or leave a city’s port. <br />
# Someone has uncorked a decanter of endless water, and has placed the item somewhere in the hills above a small valley, where it is flooding a small town. <br />
# An undersea city, covered by a huge dome, is discovered. <br />
# A huge maelstrom near a rocky coast sucks ships into another plane of existence. <br />
# Adventurers are hired as marshals to escort a powerful, evil fighter back to the city, where he is to stand trial. <br />
# Magical droughts are descending upon an increasing number of communities. <br />
# A basilisk is wandering out of a nearby forest, turning people and livestock to stone. <br />
# The king sends a group of adventurers to parlay with an adjacent kingdom contemplating war. <br />
# Villagers are fed up with the mischief being caused by a band of sprites. <br />
# Dryads fight to preserve their forest against an encroaching human settlement. <br />
# Messengers must travel through a haunted swamp to deliver a timely warning to the queen. <br />
# Members of a coven have infiltrated the city’s populace, and are working their black magic. <br />
# A rakshasa is loose in the city, and even the most powerful divination spells are unable to reveal his identity. <br />
# A dire bear, possessed of unnatural intelligence, is devouring inhabitants of a rural village. <br />
# Strange lights flickering over a marsh at night may be will-o’-wisps. <br />
# Something is endowing area livestock with both human intelligence and the power of speech. <br />
# A magical fire in town resists all efforts to extinguish it. <br />
# An ancient artifact must be retrieved from the bottom of the sea.<br />
# A druid is framing a werewolf by committing crimes while wildshaped as a wolf.<br />
# A group of gypsies curse a man, who attacks the gypsies as revenge.<br />
# A silver mine appears haunted by ghosts- objects seem to move themselves. It turns out it's a lycanthrope priest using animate objects to destroy the silver mine. <br />
# One PC is being hunted by a ruthless killer that destroyed everyone else in their home village and sees the PC as unfinished business.<br />
# Local bandits are far too well informed about trade caravans. A trade post keeper is suspected of being an informant.<br />
# A small town is being raided every few weeks by an unusually well organized group of goblins and hobgoblins. Turns out that a group of Blue's (Psionic goblins from Expanded Psionics Handbook) are ordering these raids to draw out and eliminate the best soldiers and adventurer's in the land before unleashing a massive army of goblins, hobgoblins, bugbears, ogres and trolls.<br />
# A Merchant comes to the PCs wanting them to retrieve a chest that was stolen by bandits allied with a dragon. when the PCs find the dragon, he tells them that the Merchant had been trading baby dragon skin. The PCs can then chose between the Dragon and the Merchant.<br />
# The PCs are assisted by a vampire-slaying organization, and are led to a tavern to track down a suspected vampire. However, little do they know that every single person in the tavern is a vampire!<br />
# Strange lights appear on a local river at night. Are they will'o'wisps? No, they're just big fireflies. The PCs, though, have no idea. Good for installing humor or realism into a campaign.<br />
# Adventurers come across a metal cave with strange artifacts. This is actually an alien ship, crashed here. How will the strange technology affect the world?<br />
# A popular adventuring site turns out to be a humble, peaceful civilization of Drow and goblins, cultivating giant rats. It's up to the PCs to stop reckless adventurers from destroying the civilization.<br />
# A cursed wand of awakening has an inverted affect- reducing intelligent life into feral states.<br />
# A present to the King/High Priest/Grand Archmage/etc. is actually an explosive trap, which must be stopped before it is opened.<br />
# An insane wizard is using baleful polymorph to change everyone into chickens.<br />
# A Horizon Walker has seen all of the world that he wishes to see, and is going to commit suicide.<br />
# The local bard's lyrics hint at his family being held hostage.<br />
# An evil spell removes Common from public speak, forcing everyone to speak indigenous tongues.<br />
# Suddenly, everyone is arbitrarily divided into two groups- plainly identifiable, thanks to magic, but physically indistinct.<br />
# A wizard's magic staff is lost in a magnetic cave. No metal equipment can be worn within.<br />
# An evil adventuring party decides to loot villages and castles, killing livestock, dwarves, and many law-abiding citizens. Their only goal is to gain money and treasure.<br />
# you come into a cave that warps you to a past time.<br />
# A merchant sells and incomplete artifact to the adventurers. Upon completion of the artifact a NPC is released from imprisonment and becomes an arch enemy to the players.<br />
# while traveling by boat you are shipwrecked in a strange land on the coast of a capital city that was recently destroyed. A nearly completed museum gives clues about the history and culture of the city but are there any clues as to what transpired recently and destroyed the city? (fresh haunts occur often in places of recent tragedy)<br />
# while exploring your party finds a statue with a cloth sack tied over one hand. removing the cloth exposes a magic arm guard/ring/scepter/symbol. the item may be cursed or exert its will on someone in order to further its own ends.<br />
# a young gnome/pixie/sprite/imp/satyr/halfling must prank the adventurers to be accepted by or meet the dare of a peer group and the adventurers may not realize it is classic scenario of peer pressure<br />
# a magic ring is found that offers complete immunity to an element, but any party member within a certain range experiences temporary random alterations in there own magic items<br />
# a naga asks for help returning a burdensome but powerful magical dagger to its rightful place so he/she can continue to guard it<br />
# a philosophically reflective Kou-Toa (actually a absentminded, polymorphed alchemist who miss-mixed a potion) discusses the importance of identity with a treant and a djinn because he must convince them to relinquish a reagent he needs to regain his natural shape. The treant does not relate well and is even suspicious that he may have been insulted, and the djinn thinks it would be best if he turned the alchemist insubstantial like himself so he could more readily change shape since he seems to go through so much trouble and time collecting reagents anyway. The alchemist just wants to be "normal" again, for good grief...<br />
# an animated object (candelabra/mop/dancing fire poker/hall tree/shovel/rope) has been secretly stowing away in the parties supplies or following the party. It can scratch out words in common. Who knows what the objects agenda is. It may be friendly, lonely, and/or just hitching a ride. Or it could be a spy or assassin...<br />
# A large treant and mummy walk hand in hand under the moonlight. "Uuuuugh." "There, there. Go back to bed." The treat will explain that the mummy guards a nearby tomb, but has become more senile as the years have past. Part of the tomb collapsed so the mummy could not make his rounds to check the back entrance of the tomb without coming out of the tomb. But he loses his way a lot of the time. Will the party investigate this tomb? <br />
# A house in the middle of the woods features a welcome mat that closes the door behind the adventurers. A magical carpet traps people and uses them as participants in a horrid game show to entertain other evil sentient magic items. He likes to suffocate contestants that lose (using the bones to make furniture) and enjoys saying "And that's a wrap!" when he does it. "I walked all over that one." (He usually asks questions about monsters that require a knowledge check)<br />
# A metallic dragon and chromatic dragon collide overhead and fall to the ground by the party while they are traveling in the wilderness. The metallic dragon and chromatic dragon ignore the party for two rounds and then one dragon tries to bribe the party to her side, then the other dragon counter bribes. Who will you fight for? <br />
# A kobold throws a rock at a party member (improvised weapon) and tries to lure the party into an ambush where lots of kobolds have rocks (improvised weapons). These hungry kobolds might continue to harass and stalk the party.<br />
# A party member trips over a small metal figurine of a halfling soldier. This magic item causes an illusionary phantom battalion of 1000 halfling soldiers to appear in the world wherever they put the metal figure on a map. These phantom soldiers can do no harm but will charge into battle if commanded to by the possessor of the figuring. This can be used to intimidate cities or armies in upper level campaigns. This power should be a daily power and destroys the map. (Maps could be hard to come by and/or expensive, too.)<br />
# A water elemental demands you drop a gold coin in the creek or river in order to be allowed to cross a bridge<br />
# A prideful half-orc is challenged by his friends to arm wrestle your strongest party member. From the looks of things they aren't giving you a choice, and they are forcing a wager. Hope you win.<br />
# A traveling monk wishes to camp with your party for the night trusting in safety in numbers, in exchange he has offered to cook for your party. He brings news from the place(s) you are heading to. (He can cure some diseases and ailments, a helping hand if the PCs party is getting ragged and drug down by afflictions.)<br />
# Your party has once been the elite task force for the king only to find out from a duke who you were sent to kill that the king is working with the forces of the underdark to gather shards of an crystal that the kings former dark master was trapped in. Now you must run as outlaws and try to stop the greater evil from rising again.<br />
# A gang of monks attempts to knock the party out and tie them up.<br />
# A wyvern has made the city gatehouse its home. A siege is on the horizon, and the gatehouse must be made operational as soon as possible!<br />
# A skilled warrior teams up with the party, but a recurring memory disorder leads her to wake up one day believing she has been captured.<br />
# Distinct armor recently looted by the party turns out to have once belonged to the father of a local hero, who identifies it and confronts the party.<br />
# A Powerful Arachnomancer attempts to conquer the land with spider minions; the party is sent to kill him.<br />
# A cabal of powerful golem-builders has sent a messenger that if the kingdom does not submit to their demands, they will unleash powerful collosi upon the kingdom.<br />
# A Centaur stampede! Run for your life!<br />
# Commoners dissapear and reappear naked in a nearby field, with a weird tattoo on ther backs, and no memories of what happened. At night, tattooed people turn into aggressive dire animals. <br />
# House animals and small critters seem to be suffering mistaken identity. Dogs chase mice, pidgeons swim, snakes bark.<br />
# A strange man in a dark cloak spawns around the city at different times of the day, sacrificing people as his only way of gaining experience. He sets traps, enslaves minions and scars the world with fear.<br />
# You are walking down a road when a man in a fine carriage stops you and asks for your aid in the retrieving of scandalous information about a local noble.<br />
# Wake up inside a dark cave, in a lil´boat that floats over a pool of acid. On one side of the kayak or whatever, a good cleric. On the other, an evil cleric. Boat be rockin soon.<br />
# A magic ring is given to the PCs by an evil wizard to fight a dragon. When combat starts, the ring fires random offensive spells on the players, and healing spells on the dragon. The players don't know where they spells are coming from, and the ring is stuck anyway.<br />
# The players are randomly lit on fire in a massive spirits cellar, they are trapped and need a way out. (Recommended: a stupid character throws liquor on the others to put out the flames.)<br />
# Players start falling down a bottomless pit and need to stop falling and climb back up.<br />
# Multiple hydras attack the group. All players are given vorpal weapons. Feeding Frenzy!<br />
# A pregnant celestial needs to be returned to Celestia to give birth. Oh yeah, demons don't like celestials OR pregnant people.<br />
# The players are locked in a room with no doors, windows, food, water, or equipment. Lets see how long they last...<br />
# Your party has to travel the globe searching for the pieces of an ancient set of armour.<br />
# The mage (or magical being) of your group meets someone from his past - will he be a friend or a foe?<br />
# A strange alien race has recently landed in massive airships just outside of a country's capital. Will the PCs come bearing an olive branch or a full quiver?<br />
# A village in the outskirts of a nearby fief has disappeared without a clue and the PCs are commissioned to discover the nature of the incident. <br />
# One of the PCs is kidnapped by a roc. Can the others mount a rescue in time?<br />
# After looking into an enchanted mirror, the PCs meet shadowy copies of themselves.<br />
# One of the PCs loses their shadow. What could this mean?<br />
# A mishap with a love potion results in a being who is half-infernal, half celestial, and completely at a loss as to where they belong in the world.<br />
# The PCs meet a fallen god (who may or may not be aware of this status).<br />
# A dissident religious group begins worshiping a darker aspect of their normally peaceful god. They may or may not have a very good reason to do this.<br />
# The party meets a well-to-do, respectable merchant - who is also a monstrous creature. <br />
# The PCs are invited to visit a nearby monastery, finding out only when they reach it that the monks happen to be owlbears.<br />
# The PCs are enslaved by tiefling pirates and must find a way to escape. <br />
# A manor is taken over by undead - the PCs must find out why, and put a stop to it.<br />
# The person the PCs were sent to meet has been replaced by a doppelganger.<br />
# People are dancing in the streets. They can't stop.<br />
# The PCs' shadows attack them. <br />
# <i><u>Requires Player Assistance</u></i> A PC is replaced by a doppelganger. The others must discover the switch and find their comrade.<br />
# A reclusive blacksmith, famed for quality craftsmanship, turns out to be a kobold. (If there is a gnome in the party, problems may arise.)<br />
# The PCs are stranded on an island with hostile inhabitants.<br />
# In the center of a city there is a magical castle + guild headquarters. The king of this country (not in the city) goes to war with another nation despite public opinion. the further half of the country breaks away in civil war. two alternative governments are set up. the larger is a monarch and the lesser is a republic. the border of all 3 nations lie on this city. all of them lay claim to the castle but the headmaster remains neutral and doesn't say what country will have the castle. All of the players are lesser members of this guild not very high in rank. they are restricted from parts of the very large and elaborite castle. All players may choose to which country their loyalties lie. Inside the castle there is a secret sosiety comparitive to the illuminati within the free masons. the loyalties of this sosiety lie in the country that the player's country has gone to war with. They must defeat this secret sosiety while also not being caught for the assasinations and exploring the restricted parts of the castle. restrict the races to humans mainly and human-like races - I've DMed this campagne it is very fun.<br />
# Play a quest on a magic the gathering plane. I'm doing one for Kamigawa and it's really fun<br />
# A Princess of a ruling nation gets lost in her room? The Guards report that she went in and never came back out. The truth is that she ran away with a noble of another nation, and on the way in a caravan to the boat that will take them to their private island, their caravan is ravaged and orcs capture the princess and throw the noble out in the cold snow. All the loot is taken. After you fight through all the orcs you find a pack of wolves approaching the princess who has bite, scorch and scratch marks all over her skin. Her clothes is ripped in...almost everywhere and she is wide-eyed in terror.<br />
# You Wake up to a morning with two moons<br />
# The only living member of the royal line left is a Young queen who the noble consider very pretty but extremely stupid, is suggested to take a husband to become the King. She is walking by one day and notices one of the party members and runs over to them and insists on them becoming the king.<br />
# A Princess loves the players and escapes after them, and the king thinks it is kidnapping.<br />
# The Prince needs a wife, and is holding a contest to find the most beautiful female in the land, winner becomes a princess and later a queen.<br />
# Food is falling from the sky for no reasons at all, priests think it's a curse<br />
# The Kingdom has suffered a series of foolish and insane rulers and the current young king has decided the best solution is to find the most intelligent being in the kingdom and make them his new queen, gender and race can in his words be fixed if need be. The party has to decide whether to support him or join the swelling rebellion.<br />
# Rocks fall, everyone dies. Campaign takes place in the hereafter.<br />
# Painter Bard traps people in his painting<br />
# A flying temple-in-the-sky is used to deliver rain to those below, but the mechanisms inside have been broken. The party is commissioned to ascend and repair the temple, and remove the evil that caused the damage in the first place.<br />
#mysterious symbols appear all over the capital of a country they match the emblem of a fallen civilization. <br />
#Plants are attacking farmers a group of druids are blamed and they ask party to prove their innocence. <br />
# One Pc discovers he is the rightful heir to a kingdom, but his\her evil brother has taken over<br />
# A group of people are trapped in a city because they have somehow managed to offend the entire city. You are asked to rescue them.<br />
# Dragon-like creatures are killing farmer's herds.<br />
# ''Undead/Ghost Campaign'' The party wakes up in a castle dungeon or graveyard, and unknown to them, they have already been executed. They were wrongly accused and must quest to regain mortal form.<br />
# ''Requires either a large group of players or each player to run two characters'' The party is transported to a darker, mirror realm of their own. Due to the transportation method, they trade places with creatures of that realm, sending those beings into the normal world. Despite being a dimension away, the party must work with their traded counterparts to get home.<br />
# The party comes across a strange creature which claims to be from the floating island kingdom of Atlantis, hidden behind a wall of clouds. Later on, the party is confronted by a Demon who demands they help him find and destroy the floating kingdom as part of an ancient on-going war. Which side do they take?<br />
# After a mysterious purple lightning storm the party wakes up to find they are in a strange area and have been transformed (race, gender, class). A starting game requiring amenable players where after character creation they randomly switch characters playing their orginal personality/history with the new stats.<br />
# A very powerful ancient wizard has disapeared and several countries are gearing up for war over his tower and the artifacts therein (a large number of epic level equipment, unique items and powerful spells). The party are hired to prevent the war by locating and returning the wizard to his home. Depending on DM nature the wizard will be either finally dead of old age or taking a vacation at a popular beachside resort, possibly in another dimension.<br />
# Paintings throughout the kingdom are suddenly coming alive. That is if you look at them you'll see streams flowing, tree's moving in the wind, people walking around occasionally stopping to chat with the person watching, feel the heat from a sunny day or the chill of a winter one. Problem is no one know's what's causing it and several darker painting e.g. a drawing of a werewolf have shown signs of trying to break through into the "real world".<br />
# Suddenly nothing in the world can die humans, animals, plants are all immortal and unkillable, chop up and cook a cow the head will still be mooing mournfally at you, hack apart an opposing warrior and he'll still be alive in his cripppled body unable to die.<br />
# An old one but suddenly a number of gods are transformed into mortals and approach the party to protect them from the enemies they've made.<br />
# The gods of good and evil put aside their differences and start working together to stop "the advesary" but don't explain things to their worhsipers.<br />
# (Requires roleplayers who can work without stats) The party awaken to find themselves in a strange land stripped of everything skills, feats, spells, all they have is their equipment and their knowledge which includes the information that they are competing for the right to become a god but there's only one opening.<br />
# Strange symbols start appearing on buildings, as evidence of a new cult / religion coming into the area.<br />
# PC loses memory during an encounter with a sorceress who supposedly died (x number) of years ago.<br />
# Players come upon a town protected by a Grey Render.<br />
# a powerful succubus falls in love with a pc (its true love but what will the pc's thoughts be?)<br />
# A cadaver collector has happened upon a young human girl and they've made friends by playing with rag dolls, but by the end of the day, the collector takes her back to his 'home', a gigantic necropolis. <br />
# The entire party contracts a strange curse that causes serious effects whenever they role straight 1's in anything. Effects can include damaging the player, reducing skills for a set number of turns, etc. They must find the cure to this disease hidden somewhere in another dimension.<br />
# In a futuristic, post-apocalyptic world, the party find themselves as some of the only living beings left, forced to look for scraps and fight off other smaller scavenger groups. This is a very different way to play dungeons and dragons, as it is in a futuristic, steam-punk setting, but I have used it before, and it does work quite well. Be creative with what the party has to overcome, and watch the movie '9' for inspiration.<br />
# A deadly disease breaks out, mutating all plant life into living monsters. The party must avoid these dangers and figure out how to reverse the effects.<br />
#PC are transformed into fluids and are sucked into a caracther/creature body. They must escape.<br />
# The PC come across an enchanted sword lodged in a stone block. It calls out to them to take it up and wield it. But is it a blessing or a curse? (An oldie, but a goodie.)<br />
<br />
More to come. Feel free to add any ideas you may have.<br />
<br />
----<br />
{{3.5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=554631Time Mage (3.5e Prestige Class)2012-03-15T00:52:59Z<p>173.245.52.104: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=A Dexterity Driven Spellcaster who focuses on bending time.<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=Overheard at the local bar.<br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
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{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
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[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=100_Adventure_Ideas_(DnD_Other)&diff=554055100 Adventure Ideas (DnD Other)2012-03-11T23:29:26Z<p>173.245.52.104: </p>
<hr />
<div>== 280+ Adventure Ideas ==<br />
Remember as you add ideas that you are writing a story. Things that make both quests and novels interesting are falsities, Imagery, and most importantly options. Players can't just play along to what you say they should do. If they don't want to go explore the castle they don't have to. make them decide what encounters they do. Allow them to choose weither to whip off their disguises and battle the unguarded baron or to leave with the information they have gathered. As a DM you have to be vigilant of what the party might do. Problem solving makes for a good quest.<br />
# Your party is sent to kill an evil Duke/King/Emperor etc.<br />
# Captured by bandits<br />
# Drugged and put on boat in middle of Ocean <br />
# Trapped on island with monsters and little food or water<br />
# Dungeon Brawl<br />
# Maze or obstacle course<br />
# Leader of an army<br />
# Soldier of an army<br />
# Hired as a mercenary<br />
# Spy for an army<br />
# Part of an exploration team<br />
# Plain old surviving (who knows? bandits, highwaymen, monsters, women, etc.)<br />
# Portal from one plane has been opened, and elemental monsters are invading a peaceful land<br />
# Priest is kidnapped by opposing clerics<br />
# Cult becomes angry with rival gang and attacks them<br />
# Mysterious mound threatens military base<br />
# Rival country threatens war, peace must be obtained<br />
# Wizard hires you to retrieve magical artifacts from ruins of ancient city<br />
# Locals hear chants in nearby ruins<br />
# Undead threaten cities across the nation<br />
# Queer lightning storm wipes out an entire city- king orders you to investigate<br />
# Encrypted stone tablet is discovered during an archaeological expedition<br />
# Several major politicians have been assassinated<br />
# Large gang/terrorist organization wages war against a local city<br />
# Barbaric humanoid tribes threaten supply post which boast majority of country's natural resources<br />
# Players come across a gladiator stadium and are offered money to battle.<br />
# Dragon blood is needed to cure a plague, and your group is sent to collect some<br />
# A powerful bard hires your party to retrieve a fabled magical instrument from a dead wizard's coffin<br />
# A huge drought arises, and you must travel to the Water Plane and battle elementals in order to direct a flow into the drying world<br />
# Breaking into a dungeon/room/fortress etc to rescue or capture a person or artifact<br />
# The PCs must solve a mystery<br />
# Characters must escort a dignitary<br />
# A nation's enemies have a secret base that must be found<br />
# PCs are teleported to an odd place and must find where they are and how to escape<br />
# Characters are imprisoned and must escape<br />
# Ship PCs are riding in is hijacked<br />
# Safari: PCs must hunt down a creature<br />
# Mysteriously, an entire city has lost its inhabitants overnight<br />
# PCs must be counterspies and seek enemy agents<br />
# Players compete in a sport/competition/game<br />
# PCs must chase escaping bandits through the countryside<br />
# A discovery of a portal to another plane leads to an exploration party<br />
# A group of Doppelgangers have assassinated the town council, and have assumed their identities. <br />
# A beholder is constructing a garden of statues using townsfolk. <br />
# Statues in a large cemetary come to life at night.<br />
# A Lich is raising a massive undead army. <br />
# A group of Yuan-Ti have been sacrificing to Merrshaulk.<br />
# A wizard has been kidnapped and his book of immortality is hidden in his tower, and wanted by rival guilds<br />
# A group of warriors has challenged the party to a match, to prove which team is more "Heroic".<br />
# A thief has stolen one of the player's main piece of equipment (spell book, sword, divine focus, etc.).<br />
# Demons are appearing all over the kingdom. Why?<br />
# A Giant believes that all humans exist for his dining pleasure.<br />
# A half-dragon is found lying in the road, nearly dead.<br />
# A man with one eye is being hanged for "looking sinister."<br />
# A wizard has declared himself ruler of all he surveys (most of everywhere).<br />
# The well has turned black.<br />
# A party member picks up the sands of time<br />
# Party members find a chained and punished god in an ancient, forgotten temple.<br />
# Catacombs have opened beneath the city, and are guarded by ancient undead who let no one pass .<br />
# The sacred spear of Lesh has gone missing.<br />
# There is a black cloaked man in a tavern, though he is dead. Everybody says they saw him walk in just fine.<br />
# An ogre regards a female party member as "The perfect mate."<br />
# A corrupt noble attempts to open an adventurer's union to keep an eye on all the adventurers in the world.<br />
# Lances (without horses) have become the new preferred fighting style of the king, and thus the nobles. What caused this sudden change in the king's attitude?<br />
# A wandering rogue believes that a PC is his long lost brother.<br />
# An angel begs for help from an evil party member<br />
# A god's weapon has fallen to earth, now there is a race to obtain it.<br />
# Suddenly an entire country turns blue.<br />
# A party member discovers a Great sword made of red metal that has the properties of adamantine, mithril, silver, and cold iron, but can be wielded in one hand as if it were a longsword. What is it?<br />
# A party member's armor comes to life and tries to leave.<br />
# A tribe of trolls is trying to make peace with a nearby village.<br />
# The devil overlord of a justly ruled town is looking for a mate.<br />
# The PCs meet several groups of travelers all headed in the same direction, claiming to be going to something called "The Games."<br />
# An earthquake that leaves magical glowing fissures in the ground shakes directly beneath a kingdom's capital.<br />
# A previously righteous and good god suddenly calls genocide on all that are not his followers.<br />
# A paladin is after a party member because of a case of mistaken identity<br />
# An area has an uprising of half-dragon animals. Where are they coming from?<br />
# A human craftsman has invented something called a gun, using black powder from the dwarves (Mage's for Forgotten Realms) as a propulsion system. how will this affect the campaign?<br />
# Everybody who buys a charm from a certain vendor begins experiencing the effects of an odd curse that causes a physical aspect to change (Blue skin, longer legs, hair turning green, etc.). So far, no REALLY bad effects have happened, but how long will that keep up?<br />
# Red and gold half-Dragons are killing everything from paladins to assassins. Whose side are they on?<br />
# A shady character asks you to smuggle some barrels of moonshine into a city.<br />
# We need the Demon-Slaying Sword if we are to overcome the oncoming siege. Travel to that indifferent neighboring country and negotiate with their Shogun for a loan of the sword.<br />
# A member of a party of adventurers is on the run from the law but the Duke has asked to see the party. The adventurer is welcome but the guards do not know this and the character must be sneaked in to the city.<br />
# An organization is attempting to capture demons and use their power for evil<br />
# A hero of destiny fulfills prophecy and is fated to save the world with miraculous deeds, but dies abruptly and prematurely- the characters (and the rest of the world) have to buckle down and face dark days on their own merits.<br />
# Facing a pack of werewolves becomes a grueling all-nighter (game time) as they use hit-and-run tactics trying to lure characters away from the group to gang up on them (perhaps the party is 'hold up' in a remote cabin or makeshift fort in some ruins)- add helpless NPC's to protect for added flavor.<br />
# Book passage on a ghost ship; at night the crew turn into ghouls and kill each other (and anyone else unfortunate enough to be aboard)- below decks, it gets worse..<br />
# A ring of regeneration is a great find!, until the character realizes what it is turning him/her into.. one hp at a time.. can the party do what it takes to remove the curse in time?<br />
# The party has gone through a time portal sending them to the 21st century with all the creatures from their time somewhat evolved in some way. How do they adapt?<br />
# All who come in contact with the waters of a holy water fountain rot and eventually become zombies.<br />
# A mysterious goblin raids town at night, striking and seemingly vanishing without a trace. Is it a ghost or goblin?<br />
# A druid is accused of killing other druids.<br />
# You find a new race and the king orders you to capture a being. <br />
# A hidden pathway in an abandoned house leads to a lair of a terrible demon. The demon keeps "slave girls" where a friend of the party is, but the "slave girls" are secretly demons in disguise.<br />
# Barbarian is offered a slave girl as a reward for a quest well done. Paladin finds this morally reprehensible and demands to let her go. FUNTIME!<br />
# Your party finds a dog that can smell treasure. <br />
# Your party finds themselves in the setting of a popular movie or TV show (For example: Pirates of the Caribbean, Xena, etc). The DM's job is to try to cleverly disguise the setting and see how long it takes for the party members to figure it out. Introduce them to main characters without revealing their names at first and leave clues in the form of references to the movie or show.<br />
# Your party and some others are raiding a city they are captured and forced to entertain the king in the gladiator arena.<br />
# A close friend of the party has been kidnapped.<br />
# A large tribe of orcs are planning a raid on the Elven capital.<br />
# A wizard summons a demon but it back fires and possesses him.<br />
# The world is hit by an asteroid that mutates anyone that touches it.<br />
# A large egg of some sort is discovered and the orcs are coming for it. Will the players try to hatch it?<br />
# A thick plague inducing fog is slowly covering the countryside.<br />
# A paladin goes mad, turning evil while still thinking he's good.<br />
# All the players are shrunk by an evil wizard and have to find a way to reverse the spell.<br />
# An illusion of peace and tranquility is projected over a town. The players must escape the illusion and see what's really happening.<br />
# The god of time punishes a town/city/village for disgraceful worship, making everything happen out of sequence.<br />
# The player is bit by a were-creature early on in the levels but doesn't say anything until it's too late.<br />
# All the local wild life is killing people, are the druid societies to blame?<br />
# NPC clones of players are appearing in strange places doing bad things. Later on they meet and battle to the death!<br />
# Everyone is turned into monsters by an evil wizard and the players are run out of town.<br />
# The players are framed for a genocide they didn't cause.<br />
# While crossing a sea, the boat is sank by a monster of some variety. The players are saved by merfolk but trapped on an deserted island miles from other useful people.<br />
# A dragon takes the players to feed her wyrmling on a tall mountain.<br />
# The players are sucked into a war filled alternate universe by a crappy portal spell.<br />
# The players complete a mission but their employer doesn't want to pay them.<br />
# players are captured and thrown into a portal, where they find ancient plane traveling devices, and they can explore plane after plane and world after world. Fighting evils that you throw at them and getting themselves stuck in political and magical situations.<br />
#Monsters are attacking the castle! Kill all the monsters to prevent them from destroying the castle.You lose when a monster reaches the castle.<br />
# A large rock worm is attacking a large city, the PC must kill the rock worm before the city goes under <br />
# A time warp descends upon an isolated village, setting everyone and everything back a century into the past. <br />
# Several of the king’s tax collectors have disappeared after traveling to a particularly dangerous area. <br />
# A good cleric tries to establish a temple to his god in a hostile city, hoping to gradually convert the populace. <br />
# Suspicion arises that the inhabitants of a town are gradually being replaced by doppelgangers. <br />
# A powerful wizard has created a castle filled with monsters, traps and treasure, as a way to test the skills of brave adventurers. <br />
# The animals in a particular area are becoming monstrous mutations. <br />
# Ships are disappearing within a five-mile radius of ocean. <br />
# A phantom river barge sails past a small town once per month, leaving malevolent, supernatural occurrences in its wake. <br />
# A local ruler is suspected of making a pact with a powerful devil or demon. <br />
# The Assassin’s Guild is planning to kill the mayor. <br />
# A witch’s curse is causing farmers’ crops and livestock to die. <br />
# A mysterious curse is settling on town after town, making all good magic ineffective, while doubling the power of evil magic. <br />
# A diabolical band of clerics is robbing graves at a large cemetery, and creating an army of undead creatures. <br />
# A secret vigilante society is inflicting barbaric punishments on “evil-doers.” <br />
# A wealthy merchant hires adventurers to capture a young Pegasus from a nest atop a towering mountain spire, so that he can train the animal as a flying mount. <br />
# The daughter of a good nobleman has run off with a seedy, disreputable commoner. <br />
# A small community of neutrally-aligned orcs tries to convince inhabitants of a nearby town that they mean them no harm. <br />
# A once-good cleric is suspected of secretly worshiping an evil god. <br />
# A powerful bandit leader, about to be hanged for his crimes, is sprung from jail by his cohorts. <br />
# Kobolds occupy an abandoned diamond mine, using it as a base from which to launch raids on human settlements. <br />
# A sorceress has lost her unique familiar, and all efforts so far to reveal the creature’s whereabouts have been fruitless. <br />
# Adventurers are sent to deliver the ransom for a noblewoman, who is being held by a gang of brigands. <br />
# The king’s ambassador has disappeared while en route to a hostile country, and is suspected of being a traitor. <br />
# A megalomaniacal duke has sent his minions in search of a weapon that would make him nearly invincible. <br />
# Hellwasp swarms have been appearing on the outskirts of town, stinging people to death. <br />
# In the Hunger Games<br />
# The king, a just, good ruler, is somehow being manipulated by his new adviser. <br />
# A series of murders are being committed with the MO of an executed killer. <br />
# Clerics are stymied as to how to remove a bizarre desecration that has fallen on a good temple. <br />
# Strange, glowing runes appear on the door of the town hall, forming a riddle. <br />
# Townsfolk are somehow being shrunk to six inches in height, and authorities can’t figure out why. <br />
# A local farmer is suspected of breeding hell hounds, after several of the beasts were spotted killing cattle of other farmers. <br />
# A kraken is destroying ships trying to enter or leave a city’s port. <br />
# Someone has uncorked a decanter of endless water, and has placed the item somewhere in the hills above a small valley, where it is flooding a small town. <br />
# An undersea city, covered by a huge dome, is discovered. <br />
# A huge maelstrom near a rocky coast sucks ships into another plane of existence. <br />
# Adventurers are hired as marshals to escort a powerful, evil fighter back to the city, where he is to stand trial. <br />
# Magical droughts are descending upon an increasing number of communities. <br />
# A basilisk is wandering out of a nearby forest, turning people and livestock to stone. <br />
# The king sends a group of adventurers to parlay with an adjacent kingdom contemplating war. <br />
# Villagers are fed up with the mischief being caused by a band of sprites. <br />
# Dryads fight to preserve their forest against an encroaching human settlement. <br />
# Messengers must travel through a haunted swamp to deliver a timely warning to the queen. <br />
# Members of a coven have infiltrated the city’s populace, and are working their black magic. <br />
# A rakshasa is loose in the city, and even the most powerful divination spells are unable to reveal his identity. <br />
# A dire bear, possessed of unnatural intelligence, is devouring inhabitants of a rural village. <br />
# Strange lights flickering over a marsh at night may be will-o’-wisps. <br />
# Something is endowing area livestock with both human intelligence and the power of speech. <br />
# A magical fire in town resists all efforts to extinguish it. <br />
# An ancient artifact must be retrieved from the bottom of the sea.<br />
# A druid is framing a werewolf by committing crimes while wildshaped as a wolf.<br />
# A group of gypsies curse a man, who attacks the gypsies as revenge.<br />
# A silver mine appears haunted by ghosts- objects seem to move themselves. It turns out it's a lycanthrope priest using animate objects to destroy the silver mine. <br />
# One PC is being hunted by a ruthless killer that destroyed everyone else in their home village and sees the PC as unfinished business.<br />
# Local bandits are far too well informed about trade caravans. A trade post keeper is suspected of being an informant.<br />
# A small town is being raided every few weeks by an unusually well organized group of goblins and hobgoblins. Turns out that a group of Blue's (Psionic goblins from Expanded Psionics Handbook) are ordering these raids to draw out and eliminate the best soldiers and adventurer's in the land before unleashing a massive army of goblins, hobgoblins, bugbears, ogres and trolls.<br />
# A Merchant comes to the PCs wanting them to retrieve a chest that was stolen by bandits allied with a dragon. when the PCs find the dragon, he tells them that the Merchant had been trading baby dragon skin. The PCs can then chose between the Dragon and the Merchant.<br />
# The PCs are assisted by a vampire-slaying organization, and are led to a tavern to track down a suspected vampire. However, little do they know that every single person in the tavern is a vampire!<br />
# Strange lights appear on a local river at night. Are they will'o'wisps? No, they're just big fireflies. The PCs, though, have no idea. Good for installing humor or realism into a campaign.<br />
# Adventurers come across a metal cave with strange artifacts. This is actually an alien ship, crashed here. How will the strange technology affect the world?<br />
# A popular adventuring site turns out to be a humble, peaceful civilization of Drow and goblins, cultivating giant rats. It's up to the PCs to stop reckless adventurers from destroying the civilization.<br />
# A cursed wand of awakening has an inverted affect- reducing intelligent life into feral states.<br />
# A present to the King/High Priest/Grand Archmage/etc. is actually an explosive trap, which must be stopped before it is opened.<br />
# An insane wizard is using baleful polymorph to change everyone into chickens.<br />
# A Horizon Walker has seen all of the world that he wishes to see, and is going to commit suicide.<br />
# The local bard's lyrics hint at his family being held hostage.<br />
# An evil spell removes Common from public speak, forcing everyone to speak indigenous tongues.<br />
# Suddenly, everyone is arbitrarily divided into two groups- plainly identifiable, thanks to magic, but physically indistinct.<br />
# A wizard's magic staff is lost in a magnetic cave. No metal equipment can be worn within.<br />
# An evil adventuring party decides to loot villages and castles, killing livestock, dwarves, and many law-abiding citizens. Their only goal is to gain money and treasure.<br />
# you come into a cave that warps you to a past time.<br />
# A merchant sells and incomplete artifact to the adventurers. Upon completion of the artifact a NPC is released from imprisonment and becomes an arch enemy to the players.<br />
# while traveling by boat you are shipwrecked in a strange land on the coast of a capital city that was recently destroyed. A nearly completed museum gives clues about the history and culture of the city but are there any clues as to what transpired recently and destroyed the city? (fresh haunts occur often in places of recent tragedy)<br />
# while exploring your party finds a statue with a cloth sack tied over one hand. removing the cloth exposes a magic arm guard/ring/scepter/symbol. the item may be cursed or exert its will on someone in order to further its own ends.<br />
# a young gnome/pixie/sprite/imp/satyr/halfling must prank the adventurers to be accepted by or meet the dare of a peer group and the adventurers may not realize it is classic scenario of peer pressure<br />
# a magic ring is found that offers complete immunity to an element, but any party member within a certain range experiences temporary random alterations in there own magic items<br />
# a naga asks for help returning a burdensome but powerful magical dagger to its rightful place so he/she can continue to guard it<br />
# a philosophically reflective Kou-Toa (actually a absentminded, polymorphed alchemist who miss-mixed a potion) discusses the importance of identity with a treant and a djinn because he must convince them to relinquish a reagent he needs to regain his natural shape. The treant does not relate well and is even suspicious that he may have been insulted, and the djinn thinks it would be best if he turned the alchemist insubstantial like himself so he could more readily change shape since he seems to go through so much trouble and time collecting reagents anyway. The alchemist just wants to be "normal" again, for good grief...<br />
# an animated object (candelabra/mop/dancing fire poker/hall tree/shovel/rope) has been secretly stowing away in the parties supplies or following the party. It can scratch out words in common. Who knows what the objects agenda is. It may be friendly, lonely, and/or just hitching a ride. Or it could be a spy or assassin...<br />
# A large treant and mummy walk hand in hand under the moonlight. "Uuuuugh." "There, there. Go back to bed." The treat will explain that the mummy guards a nearby tomb, but has become more senile as the years have past. Part of the tomb collapsed so the mummy could not make his rounds to check the back entrance of the tomb without coming out of the tomb. But he loses his way a lot of the time. Will the party investigate this tomb? <br />
# A house in the middle of the woods features a welcome mat that closes the door behind the adventurers. A magical carpet traps people and uses them as participants in a horrid game show to entertain other evil sentient magic items. He likes to suffocate contestants that lose (using the bones to make furniture) and enjoys saying "And that's a wrap!" when he does it. "I walked all over that one." (He usually asks questions about monsters that require a knowledge check)<br />
# A metallic dragon and chromatic dragon collide overhead and fall to the ground by the party while they are traveling in the wilderness. The metallic dragon and chromatic dragon ignore the party for two rounds and then one dragon tries to bribe the party to her side, then the other dragon counter bribes. Who will you fight for? <br />
# A kobold throws a rock at a party member (improvised weapon) and tries to lure the party into an ambush where lots of kobolds have rocks (improvised weapons). These hungry kobolds might continue to harass and stalk the party.<br />
# A party member trips over a small metal figurine of a halfling soldier. This magic item causes an illusionary phantom battalion of 1000 halfling soldiers to appear in the world wherever they put the metal figure on a map. These phantom soldiers can do no harm but will charge into battle if commanded to by the possessor of the figuring. This can be used to intimidate cities or armies in upper level campaigns. This power should be a daily power and destroys the map. (Maps could be hard to come by and/or expensive, too.)<br />
# A water elemental demands you drop a gold coin in the creek or river in order to be allowed to cross a bridge<br />
# A prideful half-orc is challenged by his friends to arm wrestle your strongest party member. From the looks of things they aren't giving you a choice, and they are forcing a wager. Hope you win.<br />
# A traveling monk wishes to camp with your party for the night trusting in safety in numbers, in exchange he has offered to cook for your party. He brings news from the place(s) you are heading to. (He can cure some diseases and ailments, a helping hand if the PCs party is getting ragged and drug down by afflictions.)<br />
# Your party has once been the elite task force for the king only to find out from a duke who you were sent to kill that the king is working with the forces of the underdark to gather shards of an crystal that the kings former dark master was trapped in. Now you must run as outlaws and try to stop the greater evil from rising again.<br />
# A gang of monks attempts to knock the party out and tie them up.<br />
# A wyvern has made the city gatehouse its home. A siege is on the horizon, and the gatehouse must be made operational as soon as possible!<br />
# A skilled warrior teams up with the party, but a recurring memory disorder leads her to wake up one day believing she has been captured.<br />
# Distinct armor recently looted by the party turns out to have once belonged to the father of a local hero, who identifies it and confronts the party.<br />
# A Powerful Arachnomancer attempts to conquer the land with spider minions; the party is sent to kill him.<br />
# A cabal of powerful golem-builders has sent a messenger that if the kingdom does not submit to their demands, they will unleash powerful collosi upon the kingdom.<br />
# A Centaur stampede! Run for your life!<br />
# Commoners dissapear and reappear naked in a nearby field, with a weird tattoo on ther backs, and no memories of what happened. At night, tattooed people turn into aggressive dire animals. <br />
# House animals and small critters seem to be suffering mistaken identity. Dogs chase mice, pidgeons swim, snakes bark.<br />
# A strange man in a dark cloak spawns around the city at different times of the day, sacrificing people as his only way of gaining experience. He sets traps, enslaves minions and scars the world with fear.<br />
# You are walking down a road when a man in a fine carriage stops you and asks for your aid in the retrieving of scandalous information about a local noble.<br />
# Wake up inside a dark cave, in a lil´boat that floats over a pool of acid. On one side of the kayak or whatever, a good cleric. On the other, an evil cleric. Boat be rockin soon.<br />
# A magic ring is given to the PCs by an evil wizard to fight a dragon. When combat starts, the ring fires random offensive spells on the players, and healing spells on the dragon. The players don't know where they spells are coming from, and the ring is stuck anyway.<br />
# The players are randomly lit on fire in a massive spirits cellar, they are trapped and need a way out. (Recommended: a stupid character throws liquor on the others to put out the flames.)<br />
# Players start falling down a bottomless pit and need to stop falling and climb back up.<br />
# Multiple hydras attack the group. All players are given vorpal weapons. Feeding Frenzy!<br />
# A pregnant celestial needs to be returned to Celestia to give birth. Oh yeah, demons don't like celestials OR pregnant people.<br />
# The players are locked in a room with no doors, windows, food, water, or equipment. Lets see how long they last...<br />
# Your party has to travel the globe searching for the pieces of an ancient set of armour.<br />
# The mage (or magical being) of your group meets someone from his past - will he be a friend or a foe?<br />
# A strange alien race has recently landed in massive airships just outside of a country's capital. Will the PCs come bearing an olive branch or a full quiver?<br />
# A village in the outskirts of a nearby fief has disappeared without a clue and the PCs are commissioned to discover the nature of the incident. <br />
# One of the PCs is kidnapped by a roc. Can the others mount a rescue in time?<br />
# After looking into an enchanted mirror, the PCs meet shadowy copies of themselves.<br />
# One of the PCs loses their shadow. What could this mean?<br />
# A mishap with a love potion results in a being who is half-infernal, half celestial, and completely at a loss as to where they belong in the world.<br />
# The PCs meet a fallen god (who may or may not be aware of this status).<br />
# A dissident religious group begins worshiping a darker aspect of their normally peaceful god. They may or may not have a very good reason to do this.<br />
# The party meets a well-to-do, respectable merchant - who is also a monstrous creature. <br />
# The PCs are invited to visit a nearby monastery, finding out only when they reach it that the monks happen to be owlbears.<br />
# The PCs are enslaved by tiefling pirates and must find a way to escape. <br />
# A manor is taken over by undead - the PCs must find out why, and put a stop to it.<br />
# The person the PCs were sent to meet has been replaced by a doppelganger.<br />
# People are dancing in the streets. They can't stop.<br />
# The PCs' shadows attack them. <br />
# <i><u>Requires Player Assistance</u></i> A PC is replaced by a doppelganger. The others must discover the switch and find their comrade.<br />
# A reclusive blacksmith, famed for quality craftsmanship, turns out to be a kobold. (If there is a gnome in the party, problems may arise.)<br />
# The PCs are stranded on an island with hostile inhabitants.<br />
# In the center of a city there is a magical castle + guild headquarters. The king of this country (not in the city) goes to war with another nation despite public opinion. the further half of the country breaks away in civil war. two alternative governments are set up. the larger is a monarch and the lesser is a republic. the border of all 3 nations lie on this city. all of them lay claim to the castle but the headmaster remains neutral and doesn't say what country will have the castle. All of the players are lesser members of this guild not very high in rank. they are restricted from parts of the very large and elaborite castle. All players may choose to which country their loyalties lie. Inside the castle there is a secret sosiety comparitive to the illuminati within the free masons. the loyalties of this sosiety lie in the country that the player's country has gone to war with. They must defeat this secret sosiety while also not being caught for the assasinations and exploring the restricted parts of the castle. restrict the races to humans mainly and human-like races - I've DMed this campagne it is very fun.<br />
# Play a quest on a magic the gathering plane. I'm doing one for Kamigawa and it's really fun<br />
# A Princess of a ruling nation gets lost in her room? The Guards report that she went in and never came back out. The truth is that she ran away with a noble of another nation, and on the way in a caravan to the boat that will take them to their private island, their caravan is ravaged and orcs capture the princess and throw the noble out in the cold snow. All the loot is taken. After you fight through all the orcs you find a pack of wolves approaching the princess who has bite, scorch and scratch marks all over her skin. Her clothes is ripped in...almost everywhere and she is wide-eyed in terror.<br />
# You Wake up to a morning with two moons<br />
# The only living member of the royal line left is a Young queen who the noble consider very pretty but extremely stupid, is suggested to take a husband to become the King. She is walking by one day and notices one of the party members and runs over to them and insists on them becoming the king.<br />
# A Princess loves the players and escapes after them, and the king thinks it is kidnapping.<br />
# The Prince needs a wife, and is holding a contest to find the most beautiful female in the land, winner becomes a princess and later a queen.<br />
# Food is falling from the sky for no reasons at all, priests think it's a curse<br />
# The Kingdom has suffered a series of foolish and insane rulers and the current young king has decided the best solution is to find the most intelligent being in the kingdom and make them his new queen, gender and race can in his words be fixed if need be. The party has to decide whether to support him or join the swelling rebellion.<br />
# Rocks fall, everyone dies. Campaign takes place in the hereafter.<br />
# Painter Bard traps people in his painting<br />
# A flying temple-in-the-sky is used to deliver rain to those below, but the mechanisms inside have been broken. The party is commissioned to ascend and repair the temple, and remove the evil that caused the damage in the first place.<br />
#mysterious symbols appear all over the capital of a country they match the emblem of a fallen civilization. <br />
#Plants are attacking farmers a group of druids are blamed and they ask party to prove their innocence. <br />
# One Pc discovers he is the rightful heir to a kingdom, but his\her evil brother has taken over<br />
# A group of people are trapped in a city because they have somehow managed to offend the entire city. You are asked to rescue them.<br />
# Dragon-like creatures are killing farmer's herds.<br />
# ''Undead/Ghost Campaign'' The party wakes up in a castle dungeon or graveyard, and unknown to them, they have already been executed. They were wrongly accused and must quest to regain mortal form.<br />
# ''Requires either a large group of players or each player to run two characters'' The party is transported to a darker, mirror realm of their own. Due to the transportation method, they trade places with creatures of that realm, sending those beings into the normal world. Despite being a dimension away, the party must work with their traded counterparts to get home.<br />
# The party comes across a strange creature which claims to be from the floating island kingdom of Atlantis, hidden behind a wall of clouds. Later on, the party is confronted by a Demon who demands they help him find and destroy the floating kingdom as part of an ancient on-going war. Which side do they take?<br />
# After a mysterious purple lightning storm the party wakes up to find they are in a strange area and have been transformed (race, gender, class). A starting game requiring amenable players where after character creation they randomly switch characters playing their orginal personality/history with the new stats.<br />
# A very powerful ancient wizard has disapeared and several countries are gearing up for war over his tower and the artifacts therein (a large number of epic level equipment, unique items and powerful spells). The party are hired to prevent the war by locating and returning the wizard to his home. Depending on DM nature the wizard will be either finally dead of old age or taking a vacation at a popular beachside resort, possibly in another dimension.<br />
# Paintings throughout the kingdom are suddenly coming alive. That is if you look at them you'll see streams flowing, tree's moving in the wind, people walking around occasionally stopping to chat with the person watching, feel the heat from a sunny day or the chill of a winter one. Problem is no one know's what's causing it and several darker painting e.g. a drawing of a werewolf have shown signs of trying to break through into the "real world".<br />
# Suddenly nothing in the world can die humans, animals, plants are all immortal and unkillable, chop up and cook a cow the head will still be mooing mournfally at you, hack apart an opposing warrior and he'll still be alive in his cripppled body unable to die.<br />
# An old one but suddenly a number of gods are transformed into mortals and approach the party to protect them from the enemies they've made.<br />
# The gods of good and evil put aside their differences and start working together to stop "the advesary" but don't explain things to their worhsipers.<br />
# (Requires roleplayers who can work without stats) The party awaken to find themselves in a strange land stripped of everything skills, feats, spells, all they have is their equipment and their knowledge which includes the information that they are competing for the right to become a god but there's only one opening.<br />
# Strange symbols start appearing on buildings, as evidence of a new cult / religion coming into the area.<br />
# PC loses memory during an encounter with a sorceress who supposedly died (x number) of years ago.<br />
# Players come upon a town protected by a Grey Render.<br />
# a powerful succubus falls in love with a pc (its true love but what will the pc's thoughts be?)<br />
# A cadaver collector has happened upon a young human girl and they've made friends by playing with rag dolls, but by the end of the day, the collector takes her back to his 'home', a gigantic necropolis. <br />
# The entire party contracts a strange curse that causes serious effects whenever they role straight 1's in anything. Effects can include damaging the player, reducing skills for a set number of turns, etc. They must find the cure to this disease hidden somewhere in another dimension.<br />
# In a futuristic, post-apocalyptic world, the party find themselves as some of the only living beings left, forced to look for scraps and fight off other smaller scavenger groups. This is a very different way to play dungeons and dragons, as it is in a futuristic, steam-punk setting, but I have used it before, and it does work quite well. Be creative with what the party has to overcome, and watch the movie '9' for inspiration.<br />
# A deadly disease breaks out, mutating all plant life into living monsters. The party must avoid these dangers and figure out how to reverse the effects.<br />
#PC are transformed into fluids and are sucked into a caracther/creature body. They must escape.<br />
<br />
<br />
More to come. Feel free to add any ideas you may have.<br />
<br />
----<br />
{{3.5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553711Time Mage (3.5e Prestige Class)2012-03-09T16:42:28Z<p>173.245.52.104: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=A Dexterity Driven Spellcaster who focuses on bending time.<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=Overheard at the local bar.<br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553709Time Mage (3.5e Prestige Class)2012-03-09T16:35:37Z<p>173.245.52.104: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=A Dexterity Driven Spellcaster who focuses on bending time.<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553708Time Mage (3.5e Prestige Class)2012-03-09T16:34:11Z<p>173.245.52.104: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=A Dexterity Driven Spellcaster who focuses on bending time.<br />
|len=10<br />
|minlvl=4<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553707Time Mage (3.5e Prestige Class)2012-03-09T16:33:04Z<p>173.245.52.104: /* Time Mage */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting, Separate Spellcasting<br />
|desc=Dexterity-Driven Spellcaster with a focus on bending time.<br />
|len=10<br />
}}<br />
<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=Complete<br />
|editing=<br />
|type=Moderate Spellcasting<br />
|desc=A Dexterity Driven Spellcaster who focuses on bending time.<br />
|len=10<br />
|minlvl=4<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553706Time Mage (3.5e Prestige Class)2012-03-09T16:21:35Z<p>173.245.52.104: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting, Separate Spellcasting<br />
|desc=Dexterity-Driven Spellcaster with a focus on bending time.<br />
|len=10<br />
}}<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553705Time Mage (3.5e Prestige Class)2012-03-09T16:13:21Z<p>173.245.52.104: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=Moderate Spellcasting, Separate Spellcasting<br />
|desc=Dexterity-Driven Spellcaster with a focus on bending time.<br />
|len=<!-- Number of levels this PrC has --><br />
|minlvl=<!-- Minimum number of levels a character has to have in order to meet the entry requirements --><br />
}}<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553704Time Mage (3.5e Prestige Class)2012-03-09T16:11:36Z<p>173.245.52.104: /* Time Mage */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Brief description of the PrC --><br />
|len=<!-- Number of levels this PrC has --><br />
|minlvl=<!-- Minimum number of levels a character has to have in order to meet the entry requirements --><br />
}}<br />
<br />
|type=Moderate Spellcasting, Separate Spellcasting<br />
|desc=Dexterity-Driven Spellcaster with a focus on bending time.<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Time_Mage_(3.5e_Prestige_Class)&diff=553703Time Mage (3.5e Prestige Class)2012-03-09T15:54:50Z<p>173.245.52.104: A dexterity-driven spellcaster with a focus on bending time.</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=<br />
|type=<!-- What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused") --><br />
|desc=<!-- Brief description of the PrC --><br />
|len=<!-- Number of levels this PrC has --><br />
|minlvl=<!-- Minimum number of levels a character has to have in order to meet the entry requirements --><br />
}}<br />
<br />
==Time Mage==<br />
<br />
{{quote<br />
|That guy was moving so slow, he'd been dead a week before he knew I had killed him.<br />
|orig=Remington Stone, Human Time Mage<br />
|src=<!--The source of the quote (manuscript, book, etc)--><br />
}}<br />
<br />
<br />
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.<br />
<br />
<!-- remove or add requirements as necessary --><br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
|-<br />
|-<br />
! Skills:<br />
| 4 ranks in Concentration and Sleight of Hand.<br />
|-<br />
! Feats:<br />
| Dodge, Lightning Reflexes.<br />
|-<br />
! Special:<br />
| 3 levels in any class (not counting Fighter or Barbarian).<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Time Mage}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +0 || +2 || +0<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +1 || +3 || +0<br />
| class="left" | Greater Initiative, Hasten<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +1 || +4 || +1<br />
| class="left" | Fast Movement<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +1 || +5 || +1<br />
| class="left" | Improved Mobility, Time Magic<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +2 || +6 || +2<br />
| class="left" | Increase Speed, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +6 || +2 || +7 || +2<br />
| class="left" | Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +7 || +2 || +8 || +3<br />
| class="left" | Distant Time, Mind or Matter<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +8 || +3 || +9 || +3<br />
| class="left" | Quick<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +9 || +3 || +10 || +4<br />
| class="left" | Time Jump<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +10 || +4 || +10 || +5<br />
| class="left" | Mind or Matter, Evasive Celerity<br />
<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
Class Skills<br />
The Time Mage’s class skills (and the key ability for each skill) are:<br />
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:'''<br />
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).<br />
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.<br />
<br />
'''Spells per Day:'''<br />
When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.<br />
<br />
<br />
'''Mind or Matter:''' At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.<br />
If The Sword, she gains Cleave or Weapon Finesse as a Bonus Feat regardless of prerequisites.<br />
If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.<br />
<br />
'''Hasten (Sp):''' Beginning at 2nd level, a time mage can use the spell Hasten as a touch spell on any 1 character or creature. The effect last 3 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.<br />
When making a full attack action, a hasted creature may make one extra attack with any weapon she is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.<br />
Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.<br />
<br />
''Greater Initiative (Ex):'' At Level 2, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.<br />
<br />
''Fast Movement (Ex):'' At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.<br />
<br />
''Improved Mobility (Ex):'' At Level 4, a Time Mage may select Improved Initiative or Evasion as a bonus feat. If she already has evasion from a previous class, she may choose Improved Evasion instead.<br />
<br />
''Evasion (Ex):'' A Time Mage can avoid even magical and unusual attacks with great agility. If she <br />
makes a successful Reflex saving throw against an attack that normally deals half damage on a <br />
successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. <br />
Evasion can be used only if a Time Mage is wearing light armor or no armor. A helpless Time <br />
Mage (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.<br />
<br />
''Improved Evasion (Ex):'' A Time Mage’s evasion ability improves. She still takes no damage on a <br />
successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but <br />
henceforth she takes only half damage on a failed save. A helpless Time Mage (such as one who is <br />
unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Time Magic (Sp):''' Beginning at 4th level, a Time Mage can learn the Slowga or Reflect spell.<br />
<br />
'''Slowga (Sp):''' use Slowga as a touch spell with a duration of 5 rounds. The target must make a<br />
Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at <br />
a drastically slowed rate. A slowed creature can take only a single move action or standard action<br />
each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on<br />
attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature<br />
moves at half its normal speed (round down to the next 5-foot increment), which affects the<br />
creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack,<br />
nor does it stack with Slow. Slowga counters and dispels haste or hasten.<br />
This may be used a number of times per day equal to her class level.<br />
<br />
'''Reflect (Sp):''' A Time Mage can use the Spell Turning as a personal spell, with a duration of <br />
2d10 + her dexterity modifier rounds.<br />
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)<br />
<br />
''Mind or Matter (Ex):'' At level 5, if the time mage chose The Sword, she is granted Cleave as a bonus feat. If she already has Cleave, she gains Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power or Chain Magic as a bonus feat.<br />
<br />
''Increase Speed (Ex):'' At Level 5, increase your base land speed by 10ft.<br />
<br />
''Mind or Matter (Ex):'' At the 6th level, if the Time Mage chose The Sword, she gains Shot on the Run or Spring Attack as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.<br />
<br />
''Distant Time (Ex):'' At level 7, a time mage can use touch attacks or spells/powers at a range of 30ft or increase the duration of the Slowga and Hasten spells by 5 rounds.<br />
<br />
''Mind or Matter (Ex):'' At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.<br />
<br />
'''Teleport (Sp):''' Teleport up to a distance of your base land speed + (Dex Mod x10), a number of <br />
times per day equal to her class level. She may then make a melee attack on any target within 5ft. <br />
The target is considered flatfooted and loses its dex bonus to AC during this attack.<br />
<br />
'''Regen (Sp):''' This spell may be cast at a range of 30fta number of times per day equal to her class<br />
level. For 1 + caster's Dex Mod rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.<br />
<br />
''Quick (Su):'' At the 8th level the Time Mage is always effected by the Hasten spell. The Time Mage may suppress the effects at will as a free action.<br />
<br />
'''Time Jump (Sp):''' The Time Mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.<br />
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.<br />
This may be used once per day.<br />
<br />
''Mind or Matter (Ex):'' At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.<br />
'''Stopaga (Sp):''' A time mage can stop a target at a range of 30ft. The target must make a Reflex <br />
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration <br />
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and <br />
is completely helpless. Mutiple Stopaga effects do not stack. This may be used a number of times <br />
per day equal to her Dexterity Modifier.<br />
<br />
'''Past Due (Sp):''' A time mage can target a single creature up to 40ft and force them to make a Will <br />
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target <br />
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically<br />
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject<br />
still takes 3d6 points of damage. This may be used a number of times per day equal to her<br />
Dexterity Modifier.<br />
<br />
''Evasive Celerity (Ex):'' At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's duration was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
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[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553624Spiritborn Monk (3.5e Class)2012-03-09T01:30:22Z<p>173.245.52.104: </p>
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<div>{{OGL Top}}<br />
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{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<br />
{{DnD Base Class Infobox<br />
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|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
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==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Grease|Grease]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Fog Cloud|Fog Cloud]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] Take 50% less fire damage.<br /> [[SRD:Water Effect|Water:]] +2/level to swim, and can open eyes underwater<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see through magical darkness.<br /> [[SRD:Death Effect|Blood:]] Killing an opponent with blood, heals 2 hp/level. <br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A spiritborn monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:Spirit Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. each of these effects can be used 3 times per day as a free action, only one can be used per turn, they dont cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] add your level to your [[SRD:AC|AC]] as deflection.<br />[[SRD:Earth Effect|Earth:]] add half your level rounded down to either your strength or contitution modifier.<br />[[SRD:Air Effect|Wind:]] an extra attack at your highest base attack bonus.<br />[[SRD:Acid Effect|Nature:]] attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br />[[SRD:Darkness Effect|Shadow:]] ignore attacks of opportunity.<br />[[SRD:Death Effect|Blood:]] <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her spiritborn monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can set up vibrations within the body of another creature that can thereafter be fatal if the spiritborn monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the spiritborn monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her spiritborn monk level. To make such an attempt, the spiritborn monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553606Spiritborn Monk (3.5e Class)2012-03-08T22:01:03Z<p>173.245.52.104: </p>
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<div>{{OGL Top}}<br />
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{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<br />
{{DnD Base Class Infobox<br />
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|status=60% unusable<br />
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|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
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==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Grease|Grease]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Fog Cloud|Fog Cloud]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] <br /> [[SRD:Water Effect|Water:]] +2/level to swim, and can open eyes underwater<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see through magical darkness.<br /> [[SRD:Death Effect|Blood:]] Killing an opponent with blood, heals 2 hp/level. <br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A spiritborn monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:Spirit Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. each of these effects can be used 3 times per day as a free action, only one can be used per turn, they dont cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] add your level to your [[SRD:AC|AC]] as deflection.<br />[[SRD:Earth Effect|Earth:]] add half your level rounded down to either your strength or contitution modifier.<br />[[SRD:Air Effect|Wind:]] an extra attack at your highest base attack bonus.<br />[[SRD:Acid Effect|Nature:]] attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br />[[SRD:Darkness Effect|Shadow:]] ignore attacks of opportunity.<br />[[SRD:Death Effect|Blood:]] <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her spiritborn monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can set up vibrations within the body of another creature that can thereafter be fatal if the spiritborn monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the spiritborn monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her spiritborn monk level. To make such an attempt, the spiritborn monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553457Spiritborn Monk (3.5e Class)2012-03-08T02:43:41Z<p>173.245.52.104: </p>
<hr />
<div>{{OGL Top}}<br />
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{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
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|rating_power=<br />
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|status=60% unusable<br />
|editing=dont edit. ~zap284<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Obscuring Mist|Obscuring Mist]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Quench|Quench]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] <br /> [[SRD:Water Effect|Water:]] +2/level to swim, and can open eyes underwater<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see through magical darkness.<br /> [[SRD:Death Effect|Blood:]] Killing an opponent with blood, heals 2 hp/level. <br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A spiritborn monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:Spirit Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. each of these effects can be used 3 times per day as a free action, only one can be used per turn, they dont cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] add your level to your [[SRD:AC|AC]] as deflection.<br />[[SRD:Earth Effect|Earth:]] add half your level rounded down to either your strength or contitution modifier.<br />[[SRD:Air Effect|Wind:]] an extra attack at your highest base attack bonus.<br />[[SRD:Acid Effect|Nature:]] attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br />[[SRD:Darkness Effect|Shadow:]] ignore attacks of opportunity.<br />[[SRD:Death Effect|Blood:]] <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her spiritborn monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can set up vibrations within the body of another creature that can thereafter be fatal if the spiritborn monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the spiritborn monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her spiritborn monk level. To make such an attempt, the spiritborn monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553456Spiritborn Monk (3.5e Class)2012-03-08T02:24:05Z<p>173.245.52.104: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<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=60% unusable<br />
|editing=dont edit. ~zap284<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Obscuring Mist|Obscuring Mist]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Quench|Quench]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] <br /> [[SRD:Water Effect|Water:]] +2/level to swim, and can open eyes underwater<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see through magical darkness.<br /> [[SRD:Death Effect|Blood:]] <br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A spiritborn monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:Spirit Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. each of these effects can be used 3 times per day as a free action, only one can be used per turn, they dont cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] add your level to your [[SRD:AC|AC]] as deflection.<br />[[SRD:Earth Effect|Earth:]] add half your level rounded down to either your strength or contitution modifier.<br />[[SRD:Air Effect|Wind:]] an extra attack at your highest base attack bonus.<br />[[SRD:Acid Effect|Nature:]] attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br />[[SRD:Darkness Effect|Shadow:]] ignore attacks of opportunity.<br />[[SRD:Death Effect|Blood:]] <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her spiritborn monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can set up vibrations within the body of another creature that can thereafter be fatal if the spiritborn monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the spiritborn monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her spiritborn monk level. To make such an attempt, the spiritborn monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553389Spiritborn Monk (3.5e Class)2012-03-07T21:28:30Z<p>173.245.52.104: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
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|rating_flavor=<br />
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|status=60% unusable<br />
|editing=dont edit. ~zap284<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bastard_Sword|bastard sword]] (as martial), [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Obscuring Mist|Obscuring Mist]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Silent Image|Silent Image]]||[[SRD:Remove Fear|Remove Fear]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Quench|Quench]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:Blindness/Deafness|Blindness/Deafness]]||[[SRD:Cure Light Wounds|Cure Light Wounds]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:Deeper Darkness|Deeper Darkness]]||[[SRD:Vampiric Touch]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Black Tentacles|Black Tentacles]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:Persistent Image|Persistent Image]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:Shadow Walk|Shadow Walk]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:Mass Invisibility|Mass Invisibility]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Greater Shadow Evocation|Greater Shadow Evocation]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] <br /> [[SRD:Water Effect|Water:]] +2/level to swim, and can open eyes underwater<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see in magical darkness.<br /> [[SRD:Death Effect|Blood:]] <br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A spiritborn monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:Spirit Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. each of these effects can be used 3 times per day as a swift action, dont cause an attack of opportunity, and only last until the end of the turn.<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] add your level as fire damage to a single attack.<br />[[SRD:Water Effect|Water:]] add your level to your [[SRD:AC|AC]] as deflection.<br />[[SRD:Earth Effect|Earth:]]<br />[[SRD:Air Effect|Wind:]] an extra attack at your highest base attack bonus.<br />[[SRD:Acid Effect|Nature:]] attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br />[[SRD:Darkness Effect|Shadow:]] ignore attacks of opportunity while moving.<br />[[SRD:Death Effect|Blood:]] <br />
|}<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her spiritborn monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can set up vibrations within the body of another creature that can thereafter be fatal if the spiritborn monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the spiritborn monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her spiritborn monk level. To make such an attempt, the spiritborn monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553350Spiritborn Monk (3.5e Class)2012-03-07T16:37:49Z<p>173.245.52.104: </p>
<hr />
<div>{{OGL Top}}<br />
<br />
{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<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=60% unusable<br />
|editing=dont edit. ~zap284<br />
|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
{{quote|One's duty to teach the next generation doesn't end with death, death is when it starts.}}<br />
<br />
In Animistic societies people are taught that when they die they become spirits and gain new, more powerful forms. During a yearly ritual they come back to the land of the living and pick a young man or woman around the age of 6. These spirits then live inside the child for the remainder of their life. While living inside the host, the spirit grants them magical powers and abilites based on the kind of person they were when they lived. As time goes on the spirit and his host bond and become more attuned to each other. Under no circumstances can the spirit control the hosts body, but it can use all the same senses as his host and communicate with the host telepathically. After becoming extremely close to each other a spirit can even partially manifest itself outside the host with his permission. When the host dies the spirit is then allowed to pass on into the afterlife peacefully and the host then repeats the cycle.<br />
<br />
Spiritborn Monks are not capable of dealing as much damage or taking as much damage as a fighter or a barbarian, but they can do many things that others cannot. Spiritborn Monks can serve as partners for the party rogue, especially if you take the Hide and Move Silently skills. Spiritborn Monks make excellent advanced scouts. Perhaps most importantly though, Spiritborn Monks are very good at combating enemy mages. their mobility, spell resistance, and high saving throws make them good and pushing through a mage's spells and taking them out.<br />
<br />
'''Hit Die:''' d8<br />
<br />
'''Alignment:''' Any<br />
<br />
'''Religion:''' Must worships ancestors<br />
<br />
'''Starting Gold:''' .<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[SRD:Cleric_Domains|Domain spell and power]],|| +0 || +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]],[[SRD:Cleric_Domains|Domain spell]]||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]],[[SRD:Cleric_Domains|Domain spell]]||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]],[[SRD:Cleric_Domains|Domain spell]]||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]],[[SRD:Cleric_Domains|Domain spell]]||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]],[[SRD:Cleric_Domains|Domain spell]]||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]],[[SRD:Cleric_Domains|Domain spell]]||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance||+4||+60 ft.<br />
|-<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the spiritborn monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Spiritborn Monks are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Throwing_Axe|throwing axe]], [[SRD:Light_Hammer|light hammer]], [[SRD:Handaxe|hand axe]], [[SRD:Kukri|kukri]], [[SRD:Light_Pick|light pick]], [[SRD:Sap|sap]], [[SRD:Short_Sword|short sword]], [[SRD:Battleaxe|battleaxe]], [[SRD:Flail|flail]], [[SRD:Longsword|longsword]], [[SRD:Scimitar|scimitar]], [[SRD:Trident|trident]], [[SRD:Glaive|glaive]], [[SRD:Guisarme|guisarme]], [[SRD:Halberd|halberd]], [[SRD:Ranseur|ranseur]], [[SRD:Longbow|longbow]], [[SRD:Shortbow|shortbow]], [[SRD:Bastard_Sword|bastard sword]] (as martial), [[SRD:Bolas|bolas]] and [[SRD:Net|net]].<br />
<br />
Spiritborn Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a heavy load, a Spiritborn monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] abilities.<br />
<br />
'''Spirit Affinity ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A Spiritborn Monk spontaneously casts divine spells, which are drawn from 1 affinity of his choice. The chosen affinity gives the spiritborn monk access to an affinity spell at every odd level (1st, 3rd, etc.), as well as a granted power.<br />
<br />
The Difficulty Class for a saving throw against a spiritborn monk’s spell is 10 + the spell level + the spiritborn monk’s [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a spiritborn monk can cast only a certain number of spells per day. He receives spells per day based on his level. Every day the spiritborn monk recieves a number of spell points equal to his level x 2. casting a spell takes spell points equal to the level you attained it. (a 1st level spell takes 1 point, a 2rd level spell takes 3 points, a 3rd level spell takes 5 points, etc.)<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Affinities}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Fire<br />
! Water<br />
! Earth<br />
! Wind<br />
! Nature<br />
! Shadow<br />
! Blood<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Produce Flame|Produce Flame]]||[[SRD:Obscuring Mist|Obscuring Mist]]||[[SRD:Magic Stone|Magic Stone]]||[[SRD:Longstrider|Longstrider]]||[[SRD:Entangle|Entangle]]||[[SRD:Fireball|Fireball]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Heat Metal|Heat Metal]]||[[SRD:Quench|Quench]]||[[SRD:Soften Earth and Stone|Soften Earth]]||[[SRD:Wind Wall|Wind Wall]]||[[SRD:Barkskin|Barkskin]]||[[SRD:shadow]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fireball|Fireball]]||[[SRD:Water Breathing|Water Breathing]]||[[SRD:Stone Shape|Stone Shape]]||[[SRD:Haste|Haste]]||[[SRD:Plant Growth|Plant Growth]]||[[SRD:shadow]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Wall of Fire|Wall of Fire]]||[[SRD:Wall of Ice|Wall of Ice]]||[[SRD:Spike Stones|Spike Stones]]||[[SRD:Shout|Shout]]||[[SRD:Rusting Grasp|Rusting Grasp]]||[[SRD:Fireball|Fireball]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Shield|Fire Shield]]||[[SRD:Ice Storm|Ice Storm]]||[[SRD:Wall of Stone|Wall of Stone]]||[[SRD:Control Winds|Control Winds]]||[[SRD:Wall of Thorns|Wall of Thorns]]||[[SRD:shadow]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Seeds|Fire Seeds]]||[[SRD:Cone of Cold|Cone of Cold]]||[[SRD:Stoneskin|Stoneskin]]||[[SRD:Chain Lightning|Chain Lightning]]||[[SRD:Liveoak|Liveoak]]||[[SRD:shadow]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Fire Storm|Fire Storm]]||[[SRD:Acid Fog|Acid Fog]]||[[SRD:Earthquake|Earthquake]]||[[SRD:Control Weather|Control Weather]]||[[SRD:Animate Plants|Animate Plants]]||[[SRD:shadow]]||[[SRD:blood]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Incendiary Cloud|Incendiary Cloud]]||[[SRD:Horrid Wilting|Horrid Wilting]]||[[SRD:Iron Body|Iron Body]]||[[SRD:Whirlwind|Whirlwind]]||[[SRD:Control Plants|Control Plants]]||[[SRD:Fireball|Fireball]]||[[SRD:Fireball|Fireball]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Elemental Swarm|Elemental Swarm]]||[[SRD:Shambler|Shambler]]||[[SRD:Shades|Shades]]||[[SRD:Regenerate|Regenerate]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
{| class="wikitable" style="text-align: left;"<br />
| class="left" |[[SRD:Fire Effect|Fire:]] <br /> [[SRD:Water Effect|Water:]] +2/level to swim, and can open eyes underwater<br /> [[SRD:Earth Effect|Earth:]] <br /> [[SRD:Air Effect|Wind:]] +2/level to jump, and your jumps dont provoke an attack of opportunity.<br /> [[SRD:Acid Effect|Nature:]] Can [[SRD:Speak with Animals|speak with animals]], and gain [[SRD:Scent|scent]]<br /> [[SRD:Darkness Effect|Shadow:]] Immune to blindness, grants darkvision, can see in magical darkness.<br /> [[SRD:Death Effect|Blood:]] <br />
|}<br />
<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the spiritborn monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a spiritborn monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five spiritborn monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the spiritborn monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a spiritborn monk may select either [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] or [[SRD:Combat Expertise|Combat Expertise]] as a bonus [[SRD:Feats|feat]]. At 2nd and 6th level, a spiritborn monk may select any non-skill based feat as a bonus [[SRD:Feats|feat]]<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a spiritborn monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a spiritborn monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a spiritborn monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A spiritborn monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A spiritborn monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:Spirit Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a spiritborn monk’s ancestor empowers his body, allowing him to unleash magical effects. Depending on the chosen affinity you receive a different effect. each of these effects can be used 3 times per day as a swift action, dont cause an attack of opportunity, and only last until the end of the turn.<br />
<br />
[[SRD:Fire Effect|Fire:]] add your level as fire damage to a single attack.<br /><br />
[[SRD:Water Effect|Water:]] add your level to your [[SRD:AC|AC]] as deflection.<br /><br />
[[SRD:Earth Effect|Earth:]] attacks with non-light weapons and spells knockback targets by 5 ft. (increases by 5ft every 4th level after)<br /><br />
[[SRD:Air Effect|Wind:]] an extra attack at your highest base attack bonus.<br /><br />
[[SRD:Acid Effect|Nature:]] attacks and spells deal 2 str damage. (increases by 1 every 4th level after)<br /><br />
[[SRD:Darkness Effect|Shadow:]] ignore attacks of opportunity while moving.<br /><br />
[[SRD:Death Effect|Blood:]] add your level to either strength or constitution.<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a spiritborn monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The spiritborn monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her spiritborn monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a spiritborn monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current spiritborn monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a spiritborn monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] spiritborn monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a spiritborn monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her spiritborn monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a spiritborn monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current spiritborn monk level + 10. In order to affect the spiritborn monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the spiritborn monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a spiritborn monk can set up vibrations within the body of another creature that can thereafter be fatal if the spiritborn monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the spiritborn monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the spiritborn monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her spiritborn monk level. To make such an attempt, the spiritborn monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the spiritborn monk’s level + the spiritborn monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, a spiritborn monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per spiritborn monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her spiritborn monk level.<br />
<br />
====Ex-Spiritborn Monks and Multiclassing====<br />
<br />
A spiritborn monk who has any levels in a different [[SRD:Class|class]] loses all class features except for weapon proficiencies and may never again raise her spiritborn monk level. (prevents wizards from powergaming)<br />
<br />
====Epic Spiritborn Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Spiritborn Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Spiritborn Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Spiritborn Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven spiritborn monks increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Spiritborn Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Spiritborn Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Spiritborn Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Spiritborn Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Spiritborn Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Spiritborn Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Spiritborn_Monk_(3.5e_Class)&diff=553002Spiritborn Monk (3.5e Class)2012-03-05T01:34:51Z<p>173.245.52.104: </p>
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<div>{{OGL Top}}<br />
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{{stub|NOT EVEN CLOSE TO BEING DONE. DO NOT EDIT OR RATE}}<br />
{{DnD Base Class Infobox<br />
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|status=<-how close to completion-><br />
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|type=<-What additional roles this class fits (see bottom; e.g. "Good Guy, Combat-Focused")-><br />
|desc=<-Paragraph description of the class-><br />
}}<br />
==Spiritborn Monk==<br />
[[File:tribalwarlord.jpg|thumb|alt=A spiritborn monk with his spirit guide behind him.]]<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].<br />
<br />
Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Spiritborn Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Flurry of Blows|Flurry of Blows]]<br/>Attack Bonus<br />
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup><br />
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]<br />
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]]|| class="left" | –2/–2||1d6||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]|| class="left" | –1/–1||1d6||+0||+0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | [[#Still Mind|Still Mind]]|| class="left" | +0/+0||1d6||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class="left" | +1/+1||1d8||+0||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | [[#Purity of Body|Purity of Body]]|| class="left" | +2/+2||1d8||+1||+10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.|| class="left" | +3/+3||1d8||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | [[#Wholeness of Body|Wholeness of Body]]|| class="left" | +4/+4||1d8||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.|| class="left" | +5/+5/+0||1d10||+1||+20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | [[#Improved Evasion|Improved Evasion]]|| class="left" | +6/+6/+1||1d10||+1||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class="left" | +7/+7/+2||1d10||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class="left" | +8/+8/+8/+3||1d10||+2||+30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class="left" | +9/+9/+9/+4||2d6||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | [[#Diamond Soul|Diamond Soul]]|| class="left" | +9/+9/+9/+4||2d6||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.|| class="left" | +10/+10/+10/+5||2d6||+2||+40 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | [[#Quivering Palm|Quivering Palm]]|| class="left" | +11/+11/+11/+6/+1||2d6||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class="left" | +12/+12/+12/+7/+2||2d8||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]]|| class="left" | +12/+12/+12/+7/+2||2d8||+3||+50 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.|| class="left" | +13/+13/+13/+8/+3||2d8||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | [[#Empty Body|Empty Body]]|| class="left" | +14/+14/+14/+9/+4||2d8||+3||+60 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance|| class="left" | +15/+15/+15/+10/+5||2d10||+4||+60 ft.<br />
|-<br />
| colspan="10" class="foot" |<br />
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are [[SRD:Class|class]] features of the monk.<br />
<br />
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].<br />
<br />
Monks are not proficient with any armor or shields.<br />
<br />
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.<br />
<br />
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).<br />
<br />
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.<br />
<br />
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.<br />
<br />
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.<br />
<br />
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.<br />
<br />
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.<br />
<br />
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.<br />
<br />
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.<br />
<br />
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.<br />
<br />
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.<br />
<br />
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.<br />
<br />
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).<br />
<br />
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].<br />
<br />
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.<br />
<br />
'''{{#anc:Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.<br />
<br />
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.<br />
<br />
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.<br />
<br />
====Ex-Monks====<br />
<br />
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.<br />
<br />
Like a member of any other [[SRD:Class|class]], a monk may be a [[SRD:Multiclass Characters|multiclass]] character, but [[SRD:Multiclass Characters|multiclass]] monks face a special restriction. A monk who gains a new [[SRD:Class|class]] or (if already [[SRD:Multiclass Characters|multiclass]]) raises another [[SRD:Class|class]] by a level may never again raise her monk level, though she retains all her monk abilities.<br />
<br />
====Epic Monk====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Monk}}</div><br />
[[SRD:Hit Dice|Hit Die]]: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level<br />
! [[#AC Bonus|AC<br/>Bonus]]<br />
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]<br />
! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|21st|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|22nd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|23rd|| +4 || +70 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|24th|| +4 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|26th|| +5 || +80 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|27th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|28th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|29th|| +5 || +90 ft. || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]<br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.<br />
|}<br />
<br />
'''[[#AC Bonus|AC Bonus]]:''' The Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.<br />
<br />
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.<br />
<br />
'''[[#Fast Movement|Fast Movement]]:''' The epic Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven [[SRD:Monk|monks]] increases by 5 feet instead of 10 feet.<br />
<br />
'''[[#Ki Strike|''Ki'' Strike]]:''' The Monk’s ''ki'' strike ability does not automatically increase with [[SRD:Class|class]] level after 16th level.<br />
<br />
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.<br />
<br />
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.<br />
<br />
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.<br />
<br />
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.<br />
<br />
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.<br />
<br />
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.<br />
<br />
''Epic Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].<br />
<br />
{{SRD Class Footer}}<br />
[[Category:Base Class|{{BASEPAGENAME}}]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Tyrannosaurfolk_(3.5e_Race)&diff=552408Tyrannosaurfolk (3.5e Race)2012-03-01T02:56:44Z<p>173.245.52.104: </p>
<hr />
<div>{{NeedsBalance|Odd ability score modifiers. Racial Traits are poorly explained. "Reptile" is not a creature type. Definitely needs more work.}}<br />
{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=<-types and subtypes-><br />
|ability_adjust=+2 to this stat, &minus;2 to that one<br />
|size=Large<br />
|favored_class=Fighter/Barbarian<br />
|desc=Some race<br />
}}<br />
<br />
= Tyrannosaurfolk <!-- The name of your race. Make sure it's in plural form -->=<br />
<br />
==Personality==<br />
<br />
Tyrannosaurfolk are a semi-intellectual, aggressive race whose warriors tend to charge into battle without proper analysis or self-regard, their destructive instinct often fueling their fighting momentum. However, tyrannosaurfolk are not exclusively barbaric; oftentimes those not included in warfare try to calm their aggressive mindsets. Tyrannish adolescents often lead rebellious upbringings, and have a tendency to flee from home.<br />
<br />
==Physical Description==<br />
<br />
Tyrannosaurfolk are similar to Tyrannosaurs albeit with a significantly larger brain, more manipulative digits, and a generally more humanoid form, to an extent. They are about 20-25 feet long and 15-20 feet tall. <!-- Insert here your races average height, weight, skin color, eye color, and other such physical features -->=<br />
<br />
==Relations==<br />
<br />
Tyrannosaurfolk are warmongers and don't tend to have allies, however, they can be loyal if you earn their trust, and would make a good ally, they are friendly to people they trust, they are just foolhardy.<!-- Insert here how your race gets along with other races --><br />
<br />
==Alignment==<br />
<br />
Tyrannosaurfolk Cannot be lawful, and only rarely are Good.<!-- Insert here the alignment, if any, your race choose the most often --><br />
<br />
==Lands==<br />
<br />
Tyrannosaurfolk feel most at home when in jungles and rain forests, but often wonder off to explore.<!-- Insert here the areas your race feels most comfortable living in --><br />
<br />
==Religion==<br />
<br />
Tyrannosaurfolk worship the Dinosaur War-God Rezzuul. Myths of Rezzuul are that he was the first and strongest, most wise and agile Tyrannosaurfolk to have ever lived and died in a glorious battle and his spirit went to watch over the Tyrannosaurfolk. Rezzuul was one of the first Tyrannosaurs to become self-aware, allowing him to plot better tactics against his still-simplistic aggressors. Statues are often displayed in Tyrannish villages of Rezzuul, donning headgear similar to a viking helmet, standing atop his defeated enemy, axe held high within the air.<!-- Insert here the Religions your race practices --><br />
<br />
==Language==<br />
<br />
Tyrannosaurfolk don't have much contact with other races, with the exception of more friendly ones who have taught the other Tyrannosaurfolk common and under common and speak their native tongue, Tyrannish. <!-- Insert here the Languages your race speaks --><br />
<br />
==Names==<br />
<br />
Tyrannosaurfolk have names that often have double letters in them, like Kraaguul or Diinooran. Rebellious teenage Tyrannosaurfolk often give each other nicknames that generally consist of two single-or-double syllable words paired together, often having to do with their fighting style or physical characteristics. Examples include Facecrusher and Smashmaster.<!-- Insert the way you race acquires names --><br />
<br />
==Racial Traits==<br />
<br />
* +4 Str +4 Con -4 Dex -2 Int -2 Cha : Tyrannosaurfolk are very strong and muscular, and can take considerable damage due to their natural scaly armor and instinctual toughness. However, the general clumsiness and diminished arms of their fully-reptilian cousins are, to a certain degree, also apparent within the Tyrannosaurfolk. The small minds of dinosaurs, although augmented greatly via evolution, can still be denoted, and Tyrannosaurfolk often have issues understanding the finer aspects of civilization, leading to stubborn, rude, and easily-confused specimens.<br />
* Humanoid<!-- put creature type and (if any) subtypes here, like "Humanoid (Aquatic)"-->: <!-- fluff about type and subtypes --><br />
* Large: No size bonuses<!-- put race's here, like "Small"-->: <!-- size related bonuses --><br />
* 30 feet<!-- Race name --> [[base land speed]] is <!-- base land speed --> feet: <!-- other movement modes and speeds --><br />
* Trample: moves on top of an enemies current location pushing them back one square, roll a D6 and add 2 to the number rolled to calculate damage done. May only use once per room <!-- name of special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability --><br />
*Bite: roll a D6 and -1 off the number for damage, then -2 health of bleed damage every turn to the enemy who was attacked. May only use twice per room <!-- name of another special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability. Repeat as needed --><br />
* [[Automatic Languages]]: Tyrannish, Common, Under common<!-- languages with which characters automatically starts off -->. [[Bonus Languages]]: Naga, Lizardfolk<!-- starting languages which characters may choose due to Int bonus -->.<br />
* [[Favored Class]]: Fighter/Barbarian<!-- like Wizard -->.<br />
* [[Level Adjustment]]:+1 <!-- If this race has an LA of +0, this can be omitted --><br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age -->16 years || +1<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +2<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +3 <!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 70<!-- starting age for middle age --> years || 130<!-- starting age for old age --> years || 180<!-- starting age for venerable age --> years ||500<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +5 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 15<!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> D4|| <!-- male base weight --> 600 lb. || &times; (+D6)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 14<!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> D4|| <!-- female base weight --> lb.580 || &times; (+D6)<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-- Race's type --> Type]]<br />
[[Category:<!-- Race's size --> Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Tyrannosaurfolk_(3.5e_Race)&diff=552407Tyrannosaurfolk (3.5e Race)2012-03-01T02:44:51Z<p>173.245.52.104: </p>
<hr />
<div>{{NeedsBalance|Odd ability score modifiers. Racial Traits are poorly explained. "Reptile" is not a creature type. Definitely needs more work.}}<br />
{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=<-types and subtypes-><br />
|ability_adjust=+2 to this stat, &minus;2 to that one<br />
|size=Large<br />
|favored_class=Fighter/Barbarian<br />
|desc=Some race<br />
}}<br />
<br />
= Tyrannosaurfolk <!-- The name of your race. Make sure it's in plural form -->=<br />
<br />
==Personality==<br />
<br />
Tyrannosaurfolk are a semi-intellectual, aggressive race whose warriors tend to charge into battle without proper analysis or self-regard, their destructive instinct often fueling their fighting momentum. However, tyrannosaurfolk are not exclusively barbaric; oftentimes those not included in warfare try to calm their aggressive mindsets. Tyrannish adolescents often lead rebellious upbringings, and have a tendency to flee from home.<br />
<br />
==Physical Description==<br />
<br />
Tyrannosaurfolk are similar to Tyrannosaurs albeit with a significantly larger brain, more manipulative digits, and a generally more humanoid form, to an extent. They are about 20-25 feet long and 15-20 feet tall. <!-- Insert here your races average height, weight, skin color, eye color, and other such physical features -->=<br />
<br />
==Relations==<br />
<br />
Tyrannosaurfolk are warmongers and don't tend to have allies, however, they can be loyal if you earn their trust, and would make a good ally, they are friendly to people they trust, they are just foolhardy.<!-- Insert here how your race gets along with other races --><br />
<br />
==Alignment==<br />
<br />
Tyrannosaurfolk generally are neither lawful nor good, and have a certain tendency to be chaotic.<!-- Insert here the alignment, if any, your race choose the most often --><br />
<br />
==Lands==<br />
<br />
Tyrannosaurfolk feel most at home when in jungles and rain forests, but often wonder off to explore.<!-- Insert here the areas your race feels most comfortable living in --><br />
<br />
==Religion==<br />
<br />
Tyrannosaurfolk worship the Dinosaur War-God Rezzuul. Myths of Rezzuul are that he was the first and strongest, most wise and agile Tyrannosaurfolk to have ever lived and died in a glorious battle and his spirit went to watch over the Tyrannosaurfolk. Rezzuul was one of the first Tyrannosaurs to become self-aware, allowing him to plot better tactics against his still-simplistic aggressors. Statues are often displayed in Tyrannish villages of Rezzuul, donning headgear similar to a viking helmet, standing atop his defeated enemy, axe held high within the air.<!-- Insert here the Religions your race practices --><br />
<br />
==Language==<br />
<br />
Tyrannosaurfolk don't have much contact with other races, with the exception of more friendly ones who have taught the other Tyrannosaurfolk common and under common and speak their native tongue, Tyrannish. <!-- Insert here the Languages your race speaks --><br />
<br />
==Names==<br />
<br />
Tyrannosaurfolk have names that often have double letters in them, like Kraaguul or Diinooran. Rebellious teenage Tyrannosaurfolk often give each other nicknames that generally consist of two single-or-double syllable words paired together, often having to do with their fighting style or physical characteristics. Examples include Deathmouth and Thundersmasher.<!-- Insert the way you race acquires names --><br />
<br />
==Racial Traits==<br />
<br />
* +4 Str +4 Con -4 Dex -2 Int -2 Cha : Tyrannosaurfolk are very strong and muscular, and can take considerable damage due to their natural scaly armor and instinctual toughness. However, the general clumsiness and diminished arms of their fully-reptilian cousins are, to a certain degree, also apparent within the Tyrannosaurfolk. The small minds of dinosaurs, although augmented greatly via evolution, can still be denoted, and Tyrannosaurfolk often have issues understanding the finer aspects of civilization, leading to stubborn, rude, and easily-confused specimens.<br />
* Humanoid<!-- put creature type and (if any) subtypes here, like "Humanoid (Aquatic)"-->: <!-- fluff about type and subtypes --><br />
* Large: No size bonuses<!-- put race's here, like "Small"-->: <!-- size related bonuses --><br />
* 30 feet<!-- Race name --> [[base land speed]] is <!-- base land speed --> feet: <!-- other movement modes and speeds --><br />
* Trample: moves on top of an enemies current location pushing them back one square, roll a D6 and add 2 to the number rolled to calculate damage done. May only use once per room <!-- name of special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability --><br />
*Bite: roll a D6 and -1 off the number for damage, then -2 health of bleed damage every turn to the enemy who was attacked. May only use twice per room <!-- name of another special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability. Repeat as needed --><br />
* [[Automatic Languages]]: Tyrannish, Common, Under common<!-- languages with which characters automatically starts off -->. [[Bonus Languages]]: Naga, Lizardfolk<!-- starting languages which characters may choose due to Int bonus -->.<br />
* [[Favored Class]]: Fighter/Barbarian<!-- like Wizard -->.<br />
* [[Level Adjustment]]:+1 <!-- If this race has an LA of +0, this can be omitted --><br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age -->16 years || +1<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +2<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +3 <!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 70<!-- starting age for middle age --> years || 130<!-- starting age for old age --> years || 180<!-- starting age for venerable age --> years ||500<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +5 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 15<!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> D4|| <!-- male base weight --> 600 lb. || &times; (+D6)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 14<!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> D4|| <!-- female base weight --> lb.580 || &times; (+D6)<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-- Race's type --> Type]]<br />
[[Category:<!-- Race's size --> Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Tyrannosaurfolk_(3.5e_Race)&diff=552406Tyrannosaurfolk (3.5e Race)2012-03-01T02:40:48Z<p>173.245.52.104: </p>
<hr />
<div>{{NeedsBalance|Odd ability score modifiers. Racial Traits are poorly explained. "Reptile" is not a creature type. Definitely needs more work.}}<br />
{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=<-types and subtypes-><br />
|ability_adjust=+2 to this stat, &minus;2 to that one<br />
|size=Large<br />
|favored_class=Fighter/Barbarian<br />
|desc=Some race<br />
}}<br />
<br />
= Tyrannosaurfolk <!-- The name of your race. Make sure it's in plural form -->=<br />
<br />
==Personality==<br />
<br />
Tyrannosaurfolk are a semi-intellectual, aggressive race whose warriors tend to charge into battle without proper analysis or self-regard, their destructive instinct often fueling their fighting momentum. However, tyrannosaurfolk are not exclusively barbaric; oftentimes those not included in warfare try to calm their aggressive mindsets. Tyrannish adolescents often lead rebellious upbringings, and have a tendency to flee from home.<br />
<br />
==Physical Description==<br />
<br />
Tyrannosaurfolk are similar to Tyrannosaurs albeit with a significantly larger brain, more manipulative digits, and a generally more humanoid form, to an extent. They are about 20-25 feet long and 10-15 feet tall. <!-- Insert here your races average height, weight, skin color, eye color, and other such physical features -->=<br />
<br />
==Relations==<br />
<br />
Tyrannosaurfolk are warmongers and don't tend to have allies, however, they can be loyal if you earn their trust, and would make a good ally, they are friendly to people they trust, they are just foolhardy.<!-- Insert here how your race gets along with other races --><br />
<br />
==Alignment==<br />
<br />
Tyrannosaurfolk generally are neither lawful nor good, and have a certain tendency to be chaotic.<!-- Insert here the alignment, if any, your race choose the most often --><br />
<br />
==Lands==<br />
<br />
Tyrannosaurfolk feel most at home when in jungles and rain forests, but often wonder off to explore.<!-- Insert here the areas your race feels most comfortable living in --><br />
<br />
==Religion==<br />
<br />
Tyrannosaurfolk worship the Dinosaur War-God Rezzuul. Myths of Rezzuul are that he was the first and strongest, most wise and agile Tyrannosaurfolk to have ever lived and died in a glorious battle and his spirit went to watch over the Tyrannosaurfolk. Rezzuul was one of the first Tyrannosaurs to become self-aware, allowing him to plot better tactics against his still-simplistic aggressors. Statues are displayed across Tyrannish towns of Rezzuul, donning headgear similar to a viking helmet, standing atop his defeated enemy, axe held high within the air.<!-- Insert here the Religions your race practices --><br />
<br />
==Language==<br />
<br />
Tyrannosaurfolk don't have much contact with other races, with the exception of more friendly ones who have taught the other Tyrannosaurfolk common and under common and speak their native tongue, Tyrannish. <!-- Insert here the Languages your race speaks --><br />
<br />
==Names==<br />
<br />
Tyrannosaurfolk have names that often have double letters in them, like Kraaguul or Diinooran. Rebellious teenage Tyrannosaurfolk often give each other nicknames that generally consist of two single-or-double syllable words paired together, often having to do with their fighting style or physical characteristics. Examples include Deathmouth and Thundersmasher.<!-- Insert the way you race acquires names --><br />
<br />
==Racial Traits==<br />
<br />
* +4 Str +4 Con -4 Dex -2 Int -2 Cha : Tyrannosaurfolk are very strong and muscular, and can take considerable damage due to their natural scaly armor and instinctual toughness. However, the general clumsiness and diminished arms of their fully-reptilian cousins are, to a certain degree, also apparent within the Tyrannosaurfolk. The small minds of dinosaurs, although augmented greatly via evolution, can still be denoted, and Tyrannosaurfolk often have issues understanding the finer aspects of civilization, leading to stubborn, rude, and easily-confused specimens.<br />
* Humanoid<!-- put creature type and (if any) subtypes here, like "Humanoid (Aquatic)"-->: <!-- fluff about type and subtypes --><br />
* Large: No size bonuses<!-- put race's here, like "Small"-->: <!-- size related bonuses --><br />
* 30 feet<!-- Race name --> [[base land speed]] is <!-- base land speed --> feet: <!-- other movement modes and speeds --><br />
* Trample: moves on top of an enemies current location pushing them back one square, roll a D6 and add 2 to the number rolled to calculate damage done. May only use once per room <!-- name of special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability --><br />
*Bite: roll a D6 and -1 off the number for damage, then -2 health of bleed damage every turn to the enemy who was attacked. May only use twice per room <!-- name of another special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability. Repeat as needed --><br />
* [[Automatic Languages]]: Tyrannish, Common, Under common<!-- languages with which characters automatically starts off -->. [[Bonus Languages]]: Naga, Lizardfolk<!-- starting languages which characters may choose due to Int bonus -->.<br />
* [[Favored Class]]: Fighter/Barbarian<!-- like Wizard -->.<br />
* [[Level Adjustment]]:+1 <!-- If this race has an LA of +0, this can be omitted --><br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age -->16 years || +1<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +2<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +3 <!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 70<!-- starting age for middle age --> years || 130<!-- starting age for old age --> years || 180<!-- starting age for venerable age --> years ||500<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +5 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 37<!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> D4|| <!-- male base weight --> 600 lb. || &times; (+D6)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 36<!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> D4|| <!-- female base weight --> lb.580 || &times; (+D6)<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-- Race's type --> Type]]<br />
[[Category:<!-- Race's size --> Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Tyrannosaurfolk_(3.5e_Race)&diff=552403Tyrannosaurfolk (3.5e Race)2012-03-01T02:14:16Z<p>173.245.52.104: </p>
<hr />
<div>{{NeedsBalance|Odd ability score modifiers. Racial Traits are poorly explained. "Reptile" is not a creature type. Definitely needs more work.}}<br />
{{x0<br />
|la=+0<br />
|ecl=1<br />
|type=<-types and subtypes-><br />
|ability_adjust=+2 to this stat, &minus;2 to that one<br />
|size=Large<br />
|favored_class=Fighter/Barbarian<br />
|desc=Some race<br />
}}<br />
<br />
= Tyrannosaurfolk <!-- The name of your race. Make sure it's in plural form -->=<br />
<br />
==Personality==<br />
<br />
Tyrannosaurfolk are cocky brutes who tend to rush into battle without thinking, but in battle they are fierce and strong.<!-- Insert here how your race tend to act in a normal day --><br />
<br />
==Physical Description==<br />
<br />
Tyrannosaurfolk are like a Tyrannosaurus with a larger brain, they usually have to wear metal cuffs on there arms witch hold weapons or shields for them, they have stronger arms which allow them to do this, but they are still just as short. They are about 35-40 feet long and 15-20 feet tall <!-- Insert here your races average height, weight, skin color, eye color, and other such physical features -->=<br />
<br />
==Relations==<br />
<br />
Tyrannosaurfolk are warmongers and don't tend to have allies, however, they can be loyal if you earn their trust, and would make a good ally, they are friendly to people they trust, they are just foolhardy.<!-- Insert here how your race gets along with other races --><br />
<br />
==Alignment==<br />
<br />
Tyrannosaurfolk are chaotic and can be either good or evil.<!-- Insert here the alignment, if any, your race choose the most often --><br />
<br />
==Lands==<br />
<br />
Tyrannosaurfolk feel most at home when in jungles and rain forests, but often wonder off to explore.<!-- Insert here the areas your race feels most comfortable living in --><br />
<br />
==Religion==<br />
<br />
Tyrannosaurfolk worship Rezzuul, myths of Rezzuul are that he was the first and strongest, most wise and agile Tyrannosaurfolk to have ever lived and died in a glorious battle and his spirit went to watch over the Tyrannosaurfolk.<!-- Insert here the Religions your race practices --><br />
<br />
==Language==<br />
<br />
Tyrannosaurfolk don't have much contact with other races, but more friendly ones who have taught the other Tyrannosaurfolk common and under common and speak their native tongue, Tyrannish <!-- Insert here the Languages your race speaks --><br />
<br />
==Names==<br />
<br />
Tyrannosaurfolk have names that often have double letters in them, like Kraaguul or Diinooran.<!-- Insert the way you race acquires names --><br />
<br />
==Racial Traits==<br />
<br />
* +4 Str +4 Con -4 Dex -2 Int -2 Cha : Tyrannosaurfolk are very strong and muscular, and can take considerable damage due to their natural scaly armor and instinctual toughness. However, the general clumsiness and diminished arms of their fully-reptilian cousins are, to a certain degree, also apparent within the Tyrannosaurfolk. The small minds of dinosaurs, although augmented greatly via evolution, can still be denoted, and Tyrannosaurfolk often have issues understanding the finer aspects of civilization, leading to stubborn, rude, and easily-confused specimens.<br />
* Humanoid<!-- put creature type and (if any) subtypes here, like "Humanoid (Aquatic)"-->: <!-- fluff about type and subtypes --><br />
* Large: No size bonuses<!-- put race's here, like "Small"-->: <!-- size related bonuses --><br />
* 30 feet<!-- Race name --> [[base land speed]] is <!-- base land speed --> feet: <!-- other movement modes and speeds --><br />
* Trample: moves on top of an enemies current location pushing them back one square, roll a D6 and add 2 to the number rolled to calculate damage done. May only use once per room <!-- name of special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability --><br />
*Bite: roll a D6 and -1 off the number for damage, then -2 health of bleed damage every turn to the enemy who was attacked. May only use twice per room <!-- name of another special ability (Ex), (Su), (Sp), or (Ps). -->: <!-- game rule information about special ability. Repeat as needed --><br />
* [[Automatic Languages]]: Tyrannish, Common, Under common<!-- languages with which characters automatically starts off -->. [[Bonus Languages]]: Naga, Lizardfolk<!-- starting languages which characters may choose due to Int bonus -->.<br />
* [[Favored Class]]: Fighter/Barbarian<!-- like Wizard -->.<br />
* [[Level Adjustment]]:+1 <!-- If this race has an LA of +0, this can be omitted --><br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age -->16 years || +1<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +2<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +3 <!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 70<!-- starting age for middle age --> years || 130<!-- starting age for old age --> years || 180<!-- starting age for venerable age --> years ||500<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +5 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tyrannosaurfolk <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 37<!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> D4|| <!-- male base weight --> 600 lb. || &times; (+D6)<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 36<!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> D4|| <!-- female base weight --> lb.580 || &times; (+D6)<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:<!-- Race's type --> Type]]<br />
[[Category:<!-- Race's size --> Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=The_True_Samurai_(3.5e_Class)&diff=550866The True Samurai (3.5e Class)2012-02-17T08:24:51Z<p>173.245.52.104: /* Making a True Samurai */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete. Needs to be play-tested and balanced. Finishing the links couldn't hurt either.<br />
|editing=Please discuss before editing.<br />
|type=Combat-Focused<br />
|desc=A graceful combatant turning killing into an efficient artform.<br />
}}<br />
<br />
== True Samurai ==<br />
<br />
The mighty Samurai. A warrior of whose legendary status has been maintained through the years, and whose legends could fill enough books to fill even the greatest library. The Samurai is always coupled with honor, duty, resolve, and killing prowess. Though in truth, not all Samurai had the concerns of others. All they shared was the impossible weapon prowess through years of training and then later honed through battle. The True Samurai is called thus, simply because it takes that which defines it only as a warrior. It is the Samurai without being bogged down by useless tradition and servitude. This is the Samurai as it was during war time. When honor and chivalry did not matter, only the next opponent and prolonging your own life. These Samurai were known to possess many weapons, not only the Katana. Though the single weapon devotion was still much the same. These Samurai used Naginata, Daikatanas, Spiked chains, Kamas, or any other weapon that held a signature advantage in combat. Without these limitations of weapon choice, duty, and honor they truly became single man war machines. True Samurai's crave battle, it is an essential part of their life. Pray you do not meet one on the battlefield, for you will be shown the level of mercy a bear shows a salmon. In a battle nearly as one sided.<br />
<br />
=== Making a True Samurai ===<br />
<br />
The True Samurai works well with most classes, but excels at drawing enemy attention. Which can take away from any tanking classes main role. Damage dealing capability can be quite high though regardless, and instead can be used as an off-tank and damage dealer. Though as stated earlier works well with all classes.<br />
<br />
'''Abilities:''' Strength and Dexterity are important though it depends on the weapon choice. Constitution being third to endure the onslaught of enemy attacks on the front line. With Wisdom coming in fourth to boost Armor Class. Intelligence comes fifth for a more skillful True Samurai, with Charisma in last.<br />
<br />
'''Races:''' Typically Human. Though any race that excels in great amounts of strength or dexterity would do quite well.<br />
<br />
'''Alignment:''' Any, True Samurai come from all walks of life. Killing knows not good or bad.<br />
<br />
'''Starting Gold and Equipment:''' 1d4 x 10 gp and one Masterwork quality weapon of the True Samurai's choice.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate. Some begin young, some begin old. At least a general amount of training is required however.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The True Samurai}}</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 />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way (Weapon Focus)]], [[#Preternatural Senses|Preternatural Senses]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | [[#A Killer's Instinct|A Killer's Instinct]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way (Weapon Specialization)]], [[#Extended Chi|Extended Chi (Collision)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | [[#The Killing Fields|The Killing Fields]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[#Quick Grip|Quick Grip]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Greater Weapon Focus)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[#Unbroken|Unbroken]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Ghost Touch)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | [[#All as One|All as One]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Undying Resolve|Undying Resolve]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Greater Weapon Specialization)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[#Counter Blade|Counter Blade]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Speed)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#A Killer's Efficient Grace|A Killer's Efficient Grace]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Melee Weapon Mastery)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Iaijutsu|Iaijutsu]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Wounding)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Weapon Supremacy)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Bane)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge Skill|Knowledge (History)]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' The True Samurai is proficient with [[SRD:Simple Weapon Proficiency|simple weapons]] and [[SRD:Martial Weapon Proficiency|martial weapons]], and can also choose one exotic weapon to become proficient in provided it is a melee weapon. The True Samurai is also proficient with [[SRD:Light Armor|light armor]] and [[SRD:Medium Armor|medium armor]] and is not proficient with shields.<br />
<br />
'''{{#anc:The True Samurai Way}}:''' A True Samurai upon the beginning of his training selects one weapon and trains with it to the exclusion of all else. If this is an exotic weapon he immediately gains [[SRD:Exotic Weapon Proficiency|proficiency]] with that exotic weapon. The True Samurai may use other weapons, but his mastery lies in that weapon alone. Allowing him to wield it with extraordinary skill and prowess. At level 1, he gains [[SRD:Weapon Focus|Weapon Focus]] with that weapon. At level 4, his mastery improves and grants him [[SRD:Weapon Specialization|Weapon Specialization]] with that weapon. At level 7, the True Samurai gains [[SRD:Greater Weapon Focus|Greater Weapon Focus]] with his chosen weapon. At level 11, the True Samurai gains [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] with that weapon. At level 15, the True Samurai gains Melee Weapon Mastery <sup>([[Player's Handbook II (3.5e)|PHB II]])</sup>. At level 18, the True Samurai's skill with the weapon has reached the bounds of mortal limits granting him [[SRD:Weapon Supremacy|Weapon Supremacy]](PHB II) with that weapon. All feats gained through this class feature are granted even if the True Samurai does not normally qualify for the feat.<br />
<br />
'''{{#anc:Preternatural Senses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has a natural sense of incoming danger and how to avoid it. In light or no armor the True Samurai can add his Wisdom Bonus to his Armor Class.<br />
<br />
'''{{#anc:A Killer's Instinct}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The drive to end the opponent's life is strong in the True Samurai, and reinforced by so much training that it comes second nature. The True Samurai can execute Coup de Grace attacks as a standard action rather than a full-round action. In addition, dazed opponents can be Coup de Graced as a full-round action.<br />
<br />
'''{{#anc:Extended Chi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's link with his chosen weapon type is so strong his very essence leaks into the weapon giving it unnatural strength. At every True Samurai level divisible by 4 the chosen weapon type gains a +1 Enhancement bonus to attack and damage. At level 4, his urge to damage grants the weapon the Collision property. At level 8, his killing prowess extends to the incorporeal granting the weapon the Ghost Touch property. At level 12, the efficiency of his technique is bestowed upon the weapon granting it the Speed property. At level 16, his drive to kill gives the weapon the Wounding property. At level 20, his malice for his enemies is extended to his blade granting the weapon the Bane property set to whomever the True Samurai chooses.<br />
<br />
'''{{#anc:The Killing Fields}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After the first blow is landed from the True Samurai's hands he enters a near zen-like state where the concerns of mortality no longer afflict him. This is conveyed as his mind hardens to cut out all emotion based effects such fear and charm; Even friendly morale bonuses no longer effect the True Samurai. As his mind goes further and further towards battlefield enlightenment as foes fall before him he gains a +1 cumulative morale bonus to attack bonus, damage, and Will save for each opponent downed, starting from the original +2 he gains from his initial hit. The bonus lasts until the end of the encounter or until the True Samurai's battle concentration is broken. The bonus is also limited to a maximum of half of your levels in True Samurai.<br />
<br />
'''{{#anc:Unbroken}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's physical fortitude is legendary allowing him to withstand effects even the hardiest of warriors buckle under. The True Samurai gains the Mettle feat. If a True Samurai make a successfully Will or Fortitude save that would normally reduce the spell’s effect (such as a spell with Will partial or Fortitude half) he instead negates the effects. <br />
<br />
'''{{#anc:All as One}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's prowess with his weapon makes his attacks uncannily quick and accurate. Striking so fast they almost seem to happen in unison. The True Samurai's attacks during his turn count as a single attack when beneficial (Such as with massive damage or overcoming damage reduction and hardness) and separate attacks when beneficial (such as a weapon with the Wounding property).<br />
<br />
'''{{#anc:Counter Blade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's weapon prowess allows him to act against his opponents with lightning speed. Taking a standard action to execute a single attack the True Samurai then readies himself against all incoming threats. Each attack that targets the True Samurai until his next turn, provided the object or enemy you are attacking is within range, the True Samurai is allowed to make an attack before the other attack fully takes place. Opponents hit by the counter attack suffer a -4 on that single attack against the True Samurai. Projectiles, magical effects, and even ranged melee attacks can be targeted, though they are much harder to hit. Provided you deal enough damage, this may cancel the effect. You are limited to a number of counter attacks equal to your remaining attacks in a round if you had taken a full attack action plus your attacks of oppurtunity, though you must be aware they are happening to attempt a counter attack and cannot be flat footed.<br />
<br />
'''{{#anc:A Killer's Efficient Grace}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has attained a level of efficiency in his attacks and his movements that he can do them at once. Each time the True Samurai lands a successful attack he may if he chooses take a free 5 foot step in any direction.<br />
<br />
'''{{#anc:Iajutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The penultimate attack of the True Samurai. The True Samurai gathers his concentration and then lets loose an attack of tremendous speed and power when his opponent's guard is at its lowest. The Samurai must take a full-round action to study an opponent and sheath his weapon. He may only study a single opponent at a time. In the time before his next turn, if the opponent he studied performs a hostile action towards the True Samurai (An attack counts as any effect that directly targets the True Samurai or includes to True Samurai in it's area of effect, even harmless), the True Samurai can burst in an explosion of action unsheathing his weapon, moving up to double his speed and passing his opponent if possible. Then he performs a single touch attack on that opponent. If the attack hits it is a guaranteed critical hit that regardless of the critical multiplier is at a x4 multiplier (unless your own multiplier is higher). Even if the opponent is immune to critical hits this attack still deals double damage as if a critical hit was dealt. The opponent must be within double your movement rate to use this ability, terrain does not matter with this ability (You may even pass over water and other liquids though you cannot pass over empty space) though obstructions may be navigated with a DC 30 Tumble check. Multiple attacks may be done against other opponents(You cannot use these attacks against the target of your Iajutsu) with your remaining range of movement up to your number of attacks, though these are treated as normal attacks. In that case, the Iajutsu attack consumes the attack at your highest Base Attack Bonus. If this movement would cancel the effect of the hostile action (Such as an opponent charging or a fireball targeted at you) the attack misses or is canceled depending of the action used against you. If it is a guaranteed hit spell or effect (Such as the Hold Person spell) if it is not interrupted by the attack the action still carries.<br />
<br />
'''{{#anc:Undying Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's resolve is unstoppable. He may as an immediate action once per day replace any of his saves with a Concentration check.<br />
<br />
'''{{#anc:Mind, Body, and Blade as One}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's prowess with his weapon has reached a point where it has harmonized his body and mind as one. This grants him even greater alacrity and ability. When wielding the chosen weapon, his movement rate is doubled. In addition, while wielding the chosen weapon type the enhancement bonus the weapon contains due to [[#Extended Chi|Extended Chi]] is extended to grant an enhancement bonus to Strength and Wisdom equal to the [[#Extended Chi|Extended Chi]] effect.<br />
<br />
'''{{#anc:Quick Grip}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's reluctance to let his weapon go is put into action with his extraordinary concentration. With a successful Concentration check opposing a Disarm attempt or any other effect to take the weapon from the True Samurai, the True Samurai immediately re-grabs the weapon and re-equips it.<br />
<br />
==== Ex-True Samurais ====<br />
<br />
When a True Samurai ends his mercenary or battle seeking career and takes up a life of peace, he falls out of practice stripping him of all abilities related to [[#The True Samurai Way|The True Samurai Way]] and strips him of the ability [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]]. These can be gained back by defeating an opponent of equal challenge, re-honing his killing instinct. He must defeat the opponent alone and must strike the final blow with the chosen weapon type. The exception to this rule are those that set up a school to train others in the path of the True Samurai.<br />
<br />
==== Epic True Samurais ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic True Samurai}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Epic Weapon Focus)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Flash Step|Flash Step]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Epic Weapon Specialization)]], [[#Epic Extended Chi|Epic Extended Chi (Acidic,Fiery,Icy,Lightning,Sonic Blast)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Overwhelming Critical)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Epic Extended Chi|Epic Extended Chi (Dread)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | [[#Mastery|Mastery]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Devastating Critical)]]<br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:The True Samurai's Mastery}}:''' At Epic levels the True Samurai's mastery of his weapon exceeds the mortal bounds that once contained him. At 21st level, the True Samurai gains [[SRD:Epic Weapon Focus|Epic Weapon Focus]] with the chosen weapon. At 24th level, he gains [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]]. At 27th level, he gains the ability to kill with even greater efficiency through his mastery giving him the [[SRD:Overwhelming Critical|Overwhelming Critical]]. At 30th level, he truly masters the chosen weapon landing death strokes without thought giving him the [[SRD:Devastating Critical|Devastating Critical]]. All feats gained from this class trait are granted even if the True Samurai normally does not qualify for such feats.<br />
<br />
'''{{#anc:Epic Extended Chi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's chi continues to grow with his ever growing weapon mastery. At 24th level this manifests itself with the weapon being charged with the element that most closely identifies with the True Samurai. The True Samurai may choose either Fiery, Icy, Lightning, Acidic, or Sonic Blast to be forever bound to his weapon. At 28th level, his chi has reached dangerous levels in his body to the point that truly hated enemies are torn asunder almost by the weapons will alone. The weapon gains the Dread enhancement effect against enemies of the type previously chosen by the Bane quality in [[#Extended Chi|Extended Chi]]. The enhancement bonus will now continue past 30th level and is now dependent on total CL once 30th level is obtained.<br />
<br />
'''{{#anc:Flash Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has reached a certain level of enlightenment upon the battle field, where movement is seen as a wasteful exercise. This manifests itself as the ability to seemingly teleport from place to place. Moving the full speed of the True Samurai is now a swift action as opposed to a move action, in addition the True Samurai no longer passes through in-between spaces and can even teleport vertically or diagonally provided there is something to land on otherwise the True Samurai will take the corresponding fall damage. A move action may be taken to move double the distance. This movement does not provide attacks of opportunity. Once this ability is used, the True Samurai unless taking a double move, must regain footing before it can be used again. Even while taking a double move, after the double move is over he must once again regain footing before using this ability again.<br />
<br />
'''{{#anc:Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai after using all his techniques countless times, participating in battles and practicing all his life finally attains true mastery of the path of the True Samurai. He gains the following benefits: [[#Flash Step|Flash Step]] distance is doubled. [[#A Killer's Grace|A Killer's Grace]] distance is doubled. [[#Undying Resolve|Undying Resolve]] is now once per encounter. [[#Iajutsu|Iajutsu]] now takes only a standard action to study an opponent, or a full-round action to study as many opponents as your base attack bonus will allow attacks. In addition the distance allowed is the True Samurai's Flash Step distance. [[#Counter Blade|Counter Blade]] now imposes a -8 on the attack roll it counters. [[#The Killing Fields|The Killing Fields]] now provides complete immunity to mind affecting effects and a further +4 to all Fortitude Saves while it lasts. [[#A Killer's Instinct|A Killer's Instinct]] is improved; now all Coup de Grace attacks are now done as swift actions, except for dazed opponents where it is still a standard action. [[#Preternatural Senses|Preternatural Senses]] improves to grant a +4 Untyped bonus against attacks that would catch the True Samurai flat-footed. Finally the strength and wisdom bonus granted by [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]] is multiplied by 1.5 rounding down.<br />
<br />
''Epic True Samurai Bonus Feat List:'' Same list as the [[SRD:Fighter|Fighter's]] epic feat list.<br />
<br />
==== Human True Samurai Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Bastard Sword|Masterwork Katana]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Balance Skill|Balance]] || 4 || [[SRD:Dexterity|Dex]] || -1<br />
|}<br />
<br />
'''Feat:''' [[SRD:Power Attack|Power Attack]], [[SRD:Combat Reflexes|Combat Reflexes]].<br />
<br />
'''Bonus Feats:''' Weapon Focus (Katana), Exotic Weapon Proficiency (Katana)<br />
<br />
'''Gear:''' [[SRD:Leather Armor|Leather Armor]]<br />
<br />
'''Gold:''' 25g<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a True Samurai ====<br />
<br />
'''Religion:''' If a True Samurai worships a god, it is usually a god that is of battle or at the very least favors it.<br />
<br />
'''Other Classes:''' Despite the True Samurai's need for battle, at all times the True Samurai is quite even-mannered and calm allowing almost any class to interact peacefully with this character. The True Samurai dislikes those who shun combat completely and are not beneficial during combat, but usually respects their importance in the overall group. In addition, the True Samurai has a more open dislike of those who try and steer him from his path of battle.<br />
<br />
'''Combat:''' The position a True Samurai usually fulfills is a front line attacker, or a unit slightly apart from the party used to distract some of the enemy attention.<br />
<br />
'''Advancement:''' Due to the nature of the True Samurai, multi-classing while not impossible, is most likely not beneficial. Though the Weapon Master prestige class is definitely not unheard of among True Samurai.<br />
<br />
==== True Samurais in the World ====<br />
<br />
{{quote|My blade and I are one, though soon you shall be two.|orig=Nazarel, threatening a balor on a random level of the abyss, Human True Samurai}}<br />
True Samurai are at home anywhere near the battlefield. Often acting as mercenaries, bandits, heroes, or simple wanderers they seek battle to truly hone their abilities while trying to eke out a living.<br />
<br />
'''Daily Life:''' A True Samurai's day most often begins peacefully. Waking early in the morning, having breakfast and practicing various techniques and forms for 1 hour to several hours based upon the level of activity the day will have. True Samurai do not need to practice their technique as long as they regularly engage in battle, but most do since battle itself is unpredictable and while a True Samurai enjoys battle they do not recklessly seek it out. A True Samurai then will find a mercenary job in the nearby town or attempt to learn things about nearby areas containing large amounts of enemies and treasure. Not out of greed, but all True Samurai recognize the importance of sustaining oneself and maintaining their equipment.<br />
<br />
'''Notables:''' Nazarel, Human True Samurai - One of the few masters of the True Samurai path, bathed his blade in the blood of a balor he slew with a single stroke of his sword.<br />
<br />
Archaedus, Drow True Samurai - While still rising as a student on the path of the True Samurai, he slew every other student in the school in the span of a single night. A great amount of confusion arose between the masters of whether to execute him, or allow him into their ranks. The masters decided that if he can find enough new students to replace those that he killed, he will be given the status of Master. He is still currently searching the world for suitable recruits.<br />
<br />
'''Organizations:''' True Samurais rarely organize outside of the school they were taught. That being said, seeded very rarely through the world are their schools where the true masters reside and train new True Samurais. True Samurais rarely go back to their school, only returning when they feel they've learned all they can learn on their own.<br />
<br />
'''NPC Reactions:''' NPC's often mistake the True Samurai for a simple warrior who is poorly armored and do not pay that much heed. Though many are unnerved by the unnatural intensity of his eyes. Upon seeing a True Samurai in battle many regard them with wonderment in the case of mercenaries or heroes and terror in the case of bandits and enemy soldiers.<br />
<br />
==== True Samurai Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (History)]] or [[SRD:Knowledge Skill|Knowledge (Local)]] can research the True Samurai to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (History)]] or [[SRD:Knowledge Skill|Knowledge (Local)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | True Samurai are truly masters of their weapons.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | True Samurai only choose a single weapon type to train in.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The names of notable True Samurais and direct knowledge about any True Samurai in question.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Locations of nearby True Samurai schools.<br />
|}<br />
<br />
==== True Samurais in the Game ====<br />
<br />
True Samurais are found on the battlefield, or where wars or battles will soon be taking place. In large scale conflicts, sometimes a True Samurai will enter the fray without truly picking a side just for the chance to hone their craft in a hostile environment.<br />
<br />
'''Adaptation:''' You may find entire schools dedicated to weapons where they are prevalent. In some instances the may be simple wanderers, while other instances may have them as battle hungry groups that band together to test their mettle against nearby city militia. Any adaptation is viable as long as it concerns battle and improving oneself through it.<br />
<br />
'''Sample Encounter:''' "Narconas Longblade. I'll never forget the name", the man at the bar says into his half empty tankard. "That's who you're looking for correct? I heard you asking around. Aye, you'll find him around here you will." The adventurer walks up to the bar," How about a couple of tankards for me and my friend here?", he asks the bar tender. The man at the bar says as he accepts his tankard," Now that's right nice of you, but unnecessary. Once word got around you were looking for him, he'd find you. You don't need to bribe anybody. What I do have for you is a warning friend. Leave town, now and don't come back anywhere near here." The adventurer lightly chuckles as he sets his tankard down, liquid and foam sloshing about almost dribbling over the edge. "Don't you worry about me friend, I've fought many battles and not once have I come close to a defeat," the adventurer boasted, puffing his chest slightly. The man turned and faced the adventurer," None of that will matter soon. Everything you fought for, will be for naught. Narconas is inhuman. We lost half of our town guard to him in a single battle. We didn't even see him move, the men just fell dead. Blood spurting from them like fountains. He only let one man live of that entire troop, to send back a message for the unworthy to not seek him out. If you feel up to the challenge though, head south from here. You'll find a lone tree, wait for him there." The adventurer drained his tankard and cockily announced to the man," Stupid superstitions. He's a man and he will bleed when cut down. Don't listen to hearsay like this old man, makes you sound like an old fool. An entire guard troop, the rumors get more ridiculous the closer I get to finding him." The adventurer chuckled before standing up and walking out saying,"South you say though? We'll see about this so called in-human monster, he'll be a lot less threatening when I bring his head back on a pike." The man waited a number of minutes before whispering into his now empty tankard," Poor idiots never listen to me. He'll be dead before sunset and his journey will have been for nothing. These aren't rumors. I was the one he let live."<br />
<br />
''EL 20:'' {{:Narconas LongBlade (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=The_True_Samurai_(3.5e_Class)&diff=550865The True Samurai (3.5e Class)2012-02-17T08:13:11Z<p>173.245.52.104: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete. Needs to be play-tested and balanced. Finishing the links couldn't hurt either.<br />
|editing=Please discuss before editing.<br />
|type=Combat-Focused<br />
|desc=A graceful combatant turning killing into an efficient artform.<br />
}}<br />
<br />
== True Samurai ==<br />
<br />
The mighty Samurai. A warrior of whose legendary status has been maintained through the years, and whose legends could fill enough books to fill even the greatest library. The Samurai is always coupled with honor, duty, resolve, and killing prowess. Though in truth, not all Samurai had the concerns of others. All they shared was the impossible weapon prowess through years of training and then later honed through battle. The True Samurai is called thus, simply because it takes that which defines it only as a warrior. It is the Samurai without being bogged down by useless tradition and servitude. This is the Samurai as it was during war time. When honor and chivalry did not matter, only the next opponent and prolonging your own life. These Samurai were known to possess many weapons, not only the Katana. Though the single weapon devotion was still much the same. These Samurai used Naginata, Daikatanas, Spiked chains, Kamas, or any other weapon that held a signature advantage in combat. Without these limitations of weapon choice, duty, and honor they truly became single man war machines. True Samurai's crave battle, it is an essential part of their life. Pray you do not meet one on the battlefield, for you will be shown the level of mercy a bear shows a salmon. In a battle nearly as one sided.<br />
<br />
=== Making a True Samurai ===<br />
<br />
The True Samurai works well with most classes, but excels at drawing enemy attention. Which can take away from any tanking classes main role. Damage dealing capability can be quite high though regardless, and instead can be used as an off-tank and damage dealer. Though as stated earlier works well with all classes.<br />
<br />
'''Abilities:''' Strength and Dexterity are important though it depends on the weapon choice. Constitution being third to endure the onslaught of enemy attacks on the front line. With Wisdom coming in fourth to boost Armor Class. Intelligence comes fifth for a more skillful True Samurai, with Charisma in last.<br />
<br />
'''Races:''' Typically Human. Though any race that excels in great amounts of strength or dexterity would do quite well.<br />
<br />
'''Alignment:''' Any, True Samurai come from all walks of life. Killing knows not good or bad.<br />
<br />
'''Starting Gold and Equipment:''' 1d4 x 10 gp and one Masterwork quality weapon of the True Samurai's choice.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate. Some begin young, some begin old. At least a general amount of training is required however.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The True Samurai}}</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 />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way (Weapon Focus)]], [[#Preternatural Senses|Preternatural Senses]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | [[#A Killer's Instinct|A Killer's Instinct]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way (Weapon Specialization)]], [[#Extended Chi|Extended Chi (Collision)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | [[#Provoke|Provoke]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[#Quick Grip|Quick Grip]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Greater Weapon Focus)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[#Unbroken|Unbroken]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Ghost Touch)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | [[#All as One|All as One]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Undying Resolve|Undying Resolve]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Greater Weapon Specialization)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[#Counter Blade|Counter Blade]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Speed)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#A Killer's Efficient Grace|A Efficient Killer's Grace]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Melee Weapon Mastery)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Iaijutsu|Iaijutsu]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Wounding)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Weapon Supremacy)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Bane)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge Skill|Knowledge (History)]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' The True Samurai is proficient with [[SRD:Simple Weapon Proficiency|simple weapons]] and [[SRD:Martial Weapon Proficiency|martial weapons]], and can also choose one exotic weapon to become proficient in provided it is a melee weapon. The True Samurai is also proficient with [[SRD:Light Armor|light armor]] and [[SRD:Medium Armor|medium armor]] and is not proficient with shields.<br />
<br />
'''{{#anc:The True Samurai Way}}:''' A True Samurai upon the beginning of his training selects one weapon and trains with it to the exclusion of all else. If this is an exotic weapon he immediately gains [[SRD:Exotic Weapon Proficiency|proficiency]] with that exotic weapon. The True Samurai may use other weapons, but his mastery lies in that weapon alone. Allowing him to wield it with extraordinary skill and prowess. At level 1, he gains [[SRD:Weapon Focus|Weapon Focus]] with that weapon. At level 4, his mastery improves and grants him [[SRD:Weapon Specialization|Weapon Specialization]] with that weapon. At level 7, the True Samurai gains [[SRD:Greater Weapon Focus|Greater Weapon Focus]] with his chosen weapon. At level 11, the True Samurai gains [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] with that weapon. At level 15, the True Samurai gains Melee Weapon Mastery <sup>([[Player's Handbook II (3.5e)|PHB II]])</sup>. At level 18, the True Samurai's skill with the weapon has reached the bounds of mortal limits granting him [[SRD:Weapon Supremacy|Weapon Supremacy]](PHB II) with that weapon. All feats gained through this class feature are granted even if the True Samurai does not normally qualify for the feat.<br />
<br />
'''{{#anc:Preternatural Senses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has a natural sense of incoming danger and how to avoid it. In light or no armor the True Samurai can add his Wisdom Bonus to his Armor Class.<br />
<br />
'''{{#anc:A Killer's Instinct}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The drive to end the opponent's life is strong in the True Samurai, and reinforced by so much training that it comes second nature. The True Samurai can execute Coup de Grace attacks as a standard action rather than a full-round action. In addition, dazed opponents can be Coup de Graced as a full-round action.<br />
<br />
'''{{#anc:Extended Chi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's link with his chosen weapon type is so strong his very essence leaks into the weapon giving it unnatural strength. At every True Samurai level divisible by 4 the chosen weapon type gains a +1 Enhancement bonus to attack and damage. At level 4, his urge to damage grants the weapon the Collision property. At level 8, his killing prowess extends to the incorporeal granting the weapon the Ghost Touch property. At level 12, the efficiency of his technique is bestowed upon the weapon granting it the Speed property. At level 16, his drive to kill gives the weapon the Wounding property. At level 20, his malice for his enemies is extended to his blade granting the weapon the Bane property set to whomever the True Samurai chooses.<br />
<br />
'''{{#anc:The Killing Fields}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' After the first blow is landed from the True Samurai's hands he enters a near zen-like state where the concerns of mortality no longer afflict him. This is conveyed as his mind hardens to cut out all emotion based effects such fear and charm; Even friendly morale bonuses no longer effect the True Samurai. As his mind goes further and further towards battlefield enlightenment as foes fall before him he gains a +2 cumulative morale bonus to attack bonus, damage, and Will save for each opponent downed, starting from the original +2 he gains from his initial hit. The bonus lasts until the end of the encounter or until the True Samurai's battle concentration is broken. The bonus is also limited to a maximum of half of your levels in True Samurai.<br />
<br />
'''{{#anc:Unbroken}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's physical fortitude is legendary allowing him to withstand effects even the hardiest of warriors buckle under. The True Samurai gains the Mettle feat. If a True Samurai make a successfully Will or Fortitude save that would normally reduce the spell’s effect (such as a spell with Will partial or Fortitude half) he instead negates the effects. <br />
<br />
'''{{#anc:All as One}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's prowess with his weapon makes his attacks uncannily quick and accurate. Striking so fast they almost seem to happen in unison. The True Samurai's attacks during his turn count as a single attack when beneficial (Such as with massive damage or overcoming damage reduction and hardness) and separate attacks when beneficial (such as a weapon with the Wounding property).<br />
<br />
'''{{#anc:Counter Blade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's weapon prowess allows him to act against his opponents with lightning speed. Taking a standard action to execute a single attack the True Samurai then readies himself against all incoming threats. Each attack that targets the True Samurai until his next turn, provided the object or enemy you are attacking is within range, the True Samurai is allowed to make an attack before the other attack fully takes place. Opponents hit by the counter attack suffer a -4 on that single attack against the True Samurai. Projectiles, magical effects, and even ranged melee attacks can be targeted, though they are much harder to hit. Provided you deal enough damage, this may cancel the effect. You are limited to a number of counter attacks equal to your remaining attacks in a round if you had taken a full attack action plus your attacks of oppurtunity, though you must be aware they are happening to attempt a counter attack and cannot be flat footed.<br />
<br />
'''{{#anc:A Killer's Efficient Grace}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has attained a level of efficiency in his attacks and his movements that he can do them at once. Each time the True Samurai lands a successful attack he may if he chooses take a free 5 foot step in any direction.<br />
<br />
'''{{#anc:Iajutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The penultimate attack of the True Samurai. The True Samurai gathers his concentration and then lets loose an attack of tremendous speed and power when his opponent's guard is at its lowest. The Samurai must take a full-round action to study an opponent and sheath his weapon. He may only study a single opponent at a time. In the time before his next turn, if the opponent he studied performs a hostile action towards the True Samurai (An attack counts as any effect that directly targets the True Samurai or includes to True Samurai in it's area of effect, even harmless), the True Samurai can burst in an explosion of action unsheathing his weapon, moving up to double his speed and passing his opponent if possible. Then he performs a single touch attack on that opponent. If the attack hits it is a guaranteed critical hit that regardless of the critical multiplier is at a x4 multiplier (unless your own multiplier is higher). Even if the opponent is immune to critical hits this attack still deals double damage as if a critical hit was dealt. The opponent must be within double your movement rate to use this ability, terrain does not matter with this ability (You may even pass over water and other liquids though you cannot pass over empty space) though obstructions may be navigated with a DC 30 Tumble check. Multiple attacks may be done against other opponents(You cannot use these attacks against the target of your Iajutsu) with your remaining range of movement up to your number of attacks, though these are treated as normal attacks. In that case, the Iajutsu attack consumes the attack at your highest Base Attack Bonus. If this movement would cancel the effect of the hostile action (Such as an opponent charging or a fireball targeted at you) the attack misses or is canceled depending of the action used against you. If it is a guaranteed hit spell or effect (Such as the Hold Person spell) if it is not interrupted by the attack the action still carries.<br />
<br />
'''{{#anc:Undying Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's resolve is unstoppable. He may as an immediate action once per day replace any of his saves with a Concentration check.<br />
<br />
'''{{#anc:Mind, Body, and Blade as One}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's prowess with his weapon has reached a point where it has harmonized his body and mind as one. This grants him even greater alacrity and ability. When wielding the chosen weapon, his movement rate is doubled. In addition, while wielding the chosen weapon type the enhancement bonus the weapon contains due to [[#Extended Chi|Extended Chi]] is extended to grant an enhancement bonus to Strength and Wisdom equal to the [[#Extended Chi|Extended Chi]] effect.<br />
<br />
'''{{#anc:Quick Grip}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's reluctance to let his weapon go is put into action with his extraordinary concentration. With a successful Concentration check opposing a Disarm attempt or any other effect to take the weapon from the True Samurai, the True Samurai immediately re-grabs the weapon and re-equips it.<br />
<br />
==== Ex-True Samurais ====<br />
<br />
When a True Samurai ends his mercenary or battle seeking career and takes up a life of peace, he falls out of practice stripping him of all abilities related to [[#The True Samurai Way|The True Samurai Way]] and strips him of the ability [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]]. These can be gained back by defeating an opponent of equal challenge, re-honing his killing instinct. He must defeat the opponent alone and must strike the final blow with the chosen weapon type. The exception to this rule are those that set up a school to train others in the path of the True Samurai.<br />
<br />
==== Epic True Samurais ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic True Samurai}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Epic Weapon Focus)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Flash Step|Flash Step]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Epic Weapon Specialization)]], [[#Epic Extended Chi|Epic Extended Chi (Acidic,Fiery,Icy,Lightning,Sonic Blast)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Overwhelming Critical)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Epic Extended Chi|Epic Extended Chi (Dread)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | [[#Mastery|Mastery]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Devastating Critical)]]<br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:The True Samurai's Mastery}}:''' At Epic levels the True Samurai's mastery of his weapon exceeds the mortal bounds that once contained him. At 21st level, the True Samurai gains [[SRD:Epic Weapon Focus|Epic Weapon Focus]] with the chosen weapon. At 24th level, he gains [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]]. At 27th level, he gains the ability to kill with even greater efficiency through his mastery giving him the [[SRD:Overwhelming Critical|Overwhelming Critical]]. At 30th level, he truly masters the chosen weapon landing death strokes without thought giving him the [[SRD:Devastating Critical|Devastating Critical]]. All feats gained from this class trait are granted even if the True Samurai normally does not qualify for such feats.<br />
<br />
'''{{#anc:Epic Extended Chi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's chi continues to grow with his ever growing weapon mastery. At 24th level this manifests itself with the weapon being charged with the element that most closely identifies with the True Samurai. The True Samurai may choose either Fiery, Icy, Lightning, Acidic, or Sonic Blast to be forever bound to his weapon. At 28th level, his chi has reached dangerous levels in his body to the point that truly hated enemies are torn asunder almost by the weapons will alone. The weapon gains the Dread enhancement effect against enemies of the type previously chosen by the Bane quality in [[#Extended Chi|Extended Chi]].<br />
<br />
'''{{#anc:Flash Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has reached a certain level of enlightenment upon the battle field, where movement is seen as a wasteful exercise. This manifests itself as the ability to seemingly teleport from place to place. Moving the full speed of the True Samurai is now a swift action as opposed to a move action, in addition the True Samurai no longer passes through in-between spaces and can even teleport vertically or diagonally provided there is something to land on otherwise the True Samurai will take the corresponding fall damage. A move action may be taken to move double the distance. This movement does not provide attacks of opportunity. Once this ability is used, the True Samurai unless taking a double move, must regain footing before it can be used again. Even while taking a double move, after the double move is over he must once again regain footing before using this ability again.<br />
<br />
'''{{#anc:Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai after using all his techniques countless times, participating in battles and practicing all his life finally attains true mastery of the path of the True Samurai. He gains the following benefits: [[#Flash Step|Flash Step]] distance is doubled. [[#A Killer's Grace|A Killer's Grace]] distance is doubled. [[#Undying Resolve|Undying Resolve]] is now once per encounter. [[#Iajutsu|Iajutsu]] now takes only a standard action to study an opponent, or a full-round action to study as many opponents as your base attack bonus will allow attacks. In addition the distance allowed is the True Samurai's Flash Step distance. [[#Counter Blade|Counter Blade]] now imposes a -8 on the attack roll it counters. [[#Provoke|Provoke]] is now done as a swift action. [[#A Killer's Instinct|A Killer's Instinct]] is improved; now all Coup de Grace attacks are now done as swift actions, except for dazed opponents where it is still a standard action. [[#Preternatural Senses|Preternatural Senses]] improves to grant a +4 Untyped bonus against attacks that would catch the True Samurai flat-footed. Finally the strength and wisdom bonus granted by [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]] is multiplied by 1.5 rounding down.<br />
<br />
''Epic True Samurai Bonus Feat List:'' Same list as the [[SRD:Fighter|Fighter's]] epic feat list.<br />
<br />
==== Human True Samurai Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Bastard Sword|Masterwork Katana]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Balance Skill|Balance]] || 4 || [[SRD:Dexterity|Dex]] || -1<br />
|}<br />
<br />
'''Feat:''' [[SRD:Power Attack|Power Attack]], [[SRD:Combat Reflexes|Combat Reflexes]].<br />
<br />
'''Bonus Feats:''' Weapon Focus (Katana), Exotic Weapon Proficiency (Katana)<br />
<br />
'''Gear:''' [[SRD:Leather Armor|Leather Armor]]<br />
<br />
'''Gold:''' 25g<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a True Samurai ====<br />
<br />
'''Religion:''' If a True Samurai worships a god, it is usually a god that is of battle or at the very least favors it.<br />
<br />
'''Other Classes:''' Despite the True Samurai's need for battle, at all times the True Samurai is quite even-mannered and calm allowing almost any class to interact peacefully with this character. The True Samurai dislikes those who shun combat completely and are not beneficial during combat, but usually respects their importance in the overall group. In addition, the True Samurai has a more open dislike of those who try and steer him from his path of battle.<br />
<br />
'''Combat:''' The position a True Samurai usually fulfills is a front line attacker, or a unit slightly apart from the party used to distract some of the enemy attention.<br />
<br />
'''Advancement:''' Due to the nature of the True Samurai, multi-classing while not impossible, is most likely not beneficial. Though the Weapon Master prestige class is definitely not unheard of among True Samurai.<br />
<br />
==== True Samurais in the World ====<br />
<br />
{{quote|My blade and I are one, though soon you shall be two.|orig=Nazarel, threatening a balor on a random level of the abyss, Human True Samurai}}<br />
True Samurai are at home anywhere near the battlefield. Often acting as mercenaries, bandits, heroes, or simple wanderers they seek battle to truly hone their abilities while trying to eke out a living.<br />
<br />
'''Daily Life:''' A True Samurai's day most often begins peacefully. Waking early in the morning, having breakfast and practicing various techniques and forms for 1 hour to several hours based upon the level of activity the day will have. True Samurai do not need to practice their technique as long as they regularly engage in battle, but most do since battle itself is unpredictable and while a True Samurai enjoys battle they do not recklessly seek it out. A True Samurai then will find a mercenary job in the nearby town or attempt to learn things about nearby areas containing large amounts of enemies and treasure. Not out of greed, but all True Samurai recognize the importance of sustaining oneself and maintaining their equipment.<br />
<br />
'''Notables:''' Nazarel, Human True Samurai - One of the few masters of the True Samurai path, bathed his blade in the blood of a balor he slew with a single stroke of his sword.<br />
<br />
Archaedus, Drow True Samurai - While still rising as a student on the path of the True Samurai, he slew every other student in the school in the span of a single night. A great amount of confusion arose between the masters of whether to execute him, or allow him into their ranks. The masters decided that if he can find enough new students to replace those that he killed, he will be given the status of Master. He is still currently searching the world for suitable recruits.<br />
<br />
'''Organizations:''' True Samurais rarely organize outside of the school they were taught. That being said, seeded very rarely through the world are their schools where the true masters reside and train new True Samurais. True Samurais rarely go back to their school, only returning when they feel they've learned all they can learn on their own.<br />
<br />
'''NPC Reactions:''' NPC's often mistake the True Samurai for a simple warrior who is poorly armored and do not pay that much heed. Though many are unnerved by the unnatural intensity of his eyes. Upon seeing a True Samurai in battle many regard them with wonderment in the case of mercenaries or heroes and terror in the case of bandits and enemy soldiers.<br />
<br />
==== True Samurai Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (History)]] or [[SRD:Knowledge Skill|Knowledge (Local)]] can research the True Samurai to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (History)]] or [[SRD:Knowledge Skill|Knowledge (Local)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | True Samurai are truly masters of their weapons.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | True Samurai only choose a single weapon type to train in.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The names of notable True Samurais and direct knowledge about any True Samurai in question.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Locations of nearby True Samurai schools.<br />
|}<br />
<br />
==== True Samurais in the Game ====<br />
<br />
True Samurais are found on the battlefield, or where wars or battles will soon be taking place. In large scale conflicts, sometimes a True Samurai will enter the fray without truly picking a side just for the chance to hone their craft in a hostile environment.<br />
<br />
'''Adaptation:''' You may find entire schools dedicated to weapons where they are prevalent. In some instances the may be simple wanderers, while other instances may have them as battle hungry groups that band together to test their mettle against nearby city militia. Any adaptation is viable as long as it concerns battle and improving oneself through it.<br />
<br />
'''Sample Encounter:''' "Narconas Longblade. I'll never forget the name", the man at the bar says into his half empty tankard. "That's who you're looking for correct? I heard you asking around. Aye, you'll find him around here you will." The adventurer walks up to the bar," How about a couple of tankards for me and my friend here?", he asks the bar tender. The man at the bar says as he accepts his tankard," Now that's right nice of you, but unnecessary. Once word got around you were looking for him, he'd find you. You don't need to bribe anybody. What I do have for you is a warning friend. Leave town, now and don't come back anywhere near here." The adventurer lightly chuckles as he sets his tankard down, liquid and foam sloshing about almost dribbling over the edge. "Don't you worry about me friend, I've fought many battles and not once have I come close to a defeat," the adventurer boasted, puffing his chest slightly. The man turned and faced the adventurer," None of that will matter soon. Everything you fought for, will be for naught. Narconas is inhuman. We lost half of our town guard to him in a single battle. We didn't even see him move, the men just fell dead. Blood spurting from them like fountains. He only let one man live of that entire troop, to send back a message for the unworthy to not seek him out. If you feel up to the challenge though, head south from here. You'll find a lone tree, wait for him there." The adventurer drained his tankard and cockily announced to the man," Stupid superstitions. He's a man and he will bleed when cut down. Don't listen to hearsay like this old man, makes you sound like an old fool. An entire guard troop, the rumors get more ridiculous the closer I get to finding him." The adventurer chuckled before standing up and walking out saying,"South you say though? We'll see about this so called in-human monster, he'll be a lot less threatening when I bring his head back on a pike." The man waited a number of minutes before whispering into his now empty tankard," Poor idiots never listen to me. He'll be dead before sunset and his journey will have been for nothing. These aren't rumors. I was the one he let live."<br />
<br />
''EL 20:'' {{:Narconas LongBlade (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=The_True_Samurai_(3.5e_Class)&diff=550864The True Samurai (3.5e Class)2012-02-17T07:43:22Z<p>173.245.52.104: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
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|status=Complete. Needs to be play-tested and balanced. Finishing the links couldn't hurt either.<br />
|editing=Please discuss before editing.<br />
|type=Combat-Focused<br />
|desc=A graceful combatant turning killing into an efficient artform.<br />
}}<br />
<br />
== True Samurai ==<br />
<br />
The mighty Samurai. A warrior of whose legendary status has been maintained through the years, and whose legends could fill enough books to fill even the greatest library. The Samurai is always coupled with honor, duty, resolve, and killing prowess. Though in truth, not all Samurai had the concerns of others. All they shared was the impossible weapon prowess through years of training and then later honed through battle. The True Samurai is called thus, simply because it takes that which defines it only as a warrior. It is the Samurai without being bogged down by useless tradition and servitude. This is the Samurai as it was during war time. When honor and chivalry did not matter, only the next opponent and prolonging your own life. These Samurai were known to possess many weapons, not only the Katana. Though the single weapon devotion was still much the same. These Samurai used Naginata, Daikatanas, Spiked chains, Kamas, or any other weapon that held a signature advantage in combat. Without these limitations of weapon choice, duty, and honor they truly became single man war machines. True Samurai's crave battle, it is an essential part of their life. Pray you do not meet one on the battlefield, for you will be shown the level of mercy a bear shows a salmon. In a battle nearly as one sided.<br />
<br />
=== Making a True Samurai ===<br />
<br />
The True Samurai works well with most classes, but excels at drawing enemy attention. Which can take away from any tanking classes main role. Damage dealing capability can be quite high though regardless, and instead can be used as an off-tank and damage dealer. Though as stated earlier works well with all classes.<br />
<br />
'''Abilities:''' Strength and Dexterity are important though it depends on the weapon choice. Constitution being third to endure the onslaught of enemy attacks on the front line. With Wisdom coming in fourth to boost Armor Class. Intelligence comes fifth for a more skillful True Samurai, with Charisma in last.<br />
<br />
'''Races:''' Typically Human. Though any race that excels in great amounts of strength or dexterity would do quite well.<br />
<br />
'''Alignment:''' Any, True Samurai come from all walks of life. Killing knows not good or bad.<br />
<br />
'''Starting Gold and Equipment:''' 1d4 x 10 gp and one Masterwork quality weapon of the True Samurai's choice.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate. Some begin young, some begin old. At least a general amount of training is required however.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The True Samurai}}</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 />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way (Weapon Focus)]], [[#Preternatural Senses|Preternatural Senses]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | [[#A Killer's Instinct|A Killer's Instinct]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way (Weapon Specialization)]], [[#Extended Chi|Extended Chi (Collision)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | [[#Provoke|Provoke]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[#Quick Grip|Quick Grip]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Greater Weapon Focus)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[#Unbroken|Unbroken]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Ghost Touch)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | [[#All as One|All as One]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Undying Resolve|Undying Resolve]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Greater Weapon Specialization)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[#Counter Blade|Counter Blade]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Speed)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | [[#A Killer's Efficient Grace|A Efficient Killer's Grace]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Melee Weapon Mastery)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[#Iaijutsu|Iaijutsu]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Wounding)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[#The True Samurai Way|The True Samurai Way(Weapon Supremacy)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Extended Chi|Extended Chi (Bane)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge Skill|Knowledge (History)]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
'''Weapon and Armor Proficiency:''' The True Samurai is proficient with [[SRD:Simple Weapon Proficiency|simple weapons]] and [[SRD:Martial Weapon Proficiency|martial weapons]], and can also choose one exotic weapon to become proficient in provided it is a melee weapon. The True Samurai is also proficient with [[SRD:Light Armor|light armor]] and [[SRD:Medium Armor|medium armor]] and is not proficient with shields.<br />
<br />
'''{{#anc:The True Samurai Way}}:''' A True Samurai upon the beginning of his training selects one weapon and trains with it to the exclusion of all else. If this is an exotic weapon he immediately gains [[SRD:Exotic Weapon Proficiency|proficiency]] with that exotic weapon. The True Samurai may use other weapons, but his mastery lies in that weapon alone. Allowing him to wield it with extraordinary skill and prowess. At level 1, he gains [[SRD:Weapon Focus|Weapon Focus]] with that weapon. At level 4, his mastery improves and grants him [[SRD:Weapon Specialization|Weapon Specialization]] with that weapon. At level 7, the True Samurai gains [[SRD:Greater Weapon Focus|Greater Weapon Focus]] with his chosen weapon. At level 11, the True Samurai gains [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] with that weapon. At level 15, the True Samurai gains Melee Weapon Mastery <sup>([[Player's Handbook II (3.5e)|PHB II]])</sup>. At level 18, the True Samurai's skill with the weapon has reached the bounds of mortal limits granting him [[SRD:Weapon Supremacy|Weapon Supremacy]](PHB II) with that weapon. All feats gained through this class feature are granted even if the True Samurai does not normally qualify for the feat.<br />
<br />
'''{{#anc:Preternatural Senses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has a natural sense of incoming danger and how to avoid it. In light or no armor the True Samurai can add his Wisdom Bonus to his Armor Class.<br />
<br />
'''{{#anc:A Killer's Instinct}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The drive to end the opponent's life is strong in the True Samurai, and reinforced by so much training that it comes second nature. The True Samurai can execute Coup de Grace attacks as a standard action rather than a full-round action. In addition, dazed opponents can be Coup de Graced as a full-round action.<br />
<br />
'''{{#anc:Extended Chi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's link with his chosen weapon type is so strong his very essence leaks into the weapon giving it unnatural strength. At every True Samurai level divisible by 4 the chosen weapon type gains a +1 Enhancement bonus to attack and damage. At level 4, his urge to damage grants the weapon the Collision property. At level 8, his killing prowess extends to the incorporeal granting the weapon the Ghost Touch property. At level 12, the efficiency of his technique is bestowed upon the weapon granting it the Speed property. At level 16, his drive to kill gives the weapon the Wounding property. At level 20, his malice for his enemies is extended to his blade granting the weapon the Bane property set to whomever the True Samurai chooses.<br />
<br />
'''{{#anc:Provoke}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai can choose to focus his essence upon his enemy. Linking the two or more opponents into a seemingly intimate death struggle with the True Samurai. With a successful Concentration check (DC 15) the True Samurai can force opponents to focus all hostile attention towards him. Each opponent must make a Will save (DC 10+Half the True Samurai's Hit Die+Wis Mod) or be forced to perform a hostile action towards the True Samurai. For each additional opponent past the first all opponent's chosen get a +2 against the Will save that is cumulative with itself. For every 5 points the True Samurai goes over the Concentration check add a +1 to the DC of the Will Save. Differences in Race, Language, Type, Size, or any other imaginable difference do not stop this ability from working. In addition opponents will continue to attack the True Samurai until he dismisses the effect, or another Will Save that is done every 1d4-1 rounds (Min. 1 round). At which the opponent may still elect to attack the True Samurai. While the opponent is under this effect they gain a +2 bonus to attack and damage rolls against the True Samurai that is increased by +2 cumulatively with every failed Will save against this effect as the opponent desperately wants to kill the True Samurai. This is a standard action and the True Samurai must be able to see his opponent in some way. The range for Provoke is 10 feet per level in True Samurai.<br />
<br />
'''{{#anc:Unbroken}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's physical fortitude is legendary allowing him to withstand effects even the hardiest of warriors buckle under. The True Samurai gains the Mettle feat. If a True Samurai make a successfully Will or Fortitude save that would normally reduce the spell’s effect (such as a spell with Will partial or Fortitude half) he instead negates the effects. <br />
<br />
'''{{#anc:All as One}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's prowess with his weapon makes his attacks uncannily quick and accurate. Striking so fast they almost seem to happen in unison. The True Samurai's attacks during his turn count as a single attack when beneficial (Such as with massive damage or overcoming damage reduction and hardness) and separate attacks when beneficial (such as a weapon with the Wounding property).<br />
<br />
'''{{#anc:Counter Blade}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's weapon prowess allows him to act against his opponents with lightning speed. Taking a standard action to execute a single attack the True Samurai then readies himself against all incoming threats. Each attack that targets the True Samurai until his next turn, provided the object or enemy you are attacking is within range, the True Samurai is allowed to make an attack before the other attack fully takes place. Opponents hit by the counter attack suffer a -4 on that single attack against the True Samurai. Projectiles, magical effects, and even ranged melee attacks can be targeted, though they are much harder to hit. Provided you deal enough damage, this may cancel the effect. You are limited to a number of counter attacks equal to your remaining attacks in a round if you had taken a full attack action plus your attacks of oppurtunity, though you must be aware they are happening to attempt a counter attack and cannot be flat footed.<br />
<br />
'''{{#anc:A Killer's Efficient Grace}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has attained a level of efficiency in his attacks and his movements that he can do them at once. Each time the True Samurai lands a successful attack he may if he chooses take a free 5 foot step in any direction.<br />
<br />
'''{{#anc:Iajutsu}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The penultimate attack of the True Samurai. The True Samurai gathers his concentration and then lets loose an attack of tremendous speed and power when his opponent's guard is at its lowest. The Samurai must take a full-round action to study an opponent and sheath his weapon. He may only study a single opponent at a time. In the time before his next turn, if the opponent he studied performs a hostile action towards the True Samurai (An attack counts as any effect that directly targets the True Samurai or includes to True Samurai in it's area of effect, even harmless), the True Samurai can burst in an explosion of action unsheathing his weapon, moving up to double his speed and passing his opponent if possible. Then he performs a single touch attack on that opponent. If the attack hits it is a guaranteed critical hit that regardless of the critical multiplier is at a x4 multiplier (unless your own multiplier is higher). Even if the opponent is immune to critical hits this attack still deals double damage as if a critical hit was dealt. The opponent must be within double your movement rate to use this ability, terrain does not matter with this ability (You may even pass over water and other liquids though you cannot pass over empty space) though obstructions may be navigated with a DC 30 Tumble check. Multiple attacks may be done against other opponents(You cannot use these attacks against the target of your Iajutsu) with your remaining range of movement up to your number of attacks, though these are treated as normal attacks. In that case, the Iajutsu attack consumes the attack at your highest Base Attack Bonus. If this movement would cancel the effect of the hostile action (Such as an opponent charging or a fireball targeted at you) the attack misses or is canceled depending of the action used against you. If it is a guaranteed hit spell or effect (Such as the Hold Person spell) if it is not interrupted by the attack the action still carries.<br />
<br />
'''{{#anc:Undying Resolve}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's resolve is unstoppable. He may as an immediate action once per day replace any of his saves with a Concentration check.<br />
<br />
'''{{#anc:Mind, Body, and Blade as One}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's prowess with his weapon has reached a point where it has harmonized his body and mind as one. This grants him even greater alacrity and ability. When wielding the chosen weapon, his movement rate is doubled. In addition, while wielding the chosen weapon type the enhancement bonus the weapon contains due to [[#Extended Chi|Extended Chi]] is extended to grant an enhancement bonus to Strength and Wisdom equal to the [[#Extended Chi|Extended Chi]] effect.<br />
<br />
'''{{#anc:Quick Grip}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A True Samurai's reluctance to let his weapon go is put into action with his extraordinary concentration. With a successful Concentration check opposing a Disarm attempt or any other effect to take the weapon from the True Samurai, the True Samurai immediately re-grabs the weapon and re-equips it.<br />
<br />
==== Ex-True Samurais ====<br />
<br />
When a True Samurai ends his mercenary or battle seeking career and takes up a life of peace, he falls out of practice stripping him of all abilities related to [[#The True Samurai Way|The True Samurai Way]] and strips him of the ability [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]]. These can be gained back by defeating an opponent of equal challenge, re-honing his killing instinct. He must defeat the opponent alone and must strike the final blow with the chosen weapon type. The exception to this rule are those that set up a school to train others in the path of the True Samurai.<br />
<br />
==== Epic True Samurais ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic True Samurai}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Epic Weapon Focus)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Flash Step|Flash Step]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Epic Weapon Specialization)]], [[#Epic Extended Chi|Epic Extended Chi (Acidic,Fiery,Icy,Lightning,Sonic Blast)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Overwhelming Critical)]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Epic Extended Chi|Epic Extended Chi (Dread)]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | [[#Mastery|Mastery]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#The True Samurai's Mastery|The True Samurai's Mastery (Devastating Critical)]]<br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:The True Samurai's Mastery}}:''' At Epic levels the True Samurai's mastery of his weapon exceeds the mortal bounds that once contained him. At 21st level, the True Samurai gains [[SRD:Epic Weapon Focus|Epic Weapon Focus]] with the chosen weapon. At 24th level, he gains [[SRD:Epic Weapon Specialization|Epic Weapon Specialization]]. At 27th level, he gains the ability to kill with even greater efficiency through his mastery giving him the [[SRD:Overwhelming Critical|Overwhelming Critical]]. At 30th level, he truly masters the chosen weapon landing death strokes without thought giving him the [[SRD:Devastating Critical|Devastating Critical]]. All feats gained from this class trait are granted even if the True Samurai normally does not qualify for such feats.<br />
<br />
'''{{#anc:Epic Extended Chi}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai's chi continues to grow with his ever growing weapon mastery. At 24th level this manifests itself with the weapon being charged with the element that most closely identifies with the True Samurai. The True Samurai may choose either Fiery, Icy, Lightning, Acidic, or Sonic Blast to be forever bound to his weapon. At 28th level, his chi has reached dangerous levels in his body to the point that truly hated enemies are torn asunder almost by the weapons will alone. The weapon gains the Dread enhancement effect against enemies of the type previously chosen by the Bane quality in [[#Extended Chi|Extended Chi]].<br />
<br />
'''{{#anc:Flash Step}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai has reached a certain level of enlightenment upon the battle field, where movement is seen as a wasteful exercise. This manifests itself as the ability to seemingly teleport from place to place. Moving the full speed of the True Samurai is now a swift action as opposed to a move action, in addition the True Samurai no longer passes through in-between spaces and can even teleport vertically or diagonally provided there is something to land on otherwise the True Samurai will take the corresponding fall damage. A move action may be taken to move double the distance. This movement does not provide attacks of opportunity. Once this ability is used, the True Samurai unless taking a double move, must regain footing before it can be used again. Even while taking a double move, after the double move is over he must once again regain footing before using this ability again.<br />
<br />
'''{{#anc:Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The True Samurai after using all his techniques countless times, participating in battles and practicing all his life finally attains true mastery of the path of the True Samurai. He gains the following benefits: [[#Flash Step|Flash Step]] distance is doubled. [[#A Killer's Grace|A Killer's Grace]] distance is doubled. [[#Undying Resolve|Undying Resolve]] is now once per encounter. [[#Iajutsu|Iajutsu]] now takes only a standard action to study an opponent, or a full-round action to study as many opponents as your base attack bonus will allow attacks. In addition the distance allowed is the True Samurai's Flash Step distance. [[#Counter Blade|Counter Blade]] now imposes a -8 on the attack roll it counters. [[#Provoke|Provoke]] is now done as a swift action. [[#A Killer's Instinct|A Killer's Instinct]] is improved; now all Coup de Grace attacks are now done as swift actions, except for dazed opponents where it is still a standard action. [[#Preternatural Senses|Preternatural Senses]] improves to grant a +4 Untyped bonus against attacks that would catch the True Samurai flat-footed. Finally the strength and wisdom bonus granted by [[#Mind, Body, and Blade as One|Mind, Body, and Blade as One]] is multiplied by 1.5 rounding down.<br />
<br />
''Epic True Samurai Bonus Feat List:'' Same list as the [[SRD:Fighter|Fighter's]] epic feat list.<br />
<br />
==== Human True Samurai Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Bastard Sword|Masterwork Katana]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Concentration Skill|Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Balance Skill|Balance]] || 4 || [[SRD:Dexterity|Dex]] || -1<br />
|}<br />
<br />
'''Feat:''' [[SRD:Power Attack|Power Attack]], [[SRD:Combat Reflexes|Combat Reflexes]].<br />
<br />
'''Bonus Feats:''' Weapon Focus (Katana), Exotic Weapon Proficiency (Katana)<br />
<br />
'''Gear:''' [[SRD:Leather Armor|Leather Armor]]<br />
<br />
'''Gold:''' 25g<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a True Samurai ====<br />
<br />
'''Religion:''' If a True Samurai worships a god, it is usually a god that is of battle or at the very least favors it.<br />
<br />
'''Other Classes:''' Despite the True Samurai's need for battle, at all times the True Samurai is quite even-mannered and calm allowing almost any class to interact peacefully with this character. The True Samurai dislikes those who shun combat completely and are not beneficial during combat, but usually respects their importance in the overall group. In addition, the True Samurai has a more open dislike of those who try and steer him from his path of battle.<br />
<br />
'''Combat:''' The position a True Samurai usually fulfills is a front line attacker, or a unit slightly apart from the party used to distract some of the enemy attention.<br />
<br />
'''Advancement:''' Due to the nature of the True Samurai, multi-classing while not impossible, is most likely not beneficial. Though the Weapon Master prestige class is definitely not unheard of among True Samurai.<br />
<br />
==== True Samurais in the World ====<br />
<br />
{{quote|My blade and I are one, though soon you shall be two.|orig=Nazarel, threatening a balor on a random level of the abyss, Human True Samurai}}<br />
True Samurai are at home anywhere near the battlefield. Often acting as mercenaries, bandits, heroes, or simple wanderers they seek battle to truly hone their abilities while trying to eke out a living.<br />
<br />
'''Daily Life:''' A True Samurai's day most often begins peacefully. Waking early in the morning, having breakfast and practicing various techniques and forms for 1 hour to several hours based upon the level of activity the day will have. True Samurai do not need to practice their technique as long as they regularly engage in battle, but most do since battle itself is unpredictable and while a True Samurai enjoys battle they do not recklessly seek it out. A True Samurai then will find a mercenary job in the nearby town or attempt to learn things about nearby areas containing large amounts of enemies and treasure. Not out of greed, but all True Samurai recognize the importance of sustaining oneself and maintaining their equipment.<br />
<br />
'''Notables:''' Nazarel, Human True Samurai - One of the few masters of the True Samurai path, bathed his blade in the blood of a balor he slew with a single stroke of his sword.<br />
<br />
Archaedus, Drow True Samurai - While still rising as a student on the path of the True Samurai, he slew every other student in the school in the span of a single night. A great amount of confusion arose between the masters of whether to execute him, or allow him into their ranks. The masters decided that if he can find enough new students to replace those that he killed, he will be given the status of Master. He is still currently searching the world for suitable recruits.<br />
<br />
'''Organizations:''' True Samurais rarely organize outside of the school they were taught. That being said, seeded very rarely through the world are their schools where the true masters reside and train new True Samurais. True Samurais rarely go back to their school, only returning when they feel they've learned all they can learn on their own.<br />
<br />
'''NPC Reactions:''' NPC's often mistake the True Samurai for a simple warrior who is poorly armored and do not pay that much heed. Though many are unnerved by the unnatural intensity of his eyes. Upon seeing a True Samurai in battle many regard them with wonderment in the case of mercenaries or heroes and terror in the case of bandits and enemy soldiers.<br />
<br />
==== True Samurai Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge (History)]] or [[SRD:Knowledge Skill|Knowledge (Local)]] can research the True Samurai to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|Knowledge (History)]] or [[SRD:Knowledge Skill|Knowledge (Local)]]<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | True Samurai are truly masters of their weapons.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | True Samurai only choose a single weapon type to train in.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The names of notable True Samurais and direct knowledge about any True Samurai in question.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Locations of nearby True Samurai schools.<br />
|}<br />
<br />
==== True Samurais in the Game ====<br />
<br />
True Samurais are found on the battlefield, or where wars or battles will soon be taking place. In large scale conflicts, sometimes a True Samurai will enter the fray without truly picking a side just for the chance to hone their craft in a hostile environment.<br />
<br />
'''Adaptation:''' You may find entire schools dedicated to weapons where they are prevalent. In some instances the may be simple wanderers, while other instances may have them as battle hungry groups that band together to test their mettle against nearby city militia. Any adaptation is viable as long as it concerns battle and improving oneself through it.<br />
<br />
'''Sample Encounter:''' "Narconas Longblade. I'll never forget the name", the man at the bar says into his half empty tankard. "That's who you're looking for correct? I heard you asking around. Aye, you'll find him around here you will." The adventurer walks up to the bar," How about a couple of tankards for me and my friend here?", he asks the bar tender. The man at the bar says as he accepts his tankard," Now that's right nice of you, but unnecessary. Once word got around you were looking for him, he'd find you. You don't need to bribe anybody. What I do have for you is a warning friend. Leave town, now and don't come back anywhere near here." The adventurer lightly chuckles as he sets his tankard down, liquid and foam sloshing about almost dribbling over the edge. "Don't you worry about me friend, I've fought many battles and not once have I come close to a defeat," the adventurer boasted, puffing his chest slightly. The man turned and faced the adventurer," None of that will matter soon. Everything you fought for, will be for naught. Narconas is inhuman. We lost half of our town guard to him in a single battle. We didn't even see him move, the men just fell dead. Blood spurting from them like fountains. He only let one man live of that entire troop, to send back a message for the unworthy to not seek him out. If you feel up to the challenge though, head south from here. You'll find a lone tree, wait for him there." The adventurer drained his tankard and cockily announced to the man," Stupid superstitions. He's a man and he will bleed when cut down. Don't listen to hearsay like this old man, makes you sound like an old fool. An entire guard troop, the rumors get more ridiculous the closer I get to finding him." The adventurer chuckled before standing up and walking out saying,"South you say though? We'll see about this so called in-human monster, he'll be a lot less threatening when I bring his head back on a pike." The man waited a number of minutes before whispering into his now empty tankard," Poor idiots never listen to me. He'll be dead before sunset and his journey will have been for nothing. These aren't rumors. I was the one he let live."<br />
<br />
''EL 20:'' {{:Narconas LongBlade (3.5e NPC)}}<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>173.245.52.104https://www.dandwiki.com/w/index.php?title=Telepath_(3.5e_Class)&diff=550242Telepath (3.5e Class)2012-02-10T03:03:04Z<p>173.245.52.104: /* Telepath in the Game */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=4.5<br />
|raters_power=2<br />
|rating_wording=4.5<br />
|raters_wording=1<br />
|rating_formatting=4.625<br />
|raters_formatting=2<br />
|rating_flavor=5<br />
|raters_flavor=2<br />
|status=In Construction<br />
|editing= Spelling and Grammar only, please.<br />
|type=Arcane, Spellcasting, Moderate Spellcasting, Spontaneous Spellcasting<br />
|desc= (Non-Psionic) An individual able to control the thoughts of her opponents. <br />
}}<br />
<br />
==Telepath==<br />
<br />
Telepaths make great spies and infiltrators. Their ability to read their opponent's mind makes them fearsome foes. A telepath possesses limited spellcasting.<br />
<br />
===Making a Telepath===<br />
<br />
'''Abilities:''' Telepaths rely strongly on their [[Int|intelligence]] for their spellcasting and class features, and can benefit from a high [[Dex|dexterity]] score and high [[Con|constitution]] score.<br />
<br />
'''Races:''' [[SRD:Human|Humans]] and [[SRD:Elves, Gray (Race)|Gray Elves]] are the most commonly found telepaths.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' As wizard<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Telepath}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | [[#Invisible Aura|Invisible Aura]], [[#Read Thoughts|Read Thoughts]], [[#Sneak Attack|Sneak Attack]] (1d6), [[#Telepathy|Telepathy]] (50 ft.)<br />
|2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | [[#Anticipate|Anticipate]], [[#Telepathic Influence|Telepathic Influence]] <br />
|3||0||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | [[#Mental Shock|Mental Shock]], [[#Uncanny Dodge|Uncanny Dodge]]<br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] (2d6), [[#Telepathic Evasion|Telepathic Evasion]]<br />
|3||2||0||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], [[#Telepathy|Telepathy]] (100 ft.)<br />
|3||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | [[#Instantaneous Read Thoughts|Instantaneous Read Thoughts]] <br />
|3||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] (3d6), [[#Telepathic Resistance|Telepathic Resistance]]<br />
|3||3||2||0||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | <br />
|3||3||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | <br />
|3||3||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] (4d6), [[#Telepathy|Telepathy]] (150 ft.) <br />
|3||3||3||2||0||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | [[#Persisted Read Thoughts|Persisted Read Thoughts]]<br />
|3||3||3||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | <br />
|3||3||3||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] (5d6)<br />
|3||3||3||3||2||0||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | [[#Telepathic Immunity|Telepathic Immunity]]<br />
|4||3||3||3||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" | [[#Bypass Blank Mind|Bypass Blank Mind]] , [[#Telepathy|Telepathy]] (200 ft.)<br />
|4||4||3||3||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] (7d6)<br />
|4||4||4||3||3||2||0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | <br />
|4||4||4||4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | <br />
|4||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | [[#Sneak Attack|Sneak Attack]] (8d6)<br />
|4||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | [[#Telepathy|Telepathy]] (250 ft.)<br />
|4||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Speak Language Skill|Speak Language]] (n/a), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Telepath.<br />
<br />
'''Weapon and Armor Proficiency:''' Telepaths are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the hand crossbow, rapier, sap, shortbow, and short sword. Telepaths are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]]..<br />
<br />
'''{{#anc:Spells}}:''' Telepaths cast arcane spells spontaneously, like the sorcerer. However she knows every spell on her spell list and may cast them without preparation. The save DC of Telepath spells are different (DC 10 +1/2 caster level + [[SRD:Intelligence|intelligence]] modifier). A telepath uses [[SRD:Intelligence|intelligence]] as the main casting ability for the class (used for determining bonus spell slots and save DCs). A telepath spell never uses material components, verbal components, somatic components or focuses. A telepath does not suffer from arcane spell failure because she does not need to use somatic components. All the spells on the following list belong to the Telepath spell list:<br />
<br />
0&mdash;[[SRD:Daze|''Daze'']], [[SRD:Detect Poison|''Detect Poison'']], [[SRD:Detect Magic|''Detect Magic'']], [[SRD:Ghost Sound|''Ghost Sound'']], [[SRD:Message|''Message'']]<br />
<br />
1st&mdash;[[SRD:Charm Person|''Charm Person'']], [[SRD:Color Spray|''Color Spray'']], [[SRD:Command|''Command'']], [[SRD:Comprehend Languages|Comprehend Language]], [[SRD:Detect Chaos|''Detect Chaos'']], [[SRD:Detect Evil|''Detect Evil'']], [[SRD:Detect Good|''Detect Good'']], [[SRD:Detect Law|''Detect Law'']], [[SRD:Disguise Self|''Disguise Self'']], [[SRD:Lesser Confusion|''Confusion, Lesser'']], [[SRD:Identify|''Identify'']], [[SRD:Silent Image|''Silent Image'']], [[SRD:Ventriloquism|''Ventriloquism'']]<br />
<br />
2nd&mdash;[[SRD:Augury|Augury]], [[SRD:Blindness/Deafness|''Blindness/Deafness'']], [[SRD:Blur|''Blur'']], [[SRD:Calm Emotions|Calm Emotions]], [[SRD:Daze Monster|''Daze Monster'']], [[SRD:Enthrall|''Enthrall'']], [[SRD:Invisibility (Spell)|''Invisibility'']], [[SRD:Heroism|Heroism]], [[SRD:Hold Person|''Hold Person'']], [[SRD:Minor Image|''Minor Image'']], [[SRD:Mirror Image|''Mirror Image'']], [[SRD:Misdirection|''Misdirection'']], [[SRD:Rage|''Rage'']],[[SRD:Scare|''Scare'']], [[SRD:Status|''Status'']], ''[[SRD:Suggestion|Suggestion]]'', [[SRD:Lesser Telepathic Bond|''Telepathic Bond, Lesser'']], [[SRD:Undetectable Alignment|''Undetectable Alignment'']], [[SRD:Zone of Truth|''Zone of Truth'']]<br />
<br />
3rd&mdash;[[SRD:Charm Monster|''Charm Monster'']], [[SRD:Clairaudience/Clairvoyance|''Clairaudience/Clairvoyance'']], [[SRD:Confusion|''Confusion'']], [[SRD:Deep Slumber|''Deep Slumber'']], [[SRD:Lesser Geas|''Geas, Lesser'']], [[SRD:Glibness|''Glibness'']], [[SRD:Major Image|''Major Image'']], [[SRD:Nondetection|''Nondetection'']], [[SRD:Remove Blindness/Deafness|''Remove Blindness/Deafness'']], [[SRD:Sculpt Sound|Sculpt Sound]], [[SRD:See Invisibility|''See Invisibility'']], [[SRD:Scrying|''Scrying'']], [[SRD:Slow|''Slow'']] <br />
<br />
4th&mdash;[[SRD:Detect Scrying|''Detect Scrying'']], [[SRD:Discern Lies|''Discern Lies'']], [[SRD:Divination|''Divination'']], [[SRD:Dominate Person|''Dominate Person'']], [[SRD:Hallucinatory Terrain|''Hallucinatory Terrain'']], [[SRD:Hold Monster|''Hold Monster'']], [[SRD:Feeblemind|''Feeblemind'']], [[SRD:Greater Invisibility|''Invisibility, Greater'']], [[SRD:Legend Lore|''Legend Lore'']], [[SRD:Locate Creature|''Locate Creature'']], [[SRD:Modify Memory|''Modify Memory'']], [[SRD:Phantasmal Killer|''Phantasmal Killer'']], [[SRD:Sending|''Sending'']], [[SRD:Telepathic Bond|''Telepathic Bond'']], [[SRD:Tongues|''Tongues'']]<br />
<br />
5th&mdash;[[SRD:Dream|''Dream'']], [[SRD:Enervation|Enervation]], [[SRD:False Vision|''False Vision'']], [[SRD:Greater Heroism|''Heroism, Greater'']], [[SRD:Mind Fog|''Mind Fog'']], [[SRD:Nightmare (Spell)|Nightmare]], [[SRD:Persistent Image|''Persistent Image'']], [[SRD:Probe Thoughts|''Probe Thoughts'']], [[SRD:Mass Suggestion|''Suggestion, Mass'']]<br />
<br />
6th&mdash;[[SRD:Analyze Dweomer|''Analyze Dweomer'']], [[SRD:Mass Charm Monster|''Charm Monster, Mass'']], [[SRD:Eyebite|''Eyebite'']], [[SRD:Find the Path|''Find the Path'']], [[SRD:Forbiddance|''Forbiddance'']] , [[SRD:Geas/Quest|''Geas/Quest'']], [[SRD:Irresistible Dance|''Irresistible Dance'']], [[SRD:Insanity|''Insanity'']], [[SRD:Mass Invisibility|''Invisibility, Mass'']], [[SRD:Permanent Image|''Permanent Image'']], [[SRD:Programmed Image|''Programmed Image'']], [[SRD:Project Image|''Project Image'']], [[SRD:Greater Scrying|''Scrying, Greater'']], [[SRD:Repulsion|''Repulsion'']], [[SRD:Veil|''Veil'']], [[SRD:Vision|''Vision'']]<br />
<br />
'''Extra Spells from''' [[Spell Compendium]]:<br />
<br />
0&mdash; ''Cheat''<br />
<br />
1st&mdash; ''Serene Visage'', ''Phantom Threat''<br />
<br />
2nd&mdash; ''Know Vulnerability'', ''Rebuke'', ''Phantasmal Assailant'' <br />
<br />
3rd&mdash; ''Know Opponents'', ''Puppeteer'' <br />
<br />
4th&mdash; ''Rebuke, Greater''<br />
<br />
5th&mdash; ''Interplanar Telepathic Bond''<br />
<br />
6th&mdash; ''Dream Casting'', ''Illusory Pit'', ''Rebuke, Final'', ''Solipisim''<br />
<br />
'''{{#anc:Invisible Aura}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A telepath possesses no aura. She may alter her aura and the aura of her possessions to make them appear non-magical as [[SRD:Magic Aura|magic aura]]. This ability can be used at will and has no duration. <br />
<br />
'''{{#anc:Read Thoughts}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a swift action, a telepath may attempt to read the mind of her targets as [[SRD:Detect Thoughts|''detect thoughts'']], except that she is not subject to the stunning effect of the spell. Additionally she may concentrate on a number of targets equal to her intelligence modifier, gaining information from all. Each time the telepath is attacked she must attempt a concentration check (DC 10 + damage taken). If she succeeds she maintains concentration; otherwise this ability fails. Any creature caught in the 60 ft. cone of "read thoughts" must make a will save (DC 10 +1/2 telepath level + Int modifier) or be affected by the ability as [[SRD:Detect Thoughts|''detect thoughts'']]. Maintaining concentration for 1 round is a move action. <br />
<br />
'''{{#anc:Sneak Attack}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As the [[SRD:Rogue#Sneak Attack|Rogue]]'s ability of the same name. However, she gains sneak attack at a slower rate (see above). Additionally she can sneak attack any target affected by her [[#Read Thoughts|Read Thoughts]] ability. <br />
<br />
'''{{#anc:Telepathy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level the telepath gains [[SRD:Telepathy|telepathy]] with a range of 50 ft. The range increases to 100 ft. at 5th level and increases by 50 ft, each 5 levels thereafter.<br />
<br />
'''{{#anc:Anticipate}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level a telepath may gain a battle bonus against opponents she is able to read the mind of (affected by [[#Read Thoughts|Read Thoughts]]. She gains the following bonuses against creatures affected by her read thoughts ability. <br />
* Insight bonus to AC equal to the telepath's intelligence modifier. <br />
* Insight bonus on attack roll, damage roll and skill checks equal to one-half the telepath's class level.<br />
* +1 to DC of all mind affecting spell the telepath casts.<br />
<br />
If the telepath's allies are within the range of her telepathy they also benefit from the anticipate bonus, however it is halved (round up). This bonus only applies on creatures who are affected by Read Thoughts ability.<br />
<br />
'''{{#anc:Telepathic Influence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the telepath's extended use of telepathy grants her incredible insight on her social skills. She gains an insight bonus equal to her intelligence modifier on all charisma-based checks and her sense motive check. This bonus stacks with the Anticipate skill bonus in combat. <br />
<br />
'''{{#anc:Mental Shock}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As a standard action, a telepath may emit powerful psionic wave. She must succeed on a ranged touch attack against one creature within 100 ft. if she succeeds she inflicts 1d6 damage per two telepath levels and the target must make a will save or be affected by her [[#Read Thoughts|Read Thoughts]] ability. A telepath can apply her sneak attack damage to this attack. <br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a telepath retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If a telepath already has uncanny dodge from a different [[SRD:Class|class]], she automatically gains improved uncanny dodge (see below) instead.<br />
<br />
'''{{#anc:Telepathic Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level and higher, a telepath can avoid unusual and even magical attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Telepathic Evasion relies on insight rather than mobility, thus it can be used in any armor. A [[SRD:Helpless|helpless]] Telepath does not gain the benefit of evasion.<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a telepath can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the telepath by flanking her, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has telepath levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.<br />
<br />
'''{{#anc:Instantaneous Read Thoughts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 6th level, a telepath gains the ability to use Read Thoughts instantaneously. <br />
<br />
'''{{#anc:Telepathic Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 7th level, a telepath gains a +4 bonus on all saving throws made to resist the effect of spells or spell-like abilities of the enchantment or divination school.<br />
<br />
'''{{#anc:Persisted Read Thoughts}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, a telepath no longer needs to concentrate to maintain her Read Thoughts ability. Her Read Thoughts ability is now permanently active, she may resume or suppress it as a free action.<br />
<br />
'''{{#anc:Telepathic Immunity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 14th level, a telepath is constantly under the effect of [[SRD:Mind Blank|Mind Blank]].<br />
<br />
'''{{#anc:Bypass Blank Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 15th level a telepath is able to pierce magical protection and mindlessness. All her abilities (from Telepath class only) and spells may ignore immunity to mind-affecting ability (such as immunity granted by undead traits or Mind Blank).<br />
<br />
====Epic Telepath====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Telepath}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Sneak Attack|Sneak Attack]] (9d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | [[#Telepathy|Telepathy]] (250 ft.), [[#Sneak Attack|Sneak Attack]] (10d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Sneak Attack|Sneak Attack]] (11d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Telepathy|Telepathy]] (300 ft.)<br />
|-<br />
|}<br />
<br />
'''Sneak Attack:''' Progress as normal<br />
<br />
'''Telepathy:''' Progress as normal<br />
<br />
====Gray Elf Telepath Starting Package====<br />
<br />
'''Weapons:''' Longbow & Arrows.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 8 + [[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" | [[Appraise]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Bluff]] || 4 || [[SRD:Charisma|Cha]] ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Concentration]] || 4 || [[SRD:Constitution|Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Craft]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Decipher Script]] || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Diplomacy]] || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Disguise]] || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Gather Information]] || 4 || [[SRD:Charisma|Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Knowledge]] (Arcana) || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Knowledge]] (History) || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Knowledge]] (Religion) || 4 || [[SRD:Intelligence|Int]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Extend Spell|Extend Spell]].<br />
<br />
'''Gear:''' Leather armor.<br />
<br />
'''Gold:''' 4 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Telepath====<br />
<br />
'''Religion:''' A telepath can choose any religion, they are as varied in faith than any other general class. Some of them delight at reading the prayers of other faithfuls, some church even employ telepath to root out dissidents and heretics.<br />
<br />
'''Other Classes:''' Telepath can easily be mistaken for a rogue, for this reason they ten to get along well with [[SRD:Rogue|rogue]], [[SRD:Bard|bard]] and beguiler. However [[SRD:Paladin|paladin]] tend to distrust them. Telepath also generally attract distrust, because they are able to violate the sanctity of the mind.<br />
<br />
'''Combat:''' A telepath is rear fighter, he read the thoughts of his opponents and buff his allies. He also use his various spells, offensives ability to support everyone everywhere on the field. However a telepath is a glass cannon, he is very fragile and a few blow can bring one down. Thus they tend to be far away from the big monster. <br />
<br />
'''Advancement:''' A telepath usually remain telepath all the way in his career.<br />
<br />
====Telepath in the World====<br />
<br />
{{quote|So you wanted to poison the king?|orig=Thierry Galmond, Human Telepath}}<br />
<br />
A telepath is a wondrous ally, he can read in the thoughts of others and discover their secret. A telepath can make much money simply by selling their service, after all you can easily detect if a wife is cheating her husband or read the prayer or a monk accused of heresy. And you can't be double-crossed, at least not by the weak-willed. A telepath fully using his tool got a very fruitful career before him.<br />
<br />
'''Daily Life:''' Telepaths can all have all kind of daily lives, some only want to live in peace, others end up as captain of the royal guards. A man can easily climb the ladders using telepathic abilities, stealing the thoughts of his enemies is strong advantage in the game of power. No one can hide you anything in the royal court, no criminal can escape your gasp and no secret are kept away from you.<br />
<br />
'''Notables:''' Jillian Deidre a young human telepath became famous when she uncovered a hidden scheme mounted by mind flayer while trying to read the thoughts of a young man. Thank to her intervention, a bunch of slaves were saved from smuggling tunnels under the city. <br />
<br />
'''Organizations:''' Most organization can use telepaths, church, castle, thieves guild and really most anything. They are able to uncover traitors with ease, or simply be really really useful.<br />
<br />
'''NPC Reactions:''' NPCs tend to avoid and hate open telepath, with their abilities to read thoughts (and uncovering dirty secrets) make them very unpopular.<br />
<br />
====Telepath Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|knowledge]] (arcana) can research telepaths to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ [[SRD:Knowledge Skill|knowledge]] (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Telepaths can read into the mind of other creature..<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A telepath can easily disturb the thoughts of it enemies and perform a variety of tricks.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Some strong telepath can bypass even the strongest anti-detection spells, they are also able to protect their own mind from invasion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Informations on a particular telepath.<br />
|}<br />
<br />
====Telepath in the Game====<br />
<br />
A Telepath can readily be used as an opponent, or as a distant yet reliable ally. With a group of rather strong creatures the "telepath" buff can become quite lethal. A telepath is also easily used as an NPC, the spy lurking in a dark corner of a tavern, reading the minds of passers by; or even the local monarchs royal inquisitor, weeding out treachery and conspiracy. <br />
<br />
'''Adaptation:''' COMING SOON.<br />
<br />
'''Sample Encounter:''' COMING SOON<br />
<br />
''EL 7:'' 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:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>173.245.52.104