https://www.dandwiki.com/w/api.php?action=feedcontributions&user=173.245.52.127&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T09:42:03ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Grim_(3.5e_Class)&diff=580852Grim (3.5e Class)2012-07-10T20:52:33Z<p>173.245.52.127: /* Making a Grim */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Grim.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption=The Grim - Supernatural Warrior<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=4<br />
|raters_flavor=2<br />
|status=v6.2, needs updated ratings<br />
|editing=Grammar/Spelling/Formatting<br />
|type=Moderate Spellcasting, Divine Spellcasting<br />
|desc=A supernatural warrior with a distaste for those who defy death. He transforms into a glowing otherworldly force of destruction, moving through solid walls and sending souls to the afterlife.<br />
}}<br />
<br />
== Grim ==<br />
<br />
{{quote|Your stay is unwelcome and soon to be ended. Speak your last words now while your voice still echoes.|orig=Brody, candothist grim|src=threatening a ghost.}}<br />
<br />
A grim wanders from town to town, passing amongst the varied peoples. The chill touch of death eternally separates the grim from common folk. He travels to find lost souls left trapped in homes, towns, graveyards and long forgotten crypts. He brings the wayward dead eternal rest, any way he can.<br />
<br />
To most, the grim appears as a simple warrior, if an often sullen or gloomy one. However, it is the grim's duty to ferry the souls of the dead to their afterlife. He is a beacon of safe haven to the lost and wayward dead on the [[SRD:Material Plane|Material Plane]] who seek their final destination, but to those who grasp onto the living world beyond their welcome, he is a dreaded enemy. The grim is constantly reminded of his mortality and the horrific torment brought upon those who fail to cross over throughout his duties as well as serving as a reminder to others. It is this trait that earns him the name of "grim".<br />
<br />
Harnessing divine power directly from the essence of the [[SRD:Ethereal Plane|Ethereal Plane]], the grim transforms into the bane of those who defy death. With precise control, he is a fearsome presence in combat. <br />
<br />
=== Making a Grim ===<br />
<br />
He who follows this path may be brought into the life of a grim by making a pact with powerful spirits, a deity of [[SRD:Death Domain|death]], or perhaps some inborn connection or longstanding powerful trauma that has connected him to the [[#Heralds of Death and Ferrying Souls|agents of death]] or the [[SRD:Ethereal Plane|Ethereal Plane]].<br />
<br />
Grims are capable frontline melee combatants. Often wearing [[SRD:Light Armor|light armor]] or [[SRD:Medium Armor|medium armor]], they rely on maneuverability and tactics. As they see fit, they call upon their [[#Grim Transformation|Grim Transformation]] and tear through opponents. They cast their [[#Spells|spells]] to allow them to manipulate situations and bypass [[SRD:Traps|traps]] and obstacles. For all their fearsome power, they lack the physical presence of a true martial character, such as a [[SRD:Fighter|fighter]] or [[SRD:Barbarian|barbarian]] or the magical aptitude of a [[SRD:Wizard|wizard]] or [[SRD:Cleric|cleric]]. Despite their frequently reclusive habits, grims often rely on allies in troubling times. <br />
<br />
'''[[SRD:Ability Scores|Abilities]]:''' [[SRD:Dexterity|Dexterity]] is great for [[SRD:Armor Class|Armor Class]] as well as their ability to make [[SRD:Touch_Attack#Touch_Attacks|touch attacks]] or specialize in finesse weapons. A high [[SRD:Wisdom|Wisdom]] increases the potency of grim [[#Spells|spells]]. [[SRD:Strength|Strength]] is, of course, handy for melee [[SRD:How_Combat_Works|combat]], [[SRD:Grapple|grappling]] and all that other burly stuff.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race that respects the dead or holds a reverence for passing-on are likely to have a few grims among their populace. [[SRD:Humans (Race)|Humans]], with their natural need to understand the world around them, take to becoming grims easily. [[SRD:Elves, High (Race)|Elves]] and [[SRD:Half-Elves (Race)|half-elves]] often have a fair number of grims among their numbers. [[SRD:Dwarves, Hill (Race)|Dwarves]] are rarely grims, since they are so long-lived with little demand for the role. [[SRD:Halflings, Lightfoot (Race)|Halflings]] and [[SRD:Gnomes, Rock (Race)|gnomes]] occasionally take up the life of a grim, either as outcasts or eccentric but necessary public servants. Primitive cultures often have grims, who may additionally serve as spiritualists and preachers to their fellows. <br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons for following their path. Their personalities, motivations and passions drive them. Just as their backgrounds and reasons are diverse, so are their [[SRD:Alignment|alignments]], and a grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities.<br />
<br />
'''Starting Gold:''' 5d4 &times; 10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Grim}}</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 Throws]]<br />
! rowspan="2" | Special<br />
! colspan="4" | Spells Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | [[#Ethereal Gate|Ethereal Gate]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Aura of Unease|Aura of Unease]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Discount|Discount]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Gate Protection|Gate Protection]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | [[#Grim Transformation|Transformation]] ([[SRD:Special Abilities Overview#Supernatural|Su]]) 1/day, [[#Alteration|Alteration]], [[#Rending Touch|Transformation: Rending Touch]]<br />
|2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | [[#Grim Sight|Grim Sight]] ([[SRD:Special Abilities Overview#Supernatural|Su]]) [[#Dedication|Dedication]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [[#Grim Transformation|Transformation]] 2/day, [[#Alteration|Alteration]]<br />
|2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [[#Grim Sight|Grim Sight: See Invisibility]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Divine Suffusion|Divine Suffusion 1st Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | [[#Alteration|Alteration]]<br />
|2||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | [[#Lucent Body|Transformation: Lucent Body]], [[#Grim Sight|Grim Sight: See Ethereal]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|2||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | [[#Grim Transformation|Transformation]] 3/day, [[#Alteration|Alteration]], [[#Returning Memories|Returning Memories]]<br />
|3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | [[#Imbued Body|Imbued Body]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Divine Suffusion|Divine Suffusion 2nd Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | [[#Death's Contract|Death's Contract]], [[#Alteration|Alteration]]<br />
|3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | [[#Ethereal Deviation|Transformation: Ethereal Deviation]]<br />
|4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | [[#Grim Transformation|Transformation]] 4/day, [[#Alteration|Alteration]]<br />
|4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | [[#Imbued Body|Imbued Body]]<br />
|4||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|4||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" |[[#Rending Nullification Touch|Transformation: Rending Nullification Touch]]<br />
|4||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | [[#Grim Transformation|Transformation]] 5/day, [[#Alteration|Alteration]]<br />
|4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | [[#Imbued Body|Imbued Body]]<br />
|4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | [[#Grim Transformation|Transformation]] 6/day, [[#Alteration|Alteration]]<br />
|4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | [[#Grim Nova|Grim Nova]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Alteration|Alteration]]<br />
|4||3||3||2<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:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge|Knowledge (religion)]] ([[SRD: Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] [[#Soul Ferrier|(soul ferrier)]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD: Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]])<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Grims gain powers that augment their [[#Grim Transformation|Transformation]], ease their passage from life and death and back, augment their bodies, senses and essences as well as destructive touch attacks and resistances to [[SRD:Undead Type|undead]]. <br />
<br />
All of the following are class features of the grim. <br />
<br />
'''Weapon and Armor Proficiency:''' A grim is [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]] and [[SRD:Simple Weapon Proficiency|proficient]] with [[SRD:Simple Weapon|simple weapons]]. The grim is also proficient with a single [[SRD:Martial Weapon|martial weapon]] of his choice.<br />
<br />
'''{{#anc:Spells}}:''' A grim casts his [[SRD:Spells|spells]] at-will as [[SRD:Special Abilities Overview#Spell-like|spell-like]] abilities while [[#Grim Transformation|Transformed]]. The grim cannot cast spells when not [[#Grim Transformation|Transformed]] unless he has also gained the appropriate [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. [[SRD:Wisdom|Wisdom]] determines the power of his spells.<br />
<br />
A grim channels his spells through divine meditation in a one hour meditation ritual typically performed at dawn after awaking. The spells he learns are ingrained into his essence and he may use them at will while [[#Grim Transformation|Transformed]]. However, if he wishes to change what spells he is able to cast, he must meditate uninterrupted for one hour. He may change any or all of his known spells. A grim may prepare and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his meditation.<br />
<br />
To learn or cast a spell, a grim must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell level + the grim’s [[SRD:Wisdom|Wisdom]] modifier. Unlike most other spellcasters, a grim has a limitless supply of spells per day. In addition, he only gains access to lower level spells and is initially limited to casting spells only while [[#Grim Transformation|Transformed]].<br />
<br />
A grim’s variety of spells is extremely limited. A grim is able to learn one 1st-level spell of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. (The number of spells a grim knows is not affected by his [[SRD:Wisdom|Wisdom]] score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed.) These spells are chosen from the list below. <br />
<br />
Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level).<br />
<br />
Metamagic feats are a great boon to a grim's spellcasting, allowing him to cast a wider variety of spells that occupy his higher level spell-slots for greater effect. However, to use a metamagic feat, the spell must be prepared to occupy the higher slot to be used, like a [[SRD:Wizard|wizard]].<br />
<br />
Like a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a grim prepares his spell slots in advance. He can cast any spell he meditated for at-will while [[#Grim Transformation|Transformed]]. To cast a spell while not [[#Grim Transformation|Transformed]], a grim must have the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast spells of that level.<br />
<br />
Grims choose their spells from the following list:<br />
<br />
1st&mdash; ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Detect Undead|detect undead]]'', ''[[SRD:Disrupt Undead|disrupt undead]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''<br />
<br />
2nd&mdash; ''[[SRD:Augury|augury]]'', ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:Death Knell|death knell]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Invisibility (Spell)|invisibility]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Silence|silence]]'', ''[[SRD:Whispering Wind|whispering wind]]''<br />
<br />
3rd&mdash; ''[[SRD:Deeper Darkness|deeper darkness]]'', ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Invisibility Sphere|invisibility sphere]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]''<br />
<br />
4th&mdash; ''[[SRD:Contact Other Plane|contact other plane]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Divine Power|divine power]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Greater Invisibility|greater invisibility]]'', ''[[SRD:Phantasmal Killer|phantasmal killer]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Solid Fog|solid fog]]'', ''[[SRD:Tongues|tongues]]''<br />
<br />
'''{{#anc:Ethereal Gate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, an ethereal gate of tiny slowly rotating rings appears on the grim's body, no bigger than the palm of his hand. This gate opens to allow willing souls passage to their final destinations. The gate is in a location of the grim's choice and is ethereal. <br />
<br />
'''{{#anc:Aura of Unease}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, all [[SRD:Animal Type|animals]] that come within 10 feet of the grim must make a [[SRD:Will|Will]] save [[SRD:Using Skills#Difficulty Class|DC]] 10 + {{1/2}} his grim levels + [[SRD:Charisma|Charisma]] modifier or become [[SRD:Shaken|shaken]]. The [[SRD:Animal Type|animal]] stays shaken as long as it stays within 10 feet of the grim and for 1d4 rounds afterwords. If the [[SRD:Animal Type|animal]] succeeds at its save, it is unaffected by the grim's Aura of Unease for 24 hours.<br />
<br />
An animal may be trained ([[SRD:Handle Animal Skill|Handle Animal]] [[SRD:Using Skills#Difficulty Class|DC]] 20) to resist an Aura of Unease as one of its tricks. See [[SRD:Handle Animal Skill|Handle Animal]] for more information on tricks.<br />
<br />
'''{{#anc:Discount}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, as compensation for the grim's duties, he gains a discount on being raised from the dead. The [[SRD:Components (Spell Descriptor)|material component]] cost requirement drops by 5% for each grim level he possesses. At 20 grim levels, the [[SRD:Components (Spell Descriptor)|material component]] cost to be raised from the dead no longer needs to be paid.<br />
<br />
'''{{#anc:Gate Protection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The otherworldly power of the [[#Ethereal Gate|Ethereal Gate]] affords the grim protection against [[SRD:Undead Type|undead]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Undead Type|undead]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.<br />
<br />
'''{{#anc:Grim Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flow of strange ethereal waves flow into his body and weapons. He begins glowing as faintly as a [[SRD:Candle|candle]], dimly illuminating his square. At 2nd level, he learns to harness the otherworldly power of his [[#Ethereal Gate|Ethereal Gate]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from grim to grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]] below for ideas). <br />
<br />
The outpouring of otherworldly energy temporarily transforms him into an [[SRD:Outsider Type|Outsider]] (unless he already has either the [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types).<br />
<br />
His armor, coursing with otherworldly power, no longer restricts his movement. His armor's [[SRD:Armor Check Penalty|armor check penalty]], [[SRD:Armor_Qualities#Maximum_Dex_Bonus|maximum dexterity bonus]] and [[SRD:Armor Qualities#Arcane Spell Failure|Arcane Spell Failure]] are negated while he remains Transformed. He regains his [[SRD:Armor Qualities#Speed|unencumbered speed]] if he wears [[SRD:Medium Armor|medium]] or [[SRD:Heavy Armor|heavy armor]] and is otherwise unencumbered.<br />
<br />
He can touch any [[SRD:Incorporeal Subtype|incorporeal]] creature as though it were solid, dealing damage normally and ignoring an [[SRD:Incorporeal Subtype|incorporeal]] creature's 50% miss chance.<br />
<br />
He glides roughly 4 inches over the ground without touching it. He can pass over non-solid or unstable ground without suffering penalties to movement, such as water or lava. He leaves no tracks behind.<br />
<br />
He may [[#Grim Transformation|Transform]] at will as a [[SRD:Free Actions|free action]] on his turn. His Transformation lasts for a number of rounds per day equal to 3 + the character’s [[SRD:Constitution|Constitution]] modifier (minimum of 1 round). A grim may prematurely end his Transformation. As a grim gains levels, he will also gain new [[#Transformation Properties|Transformation Properties]] during his [[#Grim Transformation|Transformation]] as well as have his choice of other [[#Alteration|Alterations]] to modify his [[#Grim Transformation|Transformation]] with.<br />
<br />
At 2nd level he can use his Transformation ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes no time itself, but a grim can do it only during his action, not in response to someone else’s action.<br />
<br />
'''{{#anc:Transformation Properties}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As he gains levels, his [[#Grim Transformation|Transformation]] grows in power and takes on additional abilities and powers.<br />
<br />
''{{#anc:Rending Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 2nd level, he learns to channel otherworldly energy as a raw magical force to perform a [[SRD: Touch Attack|touch attack]] as a standard action against his opponents. He deals 1d6 damage per two grim levels as magical energies tear through and inundate the target (2d6 at 4th level, 3d6 at 6th level and so on). While [[#Grim Transformation|Transformed]], he deals damage equal to 1d6 per grim level. In the event he [[SRD:Grapple|grapples]] his opponent, and is not pinned, he automatically succeeds his [[SRD:Armor Class#Touch Attacks|touch attack]] against his opponent.<br />
<br />
Rending Touch is a [[SRD:Armor Class#Touch Attacks|touch attack]] that affects a single target, allowing no saving throw. A Rending Touch deals 1d6 points of damage at 2nd level and increases in power as the grim rises in level. For the purposes of [[SRD:Spell Resistance|spell resistance]] and other effects calculated by spell level, Rending Touch is the equivalent of a spell whose level is equal to one-half the grim’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a grim reaches 18th level or higher. A Rending Touch is subject to [[SRD:Spell Resistance|spell resistance]], however, the [[SRD:Spell Penetration|Spell Penetration]] feat and other effects that improve caster level checks to overcome [[SRD:Spell Resistance|spell resistance]] also apply to Rending Touch. A Rending Touch deals half damage to objects until he gains [[#Rending Nullification Touch|Rending Nullification Touch]]. However, the feat [[SRD:Ability Focus|Ability Focus]] (Rending Touch) increases the [[SRD:Using Skills#Difficulty Class|DC]] for all saving throws (if any) associated with a grim’s Rending Touch by 2.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Rending Touch/Rending Nullification Touch}} Damage<br />
|-<br />
! Target || Standard || While Transformed<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Creature || 1d6 damage per 2 grim levels || 1d6 damage per grim level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Object<sup>1</sup> || 1d6 damage per 2 grim levels/2 || 1d6 damage per grim level/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Object<sup>2</sup> || 1 cubic foot per 2 grim levels || 1 cubic foot per grim level<br />
|-<br />
| colspan="42" class="skill" |<br />
# Damage dealt without [[#Rending Nullification Touch|Rending Nullification Touch]].<br/><br />
# Must have [[#Rending Nullification Touch|Rending Nullification Touch]] to disintegrate objects. <br/><br />
[[SRD:Fortitude Save|Fortitude]] Save [[SRD:Using Skills#Difficulty Class|DC]] = 10 + [[SRD:Wisdom|Wisdom]] modifier + {{1/2}} grim level.<br />
|}<br />
<br />
''{{#anc:Lucent Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 7th level, when he transforms, a glowing radiance flares from his body and weapons. His entire body glows like a ''[[light]]'' spell (in a color of his choice, and is always the same). He gains a +2 deflection bonus to his [[SRD:Armor Class|Armor Class]] against all attacks from corporeal sources, except [[SRD:Force Effect|force effects]] or weapons with the [[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]] enhancement. He can move through solid objects at half his movement speed. He gains a +10 circumstance bonus to [[SRD:Move Silently|Move Silently]] skill checks.<br />
<br />
''{{#anc:Ethereal Deviation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 11th level, his otherworldly power allows him to immerse himself into the [[SRD:Ethereal Plane|Ethereal Plane]] at-will while [[#Grim Transformation|Transformed]]. Ethereal Deviation Transformation works similarly to the spell ''[[SRD: Ethereal Jaunt|ethereal jaunt]]'', except that he can dive into or emerge from the [[SRD:Ethereal Plane|Ethereal Plane]] once per round. His appearance grows hazy and indistinct, his glow fades as he does, disappearing onto the [[SRD:Ethereal Plane|Ethereal Plane]]. He can pass through any solid object, at half speed, but not through [[SRD:Force Effect|forces]] (which extend onto the [[SRD:Ethereal Plane|Ethereal Plane]]).<br />
<br />
If he ends his Ethereal Deviation and becomes material while inside a material object (such as a solid wall), he is shunted off to the nearest open space and take 1d6 points of damage per 5 feet that he so travels.<br />
<br />
''{{#anc:Rending Nullification Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 15th level, the power of his [[#Rending Touch|Rending Touch]] grows to affect objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. Any creature reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save prevents disintegration but leaves the body a mangled wreak. Against an object, the touch disintegrates 1 cubic ft/2 grim levels. Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Using Skills#Difficulty Class|DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] is destroyed.<br />
<br />
'''{{#anc:Alteration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 2nd level, each time he gains an even-numbered level, he gains another Alteration ability. He may choose these abilities in any order, so long as he meets any prerequisites. Alterations only function while he is [[#Grim Transformation|Transformed]].<br />
<br />
{| class="{{d20}} sortable" style="text-align: left;"<br />
|+ Alterations<br />
|- style="text-align: center; white-space: nowrap;"<br />
! Name || [[Property:3e Prerequisite|Prerequisite(s)]] || [[Property:3e Summary|Summary]] {{#ask: [[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User]] [[Category:Grim Alteration]]<br />
| ?3e Prerequisite<br />
| ?3e Summary<br />
| format=template<br />
| template=3.5e Grim Alteration Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
<br />
'''{{#anc:Dedication}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, because of dedication in pursuing the path of the grim, the grim class becomes a [[SRD:Race Descriptions#Favored Class|favored class]].<br />
<br />
'''{{#anc:Grim Sight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the grim gains a +5 bonus to [[SRD:Spot Skill|Spot]] checks to spot targets within 30 feet.<br />
<br />
''See Invisibility ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 5th level, the grim's [[#Grim Sight|Grim Sight]] improves, and he gains ''[[SRD:See Invisibility|see invisibility]]'' as a supernatural ability to see invisible creatures within 30 feet.<br />
<br />
''See Ethereal ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 7th level, the grim can see onto the [[SRD:Ethereal Plane|ethereal plane]] when on the [[SRD:Material Plane|Material Plane]]. He is able to see ethereal creatures within 30 feet.<br />
<br />
'''{{#anc:Divine Suffusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|Transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|Transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|Transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|Transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|Transformed]].<br />
<br />
'''{{#anc:Returning Memories}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 8th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD: Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss. <br />
<br />
'''{{#anc:Imbued Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|Transformed]]. <br />
<br />
He gains another Imbued Body from another [[#Alteration|Alteration]] at 13th level and at 17th level. <br />
<br />
An [[#Alteration|Alteration]] can only be taken as an Imbued Body if all prerequisite [[#Alteration|Alterations]] have been gained as Imbued Bodies.<br />
<br />
'''{{#anc:Death's Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the grim is granted immunity to all effects from spells with the [[SRD:Death Effect|death]] descriptor, magical [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]''). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or effect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability.<br />
<br />
'''{{#anc:Grim Nova}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flaring nova erupts from the grim and destroys everything around him. At 20th level, the grim may choose to burn a daily use of his [[#Grim Transformation|Grim Transformation]] as a standard action to create a nova of energy that strikes all targets within range as though he had attacked each with a [[#Rending Touch|Rending Touch]]. He makes his attack rolls against each target in the area separately. The nova extends 5 feet plus 5 feet for every round his [[#Grim Transformation|Grim Transformation]] would have otherwise lasted. For example, a Grim Nova created from a use of [[#Grim Transformation|Grim Transformation]] that has a duration of 7 rounds has a radius of 40 feet (35 feet for the 7 rounds and 5 feet for the initial nova burst). All unattended objects within the radius are disintegrated as though struck with ''[[SRD:Disintegrate|disintegrate]]'' (including the ground beneath the grim). If the damage dealt by the nova reduces a creature or object to 0 or fewer [[SRD:Hit Points|hit points]], it is entirely disintegrated. The nova burns out quickly, lasting only until the end of his action.<br />
<br />
=== Ex-Grims ===<br />
<br />
If at anytime a grim becomes an intelligent [[SRD:Undead Type|undead]], he loses access to his [[#Grim Transformation|Transformation]], [[#Spells|Spells]], [[#Imbued Body|Imbued Body]] and [[#Gate Protection|Gate Protection]]. Additionally, if a grim becomes an intelligent [[SRD:Incorporeal|incorporeal]] [[SRD:Undead Type|undead]], he must make a [[SRD:Will|Will]] save against his own [[#Ethereal Gate|Ethereal Gate]] as if he attacked himself with [[Manifest Gate (DnD Feat)|Manifest Gate]], regardless if he had the feat or not. He must save against this ability every 24 hours or be destroyed and sent into the afterlife.<br />
<br />
A grim may voluntarily give up his powers to lead a normal life. Doing so requires an hour of uninterrupted meditation, after which, he is no longer a [[#Soul Ferrier|Soul Ferrier]]. His [[#Ethereal Gate|Ethereal Gate]] vanishes and his [[#Aura of Unease|Aura of Unease]] dissipates. He no longer gains the benefit of any of the following class abilities, including: [[#Grim Transformation|Grim Transformation]], [[#Discount|Discount]], [[#Gate Protection|Gate Protection]], [[#Grim Sight|Grim Sight]], [[#Returning Memories|Returning Memories]], [[#Imbued Body|Imbued Body]], [[#Death's Contract|Death's Contract]] and [[#Grim Nova|Grim Nova]].<br />
<br />
A grim who voluntarily gave up his powers cannot level in the grim class. He can regain his class abilities (and allow him to take grim levels) once again by meditating for eight hours uninterrupted in an atonement ritual.<br />
<br />
==== Epic Grims ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Epic Grim}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Imbued Body|Imbued Body]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Alteration|Alteration]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Grim Transformation|Transformation]] 7/day, [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Grim Transformation|Transformation]] 8/day, [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Alteration|Alteration]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''2 + [[SRD:Intelligence|Int]] modifier skill points per level.'''<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The grim’s caster level is equal to his class level. The grim’s number of spells per day does not increase after 20th level.<br />
<br />
'''[[#Grim Transformation|Grim Transformation]]:''' The epic grim gains an additional Transformation per day every four levels after 20th.<br />
<br />
'''[[#Imbued Body|Imbued Body]]:''' Every 5 levels, starting at 21st level, an epic grim is able to further transmute himself with permanent [[#Alteration|Alterations]].<br />
<br />
'''[[#Alteration|Alteration]]:''' Every even numbered epic level, an epic grim gains access to even more abilities during his [[#Grim Transformation|Transformation]], building upon abilities he has already learned, focusing his power to an even greater degree.<br />
<br />
'''[[#Rending Touch|Rending Nullification Touch]]:''' The damage and mass effected by his Rending Nullification Touch continues to grow with each level he gains.<br />
<br />
'''{{#anc:Bonus Feats}}:''' The epic grim gains a bonus feat (selected from the list of epic grim bonus feats) every 4 levels after 20th. These feats are in addition to the feats regularly attained every 3 levels by a character.<br />
<br />
''Epic Grim Bonus Feat List<sup>1</sup>:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Will|Epic Will]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Darkvision|Improved Darkvision]], [[SRD:Improved Low-Light Vision|Improved Low-Light Vision]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Spectral Strike|Spectral Strike]]<sup>''2''</sup>, [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
:<small>1. A grim may select any [[DnD Grim Feats|grim feat]] as an epic grim bonus feat.</small><br />
:<small>2. Epic grims can gain this feat regardless of not being able to [[SRD:Turn or Rebuke Undead|turn or rebuke]] [[SRD:Undead Type|undead]].</small><br />
<br />
==== [[SRD:Humans (Race)|Human]] Grim Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Scimitar|Scimitar]], [[SRD:Sickle|Sickle]], [[SRD:Light Crossbow|Light Crossbow]] with 20 [[SRD:Crossbow Bolts|Bolts]], [[SRD:Spiked Gauntlet|Spiked Gauntlet]].<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" | [[SRD:Concentration Skill|Concentration]] || 4 || [[Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Craft Skill|Craft]] || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Disguise Skill|Disguise]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Intimidate Skill|Intimidate]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Knowledge Skill|Knowledge]] (religion) || 4 || [[Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Profession Skill|Profession]] (Soul Ferrier) || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Profession Skill|Profession]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].<br />
<br />
'''Bonus Feats:''' [[Improved Unarmed Strike]].<br />
<br />
'''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], [[SRD:Adventuring Gear|Backpack]], [[SRD:Adventuring Gear|Flint & Steel]], 2&times; [[SRD:Sunrod|Sunrod]].<br />
<br />
'''Gold:''' 45 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Grim ====<br />
<br />
'''Religion:''' While grims may not be a very religious bunch, they are known to pray to deities with the [[SRD:Death Domain|Death domain]] or other deities that include the passage of souls into the afterlife in their portfolios. With their wisdom and understanding of the passing of souls, religion rarely provides comfort. Though, belonging to a religion does not have a bearing on how much a grim may worship, revere or pay homage to a deity. <br />
<br />
'''Other Classes:''' Grims work well with most classes, even if they do have personal differences off the battlefield. Mages increase a grim's power with buffing spells, while the grim avoids any dangerous spells that get tossed into the fray. [[SRD:Ranger|Rangers]] can support grims from afar with arrow fire, or flank opponents with him. [[SRD:Rogue|Rogues]] sneak in while grims have the enemy occupied. [[SRD:Barbarian|Barbarians]] and [[SRD:Fighter|fighters]] fight alongside grims without getting in each other's way. [[SRD:Cleric|Clerics]] heal and turn undead if a grim finds himself overwhelmed. [[SRD:Paladin|Paladins]] and grims often compete with each other, as [[SRD:Paladin|paladins]] constantly need to prove themselves, and grims simply need to get the job done. [[SRD:Paladin|Paladins]] tend to be at odds with grims, who don't trust a grim's power and where it comes from. [[SRD:Monk|Monks]] get along with grims about as much as they do with mages. The [[SRD:Monk|monk's]] viewpoint to use wisdom to attain a higher form of being does come at odds with the grim, and a [[SRD:Monk|monk]] may see a grim to be an untrue path to power and be leery that the grim harnesses such [[SRD:Special Abilities Overview#Supernatural|supernatural]] abilities. <br />
<br />
Out of combat, support classes, such as [[SRD:Bard|bard]] and [[SRD:Rogue|rogue]] enjoy the company of grims, who often need to avoid conspicuity. Mages typically let grims do their own thing and just give them the space they need to do what they do. Grims gladly reciprocate the feeling. [[SRD:Wizard#School Specialization|Necromancers]] have no place around grims. Grims see the art of animating the dead as monstrous, regardless of intention or alignment.<br />
<br />
'''Combat:''' A grim takes point, holding off opponents as long as he can, reducing his enemy's capacity to attack, and providing protection for his teammates. He needs to get in close to be able to do his job effectively. With several communication spells, he can coordinate attacks across the battlefield easily, using his hampering spells from afar, buffing up with ''[[SRD:Invisibility|invisibility]]'' or ''[[SRD:Blur|blur]]'' to throw off his opponent and then going in, [[#Grim Transformation|Transformed]], deftly swinging a weapon or preparing for a damaging [[#Rending Touch|Rending Touch]].<br />
<br />
'''Advancement:''' Grims typically prefer to stick with their class, but some occasionally find dabbling in other martial classes, such as [[SRD:Fighter|fighter]], [[SRD:Ranger|ranger]], and [[SRD:Barbarian|barbarian]] satisfying. Occasionally, a grim will multiclass into [[SRD:Rogue|rogue]] to gain skills and even sneak attack, making them effective against a wide variety of opponents and situations. In the case of a multiclassed grim with an [[SRD:Animal Type|animal]] companion (such as one granted by [[SRD:Druid#Animal Companion|druid]] or [[SRD:Ranger#Animal Companion|ranger]]), such a character may use [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Using Skills#Difficulty Class|DC]] 20) to teach the animal a trick to allow it to recognize the character without fear from his [[#Aura of Unease|Aura of Unease]]. <br />
<br />
'''Bookkeeping:''' Grims are complicated, and as such, there are a few extra things that the player has to have written down to keep the game flowing smoothly (about as much as a PC with a cohort, animal companion or familiar). The player may want to keep a second character sheet to record the differences in his character while [[#Grim Transformation|Transformed]]. It is vital to track his remaining uses of [[#Grim Transformation|Grim Transformation]], the bonuses he gains from his class abilities through leveling (such as [[#Discount|Discount]] and [[#Gate Protection|Gate Protection]]) and the damage and [[SRD:Using Skills#Difficulty Class|DC]] of his [[#Rending Touch|Rending Touch]] and his chosen spells. Be sure to check the example NPC below.<br />
<br />
====Choosing a Transformed Form====<br />
<br />
Detailed here are some ideas to help players choose what a grim looks like when he [[#Grim Transformation|Transforms]]. A [[#Grim Transformation|Transformed]] grim is no longer limited in appearance by his race, but rather the limitations of his basic form, the [[#Alteration|Alterations]] the grim has gained and the imagination of the player. <br />
<br />
* '''The Gentle Face:''' The grim's appearance becomes smoothed out, calm and serene as if his face was a mask.<br />
* '''The Horrid Visage:''' The grim's face distorts into a horrific visage. Perhaps his skull shows through or his face takes on the qualities of a fiend.<br />
* '''The [[SRD:Outsider Type|Outsider]]:''' The grim's whole appearance changes to resemble that of an [[SRD:Outsider Type|outsider]] of the player's choice. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether.<br />
* '''The Idealized Persona:''' The grim becomes more attractive, tougher, taller, prouder, better built or all around more grandiose.<br />
* '''The Lord of the Dead:''' The grim's flesh appears to melt away leaving a glowing ghostly monster pulsing with waves of energy and ethereal power.<br />
* '''The Beast:''' The grim's appearance becomes more animalistic or feral.<br />
* '''The Machine:''' The grim's appearance becomes more rigid, as if made from metal, stone, crystal or other minerals.<br />
* '''The Avatar:''' The grim's appearance becomes closer to that of a deity of the player's choice.<br />
* '''The Monster:''' The grim's appearance changes so much, that he is no longer recognizable as the same person, changing into something that looks like its from the Outer Planes.<br />
* '''The Split Personality:''' The grim's appearance takes on that of someone else. He may even act differently. A [[#Grim Transformation|Transformed]] grim isn't limited in changes to form. His personality, mannerisms, outlook and identifying characteristics may change as well.<br />
<br />
====Heralds of Death and Ferrying Souls====<br />
<br />
''The information presented here may vary in a given campaign setting. Players, be sure to ask your DM for specifics and details that differ.''<br />
<br />
The heralds of death may be any powerful trustworthy outsider working for a deity of the [[SRD:Death Domain|Death]] domain, though most are [[SRD:Solar|solars]], tasked with upholding, recording and directing the souls of the dead to their final resting places. Heralds of death collect diamonds, though the reason for this is unclear. As such, diamonds have long been necessary in bribing the heralds of death, as a spell component, to return souls from their resting places and place them safely within their bodies once more.<br />
<br />
A grim is able to use a casting of ''[[contact other plane]]'' to contact the heralds of death to learn of who is dead and alive by identifying them provided that the grim unambiguously identify the the individual in some fashion (reciting the individual’s time and place of birth or death is the most common method). Contacting the heralds of death in this manner is treated as contacting a greater deity. <br />
<br />
'''[[SRD:Profession Skill|Profession]] (soul ferrier) ([[SRD:Wisdom|Wis]]) ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, he may begin work at his [[SRD:Profession Skill|profession]], capturing wandering and wayward souls and guiding them into the afterlife. He gets paid as he would for any other [[SRD:Profession Skill|profession]]. It is his duty to perform last rites over a corpse to ensure its soul reaches the afterlife safely. Doing so takes one round. Ignoring this duty or blatantly violating it incurs the wrath of the heralds of death. Wayward souls are drawn to the gate on his body. He reaches out to touch them and grant them passage to the afterlife. The money he earns, typically 2 coins of varying value per soul, appear near or on his person with or without his knowledge. When a grim does an exemplary performance in his duties (settling the souls of powerful undead to rest or those who have gone wandering for many ages), he may be paid in diamonds instead of coins.<br />
<br />
This skill can be used in place of [[SRD:Knowledge Skill|Knowledge]] (religion) skill checks made to identify religious rites and rituals concerning proper cultural treatment of the dead as well as [[SRD:Knowledge Skill|Knowledge]] (architecture) skill checks made where the dead are buried (such as graveyards, crypts and tombs).<br />
<br />
This skill can be used in place of [[SRD:Diplomacy Skill|Diplomacy]] and [[SRD:Sense Motive Skill|Sense Motive]] skill checks made against wandering spirits, [[SRD:Spectre|spectres]], [[SRD:Wraith|wraiths]], [[SRD:Shadow|shadows]], [[SRD:Ghost|ghosts]] and other forms of [[SRD:Incorporeal|incorporeal]] [[SRD:Undead Type|undead]].<br />
<br />
As with any [[SRD:Profession Skill|Profession]], a grim may make a [[SRD:Profession Skill|Profession]] (soul ferrier) skill check to perform his duties and make a decent living, earning about half his [[SRD:Profession Skill|Profession]] check result in gold pieces per week of dedicated work. A grim knows how to use the tools of his trade (various ceremonial implements that vary from culture to culture, respectable dress to observe religious rites and his trusty gear at his side), how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.<br />
<br />
If a grim incurs the wrath of a herald of death, he must atone for his misdeeds. Until the grim has atoned, he cannot use the [[SRD:Profession Skill|Profession]] (soul ferrier) skill to earn payments. A DM may choose any means of atonement he sees fit to enact as punishment, depending on the severity of the grim's misdeed, but the most common atonement is having the grim guide back a certain number of souls without getting paid for his services (typically 10 &times; the grim's level in souls).<br />
<br />
==== Grims in the World ====<br />
<br />
{{quote|Have you ever seen a dead man walking restless through the realm who's body died a millennia ago?|orig=Brody, candothist grim}}<br />
<br />
Grims are a component of the natural order of mortal life, and to a lesser extent, outsider agents in control of judging who is fit to live and die. Since grims are such a varied group, they may even take to thinning out their own numbers to ensure that the flock of living souls is not culled without cause. Mainly, grims serve as guides for wayward souls trapped on the material plane. Grims send these unfortunate souls onward to their final resting place, or back into the karmic cycle to be reborn again.<br />
<br />
'''Daily Life:''' Grims travel about, going from town to town, searching for lost souls in graveyards, old temple crypts and cellars. In the wilds, they explore long forgotten ruins and tombs. Its their job to search out souls, and wayward souls are typically those who never received a proper burial, dying horrible deaths, or just have unfinished business and refuse to leave until it is set straight. Since grims get paid for doing this service, it makes the prospect of visiting these places filled with danger a little easier to justify.<br />
<br />
'''Notables:''' Brody, a wise-ass [[Candothists (DnD Race)|candothist]], travels from town to town offering to exorcize ghosts and troublesome undead from local graveyards and spooky places, for a price of course. Though his methods appear unprofessional and his personal hygiene is lax, he always manages to get the job done, with a smile, regardless of how useless an un-haunted cemetery is for anyone, at least the spirits are happy.<br />
<br />
Omnijaku Broktoon, a wild brute of a grim, has been known to hang around dangerous areas of fame, waiting for traveling adventurers to come wandering by. If they prove useful, he will aid them in their quest, removing spirits of previous adventurers as they travel. If his companions fail, then its an easy two bits of gold for him. It is said that he has an extensive collection of diamonds, which he has been known to sell to travelers seeking to bribe the gatekeepers of the dead to allow souls to return to their bodies and live again.<br />
<br />
'''Organizations:''' Most grims go about their duty, never knowing or happening upon other grims. Though, occasionally they will somehow stumble upon others of their kind, as if guided by fate, and form temporary groups to take on greater menaces that they could not handle without the aid of other grims. High level grims may receive summons from [[clerics]] of death deities (especially if a grim worships the same diety). Churches of death deities are often in need of grims to perform special tasks for them.<br />
<br />
'''NPC Reactions:''' Some NPCs are suspicious, if not outright wary of grims. NPCs who are used to dealing with odd adventurers are more likely to be just as cautious around them as they would anyone else. Some folk however, will welcome grims, for they serve the duty of removing [[SRD:Undead Type|undead]], a valuable service for common folk who have enough to worry about in such a dangerous world.<br />
<br />
==== Grim Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s.<br />
<br />
The [[SRD:Using Skills#Difficulty Class|DC]] to learn about a specific class feature of the grim is 10 + the level the ability is gained.<br />
<br />
{| class="{{d20}}"<br />
|+ [[Knowledge]] (religion)<br />
! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are those who walk among the mortals of the world who act as gateways to the world beyond.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Grims are mortals who take the duty to ferry the souls of the restless dead into the afterlife.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Grims can transform at will into terrifying forms capable of casting magical spells with a thought and fly through walls.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Wandering from town to town, grims seek out monstrous undead and destroy them so that the souls of those who were tainted may rest in eternal peace or once again join the cycle of life and death. Grims are agents who work for the forces that balance life and death in the world.<br />
|}<br />
<br />
==== [[DnD Grim Feats|Grim Feats]] ====<br />
<br />
{{:DnD Grim Feats}}<br />
<br />
==== Grims in the Game ====<br />
<br />
''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment. The default afterlife for the core rules is alignment-based, being Hell, the Abyss, Celestia and Mechanus.''<br />
<br />
Grims often stick to the back of the party, keeping quiet during traveling and while doing business among townsfolk, but in the dark hours of night, gathered around a campfire, a grim tells stories and keeps a vigilant lookout for predators who stalk his party in the darkness beyond the fire light's reach. When in dungeons, grims might lead (though someone close at hand may simply be telling them to go certain ways) keeping a keen eye out for undead and hidden secrets. A grim can often spare a few rounds of his Transformation to help bypass deadly traps. When in combat, he leads the way, keeping undead and other dangerous monsters away from his companions who are lesser suited to deal with such beasts at close range.<br />
<br />
While taking breaks between adventures, bartering with traders and stocking up on supplies, reclusive grims tend to keep conversation with NPCs short, lest they have their unusual powers revealed. Grim powers are strange and fearsome to commoners who don't understand how a grim controls such mysterious abilities (as is the case with most mages in general). Grims are rarely the face of the party, often to the point that NPCs may forget about them altogether.<br />
<br />
Unfortunately, a reclusive grim is occasionally found out, much to his trouble (which is why they usually like to keep quiet about it), and NPCs fear what they don't understand. If the grim can manage to explain himself in a favorable light, he may change their minds, but most often, they will still be wary of him, especially since no horse or dog will voluntarily go near him without getting spooked.<br />
<br />
When traveling, grims usually hitch a ride in the back of the cart or walk.<br />
<br />
Grims aren't particularly adept at conversation, though they are wise enough to know when to stay in the back and keep quiet.<br />
<br />
Grims who wish to keep their powers kept secret may take on the archetypal appearance of scoundrels, shamans, thugs or adventurers in order to gain acceptance.<br />
<br />
Grims who are open about their abilities may travel from town to town advertising their powers as Exorcists. This role makes them much less feared by NPCs, except some people will still show doubt of their skill until it is proven, and often, a grim is loathe to waste precious [[#Grim Transformation|Transformation]] time on demonstrations.<br />
<br />
'''Adaptation:''' Grims, rather than being a bunch of unorganized individuals, recruited haphazardly throughout the land by forces unknown and unseen, may be part of a strong organization of [[SRD:Cleric|clerics]] who worship a God of [[SRD: Death Domain|death]] as well as high level grims who operate in secret to ensure the extermination of undead and unnatural immortals who go against the cycle of life and death. A church of a God of [[SRD: Death Domain|Death]] would be just as likely to have squads of grims patrolling the lands as it would clerics, or even groups of the two out on crusade. <br />
<br />
Alternately, grims may work with or support undead, having powerful undead as masters. Such grims would almost definitely be evil, scouring the lands, killing those who oppose them while their undead masters raise an army of undead to kill the world.<br />
<br />
'''Sample Encounter:''' Ian Jackdaw, the wandering supernatural mercenary, has begun questing to seek out a recently discovered tomb, which he has no intentions of letting others despoil. Any would-be grave robbing adventurers would do well to steer clear of him, lest they find themselves on the receiving end of his punishment. The location of the tomb is a secret, if only to those who don't have the gold to spare to pay those with the knowledge of its location. However, upon first meeting Ian Jackdaw in town, overhearing their attempt to [[SRD:Gather Information Skill|gather information]], or even warned by locals, the PCs can learn that Ian wants no part in others attempting to plunder the tomb, defiling graves and looting the place of its ancient treasures. Ian intends to check the tomb for wayward spirits and undead and then seal it once again.<br />
<br />
Outside of the tomb, deep in a dense forest (or other difficult to access area), away from civilization, Ian goes about his business. If the PCs happen upon him, they must convince him that they have no intention of defiling the place (a highly unlikely prospect, as they traveled all the way to the tomb) or be met with hostile reactions. If they do not heed his warnings about the dangers, he will let them enter the tomb (so long as he is not acted upon with hostility), though once inside, he will enter in behind and attack in the narrow corridors. He casts spells upon himself first before going in, and may use other spells to confuse and frighten the PCs. Once in melee, he transforms, increasing in power and danger. If he gets wounded right away, he may back off, blocking the PCs from following in order to recover. <br />
<br />
If he is unsuccessful in his sneak attack and fear and confusion, he will retreat and try again at another opportunity, hounding the PCs until he kills them or they kill him, so long as the PCs actually defile the tomb.<br />
<br />
''EL 8:'' {{:Ian Jackdaw (DnD 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:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Grim_(3.5e_Class)&diff=580851Grim (3.5e Class)2012-07-10T20:51:10Z<p>173.245.52.127: /* Grims in the World */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Grim.jpg<br />
|imgloc=bottom<br />
|imgsize=<br />
|imgcaption=The Grim - Supernatural Warrior<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=5<br />
|raters_formatting=2<br />
|rating_flavor=4<br />
|raters_flavor=2<br />
|status=v6.2, needs updated ratings<br />
|editing=Grammar/Spelling/Formatting<br />
|type=Moderate Spellcasting, Divine Spellcasting<br />
|desc=A supernatural warrior with a distaste for those who defy death. He transforms into a glowing otherworldly force of destruction, moving through solid walls and sending souls to the afterlife.<br />
}}<br />
<br />
== Grim ==<br />
<br />
{{quote|Your stay is unwelcome and soon to be ended. Speak your last words now while your voice still echoes.|orig=Brody, candothist grim|src=threatening a ghost.}}<br />
<br />
A grim wanders from town to town, passing amongst the varied peoples. The chill touch of death eternally separates the grim from common folk. He travels to find lost souls left trapped in homes, towns, graveyards and long forgotten crypts. He brings the wayward dead eternal rest, any way he can.<br />
<br />
To most, the grim appears as a simple warrior, if an often sullen or gloomy one. However, it is the grim's duty to ferry the souls of the dead to their afterlife. He is a beacon of safe haven to the lost and wayward dead on the [[SRD:Material Plane|Material Plane]] who seek their final destination, but to those who grasp onto the living world beyond their welcome, he is a dreaded enemy. The grim is constantly reminded of his mortality and the horrific torment brought upon those who fail to cross over throughout his duties as well as serving as a reminder to others. It is this trait that earns him the name of "grim".<br />
<br />
Harnessing divine power directly from the essence of the [[SRD:Ethereal Plane|Ethereal Plane]], the grim transforms into the bane of those who defy death. With precise control, he is a fearsome presence in combat. <br />
<br />
=== Making a Grim ===<br />
<br />
He who follows this path may be brought into the life of a grim by making a pact with powerful spirits, a deity of [[SRD:Death Domain|death]], or perhaps some inborn connection or longstanding powerful trauma that has connected him to the [[#Heralds of Death and Ferrying Souls|agents of death]] or the [[SRD:Ethereal Plane|Ethereal Plane]].<br />
<br />
Grims are capable frontline melee combatants. Often wearing [[SRD:Light Armor|light armor]] or [[SRD:Medium Armor|medium armor]], they rely on maneuverability and tactics. As they see fit, they call upon their [[#Grim Transformation|Grim Transformation]] and tear through opponents. They cast their [[#Spells|spells]] to allow them to manipulate situations and bypass [[SRD:Traps|traps]] and obstacles. For all their fearsome power, they lack the physical presence of a true martial character, such as a [[SRD:Fighter|fighter]] or [[SRD:Barbarian|barbarian]] or the magical aptitude of a [[SRD:Wizard|wizard]] or [[SRD:Cleric|cleric]]. Despite their frequently reclusive habits, grims often rely on allies in troubling times. <br />
<br />
'''[[SRD:Ability Scores|Abilities]]:''' [[SRD:Dexterity|Dexterity]] is great for [[SRD:Armor Class|Armor Class]] as well as their ability to make [[SRD:Touch_Attack#Touch_Attacks|touch attacks]] or specialize in finesse weapons. A high [[SRD:Wisdom|Wisdom]] increases the potency of grim [[#Spells|spells]]. [[SRD:Strength|Strength]] is, of course, handy for melee [[SRD:How_Combat_Works|combat]], [[SRD:Grapple|grappling]] and all that other burley stuff.<br />
<br />
'''[[SRD:Races|Races]]:''' Any race that respects the dead or holds a reverence for passing-on are likely to have a few grims among their populace. [[SRD:Humans (Race)|Humans]], with their natural need to understand the world around them, take to becoming grims easily. [[SRD:Elves, High (Race)|Elves]] and [[SRD:Half-Elves (Race)|half-elves]] often have a fair number of grims among their numbers. [[SRD:Dwarves, Hill (Race)|Dwarves]] are rarely grims, since they are so long-lived with little demand for the role. [[SRD:Halflings, Lightfoot (Race)|Halflings]] and [[SRD:Gnomes, Rock (Race)|gnomes]] occasionally take up the life of a grim, either as outcasts or eccentric but necessary public servants. Primitive cultures often have grims, who may additionally serve as spiritualists and preachers to their fellows. <br />
<br />
'''[[SRD:Alignment|Alignment]]:''' Grims have diverse reasons for following their path. Their personalities, motivations and passions drive them. Just as their backgrounds and reasons are diverse, so are their [[SRD:Alignment|alignments]], and a grim may be of any [[SRD:Alignment|alignment]] without restriction to his class abilities.<br />
<br />
'''Starting Gold:''' 5d4 &times; 10 gp (125 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Moderate, as [[SRD:Fighter|fighter]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Grim}}</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 Throws]]<br />
! rowspan="2" | Special<br />
! colspan="4" | Spells Known<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | [[#Ethereal Gate|Ethereal Gate]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Aura of Unease|Aura of Unease]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Discount|Discount]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Gate Protection|Gate Protection]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | [[#Grim Transformation|Transformation]] ([[SRD:Special Abilities Overview#Supernatural|Su]]) 1/day, [[#Alteration|Alteration]], [[#Rending Touch|Transformation: Rending Touch]]<br />
|2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | [[#Grim Sight|Grim Sight]] ([[SRD:Special Abilities Overview#Supernatural|Su]]) [[#Dedication|Dedication]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]])<br />
|2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [[#Grim Transformation|Transformation]] 2/day, [[#Alteration|Alteration]]<br />
|2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | [[#Grim Sight|Grim Sight: See Invisibility]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Divine Suffusion|Divine Suffusion 1st Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | [[#Alteration|Alteration]]<br />
|2||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | [[#Lucent Body|Transformation: Lucent Body]], [[#Grim Sight|Grim Sight: See Ethereal]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|2||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | [[#Grim Transformation|Transformation]] 3/day, [[#Alteration|Alteration]], [[#Returning Memories|Returning Memories]]<br />
|3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | [[#Imbued Body|Imbued Body]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]), [[#Divine Suffusion|Divine Suffusion 2nd Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" | [[#Death's Contract|Death's Contract]], [[#Alteration|Alteration]]<br />
|3||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +3 || +7<br />
| class="left" | [[#Ethereal Deviation|Transformation: Ethereal Deviation]]<br />
|4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | [[#Grim Transformation|Transformation]] 4/day, [[#Alteration|Alteration]]<br />
|4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +4 || +8<br />
| class="left" | [[#Imbued Body|Imbued Body]]<br />
|4||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +4 || +9<br />
| class="left" | [[#Alteration|Alteration]], [[#Divine Suffusion|Divine Suffusion 3rd Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|4||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +5 || +9<br />
| class="left" |[[#Rending Nullification Touch|Transformation: Rending Nullification Touch]]<br />
|4||2||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | [[#Grim Transformation|Transformation]] 5/day, [[#Alteration|Alteration]]<br />
|4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +5 || +10<br />
| class="left" | [[#Imbued Body|Imbued Body]]<br />
|4||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +6 || +11<br />
| class="left" | [[#Grim Transformation|Transformation]] 6/day, [[#Alteration|Alteration]]<br />
|4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +6 || +11<br />
| class="left" | [[#Divine Suffusion|Divine Suffusion 4th Level]] ([[SRD:Special Abilities Overview#Supernatural|Su]])<br />
|4||3||3||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +6 || +12<br />
| class="left" | [[#Grim Nova|Grim Nova]] ([[SRD:Special Abilities Overview#Supernatural|Su]]), [[#Alteration|Alteration]]<br />
|4||3||3||2<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:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge|Knowledge (religion)]] ([[SRD: Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] [[#Soul Ferrier|(soul ferrier)]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD: Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]])<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Grims gain powers that augment their [[#Grim Transformation|Transformation]], ease their passage from life and death and back, augment their bodies, senses and essences as well as destructive touch attacks and resistances to [[SRD:Undead Type|undead]]. <br />
<br />
All of the following are class features of the grim. <br />
<br />
'''Weapon and Armor Proficiency:''' A grim is [[SRD:Armor Proficiency (Light)|proficient]] with [[SRD:Light Armor|light armor]] and [[SRD:Simple Weapon Proficiency|proficient]] with [[SRD:Simple Weapon|simple weapons]]. The grim is also proficient with a single [[SRD:Martial Weapon|martial weapon]] of his choice.<br />
<br />
'''{{#anc:Spells}}:''' A grim casts his [[SRD:Spells|spells]] at-will as [[SRD:Special Abilities Overview#Spell-like|spell-like]] abilities while [[#Grim Transformation|Transformed]]. The grim cannot cast spells when not [[#Grim Transformation|Transformed]] unless he has also gained the appropriate [[#Divine Suffusion|Divine Suffusion]] to cast a spell of that level. [[SRD:Wisdom|Wisdom]] determines the power of his spells.<br />
<br />
A grim channels his spells through divine meditation in a one hour meditation ritual typically performed at dawn after awaking. The spells he learns are ingrained into his essence and he may use them at will while [[#Grim Transformation|Transformed]]. However, if he wishes to change what spells he is able to cast, he must meditate uninterrupted for one hour. He may change any or all of his known spells. A grim may prepare and cast any spell on the grim spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his meditation.<br />
<br />
To learn or cast a spell, a grim must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The [[SRD:Using Skills#Difficulty Class|Difficulty Class]] for a saving throw against a grim’s spell is 10 + the spell level + the grim’s [[SRD:Wisdom|Wisdom]] modifier. Unlike most other spellcasters, a grim has a limitless supply of spells per day. In addition, he only gains access to lower level spells and is initially limited to casting spells only while [[#Grim Transformation|Transformed]].<br />
<br />
A grim’s variety of spells is extremely limited. A grim is able to learn one 1st-level spell of his choice at 1st level. As he gains more grim levels, he gains more new spells, as indicated on [[#Table: The Grim|Table: The Grim]]. (The number of spells a grim knows is not affected by his [[SRD:Wisdom|Wisdom]] score; the numbers on [[#Table: The Grim|Table: The Grim]] are fixed.) These spells are chosen from the list below. <br />
<br />
Upon reaching 4th, 10th and 15th levels, the grim gains access to each higher level of spells. He may choose to have a lower level spell occupy a higher level slot (though, the spell is still cast as though it were of its normal level).<br />
<br />
Metamagic feats are a great boon to a grim's spellcasting, allowing him to cast a wider variety of spells that occupy his higher level spell-slots for greater effect. However, to use a metamagic feat, the spell must be prepared to occupy the higher slot to be used, like a [[SRD:Wizard|wizard]].<br />
<br />
Like a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a grim prepares his spell slots in advance. He can cast any spell he meditated for at-will while [[#Grim Transformation|Transformed]]. To cast a spell while not [[#Grim Transformation|Transformed]], a grim must have the corresponding [[#Divine Suffusion|Divine Suffusion]] to cast spells of that level.<br />
<br />
Grims choose their spells from the following list:<br />
<br />
1st&mdash; ''[[SRD:Cause Fear|cause fear]]'', ''[[SRD:Comprehend Languages|comprehend languages]]'', ''[[SRD:Deathwatch|deathwatch]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Secret Doors|detect secret doors]]'', ''[[SRD:Detect Undead|detect undead]]'', ''[[SRD:Disrupt Undead|disrupt undead]]'', ''[[SRD:Expeditious Retreat|expeditious retreat]]'', ''[[SRD:Hide from Undead|hide from undead]]'', ''[[SRD:Light|light]]'', ''[[SRD:Mage Hand|mage hand]]'', ''[[SRD:Message|message]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Sleep|sleep]]'', ''[[SRD:Touch of Fatigue|touch of fatigue]]''<br />
<br />
2nd&mdash; ''[[SRD:Augury|augury]]'', ''[[SRD:Blur|blur]]'', ''[[SRD:Darkness|darkness]]'', ''[[SRD:Darkvision (Spell)|darkvision]]'', ''[[SRD:Death Knell|death knell]]'', ''[[SRD:False Life|false life]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Ghoul Touch|ghoul touch]]'', ''[[SRD:Gust of Wind|gust of wind]]'', ''[[SRD:Invisibility (Spell)|invisibility]]'', ''[[SRD:Levitate|levitate]]'', ''[[SRD:Scare|scare]]'', ''[[SRD:Silence|silence]]'', ''[[SRD:Whispering Wind|whispering wind]]''<br />
<br />
3rd&mdash; ''[[SRD:Deeper Darkness|deeper darkness]]'', ''[[SRD:Displacement|displacement]]'', ''[[SRD:Fear (Spell)|fear]]'', ''[[SRD:Fly (Spell)|fly]]'', ''[[SRD:Gaseous Form|gaseous form]]'', ''[[SRD:Invisibility Sphere|invisibility sphere]]'', ''[[SRD:Speak with Dead|speak with dead]]'', ''[[SRD:Vampiric Touch|vampiric touch]]'', ''[[SRD:Wind Wall|wind wall]]''<br />
<br />
4th&mdash; ''[[SRD:Contact Other Plane|contact other plane]]'', ''[[SRD:Crushing Despair|crushing despair]]'', ''[[SRD:Death Ward|death ward]]'', ''[[SRD:Dimensional Anchor|dimensional anchor]]'', ''[[SRD:Divination|divination]]'', ''[[SRD:Divine Power|divine power]]'', ''[[SRD:Enervation|enervation]]'', ''[[SRD:Greater Invisibility|greater invisibility]]'', ''[[SRD:Phantasmal Killer|phantasmal killer]]'', ''[[SRD:Sending|sending]]'', ''[[SRD:Solid Fog|solid fog]]'', ''[[SRD:Tongues|tongues]]''<br />
<br />
'''{{#anc:Ethereal Gate}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, an ethereal gate of tiny slowly rotating rings appears on the grim's body, no bigger than the palm of his hand. This gate opens to allow willing souls passage to their final destinations. The gate is in a location of the grim's choice and is ethereal. <br />
<br />
'''{{#anc:Aura of Unease}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, all [[SRD:Animal Type|animals]] that come within 10 feet of the grim must make a [[SRD:Will|Will]] save [[SRD:Using Skills#Difficulty Class|DC]] 10 + {{1/2}} his grim levels + [[SRD:Charisma|Charisma]] modifier or become [[SRD:Shaken|shaken]]. The [[SRD:Animal Type|animal]] stays shaken as long as it stays within 10 feet of the grim and for 1d4 rounds afterwords. If the [[SRD:Animal Type|animal]] succeeds at its save, it is unaffected by the grim's Aura of Unease for 24 hours.<br />
<br />
An animal may be trained ([[SRD:Handle Animal Skill|Handle Animal]] [[SRD:Using Skills#Difficulty Class|DC]] 20) to resist an Aura of Unease as one of its tricks. See [[SRD:Handle Animal Skill|Handle Animal]] for more information on tricks.<br />
<br />
'''{{#anc:Discount}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, as compensation for the grim's duties, he gains a discount on being raised from the dead. The [[SRD:Components (Spell Descriptor)|material component]] cost requirement drops by 5% for each grim level he possesses. At 20 grim levels, the [[SRD:Components (Spell Descriptor)|material component]] cost to be raised from the dead no longer needs to be paid.<br />
<br />
'''{{#anc:Gate Protection}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The otherworldly power of the [[#Ethereal Gate|Ethereal Gate]] affords the grim protection against [[SRD:Undead Type|undead]]. Starting at 1st level, the grim gains a bonus on all [[SRD:Saving Throw|saves]] to resist the [[SRD:Special Abilities Overview#Supernatural|supernatural]], [[SRD:Special Abilities Overview#Extraordinary|extraordinary]], [[SRD:Special Abilities Overview#Spell-Like|spell-like]] or [[SRD:Special Abilities Overview#Psi-like|psi-like]] attacks of [[SRD:Undead Type|undead]] creatures. This ability increases at a rate of 1 point of bonus per 4 additional grim levels, increasing to +2 at 5th, +3 at 9th, +4 at 13th, +5 at 17th and so on.<br />
<br />
'''{{#anc:Grim Transformation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flow of strange ethereal waves flow into his body and weapons. He begins glowing as faintly as a [[SRD:Candle|candle]], dimly illuminating his square. At 2nd level, he learns to harness the otherworldly power of his [[#Ethereal Gate|Ethereal Gate]] to transform his body. His transformation's appearance evolves as he gains levels (the exact form he takes varies from grim to grim. See "[[#Choosing a Transformed Form|Choosing a Transformed Form]] below for ideas). <br />
<br />
The outpouring of otherworldly energy temporarily transforms him into an [[SRD:Outsider Type|Outsider]] (unless he already has either the [[SRD:Undead Type|Undead]] or [[SRD:Construct Type|Construct]] types).<br />
<br />
His armor, coursing with otherworldly power, no longer restricts his movement. His armor's [[SRD:Armor Check Penalty|armor check penalty]], [[SRD:Armor_Qualities#Maximum_Dex_Bonus|maximum dexterity bonus]] and [[SRD:Armor Qualities#Arcane Spell Failure|Arcane Spell Failure]] are negated while he remains Transformed. He regains his [[SRD:Armor Qualities#Speed|unencumbered speed]] if he wears [[SRD:Medium Armor|medium]] or [[SRD:Heavy Armor|heavy armor]] and is otherwise unencumbered.<br />
<br />
He can touch any [[SRD:Incorporeal Subtype|incorporeal]] creature as though it were solid, dealing damage normally and ignoring an [[SRD:Incorporeal Subtype|incorporeal]] creature's 50% miss chance.<br />
<br />
He glides roughly 4 inches over the ground without touching it. He can pass over non-solid or unstable ground without suffering penalties to movement, such as water or lava. He leaves no tracks behind.<br />
<br />
He may [[#Grim Transformation|Transform]] at will as a [[SRD:Free Actions|free action]] on his turn. His Transformation lasts for a number of rounds per day equal to 3 + the character’s [[SRD:Constitution|Constitution]] modifier (minimum of 1 round). A grim may prematurely end his Transformation. As a grim gains levels, he will also gain new [[#Transformation Properties|Transformation Properties]] during his [[#Grim Transformation|Transformation]] as well as have his choice of other [[#Alteration|Alterations]] to modify his [[#Grim Transformation|Transformation]] with.<br />
<br />
At 2nd level he can use his Transformation ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Transforming takes no time itself, but a grim can do it only during his action, not in response to someone else’s action.<br />
<br />
'''{{#anc:Transformation Properties}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As he gains levels, his [[#Grim Transformation|Transformation]] grows in power and takes on additional abilities and powers.<br />
<br />
''{{#anc:Rending Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 2nd level, he learns to channel otherworldly energy as a raw magical force to perform a [[SRD: Touch Attack|touch attack]] as a standard action against his opponents. He deals 1d6 damage per two grim levels as magical energies tear through and inundate the target (2d6 at 4th level, 3d6 at 6th level and so on). While [[#Grim Transformation|Transformed]], he deals damage equal to 1d6 per grim level. In the event he [[SRD:Grapple|grapples]] his opponent, and is not pinned, he automatically succeeds his [[SRD:Armor Class#Touch Attacks|touch attack]] against his opponent.<br />
<br />
Rending Touch is a [[SRD:Armor Class#Touch Attacks|touch attack]] that affects a single target, allowing no saving throw. A Rending Touch deals 1d6 points of damage at 2nd level and increases in power as the grim rises in level. For the purposes of [[SRD:Spell Resistance|spell resistance]] and other effects calculated by spell level, Rending Touch is the equivalent of a spell whose level is equal to one-half the grim’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a grim reaches 18th level or higher. A Rending Touch is subject to [[SRD:Spell Resistance|spell resistance]], however, the [[SRD:Spell Penetration|Spell Penetration]] feat and other effects that improve caster level checks to overcome [[SRD:Spell Resistance|spell resistance]] also apply to Rending Touch. A Rending Touch deals half damage to objects until he gains [[#Rending Nullification Touch|Rending Nullification Touch]]. However, the feat [[SRD:Ability Focus|Ability Focus]] (Rending Touch) increases the [[SRD:Using Skills#Difficulty Class|DC]] for all saving throws (if any) associated with a grim’s Rending Touch by 2.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Rending Touch/Rending Nullification Touch}} Damage<br />
|-<br />
! Target || Standard || While Transformed<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Creature || 1d6 damage per 2 grim levels || 1d6 damage per grim level <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Object<sup>1</sup> || 1d6 damage per 2 grim levels/2 || 1d6 damage per grim level/2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Object<sup>2</sup> || 1 cubic foot per 2 grim levels || 1 cubic foot per grim level<br />
|-<br />
| colspan="42" class="skill" |<br />
# Damage dealt without [[#Rending Nullification Touch|Rending Nullification Touch]].<br/><br />
# Must have [[#Rending Nullification Touch|Rending Nullification Touch]] to disintegrate objects. <br/><br />
[[SRD:Fortitude Save|Fortitude]] Save [[SRD:Using Skills#Difficulty Class|DC]] = 10 + [[SRD:Wisdom|Wisdom]] modifier + {{1/2}} grim level.<br />
|}<br />
<br />
''{{#anc:Lucent Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 7th level, when he transforms, a glowing radiance flares from his body and weapons. His entire body glows like a ''[[light]]'' spell (in a color of his choice, and is always the same). He gains a +2 deflection bonus to his [[SRD:Armor Class|Armor Class]] against all attacks from corporeal sources, except [[SRD:Force Effect|force effects]] or weapons with the [[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]] enhancement. He can move through solid objects at half his movement speed. He gains a +10 circumstance bonus to [[SRD:Move Silently|Move Silently]] skill checks.<br />
<br />
''{{#anc:Ethereal Deviation}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 11th level, his otherworldly power allows him to immerse himself into the [[SRD:Ethereal Plane|Ethereal Plane]] at-will while [[#Grim Transformation|Transformed]]. Ethereal Deviation Transformation works similarly to the spell ''[[SRD: Ethereal Jaunt|ethereal jaunt]]'', except that he can dive into or emerge from the [[SRD:Ethereal Plane|Ethereal Plane]] once per round. His appearance grows hazy and indistinct, his glow fades as he does, disappearing onto the [[SRD:Ethereal Plane|Ethereal Plane]]. He can pass through any solid object, at half speed, but not through [[SRD:Force Effect|forces]] (which extend onto the [[SRD:Ethereal Plane|Ethereal Plane]]).<br />
<br />
If he ends his Ethereal Deviation and becomes material while inside a material object (such as a solid wall), he is shunted off to the nearest open space and take 1d6 points of damage per 5 feet that he so travels.<br />
<br />
''{{#anc:Rending Nullification Touch}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 15th level, the power of his [[#Rending Touch|Rending Touch]] grows to affect objects and [[SRD:Force Effect|force effects]], such as a ''[[SRD:Wall of Force|wall of force]]''. Any creature reduced to 0 or fewer [[SRD:Hit Points|hit points]] by this attack is entirely disintegrated, leaving behind trace dust and any equipment it carried. A [[SRD:Fortitude Save|Fortitude]] save prevents disintegration but leaves the body a mangled wreak. Against an object, the touch disintegrates 1 cubic ft/2 grim levels. Against [[SRD:Force Effect|force effects]], he must make a caster check (d20 + spell slot's level + [[SRD:Wisdom|Wisdom]] modifier) against the [[SRD:Using Skills#Difficulty Class|DC]] of the [[SRD:Force Effect|force effect]]. If he succeeds, the [[SRD:Force Effect|force effect]] is destroyed.<br />
<br />
'''{{#anc:Alteration}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 2nd level, each time he gains an even-numbered level, he gains another Alteration ability. He may choose these abilities in any order, so long as he meets any prerequisites. Alterations only function while he is [[#Grim Transformation|Transformed]].<br />
<br />
{| class="{{d20}} sortable" style="text-align: left;"<br />
|+ Alterations<br />
|- style="text-align: center; white-space: nowrap;"<br />
! Name || [[Property:3e Prerequisite|Prerequisite(s)]] || [[Property:3e Summary|Summary]] {{#ask: [[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:User]] [[Category:Grim Alteration]]<br />
| ?3e Prerequisite<br />
| ?3e Summary<br />
| format=template<br />
| template=3.5e Grim Alteration Table Row<br />
| limit=1000<br />
}}<br />
|}<br />
<br />
'''{{#anc:Dedication}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, because of dedication in pursuing the path of the grim, the grim class becomes a [[SRD:Race Descriptions#Favored Class|favored class]].<br />
<br />
'''{{#anc:Grim Sight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, the grim gains a +5 bonus to [[SRD:Spot Skill|Spot]] checks to spot targets within 30 feet.<br />
<br />
''See Invisibility ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 5th level, the grim's [[#Grim Sight|Grim Sight]] improves, and he gains ''[[SRD:See Invisibility|see invisibility]]'' as a supernatural ability to see invisible creatures within 30 feet.<br />
<br />
''See Ethereal ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' At 7th level, the grim can see onto the [[SRD:Ethereal Plane|ethereal plane]] when on the [[SRD:Material Plane|Material Plane]]. He is able to see ethereal creatures within 30 feet.<br />
<br />
'''{{#anc:Divine Suffusion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The divine energies that power the grim's spells suffuses itself into the grim's soul, allowing him to cast spells of the given level when not [[#Grim Transformation|Transformed]]. At 5th level, the grim may cast his 1st level spells when not [[#Grim Transformation|Transformed]]. At 9th level, the grim may cast his 2nd level spells when not [[#Grim Transformation|Transformed]]. At 14th level, the grim may cast his 3rd level spells when not [[#Grim Transformation|Transformed]]. At 19th level, the grim may cast his 4th level spells when not [[#Grim Transformation|Transformed]].<br />
<br />
'''{{#anc:Returning Memories}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A day after returning from the dead, an epiphany of memories strikes the grim, and he regains his lost power. At 8th level, if the grim dies and is brought back to life with a means that would cause him to lose a level, he instead only suffers [[SRD:Energy Drain, Negative Levels, and Level Loss|temporary level drain]] as if he had been [[SRD: Energy Drained|energy drained]]. The [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] is automatically restored after 24 hours and never becomes permanent level loss. <br />
<br />
'''{{#anc:Imbued Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, the grim may choose an [[#Alteration|Alteration]] he has learned to become a permanent aspect of his body and soul. The [[#Alteration|Alteration]] continues to function even when he is not [[#Grim Transformation|Transformed]]. <br />
<br />
He gains another Imbued Body from another [[#Alteration|Alteration]] at 13th level and at 17th level. <br />
<br />
An [[#Alteration|Alteration]] can only be taken as an Imbued Body if all prerequisite [[#Alteration|Alterations]] have been gained as Imbued Bodies.<br />
<br />
'''{{#anc:Death's Contract}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the grim is granted immunity to all effects from spells with the [[SRD:Death Effect|death]] descriptor, magical [[SRD:Death Effect|death]] effects, [[SRD:Energy Drained|energy drain]], and negative energy effects (such as those from ''inflict'' spells or ''[[SRD:Chill Touch|chill touch]]''). This ability does not remove previously gained [[SRD:Energy Drain, Negative Levels, and Level Loss|negative levels]] or effect the saving throw necessary 24 hours after gaining a [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]]. This ability doesn't protect against other sorts of attacks, such as hit point loss, [[SRD:Poisons|poison]], or [[SRD:Petrified|petrification]], even if those attacks might be lethal. This ability does not negate the temporary [[SRD:Energy Drain, Negative Levels, and Level Loss|negative level]] gained when using the [[#Returning Memories|Returning Memories]] ability.<br />
<br />
'''{{#anc:Grim Nova}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A flaring nova erupts from the grim and destroys everything around him. At 20th level, the grim may choose to burn a daily use of his [[#Grim Transformation|Grim Transformation]] as a standard action to create a nova of energy that strikes all targets within range as though he had attacked each with a [[#Rending Touch|Rending Touch]]. He makes his attack rolls against each target in the area separately. The nova extends 5 feet plus 5 feet for every round his [[#Grim Transformation|Grim Transformation]] would have otherwise lasted. For example, a Grim Nova created from a use of [[#Grim Transformation|Grim Transformation]] that has a duration of 7 rounds has a radius of 40 feet (35 feet for the 7 rounds and 5 feet for the initial nova burst). All unattended objects within the radius are disintegrated as though struck with ''[[SRD:Disintegrate|disintegrate]]'' (including the ground beneath the grim). If the damage dealt by the nova reduces a creature or object to 0 or fewer [[SRD:Hit Points|hit points]], it is entirely disintegrated. The nova burns out quickly, lasting only until the end of his action.<br />
<br />
=== Ex-Grims ===<br />
<br />
If at anytime a grim becomes an intelligent [[SRD:Undead Type|undead]], he loses access to his [[#Grim Transformation|Transformation]], [[#Spells|Spells]], [[#Imbued Body|Imbued Body]] and [[#Gate Protection|Gate Protection]]. Additionally, if a grim becomes an intelligent [[SRD:Incorporeal|incorporeal]] [[SRD:Undead Type|undead]], he must make a [[SRD:Will|Will]] save against his own [[#Ethereal Gate|Ethereal Gate]] as if he attacked himself with [[Manifest Gate (DnD Feat)|Manifest Gate]], regardless if he had the feat or not. He must save against this ability every 24 hours or be destroyed and sent into the afterlife.<br />
<br />
A grim may voluntarily give up his powers to lead a normal life. Doing so requires an hour of uninterrupted meditation, after which, he is no longer a [[#Soul Ferrier|Soul Ferrier]]. His [[#Ethereal Gate|Ethereal Gate]] vanishes and his [[#Aura of Unease|Aura of Unease]] dissipates. He no longer gains the benefit of any of the following class abilities, including: [[#Grim Transformation|Grim Transformation]], [[#Discount|Discount]], [[#Gate Protection|Gate Protection]], [[#Grim Sight|Grim Sight]], [[#Returning Memories|Returning Memories]], [[#Imbued Body|Imbued Body]], [[#Death's Contract|Death's Contract]] and [[#Grim Nova|Grim Nova]].<br />
<br />
A grim who voluntarily gave up his powers cannot level in the grim class. He can regain his class abilities (and allow him to take grim levels) once again by meditating for eight hours uninterrupted in an atonement ritual.<br />
<br />
==== Epic Grims ====<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Epic Grim}}</div><br />
Hit Die: d8<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | [[#Imbued Body|Imbued Body]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | [[#Alteration|Alteration]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | [[#Grim Transformation|Transformation]] 7/day, [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | [[#Alteration|Alteration]], [[#Imbued Body|Imbued Body]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | [[#Grim Transformation|Transformation]] 8/day, [[#Alteration|Alteration]], [[#Bonus Feat|Bonus Feat]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | [[#Alteration|Alteration]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''2 + [[SRD:Intelligence|Int]] modifier skill points per level.'''<br />
|}<br />
<br />
'''[[#Spells|Spells]]:''' The grim’s caster level is equal to his class level. The grim’s number of spells per day does not increase after 20th level.<br />
<br />
'''[[#Grim Transformation|Grim Transformation]]:''' The epic grim gains an additional Transformation per day every four levels after 20th.<br />
<br />
'''[[#Imbued Body|Imbued Body]]:''' Every 5 levels, starting at 21st level, an epic grim is able to further transmute himself with permanent [[#Alteration|Alterations]].<br />
<br />
'''[[#Alteration|Alteration]]:''' Every even numbered epic level, an epic grim gains access to even more abilities during his [[#Grim Transformation|Transformation]], building upon abilities he has already learned, focusing his power to an even greater degree.<br />
<br />
'''[[#Rending Touch|Rending Nullification Touch]]:''' The damage and mass effected by his Rending Nullification Touch continues to grow with each level he gains.<br />
<br />
'''{{#anc:Bonus Feats}}:''' The epic grim gains a bonus feat (selected from the list of epic grim bonus feats) every 4 levels after 20th. These feats are in addition to the feats regularly attained every 3 levels by a character.<br />
<br />
''Epic Grim Bonus Feat List<sup>1</sup>:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Fortitude|Epic Fortitude]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Reflexes|Epic Reflexes]], [[SRD:Epic Skill Focus|Epic Skill Focus]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Epic Weapon Focus|Epic Weapon Focus]], [[SRD:Epic Will|Epic Will]], [[SRD:Extended Life Span|Extended Life Span]], [[SRD:Fast Healing|Fast Healing]], [[SRD:Great Charisma|Great Charisma]], [[SRD:Great Constitution|Great Constitution]], [[SRD:Great Dexterity|Great Dexterity]], [[SRD:Great Intelligence|Great Intelligence]], [[SRD:Great Strength|Great Strength]], [[SRD:Great Wisdom|Great Wisdom]], [[SRD:Improved Darkvision|Improved Darkvision]], [[SRD:Improved Low-Light Vision|Improved Low-Light Vision]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Leaper|Legendary Leaper]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Penetrate Damage Reduction|Penetrate Damage Reduction]], [[SRD:Perfect Health|Perfect Health]], [[SRD:Spectral Strike|Spectral Strike]]<sup>''2''</sup>, [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Superior Initiative|Superior Initiative]].<br />
<br />
:<small>1. A grim may select any [[DnD Grim Feats|grim feat]] as an epic grim bonus feat.</small><br />
:<small>2. Epic grims can gain this feat regardless of not being able to [[SRD:Turn or Rebuke Undead|turn or rebuke]] [[SRD:Undead Type|undead]].</small><br />
<br />
==== [[SRD:Humans (Race)|Human]] Grim Starting Package ====<br />
<br />
'''Weapons:''' [[SRD:Scimitar|Scimitar]], [[SRD:Sickle|Sickle]], [[SRD:Light Crossbow|Light Crossbow]] with 20 [[SRD:Crossbow Bolts|Bolts]], [[SRD:Spiked Gauntlet|Spiked Gauntlet]].<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" | [[SRD:Concentration Skill|Concentration]] || 4 || [[Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Craft Skill|Craft]] || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Disguise Skill|Disguise]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Hide Skill|Hide]] || 4 || [[Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Intimidate Skill|Intimidate]] || 4 || [[Cha]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Knowledge Skill|Knowledge]] (religion) || 4 || [[Con]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Listen Skill|Listen]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Move Silently Skill|Move Silently]] || 4 || [[Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Profession Skill|Profession]] (Soul Ferrier) || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Profession Skill|Profession]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Sense Motive Skill|Sense Motive]] || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spellcraft Skill|Spellcraft]] || 4 || [[Int]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD:Spot Skill|Spot]] || 4 || [[Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[SRD:Improved Initiative|Improved Initiative]].<br />
<br />
'''Bonus Feats:''' [[Improved Unarmed Strike]].<br />
<br />
'''Gear:''' [[SRD:Studded Leather Armor|Studded Leather]], [[SRD:Adventuring Gear|Backpack]], [[SRD:Adventuring Gear|Flint & Steel]], 2&times; [[SRD:Sunrod|Sunrod]].<br />
<br />
'''Gold:''' 45 gp.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Grim ====<br />
<br />
'''Religion:''' While grims may not be a very religious bunch, they are known to pray to deities with the [[SRD:Death Domain|Death domain]] or other deities that include the passage of souls into the afterlife in their portfolios. With their wisdom and understanding of the passing of souls, religion rarely provides comfort. Though, belonging to a religion does not have a bearing on how much a grim may worship, revere or pay homage to a deity. <br />
<br />
'''Other Classes:''' Grims work well with most classes, even if they do have personal differences off the battlefield. Mages increase a grim's power with buffing spells, while the grim avoids any dangerous spells that get tossed into the fray. [[SRD:Ranger|Rangers]] can support grims from afar with arrow fire, or flank opponents with him. [[SRD:Rogue|Rogues]] sneak in while grims have the enemy occupied. [[SRD:Barbarian|Barbarians]] and [[SRD:Fighter|fighters]] fight alongside grims without getting in each other's way. [[SRD:Cleric|Clerics]] heal and turn undead if a grim finds himself overwhelmed. [[SRD:Paladin|Paladins]] and grims often compete with each other, as [[SRD:Paladin|paladins]] constantly need to prove themselves, and grims simply need to get the job done. [[SRD:Paladin|Paladins]] tend to be at odds with grims, who don't trust a grim's power and where it comes from. [[SRD:Monk|Monks]] get along with grims about as much as they do with mages. The [[SRD:Monk|monk's]] viewpoint to use wisdom to attain a higher form of being does come at odds with the grim, and a [[SRD:Monk|monk]] may see a grim to be an untrue path to power and be leery that the grim harnesses such [[SRD:Special Abilities Overview#Supernatural|supernatural]] abilities. <br />
<br />
Out of combat, support classes, such as [[SRD:Bard|bard]] and [[SRD:Rogue|rogue]] enjoy the company of grims, who often need to avoid conspicuity. Mages typically let grims do their own thing and just give them the space they need to do what they do. Grims gladly reciprocate the feeling. [[SRD:Wizard#School Specialization|Necromancers]] have no place around grims. Grims see the art of animating the dead as monstrous, regardless of intention or alignment.<br />
<br />
'''Combat:''' A grim takes point, holding off opponents as long as he can, reducing his enemy's capacity to attack, and providing protection for his teammates. He needs to get in close to be able to do his job effectively. With several communication spells, he can coordinate attacks across the battlefield easily, using his hampering spells from afar, buffing up with ''[[SRD:Invisibility|invisibility]]'' or ''[[SRD:Blur|blur]]'' to throw off his opponent and then going in, [[#Grim Transformation|Transformed]], deftly swinging a weapon or preparing for a damaging [[#Rending Touch|Rending Touch]].<br />
<br />
'''Advancement:''' Grims typically prefer to stick with their class, but some occasionally find dabbling in other martial classes, such as [[SRD:Fighter|fighter]], [[SRD:Ranger|ranger]], and [[SRD:Barbarian|barbarian]] satisfying. Occasionally, a grim will multiclass into [[SRD:Rogue|rogue]] to gain skills and even sneak attack, making them effective against a wide variety of opponents and situations. In the case of a multiclassed grim with an [[SRD:Animal Type|animal]] companion (such as one granted by [[SRD:Druid#Animal Companion|druid]] or [[SRD:Ranger#Animal Companion|ranger]]), such a character may use [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Using Skills#Difficulty Class|DC]] 20) to teach the animal a trick to allow it to recognize the character without fear from his [[#Aura of Unease|Aura of Unease]]. <br />
<br />
'''Bookkeeping:''' Grims are complicated, and as such, there are a few extra things that the player has to have written down to keep the game flowing smoothly (about as much as a PC with a cohort, animal companion or familiar). The player may want to keep a second character sheet to record the differences in his character while [[#Grim Transformation|Transformed]]. It is vital to track his remaining uses of [[#Grim Transformation|Grim Transformation]], the bonuses he gains from his class abilities through leveling (such as [[#Discount|Discount]] and [[#Gate Protection|Gate Protection]]) and the damage and [[SRD:Using Skills#Difficulty Class|DC]] of his [[#Rending Touch|Rending Touch]] and his chosen spells. Be sure to check the example NPC below.<br />
<br />
====Choosing a Transformed Form====<br />
<br />
Detailed here are some ideas to help players choose what a grim looks like when he [[#Grim Transformation|Transforms]]. A [[#Grim Transformation|Transformed]] grim is no longer limited in appearance by his race, but rather the limitations of his basic form, the [[#Alteration|Alterations]] the grim has gained and the imagination of the player. <br />
<br />
* '''The Gentle Face:''' The grim's appearance becomes smoothed out, calm and serene as if his face was a mask.<br />
* '''The Horrid Visage:''' The grim's face distorts into a horrific visage. Perhaps his skull shows through or his face takes on the qualities of a fiend.<br />
* '''The [[SRD:Outsider Type|Outsider]]:''' The grim's whole appearance changes to resemble that of an [[SRD:Outsider Type|outsider]] of the player's choice. Depending on his alignment, the grim may appear fiendish or celestial, or something else altogether.<br />
* '''The Idealized Persona:''' The grim becomes more attractive, tougher, taller, prouder, better built or all around more grandiose.<br />
* '''The Lord of the Dead:''' The grim's flesh appears to melt away leaving a glowing ghostly monster pulsing with waves of energy and ethereal power.<br />
* '''The Beast:''' The grim's appearance becomes more animalistic or feral.<br />
* '''The Machine:''' The grim's appearance becomes more rigid, as if made from metal, stone, crystal or other minerals.<br />
* '''The Avatar:''' The grim's appearance becomes closer to that of a deity of the player's choice.<br />
* '''The Monster:''' The grim's appearance changes so much, that he is no longer recognizable as the same person, changing into something that looks like its from the Outer Planes.<br />
* '''The Split Personality:''' The grim's appearance takes on that of someone else. He may even act differently. A [[#Grim Transformation|Transformed]] grim isn't limited in changes to form. His personality, mannerisms, outlook and identifying characteristics may change as well.<br />
<br />
====Heralds of Death and Ferrying Souls====<br />
<br />
''The information presented here may vary in a given campaign setting. Players, be sure to ask your DM for specifics and details that differ.''<br />
<br />
The heralds of death may be any powerful trustworthy outsider working for a deity of the [[SRD:Death Domain|Death]] domain, though most are [[SRD:Solar|solars]], tasked with upholding, recording and directing the souls of the dead to their final resting places. Heralds of death collect diamonds, though the reason for this is unclear. As such, diamonds have long been necessary in bribing the heralds of death, as a spell component, to return souls from their resting places and place them safely within their bodies once more.<br />
<br />
A grim is able to use a casting of ''[[contact other plane]]'' to contact the heralds of death to learn of who is dead and alive by identifying them provided that the grim unambiguously identify the the individual in some fashion (reciting the individual’s time and place of birth or death is the most common method). Contacting the heralds of death in this manner is treated as contacting a greater deity. <br />
<br />
'''[[SRD:Profession Skill|Profession]] (soul ferrier) ([[SRD:Wisdom|Wis]]) ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 1st level, he may begin work at his [[SRD:Profession Skill|profession]], capturing wandering and wayward souls and guiding them into the afterlife. He gets paid as he would for any other [[SRD:Profession Skill|profession]]. It is his duty to perform last rites over a corpse to ensure its soul reaches the afterlife safely. Doing so takes one round. Ignoring this duty or blatantly violating it incurs the wrath of the heralds of death. Wayward souls are drawn to the gate on his body. He reaches out to touch them and grant them passage to the afterlife. The money he earns, typically 2 coins of varying value per soul, appear near or on his person with or without his knowledge. When a grim does an exemplary performance in his duties (settling the souls of powerful undead to rest or those who have gone wandering for many ages), he may be paid in diamonds instead of coins.<br />
<br />
This skill can be used in place of [[SRD:Knowledge Skill|Knowledge]] (religion) skill checks made to identify religious rites and rituals concerning proper cultural treatment of the dead as well as [[SRD:Knowledge Skill|Knowledge]] (architecture) skill checks made where the dead are buried (such as graveyards, crypts and tombs).<br />
<br />
This skill can be used in place of [[SRD:Diplomacy Skill|Diplomacy]] and [[SRD:Sense Motive Skill|Sense Motive]] skill checks made against wandering spirits, [[SRD:Spectre|spectres]], [[SRD:Wraith|wraiths]], [[SRD:Shadow|shadows]], [[SRD:Ghost|ghosts]] and other forms of [[SRD:Incorporeal|incorporeal]] [[SRD:Undead Type|undead]].<br />
<br />
As with any [[SRD:Profession Skill|Profession]], a grim may make a [[SRD:Profession Skill|Profession]] (soul ferrier) skill check to perform his duties and make a decent living, earning about half his [[SRD:Profession Skill|Profession]] check result in gold pieces per week of dedicated work. A grim knows how to use the tools of his trade (various ceremonial implements that vary from culture to culture, respectable dress to observe religious rites and his trusty gear at his side), how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.<br />
<br />
If a grim incurs the wrath of a herald of death, he must atone for his misdeeds. Until the grim has atoned, he cannot use the [[SRD:Profession Skill|Profession]] (soul ferrier) skill to earn payments. A DM may choose any means of atonement he sees fit to enact as punishment, depending on the severity of the grim's misdeed, but the most common atonement is having the grim guide back a certain number of souls without getting paid for his services (typically 10 &times; the grim's level in souls).<br />
<br />
==== Grims in the World ====<br />
<br />
{{quote|Have you ever seen a dead man walking restless through the realm who's body died a millennia ago?|orig=Brody, candothist grim}}<br />
<br />
Grims are a component of the natural order of mortal life, and to a lesser extent, outsider agents in control of judging who is fit to live and die. Since grims are such a varied group, they may even take to thinning out their own numbers to ensure that the flock of living souls is not culled without cause. Mainly, grims serve as guides for wayward souls trapped on the material plane. Grims send these unfortunate souls onward to their final resting place, or back into the karmic cycle to be reborn again.<br />
<br />
'''Daily Life:''' Grims travel about, going from town to town, searching for lost souls in graveyards, old temple crypts and cellars. In the wilds, they explore long forgotten ruins and tombs. Its their job to search out souls, and wayward souls are typically those who never received a proper burial, dying horrible deaths, or just have unfinished business and refuse to leave until it is set straight. Since grims get paid for doing this service, it makes the prospect of visiting these places filled with danger a little easier to justify.<br />
<br />
'''Notables:''' Brody, a wise-ass [[Candothists (DnD Race)|candothist]], travels from town to town offering to exorcize ghosts and troublesome undead from local graveyards and spooky places, for a price of course. Though his methods appear unprofessional and his personal hygiene is lax, he always manages to get the job done, with a smile, regardless of how useless an un-haunted cemetery is for anyone, at least the spirits are happy.<br />
<br />
Omnijaku Broktoon, a wild brute of a grim, has been known to hang around dangerous areas of fame, waiting for traveling adventurers to come wandering by. If they prove useful, he will aid them in their quest, removing spirits of previous adventurers as they travel. If his companions fail, then its an easy two bits of gold for him. It is said that he has an extensive collection of diamonds, which he has been known to sell to travelers seeking to bribe the gatekeepers of the dead to allow souls to return to their bodies and live again.<br />
<br />
'''Organizations:''' Most grims go about their duty, never knowing or happening upon other grims. Though, occasionally they will somehow stumble upon others of their kind, as if guided by fate, and form temporary groups to take on greater menaces that they could not handle without the aid of other grims. High level grims may receive summons from [[clerics]] of death deities (especially if a grim worships the same diety). Churches of death deities are often in need of grims to perform special tasks for them.<br />
<br />
'''NPC Reactions:''' Some NPCs are suspicious, if not outright wary of grims. NPCs who are used to dealing with odd adventurers are more likely to be just as cautious around them as they would anyone else. Some folk however, will welcome grims, for they serve the duty of removing [[SRD:Undead Type|undead]], a valuable service for common folk who have enough to worry about in such a dangerous world.<br />
<br />
==== Grim Lore ====<br />
<br />
Characters with ranks in [[SRD:Knowledge|Knowledge]] (religion) can research grims to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower [[SRD:Using Skills#Difficulty Class|DC]]s.<br />
<br />
The [[SRD:Using Skills#Difficulty Class|DC]] to learn about a specific class feature of the grim is 10 + the level the ability is gained.<br />
<br />
{| class="{{d20}}"<br />
|+ [[Knowledge]] (religion)<br />
! [[SRD:Using Skills#Difficulty Class|DC]] || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are those who walk among the mortals of the world who act as gateways to the world beyond.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Grims are mortals who take the duty to ferry the souls of the restless dead into the afterlife.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Grims can transform at will into terrifying forms capable of casting magical spells with a thought and fly through walls.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Wandering from town to town, grims seek out monstrous undead and destroy them so that the souls of those who were tainted may rest in eternal peace or once again join the cycle of life and death. Grims are agents who work for the forces that balance life and death in the world.<br />
|}<br />
<br />
==== [[DnD Grim Feats|Grim Feats]] ====<br />
<br />
{{:DnD Grim Feats}}<br />
<br />
==== Grims in the Game ====<br />
<br />
''Dealing with the afterlife varies from campaign settings, so, be sure to find out what plane is considered the afterlife for determining the effects of some of the grim's abilities. The afterlife may vary for certain creatures, or even vary among followers of a faith or alignment. The default afterlife for the core rules is alignment-based, being Hell, the Abyss, Celestia and Mechanus.''<br />
<br />
Grims often stick to the back of the party, keeping quiet during traveling and while doing business among townsfolk, but in the dark hours of night, gathered around a campfire, a grim tells stories and keeps a vigilant lookout for predators who stalk his party in the darkness beyond the fire light's reach. When in dungeons, grims might lead (though someone close at hand may simply be telling them to go certain ways) keeping a keen eye out for undead and hidden secrets. A grim can often spare a few rounds of his Transformation to help bypass deadly traps. When in combat, he leads the way, keeping undead and other dangerous monsters away from his companions who are lesser suited to deal with such beasts at close range.<br />
<br />
While taking breaks between adventures, bartering with traders and stocking up on supplies, reclusive grims tend to keep conversation with NPCs short, lest they have their unusual powers revealed. Grim powers are strange and fearsome to commoners who don't understand how a grim controls such mysterious abilities (as is the case with most mages in general). Grims are rarely the face of the party, often to the point that NPCs may forget about them altogether.<br />
<br />
Unfortunately, a reclusive grim is occasionally found out, much to his trouble (which is why they usually like to keep quiet about it), and NPCs fear what they don't understand. If the grim can manage to explain himself in a favorable light, he may change their minds, but most often, they will still be wary of him, especially since no horse or dog will voluntarily go near him without getting spooked.<br />
<br />
When traveling, grims usually hitch a ride in the back of the cart or walk.<br />
<br />
Grims aren't particularly adept at conversation, though they are wise enough to know when to stay in the back and keep quiet.<br />
<br />
Grims who wish to keep their powers kept secret may take on the archetypal appearance of scoundrels, shamans, thugs or adventurers in order to gain acceptance.<br />
<br />
Grims who are open about their abilities may travel from town to town advertising their powers as Exorcists. This role makes them much less feared by NPCs, except some people will still show doubt of their skill until it is proven, and often, a grim is loathe to waste precious [[#Grim Transformation|Transformation]] time on demonstrations.<br />
<br />
'''Adaptation:''' Grims, rather than being a bunch of unorganized individuals, recruited haphazardly throughout the land by forces unknown and unseen, may be part of a strong organization of [[SRD:Cleric|clerics]] who worship a God of [[SRD: Death Domain|death]] as well as high level grims who operate in secret to ensure the extermination of undead and unnatural immortals who go against the cycle of life and death. A church of a God of [[SRD: Death Domain|Death]] would be just as likely to have squads of grims patrolling the lands as it would clerics, or even groups of the two out on crusade. <br />
<br />
Alternately, grims may work with or support undead, having powerful undead as masters. Such grims would almost definitely be evil, scouring the lands, killing those who oppose them while their undead masters raise an army of undead to kill the world.<br />
<br />
'''Sample Encounter:''' Ian Jackdaw, the wandering supernatural mercenary, has begun questing to seek out a recently discovered tomb, which he has no intentions of letting others despoil. Any would-be grave robbing adventurers would do well to steer clear of him, lest they find themselves on the receiving end of his punishment. The location of the tomb is a secret, if only to those who don't have the gold to spare to pay those with the knowledge of its location. However, upon first meeting Ian Jackdaw in town, overhearing their attempt to [[SRD:Gather Information Skill|gather information]], or even warned by locals, the PCs can learn that Ian wants no part in others attempting to plunder the tomb, defiling graves and looting the place of its ancient treasures. Ian intends to check the tomb for wayward spirits and undead and then seal it once again.<br />
<br />
Outside of the tomb, deep in a dense forest (or other difficult to access area), away from civilization, Ian goes about his business. If the PCs happen upon him, they must convince him that they have no intention of defiling the place (a highly unlikely prospect, as they traveled all the way to the tomb) or be met with hostile reactions. If they do not heed his warnings about the dangers, he will let them enter the tomb (so long as he is not acted upon with hostility), though once inside, he will enter in behind and attack in the narrow corridors. He casts spells upon himself first before going in, and may use other spells to confuse and frighten the PCs. Once in melee, he transforms, increasing in power and danger. If he gets wounded right away, he may back off, blocking the PCs from following in order to recover. <br />
<br />
If he is unsuccessful in his sneak attack and fear and confusion, he will retreat and try again at another opportunity, hounding the PCs until he kills them or they kill him, so long as the PCs actually defile the tomb.<br />
<br />
''EL 8:'' {{:Ian Jackdaw (DnD 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:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=580217Descendant of Red Dragon (3.5e Prestige Class)2012-07-07T00:38:40Z<p>173.245.52.127: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]]Level 6 or [[Bard]] Level 6<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2, Locate Object || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 3 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 2 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 4 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 3 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
'''Weapons and Armor Proficiency:''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
''''{{#anc:Locate Object}}:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''{{#anc:Dragonthrall}}:'''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
''''{{#anc:Firebreathing}}:'''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
''''{{#anc:Wings}}:'''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:Elves,_Jakril_(3.5e_Race)&diff=579150Talk:Elves, Jakril (3.5e Race)2012-06-28T18:33:46Z<p>173.245.52.127: Created page with "Personality does not fit the traits. Impatient and hasty? Certainly not "wisdom" based. Also, all bonuses + an extra ability. AND greater than zero-sum ability modifiers. Race..."</p>
<hr />
<div>Personality does not fit the traits. Impatient and hasty? Certainly not "wisdom" based. Also, all bonuses + an extra ability. AND greater than zero-sum ability modifiers. Race is LA +1, not LA 0.</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:Elves,_Ivory_(3.5e_Race)&diff=579149Talk:Elves, Ivory (3.5e Race)2012-06-28T18:31:26Z<p>173.245.52.127: Created page with "Half baked Mary-sue. Your Race is most certainly NOT LA 0. Closer to LA +2."</p>
<hr />
<div>Half baked Mary-sue. Your Race is most certainly NOT LA 0. Closer to LA +2.</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:Eternal_Blade_of_the_Revenant_(3.5e_Optimized_Character_Build)&diff=579145Talk:Eternal Blade of the Revenant (3.5e Optimized Character Build)2012-06-28T18:12:02Z<p>173.245.52.127: </p>
<hr />
<div>== Inserting picture ==<br />
<br />
Could someone please fix the picture? I'm not sure of the formatting... :-\ --[[User:Ghostwheel|Ghostwheel]] 07:19, 27 July 2009 (MDT)<br />
<br />
:Well, you actually have to [http://media.dandwiki.com/wiki/Special:Upload Upload] a picture to Media Wiki to be able to post it on a page, hope that helps. &rarr; [[User:Rithaniel|<span style=color:Gray; -moz-border-radius-topleft:25px; -moz-border-radius-bottomleft:20px">Rith</span>]]<sup> [[User talk:Rithaniel|<span style=color:black; -moz-border-radius-bottomleft:20px; -moz-border-radius-topleft:20px">(talk)</span>]]</sup> 07:58, 27 July 2009 (MDT)<br />
<br />
:: Blah... Did so, thanks --[[User:Ghostwheel|Ghostwheel]] 09:33, 27 July 2009 (MDT)<br />
<br />
:::Pardon me for asking, but why are both ends of the double weapon treated as two-handed? Typically, the "main" side of the double weapon is one-handed, and the other end is light. The only double scimitar i can fins referenced in 3.5 is: Scimitar, Valenar Double Eberron Campaign setting p.119. It reads exactly the same, if it is used as a double weapon, it is treated as a one-handed weapon, and a light weapon. this means that if you do power attack, you retain all penalties for it, but gain no damage bonus on the light end of the double weapon(Power Attack, PHB p.98). Also, if you read power attack, it specifically spells out what happens if you use a double weapon and power attack. So, in short, could you clarify why this works? --[[User:Ganre|Ganre]] 07:14, 28 July 2009 (MDT)<br />
<br />
:::: I'm glad you asked ^_^ The main thing I use in this build is the Revenant Blade's "Legendary Force" class ability. It allows one to treat both sides of a double scimitar as a two-handed weapon. Cool, huh? :-D --[[User:Ghostwheel|Ghostwheel]] 07:20, 28 July 2009 (MDT)<br />
<br />
:::::All I can say is wow, think of what kind of mess you could make with Supreme Power Attack and Leap Attack. Fantastic ability(possibly broken, but wow).--[[User:Ganre|Ganre]] 07:25, 28 July 2009 (MDT)<br />
<br />
:::::: If I had the feats, I'd have added in Leap Attack and Combat Brute, heh. As for Supreme Power Attack... well, I refuse to touch anything [http://www.dandwiki.com/wiki/User:Ghostwheel#The_banned_list_I_use_for_my_3.5_games_.28the_Wall_of_Cheese.29: cheesy] in my builds :-P --[[User:Ghostwheel|Ghostwheel]] 07:29, 28 July 2009 (MDT)<br />
<br />
:::::::So it's not cheesy to drop your AC by 20, add 80 to damage, take a full attack on a charge, and pop off, what, 560 damage just in power attack, not to mention str, weapon bonuses, ect?(PS if you feel any animosity in this post, it's just because I didn't come up with this first :P)Also, i doubt your going to go be very tactical with this, so why not drop the last level of Warblade for Psionic Warrior2, extra feat, still get the BAB, and some more PP to boot. --[[User:Ganre|Ganre]] 07:34, 28 July 2009 (MDT)<br />
<br />
:::::::: Nope ^_^ Since it requires you to A. be able to charge (which is a problem by itself, what with teleporting foes, difficult terrain, having to have a mount, etc) and B. isn't likely to get your whole party killed (which is the real reason the Frenzied Berserker is on the Wall of Cheese--classes that make the game unfun for others are bad IMO. Same reason for Vow of Nonviolence/Peace)<br />
:::::::: As for trading in the Warblade level for PsyWar, unfortunately that's a no-can-do, since we're aiming to get Time Stands Still by level 20 :-D --[[User:Ghostwheel|Ghostwheel]] 07:49, 28 July 2009 (MDT)<br />
<br />
<br />
1st Warblade 1 +1 +2 +0 +0 Bladebearer of Valenar, Power Attack, Two-Weapon Fighting<br />
Bladebearer of Valenar, Power Attack, Two-Weapon Fighting<br />
Three feats on 1 lvl.<br />
WTF???<br />
Elf/WarBlade = Two feats on 1 lvl!!!<br />
Build is bullshit.<br />
<br />
You need to learn about flaws, son. The build requires two of them. It's not "bullshit" at all.</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Hand_Crossbow_Hunter_(3.5e_Prestige_Class)&diff=578869Hand Crossbow Hunter (3.5e Prestige Class)2012-06-25T19:02:53Z<p>173.245.52.127: </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=<!-- level of completion --><br />
|editing=<br />
|type=Combat Focused, Skilled<br />
|desc="Hunters who see killing enemies with a great sword or heavy crossbow far too easy."<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Hand Crossbow Hunter==<br />
<br />
{{quote<br />
|"I once saw a man claiming he was going to hunt an Admantine Golem. All I saw on him was a tiny little hand crossbow. I told him it was suicide, but he just laughed at me. Three days later he came back with the spoils from his hunt."<br />
|orig=Olaf, Dwarven Barkeep<br />
|src=Anonymous Campaign<br />
}}<br />
<br />
Some hunters found that using large weapons to kill their targets in one or two hits far too boring and repetitive. They wanted more thrill and risk, and so took to training themselves in the humble hand crossbow. A weapon that only seemed fit when concealed, hardly a serious choice for hunting. Through training, the hand crossbow hunters were able to hit their targets hand from as far as damage them just as much as a hunter with a longbow or heavy crossbow, and gained techniques to surprise their targets and hit them from different directions.<br />
<br />
===Becoming a Hand Crossbow Hunter===<br />
<br />
Most characters that pursue this path start out as Fighters, Rangers, or Rouges, though other classes may decide to join the class as well. Becoming a hand crossbow hunter often stems from a desire for a more challenging hunt.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Hide 7 ranks, Move Silently 7 ranks and Survival 5 ranks.<br />
|-<br />
! Feats:<br />
| Rapid Reload, Rapid Shot, Quick Draw and Weapon Proficiency (Hand Crossbow).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hand Crossbow Hunter}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +0<br />
| class="left" | Combat Training(1), Intense Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +0<br />
| class="left" | Combat Training(2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +1<br />
| class="left" | Camouflage, Combat Training(3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +1<br />
| class="left" | Combat Training(4)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +1<br />
| class="left" | Handiness, Combat Training(5)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +2<br />
| class="left" | Combat Training(6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +2<br />
| class="left" | Tracking Shot, Combat Training(7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +2<br />
| class="left" | Combat Training(8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +3<br />
| class="left" | Gigantic HandCrossbow, Combat Training(9)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +3<br />
| class="left" | Combat Training(10)<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[Int]] modifier per level)'''<br/><br />
Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Sleight of Hand, Spot and Survival.<br />
|}<br />
<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hand Crossbow Hunter.<br />
<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Hand Crossbow Hunters do not gain any weapon or armor proficiency. <br />
<br />
'''{{#anc:Intense Training}}:''' While using a hand crossbow, Hand Crossbow Hunters may add their Dexterity modifier to damage within the base range increment of their hand crossbow. They may also increase the base range increment of their hand crossbow by (Dexterity Modifier)*5ft. To do so, they must fire the hand crossbow with both hands<br />
<br />
'''{{#anc:Combat Training(X)}} ([[Ex]]):''' Each time you level, you may level one of several combat abilities of your choosing. Each ability is extraordinary, has 5 maximum levels, and only works when using a hand crossbow: <br />
<br />
Ricochet Shot(X) - Bounce shots off of X walls maximum, at a 6-X penalty to attack rolls per wall. The hunter must have some way of sensing the monster being shot at, be it through an animal companion's emphatic link, sound, etc. <br />
<br />
Creedmore Stance(X) - Enter creedmore stance X times a day 2X turns per time. Entering and exiting creedmore stance are move actions which provoke an attack of opportunity. When in creedmore stance, the hunter is considered prone and dex modifier in regards to range, damage, and attack roles is doubled, but halved in terms of Armor Class and Reflex saves. A hunter may choose to leave creedmore stance before 2X turns are over. <br />
<br />
Fast Draw(X) - Draw and fire a loaded hand crossbow as a swift action 3X times a day, at a 5-X penalty to attack rolls. Because the crossbow is being held with one hand, intense training does not apply. <br />
<br />
Camouflage Shot(X)- Fire a shot is a way that enemies can not discern where the shot is coming from at a 5-X attack roll penalty. The enemy must succeed a DC 15+X will save to discern the location of the shooter. If the location of the shooter is not discerned, then there is no penalty to hiding following a shot.<br />
<br />
Cripple(X) - X times a day, replace a critical hit with the ability to cripple an enemy's body part. That enemy will not be able to use that body part until it is healed.<br />
<br />
'''{{#anc:Camouflage)}} ([[Ex]]):''' A Hand Crossbow Hunter of 3rd level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. (The same as ranger's Camouflage, but only works when a hand crossbow is equipped)<br />
<br />
'''{{#anc:Handiness}} ([[Ex]]):''' At level 5, Hand Crossbow Hunters learn to make advantage of the small size of their weapon. When using a hand crossbow of the same size as the hunter, the hunter is able to shoot at point blank range without attacks of opportunity and shoot once at a -5 attack roll penalty before withdrawing.<br />
<br />
'''{{#anc:Tracking Shot}} ([[Sp]]):''' At level 7, a Hand Crossbow Hunter may imbue one of his hand crossbow bolts with a little bit of arcane magic 5 times a day. These bolts allow the hunter to note the location of the monster even when not in line of sight, and work for as many turns as the hunter has levels in hand crossbow hunter.<br />
<br />
'''{{#anc:Gigantic Hand Crossbow}}:''' At level 9, the hunter gains the ability to use larger crossbows. Works the same as the feat Gigantic Weapon, but only works for the hand crossbow. No prerequisites must be met.<br />
<br />
====Ex-Hand Crossbow Hunters====<br />
<br />
If a Hand Crossbow Hunter loses its entry requirements then it loses everything gained from this class except its base attack bonus, saving throws and bonus feats.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hand Crossbow Hunter====<br />
<br />
Hand Crossbow Hunters get various new actions to compensate their low DPS. Despite not wearing armor, their ability to hide grants them the ability to survive.<br />
<br />
'''Combat:''' Ranged Damage/Round<br />
<br />
'''Advancement:''' Hand Crossbow Hunters benefit greatly from the general bulk of fighters, the already skilled at ranged rangers and the bonus sneak attack damage of rogues.<br />
<br />
'''Resources:''' Hand Crossbow Hunters make excellent scouts, and with the right equipment can gain a high damage output previously unthinkable to a wielder of a hand crossbow.<br />
<br />
====Hand Crossbow Hunters in the World====<br />
<br />
Hand Crossbow Hunters are hunters who saw killing dragons and hydras with a great sword or longbow too easy, and decided to challenge themselves.<br />
<br />
{{quote|"Anyone can kill a dragon with a lance. Its much more thrilling to kill one with a hand crossbow"|4=Eris, Human Ranger}}<br />
<br />
'''NPC Reactions:''' Did he just kill a T-Rex with THAT tiny little thing?<br />
<br />
====Hand Crossbow Hunter Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Hand Crossbow Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | None.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Appears to be a specialist in stalking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Looks to be hiding some sort of projectile launcher in their cloak.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | HAND CROSSBOW HUNTER! GET HIM BEFORE HE SHOOTS!.<br />
|}<br />
<br />
====Hand Crossbow Hunters in the Game====<br />
<br />
If you plan on playing a hand crossbow hunter make sure your Dexterity, Intelligence and Wisdom ability scores are optimized. Hand Crossbow Hunters don't get many hit points and usually have a low AC in attempts to increase hiding ability. This is compensated by their ability to completely avoid being detected by their prey, if you use your skills right.<br />
<br />
'''Adaptation:''' Make Hand Crossbow Hunters a hunters who always seek bigger and bigger challenges.<br />
<br />
'''Sample Encounter:''' A large monster suddenly dying from a bolt that came out of seemingly thin air.<br />
<br />
''EL whatever:'' To be added later.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|June 2012}}<br />
{{Prestige Class Description Needed|June 2012}}<br />
{{Prestige Class Stub|June 2012}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Hand_Crossbow_Hunter_(3.5e_Prestige_Class)&diff=578865Hand Crossbow Hunter (3.5e Prestige Class)2012-06-25T18:02:14Z<p>173.245.52.127: </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=<!-- level of completion --><br />
|editing=<br />
|type=Combat Focused, Skilled<br />
|desc="Hunters who see killing enemies with a great sword or heavy crossbow far too easy."<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Hand Crossbow Hunter==<br />
<br />
{{quote<br />
|"Would you like to see my little friend?"<br />
|orig=Thimble, Halfling Rogue<br />
|src=Anonymous Campaign<br />
}}<br />
<br />
Some hunters found that using large weapons to kill their targets in one or two hits far too boring and repetitive. They wanted more thrill and risk, and so took to training themselves in the humble hand crossbow. A weapon that only seemed fit when concealed, hardly a serious choice for hunting. Through training, the hand crossbow hunters were able to hit their targets hand from as far as damage them just as much as a hunter with a longbow or heavy crossbow, and gained techniques to surprise their targets and hit them from different directions.<br />
<br />
===Becoming a Hand Crossbow Hunter===<br />
<br />
Most characters that pursue this path start out as Fighters, Rangers or Rogues and do so to optimize their damage output with the Hand Crossbow.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +3.<br />
|-<br />
! Skills:<br />
| Hide 7 ranks, Move Silently 7 ranks and Survival 5 ranks.<br />
|-<br />
! Feats:<br />
| Rapid Reload, Rapid Shot, Quick Draw and Weapon Proficiency (Hand Crossbow).<br />
|}<br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hand Crossbow Hunter}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +0<br />
| class="left" | Improved Stalking +1, Intense Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +0<br />
| class="left" | Bonus Feat, Creedmore Stance (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +1<br />
| class="left" | Improved Stalking +2, Tracking Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +1<br />
| class="left" | Bonus Feat, Creedmore Stance (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +1<br />
| class="left" | Improved Stalking +3, Ricochet Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +2<br />
| class="left" | Bonus Feat, Creedmore Stance (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +2<br />
| class="left" | Improved Stalking +4, Withdrawal Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +2<br />
| class="left" | Creedmore Stance (4), Improved Tracking Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +3<br />
| class="left" | Improved Stalking +5, Special Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +3<br />
| class="left" | Creedmore Stance (5), Improved Ricochet Shot<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Sleight of Hand, Spot and Survival.<br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Hand Crossbow Hunter}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Improved Stalking +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Creedmore Stance (6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Improved Stalking +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Creedmore Stance (7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Improved Stalking +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | Creedmore Stance (8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | Improved Stalking +9<br />
|}<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hand Crossbow Hunter.<br />
<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Hand Crossbow Hunters do not gain any weapon or armor proficiency. In fact most armor will increase the arcane spell failure chance of some of the Hand Crossbow Hunter's abilities.<br />
<br />
'''{{#anc:Improved Stalking +X}}:''' Hand Crossbow Hunters gain a +X bonus to Hide and Move Silently checks with terrain they are familiar with. To become familiar, a Hand Crossbow Hunter must spend at least 12 hours to study their terrain. A Hand Crossbow Hunter can be a master of as many types of terrains as they have Hand Crossbow Hunter levels + their Intelligence bonus. The lists of terrain types are: Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Underground and Urban. At level 3, Hand Crossbow Hunters can choose specific planes besides the material to gain these bonuses on. Hand Crossbow Hunters automatically start with up to 3 (if possible) terrains already mastered at level 1. At any time a Hand Crossbow Hunter may give up mastery of a terrain to gain mastery in a new one.<br />
<br />
'''{{#anc:Intense Training}}:''' While using a hand crossbow, Hand Crossbow Hunters may add their Dexterity modifier to damage within the base range increment of their hand crossbow. They may also increase the base range increment of their hand crossbow by (Dexterity Modifier)*5ft.<br />
<br />
'''{{#anc:Creedmore Stance (X)}} ([[Ex]]):''' At level 2, Hand Crossbow Hunters may use this ability X + Dexterity Bonus times per day. Getting in this stance is a free action and it lasts for 3 + Wisdom Modifier rounds, but at any time on your turn you can leave it early as a move action (It still takes a move action after it’s over to leave the prone position). First of all, you are considered prone in a Creedmore Stance (-4 AB for melee attacks, -4 AC against melee attacks, +4 AC against ranged attacks) and you cannot move from your position. When in this stance and using a hand crossbow, the critical range of your hand crossbow increases by 1, your base range increases by (Hand Crossbow Hunter level)*5ft, and your attack bonus increase by X. If you leave a Creedmore Stance early it still counts towards your total times per day. <br />
<br />
'''{{#anc:Tracking Shot}} ([[Ex]]):''' At level 3, a Hand Crossbow Hunter may imbue one of his hand crossbow bolts with a little bit of arcane magic 3 times per day (which means it is subject to arcane spell failure chance). These bolts give off a faint Divination aura to those using Detect Magic and give the Hand Crossbow Hunter a +Damage Dealt/2 circumstance bonus to survival checks made to track anything hit with these bolts. If the bolts are not used in (Hand Crossbow Hunter level) hours they lose their magic and give no bonuses. A Hand Crossbow Hunter’s caster level is his Hand Crossbow Hunter level for determining the caster level of this ability.<br />
<br />
'''{{#anc:Ricochet Shot}} ([[Ex]]):''' At level 5, Hand Crossbow Hunters can use their limited arcane ability to ricochet their crossbow shots off of walls, statues, buildings, etc (must have a hardness of at least 5) 3 times per day. At level 5 they can fire a hand crossbow off of 1 wall at a -4 AB penalty. This AB penalty decreases by 1 for each level of Hand Crossbow Hunter beyond 5th (up until +0 at 9th) and the number of walls the bolt can bounce off of is increased to 2 at level 7, and 3 at level 10. This ability is subject to arcane spell failure chance.<br />
<br />
'''{{#anc:Withdrawal Shot}}:''' At level 7, Hand Crossbow Hunters learn to make better use of the withdraw technique. They can attack once with a hand crossbow without any benefits provided from feats, classes or skills and then move at up to twice their speed without provoking attacks of opportunity for leaving their initial position.<br />
<br />
'''{{#anc:Improved Tracking Shot}} ([[Ex]]):''' Hand Crossbow Hunters at level 8 may use their Tracking Shot ability an additional time per day and gain an additional +2 to their Survival checks made to track their target.<br />
<br />
'''{{#anc:Special Training}}:''' Hand Crossbow Hunters at level 9 can choose one of two abilities: reloading hand crossbows with one hand or being able to use a hand crossbow one size larger as you’re a weapon your sized for combat and sleight of hand checks. If you choose the capability to reload with one hand, then you can fight with two hand crossbows and reload them in the same turn, but you still take the penalties from two weapon fighting.<br />
<br />
'''{{#anc:Improved Ricochet Shot}} ([[Ex]]):''' Hand Crossbow Hunters at level 10 may use their Ricochet Shot ability an additional time per day and ricochet off of any object that has a hardness of at least 1.<br />
<br />
'''{{#anc:Bonus Feats}}:''' Hand Crossbow Hunters gain the following bonus feats at the specified levels: Dodge at level 2, Mobility at level 4 and Shot on the Run at level 6. Hand Crossbow Hunters must meet the prerequisites for these feats, but if they don't and gain them at a higher level then they can gain these feats then.<br />
<br />
====Ex-Hand Crossbow Hunters====<br />
<br />
If a Hand Crossbow Hunter loses its entry requirements then it loses everything gained from this class except its base attack bonus, saving throws and bonus feats.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hand Crossbow Hunter====<br />
<br />
When playing a Hand Crossbow Hunter it is essential to remember that your role is to stay to the side and inflict as much damage as possible.<br />
<br />
'''Combat:''' Ranged Damage/Round<br />
<br />
'''Advancement:''' Hand Crossbow Hunters benefit greatly from the general bulk of fighters, the already skilled at ranged rangers and the bonus sneak attack damage of rogues.<br />
<br />
'''Resources:''' Hand Crossbow Hunters make excellent assassins, and with the right equipment can outshine even the best sorcerers/wizards in damage output.<br />
<br />
====Hand Crossbow Hunters in the World====<br />
<br />
Hand Crossbow Hunters serve as the elite assassins of the world.<br />
<br />
{{quote|"What's that in your chest? It's a crossbow bolt don't you know?"|4=Thimble, Halfling Rogue}}<br />
<br />
'''NPC Reactions:''' Where are all these bolts coming from?<br />
<br />
====Hand Crossbow Hunter Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Hand Crossbow Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | None.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Appears to be a specialist in stalking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Looks to be hiding some sort of projectile launcher in their cloak.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | HAND CROSSBOW HUNTER! GET HIM BEFORE HE SHOOTS!.<br />
|}<br />
<br />
====Hand Crossbow Hunters in the Game====<br />
<br />
If you plan on playing a hand crossbow hunter make sure your Dexterity, Intelligence and Wisdom ability scores are optimized. Hand Crossbow Hunters don't get many hit points and usually have a low AC due to the possibility of Arcane spell failure chance with some of their abilities. To make up for this flaw, Hand Crossbow Hunters learn to deal as much damage as possible with an incredibly stealthy weapon as fast as possible to take out their target before they take damage. Make sure to protect your fellow Hand Crossbow Hunter and watch as they deal high amounts of damage every round!<br />
<br />
'''Adaptation:''' Make Hand Crossbow Hunters an elite type of assassin that takes bounties, hunts evil or terrorizes cities with the backing of the thieves' guild.<br />
<br />
'''Sample Encounter:''' An assassin from the shadows.<br />
<br />
''EL whatever:'' To be added later.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|June 2012}}<br />
{{Prestige Class Description Needed|June 2012}}<br />
{{Prestige Class Stub|June 2012}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Chekov%27s_Archer_(3.5e_Class)&diff=578741Chekov's Archer (3.5e Class)2012-06-24T17:16:43Z<p>173.245.52.127: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=Archer by Deelane.jpg<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=An archer.<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Finished<br />
|editing=Ask first.<br />
|type=Ranged Combat<br />
|desc=The archer can shoot an apple at 100 yards and hit every time, he can shoot an arrow through his own arrow after hitting the bull's eye at 50 yards, and he can shoot a pixie in the eye at 10. No one is better when it comes to the mastery of bows.<br />
}}<br />
<br />
== Archer ==<br />
<br />
From the woods to the desert, from mountains to cities archers abound everywhere, but few are truly worthy of the title. The archer can shoot an apple at 100 yards and hit every time, he can shoot an arrow through his own arrow after hitting the bull's eye at 50 yards, and he can shoot a pixie in the eye at 10. No one is better when it comes to the mastery of bows.<br />
<br />
=== Making a Archer ===<br />
<br />
The strong point of the archer is archery. Ranged combat. Letting enemies get too close is a mistake.<br />
<br />
'''Abilities:''' [[Dexterity]] is important for most of the archer's skills, and it also decides how easy it is for them to hit targets. [[Strength]] increases some of the damage dealt, but isn't too important. [[Constitution]] increases hit points, and [[intelligence]] helps with their ability to get critical hits, and with their skill points.<br />
<br />
'''Races:''' Elves are famous for archery, but that really doesn't mean that they are the best. Archers come from all races.<br />
<br />
'''Alignment:''' Archers can be of any alignment. Archers from military backgrounds are usually [[lawful]], while ones from small villages or the woods are usually [[neutral]].<br />
<br />
'''Starting Gold:''' 6d4&times;10 gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Simple" or "As [[rogue]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Archer}}</div><br />
Hit Die: d8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|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" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision 1d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Aim<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Fast Movement, Precision 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Hold<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Defensive Archery (concentration), Precision +1 and 2d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +1 and 3d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Fire, Precision +2 and 3d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +3 and 3d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Precision +3 and 4d8, Defensive Archery (tumble)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +4 and 4d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Form Ranks, Precision +5 and 4d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +5 and 5d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Fire at Will, Rapid Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +6 and 5d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Precision +7 and 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +8 and 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Stand Firm, Precision +9 and 6d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Precision +9 and 7d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | Heroic Rapid fire, Precision +10 and 7d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | [[SRD:Fighter Bonus Feats|Bonus Feat]], Strike Arrow<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Escape Artist]] ([[Dex]]), [[Handle Animal]] ([[Cha]]), [[Heal]] ([[Wis]]), [[Hide]] ([[Dex]]), [[Jump]] ([[Str]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Profession]] ([[Wis]]), [[Ride]] ([[Dex]]), [[Sleight of Hand]] ([[Dex]]), [[Spot]] ([[Wis]]), [[Survival]] ([[Wis]]), [[Swim]] ([[Str]]), [[Tumble]] ([[Dex]]), and [[Use Rope]] ([[Dex]]).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
Archers shoot bows. All of the following are class features of the Archer.<br />
<br />
'''Weapon and Armor Proficiency:''' Archers are proficient with all [[simple weapons]], all projectile and thrown weapons, and one [[SRD:Martial Weapon|martial weapon]] chosen at first level. They are proficient with [[light armor]] and [[medium armor]].<br />
<br />
'''{{#anc:Bonus Feat}}:''' At first, and every even numbered level, the archer gains a bonus feat from the list of [[fighter bonus feats]]. He must meet all prerequisites for the feat as normal.<br />
<br />
'''{{#anc:Precision}}:''' Provided he is using a ranged weapon, an archer can make [[Concentration]] checks to increase the damage dealt with a bow. Whenever he declares an attack action, he may make a [[Concentration]] check. If the check is higher than his attack roll, he deals an additional 1d8 damage. This damage increases by an additional 1d8 every level divisible by three(2d8 at 3rd level, 3d8 at 6th, and so on...). Upon reaching 5th level, the archer gains a +1 bonus to attack rolls and [[Concentration]] checks. This increases by an additional +1 at 7th, 9th, 10th, 11th, 14th, 15th, 16th, 17th, and 19th level.<br />
<br />
'''{{#anc:Aim}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From second level onwards, the archer gains a +2 synergy bonus to attack and damage rolls with ranged weapons for every 5 ranks he has in [[Concentration]].<br />
<br />
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''An archer's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the archer’s speed because of any load carried or armor worn.<br />
<br />
'''{{#anc:Hold}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' As a full round action, an archer can make a [[Concentration]] check with a DC of 16. If he succeeds, on his next round he may make a full attack action and apply precision to it twice. If he takes damage before that round, he must make a [[Concentration]] check with a DC of 10 + the damage taken. If he fails the [[Concentration]] check he gains no special benefits instead of applying precision twice.<br />
For example, a 4th level archer declares that he is using Hold. He makes a [[Concentration]] check and gets a 20, beating the DC of 16. Then he is attacked before his next round and takes 4 damage. He rolls a 15 on his [[Concentration]] check and so this ability continues(if he had failed then the ability ends there with no effect). On his round he applies precision twice; he makes a [[Concentration]] check and gets a 19, then he makes another [[Concentration]] check and this one turns up a 14. He then makes his attack roll and gets an 18. He applies the precision die(2d8 at 5th level) to his damage for his attack, but doesn't do it again because he failed his second [[Concentration]] check.<br />
<br />
'''{{#anc:Defensive Archery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 5th level onwards, an archer can always take 10 on his [[Concentration]] checks, even if he would normally be unable to do so. At 9th level this also applies to [[Tumble]] checks.<br />
<br />
'''{{#anc:Fire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 7th level onwards, whenever the archer uses his Hold ability, the attack is automatically a critical hit. This ability only works if the target of the attack is within 30 feet of the archer.<br />
<br />
'''{{#anc:Form Ranks}}:''' From 11th level onwards, whenever an archer attacks, with a ranged weapon, from a square adjacent to an ally, he and his allies gain a +2 bonus to [[Concentration]] and [[Tumble]] checks for a number of rounds equal to the archer's [[dexterity]] modfier.<br />
<br />
'''{{#anc:Fire At Will}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 13th level, the archer can use his Hold ability as a standard action, but it must be the last action on his turn.<br />
<br />
'''{{#anc:Rapid Fire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 13th level, the archer can make a full attack action and a move action in the same round. He takes a -2 penalty to his attack rolls for that round, and cannot apply his Precision ability.<br />
<br />
'''{{#anc:Stand Firm}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 17th level, the archer can use his bow without provoking attacks of opportunity, and he threatens every square within 15 feet of him, provided he is using a ranged weapon.<br />
<br />
'''{{#anc:Heroic Rapid Fire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' From 19th level onwards, the archer can make an a full attack action and a move action in the same round without any penalties, and he can apply his Precision ability, provided he is using a ranged weapon.<br />
<br />
'''{{#anc:Strike Arrow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 20th level, an archer can shoot anything that he has shot before. Whenever a target his hit by a ranged attack from the archer, any attacks that he makes against it for the next 5 rounds are automatically critical hits.<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
--></div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578605Ochremancer (3.5e Class)2012-06-23T00:31:45Z<p>173.245.52.127: /* 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 [[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.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578594Ochremancer (3.5e Class)2012-06-22T19:00:11Z<p>173.245.52.127: /* 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 body 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 [[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.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578593Ochremancer (3.5e Class)2012-06-22T18:49:52Z<p>173.245.52.127: /* Making an Ochremancer */</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 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.<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 body 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 this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to 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 at taking the damage below) 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 [[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 />
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; 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 as normal (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.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578592Ochremancer (3.5e Class)2012-06-22T18:46:26Z<p>173.245.52.127: /* 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 />
'''{{#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.<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: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: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 body 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 this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to 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 at taking the damage below) 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 [[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 />
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; 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 as normal (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.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578591Ochremancer (3.5e Class)2012-06-22T18:35:28Z<p>173.245.52.127: /* 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 />
'''{{#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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. Willing, but not helpless, creatures can freely accept the ooze (albeit at taking the damage below) 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 [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar type of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer if desired. This ability only affects class levels, not a creature's natural HD (so animals and most monsters are naturally immune to this ability) and only living creatures. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578590Ochremancer (3.5e Class)2012-06-22T18:33:56Z<p>173.245.52.127: /* 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, his movement reduced to 10 ft. on land 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 />
'''{{#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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. Willing, but not helpless, creatures can freely accept the ooze (albeit at taking the damage below) 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 [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar type of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer if desired. This ability only affects class levels, not a creature's natural HD (so animals and most monsters are naturally immune to this ability) and only living creatures. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578589Ochremancer (3.5e Class)2012-06-22T18:32:32Z<p>173.245.52.127: /* Making an Ochremancer */</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, his movement reduced to 10 ft. on land 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 />
'''{{#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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 remember their controllers.<br />
<br />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. Willing, but not helpless, creatures can freely accept the ooze (albeit at taking the damage below) 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 [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar type of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer if desired. This ability only affects class levels, not a creature's natural HD (so animals and most monsters are naturally immune to this ability) and only living creatures. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578587Ochremancer (3.5e Class)2012-06-22T16:48:58Z<p>173.245.52.127: /* Making an Ochremancer */</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, his movement reduced to 10 ft. on land 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 />
'''{{#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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 remember their controllers.<br />
<br />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. Willing, but not helpless, creatures can freely accept the ooze (albeit at taking the damage below) 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 [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar type of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer if desired. This ability only affects class levels, not a creature's natural HD (so animals and most monsters are naturally immune to this ability) and only living creatures. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578586Ochremancer (3.5e Class)2012-06-22T16:12:22Z<p>173.245.52.127: /* 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" | [[#Denaturation|Denaturation]], [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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" | [[#Superacid|Superacid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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:Denaturation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd 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:Acid Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, capable of neutralizing the effects of other acids. He gains acid 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 is 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 that the ochremancer carries with him is shifted as well and unharmed by the transformation. 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 />
'''{{#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:Superacid}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, an ochremancer’s acid surpasses the best buffers, dealing damage even to creatures that have acid immunity. Acid resistance is now useless; this supersedes the effects of his denaturation ability.<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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 remember their controllers.<br />
<br />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. Willing, but not helpless, creatures can freely accept the ooze (albeit at taking the damage below) 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 [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar subtype of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer, if desired. This ability only affects class levels, not a creature's natural HD (so animals and most monsters are naturally immune to this effect). Only Limited Wish, Miracle or Wish can restore levels lost this way.<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 acid resistance also turns to acid 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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578585Ochremancer (3.5e Class)2012-06-22T16:10:17Z<p>173.245.52.127: /* 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" | [[#Denaturation|Denaturation]], [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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" | [[#Superacid|Superacid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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:Denaturation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd 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:Acid Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, capable of neutralizing the effects of other acids. He gains acid 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 is 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 that the ochremancer carries with him is shifted as well and unharmed by the transformation. 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 />
'''{{#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:Superacid}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, an ochremancer’s acid surpasses the best buffers, dealing damage even to creatures that have acid immunity. Acid resistance is now useless; this supersedes the effects of his denaturation ability.<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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 remember their controllers.<br />
<br />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. Willing, but not helpless, creatures can freely accept the ooze (albeit at taking the damage below) 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 [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar subtype of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer, if desired. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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 acid resistance also turns to acid 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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578584Ochremancer (3.5e Class)2012-06-22T16:05:48Z<p>173.245.52.127: /* 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" | [[#Denaturation|Denaturation]], [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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" | [[#Superacid|Superacid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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:Denaturation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd 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:Acid Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, capable of neutralizing the effects of other acids. He gains acid 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 is 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 that the ochremancer carries with him is shifted as well and unharmed by the transformation. 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 />
'''{{#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:Superacid}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, an ochremancer’s acid surpasses the best buffers, dealing damage even to creatures that have acid immunity. Acid resistance is now useless; this supersedes the effects of his denaturation ability.<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.<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: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:Ooze Control}} ([[SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 remember their controllers.<br />
<br />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. A successful Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s [[SRD:Constitution|Constitution]] modifier) thwarts this effect and the creature afflicted is rendered immune to the effect for 1 hour per [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar subtype of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer, if desired. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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 acid resistance also turns to acid 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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ochremancer_(3.5e_Class)&diff=578583Ochremancer (3.5e Class)2012-06-22T16:02:16Z<p>173.245.52.127: /* Making an Ochremancer */</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" | [[#Denaturation|Denaturation]], [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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" | [[#Superacid|Superacid]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +4 || +8<br />
| class="left" | [[#Acid Resistance|Acid 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" | [[#Acid Resistance|Acid 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:Denaturation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd 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:Acid Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, capable of neutralizing the effects of other acids. He gains acid 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 is 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 that the ochremancer carries with him is shifted as well and unharmed by the transformation. 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 />
'''{{#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:Superacid}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level, an ochremancer’s acid surpasses the best buffers, dealing damage even to creatures that have acid immunity. Acid resistance is now useless; this supersedes the effects of his denaturation ability.<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.<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: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:Ooze Control}} ([SRD:Special Abilities Overview#Spell-like|Sp]]):''' An ochremancer, at level 15, is now capable of giving commands to Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. 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 remember their controllers.<br />
<br />
For an Ochremancer to control, 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 body 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 />
This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to this ability, but still retain some of their abilities prior to unwillingly taking the class (as those willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted to an ochremancer level (1d4/½ ochremancer's [[SRD:Constitution|Constitution]] modifier, though the subject can choose which number of class levels to affect; value rolled in secret by the DM) and are subject to control by the caster. A successful Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s [[SRD:Constitution|Constitution]] modifier) thwarts this effect and the creature afflicted is rendered immune to the effect for 1 hour per [[SRD:Constitution|Constitution]] modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute.<br />
<br />
This ability only affects humanoids or a creature of a similar subtype of the ochremancer's size, one size larger or smaller. Once a creature is ooze afflicted, it's permanent; 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 as normal (if they still have the class) or choose to level in ochremancer, if desired. Only Limited Wish, Miracle or Wish can restore levels lost this way.<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 acid resistance also turns to acid 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>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:9%E2%88%9220_Crit_Specialist_(3.5e_Optimized_Character_Build)&diff=578372Talk:9−20 Crit Specialist (3.5e Optimized Character Build)2012-06-20T13:53:35Z<p>173.245.52.127: </p>
<hr />
<div>You forgot about the minimum DEX requirements for 2-weapon fighting feats. Just ITWF requires Dexterity 17- this build includes nothing to support that.<br />
<br />
The Build doesn't get ITWF until late, plenty of time to get a +6 item.<br />
<br />
:So, to shut this character down, we damage its dex, or MD, or put it in an antimagic field, and it loses its dex feats. Also, sign your posts, pls. Also, it's not clear if enhancement mods qualify you for feats, it's been an ongoing debate on the optimization boards for years. --[[User:Ganre|Ganre]] 09:49, 20 January 2012 (MST)<br />
<br />
::Weapon Aptitude allows you change the weapon you have selected for feats that designate a specific weapon. Such as changing Weapon Focus(Longsword) to Weapon Focus(Greatsword). You must spend 1 hour each morning to change your selections and must have the weapon to train with. You do not treat a weapon as another for feat purposes. --[[Special:Contributions/173.245.50.116|173.245.50.116]] 19:55, 17 March 2012 (MDT)<br />
<br />
:::The person that posted this obviously didn't read the books and just (attempted) to copy it from somewhere else. You are absolutely right that Weapon Aptitude doesn't do anything for this build. The "Aptitude" weapon enhancement is what the author wants. Also, this build is pretty mild compared to the shenanigans that can take place. The build I saw posted elsewhere will generate infinite attacks (on average) by having an expected number of attacks gained per attack of greater than 1. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:53, 20 June 2012 (MDT)</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:Magic_Missile_Stormer_(3.5e_Optimized_Character_Build)&diff=578371Talk:Magic Missile Stormer (3.5e Optimized Character Build)2012-06-20T13:40:07Z<p>173.245.52.127: /* Optimization Critique */</p>
<hr />
<div>== Featured Article Nomination ==<br />
<br />
{{Succeeded Featured Article Nominee|--[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 14:53, 9 May 2012 (MDT)}}<br />
<br />
I nominate this article to be featured mainly due to the mental image I get of a massive amount of "Magic Missile" being used. Other things, this build is very well written and easy to understand, meets all criteria, and even gives an alternate build. Humorous, yes...but useful. --[[User:Irykyl| Irykyl]] 12:37, 20 April 2012 (MDT)<br />
<br />
* '''Support''' &mdash; This looks good to me. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:05, 8 May 2012 (MDT)<br />
<br />
* '''Comment''' &mdash; This will become a featured article soon without reasons of opposition. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:50, 8 May 2012 (MDT)<br />
<br />
* '''Support''' &mdash; I support this, but i think the build would benefit from Chain Spell to hit surrounding targets. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 07:11, 9 May 2012 (MDT)<br />
<br />
:[[Chain Spell (3.5e Spell Mechanic)|Chain Spells]] are pointless. Normal spells grant you bonuses based off your caster level, these require higher spell slots. Not only is that the exact wrong thing for this build to do, but it also really hinders spellcasting. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:49, 9 May 2012 (MDT)<br />
<br />
::I am a little late to the party, but I do believe he meant [http://dndtools.eu/feats/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51/chain-spell--315/ this]. [[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 00:09, 14 June 2012 (MDT)<br />
<br />
*'''Support''' &mdash; I can't vouch for the mechanics (it's been a while) but the writing is clear and lively, and the formatting is good. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 9 May 2012 (MDT)<br />
<br />
*'''Support''' &mdash; Not sure if mine counts but he put a lot of work into it and it is fairly easy to understand especially with the breakdowns. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 13:13, 9 May 2012 (MDT)<br />
<br />
== Name ==<br />
<br />
Magic Missile Minigun does not relate to the SRD too well. With [[SRD:Storm of Throws]] maybe a more appropriate name would be "Magic Missile Stormer"? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 17:33, 9 May 2012 (MDT)<br />
<br />
:I changed it. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:34, 17 May 2012 (MDT)<br />
<br />
::Aww, I liked the alliteration. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:17, 17 May 2012 (MDT)<br />
<br />
== Other Counters ==<br />
<br />
If I recall my spell knowledge correctly, there are two 1st level spells that can block Magic Missiles, Shield and Nightshield. Was this overlooked in possible counters to this build for the GM or is it assumed that, due to such a low level, they are easily dispellable using some of the lower level spell slots? --[[User:DraGon777|DrayGon777]] 7:35 PM, 6 June 2012 (EDT)<br />
<br />
P.S. This is my first time adding to/editting a wiki so feel free to modify my question in order to follow proper formatting.<br />
<br />
:"''... [A]nd with your overpowering missile class feature not even a [[SRD:Shield|shield]] spell or a [[SRD:Brooch of Shielding|brooch of shielding]] is a surefire defense against you''". I imagine most DMs would modify this class feature for other spells, e.g. homebrewed, which counter ''magic missiles'' (at least I would). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 19:11, 6 June 2012 (MDT)<br />
<br />
== Breaks the 4th wall and sits on the 5th wall drinking a cup of tea ==<br />
<br />
''"These creatures resisted nearly all physical attacks because of their incredibly thick armored hides and resisted nearly all magic attacks thanks to their impressive Fortitude, Reflex, and Will saving throws."'' &mdash; I get this is an optimization article but does one really have to throw the idea of being in-character out the window completely by explaining the fluff with the game mechanics of Dungeons and Dragons 3.5th edition? --[[User:LadyChaomii|D&#38;D Equestria Developer - Lady Chaomii]] ([[User talk:LadyChaomii|talk]]) 04:36, 13 June 2012 (MDT)<br />
<br />
:Meh, go ahead and change it. Honestly I've been "reading D&D" so long that I never noticed it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 06:52, 13 June 2012 (MDT)<br />
<br />
== Optimization Critique ==<br />
<br />
This build is pretty awful.<br />
<br />
* There's a 4th level spell that completely shuts down this build. See [[SRD:Lesser Globe of Invulnerability]].<br />
* At level 1, 3 feats are taken that are '''completely''' useless. The other feat is mostly useless.<br />
* Easy Metamagic comes from a Dragon Magazine, which is often not considered "legitimate" in an optimized build (at least by most D&D communities).<br />
* 6th level is the first time one of the metamagic feats can even be applied. Up until then, you are a completely sub-par warmage. After that, you are a mostly sub-par warmage.<br />
* Arcane Thesis (which allows crazy things if the build is done well) comes at 18th level.<br />
* Other spells basically shut down this build, like [[SRD:Spell Resistance (Spell)]] or even the spell resistance monster ability, which a ton of monsters seem to have at high levels (the only point this build would have even been viable). I guess you listed that, but it's pretty significant given that this build is only supposed to work at high levels.<br />
* What about illusions, invisible opponents and the like? You can't actually cast magic missile at the darkness.<br />
* [[SRD:Antimagic_Field]].<br />
* [[SRD:Spell Turning]]<br />
* [[SRD:Shapechange]] + [[SRD:Iron Golem]]<br />
* [[SRD:Spell Immunity]]<br />
<br />
The problem with one trick ponies. It wouldn't be so bad if the trick was actually good. The SR limitation (with no SR penetrating feats) really destroys this build. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 11:44, 13 June 2012 (MDT)<br />
<br />
:This build is actually optimized.<br />
:Get away from the [[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]] (or at least out of arrow ranges). You don't have to be aggressive, instead be assertive.<br />
:No feats are useless. You can start using them eventually, and they make ''magic missile'' that much more powerful. If the feat does not affect ''magic missile'' then, yes, it would be pointless but, rather, it does affect ''magic missile''. The question is not "When do I get to use them?" but rather "Which feats will increase the potential of my ''magic missiles'' and how many feats do I get?" (since that is what is being optimized).<br />
:Optimized character builds come in all sorts of varieties. You can make one just from your own things even. The bottom categories determine which category they go into, and this is considered WotC since the discontinuation of Dragon and Dungeon with online content. So, in the real world, they actually are affiliated with WotC with their material (and WotC had a reason for picking them). Ergo they are "Wizards".<br />
:SR is this build's counter. Of course, you can counter SR with your die roll. Hope to roll well when SR is in question!<br />
:Fortunately, you are ''still'' a magic caster. If you need other spells to deal with illusions, invisible opponents and the like then cast them. You are a spontaneous caster.<br />
:All casters dislike ''[[SRD:Antimagic Field|antimagic field]]'', and like them, do what you can. The relation of this build to particularities like ''antimagic field'', ''[[SRD:Spell Turning|spell turning]]'', and ''[[SRD:Spell Immunity|spell immunity]]'' must be treated like how another caster treats them. If they could not be dealt with by casters, then you are actually saying that D&D has a balance hole. Just cast some spells to deal with things if it is not working with ''magic missiles''.<br />
:Why did you pick the [[SRD:Iron Golem|Iron Golem]]?<br />
:In conclusion, the relation of this build to particularities is still normal but it is optimized for damage from casting. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:49, 13 June 2012 (MDT)<br />
<br />
::The poster doesn't understand the point of the article, which is to take a theme and to push it to its limits. He seems to be expecting some kind of can-overcome-anything build. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:53, 13 June 2012 (MDT)<br />
<br />
:::I think you are reading the wrong article, anonymus IP, go read PunPun. It will help you win D&D. Also, just because it uses MM, doesn't mean he doesn't keep a dispell handy, or a Forcecage. A Non-optimized wizards is still a Tier 2 class. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 20:47, 13 June 2012 (MDT)<br />
<br />
::::He does have a single point though: at first level the build has [[SRD:Combat Casting|Combat Casting]]. This is nice if you are casting defensively or are grappled, but [[SRD:Skill Focus|Skill Focus (Concentration)]] works while you are taking damage, or on unstable terrain, or a variety of other conditions, plus it still adds when casting defensively or while grappled. You only give up +1 bonus, but that's a small price to pay for the increased usefulness, especially for characters who aren't known for their constitution. (This message is sponsored by Spellcasters for the Total Destruction of Combat Casting and does not necessarily indicated the opinions of this station.) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 07:27, 14 June 2012 (MDT)<br />
<br />
:::::Nope, I just expected some playability. If it is going to be flavorful, it should at least be playable. This build is not playable. It doesn't come online until around 15th-16th level and it suffers from a quite significant weakness (spell resistance). The main point is that a basic warmage will outperform this character up until level 15 or so and at that point, his trick isn't even relevant. An '''optimized''' build should really outperform the pieces it was built out of (otherwise it is '''unoptomized'''). Maybe this community lives in bizzaro world where "optimized" means "performs worse than the class it is made from". --[[Special:Contributions/108.162.219.191|108.162.219.191]] 13:02, 14 June 2012 (MDT)<br />
<br />
::::::"Get away from the [[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]] (or at least out of arrow ranges). You don't have to be aggressive, instead be assertive". You did actually read the spell right? An enemy spellcaster (or monster) casts this. They are now immune to your entire trick. Enemy spellcasters will have this capability long before your trick even starts having any merit.<br />
::::::"No feats are useless. You can start using them eventually...". While I agree that the feats benefit the build in the end, I don't think it is reasonable to call a build that spends 3/4 of a campaign underperforming "optimized". The pay now, get dividends later is a stupid way to build a character. Can you really justify forcing a character to wait until 6th level (1/4 of a 1-20 campaign) just to use his feat selections? There's nothing optimized about underperforming.<br />
::::::"this is considered WotC" - except that Dragon Magazines are written and published by a 3rd party (Paizo Publishing).<br />
::::::"Why did you pick the [[SRD:Iron Golem|Iron Golem]]" - because it is immune to spells. Kinda a cheesy example. A force dragon might have been more appropriate. Either way, I was just illustrating the weaknesses of a one trick pony. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 13:02, 14 June 2012 (MDT)<br />
<br />
:::::::The back of ''[[Dragon Compendium, Volume 1|Dragon Compendium]]'' specifically states "Official Wizards licensed product." Do you call that 3rd party? No.<br />
:::::::Well, if you feel that the warmage aspect of this will outperform it's ''magic missile'' aspects then by all means use that (this is still a warmage). The choices with ''magic missile'' are optimized though (ergo ''optimization''.)<br />
:::::::Or just use higher level spells with ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'' (who cares - read to get the point not by word...).<br />
:::::::The [[SRD:Iron Golem|Iron Golem]] is, once again, a particularity. Defend that against a straight [[SRD:Wizard|wizard]] please. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:35, 14 June 2012 (MDT)<br />
<br />
::::::::IP, you are getting way more upset about this than makes any logical sense. Take a look at the other optimizations around here, they ''all'' have glaring weaknesses. The system's kinda built that way. Most of the classes aren't useful until high levels; the exercise is in building the character all at once, not organically growing them from level 1. Warmage might be "better" than MMS, but MMC casts magic missile better than a warmage could ever dream. That's the entire point of the class, so by definition, it succeeds. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 09:20, 15 June 2012 (MDT)<br />
<br />
:::::::::There is no "winner" (well, maybe [[Pun-Pun (3.5e Optimized Character Build)|Pun-Pun]]). There are things which optimize aspects of builds, but having no "winners" means that optimizations must optimize ''something''. This build optimizes ''magic missile'', but is still (after everything) a magic caster. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 15:09, 15 June 2012 (MDT)<br />
<br />
::::::::::I ran into an edit conflict and it looks like my previous post got clobbered :(. Luckily I kept it in notepad, so I've added a bit to it and reposted it. Hopefully it actually sticks around this time :).<br />
::::::::::Jazzz, there's a difference between having weaknesses and being unplayable. Having said that, I haven't actually looked at the rest of the builds. Maybe you guys should call this a "flavor optimization" or something like that. If it can't compete against higher level monsters, I don't see how you can call it optimized.<br />
::::::::::You are also missing the point that this isn't even good against high level opponents. Let's just list some from the SRD...<br />
::::::::::*CR 15 without SR - [[SRD:Mummy Lord]]<br />
::::::::::*CR 16 without SR - None<br />
::::::::::*CR 17 without SR - [[SRD:Aboleth Mage]], [[SRD:Frost Giant Jarl]] (Marilith kinda has a low SR for its CR so it might go here)<br />
::::::::::*CR 18 without SR - None<br />
::::::::::*CR 19 without SR - None<br />
::::::::::*CR 20 without SR - None<br />
::::::::::*CR 21 without SR - None<br />
::::::::::Do you see a trend here? Spell resistance is a very common thing at higher levels. With the loss of a caster level from the PrC and no spell penetration feats, this character is going to get stomped on.<br />
::::::::::"The back of ''[[Dragon Compendium, Volume 1|Dragon Compendium]]'' specifically states..." - The feat in question is not from the Dragon Compendium. It's from Dragon ''Magazine'' Issue #325. That's third party (written and published by Paizo, licensed by WotC). It is not written by WotC. Calling Dragon Magazine content official means that Pathfinder is an official update to 3.5e (also written and published by Paizo). It's not. Oh, also, Force Missile Mage is from a magazine as well. I'm not sure if that one is in the Compendium.<br />
::::::::::A friend of mine said that there is some silly rule here about banning people that try to put up links, so I'll have to describe how to find a good discussion of whether the Dragon Compendium is 3rd party. Google "DRAGON Compendium technically 3rd party?". The first hit will be a forum discussion about it. The key point to note is: "Nah. That just makes it official. So, it's official third party. Confusing labeling, I'll admit.". It's the same deal with several other products (like Pathfinder).<br />
::::::::::"Well, if you feel that the warmage aspect of this will outperform it's ''magic missile'' aspects then by all means use that..." - I'm saying that it is performing '''worse''' than a warmage that picks relevant feats until at least level 6. The feats are picked in a terrible order anyways. Arcane thesis should be at level 6. That shouldn't even need to be debated.<br />
::::::::::So here are some feat selections that are way better than what are suggested here and still make a "magic missile" build:<br />
::::::::::1 - Twin Spell, Invisible Spell, Lingering Spell, Retributive Spell<br />
::::::::::3 - Energy Substitution (Lightning)<br />
::::::::::6 - Arcane Thesis (Magic Missile)<br />
::::::::::9 - Born of the Three Thunders<br />
::::::::::12 - Energy Admixture (Lightning)<br />
::::::::::15 - Repeat Spell<br />
::::::::::18 - Whatever. Rapid metamagic maybe.<br />
::::::::::At 1st level you can actually use 3 of the feats (retributive and invisible being a bit more useful). Your 3rd level feat can also be used (albeit not that great... for now). Arcane Thesis allows CRAZY things at level 6. You will have access to 3rd level spell slots. You can Thesis up a magic missile to be: Invisible (-1), Energy Substituted (-1), Lingering (+0), Twinned (+4)! Yes, this is legal by the rules (read the PH2 errata if you don't believe me. It's quite clear). You will also have one of these stored as a retributive spell. Since you get a +2 caster level bonus from Thesis, you have 8d4+8 lightning damage for a 3rd level spell slot, which is actually somewhat competitive (unlike the build posted here).<br />
::::::::::At 9th level, you'll be able to lower the spell slot to a 2nd level spell (freeing up useful higher level spells) and add a stun + knockdown effect (plus half the damage is sonic).<br />
::::::::::At 12th level your damage is doubled if you put it in a 5th level slot.<br />
::::::::::At 15th level, you'll be doing more damage than the build here since you double your damage again.<br />
::::::::::I'll note that this is just a sample of something ''more'' optimized. It still sucks against high level opponents, but at least it shines at mid levels (somewhat).<br />
::::::::::"The [[SRD:Iron Golem|Iron Golem]] is, once again, a particularity. Defend that against a straight [[SRD:Wizard|wizard]] please." - As I said above, it was just an illustration. But... Since you asked, obviously I'll show ways a wizard can beat the snot out of an Iron Golem.<br />
::::::::::*[[SRD:Grease]] or [[SRD:Forcecage]] + [[SRD:Acid Fog]] -> Immune to magic that allows SR, so Acid Fog will still kill it.<br />
::::::::::*[[SRD:Shapechange]] into something flying with a breath weapon <br />
::::::::::*[[SRD:Major Creation]] to make a vat of acid, [[SRD:Shrink Item]] to turn it into a blanket. Lay it down and wait until the golem is over it, cast [[SRD:Transmute Rock to Mud]] and then use the shrink item command word. The golem is now stuck in a pool of muddy acid.<br />
::::::::::This is just SRD spells. I'm sure a little creativity (like the last bullet) could allow for many other ways to trivialize the fight.<br />
::::::::::Anyways, this build is just really awful and I don't understand why your community featured it. There are many other half-decent articles on here that really could have been featured instead. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:52, 18 June 2012 (MDT)--[[Special:Contributions/173.245.56.65|173.245.56.65]] 10:46, 15 June 2012 (MDT)<br />
<br />
::::::::::::If you would take a moment to read the criteria for featured articles before getting all bent out of shape about the optimization, you would notice that (1) featured articles are not mutually exclusive. Featuring MMS does not mean we aren't featuring any of the "other half-decent articles". And (2) optimization is not actually one of the criteria we judge in determining FA status (a process open to any user, by the way). When it comes down to it, the article sets out to do what it claims to do, is well written, is properly formatted, and is generally a good example of what a good article should be. It does what it's supposed to do; your arguments are like saying sports cars are stupid because they can't haul as much as a truck.<br />
<br />
::::::::::::It also has not been mentioned, but there's nothing stopping you from creating your own version of magic missile stormer. Call it [[Magic Missile Stormer, Variant (3.5e Optimized Character Build)]] if you like. Continuing to denigrate a sub-par optimization with the fervor with which you are doing so is starting to border on trolling. There's really nothing to get so uptight about. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:56, 18 June 2012 (MDT)<br />
<br />
:::::::::::::I think the most telling part of IP edit's reply is the phrase "your community". Typically, after you start editing and commenting, it becomes "our community". If you are just coming to "our sandbox" to kick around, you are here for the wrong reason, I think you'll miss out on what we really have here: an active community for DND, and a reasonably flame free area to share our work. So, create an account, add content, and get to know us! --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 19:28, 18 June 2012 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:The [[SRD:Neothelid|Neothelid]], [[SRD:Mummy Lord|Mummy Lord]], [[SRD:Frost Giant Jarl|Frost Giant Jarl]], [[SRD:Aboleth Mage|Aboleth Mage]], [[SRD:Ruin Swarm|Ruin Swarm]], [[SRD:Mu Spore|Mu Spore]], etc do not have any SR.<br />
:Compared to other damaging paths, this build optimizes its damage. For this reason it can be considered a good article within its area and be a candidate to become a featured article.<br />
:Let's compare it to ''[[SRD:Greater Shout|greater shout]]''. ''Greater shout'' deals 20d6 damage. That's 50 damage, and can be considered typical. Compared to that this build would deal, not counting the 1 in 7 bonus missile damage, 112 damage (minus a little for the 8-9th level jump). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 20:43, 18 June 2012 (MDT)<br />
<br />
::I'll give it a rest, I guess. I took slight offense to the word "optimized" being used. If you just called it a "character build", which it is, I'd probably have just continued lurking here.<br />
::Some final points, which are unrelated to the build: just a response to the LE lizard above :). Neothelids totally have SR (PR counts as SR unless you houserule it - Magic/Psionics transparency is the default rule). Greater shout is a bad example since it is pretty weak for its spell level. You also got the 50 damage incorrect - it is 70 (3.5 average times 20 = 70). A better example would be Disintegrate (6th level) or a maximized disintegrate (9th level), which deals 140 average damage or 280 damage, depending on which you use. Just for fun, I can point out that an arcane thesis'd maximized (+2) empowered (+1) disintegrate deals 350 average damage. And that's a benchmark that I personally use for optimizing damage against an opponent.<br />
::Ganre, I might make an account, but my friend said that I shouldn't trust the owner of the wiki with my email address or with posting any actual content. I don't know. Maybe I'll sign up for a junk email account and set up an account here through that. I'm just too lazy to do that when I can just write as an IP editor. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:59, 19 June 2012 (MDT)<br />
<br />
:::I did &times;2.5 instead of &times;3.5. Right, seventy. But this build is actually around 140 damage if you look at its potentials for the same rounds as a more standard spellcaster, so that's higher then them. Compared to your build above ''[[SRD:Disintegrate|disintegrate]]'', even with the touch ''and'' save, is 20 &times; 6 + 20 &times; 3 = 180 damage which is worse then this build.<br />
:::I don't transparency spells to points (not standard that I've ever heard of). What do you do if you have a player who uses psionics and spells? They can't be considered the same.<br />
:::''[[SRD:Disintegrate|Disintegrate]]'' is a very bad example because it is a ranged touch attack, and will have a low chance on top of the others to deal damage (and has a save ).<br />
:::Keep in mind that (actually) all spell damage is dealt with differently as well because of saves and hits save for things like this build. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 17:10, 19 June 2012 (MDT)<br />
<br />
::::Take a look at: [[SRD:Manifesting_Powers#Psionics.E2.80.93Magic_Transparency|the rules of the game]]. --[[Special:Contributions/173.245.48.127|173.245.48.127]] 20:54, 19 June 2012 (MDT)<br />
<br />
:::::I never saw that in the book. I didn't play like that, but I guess you "should" huh. I like making everything the type of special ability it is (personally). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 21:02, 19 June 2012 (MDT)<br />
<br />
::::::Disintegrate is 40d6, not 20d6. Ranged touch attacks almost always land at high levels: touch AC doesn't scale with level for the most part and even gets smaller with size. As a result, most creatures have 15 or less in their touch AC, which is fine for a strongheart halfling wizard with +10 BAB, small size (+1), +4 dex modifier (+1 from race, +3 from gloves of dex). And there are plenty of spells (including low-level swift action ones) that increase attack rolls. The saving throw for disintegrate is a legitimate concern. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:40, 20 June 2012 (MDT)</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Hand_Crossbow_Hunter_(3.5e_Prestige_Class)&diff=578355Hand Crossbow Hunter (3.5e Prestige Class)2012-06-20T02:27:23Z<p>173.245.52.127: </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=<!-- level of completion --><br />
|editing=<br />
|type=Combat Focused, Skilled<br />
|desc="Hunters who see killing enemies with a great sword or heavy crossbow far too easy."<br />
|len=10<br />
|minlvl=4<br />
}}<br />
<br />
==Hand Crossbow Hunter==<br />
<br />
{{quote<br />
|"Would you like to see my little friend?"<br />
|orig=Thimble, Halfling Rogue<br />
|src=Anonymous Campaign<br />
}}<br />
<br />
Some hunters found that using large weapons to kill their targets in one or two hits far too boring and repetitive. They wanted more thrill and risk, and so took to training themselves in the humble hand crossbow. A weapon that only seemed fit when concealed, hardly a serious choice for hunting. Through training, the hand crossbow hunters were able to hit their targets hand from as far as damage them just as much as a hunter with a longbow or heavy crossbow, and gained techniques to surprise their targets and hit them from different directions.<br />
<br />
===Becoming a Hand Crossbow Hunter===<br />
<br />
Most characters that pursue this path start out as Fighters, Rangers or Rogues and do so to optimize their damage output with the Hand Crossbow.<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Attack Bonus:<br />
| +4.<br />
|-<br />
! Skills:<br />
| Hide 7 ranks, Move Silently 7 ranks and Survival 5 ranks.<br />
|-<br />
! Feats:<br />
| Rapid Reload, Rapid Shot, Quick Draw and Weapon Proficiency (Hand Crossbow).<br />
|-<br />
! Special:<br />
| Must own a masterwork Hand Crossbow.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Hand Crossbow Hunter}}</div><br />
<p>Hit Die: d6</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +2 || +0<br />
| class="left" | Improved Stalking +1, Intense Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +3 || +0<br />
| class="left" | Bonus Feat, Creedmore Stance (1)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +3 || +1<br />
| class="left" | Improved Stalking +2, Tracking Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +4 || +1<br />
| class="left" | Bonus Feat, Creedmore Stance (2)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +4 || +1<br />
| class="left" | Improved Stalking +3, Ricochet Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +5 || +2<br />
| class="left" | Bonus Feat, Creedmore Stance (3)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +5 || +2<br />
| class="left" | Improved Stalking +4, Withdrawal Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +6 || +2<br />
| class="left" | Creedmore Stance (4), Improved Tracking Shot<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +6 || +3<br />
| class="left" | Improved Stalking +5, Special Training<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +7 || +3<br />
| class="left" | Creedmore Stance (5), Improved Ricochet Shot<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (6 + [[Int]] modifier per level)'''<br/><br />
Balance, Climb, Concentration, Craft, Disguise, Escape Artist, Hide, Knowledge (Architecture and Engineering), Listen, Move Silently, Sleight of Hand, Spot and Survival.<br />
|}<br />
<br />
<!-- delete this table if the class has less than 10 pre-epic levels --><br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: The [[SRD:Epic Level Basics|Epic]] Hand Crossbow Hunter}}<br />
|-<br />
! Level || Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th|| class="left" | Improved Stalking +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th|| class="left" | Creedmore Stance (6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th|| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th|| class="left" | Improved Stalking +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th|| class="left" | Creedmore Stance (7)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th|| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th|| class="left" | Improved Stalking +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th|| class="left" | Creedmore Stance (8)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th|| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th|| class="left" | Improved Stalking +9<br />
|}<br />
<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Hand Crossbow Hunter.<br />
<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Hand Crossbow Hunters do not gain any weapon or armor proficiency. In fact most armor will increase the arcane spell failure chance of some of the Hand Crossbow Hunter's abilities.<br />
<br />
'''{{#anc:Improved Stalking +X}}:''' Hand Crossbow Hunters gain a +X bonus to Hide and Move Silently checks with terrain they are familiar with. To become familiar, a Hand Crossbow Hunter must spend at least 12 hours to study their terrain. A Hand Crossbow Hunter can be a master of as many types of terrains as they have Hand Crossbow Hunter levels + their Intelligence bonus. The lists of terrain types are: Aquatic, Desert, Forest, Hills, Marsh, Mountains, Plains, Underground and Urban. At level 3, Hand Crossbow Hunters can choose specific planes besides the material to gain these bonuses on. Hand Crossbow Hunters automatically start with up to 3 (if possible) terrains already mastered at level 1. At any time a Hand Crossbow Hunter may give up mastery of a terrain to gain mastery in a new one.<br />
<br />
'''{{#anc:Intense Training}}:''' While using a hand crossbow, Hand Crossbow Hunters may add their Dexterity modifier to damage within the base range increment of their hand crossbow. They may also increase the base range increment of their hand crossbow by (Dexterity Modifier)*5ft.<br />
<br />
'''{{#anc:Creedmore Stance (X)}} ([[Ex]]):''' At level 2, Hand Crossbow Hunters may use this ability X + Dexterity Bonus times per day. Getting in this stance is a free action and it lasts for 3 + Wisdom Modifier rounds, but at any time on your turn you can leave it early as a move action (It still takes a move action after it’s over to leave the prone position). First of all, you are considered prone in a Creedmore Stance (-4 AB for melee attacks, -4 AC against melee attacks, +4 AC against ranged attacks) and you cannot move from your position. When in this stance and using a hand crossbow, the critical range of your hand crossbow increases by 1, your base range increases by (Hand Crossbow Hunter level)*5ft, and your attack bonus increase by X. If you leave a Creedmore Stance early it still counts towards your total times per day. <br />
<br />
'''{{#anc:Tracking Shot}} ([[Ex]]):''' At level 3, a Hand Crossbow Hunter may imbue one of his hand crossbow bolts with a little bit of arcane magic 3 times per day (which means it is subject to arcane spell failure chance). These bolts give off a faint Divination aura to those using Detect Magic and give the Hand Crossbow Hunter a +Damage Dealt/2 circumstance bonus to survival checks made to track anything hit with these bolts. If the bolts are not used in (Hand Crossbow Hunter level) hours they lose their magic and give no bonuses. A Hand Crossbow Hunter’s caster level is his Hand Crossbow Hunter level for determining the caster level of this ability.<br />
<br />
'''{{#anc:Ricochet Shot}} ([[Ex]]):''' At level 5, Hand Crossbow Hunters can use their limited arcane ability to ricochet their crossbow shots off of walls, statues, buildings, etc (must have a hardness of at least 5) 3 times per day. At level 5 they can fire a hand crossbow off of 1 wall at a -4 AB penalty. This AB penalty decreases by 1 for each level of Hand Crossbow Hunter beyond 5th (up until +0 at 9th) and the number of walls the bolt can bounce off of is increased to 2 at level 7, and 3 at level 10. This ability is subject to arcane spell failure chance.<br />
<br />
'''{{#anc:Withdrawal Shot}}:''' At level 7, Hand Crossbow Hunters learn to make better use of the withdraw technique. They can attack once with a hand crossbow without any benefits provided from feats, classes or skills and then move at up to twice their speed without provoking attacks of opportunity for leaving their initial position.<br />
<br />
'''{{#anc:Improved Tracking Shot}} ([[Ex]]):''' Hand Crossbow Hunters at level 8 may use their Tracking Shot ability an additional time per day and gain an additional +2 to their Survival checks made to track their target.<br />
<br />
'''{{#anc:Special Training}}:''' Hand Crossbow Hunters at level 9 can choose one of two abilities: reloading hand crossbows with one hand or being able to use a hand crossbow one size larger as you’re a weapon your sized for combat and sleight of hand checks. If you choose the capability to reload with one hand, then you can fight with two hand crossbows and reload them in the same turn, but you still take the penalties from two weapon fighting.<br />
<br />
'''{{#anc:Improved Ricochet Shot}} ([[Ex]]):''' Hand Crossbow Hunters at level 10 may use their Ricochet Shot ability an additional time per day and ricochet off of any object that has a hardness of at least 1.<br />
<br />
'''{{#anc:Bonus Feats}}:''' Hand Crossbow Hunters gain the following bonus feats at the specified levels: Dodge at level 2, Mobility at level 4 and Shot on the Run at level 6. Hand Crossbow Hunters must meet the prerequisites for these feats, but if they don't and gain them at a higher level then they can gain these feats then.<br />
<br />
====Ex-Hand Crossbow Hunters====<br />
<br />
If a Hand Crossbow Hunter loses its entry requirements then it loses everything gained from this class except its base attack bonus, saving throws and bonus feats.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Hand Crossbow Hunter====<br />
<br />
When playing a Hand Crossbow Hunter it is essential to remember that your role is to stay to the side and inflict as much damage as possible.<br />
<br />
'''Combat:''' Ranged Damage/Round<br />
<br />
'''Advancement:''' Hand Crossbow Hunters benefit greatly from the general bulk of fighters, the already skilled at ranged rangers and the bonus sneak attack damage of rogues.<br />
<br />
'''Resources:''' Hand Crossbow Hunters make excellent assassins, and with the right equipment can outshine even the best sorcerers/wizards in damage output.<br />
<br />
====Hand Crossbow Hunters in the World====<br />
<br />
Hand Crossbow Hunters serve as the elite assassins of the world.<br />
<br />
{{quote|"What's that in your chest? It's a crossbow bolt don't you know?"|4=Thimble, Halfling Rogue}}<br />
<br />
'''NPC Reactions:''' Where are all these bolts coming from?<br />
<br />
====Hand Crossbow Hunter Lore====<br />
<br />
Characters with ranks in Knowledge (local) can research Hand Crossbow Hunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (local)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | None.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | Appears to be a specialist in stalking.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | Looks to be hiding some sort of projectile launcher in their cloak.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | HAND CROSSBOW HUNTER! GET HIM BEFORE HE SHOOTS!.<br />
|}<br />
<br />
====Hand Crossbow Hunters in the Game====<br />
<br />
If you plan on playing a hand crossbow hunter make sure your Dexterity, Intelligence and Wisdom ability scores are optimized. Hand Crossbow Hunters don't get many hit points and usually have a low AC due to the possibility of Arcane spell failure chance with some of their abilities. To make up for this flaw, Hand Crossbow Hunters learn to deal as much damage as possible with an incredibly stealthy weapon as fast as possible to take out their target before they take damage. Make sure to protect your fellow Hand Crossbow Hunter and watch as they deal high amounts of damage every round!<br />
<br />
'''Adaptation:''' Make Hand Crossbow Hunters an elite type of assassin that takes bounties, hunts evil or terrorizes cities with the backing of the thieves' guild.<br />
<br />
'''Sample Encounter:''' An assassin from the shadows.<br />
<br />
''EL whatever:'' To be added later.<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|June 2012}}<br />
{{Prestige Class Description Needed|June 2012}}<br />
{{Prestige Class Stub|June 2012}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:Magic_Missile_Stormer_(3.5e_Optimized_Character_Build)&diff=578262Talk:Magic Missile Stormer (3.5e Optimized Character Build)2012-06-19T13:59:29Z<p>173.245.52.127: /* Optimization Critique */</p>
<hr />
<div>== Featured Article Nomination ==<br />
<br />
{{Succeeded Featured Article Nominee|--[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 14:53, 9 May 2012 (MDT)}}<br />
<br />
I nominate this article to be featured mainly due to the mental image I get of a massive amount of "Magic Missile" being used. Other things, this build is very well written and easy to understand, meets all criteria, and even gives an alternate build. Humorous, yes...but useful. --[[User:Irykyl| Irykyl]] 12:37, 20 April 2012 (MDT)<br />
<br />
* '''Support''' &mdash; This looks good to me. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:05, 8 May 2012 (MDT)<br />
<br />
* '''Comment''' &mdash; This will become a featured article soon without reasons of opposition. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:50, 8 May 2012 (MDT)<br />
<br />
* '''Support''' &mdash; I support this, but i think the build would benefit from Chain Spell to hit surrounding targets. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 07:11, 9 May 2012 (MDT)<br />
<br />
:[[Chain Spell (3.5e Spell Mechanic)|Chain Spells]] are pointless. Normal spells grant you bonuses based off your caster level, these require higher spell slots. Not only is that the exact wrong thing for this build to do, but it also really hinders spellcasting. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:49, 9 May 2012 (MDT)<br />
<br />
::I am a little late to the party, but I do believe he meant [http://dndtools.eu/feats/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51/chain-spell--315/ this]. [[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 00:09, 14 June 2012 (MDT)<br />
<br />
*'''Support''' &mdash; I can't vouch for the mechanics (it's been a while) but the writing is clear and lively, and the formatting is good. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 9 May 2012 (MDT)<br />
<br />
*'''Support''' &mdash; Not sure if mine counts but he put a lot of work into it and it is fairly easy to understand especially with the breakdowns. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 13:13, 9 May 2012 (MDT)<br />
<br />
== Name ==<br />
<br />
Magic Missile Minigun does not relate to the SRD too well. With [[SRD:Storm of Throws]] maybe a more appropriate name would be "Magic Missile Stormer"? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 17:33, 9 May 2012 (MDT)<br />
<br />
:I changed it. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:34, 17 May 2012 (MDT)<br />
<br />
::Aww, I liked the alliteration. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:17, 17 May 2012 (MDT)<br />
<br />
== Other Counters ==<br />
<br />
If I recall my spell knowledge correctly, there are two 1st level spells that can block Magic Missiles, Shield and Nightshield. Was this overlooked in possible counters to this build for the GM or is it assumed that, due to such a low level, they are easily dispellable using some of the lower level spell slots? --[[User:DraGon777|DrayGon777]] 7:35 PM, 6 June 2012 (EDT)<br />
<br />
P.S. This is my first time adding to/editting a wiki so feel free to modify my question in order to follow proper formatting.<br />
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:"''... [A]nd with your overpowering missile class feature not even a [[SRD:Shield|shield]] spell or a [[SRD:Brooch of Shielding|brooch of shielding]] is a surefire defense against you''". I imagine most DMs would modify this class feature for other spells, e.g. homebrewed, which counter ''magic missiles'' (at least I would). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 19:11, 6 June 2012 (MDT)<br />
<br />
== Breaks the 4th wall and sits on the 5th wall drinking a cup of tea ==<br />
<br />
''"These creatures resisted nearly all physical attacks because of their incredibly thick armored hides and resisted nearly all magic attacks thanks to their impressive Fortitude, Reflex, and Will saving throws."'' &mdash; I get this is an optimization article but does one really have to throw the idea of being in-character out the window completely by explaining the fluff with the game mechanics of Dungeons and Dragons 3.5th edition? --[[User:LadyChaomii|D&#38;D Equestria Developer - Lady Chaomii]] ([[User talk:LadyChaomii|talk]]) 04:36, 13 June 2012 (MDT)<br />
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:Meh, go ahead and change it. Honestly I've been "reading D&D" so long that I never noticed it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 06:52, 13 June 2012 (MDT)<br />
<br />
== Optimization Critique ==<br />
<br />
This build is pretty awful.<br />
<br />
* There's a 4th level spell that completely shuts down this build. See [[SRD:Lesser Globe of Invulnerability]].<br />
* At level 1, 3 feats are taken that are '''completely''' useless. The other feat is mostly useless.<br />
* Easy Metamagic comes from a Dragon Magazine, which is often not considered "legitimate" in an optimized build (at least by most D&D communities).<br />
* 6th level is the first time one of the metamagic feats can even be applied. Up until then, you are a completely sub-par warmage. After that, you are a mostly sub-par warmage.<br />
* Arcane Thesis (which allows crazy things if the build is done well) comes at 18th level.<br />
* Other spells basically shut down this build, like [[SRD:Spell Resistance (Spell)]] or even the spell resistance monster ability, which a ton of monsters seem to have at high levels (the only point this build would have even been viable). I guess you listed that, but it's pretty significant given that this build is only supposed to work at high levels.<br />
* What about illusions, invisible opponents and the like? You can't actually cast magic missile at the darkness.<br />
* [[SRD:Antimagic_Field]].<br />
* [[SRD:Spell Turning]]<br />
* [[SRD:Shapechange]] + [[SRD:Iron Golem]]<br />
* [[SRD:Spell Immunity]]<br />
<br />
The problem with one trick ponies. It wouldn't be so bad if the trick was actually good. The SR limitation (with no SR penetrating feats) really destroys this build. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 11:44, 13 June 2012 (MDT)<br />
<br />
:This build is actually optimized.<br />
:Get away from the [[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]] (or at least out of arrow ranges). You don't have to be aggressive, instead be assertive.<br />
:No feats are useless. You can start using them eventually, and they make ''magic missile'' that much more powerful. If the feat does not affect ''magic missile'' then, yes, it would be pointless but, rather, it does affect ''magic missile''. The question is not "When do I get to use them?" but rather "Which feats will increase the potential of my ''magic missiles'' and how many feats do I get?" (since that is what is being optimized).<br />
:Optimized character builds come in all sorts of varieties. You can make one just from your own things even. The bottom categories determine which category they go into, and this is considered WotC since the discontinuation of Dragon and Dungeon with online content. So, in the real world, they actually are affiliated with WotC with their material (and WotC had a reason for picking them). Ergo they are "Wizards".<br />
:SR is this build's counter. Of course, you can counter SR with your die roll. Hope to roll well when SR is in question!<br />
:Fortunately, you are ''still'' a magic caster. If you need other spells to deal with illusions, invisible opponents and the like then cast them. You are a spontaneous caster.<br />
:All casters dislike ''[[SRD:Antimagic Field|antimagic field]]'', and like them, do what you can. The relation of this build to particularities like ''antimagic field'', ''[[SRD:Spell Turning|spell turning]]'', and ''[[SRD:Spell Immunity|spell immunity]]'' must be treated like how another caster treats them. If they could not be dealt with by casters, then you are actually saying that D&D has a balance hole. Just cast some spells to deal with things if it is not working with ''magic missiles''.<br />
:Why did you pick the [[SRD:Iron Golem|Iron Golem]]?<br />
:In conclusion, the relation of this build to particularities is still normal but it is optimized for damage from casting. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:49, 13 June 2012 (MDT)<br />
<br />
::The poster doesn't understand the point of the article, which is to take a theme and to push it to its limits. He seems to be expecting some kind of can-overcome-anything build. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:53, 13 June 2012 (MDT)<br />
<br />
:::I think you are reading the wrong article, anonymus IP, go read PunPun. It will help you win D&D. Also, just because it uses MM, doesn't mean he doesn't keep a dispell handy, or a Forcecage. A Non-optimized wizards is still a Tier 2 class. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 20:47, 13 June 2012 (MDT)<br />
<br />
::::He does have a single point though: at first level the build has [[SRD:Combat Casting|Combat Casting]]. This is nice if you are casting defensively or are grappled, but [[SRD:Skill Focus|Skill Focus (Concentration)]] works while you are taking damage, or on unstable terrain, or a variety of other conditions, plus it still adds when casting defensively or while grappled. You only give up +1 bonus, but that's a small price to pay for the increased usefulness, especially for characters who aren't known for their constitution. (This message is sponsored by Spellcasters for the Total Destruction of Combat Casting and does not necessarily indicated the opinions of this station.) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 07:27, 14 June 2012 (MDT)<br />
<br />
:::::Nope, I just expected some playability. If it is going to be flavorful, it should at least be playable. This build is not playable. It doesn't come online until around 15th-16th level and it suffers from a quite significant weakness (spell resistance). The main point is that a basic warmage will outperform this character up until level 15 or so and at that point, his trick isn't even relevant. An '''optimized''' build should really outperform the pieces it was built out of (otherwise it is '''unoptomized'''). Maybe this community lives in bizzaro world where "optimized" means "performs worse than the class it is made from". --[[Special:Contributions/108.162.219.191|108.162.219.191]] 13:02, 14 June 2012 (MDT)<br />
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::::::"Get away from the [[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]] (or at least out of arrow ranges). You don't have to be aggressive, instead be assertive". You did actually read the spell right? An enemy spellcaster (or monster) casts this. They are now immune to your entire trick. Enemy spellcasters will have this capability long before your trick even starts having any merit.<br />
::::::"No feats are useless. You can start using them eventually...". While I agree that the feats benefit the build in the end, I don't think it is reasonable to call a build that spends 3/4 of a campaign underperforming "optimized". The pay now, get dividends later is a stupid way to build a character. Can you really justify forcing a character to wait until 6th level (1/4 of a 1-20 campaign) just to use his feat selections? There's nothing optimized about underperforming.<br />
::::::"this is considered WotC" - except that Dragon Magazines are written and published by a 3rd party (Paizo Publishing).<br />
::::::"Why did you pick the [[SRD:Iron Golem|Iron Golem]]" - because it is immune to spells. Kinda a cheesy example. A force dragon might have been more appropriate. Either way, I was just illustrating the weaknesses of a one trick pony. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 13:02, 14 June 2012 (MDT)<br />
<br />
:::::::The back of ''[[Dragon Compendium, Volume 1|Dragon Compendium]]'' specifically states "Official Wizards licensed product." Do you call that 3rd party? No.<br />
:::::::Well, if you feel that the warmage aspect of this will outperform it's ''magic missile'' aspects then by all means use that (this is still a warmage). The choices with ''magic missile'' are optimized though (ergo ''optimization''.)<br />
:::::::Or just use higher level spells with ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'' (who cares - read to get the point not by word...).<br />
:::::::The [[SRD:Iron Golem|Iron Golem]] is, once again, a particularity. Defend that against a straight [[SRD:Wizard|wizard]] please. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:35, 14 June 2012 (MDT)<br />
<br />
::::::::IP, you are getting way more upset about this than makes any logical sense. Take a look at the other optimizations around here, they ''all'' have glaring weaknesses. The system's kinda built that way. Most of the classes aren't useful until high levels; the exercise is in building the character all at once, not organically growing them from level 1. Warmage might be "better" than MMS, but MMC casts magic missile better than a warmage could ever dream. That's the entire point of the class, so by definition, it succeeds. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 09:20, 15 June 2012 (MDT)<br />
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:::::::::There is no "winner" (well, maybe [[Pun-Pun (3.5e Optimized Character Build)|Pun-Pun]]). There are things which optimize aspects of builds, but having no "winners" means that optimizations must optimize ''something''. This build optimizes ''magic missile'', but is still (after everything) a magic caster. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 15:09, 15 June 2012 (MDT)<br />
<br />
::::::::::I ran into an edit conflict and it looks like my previous post got clobbered :(. Luckily I kept it in notepad, so I've added a bit to it and reposted it. Hopefully it actually sticks around this time :).<br />
::::::::::Jazzz, there's a difference between having weaknesses and being unplayable. Having said that, I haven't actually looked at the rest of the builds. Maybe you guys should call this a "flavor optimization" or something like that. If it can't compete against higher level monsters, I don't see how you can call it optimized.<br />
::::::::::You are also missing the point that this isn't even good against high level opponents. Let's just list some from the SRD...<br />
::::::::::*CR 15 without SR - [[SRD:Mummy Lord]]<br />
::::::::::*CR 16 without SR - None<br />
::::::::::*CR 17 without SR - [[SRD:Aboleth Mage]], [[SRD:Frost Giant Jarl]] (Marilith kinda has a low SR for its CR so it might go here)<br />
::::::::::*CR 18 without SR - None<br />
::::::::::*CR 19 without SR - None<br />
::::::::::*CR 20 without SR - None<br />
::::::::::*CR 21 without SR - None<br />
::::::::::Do you see a trend here? Spell resistance is a very common thing at higher levels. With the loss of a caster level from the PrC and no spell penetration feats, this character is going to get stomped on.<br />
::::::::::"The back of ''[[Dragon Compendium, Volume 1|Dragon Compendium]]'' specifically states..." - The feat in question is not from the Dragon Compendium. It's from Dragon ''Magazine'' Issue #325. That's third party (written and published by Paizo, licensed by WotC). It is not written by WotC. Calling Dragon Magazine content official means that Pathfinder is an official update to 3.5e (also written and published by Paizo). It's not. Oh, also, Force Missile Mage is from a magazine as well. I'm not sure if that one is in the Compendium.<br />
::::::::::A friend of mine said that there is some silly rule here about banning people that try to put up links, so I'll have to describe how to find a good discussion of whether the Dragon Compendium is 3rd party. Google "DRAGON Compendium technically 3rd party?". The first hit will be a forum discussion about it. The key point to note is: "Nah. That just makes it official. So, it's official third party. Confusing labeling, I'll admit.". It's the same deal with several other products (like Pathfinder).<br />
::::::::::"Well, if you feel that the warmage aspect of this will outperform it's ''magic missile'' aspects then by all means use that..." - I'm saying that it is performing '''worse''' than a warmage that picks relevant feats until at least level 6. The feats are picked in a terrible order anyways. Arcane thesis should be at level 6. That shouldn't even need to be debated.<br />
::::::::::So here are some feat selections that are way better than what are suggested here and still make a "magic missile" build:<br />
::::::::::1 - Twin Spell, Invisible Spell, Lingering Spell, Retributive Spell<br />
::::::::::3 - Energy Substitution (Lightning)<br />
::::::::::6 - Arcane Thesis (Magic Missile)<br />
::::::::::9 - Born of the Three Thunders<br />
::::::::::12 - Energy Admixture (Lightning)<br />
::::::::::15 - Repeat Spell<br />
::::::::::18 - Whatever. Rapid metamagic maybe.<br />
::::::::::At 1st level you can actually use 3 of the feats (retributive and invisible being a bit more useful). Your 3rd level feat can also be used (albeit not that great... for now). Arcane Thesis allows CRAZY things at level 6. You will have access to 3rd level spell slots. You can Thesis up a magic missile to be: Invisible (-1), Energy Substituted (-1), Lingering (+0), Twinned (+4)! Yes, this is legal by the rules (read the PH2 errata if you don't believe me. It's quite clear). You will also have one of these stored as a retributive spell. Since you get a +2 caster level bonus from Thesis, you have 8d4+8 lightning damage for a 3rd level spell slot, which is actually somewhat competitive (unlike the build posted here).<br />
::::::::::At 9th level, you'll be able to lower the spell slot to a 2nd level spell (freeing up useful higher level spells) and add a stun + knockdown effect (plus half the damage is sonic).<br />
::::::::::At 12th level your damage is doubled if you put it in a 5th level slot.<br />
::::::::::At 15th level, you'll be doing more damage than the build here since you double your damage again.<br />
::::::::::I'll note that this is just a sample of something ''more'' optimized. It still sucks against high level opponents, but at least it shines at mid levels (somewhat).<br />
::::::::::"The [[SRD:Iron Golem|Iron Golem]] is, once again, a particularity. Defend that against a straight [[SRD:Wizard|wizard]] please." - As I said above, it was just an illustration. But... Since you asked, obviously I'll show ways a wizard can beat the snot out of an Iron Golem.<br />
::::::::::*[[SRD:Grease]] or [[SRD:Forcecage]] + [[SRD:Acid Fog]] -> Immune to magic that allows SR, so Acid Fog will still kill it.<br />
::::::::::*[[SRD:Shapechange]] into something flying with a breath weapon <br />
::::::::::*[[SRD:Major Creation]] to make a vat of acid, [[SRD:Shrink Item]] to turn it into a blanket. Lay it down and wait until the golem is over it, cast [[SRD:Transmute Rock to Mud]] and then use the shrink item command word. The golem is now stuck in a pool of muddy acid.<br />
::::::::::This is just SRD spells. I'm sure a little creativity (like the last bullet) could allow for many other ways to trivialize the fight.<br />
::::::::::Anyways, this build is just really awful and I don't understand why your community featured it. There are many other half-decent articles on here that really could have been featured instead. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:52, 18 June 2012 (MDT)--[[Special:Contributions/173.245.56.65|173.245.56.65]] 10:46, 15 June 2012 (MDT)<br />
<br />
::::::::::::If you would take a moment to read the criteria for featured articles before getting all bent out of shape about the optimization, you would notice that (1) featured articles are not mutually exclusive. Featuring MMS does not mean we aren't featuring any of the "other half-decent articles". And (2) optimization is not actually one of the criteria we judge in determining FA status (a process open to any user, by the way). When it comes down to it, the article sets out to do what it claims to do, is well written, is properly formatted, and is generally a good example of what a good article should be. It does what it's supposed to do; your arguments are like saying sports cars are stupid because they can't haul as much as a truck.<br />
<br />
::::::::::::It also has not been mentioned, but there's nothing stopping you from creating your own version of magic missile stormer. Call it [[Magic Missile Stormer, Variant (3.5e Optimized Character Build)]] if you like. Continuing to denigrate a sub-par optimization with the fervor with which you are doing so is starting to border on trolling. There's really nothing to get so uptight about. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 14:56, 18 June 2012 (MDT)<br />
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:::::::::::::I think the most telling part of IP edit's reply is the phrase "your community". Typically, after you start editing and commenting, it becomes "our community". If you are just coming to "our sandbox" to kick around, you are here for the wrong reason, I think you'll miss out on what we really have here: an active community for DND, and a reasonably flame free area to share our work. So, create an account, add content, and get to know us! --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 19:28, 18 June 2012 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:The [[SRD:Neothelid|Neothelid]], [[SRD:Mummy Lord|Mummy Lord]], [[SRD:Frost Giant Jarl|Frost Giant Jarl]], [[SRD:Aboleth Mage|Aboleth Mage]], [[SRD:Ruin Swarm|Ruin Swarm]], [[SRD:Mu Spore|Mu Spore]], etc do not have any SR.<br />
:Compared to other damaging paths, this build optimizes its damage. For this reason it can be considered a good article within its area and be a candidate to become a featured article.<br />
:Let's compare it to ''[[SRD:Greater Shout|greater shout]]''. ''Greater shout'' deals 20d6 damage. That's 50 damage, and can be considered typical. Compared to that this build would deal, not counting the 1 in 7 bonus missile damage, 112 damage (minus a little for the 8-9th level jump). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 20:43, 18 June 2012 (MDT)<br />
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::I'll give it a rest, I guess. I took slight offense to the word "optimized" being used. If you just called it a "character build", which it is, I'd probably have just continued lurking here.<br />
::Some final points, which are unrelated to the build: just a response to the LE lizard above :). Neothelids totally have SR (PR counts as SR unless you houserule it - Magic/Psionics transparency is the default rule). Greater shout is a bad example since it is pretty weak for its spell level. You also got the 50 damage incorrect - it is 70 (3.5 average times 20 = 70). A better example would be Disintegrate (6th level) or a maximized disintegrate (9th level), which deals 140 average damage or 280 damage, depending on which you use. Just for fun, I can point out that an arcane thesis'd maximized (+2) empowered (+1) disintegrate deals 350 average damage. And that's a benchmark that I personally use for optimizing damage against an opponent.<br />
::Ganre, I might make an account, but my friend said that I shouldn't trust the owner of the wiki with my email address or with posting any actual content. I don't know. Maybe I'll sign up for a junk email account and set up an account here through that. I'm just too lazy to do that when I can just write as an IP editor. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:59, 19 June 2012 (MDT)</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578180Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T21:08:33Z<p>173.245.52.127: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2, Locate Object || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 3 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 2 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 4 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 3 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
'''Weapons and Armor Proficiency:''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
''''{{#anc:Locate Object}}:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''{{#anc:Dragonthrall}}:'''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
''''{{#anc:Firebreathing}}:'''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
''''{{#anc:Wings}}:'''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578178Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T21:02:29Z<p>173.245.52.127: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2, Locate Object || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 3 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 2 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 4 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 3 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
'''Weapons and Armor Proficiency:''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
''''{{#anc:Locate Object}}:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''{{#anc:Dragonthrall}}:'''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
''''{{#anc:Firebreathing}}:'''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
''''{{#anc:Wings}}:'''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578177Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T21:00:57Z<p>173.245.52.127: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2, Locate Object || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 2 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 3 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
'''Weapons and Armor Proficiency:''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
''''{{#anc:Locate Object}}:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''{{#anc:Dragonthrall}}:'''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
''''{{#anc:Firebreathing}}:'''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
''''{{#anc:Wings}}:'''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578175Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T20:56:07Z<p>173.245.52.127: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2, Locate Object || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 3 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 4 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
'''Weapons and Armor Proficiency:''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
''''{{#anc:Locate Object}}:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''{{#anc:Dragonthrall}}:'''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
''''{{#anc:Firebreathing}}:'''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
''''{{#anc:Wings}}:'''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578174Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T20:53:24Z<p>173.245.52.127: /* Class Features */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2 || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 3 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 4 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
'''Weapons and Armor Proficiency:''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
''''{{#anc:Locate Object}}:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''{{#anc:Dragonthrall}}:'''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
''''{{#anc:Firebreathing}}:'''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
''''{{#anc:Wings}}:'''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578173Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T20:50:33Z<p>173.245.52.127: /* Class Features */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2 || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 3 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 4 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
''''Weapons and Armor Proficiency:'''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields).<br />
<br />
''''Locate Object:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
'''{{#anc:Dragonthrall}}:''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
'''{{#anc:Firebreathing}}:''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
'''{{#anc:Wings}}:''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578172Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T20:49:10Z<p>173.245.52.127: /* Class Features */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2 || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 3 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 4 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
''''Locate Object:'''' Descendant of Red Dragon can use this ability as the spell of the same name, once per day.<br />
<br />
''''Weapons and Armor Proficiency:'''' Descendant of Red Dragon is proficient with all simple and martial weapons and proficiency with light armor and shields (except tower shields). <br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
'''{{#anc:Dragonthrall}}:''' You gain a +4 bonus on any Bluff check made against a dragon, and a +2 bonus on Ride checks made when you are mounted on a dragon. You gain a +4 bonus on saves against the frightful presence of evil dragons. You take a –2 penalty on saves against enchantment spells and effects cast by dragons.<br />
<br />
'''{{#anc:Firebreathing}}:''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level, 6d10 at 8th level and 8d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
'''{{#anc:Wings}}:''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Descendant_of_Red_Dragon_(3.5e_Prestige_Class)&diff=578171Descendant of Red Dragon (3.5e Prestige Class)2012-06-18T20:27:36Z<p>173.245.52.127: /* Prerequisites */</p>
<hr />
<div>=Descendant of Red Dragon=<br />
<br />
It is rumored that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood tree in his hereditary. Red Dragon Disciple are sorcerers, and sometimes bards, who use their magical power as a catalyst to ascend his red dragon blood, causing it to reach its apex. They prefer a life of exploration to a cloistered existence. As already adept at magic, many look for adventure, especially if they result in more information about their inheritance dragon. They often feel drawn to areas where you know that dragons live ...<br />
<br />
<br />
==Prerequisites==<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|<br />
|-<br />
! Alignment: <br />
| Chaotic Evil or Chaotic Neutral<br />
|-<br />
! Class:<br />
| [[Sorcerer]] or [[Bard]]<br />
|-<br />
! Ability:<br />
| [[Wisdom]] 14 or higher.<br />
|-<br />
! Skills: <br />
| [[SRD:Knowledge Skill|Knowledge]] (Arcana) 8 ranks or [[SRD:Knowledge Skill|Knowledge]] (History) 8 ranks.<br />
|-<br />
! Other: <br />
| Must be able to speak Draconic.<br />
|}<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ <div style="float: right;">Hit Die: d10</div>Table: Descendant of Red Dragon<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="6"|——–—— Spells per Day ——–—— !!colspan="6"|——–—— Spells Known ——–——<br />
|-<br />
!3rd||4th||5th||6th||7th||8th||3rd||4th||5th||6th||7th||8th<br />
|-<br />
| 1. || +1 || +2 || +0 || +0 || style="text-align: left;" | Bonus Feat, Natural armor increase (+1) || 2 || 1 || - || - || - || - || 3 || 1 || - || - || - || - <br />
|- class="even"<br />
| 2. || +2 || +3 || +0 || +0 || style="text-align: left;" | Str +2 || 2 || 2 || - || - || - || - || 4 || 2 || - || - || - || - <br />
|-<br />
| 3. || +3 || +3 || +1 || +1 || style="text-align: left;" | Firebreathing || 3 || 2 || 1 || - || - || - || 4 || 2 || 1 || - || - || - <br />
|- class="even"<br />
| 4. || +4 || +4 || +1 || +1 || style="text-align: left;" | Natural armor increase (+2), Str +2 || 3 || 3 || 2 || - || - || - || 4 || 3 || 2 || - || - || - <br />
|-<br />
| 5. || +5 || +4 || +1 || +1 || style="text-align: left;" | Dragonthrall || 3 || 3 || 2 || 1 || - || - || 4 || 3 || 2 || 1 || - || - <br />
|- class="even"<br />
| 6. || +6 || +5 || +2 || +2 || style="text-align: left;" |Evasion, Cons +2 || 4 || 3 || 3 || 2 || - || - || 4 || 4 || 3 || 2 || - || - <br />
|-<br />
| 7. || +7 || +5 || +2 || +2 || style="text-align: left;" | Natural armor increase (+3) || 4 || 4 || 3 || 2 || 1 || - || 4 || 4 || 3 || 2 || 1 || - <br />
|- class="even"<br />
| 8. || +8 || +6 || +2 || +2 || style="text-align: left;" | Wis +2, Firebreathing 2/day || 4 || 4 || 3 || 3 || 2 || - || 4 || 4 || 4 || 3 || 2 || - <br />
|-<br />
| 9. || +9 || +6 || +3 || +3 || style="text-align: left;" | Natural armor increase (+3), Wings || 4 || 4 || 4 || 3 || 2 || 1 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="even"<br />
| 10.|| +10 || +7 || +3 || +3 || style="text-align: left;" | Str +4, Immunity to fire,sleep and paralyze || 5 || 4 || 4 || 3 || 3 || 2 || 4 || 4 || 4 || 4 || 3 || 2<br />
|-<br />
| colspan="18" style="text-align: left; border: none;" |<br />
<br />
*Spells kept the previous class (Bards do not learn and use 7th and 8th spells).<br />
'''Class Skills (4 + Int modifier per level)'''<br/>Bluff, Concentration, Craft, Decipher Script, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (religion), Knowledge (the planes), Perform, Profession, Sense Motive, Speak Language, Spellcraft, Use Magic Device<br />
|}<br />
<br />
==Class Features==<br />
<br />
''All the following are class features of the Descendant of Red Dragon:''<br />
<br />
'''Hit Die:''' D10<br />
<br />
''''Weapons and Armor Proficiency:'''' Descendant of Red Dragon gains proficiency with any commom weapons and light armors. <br />
<br />
''''{{#anc:Dragonfoe }}:'''' At 1st you gain a +2 bonus on attack rolls against dragons and a +2 bonus on caster level checks made to overcome a dragon's spell resistance. Also, dragons take a -2 penalty on saving throws against your spells, spell-like abilities, and supernatural abilities.<br />
<br />
''''{{#anc:Dragonbane}}:'''' At 3rd level, Descendant of Red Dragon may use a full-round action to make a single attack (melee or ranged) against a dragon with a +4 bonus on the attack roll. Such an attack deals an extra 2d6 points of damage if it hits. For a ranged attack, the dragon must be within 30 feet to gain the bonus to hit and the extra damage.<br />
<br />
'''{{#anc:Natural armor increase}}:''' At 1st, 4th, 7th and 9th level a Descendant of Red Dragon gains +1 natural armor.<br />
<br />
'''{{#anc:Dragon Hunter}}:''' At 5th level a Descendant of Red Dragon gain a +2 dodge bonus to Armor Class against attacks made by dragons and a +2 competence bonus on saving throws against the spells, attacks, and special abilities of dragons. Likewise, you gain a +2 competence bonus on any opposed check (such as a bull rush attempt or a grapple check) you make against a dragon.<br />
<br />
'''{{#anc:Dragon Hunter Defense}}:''' At 7th level the character gain the evasion ability against the breath weapons of dragons. (If a dragon's breath weapon allows a Reflex save for half damage, a successful save indicates that you take no damage.) Also, you gain a bonus equal to 1/2 your character level on all saving throws you make against the supernatural or spell-like abilities of dragons.<br />
<br />
'''{{#anc:Firebreathing}}:''' At 3rd level, the Descendant of Red Dragon gains the ability to breathe a cone of fire that causes 2d10 damage to all creatures within the area. The damage increases to 4d10 at 6th level and 6d10 at 10th level. Targets can make a Reflex saving throw (DC 10 + ½ class level + Red Dragon Disciple's Charisma bonus character).<br />
<br />
'''{{#anc:Wings}}:''' At 9th level, the character grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Strong Spellcasting]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Talk:Magic_Missile_Stormer_(3.5e_Optimized_Character_Build)&diff=578119Talk:Magic Missile Stormer (3.5e Optimized Character Build)2012-06-18T13:52:28Z<p>173.245.52.127: /* Optimization Critique */</p>
<hr />
<div>== Featured Article Nomination ==<br />
<br />
{{Succeeded Featured Article Nominee|--[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 14:53, 9 May 2012 (MDT)}}<br />
<br />
I nominate this article to be featured mainly due to the mental image I get of a massive amount of "Magic Missile" being used. Other things, this build is very well written and easy to understand, meets all criteria, and even gives an alternate build. Humorous, yes...but useful. --[[User:Irykyl| Irykyl]] 12:37, 20 April 2012 (MDT)<br />
<br />
* '''Support''' &mdash; This looks good to me. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:05, 8 May 2012 (MDT)<br />
<br />
* '''Comment''' &mdash; This will become a featured article soon without reasons of opposition. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:50, 8 May 2012 (MDT)<br />
<br />
* '''Support''' &mdash; I support this, but i think the build would benefit from Chain Spell to hit surrounding targets. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 07:11, 9 May 2012 (MDT)<br />
<br />
:[[Chain Spell (3.5e Spell Mechanic)|Chain Spells]] are pointless. Normal spells grant you bonuses based off your caster level, these require higher spell slots. Not only is that the exact wrong thing for this build to do, but it also really hinders spellcasting. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 11:49, 9 May 2012 (MDT)<br />
<br />
::I am a little late to the party, but I do believe he meant [http://dndtools.eu/feats/tome-and-blood-a-guidebook-to-wizards-and-sorcerers--51/chain-spell--315/ this]. [[User:Jwguy|Jwguy]] ([[User talk:Jwguy|talk]]) 00:09, 14 June 2012 (MDT)<br />
<br />
*'''Support''' &mdash; I can't vouch for the mechanics (it's been a while) but the writing is clear and lively, and the formatting is good. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 9 May 2012 (MDT)<br />
<br />
*'''Support''' &mdash; Not sure if mine counts but he put a lot of work into it and it is fairly easy to understand especially with the breakdowns. [[User:Tivanir|Tivanir]] ([[User talk:Tivanir|talk]]) 13:13, 9 May 2012 (MDT)<br />
<br />
== Name ==<br />
<br />
Magic Missile Minigun does not relate to the SRD too well. With [[SRD:Storm of Throws]] maybe a more appropriate name would be "Magic Missile Stormer"? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 17:33, 9 May 2012 (MDT)<br />
<br />
:I changed it. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 10:34, 17 May 2012 (MDT)<br />
<br />
::Aww, I liked the alliteration. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 12:17, 17 May 2012 (MDT)<br />
<br />
== Other Counters ==<br />
<br />
If I recall my spell knowledge correctly, there are two 1st level spells that can block Magic Missiles, Shield and Nightshield. Was this overlooked in possible counters to this build for the GM or is it assumed that, due to such a low level, they are easily dispellable using some of the lower level spell slots? --[[User:DraGon777|DrayGon777]] 7:35 PM, 6 June 2012 (EDT)<br />
<br />
P.S. This is my first time adding to/editting a wiki so feel free to modify my question in order to follow proper formatting.<br />
<br />
:"''... [A]nd with your overpowering missile class feature not even a [[SRD:Shield|shield]] spell or a [[SRD:Brooch of Shielding|brooch of shielding]] is a surefire defense against you''". I imagine most DMs would modify this class feature for other spells, e.g. homebrewed, which counter ''magic missiles'' (at least I would). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 19:11, 6 June 2012 (MDT)<br />
<br />
== Breaks the 4th wall and sits on the 5th wall drinking a cup of tea ==<br />
<br />
''"These creatures resisted nearly all physical attacks because of their incredibly thick armored hides and resisted nearly all magic attacks thanks to their impressive Fortitude, Reflex, and Will saving throws."'' &mdash; I get this is an optimization article but does one really have to throw the idea of being in-character out the window completely by explaining the fluff with the game mechanics of Dungeons and Dragons 3.5th edition? --[[User:LadyChaomii|D&#38;D Equestria Developer - Lady Chaomii]] ([[User talk:LadyChaomii|talk]]) 04:36, 13 June 2012 (MDT)<br />
<br />
:Meh, go ahead and change it. Honestly I've been "reading D&D" so long that I never noticed it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 06:52, 13 June 2012 (MDT)<br />
<br />
== Optimization Critique ==<br />
<br />
This build is pretty awful.<br />
<br />
* There's a 4th level spell that completely shuts down this build. See [[SRD:Lesser Globe of Invulnerability]].<br />
* At level 1, 3 feats are taken that are '''completely''' useless. The other feat is mostly useless.<br />
* Easy Metamagic comes from a Dragon Magazine, which is often not considered "legitimate" in an optimized build (at least by most D&D communities).<br />
* 6th level is the first time one of the metamagic feats can even be applied. Up until then, you are a completely sub-par warmage. After that, you are a mostly sub-par warmage.<br />
* Arcane Thesis (which allows crazy things if the build is done well) comes at 18th level.<br />
* Other spells basically shut down this build, like [[SRD:Spell Resistance (Spell)]] or even the spell resistance monster ability, which a ton of monsters seem to have at high levels (the only point this build would have even been viable). I guess you listed that, but it's pretty significant given that this build is only supposed to work at high levels.<br />
* What about illusions, invisible opponents and the like? You can't actually cast magic missile at the darkness.<br />
* [[SRD:Antimagic_Field]].<br />
* [[SRD:Spell Turning]]<br />
* [[SRD:Shapechange]] + [[SRD:Iron Golem]]<br />
* [[SRD:Spell Immunity]]<br />
<br />
The problem with one trick ponies. It wouldn't be so bad if the trick was actually good. The SR limitation (with no SR penetrating feats) really destroys this build. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 11:44, 13 June 2012 (MDT)<br />
<br />
:This build is actually optimized.<br />
:Get away from the [[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]] (or at least out of arrow ranges). You don't have to be aggressive, instead be assertive.<br />
:No feats are useless. You can start using them eventually, and they make ''magic missile'' that much more powerful. If the feat does not affect ''magic missile'' then, yes, it would be pointless but, rather, it does affect ''magic missile''. The question is not "When do I get to use them?" but rather "Which feats will increase the potential of my ''magic missiles'' and how many feats do I get?" (since that is what is being optimized).<br />
:Optimized character builds come in all sorts of varieties. You can make one just from your own things even. The bottom categories determine which category they go into, and this is considered WotC since the discontinuation of Dragon and Dungeon with online content. So, in the real world, they actually are affiliated with WotC with their material (and WotC had a reason for picking them). Ergo they are "Wizards".<br />
:SR is this build's counter. Of course, you can counter SR with your die roll. Hope to roll well when SR is in question!<br />
:Fortunately, you are ''still'' a magic caster. If you need other spells to deal with illusions, invisible opponents and the like then cast them. You are a spontaneous caster.<br />
:All casters dislike ''[[SRD:Antimagic Field|antimagic field]]'', and like them, do what you can. The relation of this build to particularities like ''antimagic field'', ''[[SRD:Spell Turning|spell turning]]'', and ''[[SRD:Spell Immunity|spell immunity]]'' must be treated like how another caster treats them. If they could not be dealt with by casters, then you are actually saying that D&D has a balance hole. Just cast some spells to deal with things if it is not working with ''magic missiles''.<br />
:Why did you pick the [[SRD:Iron Golem|Iron Golem]]?<br />
:In conclusion, the relation of this build to particularities is still normal but it is optimized for damage from casting. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:49, 13 June 2012 (MDT)<br />
<br />
::The poster doesn't understand the point of the article, which is to take a theme and to push it to its limits. He seems to be expecting some kind of can-overcome-anything build. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:53, 13 June 2012 (MDT)<br />
<br />
:::I think you are reading the wrong article, anonymus IP, go read PunPun. It will help you win D&D. Also, just because it uses MM, doesn't mean he doesn't keep a dispell handy, or a Forcecage. A Non-optimized wizards is still a Tier 2 class. --[[User:Ganre|Ganre]] ([[User talk:Ganre|talk]]) 20:47, 13 June 2012 (MDT)<br />
<br />
::::He does have a single point though: at first level the build has [[SRD:Combat Casting|Combat Casting]]. This is nice if you are casting defensively or are grappled, but [[SRD:Skill Focus|Skill Focus (Concentration)]] works while you are taking damage, or on unstable terrain, or a variety of other conditions, plus it still adds when casting defensively or while grappled. You only give up +1 bonus, but that's a small price to pay for the increased usefulness, especially for characters who aren't known for their constitution. (This message is sponsored by Spellcasters for the Total Destruction of Combat Casting and does not necessarily indicated the opinions of this station.) [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 07:27, 14 June 2012 (MDT)<br />
<br />
:::::Nope, I just expected some playability. If it is going to be flavorful, it should at least be playable. This build is not playable. It doesn't come online until around 15th-16th level and it suffers from a quite significant weakness (spell resistance). The main point is that a basic warmage will outperform this character up until level 15 or so and at that point, his trick isn't even relevant. An '''optimized''' build should really outperform the pieces it was built out of (otherwise it is '''unoptomized'''). Maybe this community lives in bizzaro world where "optimized" means "performs worse than the class it is made from". --[[Special:Contributions/108.162.219.191|108.162.219.191]] 13:02, 14 June 2012 (MDT)<br />
<br />
::::::"Get away from the [[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]] (or at least out of arrow ranges). You don't have to be aggressive, instead be assertive". You did actually read the spell right? An enemy spellcaster (or monster) casts this. They are now immune to your entire trick. Enemy spellcasters will have this capability long before your trick even starts having any merit.<br />
::::::"No feats are useless. You can start using them eventually...". While I agree that the feats benefit the build in the end, I don't think it is reasonable to call a build that spends 3/4 of a campaign underperforming "optimized". The pay now, get dividends later is a stupid way to build a character. Can you really justify forcing a character to wait until 6th level (1/4 of a 1-20 campaign) just to use his feat selections? There's nothing optimized about underperforming.<br />
::::::"this is considered WotC" - except that Dragon Magazines are written and published by a 3rd party (Paizo Publishing).<br />
::::::"Why did you pick the [[SRD:Iron Golem|Iron Golem]]" - because it is immune to spells. Kinda a cheesy example. A force dragon might have been more appropriate. Either way, I was just illustrating the weaknesses of a one trick pony. --[[Special:Contributions/108.162.219.191|108.162.219.191]] 13:02, 14 June 2012 (MDT)<br />
<br />
:::::::The back of ''[[Dragon Compendium, Volume 1|Dragon Compendium]]'' specifically states "Official Wizards licensed product." Do you call that 3rd party? No.<br />
:::::::Well, if you feel that the warmage aspect of this will outperform it's ''magic missile'' aspects then by all means use that (this is still a warmage). The choices with ''magic missile'' are optimized though (ergo ''optimization''.)<br />
:::::::Or just use higher level spells with ''[[SRD:Lesser Globe of Invulnerability|lesser globe of invulnerability]]'' (who cares - read to get the point not by word...).<br />
:::::::The [[SRD:Iron Golem|Iron Golem]] is, once again, a particularity. Defend that against a straight [[SRD:Wizard|wizard]] please. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:35, 14 June 2012 (MDT)<br />
<br />
::::::::IP, you are getting way more upset about this than makes any logical sense. Take a look at the other optimizations around here, they ''all'' have glaring weaknesses. The system's kinda built that way. Most of the classes aren't useful until high levels; the exercise is in building the character all at once, not organically growing them from level 1. Warmage might be "better" than MMS, but MMC casts magic missile better than a warmage could ever dream. That's the entire point of the class, so by definition, it succeeds. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 09:20, 15 June 2012 (MDT)<br />
<br />
:::::::::There is no "winner" (well, maybe [[Pun-Pun (3.5e Optimized Character Build)|Pun-Pun]]). There are things which optimize aspects of builds, but having no "winners" means that optimizations must optimize ''something''. This build optimizes ''magic missile'', but is still (after everything) a magic caster. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 15:09, 15 June 2012 (MDT)<br />
<br />
::::::::::I ran into an edit conflict and it looks like my previous post got clobbered :(. Luckily I kept it in notepad, so I've added a bit to it and reposted it. Hopefully it actually sticks around this time :).<br />
::::::::::Jazzz, there's a difference between having weaknesses and being unplayable. Having said that, I haven't actually looked at the rest of the builds. Maybe you guys should call this a "flavor optimization" or something like that. If it can't compete against higher level monsters, I don't see how you can call it optimized.<br />
::::::::::You are also missing the point that this isn't even good against high level opponents. Let's just list some from the SRD...<br />
::::::::::*CR 15 without SR - [[SRD:Mummy Lord]]<br />
::::::::::*CR 16 without SR - None<br />
::::::::::*CR 17 without SR - [[SRD:Aboleth Mage]], [[SRD:Frost Giant Jarl]] (Marilith kinda has a low SR for its CR so it might go here)<br />
::::::::::*CR 18 without SR - None<br />
::::::::::*CR 19 without SR - None<br />
::::::::::*CR 20 without SR - None<br />
::::::::::*CR 21 without SR - None<br />
::::::::::Do you see a trend here? Spell resistance is a very common thing at higher levels. With the loss of a caster level from the PrC and no spell penetration feats, this character is going to get stomped on.<br />
::::::::::"The back of ''[[Dragon Compendium, Volume 1|Dragon Compendium]]'' specifically states..." - The feat in question is not from the Dragon Compendium. It's from Dragon ''Magazine'' Issue #325. That's third party (written and published by Paizo, licensed by WotC). It is not written by WotC. Calling Dragon Magazine content official means that Pathfinder is an official update to 3.5e (also written and published by Paizo). It's not. Oh, also, Force Missile Mage is from a magazine as well. I'm not sure if that one is in the Compendium.<br />
::::::::::A friend of mine said that there is some silly rule here about banning people that try to put up links, so I'll have to describe how to find a good discussion of whether the Dragon Compendium is 3rd party. Google "DRAGON Compendium technically 3rd party?". The first hit will be a forum discussion about it. The key point to note is: "Nah. That just makes it official. So, it's official third party. Confusing labeling, I'll admit.". It's the same deal with several other products (like Pathfinder).<br />
::::::::::"Well, if you feel that the warmage aspect of this will outperform it's ''magic missile'' aspects then by all means use that..." - I'm saying that it is performing '''worse''' than a warmage that picks relevant feats until at least level 6. The feats are picked in a terrible order anyways. Arcane thesis should be at level 6. That shouldn't even need to be debated.<br />
::::::::::So here are some feat selections that are way better than what are suggested here and still make a "magic missile" build:<br />
::::::::::1 - Twin Spell, Invisible Spell, Lingering Spell, Retributive Spell<br />
::::::::::3 - Energy Substitution (Lightning)<br />
::::::::::6 - Arcane Thesis (Magic Missile)<br />
::::::::::9 - Born of the Three Thunders<br />
::::::::::12 - Energy Admixture (Lightning)<br />
::::::::::15 - Repeat Spell<br />
::::::::::18 - Whatever. Rapid metamagic maybe.<br />
::::::::::At 1st level you can actually use 3 of the feats (retributive and invisible being a bit more useful). Your 3rd level feat can also be used (albeit not that great... for now). Arcane Thesis allows CRAZY things at level 6. You will have access to 3rd level spell slots. You can Thesis up a magic missile to be: Invisible (-1), Energy Substituted (-1), Lingering (+0), Twinned (+4)! Yes, this is legal by the rules (read the PH2 errata if you don't believe me. It's quite clear). You will also have one of these stored as a retributive spell. Since you get a +2 caster level bonus from Thesis, you have 8d4+8 lightning damage for a 3rd level spell slot, which is actually somewhat competitive (unlike the build posted here).<br />
::::::::::At 9th level, you'll be able to lower the spell slot to a 2nd level spell (freeing up useful higher level spells) and add a stun + knockdown effect (plus half the damage is sonic).<br />
::::::::::At 12th level your damage is doubled if you put it in a 5th level slot.<br />
::::::::::At 15th level, you'll be doing more damage than the build here since you double your damage again.<br />
::::::::::I'll note that this is just a sample of something ''more'' optimized. It still sucks against high level opponents, but at least it shines at mid levels (somewhat).<br />
::::::::::"The [[SRD:Iron Golem|Iron Golem]] is, once again, a particularity. Defend that against a straight [[SRD:Wizard|wizard]] please." - As I said above, it was just an illustration. But... Since you asked, obviously I'll show ways a wizard can beat the snot out of an Iron Golem.<br />
::::::::::*[[SRD:Grease]] or [[SRD:Forcecage]] + [[SRD:Acid Fog]] -> Immune to magic that allows SR, so Acid Fog will still kill it.<br />
::::::::::*[[SRD:Shapechange]] into something flying with a breath weapon <br />
::::::::::*[[SRD:Major Creation]] to make a vat of acid, [[SRD:Shrink Item]] to turn it into a blanket. Lay it down and wait until the golem is over it, cast [[SRD:Transmute Rock to Mud]] and then use the shrink item command word. The golem is now stuck in a pool of muddy acid.<br />
::::::::::This is just SRD spells. I'm sure a little creativity (like the last bullet) could allow for many other ways to trivialize the fight.<br />
::::::::::Anyways, this build is just really awful and I don't understand why your community featured it. There are many other half-decent articles on here that really could have been featured instead. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 07:52, 18 June 2012 (MDT)--[[Special:Contributions/173.245.56.65|173.245.56.65]] 10:46, 15 June 2012 (MDT)</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=User_talk:Jazzman831&diff=577727User talk:Jazzman8312012-06-15T17:07:52Z<p>173.245.52.127: /* Please remove all my material from this wiki */</p>
<hr />
<div><div class="usermessage"><center>I prefer to have conversations on one page. If I left you a message, I will be watching your page; if you leave me a message, I will respond here. Thanks.</center></div><br />
<br />
{{archives<br />
|label1=2009<br />
|label2=2010<br />
|label3=2011<br />
}}<br />
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==Please remove all my material from this wiki==<br />
I asked Green Dragon but he refuses. I would like all pages created by me to be deleted from this wiki. The reasons are personal and nobody's business but my own. Thank you for your cooperation. --<span style="font-size:90%;">[[User:ScryersEve|<span title="User page of Scryer's Eve"><span style="color:#006565;">Scryer's</span> <span style="color:#db6700;">Eve</span></span>]] <sup>([[User_talk:ScryersEve|<span style="color:#0053BF!important;" title="Talk page of Scryer's Eve">talk</span>]] | <span title="Contributions of Scryer's Eve">[[Special:Contributions/ScryersEve|<span style="small-caps;color:#0053BF!important;" title="Contributions of Scryer's Eve">contribs</span>]])</span></sup> 15:59, 26 March 2012 (MDT)<br />
<br />
:I've already explained why that can't be done. First of all, GD owns the wiki, so if he doesn't want it done there's certainly nothing I can do about it. Second of all reasons that are "nobody's business but [your] own" don't really fly well in a collaborative environment. I'm sorry that there's nothing I can do, but it's pretty clear every time you edit that you don't own what you are writing. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 16:04, 26 March 2012 (MDT)<br />
<br />
::you totally DO own what you write. Just that posting here causes it to be licensed under GNU, so it can be freely distributed on the site. That clarification is significant because he could sell his work if he wanted to: he owns the implicit copyright and so forth. --[[Special:Contributions/173.245.52.127|173.245.52.127]] 11:07, 15 June 2012 (MDT)<br />
<br />
== spam ==<br />
<br />
So, apparantly, this is the thing with spambots. All that matters is that a) The hyperlink is in there, and b) Google caches the page. The rest of the text is just markov-chain generated padding. By the time we delete the page, its already done its job of raising the target's search ranking by a fraction. Sad, huh? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:24, 9 June 2012 (MDT)<br />
<br />
:Wow. That actually makes a little more sense now. I should have known Google was to blame. Still, it seems like they could generate a fake page in one language at a time. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:30, 9 June 2012 (MDT)<br />
<br />
== RationalWiki ==<br />
<br />
Oh boy, I just saw that you are involved with RationalWiki, which is a favourite of mine. Are you interested in science and skepticism in general? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:27, 15 June 2012 (MDT)<br />
<br />
:Ha ha, funny story. I actually started at Conservapedia. I'm not really a conservative (more of a libertarian... less political in general now that I'm out of college), but it was fun to edit nonetheless. Of course, Conservapedia being what it was, I was eventually driven away by people pretending to be hard line conservatives, despite being given block privleges (though never night editing, thanks to a vast conspiracy invovling my IP address and one of the aformentioned pretenders). Somewhere along the way I found RationalWiki, because they, for the most part, appreciated what I was trying to do. Not that I didn't get called names in the process. Ironically, sort of the same things I didn't like about CP were the things I didn't like about RW, just in the opposite direction.<br />
<br />
:So the long way around to answer your question: yes, I am interested in science (technically my degree is in engineering, but this job market seems to want me to do anything at all NOT related to my background) and skepticism, but RW's particular "brand" left me with a bad taste in my mouth. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 09:44, 15 June 2012 (MDT)</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Adventurer%27s_Kit,_Standard_(3.5e_Equipment)&diff=575868Adventurer's Kit, Standard (3.5e Equipment)2012-05-31T05:21:20Z<p>173.245.52.127: /* Standard Adventurer's Kit */</p>
<hr />
<div>==Standard Adventurer's Kit==<br />
<br />
This kit consists of basic items that the average adventurer needs.<br />
<br />
'''Contains:''' <onlyinclude>Backpack, Bedroll, Belt Pouch, Flint & Steel, Hooded Lantern with three pints of Oil, Trail Rations for seven days, Sack, Waterskin, and a Whetstone</onlyinclude><br />
<br />
'''Cost:''' 16 gold<br />
<br />
'''Weight:''' 27 lb.<br />
<br />
----<br />
{{3.5e Adventuring Gear Breadcrumb}}[[Category:DnD]][[Category:3.5e]][[Category:User]][[Category:Equipment]][[Category:Mundane]][[Category:Adventuring Gear]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Hunter_(D20_Modern_Creature)&diff=575741Hunter (D20 Modern Creature)2012-05-29T00:01:21Z<p>173.245.52.127: /* Combat */</p>
<hr />
<div>''So... How did you handle Hunters in the cities?'' - White Forest Rebel <br />
<br />
[[Image:250px-Hunter model.jpg|thumb|A Hunter]]<br />
<br />
The Hunter's body is somewhat rounded in shape with a shiny, metallic green exoskeleton encasing it and three muscular legs attached to the sides and back of the body. On either side of the Hunter's body are what appear to be three pairs of compound eyes and pair of vertically aligned fléchette launchers on the Synth's front. Located directly underneath the launchers are two small limbs tipped with metal blades for impaling targets. They are often used by the Combine for scouting missions<br />
<br />
{{3.5e Creature<br />
|size=Large |type=Construct (Synth)<br />
|hd=15d10 |hp=126<br />
|init=+5<br />
|speed=40ft<br />
|ac=23 |touch=15 |flat=18<br />
|bab=+9 |grapple=+20<br />
|at=+9 Ranged Flechettes (3d6+2) or +9 Melee Blades (2d8+7)<br />
|full_at=+12 Ranged Flechettes (3d6+2) or +9 Melee Blades (2d8+7)<br />
|space=10ft |reach=5ft<br />
|sa= Flechettes, Ram<br />
|sq=Weaknesess<br />
|fort=+2 |ref=&mdash; |will=-2<br />
|str=24 |dex=21 |con=17 |int=4 |wis=&mdash; |cha=3<br />
|skills=Balance +21, Climb +23, Hide +20, Jump +22, Spot +19<br />
|feats=Action Boost, Dodge, Far Shot, Focused.<br />
|env=Any<br />
|org=single or pack (2-6)<br />
|cr=17<br />
|treas=&mdash;<br />
|align=Enslaved Evil<br />
|adv=&mdash;<br />
|la=&mdash;<br />
}}</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Captain_America_(3.5e_Optimized_Character_Build)&diff=565880Captain America (3.5e Optimized Character Build)2012-05-23T21:00:19Z<p>173.245.52.127: /* Game Rule Components */</p>
<hr />
<div><br />
== Introduction ==<br />
<br />
We all know who he is. He's been a iconic member of the American Heritage for years. Even though his death should be well known by now, his legacy and his combat prowess is legendary. [[3e Summary::His main martial ability was his shield and his combat skill.]] He was a formidable combatant, well respected within the super hero community, and now, you can play Captain America <sup>TM</sup> as well.<br />
<br />
== References ==<br />
<br />
{| class="d20" style="text-align: left;"<br />
|+ Books Needed<br />
! Non SRD Item !! Book Found In<br />
|-<br />
| Master Thrower || Complete Warrior<br />
|- class="even"<br />
| Brutal Throw || Complete Adventurer<br />
|-<br />
| Ranged Sunder || Players Handbook II<br />
|- class="even"<br />
| Shield Specialization || Players Handbook II<br />
|-<br />
| Shield Toss || Players Handbook II<br />
|}<br />
<br />
As a reference point, this is the build I am using for a upcoming tournament at a con this year, so I have made this build only to ECL 11 and I had to follow [http://www.thecheesegrinder.com/mod/resource/view.php?inpopup=true&id=43| these rules and regulations] If you have any suggestions to improve this build or correct any mistakes I make, I welcome it in the discussion board. <br />
<br />
Regra do Jogo Componentes == ==<br />
<br />
Raça e Modelos === ===<br />
<br />
[[Raça 3e :: [[SRD: Humanos (Corrida) | Humano]]]]<br />
<br />
Classes === ===<br />
<br />
[[SRD: Fighter (Class) | lutador]] Lançador Master / RPC<br />
<br />
Talentos === ===<br />
[[SRD: Melhor Shield Bash (Feat) | Melhor Shield Bash]], [[SRD: ponto de tiro em branco (Feat) | Tiro Certeiro]], [[SRD: Tiro Preciso (Feat) | Tiro Preciso]], Shield especialização, [[SRD: Far Shot (Feat) | Longe tiro]], Shield Jogue, Lançamento Brutal, Ranged Sunder<br />
<br />
=== Magias, Poderes, Itens ===<br />
<br />
Um +1 [[SRD: Ranged | Distância]], [[SRD: Bashing | Bashing]], [[SRD: Adamantina (Term) | Adamantine]] [[SRD: Shield Spike, pesado Shield (Arma) | Spiked Pesada escudo]]<br />
<br />
Qualquer outra coisa que pode aumentar o intervalo de lançamento.<br />
<br />
[[SRD: Boots of Striding e pulando (Item Maravilhoso) | Botas de Striding e Springing]] Opcional, mas é sempre uma boa jogada para mover mais de 10 pés.<br />
<br />
Diversos === ===<br />
<br />
A principal coisa é construir com este é que você tem que levantar o seu ligeiro de mão para 4 fileiras de 6 º nível, então, basicamente, você pode esperar para usar a maioria de seus pontos de habilidade fazendo isso. Com o lutador não é exatamente ter um monte deles, você estaria perdendo as habilidades importantes o lutador tem, como artesanato ... e intimidar ... e .. umm profissão ...? Yeaaa ... você deve ser bom nisso.<br />
Progressão == ==<br />
<br />
Eu tenho um buy 48 pontos, então eu decidi meu stats seria 18, 17, 14, 12, 12, 13<br />
<br />
{| Class = "d20" style = "text-align: left;"<br />
| -<br />
! ECL! Classe / HD / LA! Talentos! especial<br />
| -<br />
| 1 | | [[SRD: Fighter (Class) | lutador]] | | [[SRD: Melhor Shield Bash | Melhor Shield Bash]], [[SRD: Tiro Point Blank | Tiro Certeiro]] <sup> B </ sup>, [[SRD: tiro Preciso | tiro Preciso]] <sup> B </ sup> | |<br />
| - Class = "even"<br />
| 2 | | [[SRD: Fighter (Class) | lutador]] | | Especialização Escudo <sup> B </ sup> | |<br />
| -<br />
| 3 | | [[SRD: Fighter (Class) | lutador]] | | [[SRD: Tiro Longo | Tiro Longe]] | |<br />
| - Class = "even"<br />
| 4 | | [[SRD: Fighter (Class) | lutador]] | | Escudo Jogue <sup> B </ sup> | |<br />
| -<br />
| 5RD | | [[SRD: Fighter (Class) | lutador]] | | | |<br />
| - Class = "even"<br />
| 6 | | [[SRD: Fighter (Class) | lutador]] | | Ranged Sunder <sup> B </ sup>, [[Ataque Desarmado Aprimorado]] | |<br />
| -<br />
| 7rd | | Lançador Mestre | | [[SRD: Quick Draw | Quick Draw]] <sup> B </ sup> | | arma de arremesso truque (tiro Deadeye)<br />
| - Class = "even"<br />
| 8 | | Lançador Mestre | | | | [[SRD: Evasão e Evasão Aprimorada (Habilidade Especial) | evasão]]<br />
| -<br />
| 9rd | | Lançador Mestre | | [[SRD: Foco em Arma | Foco em Arma]] (pesado escudo bash) | truque arma de arremesso (dois em um golpe) |<br />
| - Class = "even"<br />
| 10 | | Lançador Mestre | | [[SRD: Snatch Arrows | Snatch Arrows]] <sup> B </ sup> | |<br />
| -<br />
| 11rd | | [[3e Progressão de Classe Final :: [[SRD: Fighter (Class) | lutador]] 6 Master / Lançador 5]] | | [[SRD: Melhor Crítica | Melhor Crítica]] para qualquer arma que você tem focar com arma. | | Lance crítico, truque arma de arremesso (ponto fraco)<br />
| - Class = "even"<br />
|}<br />
<br />
<br />
em vez de se preocupar com escudo lance, deve ir com qualquer coisa lance, só precisa de um dex de 15 e não precisa de especialização escudo, poderia liberar mais algumas proezas.<br />
Além disso, se você fica à distância e à distância sobre o escudo, você pode se livrar de Tiro Far e obter uma façanha aberto.<br />
<br />
== Highlights ==<br />
2d6 throwing weapon!!! 2d6 THROWING, RETURNING WEAPON!! 2d6 THROWING, RETURNING, SUNDERING WITH ALMOST NO WORRY ON HARDNESS SHIELD! Sure, right now you can get that up to 60 feet (20 for Shield Throw, 10 for Throwing, x2 for Far Shot). However, I am sure there are plenty of items, especially in the MIC that can help this build entirely. Also, the fact that the character will have good fort and reflex, as well as evasion, as well as the best BAB a character can have at 11th level make this a great combination. Maybe grabbing a item that can help out with the will saves would add the final touch to ol' Cap.<br />
<br />
<br />
YOU NEED A BASE ATTACK BONUS OF 9 TO USE SHIELD TOSS, AND IT'S CALLED SHIELD SLING FROM PH2. THROW ANYTHING ONLY REQUIRES 15 DEX AND IS ALMOST THE SAME THING.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
<br />
<i>Gloves of Taarnahm the Vigilant (PGtF, 10,000 gp) Gives any weapon you are holding throwing and returning weapon qualities.</i> That would allow the shield to get extra abilities and save me a few bonuses. Perhaps put the +1 to +3, or add on other things to it as well.<br />
<br />
<i>Gauntlets of Extended Range: MIC p.103, they double the range of any thrown weapon or object. no activation. 2000 gold.</i> Increase my range by another x2? That shield will be flying with these.<br />
<br />
Throwing Enhancement: Allows the user to throw a shield 30 ft and does damage based on its size (1d6/1d8). It also grants the returning enhancement at no additional cost. +1 Shield Enhancement cost<br />
<br />
<br />
<br />
'''EDIT<br />
Heroes of Battle has an awesome feat - Shield Block - Its basically Deflect Arrows. You only need Dex 13 and Shield Prof. Had the Capn' had it, he could have ignored one shot per round, especially that last one.'''<br />
<br />
Not cool man.<br />
<br />
<br />
-----<br />
{{3.5e Optimized Character Builds Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Captain_America_(3.5e_Optimized_Character_Build)&diff=565879Captain America (3.5e Optimized Character Build)2012-05-23T20:57:20Z<p>173.245.52.127: /* Progression */</p>
<hr />
<div><br />
== Introduction ==<br />
<br />
We all know who he is. He's been a iconic member of the American Heritage for years. Even though his death should be well known by now, his legacy and his combat prowess is legendary. [[3e Summary::His main martial ability was his shield and his combat skill.]] He was a formidable combatant, well respected within the super hero community, and now, you can play Captain America <sup>TM</sup> as well.<br />
<br />
== References ==<br />
<br />
{| class="d20" style="text-align: left;"<br />
|+ Books Needed<br />
! Non SRD Item !! Book Found In<br />
|-<br />
| Master Thrower || Complete Warrior<br />
|- class="even"<br />
| Brutal Throw || Complete Adventurer<br />
|-<br />
| Ranged Sunder || Players Handbook II<br />
|- class="even"<br />
| Shield Specialization || Players Handbook II<br />
|-<br />
| Shield Toss || Players Handbook II<br />
|}<br />
<br />
As a reference point, this is the build I am using for a upcoming tournament at a con this year, so I have made this build only to ECL 11 and I had to follow [http://www.thecheesegrinder.com/mod/resource/view.php?inpopup=true&id=43| these rules and regulations] If you have any suggestions to improve this build or correct any mistakes I make, I welcome it in the discussion board. <br />
<br />
== Game Rule Components ==<br />
<br />
=== Race and Templates ===<br />
<br />
[[3e Race::[[SRD:Humans (Race)|Human]]]]<br />
<br />
=== Classes ===<br />
<br />
[[SRD:Fighter (Class)|Fighter]]/Master Thrower PrC<br />
<br />
=== Feats ===<br />
[[SRD:Improved Shield Bash (Feat)|Improved Shield Bash]], [[SRD:Point Blank Shot (Feat)|Point Blank Shot]], [[SRD:Precise Shot (Feat)|Precise Shot]], Shield Specialization, [[SRD:Far Shot (Feat)|Far Shot]], Shield Throw, Brutal Throw, Ranged Sunder<br />
<br />
=== Spells, Powers, Items ===<br />
<br />
A +1 [[SRD:Ranged|Ranged]], [[SRD:Bashing|Bashing]], [[SRD:Adamantine (Term)|Adamantine]] [[SRD:Shield Spike, Heavy Shield (Weapon)|Heavy Spiked Shield]]<br />
<br />
Anything else that can increase one's throwing range.<br />
<br />
[[SRD:Boots of Striding and Springing (Wondrous Item)|Boots of Striding and Springing]] Optional, but it's always a good move to move 10 more feet.<br />
<br />
=== Miscellaneous ===<br />
<br />
The main thing with this is build is you have to raise your slight of hand to 4 ranks by 6th level, so basically, you can expect to use the majority of your skill points doing this. With the fighter not exactly having a whole bunch of them, you would be losing out on the important skills the fighter has, like craft...and intimidate...and..umm...profession? Yeaaa...you should be good on that.<br />
<br />
Progressão == ==<br />
<br />
Eu tenho um buy 48 pontos, então eu decidi meu stats seria 18, 17, 14, 12, 12, 13<br />
<br />
{| Class = "d20" style = "text-align: left;"<br />
| -<br />
! ECL! Classe / HD / LA! Talentos! especial<br />
| -<br />
| 1 | | [[SRD: Fighter (Class) | lutador]] | | [[SRD: Melhor Shield Bash | Melhor Shield Bash]], [[SRD: Tiro Point Blank | Tiro Certeiro]] <sup> B </ sup>, [[SRD: tiro Preciso | tiro Preciso]] <sup> B </ sup> | |<br />
| - Class = "even"<br />
| 2 | | [[SRD: Fighter (Class) | lutador]] | | Especialização Escudo <sup> B </ sup> | |<br />
| -<br />
| 3 | | [[SRD: Fighter (Class) | lutador]] | | [[SRD: Tiro Longo | Tiro Longe]] | |<br />
| - Class = "even"<br />
| 4 | | [[SRD: Fighter (Class) | lutador]] | | Escudo Jogue <sup> B </ sup> | |<br />
| -<br />
| 5RD | | [[SRD: Fighter (Class) | lutador]] | | | |<br />
| - Class = "even"<br />
| 6 | | [[SRD: Fighter (Class) | lutador]] | | Ranged Sunder <sup> B </ sup>, [[Ataque Desarmado Aprimorado]] | |<br />
| -<br />
| 7rd | | Lançador Mestre | | [[SRD: Quick Draw | Quick Draw]] <sup> B </ sup> | | arma de arremesso truque (tiro Deadeye)<br />
| - Class = "even"<br />
| 8 | | Lançador Mestre | | | | [[SRD: Evasão e Evasão Aprimorada (Habilidade Especial) | evasão]]<br />
| -<br />
| 9rd | | Lançador Mestre | | [[SRD: Foco em Arma | Foco em Arma]] (pesado escudo bash) | truque arma de arremesso (dois em um golpe) |<br />
| - Class = "even"<br />
| 10 | | Lançador Mestre | | [[SRD: Snatch Arrows | Snatch Arrows]] <sup> B </ sup> | |<br />
| -<br />
| 11rd | | [[3e Progressão de Classe Final :: [[SRD: Fighter (Class) | lutador]] 6 Master / Lançador 5]] | | [[SRD: Melhor Crítica | Melhor Crítica]] para qualquer arma que você tem focar com arma. | | Lance crítico, truque arma de arremesso (ponto fraco)<br />
| - Class = "even"<br />
|}<br />
<br />
<br />
em vez de se preocupar com escudo lance, deve ir com qualquer coisa lance, só precisa de um dex de 15 e não precisa de especialização escudo, poderia liberar mais algumas proezas.<br />
Além disso, se você fica à distância e à distância sobre o escudo, você pode se livrar de Tiro Far e obter uma façanha aberto.<br />
<br />
== Highlights ==<br />
2d6 throwing weapon!!! 2d6 THROWING, RETURNING WEAPON!! 2d6 THROWING, RETURNING, SUNDERING WITH ALMOST NO WORRY ON HARDNESS SHIELD! Sure, right now you can get that up to 60 feet (20 for Shield Throw, 10 for Throwing, x2 for Far Shot). However, I am sure there are plenty of items, especially in the MIC that can help this build entirely. Also, the fact that the character will have good fort and reflex, as well as evasion, as well as the best BAB a character can have at 11th level make this a great combination. Maybe grabbing a item that can help out with the will saves would add the final touch to ol' Cap.<br />
<br />
<br />
YOU NEED A BASE ATTACK BONUS OF 9 TO USE SHIELD TOSS, AND IT'S CALLED SHIELD SLING FROM PH2. THROW ANYTHING ONLY REQUIRES 15 DEX AND IS ALMOST THE SAME THING.<br />
<br />
== Munchkin-Size Me ==<br />
<br />
<br />
<i>Gloves of Taarnahm the Vigilant (PGtF, 10,000 gp) Gives any weapon you are holding throwing and returning weapon qualities.</i> That would allow the shield to get extra abilities and save me a few bonuses. Perhaps put the +1 to +3, or add on other things to it as well.<br />
<br />
<i>Gauntlets of Extended Range: MIC p.103, they double the range of any thrown weapon or object. no activation. 2000 gold.</i> Increase my range by another x2? That shield will be flying with these.<br />
<br />
Throwing Enhancement: Allows the user to throw a shield 30 ft and does damage based on its size (1d6/1d8). It also grants the returning enhancement at no additional cost. +1 Shield Enhancement cost<br />
<br />
<br />
<br />
'''EDIT<br />
Heroes of Battle has an awesome feat - Shield Block - Its basically Deflect Arrows. You only need Dex 13 and Shield Prof. Had the Capn' had it, he could have ignored one shot per round, especially that last one.'''<br />
<br />
Not cool man.<br />
<br />
<br />
-----<br />
{{3.5e Optimized Character Builds Breadcrumb}}<br />
{{Copyright Disclaimer}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Optimized Character Build]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Refined_Soul_(3.5e_Prestige_Class)&diff=565607Refined Soul (3.5e Prestige Class)2012-05-21T16:03:13Z<p>173.245.52.127: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=4<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Pretty Playable I Think<br />
|editing=Ask First Please<br />
|type= Combat Focused, Unique Abilities<br />
|desc=A variant off the Soulbinder. A Refined Soul has looked inward, discovering the power of its soul and how to use it as a weapon, to protect itself, and to transcend mortal bounds.<br />
|len=10<br />
|minlvl=7<br />
}}<br />
<br />
==Refined Soul==<br />
<br />
{{quote|The funny thing is, you have no idea about the beauty, the raw unhindered power. Your to woried about your things, hehe, I don't need things. | src=Nylik Windburn, elf soulbinder|orig=''Soulmates: The Battle of the Twins'' }}<br />
<br />
What is a soul? Some say it is the very thing that makes us us. Some say that it doesn't exist and we're just a pile of intelligent matter. For the refined soul, the soul is the most powerful thing in existence, and they use this gift to perform amazing feats of skill and power. Refined Souls learn to mold and refine their soul. They learn to use there souls defenses, and find a fearsome weapon in it also. they work with the malleability of others souls, eventually learning to cast away others souls into the ether. Refined souls eventually realize that there body is useless, and cast it away, become a insubstantial, incredibly powerful, incorporeal soul.<br />
<br />
===Becoming a refined soul===<br />
<br />
<br />
Many classes will find the refined soul appealing. Classes that seek to beter them selves and become one with there soul, such as the [[SRD:Monk|monk]], [[SRD:Cleric|cleric]], swordsage and incarnate may be particularly drawn to the class. The free spirited classes might find this class's path interesting as well, so a [[SRD:Bard|bard]] or warlock may look into it. Depending on the type of soul the refined soul has, they may need to rely strongly on either [[SRD:Constitution|constitution]], [[SRD:Wisdom|wisdom]] or [[SRD:Charisma|charisma]]<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Saves:<br />
| [[SRD:Saving Throw#Fortitude|Fortitude]] +3 or [[SRD:Saving Throw#Will|Will]] +3<br />
|-<br />
! Skills:<br />
| One of the following skills with 10 ranks:<br />
*[[SRD:Knowledge Skill|Knowledge]] (arcana)<br />
*[[SRD:Knowledge Skill|Knowledge]] (nature)<br />
*[[SRD:Knowledge Skill|Knowledge]] (psionics)<br />
*[[SRD:Knowledge Skill|Knowledge]] (religion).<br />
|-<br />
! Special:<br />
| The character must have been killed, then resurrected to understand the malleability of his soul.<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Refined Soul}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | [[#Soul Blast|Soul Blast]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | [[#Awakened Soul|Awakened Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | [[#Strengthened Soul|Strengthened Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | [[#Soul Shield|Soul Shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" | [[#Souls Embrace|Souls Embrace]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | [[#Unyielding Soul|Unyielding Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" | [[#Soul Banish|Soul Banish]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | [[#Soul Exchange|Soul Exchange]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" | [[#Lingering Soul|Lingering Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | [[#Perfect Soul|Perfect Soul]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), All [[SRD:Knowledge Skill|Knowledge]] skills taken individually ([[SRD:Intelligence|Int]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]])<br />
<br />
<br />
====Class Features====<br />
All of the following are class features of the refined soul.<br />
<br />
'''''{{#anc:Soul Blast}}'' ([[Sp]]):''' As the refined soul learns how to use his soul, he begins to experiment with using it as a weapon. As a standard action, a refined soul may release the energy of his soul into a blast of force energy. Using this ability is a ranged touch attack that provokes an [[SRD:Attacks of Opportunity|attack of opportunity]]. The soul blast is a force effect that deals 1d6 per level of refined soul, it has a range of 60ft.<br />
<br />
'''''{{#anc:Awakened Soul}}'' ([[Sp]]):''' As the refined soul learns that his soul can indeed create spectacular effects, he begins to test the limits of abilities, he gains the following spell like abilities 1/day: ''[[SRD:Blur|Blur]]'', ''[[SRD:Endure Elements|Endure Elements]]'', ''[[SRD:Entropic Shield|Entropic Ward]]'', ''[[SRD:Sanctuary|Sanctuary]]'', ''[[SRD:True Strike|True Strike]]''. the caster level is equal to the refined soul level. The refined soul then learns where the strength of his soul comes from. Whether he is a fortified soul, a wise soul, or a charismatic soul. The refined soul chooses whether to rely on his [[SRD:Constitution|constitution]], [[SRD:Wisdom|wisdom]] or [[SRD:Charisma|charisma]] modifier to determine the power of his abilities. This becomes the primary modifier for his spell like abilities.<br />
<br />
'''{{#anc:Strengthened Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the refined soul looks inward, he finds that his soul is unique among souls, he find the basis of his souls strength, as well as its individual strengths and weaknesses. He also chooses two of the following to get [[SRD:Resistance to Energy|energy resistance]] 10 too: Acid, Cold, Electricity, Fire, and Sonic.<br />
<br />
'''{{#anc:Soul Shield}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The refined soul has began to see his soul as a weapon, but begins to also unlock its abilities as a protector. At 4th level, The refined soul adds his primary modifier to his [[SRD:Armor Class|AC]].<br />
<br />
'''{{#anc:Soul's Embrace}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, the soulbinder has refined his soul into something beautiful and powerful. He has changed his soul so instead of it staying deep within the recesses of his spirit, it envelops the refined soul's entire body, providing him with intense power and abilities that he never thought possible in a normal mortal. These abilities are active as long as the soulbinder's soul is not bound and is in his body. This ability can be suppressed at will as a [[SRD:Free Actions|free action]]. The benefits of the [[#Soul's Embrace|Soul's Embrace]] are up to the refined soul, he may chose to gain a [[SRD:Fly|fly speed]] of 30ft with good maneuverability, a burrow speed of 30ft, a swim speed of 30ft with the ability to breath underwater, or an increase of his [[SRD:Movement Speed|base land speed]] of 30ft. Once this choice is made, it cannot be changed.<br />
<br />
'''{{#anc:Unyeilding Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a refined soul has taken full control of his soul, he is the only one who decides when it leaves or enters. He becomes immune to all [[:Category:Death Effect|death effects]] as well as the harmful effects of the ''[[SRD:Magic Jar|magic jar]]'' spell.<br />
<br />
'''''{{#anc:Soul Banish}}'' ([[Sp]]):''' After learning the ability to secure his own soul, the refined soul learns how to remove the soul from his enemies. At 8th level, When executing a [[#Soul Blast|soul blast]], a refined soul may designate it as a soul banish a number of times per day equal to the Refined soul level plus the modifier that the refined soul chose at level one. A creature that is hit by a soul banish must make a [[SRD:Saving Throw|will save]] (10 + refined soul level + modifier chosen at first) or die as his soul is removed from his body. The creature gets a +2 bonus on this save for every size category he is bigger than the refined soul. This ability must be used with caution however, for there is a 5% chance that the removed soul will come back as a [[SRD:Ghost|ghost]] after 1d3 hours. Also if the Soul Blast is a confirmed critical hit the Refined Soul may halve it's Damage to double the modifier chosen at first level to the saving throw [[SRD:Saving Throw|will save]] (10 + refined soul level + 2x modifier chosen at first).<br />
<br />
'''''{{#anc:Soul Exchange}}'' ([[Sp]]):''' Mastering the ability to remove another's soul from their body, the refined soul learns how to let his soul transcend his body, by having it go into the body of soul he just removed. At 8th level, If an enemy fails its save against a [[#Soul Banish|soul banish]], the refined soul may send his soul into that body for a number of minutes equal to his refined soul level + his primary modifier. treat this ability as the ''[[SRD:Magic Jar|magic jar]]'' spell, except there is no crystal or jewel and the refined soul cant attempt to switch souls with another being unless he uses another soul banish attempt. <br />
<br />
'''{{#anc:Lingering Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level, a refined soul's soul lingers on after his body is killed. When a refined soul dies, his body stays dead but his [[SRD:Incorporeality|incorporeal]] soul appears on the [[SRD:Ethereal Plane|ethereal plane]] for a number of hours equal to his primary modifier, in which afterwards he moves onto the outer planes. He appears exactly as he did when he died, with a number of Hp equal to his HD, he retains all of his possessions. He can't return to the [[SRD:Material Plane|material plane]] unless he is raised, and if he is before his soul departs, he suffers no level loss from dieing. <br />
<br />
'''{{#anc:Perfect Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, the refined soul casts away his body and becomes simply a soul, insubstantial, weightless, and perfect. The refined soul becomes [[SRD:Incorporeality|incorporeal]]. <br />
<br />
===Campaign Information===<br />
<br />
====Playing a Refined Soul====<br />
<br />
'''Combat:''' The refined soul uses its unique skill very well in combat, using his [[#Soul Blast|soul blast]] to fire powerful bits of soul at his enemy. He can use his powers to take control of a body much bigger than him, imagine the refined soul banishing the soul of a red dragon and taking control of his body, crashing into the chamber of the lich your after. its power is contrlled, but great, structured, yet versatile, and it can fit many rolls.<br />
<br />
'''Resources:''' Up until very recently, there were no organizations for refined souls, but recently a small enclave in the mountains has been reserved for something known as the Soulbred Order. This is a haven for those seeking enlightenment and power through there souls. It was formed by a group of refined souls and [[Soulbinder (DnD Prestige Class)|soulbinders]]. they have set up an uneasy truce due to there different beliefs. [[Soulbinder (DnD Prestige Class)|Soulbinders]] believing in the humble, passive power of there souls. The refined soul however, beleives more in using there power spectacularly and proudly, believing in the greater good and aggressive change. Anyone who takes shelter in this enclave seeking enlightenment may stay and is welcome.<br />
<br />
====Refined Souls in the World====<br />
<br />
{{quote|You don't know yourself until you know your soul, how it shines or how it crackles, it's a beautiful, and terrifying thing.|src= Flareris Glare, human [[Soulbinder (DnD Prestige Class)|soulbinder]]|orig=''An Introduction to Your Very Being''}}<br />
<br />
Refined souls love adveturing, they seek enlightenment through there own power, and by traveling they hope to obtain it. They are welcome in most adventuring groups and that is likely where you will find them. There are some refined souls however, that are more humble and understanding of their power and tend to be loners.<br />
<br />
'''NPC Reactions:''' NPC's react to refined soul with a mix of disdain and intimidation. Most people won't understand the true nature of the refined soul. There is never any outward extreme emotions shown, but due to the refined soul's generally haughty nature, people may be a tad iffy around them as well. People tend to treat them with respect, whether or not they actually feel that way. <br />
<br />
====Refined Soul Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (arcana) can research refined souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | The refined soul uses its very soul as a weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | The refined soul has reached a state of enlightenment where there soul protects, defends, and empowers them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | The refined soul learns at the peak of its skill how to cast its body away to become an incorporeal soul.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Characters who get this result can know the names and locations of specific refined souls and items related to them..<br />
|}<br />
<br />
====Refined Souls in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play-><br />
<br />
'''Adaptation:''' <-Fitting this class in your campaign-><br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|March 2009}}<br />
{{Prestige Class Description Needed|March 2009}}<br />
{{Prestige Class Stub|March 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Refined_Soul_(3.5e_Prestige_Class)&diff=565602Refined Soul (3.5e Prestige Class)2012-05-21T13:54:27Z<p>173.245.52.127: </p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=5<br />
|raters_power=1<br />
|rating_wording=5<br />
|raters_wording=1<br />
|rating_formatting=4<br />
|raters_formatting=1<br />
|rating_flavor=5<br />
|raters_flavor=1<br />
|status=Pretty Playable I Think<br />
|editing=Ask First Please<br />
|type= Combat Focused, Unique Abilities<br />
|desc=A variant off the Soulbinder. A Refined Soul has looked inward, discovering the power of its soul and how to use it as a weapon, to protect itself, and to transcend mortal bounds.<br />
|len=10<br />
|minlvl=7<br />
}}<br />
<br />
==Refined Soul==<br />
<br />
{{quote|The funny thing is, you have no idea about the beauty, the raw unhindered power. Your to woried about your things, hehe, I don't need things. | src=Nylik Windburn, elf soulbinder|orig=''Soulmates: The Battle of the Twins'' }}<br />
<br />
What is a soul? Some say it is the very thing that makes us us. Some say that it doesn't exist and we're just a pile of intelligent matter. For the refined soul, the soul is the most powerful thing in existence, and they use this gift to perform amazing feats of skill and power. Refined Souls learn to mold and refine their soul. They learn to use there souls defenses, and find a fearsome weapon in it also. they work with the malleability of others souls, eventually learning to cast away others souls into the ether. Refined souls eventually realize that there body is useless, and cast it away, become a insubstantial, incredibly powerful, incorporeal soul.<br />
<br />
===Becoming a refined soul===<br />
<br />
<br />
Many classes will find the refined soul appealing. Classes that seek to beter them selves and become one with there soul, such as the [[SRD:Monk|monk]], [[SRD:Cleric|cleric]], swordsage and incarnate may be particularly drawn to the class. The free spirited classes might find this class's path interesting as well, so a [[SRD:Bard|bard]] or warlock may look into it. Depending on the type of soul the refined soul has, they may need to rely strongly on either [[SRD:Constitution|constitution]], [[SRD:Wisdom|wisdom]] or [[SRD:Charisma|charisma]]<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Saves:<br />
| [[SRD:Saving Throw#Fortitude|Fortitude]] +3 or [[SRD:Saving Throw#Will|Will]] +3<br />
|-<br />
! Skills:<br />
| One of the following skills with 10 ranks:<br />
*[[SRD:Knowledge Skill|Knowledge]] (arcana)<br />
*[[SRD:Knowledge Skill|Knowledge]] (nature)<br />
*[[SRD:Knowledge Skill|Knowledge]] (psionics)<br />
*[[SRD:Knowledge Skill|Knowledge]] (religion).<br />
|-<br />
! Special:<br />
| The character must have been killed, then resurrected to understand the malleability of his soul.<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Refined Soul}}</div><br />
<p>Hit Die: d8</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +2 || +0 || +2<br />
| class="left" | [[#Soul Blast|Soul Blast]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +3 || +0 || +3<br />
| class="left" | [[#Awakened Soul|Awakened Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +2 || +3 || +1 || +3<br />
| class="left" | [[#Strengthened Soul|Strengthened Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +3 || +4 || +1 || +4<br />
| class="left" | [[#Soul Shield|Soul Shield]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +3 || +4 || +1 || +4<br />
| class="left" | [[#Souls Embrace|Souls Embrace]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || +4 || +5 || +2 || +5<br />
| class="left" | [[#Unyielding Soul|Unyielding Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || +5 || +5 || +2 || +5<br />
| class="left" | [[#Soul Banish|Soul Banish]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || +6 || +6 || +2 || +6<br />
| class="left" | [[#Soul Exchange|Soul Exchange]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || +6 || +6 || +3 || +6<br />
| class="left" | [[#Lingering Soul|Lingering Soul]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || +7 || +7 || +3 || +7<br />
| class="left" | [[#Perfect Soul|Perfect Soul]]<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), All [[SRD:Knowledge Skill|Knowledge]] skills taken individually ([[SRD:Intelligence|Int]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
<br />
====Class Features====<br />
All of the following are class features of the refined soul.<br />
<br />
'''''{{#anc:Soul Blast}}'' ([[Sp]]):''' As the refined soul learns how to use his soul, he begins to experiment with using it as a weapon. As a standard action, a refined soul may release the energy of his soul into a blast of force energy. Using this ability is a ranged touch attack that provokes an [[SRD:Attacks of Opportunity|attack of opportunity]]. The soul blast is a force effect that deals 1d6 per level of refined soul, it has a range of 60ft.<br />
<br />
'''''{{#anc:Awakened Soul}}'' ([[Sp]]):''' As the refined soul learns that his soul can indeed create spectacular effects, he begins to test the limits of abilities, he gains the following spell like abilities 1/day: ''[[SRD:Blur|Blur]]'', ''[[SRD:Endure Elements|Endure Elements]]'', ''[[SRD:Entropic Shield|Entropic Ward]]'', ''[[SRD:Sanctuary|Sanctuary]]'', ''[[SRD:True Strike|True Strike]]''. the caster level is equal to the refined soul level. The refined soul then learns where the strength of his soul comes from. Whether he is a fortified soul, a wise soul, or a charismatic soul. The refined soul chooses whether to rely on his [[SRD:Constitution|constitution]], [[SRD:Wisdom|wisdom]] or [[SRD:Charisma|charisma]] modifier to determine the power of his abilities. This becomes the primary modifier for his spell like abilities.<br />
<br />
'''{{#anc:Strengthened Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' As the refined soul looks inward, he finds that his soul is unique among souls, he find the basis of his souls strength, as well as its individual strengths and weaknesses. He also chooses two of the following to get [[SRD:Resistance to Energy|energy resistance]] 10 too: Acid, Cold, Electricity, Fire, and Sonic.<br />
<br />
'''{{#anc:Soul Shield}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The refined soul has began to see his soul as a weapon, but begins to also unlock its abilities as a protector. At 4th level, The refined soul adds his primary modifier to his [[SRD:Armor Class|AC]].<br />
<br />
'''{{#anc:Soul's Embrace}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, the soulbinder has refined his soul into something beautiful and powerful. He has changed his soul so instead of it staying deep within the recesses of his spirit, it envelops the refined soul's entire body, providing him with intense power and abilities that he never thought possible in a normal mortal. These abilities are active as long as the soulbinder's soul is not bound and is in his body. This ability can be suppressed at will as a [[SRD:Free Actions|free action]]. The benefits of the [[#Soul's Embrace|Soul's Embrace]] are up to the refined soul, he may chose to gain a [[SRD:Fly|fly speed]] of 30ft with good maneuverability, a burrow speed of 30ft, a swim speed of 30ft with the ability to breath underwater, or an increase of his [[SRD:Movement Speed|base land speed]] of 30ft. Once this choice is made, it cannot be changed.<br />
<br />
'''{{#anc:Unyeilding Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a refined soul has taken full control of his soul, he is the only one who decides when it leaves or enters. He becomes immune to all [[:Category:Death Effect|death effects]] as well as the harmful effects of the ''[[SRD:Magic Jar|magic jar]]'' spell.<br />
<br />
'''''{{#anc:Soul Banish}}'' ([[Sp]]):''' After learning the ability to secure his own soul, the refined soul learns how to remove the soul from his enemies. At 8th level, When executing a [[#Soul Blast|soul blast]], a refined soul may designate it as a soul banish a number of times per day equal to the Refined soul level plus the modifier that the refined soul chose at level one. A creature that is hit by a soul banish must make a [[SRD:Saving Throw|will save]] (10 + refined soul level + modifier chosen at first) or die as his soul is removed from his body. The creature gets a +2 bonus on this save for every size category he is bigger than the refined soul. This ability must be used with caution however, for there is a 5% chance that the removed soul will come back as a [[SRD:Ghost|ghost]] after 1d3 hours. Also if the Soul Blast is a confirmed critical hit the Refined Soul may halve it's Damage to double the modifier chosen at first level to the saving throw [[SRD:Saving Throw|will save]] (10 + refined soul level + 2x modifier chosen at first).<br />
<br />
'''''{{#anc:Soul Exchange}}'' ([[Sp]]):''' Mastering the ability to remove another's soul from their body, the refined soul learns how to let his soul transcend his body, by having it go into the body of soul he just removed. At 8th level, If an enemy fails its save against a [[#Soul Banish|soul banish]], the refined soul may send his soul into that body for a number of minutes equal to his refined soul level + his primary modifier. treat this ability as the ''[[SRD:Magic Jar|magic jar]]'' spell, except there is no crystal or jewel and the refined soul cant attempt to switch souls with another being unless he uses another soul banish attempt. <br />
<br />
'''{{#anc:Lingering Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level, a refined soul's soul lingers on after his body is killed. When a refined soul dies, his body stays dead but his [[SRD:Incorporeality|incorporeal]] soul appears on the [[SRD:Ethereal Plane|ethereal plane]] for a number of hours equal to his primary modifier, in which afterwards he moves onto the outer planes. He appears exactly as he did when he died, with a number of Hp equal to his HD, he retains all of his possessions. He can't return to the [[SRD:Material Plane|material plane]] unless he is raised, and if he is before his soul departs, he suffers no level loss from dieing. <br />
<br />
'''{{#anc:Perfect Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, the refined soul casts away his body and becomes simply a soul, insubstantial, weightless, and perfect. The refined soul becomes [[SRD:Incorporeality|incorporeal]]. <br />
<br />
===Campaign Information===<br />
<br />
====Playing a Refined Soul====<br />
<br />
'''Combat:''' The refined soul uses its unique skill very well in combat, using his [[#Soul Blast|soul blast]] to fire powerful bits of soul at his enemy. He can use his powers to take control of a body much bigger than him, imagine the refined soul banishing the soul of a red dragon and taking control of his body, crashing into the chamber of the lich your after. its power is contrlled, but great, structured, yet versatile, and it can fit many rolls.<br />
<br />
'''Resources:''' Up until very recently, there were no organizations for refined souls, but recently a small enclave in the mountains has been reserved for something known as the Soulbred Order. This is a haven for those seeking enlightenment and power through there souls. It was formed by a group of refined souls and [[Soulbinder (DnD Prestige Class)|soulbinders]]. they have set up an uneasy truce due to there different beliefs. [[Soulbinder (DnD Prestige Class)|Soulbinders]] believing in the humble, passive power of there souls. The refined soul however, beleives more in using there power spectacularly and proudly, believing in the greater good and aggressive change. Anyone who takes shelter in this enclave seeking enlightenment may stay and is welcome.<br />
<br />
====Refined Souls in the World====<br />
<br />
{{quote|You don't know yourself until you know your soul, how it shines or how it crackles, it's a beautiful, and terrifying thing.|src= Flareris Glare, human [[Soulbinder (DnD Prestige Class)|soulbinder]]|orig=''An Introduction to Your Very Being''}}<br />
<br />
Refined souls love adveturing, they seek enlightenment through there own power, and by traveling they hope to obtain it. They are welcome in most adventuring groups and that is likely where you will find them. There are some refined souls however, that are more humble and understanding of their power and tend to be loners.<br />
<br />
'''NPC Reactions:''' NPC's react to refined soul with a mix of disdain and intimidation. Most people won't understand the true nature of the refined soul. There is never any outward extreme emotions shown, but due to the refined soul's generally haughty nature, people may be a tad iffy around them as well. People tend to treat them with respect, whether or not they actually feel that way. <br />
<br />
====Refined Soul Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] (arcana) can research refined souls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ [[SRD:Knowledge Skill|Knowledge]] (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | The refined soul uses its very soul as a weapon.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | The refined soul has reached a state of enlightenment where there soul protects, defends, and empowers them.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | The refined soul learns at the peak of its skill how to cast its body away to become an incorporeal soul.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | Characters who get this result can know the names and locations of specific refined souls and items related to them..<br />
|}<br />
<br />
====Refined Souls in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play-><br />
<br />
'''Adaptation:''' <-Fitting this class in your campaign-><br />
<br />
'''Sample Encounter:''' <-DM placement for NPC of this class-><br />
<br />
''EL whatever:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter-><br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
{{Prestige Class Wikify|March 2009}}<br />
{{Prestige Class Description Needed|March 2009}}<br />
{{Prestige Class Stub|March 2009}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Separate Spellcasting]]<br />
--></div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Monstrous_Weapon_Master_(3.5e_Prestige_Class)&diff=563818Monstrous Weapon Master (3.5e Prestige Class)2012-05-15T15:37:16Z<p>173.245.52.127: /* Requirements */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Under revision<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Eschewing all weapons but the largest, some characters become specially attuned to the combat style of their weapons<br />
|len=10<br />
|minlvl=7<br />
}}<br />
<br />
==Requirements==<br />
<br />
To qualify to become a Monstrous Weapon Master, a character must fulfill the following requirements.<br />
* Strength: 18<br />
* Base Attack Bonus: +7<br />
* Feats: [[SRD:Power Attack|Power Attack]], [[SRD:Weapon Specialization|Weapon Specialization]] (one or more two-handed weapons), Improved Toughness<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Monstrous Weapon Master</div> Hit Die: d10<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[SRD:Saving Throw|Fort<br/>Save]]<br />
! [[SRD:Saving Throw|Ref<br/>Save]]<br />
! [[SRD:Saving Throw|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
|-<br />
| 1st || +1 || +2 || +0 || +0<br />
| style="text-align: left;" | [[#Monstrous Intimidation|Monstrous Intimidation +4]], [[#Monstrous Blow|Monstrous Blow]]<br />
|- class="even"<br />
| 2nd || +2 || +3 || +0 || +0<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach I]]<br />
|-<br />
| 3rd || +3 || +3 || +1 || +1<br />
| style="text-align: left;" | [[#Monstrous Defense|Monstrous Defense +1]]<br />
|- class="even"<br />
| 4th || +4 || +4 || +1 || +1<br />
| style="text-align: left;" | [[#Combat Style|Combat Style]], [[#Monstrous Momentum|Monstrous Momentum I]]<br />
|-<br />
| 5th || +5 || +4 || +1 || +1<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach II]]<br />
|- class="even"<br />
| 6th || +6 || +5 || +2 || +2<br />
| style="text-align: left;" | [[#Greater Weapon Specialization|Greater Weapon Specialization]], [[#Monstrous Intimidation|Monstrous Intimidation +6]]<br />
|-<br />
| 7th || +7 || +5 || +2 || +2<br />
| style="text-align: left;" | [[#Monstrous Defense|Monstrous Defense +2]]<br />
|- class="even"<br />
| 8th || +8 || +6 || +2 || +2<br />
| style="text-align: left;" | [[#Monstrous Momentum|Monstrous Momentum II]]<br />
|-<br />
| 9th || +9 || +6 || +3 || +3<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach III]]<br />
|- class="even"<br />
| 10th || +10 || +7 || +3 || +3<br />
| style="text-align: left;" | [[#Monstrosity|Monstrosity]]<br />
|-<br />
| colspan="6" style="text-align: left; border: none;" |<br />
'''Class Skills (2 + Int modifier per level)'''<br/>[[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Craft Skill|Craft]] ([[Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[Cha]]), [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Ride Skill|Ride]] ([[Dex]]), [[SRD:Swim Skill|Swim]] ([[Str]]).<br />
|}<br />
<references/><br />
<br />
==Class Features==<br />
<br />
The following are class features of the Monstrous Weapon Master prestige class.<br />
<br />
'''Weapon and Armor Proficiency:''' The Monstrous Weapon Master gains no Weapon or Armor Proficiencies.<br />
<br />
'''{{#anc:Monstrous Intimidation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the Monstrous Weapons Master gains a +4 bonus to [[SRD:Intimidate Skill|Intimidate]] checks against opponents up to the the same size category as his weapon. This bonus increases to +6 at level 6.<br />
<p>For example: <br /><br />
A medium sized Monstrous Weapons master wielding a large greatsword gains this bonus against an opponent if his opponent is fine, diminutive, tiny, small, medium, or large. He does not gain this bonus against an opponent who is huge, gargantuan, or colossal.</p><br />
<br />
'''{{#anc:Monstrous Blow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Placing a great amount of power into his attacks, the Monstrous Weapon Master is able to tear his enemies apart. Whenever the Monstrous Weapon Master attacks with a [[SRD:Power Attack|Power Attack]] with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the damage added by the [[SRD:Power Attack|Power Attack]] is multiplied by 3 (instead of 2).<br />
<br />
'''{{#anc:Monstrous Reach}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, while wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the Monstrous Weapon Master may treat his reach as being 5 ft. longer than his standard. However, in any round he does so, he takes a -6 penalty on all attack rolls. This penalty is reduced to -4 at level 5, and is further reduced to -2 at level 9.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, a Monstrous Weapon Master must select one of two combat styles to pursue: one-handed or two-handed combat. This choice affects the character’s [[SRD:Class|class]] features but does not restrict his selection of [[SRD:Feats|feats]] or special abilities in any way. Either way, his armor's speed penalty is increased by an additional 5 feet while wielding a two-handed weapon of a larger size category than himself (Heavy armor would then have a maximum movement of 15 ft.).<br />
<br />
If the Monstrous Weapon Master selects one-handed combat, he may wield any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]] and use that weapon one-handed with no penalty.<br />
<br />
If the Monstrous Weapon Master selects two-handed combat, he may wield any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]] as if he was one size category larger. The weapon must still be held in two hands (the character may not use this ability to wield a two-handed weapon of his size in one hand).<br />
<br />
'''{{#anc:Monstrous Momentum}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the Monstrous Weapon Master is treated as one size category larger whenever he bull rushes or attempts an overrun while wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]]. Also, if the weapon is designed to make trip attacks, the Monstrous Weapon Master is treated as having +4 strength for the purpose of trip attacks he makes with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]].<br />
<br />
At 8th level, the Monstrous Weapon Master deals an additional 1d6 damage on a successful charge with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]]<br />
<br />
'''{{#anc:Monstrous Defense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Monstrous Weapon Master can use a two-handed weapon to guard against blows. When fighting with a weapon in which he has [[SRD:Weapon Specialization|specialization]], a Monstrous Weapon Master adds a +1 Monstrous bonus to his AC. This bonus increases to +2 at level 7.<br />
<br />
'''{{#anc:Greater Weapon Specialization}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Soon the Monstrous Weapon Master learns how to make his attacks more lethal. At 6th level, the Monstrous Weapon Master is treated as having the [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] feat for any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], even if he does not meet the requirements for this feat.<br />
<br />
<br />
'''{{#anc:Monstrosity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the Monstrous Weapon Master has mastered the art of fighting with impressively large weapons. He becomes unable to use weapons in which he does not have [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]], but gains an additional +2 on all damage rolls with weapons he is still able to use. This bonus stacks with the bonus granted by [[SRD:Weapon Specialization|Weapon Specialization]] and [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]]. Also, the Monstrous Weapon Master is treated as one size category larger for the purpose of wielding any weapons he is still able to use. This bonus is in addition to any bonus granted by his [[#Combat Style|Combat Style]]. If the Monstrous Weapon Master selected two-handed combat, Monkey Grip and similar feats will not allow him to wield a weapon two size categories larger than himself in one hand.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Monstrous_Weapon_Master_(3.5e_Prestige_Class)&diff=563817Monstrous Weapon Master (3.5e Prestige Class)2012-05-15T15:36:37Z<p>173.245.52.127: /* Class Features */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Under revision<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Eschewing all weapons but the largest, some characters become specially attuned to the combat style of their weapons<br />
|len=10<br />
|minlvl=7<br />
}}<br />
<br />
==Requirements==<br />
<br />
To qualify to become a Monstrous Weapon Master, a character must fulfill the following requirements.<br />
* Strength: 18<br />
* Base Attack Bonus: +7<br />
* Feats: [[SRD:Power Attack|Power Attack]], [[SRD:Weapon Specialization|Weapon Specialization]] (one or more two-handed weapons), Improved Toughness<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Monstrous Weapon Master</div> Hit Die: d10<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[SRD:Saving Throw|Fort<br/>Save]]<br />
! [[SRD:Saving Throw|Ref<br/>Save]]<br />
! [[SRD:Saving Throw|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
|-<br />
| 1st || +1 || +2 || +0 || +0<br />
| style="text-align: left;" | [[#Monstrous Intimidation|Monstrous Intimidation +4]], [[#Monstrous Blow|Monstrous Blow]]<br />
|- class="even"<br />
| 2nd || +2 || +3 || +0 || +0<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach I]]<br />
|-<br />
| 3rd || +3 || +3 || +1 || +1<br />
| style="text-align: left;" | [[#Monstrous Defense|Monstrous Defense +1]]<br />
|- class="even"<br />
| 4th || +4 || +4 || +1 || +1<br />
| style="text-align: left;" | [[#Combat Style|Combat Style]], [[#Monstrous Momentum|Monstrous Momentum I]]<br />
|-<br />
| 5th || +5 || +4 || +1 || +1<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach II]]<br />
|- class="even"<br />
| 6th || +6 || +5 || +2 || +2<br />
| style="text-align: left;" | [[#Greater Weapon Specialization|Greater Weapon Specialization]], [[#Monstrous Intimidation|Monstrous Intimidation +6]]<br />
|-<br />
| 7th || +7 || +5 || +2 || +2<br />
| style="text-align: left;" | [[#Monstrous Defense|Monstrous Defense+2]]<br />
|- class="even"<br />
| 8th || +8 || +6 || +2 || +2<br />
| style="text-align: left;" | [[#Monstrous Momentum|Monstrous Momentum II]]<br />
|-<br />
| 9th || +9 || +6 || +3 || +3<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach III]]<br />
|- class="even"<br />
| 10th || +10 || +7 || +3 || +3<br />
| style="text-align: left;" | [[#Monstrosity|Monstrosity]]<br />
|-<br />
| colspan="6" style="text-align: left; border: none;" |<br />
'''Class Skills (2 + Int modifier per level)'''<br/>[[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Craft Skill|Craft]] ([[Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[Cha]]), [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Ride Skill|Ride]] ([[Dex]]), [[SRD:Swim Skill|Swim]] ([[Str]]).<br />
|}<br />
<references/><br />
<br />
==Class Features==<br />
<br />
The following are class features of the Monstrous Weapon Master prestige class.<br />
<br />
'''Weapon and Armor Proficiency:''' The Monstrous Weapon Master gains no Weapon or Armor Proficiencies.<br />
<br />
'''{{#anc:Monstrous Intimidation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the Monstrous Weapons Master gains a +4 bonus to [[SRD:Intimidate Skill|Intimidate]] checks against opponents up to the the same size category as his weapon. This bonus increases to +6 at level 6.<br />
<p>For example: <br /><br />
A medium sized Monstrous Weapons master wielding a large greatsword gains this bonus against an opponent if his opponent is fine, diminutive, tiny, small, medium, or large. He does not gain this bonus against an opponent who is huge, gargantuan, or colossal.</p><br />
<br />
'''{{#anc:Monstrous Blow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Placing a great amount of power into his attacks, the Monstrous Weapon Master is able to tear his enemies apart. Whenever the Monstrous Weapon Master attacks with a [[SRD:Power Attack|Power Attack]] with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the damage added by the [[SRD:Power Attack|Power Attack]] is multiplied by 3 (instead of 2).<br />
<br />
'''{{#anc:Monstrous Reach}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, while wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the Monstrous Weapon Master may treat his reach as being 5 ft. longer than his standard. However, in any round he does so, he takes a -6 penalty on all attack rolls. This penalty is reduced to -4 at level 5, and is further reduced to -2 at level 9.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, a Monstrous Weapon Master must select one of two combat styles to pursue: one-handed or two-handed combat. This choice affects the character’s [[SRD:Class|class]] features but does not restrict his selection of [[SRD:Feats|feats]] or special abilities in any way. Either way, his armor's speed penalty is increased by an additional 5 feet while wielding a two-handed weapon of a larger size category than himself (Heavy armor would then have a maximum movement of 15 ft.).<br />
<br />
If the Monstrous Weapon Master selects one-handed combat, he may wield any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]] and use that weapon one-handed with no penalty.<br />
<br />
If the Monstrous Weapon Master selects two-handed combat, he may wield any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]] as if he was one size category larger. The weapon must still be held in two hands (the character may not use this ability to wield a two-handed weapon of his size in one hand).<br />
<br />
'''{{#anc:Monstrous Momentum}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the Monstrous Weapon Master is treated as one size category larger whenever he bull rushes or attempts an overrun while wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]]. Also, if the weapon is designed to make trip attacks, the Monstrous Weapon Master is treated as having +4 strength for the purpose of trip attacks he makes with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]].<br />
<br />
At 8th level, the Monstrous Weapon Master deals an additional 1d6 damage on a successful charge with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]]<br />
<br />
'''{{#anc:Monstrous Defense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Monstrous Weapon Master can use a two-handed weapon to guard against blows. When fighting with a weapon in which he has [[SRD:Weapon Specialization|specialization]], a Monstrous Weapon Master adds a +1 Monstrous bonus to his AC. This bonus increases to +2 at level 7.<br />
<br />
'''{{#anc:Greater Weapon Specialization}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Soon the Monstrous Weapon Master learns how to make his attacks more lethal. At 6th level, the Monstrous Weapon Master is treated as having the [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] feat for any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], even if he does not meet the requirements for this feat.<br />
<br />
<br />
'''{{#anc:Monstrosity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the Monstrous Weapon Master has mastered the art of fighting with impressively large weapons. He becomes unable to use weapons in which he does not have [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]], but gains an additional +2 on all damage rolls with weapons he is still able to use. This bonus stacks with the bonus granted by [[SRD:Weapon Specialization|Weapon Specialization]] and [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]]. Also, the Monstrous Weapon Master is treated as one size category larger for the purpose of wielding any weapons he is still able to use. This bonus is in addition to any bonus granted by his [[#Combat Style|Combat Style]]. If the Monstrous Weapon Master selected two-handed combat, Monkey Grip and similar feats will not allow him to wield a weapon two size categories larger than himself in one hand.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Monstrous_Weapon_Master_(3.5e_Prestige_Class)&diff=563816Monstrous Weapon Master (3.5e Prestige Class)2012-05-15T15:35:36Z<p>173.245.52.127: /* Requirements */</p>
<hr />
<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Under revision<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Eschewing all weapons but the largest, some characters become specially attuned to the combat style of their weapons<br />
|len=10<br />
|minlvl=7<br />
}}<br />
<br />
==Requirements==<br />
<br />
To qualify to become a Monstrous Weapon Master, a character must fulfill the following requirements.<br />
* Strength: 18<br />
* Base Attack Bonus: +7<br />
* Feats: [[SRD:Power Attack|Power Attack]], [[SRD:Weapon Specialization|Weapon Specialization]] (one or more two-handed weapons), Improved Toughness<br />
<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The Monstrous Weapon Master</div> Hit Die: d10<br />
|-<br />
! Level<br />
! [[Base Attack Bonus (terminology)|Base<br/>Attack Bonus]]<br />
! [[SRD:Saving Throw|Fort<br/>Save]]<br />
! [[SRD:Saving Throw|Ref<br/>Save]]<br />
! [[SRD:Saving Throw|Will<br/>Save]]<br />
! style="text-align: left;" | Special<br />
|-<br />
| 1st || +1 || +2 || +0 || +0<br />
| style="text-align: left;" | [[#Monstrous Intimidation|Monstrous Intimidation +4]], [[#Monstrous Blow|Monstrous Blow]]<br />
|- class="even"<br />
| 2nd || +2 || +3 || +0 || +0<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach I]]<br />
|-<br />
| 3rd || +3 || +3 || +1 || +1<br />
| style="text-align: left;" | [[#Monstrous Defense|Monstrous Defense +1]]<br />
|- class="even"<br />
| 4th || +4 || +4 || +1 || +1<br />
| style="text-align: left;" | [[#Combat Style|Combat Style]], [[#Monstrous Momentum|Monstrous Momentum I]]<br />
|-<br />
| 5th || +5 || +4 || +1 || +1<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach II]]<br />
|- class="even"<br />
| 6th || +6 || +5 || +2 || +2<br />
| style="text-align: left;" | [[#Greater Weapon Specialization|Greater Weapon Specialization]], [[#Monstrous Intimidation|Monstrous Intimidation +6]]<br />
|-<br />
| 7th || +7 || +5 || +2 || +2<br />
| style="text-align: left;" | [[#Monstrous Defense|Monstrous Defense+2]]<br />
|- class="even"<br />
| 8th || +8 || +6 || +2 || +2<br />
| style="text-align: left;" | [[#Monstrous Momentum|Monstrous Momentum II]]<br />
|-<br />
| 9th || +9 || +6 || +3 || +3<br />
| style="text-align: left;" | [[#Monstrous Reach|Monstrous Reach III]]<br />
|- class="even"<br />
| 10th || +10 || +7 || +3 || +3<br />
| style="text-align: left;" | [[#Monstrosity|Monstrosity]]<br />
|-<br />
| colspan="6" style="text-align: left; border: none;" |<br />
'''Class Skills (2 + Int modifier per level)'''<br/>[[SRD:Climb Skill|Climb]] ([[Str]]), [[SRD:Craft Skill|Craft]] ([[Int]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[Cha]]), [[SRD:Jump Skill|Jump]] ([[Str]]), [[SRD:Ride Skill|Ride]] ([[Dex]]), [[SRD:Swim Skill|Swim]] ([[Str]]).<br />
|}<br />
<references/><br />
<br />
==Class Features==<br />
<br />
The following are class features of the Monstrous Weapon Master prestige class.<br />
<br />
'''Weapon and Armor Proficiency:''' The Monstrous Weapon Master gains no Weapon or Armor Proficiencies.<br />
<br />
'''{{#anc:Monstrous Intimidation}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the Monstrous Weapons Master gains a +4 bonus to [[SRD:Intimidate Skill|Intimidate]] checks against opponents up to the the same size category as his weapon. This bonus increases to +6 at level 6.<br />
<p>For example: <br /><br />
A medium sized Monstrous Weapons master wielding a large greatsword gains this bonus against an opponent if his opponent is fine, diminutive, tiny, small, medium, or large. He does not gain this bonus against an opponent who is huge, gargantuan, or colossal.</p><br />
<br />
'''{{#anc:Monstrous Blow}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Placing a great amount of power into his attacks, the Monstrous Weapon Master is able to tear his enemies apart. Whenever the Monstrous Weapon Master attacks with a [[SRD:Power Attack|Power Attack]] with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the damage added by the [[SRD:Power Attack|Power Attack]] is multiplied by 3 (instead of 2).<br />
<br />
'''{{#anc:Monstrous Reach}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, while wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], the Monstrous Weapon Master may treat his reach as being 5 ft. longer than his standard. However, in any round he does so, he takes a -6 penalty on all attack rolls. This penalty is reduced to -4 at level 5, and is further reduced to -2 at level 9.<br />
<br />
'''{{#anc:Combat Style}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, a Monstrous Weapon Master must select one of two combat styles to pursue: one-handed or two-handed combat. This choice affects the character’s [[SRD:Class|class]] features but does not restrict his selection of [[SRD:Feats|feats]] or special abilities in any way. Either way, his armor's speed penalty is increased by an additional 5 feet while wielding a two-handed weapon of a larger size category than himself (Heavy armor would then have a maximum movement of 15 ft.).<br />
<br />
If the Monstrous Weapon Master selects one-handed combat, he may wield any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]] and use that weapon one-handed with no penalty.<br />
<br />
If the Monstrous Weapon Master selects two-handed combat, he may wield any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]] as if he was one size category larger. The weapon must still be held in two hands (the character may not use this ability to wield a two-handed weapon of his size in one hand).<br />
<br />
'''{{#anc:Monstrous Momentum}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level, the Monstrous Weapon Master is treated as one size category larger whenever he bull rushes or attempts an overrun while wielding a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]]. Also, if the weapon is designed to make trip attacks, the Monstrous Weapon Master is treated as having +4 strength for the purpose of trip attacks he makes with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]].<br />
<br />
At 8th level, the Monstrous Weapon Master deals an additional 1d6 damage on a successful charge with a two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]]<br />
<br />
'''{{#anc:Monstrous Defense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a Monstrous Weapon Master can use a two-handed weapon to guard against blows. When fighting with a weapon in which he has [[SRD:Weapon Specialization|specialization]], a Monstrous Weapon Master adds a +1 Monstrous bonus to his AC. This bonus increases to +2 at level 7.<br />
<br />
'''{{#anc:Greater Weapon Specialization}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Soon the Monstrous Weapon Master learns how to make his attacks more lethal. At 6th level, the Monstrous Weapon Master is treated as having the [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]] feat for any two-handed weapon in which he has [[SRD:Weapon Specialization|specialization]], even if he does not meet the requirements for this feat.<br />
<br />
<br />
'''{{#anc:Monstrosity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level, the Monstrous Weapon Master has mastered the art of fighting with impressively large weapons. He becomes unable to use weapons in which he does not have [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]], but gains an additional +2 on all damage rolls with weapons he is still able to use. This bonus stacks with the bonus granted by [[SRD:Weapon Specialization|Weapon Specialization]] and [[SRD:Greater Weapon Specialization|Greater Weapon Specialization]]. Also, the Monstrous Weapon Master is treated as one size category larger for the purpose of wielding any weapons he is still able to use. This bonus is in addition to any bonus granted by his [[#Combat Style|Combat Style]]. If the Monstrous Weapon Master selected two-handed combat, Monkey Grip and similar feats will not allow him to wield a weapon two size categories larger than himself in one hand.<br />
<br />
<br />
----<br />
{{DnD Prestige Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Darkborn_Thrall_(4e_Creature)&diff=563468Darkborn Thrall (4e Creature)2012-05-11T23:35:17Z<p>173.245.52.127: </p>
<hr />
<div>Dominated by one of the Darkborn, these are remnants of humanoid souls, twisted and mutilated in body and mind until only a shadow of their former selves existed- all the rest embodies the corruption of the Darkborn. <br />
<br />
Note from the Creator: I understand how overpowered this creature is for a 1st level minion. However, my intention is that this creature can still be incredibly useful down the line in my campaign. I upped the XP rate because I felt it might be a little too good. <br />
<br />
=== Darkborn Thrall ===<br />
<br />
<!--Text to introduce your creatures stat block. This is where a physical description, an in-game description, or anything along those lines would go. Not required.--><br />
<br />
{{4e Creature Top<br />
|name=Darkborn Thrall<br />
|level=1<br />
|role=<br />
|role2=Minion<br />
|size=Medium<br />
|origin=Shadow<br />
|type=Humanoid<br />
|keywords=<br />
|xp=50<br />
|initiative=+0<br />
|senses= Perception +0<br />
|senses2=Darkvision<br />
|aura1=<br />
|aurakeyword1=<br />
|aurarange1=<br />
|auraeffect1=<br />
|aura2=<br />
|aurakeyword2=<br />
|aurarange2=<br />
|auraeffect2=<br />
|special=<br />
|effect=<br />
|hp=1; A missed attack never damages a minion.<br />
|bloodied= N/A<br />
|regeneration=<br />
|ac=16<br />
|fortitude=11<br />
|reflex=11<br />
|will=7; See also "Power of the Master"<br />
|defenses=<br />
|immune/resist/vulnerable=<br />
|speed=5<br />
}}<br />
{{4e Creature Power<br />
|type={{BM}}<br />
|name=Crude Short Sword<br />
|action=Standard<br />
|recharge=At Will<br />
|keywords=<br />
|effect=+4 vs. AC; 1d6 Damage.<br />
}}<br />
{{4e Creature Power<br />
|type={{M}}<br />
|name=Surge Leech<br />
|action=Standard<br />
|recharge={{4}}{{5}}{{6}}<br />
|keywords=<br />
|effect=+2 vs. Fortitude; Target loses a healing surge and gains no hitpoints. If a Darkborn controller creature is commanding this Darkborn Thrall, one of their powers recharge or they gain 1/4 of their hitpoints back. Alternatively, the thrall can resist up to 5 damage from the next attack that hits them.<br />
}}<br />
{{4e Creature Power<br />
|type=<br />
|name=Power of the Master<br />
|action=<br />
|recharge=<br />
|keywords=<br />
|effect=If a Darkborn controller creature is commanding this Darkborn Thrall, this Darkborn Thrall is assumed to have the wisdom modifier of that controlling Darkborn.<br />
}}<br />
{{4e Creature Bottom<br />
|alignment=Evil<br />
|languages=None.<br />
|skills=<br />
|strength=16<br />
|strbonus=+3<br />
|dexterity=17<br />
|dexbonus=+3<br />
|wisdom=6<br />
|wisbonus=-2)(See "Power of the Master."<br />
|constitution=15<br />
|conbonus=+2<br />
|intelligence=8<br />
|intbonus=-1<br />
|charisma=10<br />
|chabonus=0<br />
|equipment=Crude Short Sword, Hide Armor<br />
}}<br />
{{ImageNeeded}}<br />
<br />
==== Darkborn Thrall Tactics ====<br />
<br />
Darkborn Thralls are generally totally dominated by some other Darkborn controller, but do not suffer the "Dominated" condition, as they have been changed into another being, not simply overcome by the mind of a powerful magic user. It is therefore that in this case the tactics of the Darkborn controller will be the tactics of the Thralls. <br />
<br />
However, when there is not a controller leading a group of thralls, A darkborn thrall will behave rashly; they'll charge the first enemy that they see and then fight to the death. Use the "Surge Leech" power when they have been targeted by an attack that missed.</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Darkborn_Thrall_(4e_Creature)&diff=563466Darkborn Thrall (4e Creature)2012-05-11T23:29:53Z<p>173.245.52.127: Created page with "Dominated by one of the Darkborn, these are remnants of humanoid souls, twisted and mutilated in body and mind until only a shadow of their former selves existed- all the rest..."</p>
<hr />
<div>Dominated by one of the Darkborn, these are remnants of humanoid souls, twisted and mutilated in body and mind until only a shadow of their former selves existed- all the rest embodies the corruption of the Darkborn. <br />
<br />
=== Darkborn Thrall ===<br />
<br />
<!--Text to introduce your creatures stat block. This is where a physical description, an in-game description, or anything along those lines would go. Not required.--><br />
<br />
{{4e Creature Top<br />
|name=Darkborn Thrall<br />
|level=1<br />
|role=<br />
|role2=Minion<br />
|size=Medium<br />
|origin=Shadow<br />
|type=Humanoid<br />
|keywords=<br />
|xp=25<br />
|initiative=+0<br />
|senses= Perception +0<br />
|senses2=Darkvision<br />
|aura1=<br />
|aurakeyword1=<br />
|aurarange1=<br />
|auraeffect1=<br />
|aura2=<br />
|aurakeyword2=<br />
|aurarange2=<br />
|auraeffect2=<br />
|special=<br />
|effect=<br />
|hp=1; A missed attack never damages a minion.<br />
|bloodied= N/A<br />
|regeneration=<br />
|ac=16<br />
|fortitude=11<br />
|reflex=11<br />
|will=7; See also "Power of the Master"<br />
|defenses=<br />
|immune/resist/vulnerable=<br />
|speed=5<br />
}}<br />
{{4e Creature Power<br />
|type={{BM}}<br />
|name=Crude Short Sword<br />
|action=Standard<br />
|recharge=At Will<br />
|keywords=<br />
|effect=+4 vs. AC; 1d6 Damage.<br />
}}<br />
{{4e Creature Power<br />
|type={{M}}<br />
|name=Surge Leech<br />
|action=Standard<br />
|recharge={{4}}{{5}}{{6}}<br />
|keywords=<br />
|effect=+2 vs. Fortitude; Target loses a healing surge and gains no hitpoints. If a Darkborn controller creature is commanding this Darkborn Thrall, one of their powers recharge or they gain 1/4 of their hitpoints back. Alternatively, the thrall can resist up to 5 damage from the next attack that hits them.<br />
}}<br />
{{4e Creature Power<br />
|type=<br />
|name=Power of the Master<br />
|action=<br />
|recharge=<br />
|keywords=<br />
|effect=If a Darkborn controller creature is commanding this Darkborn Thrall, this Darkborn Thrall is assumed to have the wisdom modifier of that controlling Darkborn.<br />
}}<br />
{{4e Creature Bottom<br />
|alignment=Evil<br />
|languages=None.<br />
|skills=<br />
|strength=16<br />
|strbonus=+3<br />
|dexterity=17<br />
|dexbonus=+3<br />
|wisdom=6<br />
|wisbonus=-2)(See "Power of the Master."<br />
|constitution=15<br />
|conbonus=+2<br />
|intelligence=8<br />
|intbonus=-1<br />
|charisma=10<br />
|chabonus=0<br />
|equipment=Crude Short Sword, Hide Armor<br />
}}<br />
{{ImageNeeded}}<br />
<br />
==== Darkborn Thrall Tactics ====<br />
<br />
Darkborn Thralls are generally totally dominated by some other Darkborn controller, but do not suffer the "Dominated" condition, as they have been changed into another being, not simply overcome by the mind of a powerful magic user. It is therefore that in this case the tactics of the Darkborn controller will be the tactics of the Thralls. <br />
<br />
However, when there is not a controller leading a group of thralls, A darkborn thrall will behave rashly; they'll charge the first enemy that they see and then fight to the death. Use the "Surge Leech" power when they have been targeted by an attack that missed.</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=List_of_Book_Abbreviations_(3.5e_Other)&diff=562492List of Book Abbreviations (3.5e Other)2012-05-04T02:25:04Z<p>173.245.52.127: minor/ from Fiendish Codex II, page 158</p>
<hr />
<div>== These are official &rarr; Directly off the website ==<br />
<br />
An &rarr; [[FR3 Anauroch:The Empire of Shade|Anauroch: The Empire of Shade]]<br />
<br />
AE &rarr; [[Arms and Equipment Guide]]<br />
<br />
BFK &rarr; [[Barrow of the Forgotten King]]<br />
<br />
BB &rarr; [[Bastion of Broken Souls]]<br />
<br />
BC &rarr; [[Book of Challenges|Book of Challenges: Dungeon Rooms, Puzzles, and Traps]]<br />
<br />
BE &rarr; [[Book of Exalted Deeds]]<br />
<br />
BoVD &rarr; [[Book of Vile Darkness]]<br />
<br />
CoR &rarr; [[Champions of Ruin]]<br />
<br />
CV &rarr; [[Champions of Valor]]<br />
<br />
CiP &rarr; [[Fantastic Locations:City of Peril|City of Peril]]<br />
<br />
CSW &rarr; [[City of Splendors: Waterdeep]]<br />
<br />
CSQ &rarr; [[City of the Spider Queen]]<br />
<br />
Ci &rarr; [[Cityscape]]<br />
<br />
CAd &rarr; [[Complete Adventurer]]<br />
<br />
CAr &rarr; [[Complete Arcane]]<br />
<br />
CC &rarr; [[Complete Champion]]<br />
<br />
CD &rarr; [[Complete Divine]]<br />
<br />
CM &rarr; [[Complete Mage]]<br />
<br />
CP &rarr; [[Complete Psionic]]<br />
<br />
CS &rarr; [[Complete Scoundrel]]<br />
<br />
CW &rarr; [[Complete Warrior]]<br />
<br />
Co &rarr; [[Cormyr: The Tearing of the Weave]]<br />
<br />
DG &rarr; [[D&D Gazetteer]]<br />
<br />
DH &rarr; [[Deep Horizon]]<br />
<br />
DF &rarr; [[Defenders of the Faith|Defenders of the Faith: A Guidebook to Clerics and Paladins]]<br />
<br />
DD &rarr; [[Deities and Demigods]]<br />
<br />
Dra &rarr; [[Draconomicon]]<br />
<br />
DM &rarr; [[Dragon Magic]]<br />
<br />
DCS &rarr; [[Dragonlance Campaign Setting]]<br />
<br />
Dra &rarr; [[Dragonmarked]]<br />
<br />
DE &rarr; [[Dragons of Eberron]]<br />
<br />
DrF &rarr; [[Dragons of Faerûn]]<br />
<br />
DrU &rarr; [[Drow of the Underdark]]<br />
<br />
DMG &rarr; [[Dungeon Master's Guide (3.5e)|Dungeon Master's Guide v.3.5]]<br />
<br />
DMG2 &rarr; [[Dungeon Master's Guide II]]<br />
<br />
Du &rarr; [[Dungeonscape]]<br />
<br />
ECS &rarr; [[Eberron Campaign Setting]]<br />
<br />
ElE &rarr; [[Elder Evils]]<br />
<br />
EA &rarr; [[Enemies and Allies]]<br />
<br />
ELH &rarr; [[Epic Level Handbook]]<br />
<br />
EE &rarr; [[Exemplars of Evil]]<br />
<br />
XPH &rarr; [[Expanded Psionics Handbook]]<br />
<br />
Rav &rarr; [[Expedition to Castle Ravenloft]]<br />
<br />
EDP &rarr; [[Expedition to the Demonweb Pits]]<br />
<br />
ERG &rarr; [[Expedition to the Ruins of Greyhawk]]<br />
<br />
EU &rarr; [[Expedition to Undermountain]]<br />
<br />
EH &rarr; [[Explorer's Handbook]]<br />
<br />
ELQ &rarr; [[Eyes of the Lich Queen]]<br />
<br />
FP &rarr; [[Faiths and Pantheons|Faiths & Pantheons]]<br />
<br />
FE &rarr; [[Faiths of Eberron]]<br />
<br />
FLFD &rarr; [[Fantastic Locations:Fane of the Drow]]<br />
<br />
FLFR &rarr; [[Fantastic Locations:Fields of Ruin]]<br />
<br />
FLHP &rarr; [[Fantastic Locations:Hellspike Prison]]<br />
<br />
FF &rarr; [[Fiend Folio]]<br />
<br />
FC1 &rarr; [[Fiendish Codex I|Fiendish Codex I: Hordes of the Abyss]]<br />
<br />
FC2 &rarr; [[Fiendish Codex II|Fiendish Codex II: Tyrants of the Nine Hells]]<br />
<br />
Fo &rarr; [[The Forge of Fury|Forge of Fury, The]]<br />
<br />
FW &rarr; [[The Forge of War|Forge of War, The]]<br />
<br />
FRCS &rarr; [[Forgotten Realms Campaign Setting]]<br />
<br />
FY &rarr; [[DD3 Fortress of the Yuan-ti|Fortress of the Yuan-Ti]]<br />
<br />
Fr &rarr; [[Frostburn]]<br />
<br />
Gh &rarr; [[Ghostwalk]]<br />
<br />
GHR &rarr; [[Grand History of the Realms]]<br />
<br />
GC &rarr; [[Grasp of the Emerald Claw]]<br />
<br />
HN &rarr; [[Heart of Nightfang Spire]]<br />
<br />
HBG &rarr; [[Hero Builder's Guidebook]]<br />
<br />
HB &rarr; [[Heroes of Battle]]<br />
<br />
HH &rarr; [[Heroes of Horror]]<br />
<br />
LM &rarr; [[Libris Mortis|Libris Mortis: The Book of the Dead]]<br />
<br />
LG &rarr; [[Living Greyhawk Gazetteer]]<br />
<br />
LF &rarr; [[Lord of the Iron Fortress]]<br />
<br />
LD &rarr; [[Lords of Darkness]]<br />
<br />
LoM &rarr; [[Lords of Madness]]<br />
<br />
LE &rarr; [[Lost Empires of Faerûn]]<br />
<br />
MIC &rarr; [[Magic Item Compendium]]<br />
<br />
MoE &rarr; [[Magic of Eberron]]<br />
<br />
Mag &rarr; [[Magic of Faerûn]]<br />
<br />
MoI &rarr; [[Magic of Incarnum]]<br />
<br />
MP &rarr; [[Manual of the Planes]]<br />
<br />
MW &rarr; [[Masters of the Wild|Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers]]<br />
<br />
MH &rarr; [[Miniatures Handbook]]<br />
<br />
Mon &rarr; [[Monster Compendium: Monsters of Faerûn]]<br />
<br />
MM5 &rarr; [[Monster Manual V]]<br />
<br />
MM4 &rarr; [[Monster Manual IV]]<br />
<br />
MM3 &rarr; [[Monster Manual III]]<br />
<br />
MM2 &rarr; [[Monster Manual II]]<br />
<br />
MM &rarr; [[Monster Manual (3.5e)|Monster Manual v.3.5]]<br />
<br />
Mys &rarr; [[Mysteries of the Moonsea]]<br />
<br />
OA &rarr; [[Oriental Adventures]]<br />
<br />
PlH &rarr; [[Planar Handbook]]<br />
<br />
PE &rarr; [[Player's Guide to Eberron]]<br />
<br />
PG &rarr; [[Player's Guide to Faerûn]]<br />
<br />
PH &rarr; [[Player's Handbook (3.5e)|Player's Handbook v.3.5]]<br />
<br />
PH2 &rarr; [[Player's Handbook II]]<br />
<br />
PF &rarr; [[Power of Faerûn]]<br />
<br />
RD &rarr; [[Races of Destiny]]<br />
<br />
RE &rarr; [[Races of Eberron]]<br />
<br />
Rac &rarr; [[Races of Faerûn]]<br />
<br />
RoE &rarr; [[Races of Eberron]]<br />
<br />
RS &rarr; [[Races of Stone]]<br />
<br />
RDr &rarr; [[Races of the Dragon]]<br />
<br />
RW &rarr; [[Races of the Wild]]<br />
<br />
RH &rarr; [[Red Hand of Doom]]<br />
<br />
RT &rarr; [[Return to the Temple of Elemental Evil]]<br />
<br />
RC &rarr; [[Rules Compendium]]<br />
<br />
Sa &rarr; [[Sandstorm]]<br />
<br />
SS &rarr; [[Savage Species]]<br />
<br />
SoS &rarr; [[Secrets of Sarlona]]<br />
<br />
SX &rarr; [[Secrets of Xen'drik]]<br />
<br />
SK &rarr; [[Serpent Kingdoms]]<br />
<br />
SSL &rarr; [[FR2 Shadowdale:The Scouring of the Land|Shadowdale: The Scouring of the Land]]<br />
<br />
SL &rarr; [[Shadows of the Last War]]<br />
<br />
Sh &rarr; [[Sharn:City of Towers|Sharn: City of Towers]]<br />
<br />
ShG &rarr; [[The Shattered Gates of Slaughtergarde]]<br />
<br />
ShS &rarr; [[Shining South]]<br />
<br />
SM &rarr; [[Silver Marches]]<br />
<br />
SiS &rarr; [[DD2 The Sinister Spire|Sinister Spire, The]]<br />
<br />
SaS &rarr; [[Song and Silence|Song and Silence: A Guidebook to Bards and Rogues]]<br />
<br />
SG &rarr; [[Sons of Gruumsh]]<br />
<br />
SD &rarr; [[The Speaker in Dreams|Speaker in Dreams, The]]<br />
<br />
StS &rarr; [[The Standing Stone|Standing Stone, The]]<br />
<br />
SW &rarr; [[Stormwrack]]<br />
<br />
SB &rarr; [[Stronghold Builder's Guidebook]]<br />
<br />
SC &rarr; [[The Sunless Citadel|Sunless Citadel, The]]<br />
<br />
SF &rarr; [[Sword and Fist|Sword and Fist: A Guidebook to Monks and Fighters]]<br />
<br />
TB &rarr; [[Tome and Blood|Tome and Blood: A Guidebook to Wizards and Sorcerers]]<br />
<br />
ToB &rarr; [[Tome of Battle|Tome of Battle: The Book of Nine Swords]]<br />
<br />
ToM &rarr; [[Tome of Magic]]<br />
<br />
Una &rarr; [[Unapproachable East]]<br />
<br />
Und &rarr; [[Underdark]]<br />
<br />
UA &rarr; [[Unearthed Arcana]]<br />
<br />
VGD &rarr; [[Voyage of the Golden Dragon]]<br />
<br />
WB &rarr; [[Whispers of the Vampire's Blade]]<br />
<br />
<br />
----<br />
{{3.5e Others Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Other]]</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Animist_(3.5e_Class)&diff=562291Animist (3.5e Class)2012-05-02T10:17:38Z<p>173.245.52.127: "Making a Animist" section heading</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=Usable but still unfinished and missing fluff.<br />
|editing= New evolutions for Anima welcomed.<br />
|type=Arcane Spellcasting, Strong Spellcasting, Summoner, Combat-Focused<br />
|desc=The Animist is a mage who specializes in maximizing their ability to summon creatures from other planes, crafting their own creations, and binding spirits and otherworldly beings they encounter. They are unique in their ability to summon a being known as an Anima which is a being born from their soul which evolves according to the Animist's desires as the Animist grows stronger.<br />
}}<br />
<br />
== Animist ==<br />
<br />
The Animist is a master of controlling beings of other worlds and creating new life through the arcane arts. Their most unique trait is their ability to create an Anima a being tied to them as it is born from their soul. Each Anima is different with their form and personality depending largely on the tastes of their creator. The Animist and Anima fight as a pair the Anima guarding its creator while the Animist buffs their creation turning it into an immensely deadly being. The bond between the two is unlike any other as they are permanently connected to each other their thoughts and senses perpetually shared. Still they are individuals each an intelligent and sentient individual with a distinct personality although to see them bicker is almost unheard of. A skilled Animist is eventually able to create more Anima although doing so is a rigorous and costly activity as they must give of their own soul to create a new Anima. They can also opt to temporarily become one with their Anima while in combat creating a monster capable of rending foes with ease while casting spells in between slashes.<br />
<br />
=== Making an Animist ===<br />
<br />
The Animist lacks the raw spellcasting powers of classes like the wizard or sorcerer prefferring to concentrate primarily on summoning and increasing the power of beings they summon. That is not to say they lack the ability to use other schools of magic just that their proficiency with them is less than what it could be. Animist's make terrible front line fighters in most cases lacking the ability to take much damage preferring to hide behind their minions while offering aid from afar. They do not receive too many skill points each level and as such are not suited to act as skill monkeys although they can make good diplomats thanks to their reliance on charisma.<br />
<br />
'''Abilities:''' Charisma is the most important stat for any Animist as it governs both their spellcasting power, the strength of their Anima, and their ability to control summoned creatures. Dexterity and Constitution are useful as well in order to stay alive. Intelligence, wisdom, and strength are generally not that useful for an Animist although for certain individuals they can prove useful.<br />
<br />
'''Races:''' Animists can be most any race although those who prefer to work alone rarely take this path still those who merely choose to work alone as they see no worthy companions may prefer this as they will gain a steadfast ally and friend who is part of them.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 8d6&times;10 280gp <br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]: "Moderate"<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Animist}}</div><br />
Hit Die: D8<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Anima, Lifemaker's Calling, Bonded Souls, Telepathy<br />
|6||4||—||—||—||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" |Air Walk, Energy Blast<br />
|8||6||3||—||—||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Bonus Feat, Dimension step, Dimension Swap<br />
|9||7||4||—||—||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Lifemaker's Aura<br />
|10||8||5||2||—||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Persona Aspect<br />
|12||9||6||3||-||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Bonus Feat, Energy Barrier<br />
|12||10||7||4||2||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" |Force Blast<br />
|12||11||8||5||3||—||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Lifemaker's Visage, Two Souls One Body<br />
|12||12||9||6||4||2||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Bonus Feat<br />
|12||12||10||7||5||3||—||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" |Dimensional Thunder<br />
|12||12||11||8||6||4||2||—||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" |Ethereal Jaunt<br />
|12||12||12||9||7||5||3||-||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Bonus Feat, Craft of the Lifemaker, Lifemaker's Voice<br />
|12||12||12||10||8||6||4||2||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" |Dimension Trap<br />
|12||12||12||11||9||7||5||3||—<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | <br />
|12||12||12||12||10||8||6||4||2<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Bonus Feat<br />
|12||12||12||12||11||9||7||5||3<br />
|—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | <br />
|12||12||12||12||12||10||8||6||4<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | <br />
|12||12||12||12||12||11||9||7||5<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Bonus Feat<br />
|12||12||12||12||12||12||10||8||6<br />
|4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | <br />
|12||12||12||12||12||12||11||9||7<br />
|5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Code of the Lifemaker<br />
|12||12||12||12||12||12||12||10||8<br />
|6<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Knowledge (Any), Use Magic Device.<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Animist.<br />
<br />
'''Weapon and Armor Proficiency:''' An Animist is proficient with all simple weapons and one martial or exotic weapon of their choice. They are also proficient with light armor and may wear it or medium armor without incurring the normal chance of spell failure as long as they are proficient with it. The penalty applies as normal for heavy armor and shields.<br />
<br />
'''{{#anc: Bonded Souls}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
The Animist and Anima share an empathic and telepathic connection allowing them to communicate with ease without the use of words. They also are able to share the senses of one another when it is convenient to do so. If the Animist has more than one Anima he gains this ability with each of them and they may use it on one another. A Animist is also able to use spells which normally can only be used on their own body on their Anima. The Animist may also switch positions with their Anima at any time as a free action they can also summon their Anima to their location as the Dimension Door spell with a caster level equal to their class level.<br />
<br />
<br />
'''{{#anc: Anima}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
An Anima is a being born from a fragment of an Animist's soul growing to become a unique being who is permanently tied to their master and when not summoned dwells in a demi-plane. An Anima has the same alignment as the Animist that creates it and can speak all of his languages. Animas are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its Animist, an Anima can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.<br />
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A Animist can summon his Anima in a ritual that takes 1 minute to perform. When summoned in this way, the Anima hit points are unchanged from the last time it was summoned. The only exception to this is if the Anima was slain, in which case it returns with half its normal hit points. The Anima remains until dismissed by the Animist (a standard action). If the Anima is sent back to its home plane due to death, it cannot be summoned again until the following day. The Anima cannot be sent back to its demi-plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the Animist is unconscious, asleep, or killed, his Anima is immediately banished.<br />
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The Anima takes a form shaped by the Animist's desires. The Anima's Hit Dice, saving throws, skills, feats, and abilities are tied to the Animist's class level and increase as the Animist gains levels. In addition, each Anima receives a pool of evolution points, based on the summoner's class level, that can be used to give the Anima different abilities and powers. Whenever the Animist gains a level, he must decide how these points are spent, and the changes are set until he levels up again or recreates the Anima. A Animist can choose to recreate an Anima from scratch by concentrating for 6 hours causing it to melt into a primordial ooze they then spend the next week and 25 xp per HD of the Anima reshaping it into its new form.<br />
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The Anima's physical appearance is up to the Animist, but it always appears as some sort of fantastical creature or being. This control is not fine enough to make the Anima appear like a specific creature. The Anima also bears a glowing rune that is identical to a rune that appears on the Animist's forehead as long as the Anima is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). <br />
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A Animist is able to create a new Anima at level five and every five levels after in addition to their original Anima. Each Anima gains evolution points separately and as such can have a different build allowing them to fill a variety of roles. The amount of evolution points a Anima receives is based on the level of the Animist and their charisma score. In addition to the amount of evolution points listed on the Anima table they gain a number of extra evolution points equal to their charisma bonus multiplied by the Animist's level.<br />
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'''{{#anc:Telepathy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. <br />
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'''{{#anc: Lifemaker's Calling}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
All summoned creatures remain for 1 minute per caster level instead of 1 round per caster level. Summoning spells also summon double the number of normal creatures and double the normal quantity may be created and controlled by spells and feats. The CL of the animist is also treated as being +4 for the purposes of spells relating to binding, summoning, or creating minions. The costs for such spells and feats are also halved. <br />
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'''{{#anc:Air Walk}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
Starting at second level the Animist can tread on air as if walking on solid ground for an indefinite time. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed. <br />
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A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. <br />
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check. <br />
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'''{{#anc:Energy blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist as a secondary action can produce an orb of any energy type and propell it at an enemy.You choose one energy type per cast (Acid, Cold, Electricity, Fire or Sonic) and send a ball of the of selected energy type at the opponent, dealing 3d4 Damage.<br />
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'''{{#anc:Dimension Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
As a Standard Action the Animist can target any allies within 60 feet. All the creatures you target with this spell gain a dark, shimmering pattern of runes under their shoes and feet. The runes blaze with arcane light for a moment.<br />
Less than a second later, the targets have shifted position on the battlefield.<br />
This spell allows your allies to make a short teleport. All creatures targeted by this spell can teleport a distance equal to their base land speed. A target can teleport to any square within its line of sight. This movement does not provoke attacks of opportunity.<br />
A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth.<br />
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'''{{#anc:Dimension Swap}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist as a secondary action can instantly swap positions between your current position and that of a designated ally in a 80 foot range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures. <br />
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'''{{#anc:Force Blast}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'''<br />
The Animist as a swift action can release a blast of force energy shaped like a sphere centered around you. During the first round that you use this spell, the force blast travels out 5 feet, and every round afterward you can fire another blast as a Swift Action. The range of the force blast increases by 5 feet every time you activate this effect. Once the duration of the spell ends, the range resets for the next time you use the same spell. When a creature is caught in a force blast, they must make a Will Save (DC 10 + 1/2 Spellstall Level + Wisdom modifier) or be pushed back to the edge of the range of the force blast. Creatures who fail their Will Save by 5 or more take 1d4 damage for each square that they are pushed back. <br />
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'''{{#anc:Lifemaker's Aura}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at fourth level creatures summoned or created by the Animist become strengthened while in their presence. The aura increases all of their stats by +2, grants +2 to all saves and checks, +2 luck bonus to AC, and +2 to attack and damage rolls. Summoned creatures also remain for double the normal duration in addition to other duration increases. This bonus increases by 2 every four levels. The effect of this ability is doubled for the Animist's Anima.<br />
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'''{{#anc:Energy Barrier}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist can now block harmful energies (fire, cold, electricity, acid, sonic, force) with your power. Whenever you would take damage from energy (after applying saving throws and magical protections), you can make a Concentration skill check and subtract the result from the damage you take, possibly negating it completely.<br />
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'''{{#anc:Persona Aspect}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at fifth level a Animist gains Evolution points of their own. This quantity is equal to half the number their Anima receives and like their Anima they may change the evolutions each time they level up or by spending xp. They must still meet the requirements of the evolutions they seek to purchase.<br />
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'''{{#anc:Lifemaker's Visage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at eighth level a Animist gains the uncanny ability to ward themselves from creatures summoned, bound, or created by others. Such creatures must make a will save with a DC of 10 + the Animist's class level + their charisma bonus or become unable to harm them. If they fail this save they must wait 2d4 rounds before being able to try to attack the Animist again and become dazed for 1 round.<br />
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'''{{#anc: One Body Two Souls}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at eighth level a Animist is able to temporarily fuse with their Anima. While doing so the fused being gains the benefits of each of them with their stats stacking together. All weapons and items are absorbed into the Anima's body for the duration of the fusion. While fused the Animist is able to use one quickened spell per round at no change to spell level. They may also channel spells through their natural weapons. This ability may be used for a number of rounds equal to the Animist's (charisma bonus + their class level) multiplied by three. This ability may be used multiple times for day as long as the Animist does not exceed their fusion time limit. To fuse the Anima and Animist must remain in physical contact for three rounds making no other actions. If they are attacked while fusing they must make a concentration check or become dazed for 1d4 rounds and lost the progress on their fusion.<br />
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'''{{#anc:Dimensional Thunder}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist can pass unseen through dimensional space,and unleash a thunderous roar that bombards enemies upon your arrival. As a standard action the Animist can teleport 60 feet from his starting space and attack a target for 2[W]+Charisma modifier thunder damage. Then every enemy adjacent to you is dealt ongoing 5 thunder damage every turn. (No Save)<br />
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'''{{#anc:Ethereal Jaunt}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist can become ethereal, along with your equipment. For the duration of Ethereal Jaunt (Lasts 4 turns and can be ended at any time during the extent of the ability.), you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence. <br />
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An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. <br />
<br />
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. <br />
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Treat other ethereal creatures and ethereal objects as if they were material. <br />
<br />
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel. <br />
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'''{{#anc: Lifemaker's Voice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at twelfth level a Animist gains the ability to use dominate monster at will as a free action. This only works against beings which are either summoned, bound, or created. The DC is equal to 10 + the Animist's class level + their charisma bonus. If the target succeeds at the save they may not attempt to dominate them again for 3d6 rounds. If the target fails the save then it gains the benefits of the Animist's abilities as long as it serves the Animist.<br />
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'''{{#anc:Dimension Trap}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' <br />
The Animist as a swift action can create a gap between dimensions then overlap it, leaving many tiny rifts behind so that the next unwary creature to enter it will be torn into several different dimensions. You can target an area 0f 10 feet and when any creature enters it will permanently be trapped in that space, any attack made by trapped enemy is reversed upon itself. any magic used is reversed upon itself aswell.<br />
'''{{#anc:Craft of the Lifemaker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at twelfth level the Animist gains the unique ability to bind the soul of a living creature into a special crystal. This crystal can be used on a magic item to turn it into an intelligent item as well as granting the item the ability to temporarily summon the creature whose soul dwells in it. Due to the nature of this ability only the souls of intelligent creatures may be used. The crystal used for this is made by taking normal crystal and pouring ones power into it. The materials cost 25 gold and 10 xp per HD of the creature whose soul is to be used in addition to the cost of whatever magic item is to be used. The alignment remains the same as do the mental stats albeit with the boost of the Animist's class abilities factored in. If the creature whose soul was used meets the requirements for obtaining powers then it receives powers according to the normal table. You may give the item a special purpose if you so desire with the normal benefits and penalties for doing so. When resisting the dominance of items made in this way the Animist gains a +10 to saves. To extract the soul one must first kill the target then absorb the newly freed soul into a prepared crystal.<br />
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'''{{#anc:Code of the Lifemaker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' <br />
Starting at twentieth level a Animist gains the ability to use any of the spells for summoning, binding, or creating minions at will without any of the normal costs. They may also use spells with a personal range on such creatures.<br />
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<br />
== Animas ==<br />
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<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: Anima Base Statistics}}</div><br />
Hit Die: D12<br />
|-<br />
! rowspan="2" | Animist Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]<br />
! rowspan="2" | HD<br />
! rowspan="2" | Special<br />
! rowspan="2" | Str/Dex/Con Bonus<br />
! rowspan="2" | Feats<br />
! rowspan="2" | Skills<br />
! rowspan="2" | Armor Bonus<br />
! rowspan="2" | Max. Attacks<br />
! rowspan="2" | Evolution Points<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +2 || 2<br />
| class="left" | Darkvision, Share Spells<br />
|2||1||6||2||5<br />
|6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +3 || 3<br />
| class="left" | Evasion<br />
|2||1||12||2||5<br />
|12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +3 || 5<br />
| class="left" | Ability Score Increase<br />
|4||2||18||4||6<br />
|18<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +4 || 6<br />
| class="left" | <br />
|4||2||24||4||6<br />
|24<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +4 || 8<br />
| class="left" |<br />
|6||3||30||6||7<br />
|30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +5 || 9<br />
| class="left" | Ability Score Increase, Devotion, Multiattack<br />
|6||3||36||6||7<br />
|36<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +5 || 11<br />
| class="left" | <br />
|8||4||42||8||8<br />
|42<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +6 || 12<br />
| class="left" |<br />
|8||4||48||8||8<br />
|48<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +6 || 14<br />
| class="left" | Ability Score Increase<br />
|10||5||54||10||9<br />
|54<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +7 || 15<br />
| class="left" | Improved Multiattack<br />
|10||5||60||10||9<br />
|60<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7 || 17 <br />
| class="left" | <-any class features gained at this level-><br />
|12||6||66||12||10<br />
|66<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8 || 18<br />
| class="left" | Ability Score Increase, Improved Evasion<br />
|12||6||72||14||10<br />
|72<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8 || 20<br />
| class="left" | <br />
|14||7||78||16||11<br />
|78<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9 || 21<br />
| class="left" |<br />
|14||7||84||18||11<br />
|84<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9 || 23<br />
| class="left" | Ability Score Increase<br />
|16||8||90||20||12<br />
|90<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10 || 24<br />
| class="left" | <br />
|16||8||96||22||12<br />
|96<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10 || 26<br />
| class="left" | <br />
|18||9||102||24||13<br />
|102<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11 || 27<br />
| class="left" | Ability Score Increase<br />
|18||9||108||26||13<br />
|108<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11 || 29<br />
| class="left" | <br />
|20||10||114||28||14<br />
|114<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12 || 30<br />
| class="left" | <br />
|20||10||120||30||14<br />
|120<br />
|-<br />
<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
An Anima's abilities are determined by the Animist's level and by the choices made using its evolution pool. Table 2–9: Anima Base Statistics determines many of the base statistics of the Anima. Each Anima possesses a base form that modifies these base statistics. Animas are outsiders for the purpose of determining which spells affect them.<br />
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Class Level: This is the character's Animist level.<br />
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HD: This is the total number of 12-sided (d12) Hit Dice the Anima possesses, each of which gains a Constitution modifier, as normal.<br />
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BAB: This is the Anima's base attack bonus. An Anima's base attack bonus is equal to its Hit Dice Animas do not gain additional attacks using their natural weapons for a high base attack bonus.<br />
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Skills: This lists the Anima's total skill ranks. An Anima can assign skill ranks to any skill, but it must possess the appropriate appendages to use some skills. Animas with Intelligence scores above the base value modify these totals as normal (an Anima receives a number of skill ranks equal to 6 + its Intelligence modifier per HD). An Anima cannot have more ranks in a skill than it has Hit Dice. Anima skill ranks are set once chosen, even if the creature changes when the Animist gains a new level.<br />
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Feats: This is the total number of feats possessed by an Anima. Animas can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. Anima feats are set once chosen, even if the creature changes when the Animist gains a new level. If, due to changes, the Anima no longer qualifies for a feat, the feat has no effect until the Anima once again qualifies for the feat.<br />
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Armor Bonus: The number noted here is the Anima's base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the Animist. This number is modified by the Anima's base form and some options available through its evolution pool. An Anima cannot wear armor normally, as the armor interferes with the Animist's connection to the Anima. Magic armor is the exception although the Anima must still have the required proficiencies to use it.<br />
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Str/Dex/Con Bonus: Add this modifier to the Anima's Strength and Dexterity scores, as determined by its base form. Some options available through the Anima's evolution pool might modify these scores.<br />
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Evolution Pool: The value given in this column is the total number of points in the Anima's evolution pool. Points from this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the Anima. Whenever the Animist gains a level, the number in this pool increases and the Animist can spend these points to change the abilities of the Anima. These choices are not set. The Animist can change them whenever he gains a level (and through the transmogrify spell).<br />
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Max. Attacks: This indicates the maximum number of natural attacks that the Anima is allowed to possess at the given level. If the Anima is at its maximum, it cannot take evolutions that grant additional natural attacks. This does not include attacks made with weapons.<br />
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Special: This includes a number of abilities gained by all Animas as they increase in power. Each of these bonuses is described below.<br />
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Darkvision (Ex): The Anima has darkvision out to a range of 60 feet.<br />
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Share Spells (Ex): The Animist may cast a spell with a target of “you” on his Anima (as a spell with a range of touch) instead of on himself. A Animist may cast spells on his Anima even if the spells normally do not affect creatures of the Anima's type (outsider). This ability does not allow the Anima to share abilities that are not spells, even if they function like spells.<br />
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Evasion (Ex): If an Anima is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.<br />
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Ability Score Increase (Ex): The Anima adds +4 to one of its ability scores.<br />
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Devotion (Ex): An Anima gains a +8 morale bonus on Will saves against enchantment spells and effects.<br />
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Multiattack: An Anima gains Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the Anima instead gains a second attack with one of its natural weapons, albeit at a –5 penalty. If the Anima later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.<br />
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Improved Multiattack: An Anima gains Improved Multiattack as a bonus feat if it has 3 or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the Anima instead gains a third attack with one of its natural weapons, albeit at a –5 penalty. If the Anima later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.<br />
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Improved Evasion (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an Anima takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.<br />
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== Anima Skills ==<br />
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The following skills are class skills for Animas: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), and Hide (Dex). In addition, at 1st level, the Animist can choose 6 additional skills to be class skills for his Anima. Note that Animas with a fly speed receive Fly (Dex) as a free class skill, even if they do not gain a fly speed until a later level.<br />
Base Forms<br />
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<br />
Each Anima has one of three base forms that determines its starting size, speed, AC, attacks, and ability scores. All natural attacks are made using the Anima's full base attack bonus unless otherwise noted (such as in the case of secondary attacks). Anima attacks add the Anima's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 times its Strength modifier. These base forms also note any free evolutions that base form possesses. The bonuses from these free evolutions are already factored into the starting statistics.<br />
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Alternatively, any one of these base forms can be used to make a Small Anima. If the Anima is Small, it gains a +6 bonus to its Dexterity score. It also takes a –4 penalty to its Strength and a –2 penalty to its Constitution. It also gains a +1 size bonus to its AC and attack rolls, a –1 penalty to its CMB and CMD scores, a +2 bonus on its Fly skill checks, and a +4 bonus on its Stealth skill checks. Reduce the damage of all of its attacks by one step (1d10 becomes 1d8, 1d8 becomes 1d6). If this choice is made, the Anima can be made Medium whenever the Animist can change the Anima's evolution pool (which causes it to lose these modifiers for being Small).<br />
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Quadruped<br />
Starting Statistics: Size Medium; Speed 40 ft.; AC +4 natural armor; Attack bite (1d10); Ability Scores Str 18, Dex 18, Con 18, Int 10, Wis 12, Cha 12; Free Evolutions bite, limbs (legs) (2).<br />
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Biped<br />
Starting Statistics: Size Medium; Speed 30 ft.; AC +4 natural armor; Attack 2 claws (1d8); Ability Scores Str 20, Dex 16, Con 18, Int 10, Wis 12, Cha 12; Free Evolutions claws, limbs (arms), limbs (legs).<br />
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Serpentine<br />
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft.; AC +4 natural armor; Attack bite (1d10), tail slap (1d10); Ability Scores Str 16, Dex 22, Con 16, Int 10, Wis 12, Cha 12; Free Evolutions bite, climb, reach (bite), tail, tail slap.<br />
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<br />
== Evolutions: ==<br />
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Each Anima receives a number of evolution points that can be spent to give the Anima new abilities, powers, and other upgrades. These abilities, called evolutions, can be changed whenever the Animist gains a new level. Some evolutions require that the Anima have a specific base form or the Animist be of a specific level before they can be chosen. A number of evolutions grant the Anima additional natural attacks. Natural attacks listed as primary are made using the Anima's full base attack bonus and add the Anima's Strength modifier on damage rolls. Natural attacks listed as secondary are made using the Anima's base attack bonus – 5 and add 1/2 the Anima's Strength modifier on damage rolls (if positive). If the Anima only has a single natural attack, the attack is made using its full base attack bonus and it adds 1-1/2 times its Strength modifier on damage rolls made with that attack, regardless of the attack's type.<br />
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Evolutions are grouped by their cost in evolution points. Evolution points cannot be saved. All of the points must be spent whenever the Animist gains a level. Unless otherwise noted, each evolution can only be selected once.<br />
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'''1-Point Evolutions'''<br />
The following evolutions cost 1 point from the Anima's evolution pool.<br />
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Bite (Ex): An Anima's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). If the Anima already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.<br />
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Claws (Ex): An Anima has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). The Anima must have the limbs evolution to take this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the limbs evolution.<br />
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Climb (Ex): An Anima becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the Anima's climb speed by 20 feet.<br />
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Gills (Ex): An Anima has gills and can breathe underwater indefinitely.<br />
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Improved Damage (Ex): One of the Anima's natural attacks is particularly deadly. Select one natural attack form and increase the damage die type by one step. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different natural attack.<br />
Improved Natural Armor (Ex): An Anima's hide grows thick fur, rigid scales, or bony plates, giving it a +4 bonus to its natural armor. This evolution can be taken once for every three levels the Animist possesses.<br />
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Magic Attacks (Su): An Anima is infused with magic, allowing it to treat all of its natural attacks as if they were magic for the purpose of overcoming damage reduction. If the Animist is 8th level or higher, all of the Anima's weapons are treated as the alignment of the Anima for the purpose of overcoming damage reduction.<br />
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Mount (Ex): An Anima is properly skilled and formed to serve as a combat-trained mount. The Anima must be at least one size category larger than its rider. This evolution is only available to Animas of the quadruped and serpentine base forms.<br />
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Pincers (Ex): An Anima grows a large pincers at the end of one pair of its limbs, giving it two pincer attacks. These attacks are primary attacks. The pincers deal 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). Animas with the grab evolution linked to pincers gain a +4 bonus on CMB checks made to grapple. The Anima must have the limbs (arms) evolution to take this evolution. Alternatively, the Anima can replace the claws from its base form with pincers (this still costs 1 evolution point). This evolution can be selected more than once, but the Anima must possess an equal number of the limbs evolution.<br />
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Pounce (Ex): An Anima gains quick reflexes, allowing it to make a full attack after a charge. This evolution is only available to Animas of the quadruped base form.<br />
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Pull (Ex): An Anima gains the ability to pull creatures closer with a successful attack. Select one type of natural attack. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pulled 5 feet closer to the Anima. This ability only works on creatures of a size equal to or smaller than the Anima. Creatures pulled in this way do not provoke attacks of opportunity. The Anima must have a reach of 10 feet or more to select this evolution. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different natural attack.<br />
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Push (Ex): An Anima gains the ability to push creatures away with a successful attack. Select one type of natural attack. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target of the attack is pushed 5 feet directly away from the Anima. This ability only works on creatures of a size equal to or smaller than the Anima. Creatures pushed in this way do not provoke attacks of opportunity. If a creature is pushed against a wall it takes 1d12 damage. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different natural attack.<br />
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Reach (Ex): One of an Anima's attacks is capable of striking at foes at a distance. Pick one attack type. The Anima's reach with that attack type increases by 5 feet. This evolution may be taken multiple times with the effects stacking.<br />
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Resistance (Ex): An Anima's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, ,sonic, etc.). The Anima gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Animist possesses, to a maximum of 25 at 20th level. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different energy type.<br />
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Scent (Ex): An Anima's sense of smell becomes quite acute. The Anima gains the scent special quality, allowing it to detect opponents within 60 feet by sense of smell. If the opponent is upwind, the range increases to 120 feet; if downwind, it drops to 30 feet. Strong scents can be detected at twice the normal range. Scent does not allow the Anima to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The Anima can pinpoint the creature's location if it is within 10 feet. The Anima can use scent to track creatures.<br />
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Skilled (Ex): An Anima becomes especially adept at a specific skill, gaining a +16 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an Anima selects this evolution, it applies to a different skill.<br />
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Slam (Ex): An Anima can deliver a devastating slam attack. This attack is a primary attack. The slam 1d12 points of damage (2d10 if Large, 3d12 if Huge, 4d12 if Gargantuan, 6d12 if Colossal ).The Anima must have the limbs (arms) evolution to take this evolution. Alternatively, the Anima can replace the claws from its base form with this slam attack (this still costs 1 evolution point). This evolution can be selected more than once, but the Anima must possess an equal number of the limbs evolution.<br />
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Sting (Ex): An Anima possesses a long, barbed stinger at the end of its tail, granting it a sting attack. This attack is a primary attack. The sting deals 1d8 points of damage (2d6 if Large, 3d8 if Huge, 4d8 if Gargantuan, 6d8 if Colossal ). The Anima must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the tail evolution.<br />
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Swim (Ex): An Anima gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the Anima the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the Anima's swim speed by 20 feet.<br />
Tail (Ex): An Anima grows a long, powerful tail. This grants it a +4 racial bonus on Balance, Climb, and Jump checks. This evolution can be selected more than once.<br />
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Tail Slap (Ex): An Anima can use its tail to bash nearby foes, granting it a tail slap attack. This attack is a secondary attack. The tail slap deals 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). The Anima must possess the tail evolution to take this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the tail evolution.<br />
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Tentacle (Ex): An Anima possesses a long, sinuous tentacle, granting it a tentacle attack. This attack is a secondary attack. The tentacle attack deals 1d8 points of damage (2d6 if Large, 3d8 if Huge, 4d8 if Gargantuan, 6d8 if Colossal ). This evolution can be selected more than once.<br />
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Wing Buffet (Ex): An Anima learns to use its wings to batter foes, granting it two wing buffet attacks. These attacks are secondary attacks. The wing buffets deal 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ). The Anima must possess the flight evolution, with wings, to select this evolution. This evolution can be selected more than once, but the Anima must possess an equal number of the flight evolution.<br />
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'''2-Point Evolutions'''<br />
The following evolutions cost 2 points from the Anima's evolution pool.<br />
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Ability Increase (Ex): An Anima grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the Anima's ability scores by +4. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 2 levels the Animist possesses.<br />
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Constrict (Ex): An Anima gains powerful muscles that allow it to crush those it grapples. Whenever the Anima successfully grapples a foe using the grab evolution, it deals additional damage equal to the amount of damage dealt by the attack used by the grab evolution. This evolution requires either a tail, tentacles, or the serpentine base form.<br />
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Energy Attacks (Su): An Anima's attacks become charged with energy. Pick one energy type: acid, cold, electricity, fire, etc. All of the Anima's natural attacks deal 1d8 points of energy damage of the chosen type on a successful hit. This ability may be taken multiple times either to increase the damage or to add a new type of damage. The Animist must be at least 4th level before selecting this evolution.<br />
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Flight (Ex or Su): An Anima grows large wings, like those of a bat, bird, insect, or dragon, gaining the ability to fly. The Anima gains a fly speed equal to its base speed. The Anima's maneuverability depends on it size. Medium or smaller Animas have good maneuverability. Large Animas have average maneuverability, while Huge or larger Animas have poor maneuverability. For 2 additional evolution points, the eidolon flies by means of magic. It loses its wings, but its maneuverability increases to perfect. Flying via magic means makes this a supernatural ability. The Anima's fly speed can be increased by spending additional evolution points, gaining a 40-foot increase to fly speed for each additional point spent. The Animist must be at least 4th level before selecting this evolution. You may also opt to keep the wings after the Anima gains magical flight or add additional ones in exchange for 2 extra points although doing so has no actual effect on flight speed or maneuverability serving only to allow the Anima to fly while in an anti magic field and to meet the requirements of certain other abilities.<br />
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Gore (Ex): An Anima grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ).<br />
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Grab (Ex): An Anima becomes adept at grappling foes, gaining the grab ability. Pick bite, claw, pincers, slam, tail slap, or tentacle attacks. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the Anima grapples the target. This ability only works on creatures of a size one category smaller than the Anima or smaller. Animas with this evolution receive a +4 bonus on CMB checks made to grapple.<br />
Immunity (Su): An Anima's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, sonic, etc. The Anima gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The Animist must be at least 6th level before selecting this evolution.<br />
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Limbs (Ex): An Anima grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the Anima's base speed by 20 feet. Alternatively, they can be made into arms, complete with hands. The Anima does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the Anima is proficient. This evolution can be selected more than once.<br />
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Leap (Ex): An Anima's legs become capable of propelling it through the air with ease while absorbing the majority of the damage from the fall. This evolution grants the Anima a +20 racial bonus to jump checks, allows them to negate fall damage taken from jumping, and double the distance and height they can jump. The Animist must be at least 4th level before selecting this evolution.<br />
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Poison (Ex): An Anima secretes toxic venom, gaining a poison attack. Pick one bite or sting attack. Whenever the selected attack hits, the target is poisoned. Anima poison—type poison (injury); save Fort negates;frequency 1/round for 8 rounds; effect 1d6 Str damage; cure 1 save. The save DC is equal to 10 + the Anima's HD + the Anima's Constitution modifier. You can opt to have the poison damage a different stat instead. You can increase the strength of the poison by spending two extra points increasing it to 2d6. This evolution can be purchased multiple times, each time it applies to a different weapon. The Animist must be at least 4th level before selecting this evolution.<br />
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Rake (Ex): An Anima grows dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling. These attacks are primary attacks. The eidolon receives these additional attacks each time it succeeds on a grapple check against the target. These rake attacks deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available to Animas of the quadruped base form. This evolution counts as one natural attack toward the Anima's maximum. The Animist must be at least 4th level before selecting this evolution.<br />
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Rend (Ex): An Anima learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the Anima makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the Anima's Strength modifier. The Anima must possess the claws evolution to select this evolution. The Animist must be at least 4th level before selecting this evolution.<br />
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Trample (Ex): An Animist gains the ability to crush its foes underfoot, gaining the trample ability. As a full-round action, the Anima can overrun any creature that is at least one size smaller than itself. This works like the overrun combat maneuver, but the Anima does not need to make a check, it merely has to move over opponents in its path. The creatures take 1d10 points of damage (2d8 if Large, 3d10 if Huge, 4d8 if Gargantuan, 6d10 if Colossal ), plus 1-1/2 times the Anima's Strength modifier. Targets of the trample can make attacks of opportunity at a –4 penalty. If a target forgoes the attack of opportunity, it can make a Reflex save for half damage. The DC of this save is 10 + the Anima's HD + the Anima's Strength modifier. A trampling Anima can only deal trampling damage to a creature once per round. <br />
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Tremorsense (Ex): An Anima becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 120 feet. This works like the blindsense evolution, but only if both the Anima and the creature to be pinpointed are in contact with the ground. The Animist must be at least 6th level before selecting this evolution.<br />
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Trip (Ex): An Anima becomes adept at knocking foes to the ground, granting it a trip attack. Whenever the Anima makes a successful attack of the selected type, it can attempt a free combat maneuver check. If successful, the target is knocked prone. If the check fails, the Anima is not tripped in return. This ability only works on creatures of a size equal to or smaller than the Anima. <br />
Weapon Training (Ex): An Anima learns to use a weapon, gaining Simple Weapon Proficiency as a bonus feat. If 2 additional evolution points are spent, it gains proficiency with all martial weapons as well. If a further 2 points are spent it gains proficiency with all exotic weapons as well.<br />
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'''3-Point Evolutions'''<br />
The following evolutions cost 3 points from the Anima's evolution pool.<br />
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Blindsense (Ex): An Anima's senses become incredibly acute, giving it blindsense out to a range of 60 feet. This ability allows the Anima to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the Anima. Visibility still affects the Anima's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The Animist must be at least 8th level before selecting this evolution.<br />
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Burrow (Ex): An Anima grows thick and gnarled claws, allowing it to move through the earth. The Anima gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. By spending an additional two points the Anima becomes able to burrow through rock or stone as well leaving behind rubble as it tunnels. The Animist must be at least 8th level before selecting this evolution.<br />
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Damage Reduction (Su): An Anima's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The Anima gains DR 10 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the Anima. At 12th level, this protection can be increased to DR 20 by spending 2 additional evolution points. The Animist must be at least 8th level before selecting this evolution.<br />
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Frightful Presence (Ex): An Anima becomes unsettling to its foes, gaining the frightful presence ability. The Anima can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 50 feet of the Anima must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + the Anima's HD + the Animist's Charisma modifier. If the Anima has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the Anima are immune to this effect. The Animist must be at least 10th level before selecting this evolution.<br />
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Long Tongue (Ex): An Anima gains a long sticky tongue which can be retracted into its mouth when not in use. The tongue can be used to grapple enemies from a range of up to 30 feet plus 10 feet per size category above medium. Enemies that are grappled by the Anima's tongue may be pulled closer as if by a grappling hook. By spending an additional 2 points the tongue gains a naturally corrosive coating which deals 1d10 points of acid damage to any enemies grappled by it each round.<br />
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Swallow Whole (Ex): An Anima gains the swallow whole ability, giving it the ability to consume its foes. If the Anima begins its turn with a creature grappled using its bite attack (see the grab evolution), it can attempt a combat maneuver check to swallow the creature. The creature can be up to one size category smaller than the Anima. Swallowed creatures take damage equal to the Anima's bite damage each round plus 1d12 points of bludgeoning damage. A swallowed creature keeps the grappled condition, but can attempt to cut its way free with a light slashing or piercing weapon. The amount of damage needed to cut free is equal to 1/10 the Anima's total hit points. The Anima's AC against these attacks is equal to 10 + its natural armor bonus. If a swallowed creature cuts its way out, the Anima loses this ability until it heals this damage. Alternatively, the swallowed creature can attempt to escape the grapple as normal. Success indicates that it has returned to the Anima's mouth, where it can attempt to escape or be swallowed again. The Anima must possess the grab evolution, tied to a bite attack, to take this evolution. The Animist must be at least 8th level before selecting this evolution.<br />
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Web (Ex): An Anima gains a pair of spinnerets, giving it the ability to spin webs. The Anima can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack, entangling a creature up to one size larger than the Anima. The webbing has a range of 60 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + the Anima's HD + the Anima's Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the Anima's total Hit Dice. The Anima can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The Anima must possess the climb evolution to take this evolution. The Animist must be at least 6th level before selecting this evolution.<br />
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'''4-Point Evolutions'''<br />
The following evolutions cost 4 points from the Anima's evolution pool.<br />
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Blindsight (Ex): An Anima's senses sharpen even further, granting it blindsight out to a range of 60 feet. The Anima can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The Anima must possess the blindsense evolution to take this evolution. The Animist must be at least 10th level before selecting this evolution.<br />
Breath Weapon (Su): An eidolon learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The eidolon can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + the Anima's HD + the Anima's Constitution modifier. The Anima can use this ability once per day with each head. The Anima can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 5/day). The Animist must be at least 8th level before selecting this evolution.<br />
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Fast Healing (Su): An Anima's body gains the ability to heal wounds very quickly, giving it fast healing 2. The Anima heals 2 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, although it does allow the Anima to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the Anima is alive. This fast healing does not function when the Anima is not on the same plane as its Animist. This healing can be increased by 2 per round for every 2 additional evolution points spent (maximum 10). The Animist must be at least 10th level before selecting this evolution.<br />
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Large (Ex): An Anima grows in size, becoming Large. The Anima gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +4 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. If the Anima has the biped base form, it also gains 10-foot reach. Any reach evolutions the Anima possesses are added to this total. The Anima must be Medium to take this evolution. The Animist must be at least 4th level before selecting this evolution.<br />
If 6 additional evolution points are spent, the Anima instead becomes Huge. The Anima gains a +16 bonus to Strength, a +8 bonus to Constitution, and a +5 bonus to its natural armor. It takes a –4 penalty to its Dexterity. This size change also give the creature a –2 size penalty to its AC and attack rolls, a +8 bonus to its CMB and CMD, 10-foot reach, a –4 penalty on Fly skill checks, and a –8 penalty on Stealth skill checks. If the Anima has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the Anima possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large. The Animist must be at least 8th level before selecting this option.<br />
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If 8 additional evolution points are spent, the Anima instead becomes Gargantuan. The Anima gains a +32 bonus to Strength, a +16 bonus to Constitution, and a +10 bonus to its natural armor. It takes a –6 penalty to its Dexterity. This size change also give the creature a –4 size penalty to its AC and attack rolls, a +12 bonus to its CMB and CMD, 15-foot reach, a –8 penalty on Fly skill checks, and a –16 penalty on Stealth skill checks. If the Anima has the biped base form, its reach increases to 20 feet (15 feet for all other base forms). Any reach evolutions the Anima possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large or Huge. The Animist must be at least 12th level before selecting this option.<br />
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If 10 additional evolution points are spent, the Anima instead becomes Colossal. The Anima gains a +64 bonus to Strength, a +32 bonus to Constitution, and a +20 bonus to its natural armor. It takes a –8 penalty to its Dexterity. This size change also give the creature a –8 size penalty to its AC and attack rolls, a +16 bonus to its CMB and CMD, 20-foot reach, a –16 penalty on Fly skill checks, and a –32 penalty on Stealth skill checks. If the Anima has the biped base form, its reach increases to 25 feet (20 feet for all other base forms). Any reach evolutions the Anima possesses are added to this total. These bonuses and penalties replace, and do not stack with, those gained from becoming Large, Huge, or Gargantuan. The Animist must be at least 16th level before selecting this option.<br />
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Natural Magic (Su): The Anima may choose one spell of up to third level this spell can be used as an at will spell like ability. By spending two additional points the Anima may instead choose a fourth level spell. For another two points they may choose a fifth level spell and so on. The spell chosen must not have an xp cost to use it. This evolution may be bought multiple times. The spell purchased must be a spell that the Animist is able to cast although they need not actually know the spell in question. The Animist must be at least 4th level before selecting this evolution. The CL of the spell like ability is equal to that of the Animist's.<br />
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Spell Resistance (Ex): An Anima is protected against magic, gaining spell resistance. The Anima's spell resistance is equal to 12 + the Anima's HD + the Animist's Charisma modifier. This spell resistance does not apply to spells cast by the Animist. The Animist must be at least 8th level before selecting this evolution.<br />
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Tiny (Ex): An Anima shrinks in size, becoming Tiny. The Anima gains a +16 bonus to Dexterity and a +2 bonus to its natural armor. It takes a –4 penalty to Strength, and a -2 penalty to Constitution. This size change also gives the creature a +2 size modification to its AC and on attack rolls, a -4 penalty to its CMB and CMD, a +4 modifier on Fly skill checks, and a +8 bonus on Stealth skill checks. The Anima must be Small to take this evolution. The Animist must be at least 4th level before selecting this evolution. The Anima retains it's normal 5' reach despite this decrease in size although it's reach cannot increase beyond that of normal attacks.<br />
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If 6 additional evolution points are spent, the Anima instead becomes Diminutive. The Anima gains a +32 bonus to Dexterity and a +4 bonus to its natural armor. It takes a –8 penalty to Strength, and a -4 penalty to Constitution. This size change also gives the creature a +4 size modification to its AC and on attack rolls, a -8 penalty to its CMB and CMD, a +8 modifier on Fly skill checks, and a +12 bonus on Stealth skill checks. The Animist must be at least 6th level before selecting this evolution.<br />
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If 8 additional evolution points are spent, the Anima instead becomes Fine. The Anima gains a +64 bonus to Dexterity and a +8 bonus to its natural armor. It takes a –12 penalty to Strength, and a -6 penalty to Constitution. This size change also gives the creature a +8 size modification to its AC and on attack rolls, a -16 penalty to its CMB and CMD, a +12 modifier on Fly skill checks, and a +16 bonus on Stealth skill checks. The Animist must be at least 8th level before selecting this evolution.<br />
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==== Ex-<-pluralized class name-> ====<br />
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<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.<br />
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==== Epic <-class name-> ====<br />
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{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats-><br />
|-<br />
| colspan="42" class="skill" |<br />
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels-><br />
<br />
<-Lather, rinse...-><br />
<br />
<-... repeat.-><br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.<br />
<br />
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.<br />
<br />
==== <-Sample race of your choice-> <-class name-> Starting Package ====<br />
<br />
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"-><br />
<-copy and paste the rows as necessary.-><br />
|}<br />
<br />
'''Feat:''' <-1st-level feat selection->.<br />
<br />
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.<br />
<br />
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.<br />
<br />
'''Gold:''' <-Starting gold using this package.->.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a <-class name-> ====<br />
<br />
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.<br />
<br />
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.<br />
<br />
'''Combat:''' <-Typical role in combat->.<br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options->.<br />
<br />
==== <-pluralized class name-> in the World ====<br />
<br />
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world.-><br />
<br />
'''Daily Life:''' <-day in the life of a character of this class->.<br />
<br />
'''Notables:''' <-notable NPCs of this class->.<br />
<br />
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.<br />
<br />
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.<br />
<br />
==== <-class name-> Lore ====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | <-common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | <-very rare information->.<br />
|}<br />
<br />
==== <-pluralized class name-> in the Game ====<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Ultimate_Monk_(3.5e_Optimized_Character_Build)/Feats&diff=562091Ultimate Monk (3.5e Optimized Character Build)/Feats2012-04-30T18:25:16Z<p>173.245.52.127: </p>
<hr />
<div>====Essential====<br />
<br />
Improved Unarmed Strike, Improved Natural Attack (Unarmed Strike), Wild Talent.<br />
<br />
====Highly Useful====<br />
<br />
Improved Initiative, Combat Reflexes, Overchannel (Psionic), Quicken Power (Psionic), Practiced Manifester (Psionic), Battle Jump ([[Unapproachable East]]).<br />
<br />
Gameplay notes:<br />
<br />
'''Battle Jump''' ([[Unapproachable East]]) allows the character to make a charge attack and inflict double damage with his or her strike by jumping down from a height of a least 5 feet above an opponent. This highly potent move both resurrects the old "Flying Kick" double damage with an unarmed strike, but also includes a "crooked charge" feature by implication; any movement, as long as it ends in leaping down, can serve as a charge attack. The monk need not depend on uneven terrain; he or she can gain altitude by dancing up walls or by use of the Jump skill. Combined with the "Sudden Leap" Tiger Claw maneuver ([[Tome of Battle]]), which allows the character to make a jump as a swift action, this feat even permits the character, in certain circumstances, to make a full attack at the end of a charge, a la the various "Lion's Charge" buffs. That's a lot of buffing for one feat.<br />
<br />
====Useful====<br />
<br />
[[SRD:Power Attack|Power Attack]], Acrobatic Strike, [[SRD:Improved Sunder|Improved Sunder]], Deadly Concussion ([[Complete Warrior]]), Able Learner ([[Complete Adventurer]]), [[SRD:Improved Grapple|Improved Grapple]], Superior Unarmed Strike, [[SRD:Up the Walls|Up the Walls (Psionic)]], the Two-Weapon Fighting feat chain, Quick Reconnoiter ([[Complete Adventurer]]), Action Surge ([[Eberron Campaign Setting]]), Psionic Heroism (Psionic) ([[Magic of Eberron]]), Danger Sense ([[Miniatures Handbook]]), Earth Power ([[Races of Stone]]), Tashalatora ([[Secrets of Sarlona]]), Shape soulmeld (Totem Avatar) and Open Lesser Chakra (shoulders) ([[Magic of Incarnum]]), Snap Kick ([[Tome of Battle]]).<br />
<br />
<br />
Gameplay notes:<br />
<br />
'''Able Learner''' ([[Races of Destiny]]) allows all skills to cost 1 point, although cross-class skills retain the max level limit.<br />
<br />
'''Acrobatic Strike''' (PHB II) gives a +4 on attacks on one opponent whom the character has Tumbled past, avoiding an attack of opportunity. Since this is standard operating procedure for the monk (those with drunken master levels need only make a DC 15 Tumble check), it essential functions like a free +4 to attack. Requires 12 ranks of Tumble.<br />
<br />
'''Danger Sense''' ([[Miniatures Handbook]]) allows the character, once per day, to roll two die for initiative and take the better of the two rolls.<br />
<br />
'''Earth Power''' ([[Races of Stone]]), which requires '''Earth Sense''', reduces the cost of manifesting psionic powers by one point when standing on the ground. It's a very powerful ability, and in combination with a Torc of Power Preservation (which does the same thing, without the standing-on-earth restriction) you can manifest powers of one level higher than you would otherwise be able to, as if your manifester level were two higher than it is.<br />
<br />
'''Shape Soulmeld (Totem Avatar)''' and '''Open Lesser Chakra (shoulders)''' ([[Magic of Incarnum]]). Everything about ([[Magic of Incarnum]]) is difficult to explain, including these feats. The important points are that '''Open Lesser Chakra''' requires you to be able to shape a soulmeld (hence the '''Shape Soulmeld''' feat), be character level 12th or higher, and grants a die size increase to your natural weapons.<br />
<br />
'''Snap Kick''' ([[Tome of Battle]]) -- like Flurry of Blows and Two-Weapon Fighting, Snap Kick grants one extra attack at the price of a -2 penalty to all attacks made during the round. Unlike those abilities, however, Snap Kick's description specifically states it can be combined with full-round actions, including flurry or the decisive strike variant (which gives double damage to all attacks made before the start of your next turn). This makes it much more useful than Two-Weapon Fighting, which cannot be combined with a flurry attack.<br />
<br />
'''Superior Unarmed Strike''' gives you +4 to your effective monk level to determine unarmed strike damage. Whether it is worthwhile depends on your DM's fondness for antimagic effects. One the one hand, a Monk's Belt or Monk's Tattoo are easier solutions for getting to 2d10 base. On the other hand, if you are antimagic'd, it would be nice not to have to worry about losing all your damage-dealing abilities in addition to the other problems your character no doubt has in that situation.<br />
<br />
'''Tashalatora''' ([[Secrets of Sarlona]]) allows you to designate a psionic class for which you have the Monastic Training feat. Thereafter, your levels in that class stack with your monk levels for determining unarmed damage, AC bonus, and flurry. In effect, any psionic class can become [[SRD:Psionic Fist|Psionic Fist]]-like in its pairing of monk abilities and powers, or [[SRD:Psionic Fist|Psionic Fist]] itself can be made to grant flurry progression.<br />
<br />
====Most Useful at Early Levels====<br />
<br />
[[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]], [[SRD:Weapon Focus|Weapon Focus (unarmed strike)]], [[SRD:Spring Attack|Spring Attack]], [[SRD:Speed of Thought|Speed of Thought]] (Psionic), [[SRD:Psionic Fist|Psionic Fist]] (Psionic), [[SRD:Unavoidable Strike|Unavoidable Strike]], Able Learner (''[[Races of Destiny]]''), Quick Reconnoiter (''[[Complete Champion]]''), [[SRD:Greater Psionic Fist|Greater Psionic Fist]] (Psionic) [[SRD:Expanded Knowledge|Expanded Knowledge]], [[SRD:Powerful Charge|Powerful Charge]], [[SRD:Powerful Charge, Greater|Greater Powerful Charge]], Flying Kick, Reckless Offense (Complete Warrior), [[SRD:Talented|Talented]] (Psionic).<br />
<br />
====Most Useful at High Levels====<br />
<br />
[[SRD:Deflect Arrows|Deflect Arrows]] (as a prerequisite for Infinite Deflection and/or Exceptional Deflection), [[SRD:Run|Run]] (as a prerequisite for Epic Speed), [[SRD:Metamorphic Transfer|Metamorphic Transfer]], Karmic Strike.<br />
<br />
====Useful Feats That Can Be Replaced By Items====<br />
<br />
Superior Unarmed Strike (Monk's Belt), Improved Natural Attack (Fanged Ring), [[SRD:Ghost Attack|Ghost Attack]] (Psionic) (Ghost touch weapon special ability), [[SRD:Alertness|Alertness]] (dark blue ioun stone), [[SRD:Expanded Knowledge|Expanded Knowledge]] (the [[SRD:Psychic Chirurgery|Psychic Chirurgery]] power).<br />
<br />
====Racial====<br />
<br />
Psiforged (Warforged), Racial Emulation (Changeling), Elan Repletion, Enhanced (Elan), Elan Resilience, Enhanced (Elan), Elan Resistance, Enhanced (Elan), Elan Retainment (Elan).<br />
<br />
'''Elan Repletion, Enhanced''' allows the character to go without food or water indefinitely.<br />
<br />
'''Elan Resilience, Enhanced''' improves the elans' natural damage-reduction ability to -4 damage per power point.<br />
<br />
'''Elan Resistance, Enhanced''' grants a +6 bonus to all saves for one minute with the expenditure of a power point.<br />
<br />
'''Elan Retainment''' allows the character to preserve his or her psionic focus while using one effect that would normally cause it to be expended. Usable once per day, at the cost of three power points.<br />
<br />
====Prestige Class Requirements====<br />
<br />
'''Psionic Fist''': [[SRD:Wild Talent|Wild Talent]].<br />
<br />
'''Drunken Master''': [[SRD:Great Fortitude|Great Fortitude]].<br />
<br />
'''Initiate of the Draconic Mysteries''': [[SRD:Alertness|Alertness]], [[SRD:Power Attack|Power Attack]].<br />
<br />
'''Elocater''': [[SRD:Dodge|Dodge]], [[SRD:Mobility|Mobility]].<br />
<br />
====Other Feats====<br />
<br />
Feat slots are precious and sought-after by every variant described below. Alternatives to the choices selected below, or, if your game uses the action points system, good temporary feats to purchase a use of might include:<br />
<br />
[[Assume Supernatural Ability]] This allows the monk to assume one of the supernatural abilities of one of his metamorphosis forms. Highly useful. <br />
<br />
[[Improved Natural Attack]] (claws): If your campaign allows Beast Strike, from Dragon magazine, this is an essential feat, which allows claw or slam damage to be added to your unarmed strike damage. Unfortunately, although the damage of these different types of natural attack can be made to stack (with the use of this feat) they remain separate natural attacks and your [[Improved Natural Attack]] feat applies to only one of them (usually, the monk's unarmed strike, because the base damage is higher). However, if you can find a feat slot, you can take the feat a second time and apply it to your claw attacks. Whether this is worthwhile depends on your base claw damage. In the example used for the Overchannel feat, above, this feat would add +4d6 to your claw damage. Multiply that by four or five unarmed strikes per round, and it begins to be significant.<br />
<br />
[[Psicrystal Affinity]] [Psionic]: If you don't mind having a psicrystal to look after, this feat brings several excellent game benefits. In particular, chose the Nimble personality for a +2 to Initiative (and believe me, you can <i>never</i> have too many Initiative buffs for this offense-focused build).<br />
<br />
[[SRD:Unavoidable Strike|Unavoidable Strike]]: If you have [[Psionic Fist]], the prerequisite, this feat allows you to make an unarmed strike as a touch attack.<br />
<br />
[[SRD:Multiattack|Multiattack]]: This feat reduces the penalties for off-hand attack. For the Ultimate Monk, who typically has natural weapons either as a racial feature, as a function of his Metamorphosis power, or via psionic powers (Claws of the Beast, Bite of the Wolf, etc.) this is very helpful. The monk can take his full routine of unarmed strikes as a primary attack (but cannot flurry, unfortunately), and then take all of his natural attacks as secondary attack forms. An 8th-level monk/4th-level psionic fist, for example, could manifest the two powers mentioned above and make the follow full attack: unarmed strike/unarmed strike/claw/claw/bite. Secondary attacks would take a -2 penalty. (Normal: the monk could make the same attack routine, with no penalty to his unarmed strikes (since these never take an off-hand penalty) but would take a -5 to hit on his secondary attacks.)<br />
<br />
[[SRD:Expanded Knowledge|Expanded Knowledge]]: This feat is taken by every variant of the Ultimate Monk at least once, to get access to the psion's [[SRD:Metamorphosis|Metamorphosis]] power. If you can, it's well worth taking a second and even a third time, to get psion/wilder powers like [[SRD:Telekinetic Maneuver|Telekinetic Maneuver]], which allows you to roleplay a Jedi-like martial artist that can push foes around with his mind, or powers like [[SRD:Energy Bolt|Energy Bolt]] or [[SRD:Energy Burst|Energy Burst]] (the psion equivalents of Lighting Bolt and Fireball) which allow the Ultimate Monk to emulate the powerful bursts of ki energy unleashed by martial artists in Dragon Ball-Z and other anime sources.<br />
<br />
[[SRD:Power Knowledge|Power Knowledge]] is an epic psionic feat that grants you knowledge of two more powers (from your class list) up to the highest level you can cast. If you missed some great Psychic Warrior powers in picking your top ten (and you did, inevitably) once you reach epic level, you can use this feat to grab a couple more.<br />
<br />
[[SRD:Awesome Blow|Awesome Blow]] is very much is the spirit of the [[UA:Overwhelming Attack|Overwhelming Attack]] fighting style. If your character is Large, it should be considered. By flinging your opponents 10 feet in the direction of your choice (in the wake of a successful melee attack), [[SRD:Awesome Blow|Awesome Blow]] allows you to emulate the cinematic motif of the martial arts master's opponents flying in every direction, including straight into the air. Unfortunately, as a standard action, sending a half a dozen enemies flying in an instant is (understandably) precluded.<br />
<br />
[[Vow of Poverty]], from the ''[[Book of Exalted Deeds]]'', is very appropriate for the Ultimate Monk, exchanging all magic items and most other property (the rule is very strict) for a large number of level-dependent benefits including (many) extra exalted feats, AC bonuses, and other goodies.</div>173.245.52.127https://www.dandwiki.com/w/index.php?title=Shinjin_(3.5e_Prestige_Class)&diff=562079Shinjin (3.5e Prestige Class)2012-04-30T15:42:44Z<p>173.245.52.127: /* Prerequisites */</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=Adopt me! Format me!<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=A master of the martial arts and manipulating ''Ki''. <br />
}}<br />
<br />
Shinjin have spent their entire lives learning, conditioning, and training to become more than they are. By exploring their connection with ''Ki'', the Shinjin reach deep within themselves and gain the ability to deliver blows of pure force, create illusions, push their bodies beyond human limits, alter time, even reality itself. Eventually a Shinjin becomes an Outsider native to the Material Plane of existence.<br />
<br />
==Prerequisites==<br />
<br />
* '''Race:''' Human<br />
* '''Alignment:''' any Lawful<br />
* '''Skills:''' Concentration 8, Balance 5, Climb 5, Jump 5, Tumble 5 <br />
* '''Feats:''' Weapon Focus: Unarmed Strike, Mobility<br />
* '''Class Features:''' Evasion, Ki Strike<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: Shinjin}}</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 />
|-<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" | ''Ki'' Power, Youjutsu, Shuujuku defense<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Still Mind, Ten'yuu <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Kengen, Low Light Vision, Shuujuku Strike<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | ''Ki'' Bakuhatsu, Purity of Body <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Improved Shuujuku Strike, Jumon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Diamond Body, ''Ki'' Bakuhatsu<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | Improved Ten'yuu, Superu<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +6 || +6 || +6<br />
| class="left" | ''Ki'' Bakuhatsu, Timeless Body<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +6 || +6 || +6<br />
| class="left" | Blindsense 30'<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +7 || +7 || +7<br />
| class="left" | Shinsei Form, Shuujuku Youjutsu<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[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:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]),[[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight Of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
<br />
All of the following are class features of the Shinjin<br />
<br />
'''Special (Ex):''' Shinjin levels stack with Monk levels for determining the Shinjin's Unarmed Strike damage and Unarmored Speed Bonus.<br />
<br />
'''Weapon and Armor Proficiency:''' The Shinjin is proficient with all simple weapons. A Shinjin is not proficient with any armor or shields.<br />
<br />
'''Ki Power:''' A Shinjin can channel his ''Ki'' to manifest attacks and special powers. Shinjin recieve their Wisdom modifier ''ki'' points, plus an additioanl 2 ''ki'' points per class level. The Shinjin cannot use his ''Ki'' power if he wears any armor, carries a shield. The Shinjin's class levels stack with other character levels with a ''Ki'' pool to determine the daily number of ''Ki'' points available to him. <br />
<br />
'''Shuujuku Defense (Ex):''' Shinjin are well practiced in the martial arts, and have mastered highly developed techniques of defense. They add their Intelligence bonus to their AC. Because these techniques require freedom of movement, any condition which causes the Shinjin to lose his Dexterity bonus to AC also causes him to lose any AC bonus from Shuujuku Defense. A Shinjin cannot use Shuujuku Defense if he wears any armor, carries a shield, or carries a heavy load.<br />
<br />
'''Youjutsu (Sp):''' As Shinjin progress in levels they gain the ability to sense and manipulate the flow of ''Ki'' by will alone. They gain ''Ki'' powered spell-like abilities called Youjutsu. A Shinjin's Youjutsu caster level is equal to class level.Youjutsu are divided into 4 groups; Kaji, Kengen, Jumon, and Superu. The Difficulty Class for a saving throw against a Shinjin's Youjutsu is 10 + spell level + Shinjin's Wisdom modifier. At 1st level a Shinjin gains several spell-like abilities called Kaji. Kaji consume 2 ''Ki'' power points, and are as follows – ''endure elements(self), feather fall(self), jump(self), mage hand, prestidigitation, pass without trace(self), ventriloquism.''<br />
<br />
'''Still Mind (Ex):''' A Shinjin of 2nd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.<br />
<br />
'''Ten'yuu (Ex):''' At 2nd level, the Shinjin's entire body becomes focused with ''Ki''. The Shinjin gains Uncanny Dodge and an insight bonus equal to half his Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves. This Bonus applies as long as there is at least one ''Ki'' point in the user's ''Ki'' pool. A Shinjin loses Ten'yuu when he wears any armor or carries a heavy load. Ten'yuu does not apply if the user is immobile. <br />
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'''Shuujuku Strike (Ex):''' Shinjin are well practiced in the martial arts, and have mastered highly developed techniques of attack. They receive the feat Greater Weapon Focus for their Unarmed Strikes. Because these techniques require freedom of movement a Shinjin cannot use Shuujuku Strike if he wears any armor, carries a shield, or carries a heavy load.<br />
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'''Kengen (Sp):''' A Shinjin gains Youjustu powers at 3rd level called Kengen. Kengen cost 3 ''Ki'' points to activate, and are as follows - ''bear's endurance(self), bull's strength(self), cat's grace(self), eagle's splendor(self), fox's cunning(self), owl's wisdom(self''<br />
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'''''Ki'' Bakuhatsu (Ex):''' At 4th level the Shinjin's Inner ''Ki'' surges inside him, granting him 2 bonus ''Ki'' Points(in addition to the 2 ''ki'' points he recieves per level). The increased flow of ''Ki'' through the Shinjin speeds up his metabolism, stripping his body of nutrients very quickly. The Shinjin now suffers from Kikatsu. To satisfy his great hunger and thirst, he must eat and drink twice as much as a normal human of his size every day<br />
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'''Purity of Body (Ex):''' At 4th level, a Shinjin gains immunity to all diseases except for supernatural and magical diseases.<br />
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'''Improved Shuujuku Strike(Ex):''' The Shinjin now adds his Intelligence bonus to the Attack rolls of his Unarmed Strikes. <br />
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'''Jumon (sp):''' A Shinjin gains a number of Youjutsu abilities at 5th level called Jumon. Jumon cost 4 ''Ki'' points to activate, and are as follows - ''haste(self), slow, spider climb(self), water walk(self)''<br />
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'''Diamond Body (Su):''' At 6th level, the Shinjin gains immunity to poisons of all kinds.<br />
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'''''Ki'' Bakuhatsu (Ex):''' At 6th level the Shinjin's inner ''Ki'' again erupts, granting him 2 bonus ''Ki'' Points(in addition to the 2 ''ki'' points he recieves per level). The increased ''Ki'' flowing through the Shinjin Strips all of the hair on his body of color, turning all his hair solid white.<br />
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'''Improved Ten'yuu (Ex):''' At 7th level the Shinjin's Ten'yuu becomes more powerful, and now gains an insight bonus equal to his entire Wisdom modifier on all Balance, Jump, Tumble, checks as well as Reflex saves. The Shinjin is also able to anticipate attacks and other threats and gains Improved Evasion and Improved Uncanny Dodge. A Shinjin loses Ten'yuu when he wears any armor or carries a heavy load.<br />
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'''Superu (Sp):''' The Shinjin has unlocked his inner "Ki". His Youjutsu can now alter the threads of reality and manipulate the ''Ki'' of others. At 7th level a Shinjin gains Superu. Superu cost 5 ''Ki'' points to activate, and are a follows - '' air walk(self), hold monster, shadow walk(self)''<br />
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'''Timeless Body (Ex):''' Upon attaining 8th level, a Shinjin no longer takes penalties to ability scores for aging and cannot be magically aged. Any such penalties that the Shinjin has already taken, however, remain in place. Bonuses still accrue, and the Shinjin still dies of old age when their time is up.<br />
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'''''Ki'' Bakuhatsu (Ex):''' The Shinjin's inner ''Ki'' Explodes within him granting 2 bonus ''Ki'' points. The increased flow of ''Ki'' through the Shinjin, strip his eyes of color, turning them solid white.<br />
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'''Blindsense 30' (Su):''' The Shinjin gains the ability to notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. A Shinjin loses Blindsense if he has no ''Ki'' points in his ''Ki'' pool.<br />
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'''Shinsei Form:''' At 10th level, the Shinjin has become one with all ''Ki'' flowing through the planes, and is now made partially of ''Ki''. The Shinnjin has become a Native Outsider of the material plane, and his life span increases. He is now considered a half elf when determining life span and aging effects. Additionally, the Shinjin gains damage reduction 10/magic, which allows him 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. <br />
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'''Shuujuku Youjutsu (Sp):''' Through focus and practice the Shinjin has mastered his Youjutsu. Add +2 to the DC of all the Shinjin's Youjutsu, and now the his Youjutsu not only effect himself but others as well(use spell description for target).<br />
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