https://www.dandwiki.com/w/api.php?action=feedcontributions&user=79.177.105.83&feedformat=atomD&D Wiki - User contributions [en]2024-03-19T01:20:53ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Spell-less_Assassin_(3.5e_Alternate_Class_Feature)&diff=587986Spell-less Assassin (3.5e Alternate Class Feature)2012-09-06T14:17:26Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type= Skilled<br />
|desc= Variant without spellcasting.<br />
}}<br />
<br />
===Assassin===<br />
<br />
===Requirements===<br />
<br />
To qualify to become an assassin, a character must fulfill all the following criteria.<br />
<br />
* '''Alignment:''' Any evil.<br />
<br />
* '''Skills:''' [[SRD:Disguise Skill|Disguise]] 4 ranks, [[SRD:Hide Skill|Hide]] 8 ranks, [[SRD:Move Silently Skill|Move Silently]] 8 ranks.<br />
<br />
* '''Special:''' The character must kill someone for no other reason than to join the assassins.<br />
<br />
===Class Skills===<br />
<br />
The assassin’s [[SRD:Class|class]] skills (and the [[SRD:Key Ability|key ability]] for each skill) are [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
<br />
'''Skill Points at Each Level:''' 4 + [[SRD:Intelligence|Int]] modifier.<br />
<br />
{| class="d20"<br />
|+ Table: The Assassin<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!!<br />
|- class="even"<br />
|1st||+1||+0||+2||+0|| align="left" | Sneak attack +1d6, death attack, poison use<br />
|- class="even"<br />
|2nd||+2||+0||+3||+0|| align="left" | +1 save against poison, uncanny dodge<br />
|-<br />
|3rd||+3||+1||+3||+1|| align="left" | Sneak attack +2d6, Darkness/ 1 day<br />
|- class="even"<br />
|4th||+4||+1||+4||+1|| align="left" | +2 save against poison<br />
|-<br />
|5th||+5||+1||+4||+1|| align="left" | Improved uncanny dodge, sneak attack +3d6<br />
|- class="even"<br />
|6th||+6||+2||+5||+2|| align="left" | +3 save against poison, Darkness/ 2 day<br />
|-<br />
|7th||+7||+2||+5||+2|| align="left" | Sneak attack +4d6<br />
|- class="even"<br />
|8th||+8||+2||+6||+2|| align="left" | +4 save against poison, hide in plain sight<br />
|-<br />
|9th||+9||+3||+6||+3|| align="left" | Sneak attack +5d6, Darkness/ 3 day<br />
|- class="even"<br />
|10th||+10||+3||+7||+3|| align="left" | +5 save against poison<br />
|-<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are [[SRD:Class|Class]] Features of the assassin [[SRD:Prestige Class|prestige class]].<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Assassins are proficient with the crossbow ([[SRD:Hand Crossbow|hand]], [[SRD:Light Crossbow|light]], or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]] (any type), [[SRD:Dart|dart]], [[SRD:Rapier|rapier]], [[SRD:Sap|sap]], [[SRD:Shortbow|shortbow]] (normal and [[SRD:Composite Shortbow|composite]]), and [[SRD:Short Sword|short sword]]. Assassins are proficient with [[SRD:Armor Proficiency (Light)|light armor]] but not with shields.<br />
<br />
'''{{#anc:Sneak Attack}}:''' This is exactly like the [[SRD:Rogue|rogue]] ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.<br />
<br />
'''{{#anc:Death Attack}}:''' If an assassin studies his victim for 3 rounds and then makes a sneak attack with a [[SRD:Melee Weapon|melee weapon]] that successfully deals damage, the sneak attack has the additional effect of possibly either [[SRD:Paralyzed|paralyzing]] or [[SRD:Dead|killing]] the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a [[SRD:Saving Throw|Fortitude]] save ([[SRD:DC|DC]] 10 + the assassin’s [[SRD:Class|class]] level + the assassin’s [[SRD:Intelligence|Int]] modifier) against the kill effect, she dies. If the [[SRD:Saving Throw|saving throw]] fails against the paralysis effect, the victim is rendered [[SRD:Helpless|helpless]] and unable to act for 1d6 rounds plus 1 [[SRD:Round|round]] per level of the assassin. If the victim’s [[SRD:Saving Throw|saving throw]] succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.<br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.<br />
<br />
'''{{#anc:Poison Use}}:''' Assassins are trained in the use of [[SRD:Poison|poison]] and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
'''{{#anc:Darkness}} ([[SRD:Sp|Sp]]):''' exactly like the spell with the same name<br />
<br />
'''{{#anc:Save Bonus against Poison}}:''' The assassin gains a natural [[SRD:Saving Throw|saving throw]] bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' Starting at 2nd level, an assassin retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) regardless of being caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. (He still loses any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.)<br />
<br />
If a character gains uncanny dodge from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge (see below).<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' At 5th level, an assassin can no longer be [[SRD:Flanking|flanked]], since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies [[SRD:Rogue|rogue]]s the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a [[SRD:Rogue|rogue]] at least four levels higher than the assassin can flank him (and thus sneak attack him).<br />
<br />
If a character gains uncanny dodge (see above) from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge, and the levels from those [[SRD:Classes|classes]] stack to determine the minimum [[SRD:Rogue|rogue]] level required to flank the character.<br />
<br />
'''{{#anc:[[SRD:Hide Skill|Hide]] in Plain Sight}} ([[SRD:Su|Su]]):''' At 8th level, an assassin can use the [[SRD:Hide Skill|Hide]] skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.<br />
<br />
He cannot, however, hide in his own shadow.<br />
<br />
<br />
==Epic Assassin==<br />
<br />
'''[[SRD:Hit Dice|Hit Die]]:''' d6. <br />
<br />
'''Skill Points at Each Additional Level:''' 4 + [[SRD:Intelligence|Int]] modifier. <br />
<br />
'''Sneak Attack:''' The epic assassin’s sneak attack damage increases by +1d6 every two levels after 9th. <br />
<br />
'''Death Attack:''' The assassin counts only half his or her [[SRD:Classes|class levels]] beyond 10th when determining the [[SRD:DC|DC]] to resist this attack. <br />
<br />
'''[[SRD:Spells|Spells]]:''' The assassin’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The assassin’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. <br />
<br />
'''Uncanny [[SRD:Dodge|Dodge]]:''' The assassin’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level. <br />
<br />
'''[[SRD:Saving Throw|Saving Throw]] Bonus against [[SRD:Poison|Poison]]:''' The assassin’s bonus on saves against [[SRD:Poison|poison]] increases by +1 every two levels after 10th. <br />
<br />
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic assassin gains a bonus [[SRD:Feats|feat]] (selected from the list of epic assassin [[SRD:Feats|feats]]) every four levels after 10th. <br />
<br />
''Epic Assassin Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Death Attack|Improved Death Attack]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Legendary Tracker|Legendary Tracker]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Tenacious Magic|Tenacious Magic]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. <br />
<br />
'''Table: The Epic Assassin''' <br />
<br />
{| class="d20"<br />
|-<br />
! Level !! align="left" | Special <br />
|-<br />
| 11th|| align="left" | Sneak attack +6d6 <br />
|- class="even"<br />
| 12th|| align="left" | +6 save against [[SRD:Poison|poison]] <br />
|-<br />
| 13th|| align="left" | Sneak attack +7d6 <br />
|- class="even"<br />
| 14th|| align="left" | +7 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 15th|| align="left" | Sneak attack +8d6 <br />
|- class="even"<br />
| 16th|| align="left" | +8 save against [[SRD:Poison|poison]] <br />
|-<br />
| 17th|| align="left" | Sneak attack +9d6 <br />
|- class="even"<br />
| 18th|| align="left" | +9 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 19th|| align="left" | Sneak attack +10d6 <br />
|- class="even"<br />
| 20th|| align="left" | +10 save against [[SRD:Poison|poison]]<br />
|}<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Spell-less_Assassin_(3.5e_Alternate_Class_Feature)&diff=587985Spell-less Assassin (3.5e Alternate Class Feature)2012-09-06T14:10:20Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type= Skilled<br />
|desc= Variant without spellcasting.<br />
}}<br />
<br />
===Assassin===<br />
<br />
===Requirements===<br />
<br />
To qualify to become an assassin, a character must fulfill all the following criteria.<br />
<br />
* '''Alignment:''' Any evil.<br />
<br />
* '''Skills:''' [[SRD:Disguise Skill|Disguise]] 4 ranks, [[SRD:Hide Skill|Hide]] 8 ranks, [[SRD:Move Silently Skill|Move Silently]] 8 ranks.<br />
<br />
* '''Special:''' The character must kill someone for no other reason than to join the assassins.<br />
<br />
===Class Skills===<br />
<br />
The assassin’s [[SRD:Class|class]] skills (and the [[SRD:Key Ability|key ability]] for each skill) are [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
<br />
'''Skill Points at Each Level:''' 6 + [[SRD:Intelligence|Int]] modifier.<br />
<br />
{| class="d20"<br />
|+ Table: The Assassin<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<br />
|- class="even"<br />
|1st||+0||+0||+2||+0|| align="left" | Sneak attack +1d6, death attack, poison use<br />
|- class="even"<br />
|2nd||+1||+0||+3||+0|| align="left" | +1 save against poison, uncanny dodge<br />
|-<br />
|3rd||+2||+1||+3||+1|| align="left" | Sneak attack +2d6<br />
|- class="even"<br />
|4th||+3||+1||+4||+1|| align="left" | +2 save against poison<br />
|-<br />
|5th||+3||+1||+4||+1|| align="left" | Improved uncanny dodge, sneak attack +3d6<br />
|- class="even"<br />
|6th||+4||+2||+5||+2|| align="left" | +3 save against poison<br />
|-<br />
|7th||+5||+2||+5||+2|| align="left" | Sneak attack +4d6<br />
|- class="even"<br />
|8th||+6||+2||+6||+2|| align="left" | +4 save against poison, hide in plain sight<br />
|-<br />
|9th||+6||+3||+6||+3|| align="left" | Sneak attack +5d6<br />
|- class="even"<br />
|10th||+7||+3||+7||+3|| align="left" | +5 save against poison<br />
|-<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are [[SRD:Class|Class]] Features of the assassin [[SRD:Prestige Class|prestige class]].<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Assassins are proficient with the crossbow ([[SRD:Hand Crossbow|hand]], [[SRD:Light Crossbow|light]], or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]] (any type), [[SRD:Dart|dart]], [[SRD:Rapier|rapier]], [[SRD:Sap|sap]], [[SRD:Shortbow|shortbow]] (normal and [[SRD:Composite Shortbow|composite]]), and [[SRD:Short Sword|short sword]]. Assassins are proficient with [[SRD:Armor Proficiency (Light)|light armor]] but not with shields.<br />
<br />
'''{{#anc:Sneak Attack}}:''' This is exactly like the [[SRD:Rogue|rogue]] ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.<br />
<br />
'''{{#anc:Death Attack}}:''' If an assassin studies his victim for 3 rounds and then makes a sneak attack with a [[SRD:Melee Weapon|melee weapon]] that successfully deals damage, the sneak attack has the additional effect of possibly either [[SRD:Paralyzed|paralyzing]] or [[SRD:Dead|killing]] the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a [[SRD:Saving Throw|Fortitude]] save ([[SRD:DC|DC]] 10 + the assassin’s [[SRD:Class|class]] level + the assassin’s [[SRD:Intelligence|Int]] modifier) against the kill effect, she dies. If the [[SRD:Saving Throw|saving throw]] fails against the paralysis effect, the victim is rendered [[SRD:Helpless|helpless]] and unable to act for 1d6 rounds plus 1 [[SRD:Round|round]] per level of the assassin. If the victim’s [[SRD:Saving Throw|saving throw]] succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.<br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.<br />
<br />
'''{{#anc:Poison Use}}:''' Assassins are trained in the use of [[SRD:Poison|poison]] and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
<br />
<br />
'''{{#anc:Save Bonus against Poison}}:''' The assassin gains a natural [[SRD:Saving Throw|saving throw]] bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' Starting at 2nd level, an assassin retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) regardless of being caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. (He still loses any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.)<br />
<br />
If a character gains uncanny dodge from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge (see below).<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' At 5th level, an assassin can no longer be [[SRD:Flanking|flanked]], since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies [[SRD:Rogue|rogue]]s the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a [[SRD:Rogue|rogue]] at least four levels higher than the assassin can flank him (and thus sneak attack him).<br />
<br />
If a character gains uncanny dodge (see above) from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge, and the levels from those [[SRD:Classes|classes]] stack to determine the minimum [[SRD:Rogue|rogue]] level required to flank the character.<br />
<br />
'''{{#anc:[[SRD:Hide Skill|Hide]] in Plain Sight}} ([[SRD:Su|Su]]):''' At 8th level, an assassin can use the [[SRD:Hide Skill|Hide]] skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.<br />
<br />
He cannot, however, hide in his own shadow.<br />
<br />
<br />
==Epic Assassin==<br />
<br />
'''[[SRD:Hit Dice|Hit Die]]:''' d6. <br />
<br />
'''Skill Points at Each Additional Level:''' 4 + [[SRD:Intelligence|Int]] modifier. <br />
<br />
'''Sneak Attack:''' The epic assassin’s sneak attack damage increases by +1d6 every two levels after 9th. <br />
<br />
'''Death Attack:''' The assassin counts only half his or her [[SRD:Classes|class levels]] beyond 10th when determining the [[SRD:DC|DC]] to resist this attack. <br />
<br />
'''[[SRD:Spells|Spells]]:''' The assassin’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The assassin’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. <br />
<br />
'''Uncanny [[SRD:Dodge|Dodge]]:''' The assassin’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level. <br />
<br />
'''[[SRD:Saving Throw|Saving Throw]] Bonus against [[SRD:Poison|Poison]]:''' The assassin’s bonus on saves against [[SRD:Poison|poison]] increases by +1 every two levels after 10th. <br />
<br />
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic assassin gains a bonus [[SRD:Feats|feat]] (selected from the list of epic assassin [[SRD:Feats|feats]]) every four levels after 10th. <br />
<br />
''Epic Assassin Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Death Attack|Improved Death Attack]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Legendary Tracker|Legendary Tracker]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Tenacious Magic|Tenacious Magic]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. <br />
<br />
'''Table: The Epic Assassin''' <br />
<br />
{| class="d20"<br />
|-<br />
! Level !! align="left" | Special <br />
|-<br />
| 11th|| align="left" | Sneak attack +6d6 <br />
|- class="even"<br />
| 12th|| align="left" | +6 save against [[SRD:Poison|poison]] <br />
|-<br />
| 13th|| align="left" | Sneak attack +7d6 <br />
|- class="even"<br />
| 14th|| align="left" | +7 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 15th|| align="left" | Sneak attack +8d6 <br />
|- class="even"<br />
| 16th|| align="left" | +8 save against [[SRD:Poison|poison]] <br />
|-<br />
| 17th|| align="left" | Sneak attack +9d6 <br />
|- class="even"<br />
| 18th|| align="left" | +9 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 19th|| align="left" | Sneak attack +10d6 <br />
|- class="even"<br />
| 20th|| align="left" | +10 save against [[SRD:Poison|poison]]<br />
|}<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Spell-less_Assassin_(3.5e_Alternate_Class_Feature)&diff=587984Spell-less Assassin (3.5e Alternate Class Feature)2012-09-06T14:08:32Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type= Skilled<br />
|desc= Variant without spellcasting.<br />
}}<br />
<br />
===Assassin===<br />
<br />
===Requirements===<br />
<br />
To qualify to become an assassin, a character must fulfill all the following criteria.<br />
<br />
* '''Alignment:''' Any evil.<br />
<br />
* '''Skills:''' [[SRD:Disguise Skill|Disguise]] 4 ranks, [[SRD:Hide Skill|Hide]] 8 ranks, [[SRD:Move Silently Skill|Move Silently]] 8 ranks.<br />
<br />
* '''Special:''' The character must kill someone for no other reason than to join the assassins.<br />
<br />
===Class Skills===<br />
<br />
The assassin’s [[SRD:Class|class]] skills (and the [[SRD:Key Ability|key ability]] for each skill) are [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
<br />
'''Skill Points at Each Level:''' 6 + [[SRD:Intelligence|Int]] modifier.<br />
<br />
{| class="d20"<br />
|+ Table: The Assassin<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!!<br />
|-<br />
|1st||+0||+0||+2||+0|| align="left" | Sneak attack +1d6, death attack, poison use, spells<br />
|- class="even"<br />
|2nd||+1||+0||+3||+0|| align="left" | +1 save against poison, uncanny dodge<br />
|-<br />
|3rd||+2||+1||+3||+1|| align="left" | Sneak attack +2d6<br />
|- class="even"<br />
|4th||+3||+1||+4||+1|| align="left" | +2 save against poison<br />
|-<br />
|5th||+3||+1||+4||+1|| align="left" | Improved uncanny dodge, sneak attack +3d6<br />
|- class="even"<br />
|6th||+4||+2||+5||+2|| align="left" | +3 save against poison<br />
|-<br />
|7th||+5||+2||+5||+2|| align="left" | Sneak attack +4d6<br />
|- class="even"<br />
|8th||+6||+2||+6||+2|| align="left" | +4 save against poison, hide in plain sight<br />
|-<br />
|9th||+6||+3||+6||+3|| align="left" | Sneak attack +5d6<br />
|- class="even"<br />
|10th||+7||+3||+7||+3|| align="left" | +5 save against poison<br />
|-<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are [[SRD:Class|Class]] Features of the assassin [[SRD:Prestige Class|prestige class]].<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Assassins are proficient with the crossbow ([[SRD:Hand Crossbow|hand]], [[SRD:Light Crossbow|light]], or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]] (any type), [[SRD:Dart|dart]], [[SRD:Rapier|rapier]], [[SRD:Sap|sap]], [[SRD:Shortbow|shortbow]] (normal and [[SRD:Composite Shortbow|composite]]), and [[SRD:Short Sword|short sword]]. Assassins are proficient with [[SRD:Armor Proficiency (Light)|light armor]] but not with shields.<br />
<br />
'''{{#anc:Sneak Attack}}:''' This is exactly like the [[SRD:Rogue|rogue]] ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.<br />
<br />
'''{{#anc:Death Attack}}:''' If an assassin studies his victim for 3 rounds and then makes a sneak attack with a [[SRD:Melee Weapon|melee weapon]] that successfully deals damage, the sneak attack has the additional effect of possibly either [[SRD:Paralyzed|paralyzing]] or [[SRD:Dead|killing]] the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a [[SRD:Saving Throw|Fortitude]] save ([[SRD:DC|DC]] 10 + the assassin’s [[SRD:Class|class]] level + the assassin’s [[SRD:Intelligence|Int]] modifier) against the kill effect, she dies. If the [[SRD:Saving Throw|saving throw]] fails against the paralysis effect, the victim is rendered [[SRD:Helpless|helpless]] and unable to act for 1d6 rounds plus 1 [[SRD:Round|round]] per level of the assassin. If the victim’s [[SRD:Saving Throw|saving throw]] succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.<br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.<br />
<br />
'''{{#anc:Poison Use}}:''' Assassins are trained in the use of [[SRD:Poison|poison]] and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
<br />
<br />
'''{{#anc:Save Bonus against Poison}}:''' The assassin gains a natural [[SRD:Saving Throw|saving throw]] bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' Starting at 2nd level, an assassin retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) regardless of being caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. (He still loses any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.)<br />
<br />
If a character gains uncanny dodge from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge (see below).<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' At 5th level, an assassin can no longer be [[SRD:Flanking|flanked]], since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies [[SRD:Rogue|rogue]]s the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a [[SRD:Rogue|rogue]] at least four levels higher than the assassin can flank him (and thus sneak attack him).<br />
<br />
If a character gains uncanny dodge (see above) from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge, and the levels from those [[SRD:Classes|classes]] stack to determine the minimum [[SRD:Rogue|rogue]] level required to flank the character.<br />
<br />
'''{{#anc:[[SRD:Hide Skill|Hide]] in Plain Sight}} ([[SRD:Su|Su]]):''' At 8th level, an assassin can use the [[SRD:Hide Skill|Hide]] skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.<br />
<br />
He cannot, however, hide in his own shadow.<br />
<br />
<br />
==Epic Assassin==<br />
<br />
'''[[SRD:Hit Dice|Hit Die]]:''' d6. <br />
<br />
'''Skill Points at Each Additional Level:''' 4 + [[SRD:Intelligence|Int]] modifier. <br />
<br />
'''Sneak Attack:''' The epic assassin’s sneak attack damage increases by +1d6 every two levels after 9th. <br />
<br />
'''Death Attack:''' The assassin counts only half his or her [[SRD:Classes|class levels]] beyond 10th when determining the [[SRD:DC|DC]] to resist this attack. <br />
<br />
'''[[SRD:Spells|Spells]]:''' The assassin’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The assassin’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. <br />
<br />
'''Uncanny [[SRD:Dodge|Dodge]]:''' The assassin’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level. <br />
<br />
'''[[SRD:Saving Throw|Saving Throw]] Bonus against [[SRD:Poison|Poison]]:''' The assassin’s bonus on saves against [[SRD:Poison|poison]] increases by +1 every two levels after 10th. <br />
<br />
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic assassin gains a bonus [[SRD:Feats|feat]] (selected from the list of epic assassin [[SRD:Feats|feats]]) every four levels after 10th. <br />
<br />
''Epic Assassin Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Death Attack|Improved Death Attack]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Legendary Tracker|Legendary Tracker]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Tenacious Magic|Tenacious Magic]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. <br />
<br />
'''Table: The Epic Assassin''' <br />
<br />
{| class="d20"<br />
|-<br />
! Level !! align="left" | Special <br />
|-<br />
| 11th|| align="left" | Sneak attack +6d6 <br />
|- class="even"<br />
| 12th|| align="left" | +6 save against [[SRD:Poison|poison]] <br />
|-<br />
| 13th|| align="left" | Sneak attack +7d6 <br />
|- class="even"<br />
| 14th|| align="left" | +7 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 15th|| align="left" | Sneak attack +8d6 <br />
|- class="even"<br />
| 16th|| align="left" | +8 save against [[SRD:Poison|poison]] <br />
|-<br />
| 17th|| align="left" | Sneak attack +9d6 <br />
|- class="even"<br />
| 18th|| align="left" | +9 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 19th|| align="left" | Sneak attack +10d6 <br />
|- class="even"<br />
| 20th|| align="left" | +10 save against [[SRD:Poison|poison]]<br />
|}<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Spell-less_Assassin_(3.5e_Alternate_Class_Feature)&diff=587983Spell-less Assassin (3.5e Alternate Class Feature)2012-09-06T14:03:08Z<p>79.177.105.83: </p>
<hr />
<div>{{stub|Missing text throughout (and an example NPC).}}<!--remove this template as appropriate--><br />
{{needsbalance|If there can only be one person with this class, then this should be a prestige class, not a base class.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=<-how close to completion-><br />
|editing=<br />
|type= Skilled<br />
|desc= Variant without spellcasting.<br />
}}<br />
<br />
===Assassin===<br />
<br />
===Requirements===<br />
<br />
To qualify to become an assassin, a character must fulfill all the following criteria.<br />
<br />
* '''Alignment:''' Any evil.<br />
<br />
* '''Skills:''' [[SRD:Disguise Skill|Disguise]] 4 ranks, [[SRD:Hide Skill|Hide]] 8 ranks, [[SRD:Move Silently Skill|Move Silently]] 8 ranks.<br />
<br />
* '''Special:''' The character must kill someone for no other reason than to join the assassins.<br />
<br />
===Class Skills===<br />
<br />
The assassin’s [[SRD:Class|class]] skills (and the [[SRD:Key Ability|key ability]] for each skill) are [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), and [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
<br />
'''Skill Points at Each Level:''' 4 + [[SRD:Intelligence|Int]] modifier.<br />
<br />
{| class="d20"<br />
|+ Table: The Assassin<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="4"| Spells per Day<br />
|-<br />
!1st!!2nd!!3rd!!4th<br />
|-<br />
|1st||+0||+0||+2||+0|| align="left" | Sneak attack +1d6, death attack, poison use, spells||0||—||—||—<br />
|- class="even"<br />
|2nd||+1||+0||+3||+0|| align="left" | +1 save against poison, uncanny dodge||1||—||—||—<br />
|-<br />
|3rd||+2||+1||+3||+1|| align="left" | Sneak attack +2d6||2||0||—||—<br />
|- class="even"<br />
|4th||+3||+1||+4||+1|| align="left" | +2 save against poison||3||1||—||—<br />
|-<br />
|5th||+3||+1||+4||+1|| align="left" | Improved uncanny dodge, sneak attack +3d6||3||2||0||—<br />
|- class="even"<br />
|6th||+4||+2||+5||+2|| align="left" | +3 save against poison||3||3||1||—<br />
|-<br />
|7th||+5||+2||+5||+2|| align="left" | Sneak attack +4d6||3||3||2||0<br />
|- class="even"<br />
|8th||+6||+2||+6||+2|| align="left" | +4 save against poison, hide in plain sight||3||3||3||1<br />
|-<br />
|9th||+6||+3||+6||+3|| align="left" | Sneak attack +5d6||3||3||3||2<br />
|- class="even"<br />
|10th||+7||+3||+7||+3|| align="left" | +5 save against poison||3||3||3||3<br />
|-<br />
|}<br />
<br />
===Class Features===<br />
<br />
All of the following are [[SRD:Class|Class]] Features of the assassin [[SRD:Prestige Class|prestige class]].<br />
<br />
'''{{#anc:Weapon and Armor Proficiency}}:''' Assassins are proficient with the crossbow ([[SRD:Hand Crossbow|hand]], [[SRD:Light Crossbow|light]], or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]] (any type), [[SRD:Dart|dart]], [[SRD:Rapier|rapier]], [[SRD:Sap|sap]], [[SRD:Shortbow|shortbow]] (normal and [[SRD:Composite Shortbow|composite]]), and [[SRD:Short Sword|short sword]]. Assassins are proficient with [[SRD:Armor Proficiency (Light)|light armor]] but not with shields.<br />
<br />
'''{{#anc:Sneak Attack}}:''' This is exactly like the [[SRD:Rogue|rogue]] ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.<br />
<br />
'''{{#anc:Death Attack}}:''' If an assassin studies his victim for 3 rounds and then makes a sneak attack with a [[SRD:Melee Weapon|melee weapon]] that successfully deals damage, the sneak attack has the additional effect of possibly either [[SRD:Paralyzed|paralyzing]] or [[SRD:Dead|killing]] the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a [[SRD:Saving Throw|Fortitude]] save ([[SRD:DC|DC]] 10 + the assassin’s [[SRD:Class|class]] level + the assassin’s [[SRD:Intelligence|Int]] modifier) against the kill effect, she dies. If the [[SRD:Saving Throw|saving throw]] fails against the paralysis effect, the victim is rendered [[SRD:Helpless|helpless]] and unable to act for 1d6 rounds plus 1 [[SRD:Round|round]] per level of the assassin. If the victim’s [[SRD:Saving Throw|saving throw]] succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.<br />
<br />
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.<br />
<br />
'''{{#anc:Poison Use}}:''' Assassins are trained in the use of [[SRD:Poison|poison]] and never risk accidentally poisoning themselves when applying poison to a blade.<br />
<br />
'''{{#anc:Spells}}:''' Beginning at 1st level, an assassin gains the ability to cast a number of [[SRD:Arcane Spells|arcane spells]]. To cast a spell, an assassin must have an [[SRD:Intelligence|Intelligence]] score of at least 10 + the spell’s level, so an assassin with an [[SRD:Intelligence|Intelligence]] of 10 or lower cannot cast these spells. Assassin bonus spells are based on [[SRD:Intelligence|Intelligence]], and [[SRD:Saving Throw|saving throws]] against these spells have a [[SRD:DC|DC]] of 10 + [[SRD:Spell Level|spell level]] + the assassin’s [[SRD:Intelligence|Intelligence]] bonus. When the assassin gets 0 spells per day of a given [[SRD:Spell Level|spell level]] he gains only the bonus spells he would be entitled to based on his [[SRD:Intelligence|Intelligence]] score for that [[SRD:Spell Level|spell level]].<br />
<br />
The assassin’s spell list appears below. An assassin casts spells just as a [[SRD:Bard|bard]] does.<br />
<br />
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.<br />
<br />
{| class="d20" style="width: 1px; white-space: nowrap;"<br />
|+ Table: Assassin Spells Known<br />
|-<br />
! rowspan="2" | Level!!colspan="4"| Spells Known<br />
|-<br />
!1st!!2nd!!3rd!!4th<br />
|-<br />
|1st||2<SUP>1</SUP>||—||—||—<br />
|- class="even"<br />
|2nd||3||—||—||—<br />
|-<br />
|3rd||3||2<SUP>1</SUP>||—||—<br />
|- class="even"<br />
|4th||4||3||—||—<br />
|-<br />
|5th||4||3||2<SUP>1</SUP>||—<br />
|- class="even"<br />
|6th||4||4||3||—<br />
|-<br />
|7th||4||4||3||2<SUP>1</SUP><br />
|- class="even"<br />
|8th||4||4||4||3<br />
|-<br />
|9th||4||4||4||3<br />
|- class="even"<br />
|10th||4||4||4||4<br />
|-<br />
| colspan="5" class="foot" style="white-space: normal;" |<br />
# Provided the assassin has sufficient [[SRD:Intelligence|Intelligence]] to have a bonus spell of this level.<br />
|}<br />
<br />
'''{{#anc:Save Bonus against Poison}}:''' The assassin gains a natural [[SRD:Saving Throw|saving throw]] bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.<br />
<br />
'''{{#anc:Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' Starting at 2nd level, an assassin retains his [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) regardless of being caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. (He still loses any [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized.)<br />
<br />
If a character gains uncanny dodge from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge (see below).<br />
<br />
'''{{#anc:Improved Uncanny Dodge}} ([[SRD:Ex|Ex]]):''' At 5th level, an assassin can no longer be [[SRD:Flanking|flanked]], since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies [[SRD:Rogue|rogue]]s the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a [[SRD:Rogue|rogue]] at least four levels higher than the assassin can flank him (and thus sneak attack him).<br />
<br />
If a character gains uncanny dodge (see above) from a second [[SRD:Class|class]] the character automatically gains improved uncanny dodge, and the levels from those [[SRD:Classes|classes]] stack to determine the minimum [[SRD:Rogue|rogue]] level required to flank the character.<br />
<br />
'''{{#anc:[[SRD:Hide Skill|Hide]] in Plain Sight}} ([[SRD:Su|Su]]):''' At 8th level, an assassin can use the [[SRD:Hide Skill|Hide]] skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.<br />
<br />
He cannot, however, hide in his own shadow.<br />
<br />
===Assassin Spell List===<br />
<br />
Assassins choose their spells from the following list:<br />
<br />
1st Level:'' [[SRD:Disguise Self|disguise self]], [[SRD:Detect Poison|detect poison]], [[SRD:Feather Fall|feather fall]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Jump|jump]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Sleep|sleep]], [[SRD:True Strike|true strike]].''<br />
<br />
2nd Level:'' [[SRD:Alter Self|alter self]], [[SRD:Cat's Grace|cat’s grace]], [[SRD:Darkness|darkness]], [[SRD:Fox's Cunning|fox’s cunning]], [[SRD:Illusory Script|illusory script]], [[SRD:Invisibility |invisibility]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Spider Climb|spider climb]], [[SRD:Undetectable Alignment|undetectable alignment]].''<br />
<br />
3rd Level:'' [[SRD:Deep Slumber|deep slumber]], [[SRD:Deeper Darkness|deeper darkness]], [[SRD:False Life|false life]], [[SRD:Magic Circle against Good|magic circle against good]], [[SRD:Misdirection|misdirection]], [[SRD:Nondetection|nondetection]].''<br />
<br />
4th Level: ''[[SRD:Clairaudience/Clairvoyance|clairaudience/clairvoyance]], [[SRD:Dimension Door|dimension door]], [[SRD:Freedom of Movement|freedom of movement]], [[SRD:Glibness|glibness]], [[SRD:Greater Invisibility|greater invisibility]], [[SRD:Locate Creature|locate creature]], [[SRD:Modify Memory|modify memory]], [[SRD:Poison (Spell)|poison]].''<br />
<br />
==Epic Assassin==<br />
<br />
'''[[SRD:Hit Dice|Hit Die]]:''' d6. <br />
<br />
'''Skill Points at Each Additional Level:''' 4 + [[SRD:Intelligence|Int]] modifier. <br />
<br />
'''Sneak Attack:''' The epic assassin’s sneak attack damage increases by +1d6 every two levels after 9th. <br />
<br />
'''Death Attack:''' The assassin counts only half his or her [[SRD:Classes|class levels]] beyond 10th when determining the [[SRD:DC|DC]] to resist this attack. <br />
<br />
'''[[SRD:Spells|Spells]]:''' The assassin’s [[SRD:Caster Level|caster level]] is equal to his or her [[SRD:Class|class]] level. The assassin’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. <br />
<br />
'''Uncanny [[SRD:Dodge|Dodge]]:''' The assassin’s uncanny dodge bonus on saves against traps doesn’t increase after 10th level. <br />
<br />
'''[[SRD:Saving Throw|Saving Throw]] Bonus against [[SRD:Poison|Poison]]:''' The assassin’s bonus on saves against [[SRD:Poison|poison]] increases by +1 every two levels after 10th. <br />
<br />
'''Bonus [[SRD:Feats (Creature Statistic)|Feats:]]''' The epic assassin gains a bonus [[SRD:Feats|feat]] (selected from the list of epic assassin [[SRD:Feats|feats]]) every four levels after 10th. <br />
<br />
''Epic Assassin Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Dexterous Fortitude|Dexterous Fortitude]], [[SRD:Dexterous Will|Dexterous Will]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Death Attack|Improved Death Attack]], [[SRD:Improved Sneak Attack|Improved Sneak Attack]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Legendary Tracker|Legendary Tracker]], [[SRD:Lingering Damage|Lingering Damage]], [[SRD:Sneak Attack of Opportunity|Sneak Attack of Opportunity]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Superior Initiative|Superior Initiative]], [[SRD:Tenacious Magic|Tenacious Magic]], [[SRD:Uncanny Accuracy|Uncanny Accuracy]]. <br />
<br />
'''Table: The Epic Assassin''' <br />
<br />
{| class="d20"<br />
|-<br />
! Level !! align="left" | Special <br />
|-<br />
| 11th|| align="left" | Sneak attack +6d6 <br />
|- class="even"<br />
| 12th|| align="left" | +6 save against [[SRD:Poison|poison]] <br />
|-<br />
| 13th|| align="left" | Sneak attack +7d6 <br />
|- class="even"<br />
| 14th|| align="left" | +7 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 15th|| align="left" | Sneak attack +8d6 <br />
|- class="even"<br />
| 16th|| align="left" | +8 save against [[SRD:Poison|poison]] <br />
|-<br />
| 17th|| align="left" | Sneak attack +9d6 <br />
|- class="even"<br />
| 18th|| align="left" | +9 save against [[SRD:Poison|poison]], bonus [[SRD:Feats|feat]] <br />
|-<br />
| 19th|| align="left" | Sneak attack +10d6 <br />
|- class="even"<br />
| 20th|| align="left" | +10 save against [[SRD:Poison|poison]]<br />
|}<br />
<br />
----<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Abyssal_Alchemist_(3.5e_Prestige_Class)&diff=587979Abyssal Alchemist (3.5e Prestige Class)2012-09-06T13:29:51Z<p>79.177.105.83: </p>
<hr />
<div>{{stub|Missing flavor text all over.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= In construction<br />
|editing= Spelling and Grammar only, please<br />
|type= Bad Guy, Strong Spellcasting<br />
|desc= An Abyssal Alchemist is a very very special spellcaster, she is an expert of twisting and transmuting the chaotic primal essence of the demons, lords of the abyss.<br />
|len= 5<br />
|minlvl= 5<br />
}}<br />
<br />
==Abyssal Alchemist==<br />
<br />
{{quote<br />
|Turning lead to gold? Bahahaah, I can turn demon essence in pure, undiluted power. <br />
|orig=Khandarak, [[SRD:Dwarf|dwarf]] abyssal alchemist<br />
}}<br />
<br />
<-fluff about this prestige class-><br />
<br />
===Becoming a Abyssal Alchemist===<br />
<br />
<-why characters persue this class, what other classes they typically have, and what abilities are important-><br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any evil.<br />
|-<br />
! Skills:<br />
| [[SRD:Craft Skill|Craft]] (alchemy) 8 ranks<br />
|-<br />
! Feats:<br />
| [[SRD:Spell Focus|Spell Focus]] (transmutation), [[SRD:Greater Spell Focus|Greater Spell Focus]] (transmutation), Corrupt Spell <sup><small>[[Complete Divine|CD]]</small></sup><br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Abyssal Alchemist}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Black Alchemy|Black Alchemy]], [[#Entrap Fiendish Essence|Entrap Fiendish Essence]], [[#Fiend Transmutation|Fiend Transmutation]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Recycle Fiends|Recycle Fiends]], [[#Vile Essence|Vile Essence]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#Harvest Essence|Harvest Essence]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Soul Alchemy|Soul Alchemy]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Soul Corruption|Soul Corruption]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]] <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Abyssal Alchemist.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Abyssal Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Black Alchemy}} ([[Su]]):''' Instead of using XP to cast spells, a Abyssal Alchemist may decide to use demonic essence instead. Each CR worth of demonic essence replace 10 XP used. This can be used both in item creation and spellcasting. <br />
<br />
'''{{#anc:Entrap Fiendish Essence}} ([[Su]]):''' As a full-round action, a Abyssal Alchemist may harvest part of a dead demon soul. She gain 1/2 the dead demon CR worth of demonic essence (see black alchemy). <br />
<br />
'''{{#anc:Fiend Transmutation}} ([[Ex]]):''' Gain a bonus to DC equal to abyssal alchemist level to all transmutation spell, work only against outsider with the evil subtype. <br />
<br />
'''{{#anc:Recycle Fiends}} ([[Ex]]):''' At 2nd level, as a full-round action, a class may recycle part of a dead fiend. She gain 50 gp/CR worth of material components usable instead of any respective material components for any spells or item creation.<br />
<br />
'''{{#anc:Vile Essence}} ([[Su]]):''' At 2nd level, all spells casted by a abyssal alchemist are affected by corrupt spell metamagic feat for free without any increase in casting time.<br />
<br />
'''{{#anc:Harvest Essence}} ([[Su]]):''' At 3rd the class is able to fully harvest a demon soul, when using entrap fiendish essence she gain the ability to extract full CR instead of 1/2 CR worth of demonic essence. <br />
<br />
'''{{#anc:Soul Alchemy}} ([[Su]]):''' At 4th level the abyssal alchemist gain the ability to cast spell-like abilities of any demon she possess the essence. She is restrained to the demon daily limits and several other limitation. She cannot use the spell-like abilities of a demon with a higher CR than her and every time she use one spell-like ability the particular fiend's CR drop by 1. If she spent the fiends daily limit of all spell-like abilities or reduce the demon CR to 0 the soul is completely consumed and utterly unusable. <br />
<br />
'''{{#anc:Soul Corruption}}:''' Manipulating fiendish energy and transmutation demon soul finally shown it effect on the abyssal alchemist, at 5th level her type change to outsider and she gain the [[demon]] subtype. However the class alignment does not change. The abyssal alchemist may however be raised as her former type.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Abyssal Alchemist====<br />
<br />
'''Combat:''' <-Typical role in combat-><br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
<br />
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
<br />
====Abyssal Alchemist in the World====<br />
<br />
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world-><br />
<br />
'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
<br />
====Abyssal Alchemist Lore====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | <-very rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.<br />
|}<br />
<br />
====Abyssal Alchemist 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:''' <-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 />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Abyssal_Alchemist_(3.5e_Prestige_Class)&diff=587978Abyssal Alchemist (3.5e Prestige Class)2012-09-06T13:27:31Z<p>79.177.105.83: </p>
<hr />
<div>{{stub|Missing flavor text all over.}}<br />
{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= In construction<br />
|editing= Spelling and Grammar only, please<br />
|type= Bad Guy, Strong Spellcasting<br />
|desc= An Abyssal Alchemist is a very very special spellcaster, she is an expert of twisting and transmuting the chaotic primal essence of the demons, lords of the abyss.<br />
|len= 5<br />
|minlvl= 5<br />
}}<br />
<br />
==Abyssal Alchemist==<br />
<br />
{{quote<br />
|Turning lead to gold? Bahahaah, I can turn demon essence in pure, undiluted power. <br />
|orig=Khandarak, [[SRD:Dwarf|dwarf]] abyssal alchemist<br />
}}<br />
<br />
<-fluff about this prestige class-><br />
<br />
===Becoming a Abyssal Alchemist===<br />
<br />
<-why characters persue this class, what other classes they typically have, and what abilities are important-><br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Alignment:<br />
| Any non-good.<br />
|-<br />
! Skills:<br />
| [[SRD:Craft Skill|Craft]] (alchemy) 8 ranks<br />
|-<br />
! Feats:<br />
| [[SRD:Spell Focus|Spell Focus]] (transmutation), [[SRD:Greater Spell Focus|Greater Spell Focus]] (transmutation), Corrupt Spell <sup><small>[[Complete Divine|CD]]</small></sup><br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3rd level arcane spells.<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Abyssal Alchemist}}</div><br />
<p>Hit Die: d4</p><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +0 || +0 || +0 || +2<br />
| class="left" | [[#Black Alchemy|Black Alchemy]], [[#Entrap Fiendish Essence|Entrap Fiendish Essence]], [[#Fiend Transmutation|Fiend Transmutation]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +1 || +0 || +0 || +3<br />
| class="left" | [[#Recycle Fiends|Recycle Fiends]], [[#Vile Essence|Vile Essence]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]] <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +1 || +1 || +1 || +3<br />
| class="left" | [[#Harvest Essence|Harvest Essence]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Soul Alchemy|Soul Alchemy]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +2 || +1 || +1 || +4<br />
| class="left" | [[#Soul Corruption|Soul Corruption]]<br />
| class="left" | +1 level of existing arcane spellcasting [[SRD:Class|class]] <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[Int]] modifier per level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Abyssal Alchemist.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Abyssal Alchemist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Black Alchemy}} ([[Su]]):''' Instead of using XP to cast spells, a Abyssal Alchemist may decide to use demonic essence instead. Each CR worth of demonic essence replace 10 XP used. This can be used both in item creation and spellcasting. <br />
<br />
'''{{#anc:Entrap Fiendish Essence}} ([[Su]]):''' As a full-round action, a Abyssal Alchemist may harvest part of a dead demon soul. She gain 1/2 the dead demon CR worth of demonic essence (see black alchemy). <br />
<br />
'''{{#anc:Fiend Transmutation}} ([[Ex]]):''' Gain a bonus to DC equal to abyssal alchemist level to all transmutation spell, work only against outsider with the evil subtype. <br />
<br />
'''{{#anc:Recycle Fiends}} ([[Ex]]):''' At 2nd level, as a full-round action, a class may recycle part of a dead fiend. She gain 50 gp/CR worth of material components usable instead of any respective material components for any spells or item creation.<br />
<br />
'''{{#anc:Vile Essence}} ([[Su]]):''' At 2nd level, all spells casted by a abyssal alchemist are affected by corrupt spell metamagic feat for free without any increase in casting time.<br />
<br />
'''{{#anc:Harvest Essence}} ([[Su]]):''' At 3rd the class is able to fully harvest a demon soul, when using entrap fiendish essence she gain the ability to extract full CR instead of 1/2 CR worth of demonic essence. <br />
<br />
'''{{#anc:Soul Alchemy}} ([[Su]]):''' At 4th level the abyssal alchemist gain the ability to cast spell-like abilities of any demon she possess the essence. She is restrained to the demon daily limits and several other limitation. She cannot use the spell-like abilities of a demon with a higher CR than her and every time she use one spell-like ability the particular fiend's CR drop by 1. If she spent the fiends daily limit of all spell-like abilities or reduce the demon CR to 0 the soul is completely consumed and utterly unusable. <br />
<br />
'''{{#anc:Soul Corruption}}:''' Manipulating fiendish energy and transmutation demon soul finally shown it effect on the abyssal alchemist, at 5th level her type change to outsider and she gain the [[demon]] subtype. However the class alignment does not change. The abyssal alchemist may however be raised as her former type.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Abyssal Alchemist====<br />
<br />
'''Combat:''' <-Typical role in combat-><br />
<br />
'''Advancement:''' <-Typical advancement options for characters with this class. Include desirable multiclass options-><br />
<br />
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations-><br />
<br />
====Abyssal Alchemist in the World====<br />
<br />
{{quote|<-Some quote from a character of this class->|4=<-NPC name->, <-race-> <-class->}}<br />
<br />
<-Where characters of this class fit in a d20 world-><br />
<br />
'''NPC Reactions:''' <-How NPCs react to characters of this class-><br />
<br />
====Abyssal Alchemist Lore====<br />
<br />
Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ <-the appropriate skills-><br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | <-not so common knowledge->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | <-rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | <-very rare information->.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | <-information so obscure that members of this class might not even know it->.<br />
|}<br />
<br />
====Abyssal Alchemist 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:''' <-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 />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Bad Guy]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:User:Lord Dhazriel]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Arcane_Warrior_(3.5e_Prestige_Class)&diff=587977Arcane Warrior (3.5e Prestige Class)2012-09-06T13:25:45Z<p>79.177.105.83: </p>
<hr />
<div>==Arcane Warrior==<br />
<br />
{{quote<br />
|A mere magician, you say? Allow me to show you just how very wrong you are. <br />
|orig=Asriel Aurum, [[SRD:Human|Human]] Male Arcane Warrior<br />
}}<br />
<br />
Long ago, an ancient empire, so ancient that not even a trace of it now remains, developed a means by which a mage could channel his power inward, thereby granting them power beyond that of an ordinary man in terms of physical combat. For centuries, they were employed as the defenders, teachers, and sages of that realm. However, they were eventually destroyed by a cataclysmic event, one so terrible that no one is quite sure if it was a war, a planetary shift, a natural disaster, or something akin to an act of fate. Regardless, within a matter of days the empire, along with the majority of the mages that sought to protect it, had been all but completely annihilated. Seeking to preserve what little of their legacy remained, these few brave souls, known in the common tongue as the Arcane Warriors, left for distant lands, in the hopes that they might start anew. Over the millennia that have passed since those times, the skills and knowledge possessed by these individuals has been all but forgotten, though their arts and training techniques are recorded within a series of tomes, known collectively as the ''Arcanús Bellum'', or the'' Manual of Arcane Warfare''; in the secret depths of untapped dungeons and ruins, these tomes lie still, revealing their secrets to those that brave the peril of the dark in search of hidden lore and forgotten knowledge. <br />
<br />
===Becoming an Arcane Warrior===<br />
<br />
Some characters, primarily spellcasters, pursue this class for the power to go toe-to-toe with martial combatants, seeking to throw off the stigma of "sniveling, weak, and cowardly" that is sometimes attributed to them. Most commonly, characters with multiclass levels in both Fighter and Wizard are prime candidates for this PrC. Your primary spellcasting score is all important, as it will eventually contribute to the physical damage you deal. Constitution is also important, as you need all the hit points you can get, not to mention the necessity of concentration checks to avoid attacks of opportunity, should you choose to cast in melee. Lastly, Intelligence is also crucial, as it will let you take advantage of your skills and other such abilities.<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 />
! Feats:<br />
| [[SRD:Combat Casting|Combat Casting]], [[SRD:Eschew Materials|Eschew Materials]], and [[SRD:Power Attack|Power Attack]]<br />
|-<br />
! Skills:<br />
| [[SRD:Knowledge Skill|Knowledge Arcana]] 10 Ranks, [[SRD:Spellcraft Skill|Spellcraft]] 10 Ranks<br />
|-<br />
! Spellcasting:<br />
| Must be able to cast 3th level Arcane Spells.<br />
|-<br />
! Weapon and Armor Proficiencies:<br />
| Must be proficient with either a [[SRD:Martial Weapon|Martial Weapon]] or an [[SRD:Exotic Weapon|Exotic Weapon]]<br />
|-<br />
! Special:<br />
| Must have found and deciphered a copy of the ''Arcanús Bellum'' or have been trained by another Arcane Warrior.<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: The Arcane Warrior}}</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 />
! rowspan="2" | [[#Spellcasting|Spellcasting]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || +1 || +2 || +0 || +2<br />
| class="left" | [[#Arcane Might|''Arcane Might'']]<br />
| class="left" | +1 Level of existing Arcane Spellcasting [[SRD:Class|Class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || +2 || +3 || +0 || +3<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Aura of Potency|''Aura of Potency'']]<br />
| class="left" | +1 Level of existing Arcane Spellcasting [[SRD:Class|Class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || +3 || +3 || +1 || +3<br />
| class="left" | [[#Mystical Prowess|''Mystical Prowess'']]<br />
| class="left" | +1 Level of existing Arcane Spellcasting [[SRD:Class|Class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || +4 || +4 || +1 || +4<br />
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Luminous Shield|''Luminous Shield'']]<br />
| class="left" | +1 Level of existing Arcane Spellcasting [[SRD:Class|Class]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || +5 || +4 || +1 || +4<br />
| class="left" | [[#Critical Channeling|''Critical Channeling'']], [[#Mastery of Self|''Mastery of Self'']]<br />
| class="left" | +1 Level of existing Arcane Spellcasting [[SRD:Class|Class]] <br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[Intelligence]] modifier per level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]),[[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[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 />
All of the following are class features of the Arcane Warrior.<br />
<br />
'''{{#anc:Armor and Weapon Proficiency}}:''' Arcane Warriors are capable of utilizing [[SRD:Armor Proficiency (Light)|Light Armor]] without fear of incurring the normal chance of [[SRD:Arcane Spells and Armor|arcane spell failure]], in much the same way as a [[SRD:Bard|Bard]] does; this benefit applies to any and all spells the Arcane Warrior is capable of casting. They do not, however, gain any [[SRD:Shield Proficiency|Shield]] (including [[SRD:Tower Shield Proficiency|Tower Shield]]) or Weapon proficiencies.<br />
<br />
'''{{#anc:Spellcasting}}:''' At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an Arcane Warrior, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
'''{{#anc:Arcane Might}} ([[Su]]):''' The battle-minded mage has learned, through studious practice, to channel their arcane power inward; their body transforming into the exemplar of physical perfection, their muscles becoming hard and lean as their internal fat stores are burned away in a matter of moments, and all physical hindrances or deformities vanish. Even afterward, the aesthetic changes to the individual remain indefinitely, though the power granted by the process is merely temporary.<br><br />
This ability requires a swift action to activate, and has a duration of 1 round per level. While active, the caster gains a +6 enhancement bonus to Strength and a base attack bonus equal to their character level. However, the process also incurs an Arcane Spell Failure chance of 50% while this power is used, as the massive surge of physical power causes the caster to become jittery and slightly unfocused. This power can be used a total of 3 times, plus the caster's primary spellcasting modifier (Charisma if the caster is a Sorcerer, Intelligence if they are a Wizard, etc), per day. <br />
<br />
'''{{#anc:Bonus Feat}}:''' The Arcane Warrior gains an additional Armor Proficiency, General, Metamagic, or Weapon Proficiency feat.<br />
<br />
'''{{#anc:Aura of Potency}} ([[Su]]):''' At 2nd level, the surge of energy caused by the inward channeling of the Arcane Warrior's magical power radiates as an aura of fearful power; foes find themselves in awe at the unexpected shift from spellcaster to potent physical combatant.<br><br />
Any enemy that is within 20 feet of the character while Arcane Might is active must make a Will save (DC = 10 + 1/2 the character's total level + the character's spellcasting modifier) or take a –4 penalty on attacks, AC, and saves until they leave the area of the effect. If a foe exits the aura and then reenters it, they are entitled to a new saving throw to negate the effect. If successful, they cannot be affected by the same character's aura for 24 hours.<br />
<br />
'''{{#anc:Mystical Prowess}} ([[Su]]):''' At 3rd level, the Arcane Warrior has learned to steady themselves and increase the efficiency of Arcane Might, thereby gaining an additional +4 to Dexterity while under the effects of Arcane Might. Also, the chance of Arcane Spell Failure is significantly reduced, dropping it to 30%. Aside from these effects, Arcane Might still functions exactly as it did before.<br />
<br />
'''{{#anc:Bonus Feat}}:''' The Arcane Warrior gains an additional Armor Proficiency, General, Metamagic, or Weapon Proficiency feat.<br />
<br />
'''{{#anc:Luminous Shield}} ([[Su]]):''' At 4th level, the Arcane Warrior learns to how to simultaneously channel their power both inwardly and outwardly, bolstering their defenses and punishing those that seek to harm them.<br><br />
While Luminous Shield is active, a shimmering, translucent shroud of pure energy envelops the Arcane Warrior, granting them Spell Resistance equal to 14 + character level (if the character already has Spell Resistance, use the better of the two values) and a +5 Miscellaneous Bonus to AC that stacks with any and all others they possess. If an enemy succeeds in striking them, they are blasted with luminous, untyped energy, dealing 1d6 points of damage per 2 caster levels (maximum 10d6).<br><br />
This ability requires a swift action to activate and may be used a total of 4 times per day, each use lasting for 1 round per character level.<br />
<br />
'''{{#anc:Critical Channeling}} ([[Su]]):''' By learning to time their strikes and summon their magic reflexively, the Arcane Warrior learns how to increase the lethality of their attacks.<br><br />
At 5th level, if an Arcane Warrior successfully confirms a critical hit on an opponent, they may channel any spell they can cast through their weapon as a swift action. This ability does not provoke an attack of opportunity. The spell must have a casting time of one standard action or less, and the Arcane Warrior must still roll for [[SRD:Arcane Spells and Armor|arcane spell failure]], if applicable; however, a spell delivered in this manner affects only the creature struck, and any Spell Resistance possessed by the affected creature is ignored, although elemental resistances or immunities still apply.<br />
<br />
'''{{#anc:Mastery of Self}} ([[Su]]):''' Through strenuous practice and hard-won experience, the Arcane Warrior has mastered the art of efficiently channeling his power inward, becoming both a potent physical combatant and a competent practitioner of the arcane arts.<br><br />
At 5th level, the Arcane Spell Failure chance is reduced to 10%, and the duration of Arcane Might doubles to 2 rounds per level. In addition, you now add your spellcasting modifier to your total melee damage, and you gain 2 temporary hit points per level while Arcane Might is active.<br />
<br />
===Campaign Information===<br />
<br />
====Playing an Arcane Warrior====<br />
<br />
'''Combat:''' The Arcane Warrior is the non-divine answer to the [[SRD:Cleric|Cleric]] - tougher and more physically capable than an ordinary Sorcerer or Wizard and with more offensive spellcasting capability than a [[SRD:Bard|Bard]], the character that chooses this PrC can fill almost any niche the party might require; be it resolution with either three-feet of razor-sharp steel or by ensorcelling your enemies with magical flame and frost - your versatility is your strength.<br />
<br />
'''DM Counters:''' Just because they can bolster their combat prowess like a [[SRD:Cleric|Cleric]] doesn't mean that they are one - they lack the ability to heal themselves or others, so prolonged conflict is not their friend. Also, utilize creatures and enemies that specialize in eradicating magical effects or that are immune to magic altogether, as the abilities of an Arcane Warrior stem entirely from their spellcasting abilities - just like a [[SRD:Cleric|Cleric]] that is struck with [[SRD:Greater Dispel Magic|''Greater Dispel Magic'']], so too is the state of an Arcane Warrior that stumbles into an [[SRD:Antimagic Field|''Antimagic Field'']] or the like: powerless.<br><br />
However, be careful how often you play this trump card; if you take all the fun out of being a mage with the ability to go toe-to-toe with the opposition, the desire to continue will simply disappear amidst cursing and cries of foul play.<br />
<br />
'''Advancement:''' Typically, an Arcane Warrior is already a potent arcane spellcaster, and as such they come primarily from the ranks of Sorcerers and Wizards, or those that are already multiclass characters such as [[SRD:Wizard|Wizard]]/[[SRD:Fighter|Fighter]] or those with levels in the [[SRD:Eldritch Knight|Eldritch Knight]] PrC. Sometimes, [[SRD:Bard|Bards]] take levels in this class, as they enjoy the empowerment it offers. The [[UA:Sorcerer Variant: Battle Sorcerer|Battle Sorcerer]], however, blends exceedingly well with this prestige class. Occasionally, Duskblades find the defensive and ability score enhancing features to be of use to them, and when combined with their other unique abilities, prove to be some of the most lethal combatants on the field of battle.<br />
<br />
====Arcane Warriors in the World====<br />
<br />
{{quote<br />
|So, here's what happened. This strange woman, dressed in bright [[SRD:Elven Chain|elven chainmail]], came into the camp. She asked me where our platoon sergeant was, and I pointed him out. Of course, she was waylaid by Hersch... the insufferable pig made a pass at her... no respect for the fairer sex. At first she seemed to shrug it off and ignore him. Then he got angry... tried to grab her, said she should bend over and eat dirt... then there was this flash of light, and suddenly HE was the one eating the dirt... kind of ironic, really. I'm not messing with her any time soon. <br />
|orig=Alyssa Amhearst, [[SRD:Human|Human]] Female [[SRD:Fighter|Fighter]]}}<br />
<br />
Arcane Warriors are usually rare and reclusive, concealing their true powers from public knowledge to better utilize the element of surprise when they do choose to engage in combat. However, if they do band together, it is usually in small groups or "cells"; these can last for a considerable amount of time, even years, sometimes creating full-fledged organizations or guilds dedicated to the pursuit of a specific ideal or cause, with long-term goals and agendas.<br />
<br />
'''NPC Reactions:''' Arcane spellcasters often esteem you and yours as masters of ancient lore, preserving a tradition of magic that would otherwise fall into the void of the forgotten. Non-spellcasters, or those with divine magic, may perceive you with indifference or with suspicion, disdain, or outright fear, seeing you as a potential disaster-in-waiting, once they discover what it is you can actually do.<br />
<br />
====Arcane Warrior Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge Arcana]] or [[SRD:Knowledge Skill|Knowledge History]] or the [[SRD:Bard|Bardic Knowledge]] ability can research Arcane Warriors 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 />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | This might be an Arcane Warrior.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | This is an Arcane Warrior, known for mixing combat with spellcasting.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25 || class="left" | Arcane Warriors are known for channeling their magic inward to increase their physical prowess, while still retaining the ability to cast spells in a limited capacity. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30 || class="left" | Details and facts pertaining to a particular Arcane Warrior, or even obscure facts about their history, training and specifics on how their abilities function.<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:Bad Guy]]<br />
[[Category:Good Guy]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Strong Spellcasting]]<br />
--[[User:Aurious|Aurious]] 14:00, 10 September 2011 (MDT)</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Combat_Rogue_(3.5e_Class)&diff=587970Combat Rogue (3.5e Class)2012-09-06T12:06:14Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=complete<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=Fast paced warriors at home on the battlefield, the combat rogue takes the best of the fighter and the rogue and combines them into a quick and ruthless machines of death.<br />
}}<br />
<br />
==Combat Rogue==<br />
<br />
Combat rogues are individuals that found the road of the fighter to slow and unadaptive. While at the same time find the path of the rogue, to be to reliant on stealth and petty tricks. Fast paced fighters that are at home on the battlefield, they took the best of both roles and combined them into quick and ruthless machines of death. These warriors have learned to tap into the hidden reserve of strength that most humanoids have. Adrenaline. Using adrenaline to fuel their techniques, they look as blurs upon the battlefield. Besting some in straight combat with lightning quick precision or using lightning speed surprising the enemy with a series of sneak attacks. Combat Rogues are a force to be reckoned with on and off the battlefield, because you never know when they will strike, and chances are you'll never see it coming.<br />
<br />
===Making a Combat Rogue===<br />
<br />
Combat Rogues combine key elements of the fighter and the rogue while still maintaining it's own identity as it's own class. Taking from the fighter it's high BAB and proficiency with martial weaponry, and taking from the rogue it's sneak attack and large skill list. The class itself is made for quick skirmishes whether against one target or many and can hold it's own. The longer a fight goes, the class becomes weaker as the adrenaline starts to deplete and the classes average HD starts to show. Overall, it's a high powered class that can be a lot of fun in the right campaign.<br />
<br />
It's strength lies in it's speed and versatility on and off the battlefield. While it's weaknesses begin to show once battles play out or a few lucky hits get through to you. It plays well with most classes since it can do many things, though does not fit well with other rogues since it overwrites the rogues strength of skill versatility.<br />
<br />
'''Abilities:''' A high [[SRD:Dexterity|Dexterity]] is a must. Most abilities of the Combat Rogue rely on [[SRD:Dexterity|Dexterity]]. [[SRD:Constitution|Constitution]] is a nice bonus to the class as it will improve on the classes low HD, while [[SRD:Strength|Strength]] and [[SRD:Intelligence|Intelligence]] are in a tie for third. [[SRD:Intelligence|Intelligence]] for extra skills for an adaptable combat rogue, or [[SRD:Strength|Strength]] for a more combat focused combat rogue.<br />
<br />
'''Races:''' Almost any humanoid creature that has adrenal glands can become this class, but due to their quick adapting nature in combat, and free life-style most are human.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 6d4 x 10gp (150 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As Rogue.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Combat Rogue}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Adrenal Alacrity|Speed Bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +0 || +2 || +0<br />
| class="left" | [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]], [[#Dexterous Dodging|Dexterous Dodging]], [[#Adrenaline|Adrenaline]] (1 charge), [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 1d6 <br />
| +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +0 || +3 || +0<br />
| class="left" | [[#Quicksilver Strike|Quicksilver Strike]], [[SRD:Dodge|Dodge]]<br />
| +0 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +1 || +3 || +1<br />
| class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 2d6<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +1 || +4 || +1<br />
| class="left" | [[#Sprint|Sprint]]<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +1 || +4 || +1<br />
| class="left" | [[#Dexterous Grapple|Dexterous Grapple]], [[#Adrenaline|Adrenaline]] (2 charges)<br />
| +5 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +2 || +5 || +2<br />
| class="left" | [[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]], [[SRD:Uncanny Dodge|Uncanny Dodge]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 3d6 <br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +2 || +5 || +2<br />
| class="left" | [[#Sprint|Sprint]] (Walls)<br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +2 || +6 || +2<br />
| class="left" | [[#Eviscerating Jump|Eviscerating Jump]], [[#Adrenal Evasion|Adrenal Evasion]]<br />
| +10 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +3 || +6 || +3<br />
| class="left" | [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 4d6<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +3 || +7 || +3<br />
| class="left" | [[#Sprint|Sprint]] (Bladed), [[#Adrenaline|Adrenaline]] (3 Charges)<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +3 || +7 || +3<br />
| class="left" | [[#Snap Kick|Snap Kick]], [[#Adrenal Fortitude|Adrenal Fortitude]]<br />
| +15 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +4 || +8 || +4<br />
| class="left" | [[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]], [[SRD:Run_(Feat)|Run]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 5d6 <br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +4 || +8 || +4<br />
| class="left" | [[#Barrage of Blades|Barrage of Blades]], [[#Sprint|Sprint]] (Fluids)<br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +4 || +9 || +4<br />
| class="left" | [[#Slice and Dice|Slice and Dice]], [[#Roll with it|Roll with it]]<br />
| +20 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +5 || +9 || +5<br />
| class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 6d6, [[#Adrenaline Rush|Adrenaline Rush]], [[#Adrenaline|Adrenaline]] (4 charges)<br />
| +25 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +5 || +10 || +5<br />
| class="left" | [[#Sprint|Sprint]] (Concealment)<br />
| +25 ft.<br />
|-class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +5 || +10 || +5<br />
| class="left" | <br />
| +25 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +6 || +11 || +6<br />
| class="left" | [[#Quicksilver Attacks|Quicksilver Attacks]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 7d6 <br />
| +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +6 || +11 || +6<br />
| class="left" | [[#Sprint|Sprint]] (Invisible), [[#Blur of Steel|Blur of Steel]]<br />
| +30 ft.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +6 || +12 || +6<br />
| class="left" | [[#Adrenaline|Adrenaline]] (5 charges)<br />
| +30 ft.<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills 4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Appraise|Appraise]] ([[SRD:Intelligence|Int]]), [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]), [[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]]([[SRD:Dexterity|Dex]]), [[SRD:Forgery Skill|Forgery]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]])), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] (Wis), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]), [[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Combat Rogue.<br />
<br />
'''Weapon and Armor Proficiency:''' Proficient with [[SRD:Armor Proficiency (Light)|light armor]]. As well as [[SRD:Simple Weapon Proficiency|simple]], [[SRD:Rogue Weapon Proficiency|rogue]], and [[SRD:Martial Weapon Proficiency|martial]] weaponry.<br />
<br />
'''{{#anc:Dexterous Dodging}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogues reflexes are so honed he dodges attacks with such fluidity and speed he appears as a blur. While wearing light or no armor, the Combat rogue adds double his or her dexterity bonus to their AC(as opposed to just once). Should the Combat Rogue multi-class into another class, this bonus only adds +1 AC per point of dexterity bonus, per level of Combat Rogue. This new dexterity bonus is limited by an armor's inherent dexterity penalty. For example a +5 max dexterity bonus on armor, will result in only a maximum of +5 bonus AC gained from this feat. Even if the full bonus exceeds the dexterity penalty. <br />
<br />
'''{{#anc:Adrenal Alacrity}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Combat Rogues mastery over adrenaline allows them to move with surprising speed. As long as the Combat Rogue has at least 1 charge of adrenaline, his movement speed is affected as per the chart.<br />
<br />
'''{{#anc:Dexterous Grapple}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue has become so aware of his or her body and is so naturally fluid and dexterous, the Combat Rogue can use his Dexterity modifier instead of his Strength modifier while in a grapple. Also, enemies of up to 2 sizes larger, do not gain their size bonus to the grapple as long as the Combat Rogue is attempting to escape the grapple. All other bonuses still apply.<br />
<br />
'''{{#anc:Roll with it}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can once per day when an attack will put the Combat Rogue's HP at 0 or below, make a reflex save equal to half of the damage caused to completely avoid the attack. For each 1 charge of adrenaline added to this action, add +5 to the reflex save.<br />
<br />
'''{{#anc:Sprint}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can expend charges of adrenaline equals to how many rounds he wishes to sprint. Sprint allows a Combat rogue to move at unparalleled speeds at the blink of an eye, while sprinting a Combat Rogue moves at his or her run speed and acts as if he or she had the Spring Attack feat. As long as the Combat rogue continues to move, he can take as many attacks as his BAB and Two weapon fighting feats allow him too, also while moving through threat ranges the combat rogue gains a +4 AC bonus against attacks of opportunity. As the Combat Rogue becomes more powerful, Sprint improves to accommodate this. At 7th level, the Combat rogue can move on walls as per the Up the Walls psionic feat. At 10th level, a Combat Rogue learns to put his sprinting momentum into his blades making critical hits more effective, it increases a weapon's multiplier by x1 while sprinting. At 13th level, a Combat Rogue can sprint on most fluids as if they were a solid surface, A Combat rogue can move over harmful fluids without taking damage unless they spend more than 1 round on the fluid. At 16th level, the Combat rogue moves so quickly, they are hard to spot. The combat rogue gains 50% concealment while sprinting. At 19th level, a Combat Rogue is moving so rapidly light cannot keep up with him and he becomes invisible. This invisibility cannot be dispelled, but becomes immediately visible should he stop for any reason. A combat rogue is not considered stopped if he has used his entire speed this round. He is at full speed without needing to go more than one square to qualify for running jumps. <br />
<br />
'''{{#anc:Adrenaline Rush}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Combat rogue can once per Constitution modifier per day (Minimum of at least once per day), Supercharge his body and immediately recharge all his lost adrenaline. This is a standard action.<br />
<br />
'''{{#anc:Eviscerating Jump}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue expending a single charge of adrenaline can make a jump check against an airborne target, or a target of at least 2 size categories larger then the combat rogue. The jump check's DC should be high enough for the combat rogue to be able to reach the waist of the opponent (Up to DM's discretion). Upon a successful jump check the combat rogue makes a single attack roll. Upon successful attack roll, the combat rogue attacks with both weapons simultaneously.<br />
<br />
'''{{#anc:Quicksilver Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending 1 charge of adrenaline, the combat rogue can slice at a target so quickly, the opponent cannot see it coming. The opponent if effectively flat footed against the attack.<br />
<br />
'''{{#anc:Adrenal Fortitude}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By expending 1 charge of adrenaline as an immediate action, the Combat Rogue can re-roll the result of the Fortitude or Will save that has to do with exhaustion, stunning, fatiguing, holding, dazing, poisoning, or sleep related. This can only happen once per round, and the new result must be taken despite it being better or worse. In addition, a Combat Rogue can spend 2 charges to remove the status fatigued, and 4 charges to remove the exhausted status. This happens as a swift action.<br />
<br />
'''{{#anc:Blur of Steel}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending all available charges of adrenaline, the Combat Rogue can take 2 full attack actions against every opponent within a 30 ft line. The attacks divided up as the Combat Rogue chooses and the combat rogue ends up at the end of the 30 ft line regardless of where the last attack took place. The combat rogue is not subject to attacks of opportunity for moving through opponents spaces, and can also move through opponent's spaces as long as the ending place is not in an opponent's space. For every Adrenaline charge less than 4, you spend that many rounds fatigued afterward.<br />
<br />
'''{{#anc:Barrage of Blades}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue can expend a single charge of adrenaline to make a single attack at their highest BAB. If a successful attack is made another attack can be made at a -2 penalty to your next attack. This continues until an attack misses, and the penalty stacks each time a successful attack is made. These all count as separate attacks.<br />
<br />
'''{{#anc:Quicksilver Attacks}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Expending 3 charges of adrenaline, the combat rogue can attack the target with lightning speed and can take a full attack action in which each attack counts as the target being flat footed against the attack.<br />
<br />
'''{{#anc:Slice and Dice}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A combat rogue can expend a 2 charges of adrenaline to make a full attack action. For each main hand attack that lands, the combat rogue can make an offhand attack at the same BAB as the main hand attack.<br />
<br />
'''{{#anc:Snap Kick}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' On attacks of opportunity, instead of an attack the combat rogue can choose to make a snap kick. A snap kick is a quick attack designed to knock over the opponent. A snap kick uses your same die of damage as your unarmed attack and uses all the same bonuses. On a successful hit the opponent must make a Fortitude Save (DC = 10 + Dex Modifier + Half of your characters hit die). If succeeded the opponent still takes damage, but suffers no ill effects. If the opponent fails by less than 5, the opponent is dazed for one round in addition to damage. If the opponent fails by any more then 5, he is knocked prone and dazed for 1 round. The opponent's size modifier counts towards their roll as per a trip attempt. +4 per size category larger, -4 per each size category smaller. Sneak attack damage can be applied to the kick if it applies.<br />
<br />
'''{{#anc:Adrenal Evasion}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A combat rogue can expend an adrenaline charge, as a free action at any time, and act as though the combat rogue had the feat, Improved Evasion.<br />
<br />
'''{{#anc:Adrenaline}}:''' A Combat rogue uses adrenaline to accomplish his or her amazing abilities. Adrenaline comes in charges, starting at one charge at 1st level, increasing to 2 at 5th level, and increasing by one every 5 levels thereafter maxing out at 10. Adrenaline does not regenerate on it's own, to recharge adrenaline a rest action may be taken. The duration of the rest action will dictate the amount of regained adrenaline.<br />
<br />
Move Action : Half of a charge<br />
<br />
Standard Action : One full charge<br />
<br />
Full Round Action : Two Full charges<br />
<br />
Full Round Action (While Hasted): Three Full charges<br />
<br />
All Adrenaline abilities are used as swift actions unless otherwise noted and cannot be used while exhausted. Adrenaline abilities cost double if the Combat Rogue is fatigued.<br />
<br />
====Epic Combat Rogue====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Combat Rogue}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! [[#Adrenal Alacrity|Speed Bonus]] !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || +35 ft || class="left" | [[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]], [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || +35 ft || class="left" | [[#Improved Sprints|Imp. Sprint]] (Warp)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || +35 ft || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || +40 ft || class="left" | Bonus Feat, [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 9d6 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || +40 ft || class="left" | [[#Adrenaline|Adrenaline]] 6 charges, [[#Improved Sprints|Imp. Sprint]] (Mirror Image)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || +45 ft || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || +45 ft || class="left" | [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || +45 ft || class="left" | Bonus Feat, [[#Improved Sprints|Imp. Sprint]] (Aftershock)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || +50 ft || class="left" | [[#Adrenaline Overcharge|Adrenaline Overcharge]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || +50 ft || class="left" | [[#Adrenaline|Adrenaline]] 7 charges, [[SRD:Sneak_Attack#Class_Features|Sneak Attack]] 11d6 <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Improved Sprints}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' These Sprints are simply added on to the original Sprint abilities.<br />
<br />
Warp : The Combat Rogue moves so quickly he appears to be warping from his point of origin to the next point. He is still passing through all the areas designated, but he can move his full run speed as a swift action rather than a move action.<br />
<br />
Mirror Image : The Combat Rogue can run fast enough to cross the time barrier and effectively be in two places at once. The Combat rogues path must mirror the other, but each is capable of taking their own independent actions. Damage taken by either during this phase is added up upon the effects end and is taken by the "real" Combat Rogue. When the split occurs, the Combat Rogue must decide which is "real" and which is "fake". Damage caused by "fake" Combat rogue stays after he disappears. Both get their own standard and move action.<br />
<br />
Aftershock : The Combat Rogue moves so quickly, he breaks the sound barrier as he attacks. Each attack deals d4 sonic damage per 3 levels of Combat Rogue. Fortitude save to take half (DC = Half Characters Hit die + Dex + 10), if the save is failed, each target is deafened for 1d4 rounds (These rounds stack with each other, if it exceeds 20 rounds target is deafened for 1d4 days). Constructs and other targets with no Constitution score get no save against this effect. In addition, DR and hardness against these attacks is halved.<br />
<br />
'''{{#anc:Adrenaline Overcharge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Adrenaline Overcharge ability is a full round action, that can only be used when the Combat rogue is at 5 or more charges of adrenaline. The Combat Rogue flushes all available charges of adrenaline into his system at once, supercharging his body. This effect lasts 5 rounds + 1 round per point of adrenaline over 5 to a maximum of 10 rounds. During this effect, time seems to stand still to the Combat Rogue and can 2 Full Round actions during this time. All Combat rogue abilities cost no adrenaline during this time as well. At the end of the Adrenaline Overcharge. The Combat Rogue acts as if the [[SRD:Time_Stop|Time Stop]] spell has been cast on him. After the [[SRD:Time_Stop|Time Stop]] spell wears off, the Combat Rogue is treated as exhausted for 2d10 minutes. This exhaustion costs double what it would normally cost to remove with [[#Adrenal Fortitude|Adrenal Fortitude]]. This ability can be used once per day.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Combat Rogue gains a bonus feat (selected from the list of epic feats) every 4 levels after 20th.<br />
<br />
''Epic Combat Rogue Bonus Feat List:'' Any Epic feat listed that the Rogue may apply for. For purposes of qualification, [[#Adrenal Evasion|Adrenal Evasion]] and [[#Roll with it|Roll with it]] count as, [[SRD:Improved_Evasion#Class_Features|Improved Evasion]] and [[SRD:Defensive_Roll#Class_Features|Defensive Roll]] respectively. This counts for up to a maximum of 10 bonus feats acquired in this manner.<br />
<br />
====Human Combat Rogue Starting Package====<br />
<br />
'''Weapons:''' 2 [[SRD:Short Sword|Short Swords]].<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Jump]] || 4 || [[SRD:Strength|Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Balance]] || 4 || [[SRD:Dexterity|Dex]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Listen]] || 4 || [[SRD:Wisdom|Wis]] || &mdash;<br />
|}<br />
<br />
'''Feat:''' [[Weapon Finesse]].<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)|Standard Adventurer's Kit]] and [[SRD:Leather Armor|Leather Armor]].<br />
<br />
'''Gold:''' 150 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Combat Rogue====<br />
<br />
<br />
'''Religion:''' Most often a combat rogue doesn't follow religion. If he does, it is most often a god of battle.<br />
<br />
'''Other Classes:''' Combat oriented classes like the fighter and the barbarian work well with this class, as the nature of the class is to go to combat at the first opportunity. Other classes, who prefer to find other solutions to conflicts other than combat will frequently be at odds with the combat rogue.<br />
<br />
'''Combat:''' A front line skirmisher that frequently goes into and out of the dense portion of combat, because of the classes' low Hit die he cannot survive long in dense combat. Thankfully, the classes abilities allow it to enter and exit combat frequently.<br />
<br />
'''Advancement:''' The Combat rogue's unique adrenaline system make it a class that is best focused on for the full 20 levels.<br />
<br />
====Combat Rogues in the World====<br />
<br />
{{quote|Now I lay you to eternal sleep<br />
<br />
The blade between your shoulders you can keep<br />
<br />
I will not watch you where you fall<br />
<br />
For you are just another notch upon the wall.|orig=Arkaid Alkon, [[SRD:Humans (Race)|Human]] Combat Rogue}}<br />
<br />
Combat rogues come from all walks of life, most having lived normal lives until accidentally discovering the thrill of battle. Most fight for the sake of fighting and do not care whether they win or lose. Most realize as well, though that a love of battle often does not put food in their stomachs. So most operate as mercenaries or bandits, traveling the world either working for money, or simply stealing it. Most do not live long enough to accomplish much, and those that do never go past being a simple mercenary for the simple fact of anything else just has to much responsibility and inhibits their free spirit.<br />
<br />
'''Daily Life:''' A combat rogue wakes up in the same bed as every other man or woman. He constantly seeks conflict. If he has a good heart, he will seek out whoever needs help, provided it can be solved with a pair of whirling blades. If he has a heart of darkness, he will start riots, mobs, or enact any type of conflict just to give him a reason to kill.<br />
<br />
'''Notables:''' Drakier Arkon, Male [[SRD:Human|Human]] Combat Rogue : Joined as a mercenary and followed a warlord around conquering towns, hamlets, and castles for 13 years. Reported to have never been dealt so much as a scratch during his long career he was also credited with over 20,000 confirmed kills, from kings to knights to peasants.<br />
<br />
Arkaid Alkon "The Wraith", Male [[SRD:Human|Human]] Combat Rogue : Hired by a large troupe of devils to effectively aid their efforts in the blood war. He set off on his own to find a large nesting area for the demons. Upon finding it, he immediately set to work. Flushing all of his adrenaline into himself at one time and rushing into the camp. He slaughtered several hundred demons before they had even noticed something was amiss. In a matter of minutes, he decimated one of the largest known demon outposts on that particular plane without being so much as seen. Effectively ending the blood war for a record 4 minutes and 12 seconds before more demons arrived from the bowels of the abyss.<br />
<br />
'''Organizations:''' Rarely are there organizations of these people. Mostly because of the carefree lifestyle and attitude of many of them, there is no one to actually rally them. They remain scattered amidst the world, each trying to carve out their own niche in the world with the only way they know how.<br />
<br />
'''NPC Reactions:''' Normally from a distance, it's quite hard to tell that they have any ability at all. So they react much as they would to any other character holding weapons. Until any dealing with this character is actually had does the carefree, lax, or sometimes downright reckless behavior begin to show.<br />
<br />
==== Combat Rogue Lore ====<br />
<br />
Characters with ranks in Gather Information can research Combat Rogues to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Gather Information<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Combat Rogues are very deadly.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Combat Rogues are able to stretch physical capabilities.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The names of famous combat rogues.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | The specific location of several combat rogues.<br />
|}<br />
<br />
====<-pluralized class name-> in the Game====<br />
<br />
{{Section Description Needed}}<br />
<br />
<-How characters of this class fit in the game (PC and NPC) and what roles they play.-><br />
<br />
'''Adaptation:''' <-Possible variant conceptions of this class.->.<br />
<br />
'''Sample Encounter:''' <-DM placement for NPCs of this class.->.<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Infernous_(3.5e_Race)&diff=587821Infernous (3.5e Race)2012-09-05T14:56:38Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=+3<br />
|ecl=4<br />
|type=Humanoid (Fire)<br />
|ability_adjust=+8 Str, +4 Dex, -2 Int, -2 Cha<br />
|size=Medium<br />
|favored_class=Warlock for Females, Sith for Male<br />
|desc=6 feet tall beasts with flaming manes for hair and scorched brown skin.<br />
}}<br />
<br />
=Infernous=<br />
<br />
==Personality==<br />
<br />
Infernous enjoy the burning of all life's pleasures, grass, trees, children, squirrels. Based on their personal alignment they take different approach but fire, even magical flame is something they are drawn to. If they have the option to sow chaos in flame they have a horrible tendancy to go off the chain and destroy everything<br />
<br />
==Physical Description==<br />
<br />
Infernous stand 6 foot tall at the shortest and 8 foot tall at the tallest recorded. Their hair is flowing fire that can be controled by the Infernous, taking any shape or heat out put they desire. Infernous eyes are like burning embers of destruction, ever changing and disturbing to gaze at. Their skin is flame baked into a crisp nearly black brown on males and a semi pleasent golden brown on females.<br />
<br />
==Relations==<br />
<br />
The only thing close to enjoying the company of an Infernous is a plushie, due the the tendancy to go balls out and terrorize towns as a spirit of fire.<br />
Dwarves can be the worst enemy of an Infernous due to their lawful nature while halflings can find the constant warmth of an Infernous enjoyable.<br />
<br />
==Alignment==<br />
<br />
Chaotic but Lawful and Neutral Infernous are not unheard of. There is no common amongst the good/evil spectrum.<br />
<br />
==Lands==<br />
<br />
Infernous live in the Waste of Lore, breed oroginally of the volcanic terrain and then becoming their own small culture.<br />
<br />
==Religion==<br />
<br />
Infernous worship Darth Sidious, a strange figure that appeared in the Wastelands when Chancelor Palpatine appeared in the city of Dragon doom.<br />
Deities however are any.<br />
<br />
==Language==<br />
<br />
Common, Ignan, Flambe<br />
<br />
==Names==<br />
<br />
Male: Maryut, Heigurta, Jaska, Lamra, Kalourm, Oran<br />
<br />
Female: Jerri, Gresfa, Oran, KikiKamu<br />
<br />
==Racial Traits==<br />
<br />
* +8 Strength, +4 Dexterity, -2 Intelligence, -2 Charisma<br />
* Humanoid(Fire): Infernous love burning things. because their born of fire.<br />
* Medium<br />
* Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.<br />
* Infenous [[base land speed]] is 40 feet: Infenour have a swim speed of 60 feet in lava <br />
* Wings of Fire (Su): An Infernous can shape their flaming manes into a pair of wings, 3 times a day, granting them a fly speed of 120 feet with average maneuverability. This is a move action and provokes Attacks of Oppertunity<br />
* Lava Breathing: See water breathing<br />
*Lava sight (Ex): An Infernous can see perfectly in pools of molten lava.<br />
* Darkvision 60: An Infernous can see in dark or no light out to 60 ft.<br />
*Blind sight: In a fire dominated area, an Infernous has Blind sight out to 120 feet.(Anarea with natural heat and fire sources that are abundent or an area on constant flames. (see [[Continual Flame]] )<br />
* [[Automatic Languages]]: Common, Ignan, Flambe. [[Bonus Languages]]: Any other than secret languages such as Druidic.<br />
* [[Favored Class]]: [[Warlock]].<br />
* [[Level Adjustment]]: +3<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Races|Races]]<br />
[[Category:DnD]]<br />
[[category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Fire Subtype]]<br />
[[Category:LA3]]<br />
[[Category:ECL4]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Sharpshooter,_Variant_(3.5e_Prestige_Class)&diff=587721Sharpshooter, Variant (3.5e Prestige Class)2012-09-04T16:22:03Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|rating_wording=<br />
|rating_formatting=<br />
|rating_flavor=<br />
|raters_power=<br />
|raters_wording=<br />
|raters_formatting=<br />
|raters_flavor=<br />
|status=finished<br />
|editing=<br />
|type=Combat-Focused<br />
|desc=The sharpshooter is more or less the sniper, and is the best at killing people from a distance, in some ways he represents a cross between the rogue and assassin, however is completely ranged based.<br />
}}<br />
<br />
==Sharpshooter==<br />
<br />
The scout sniper, is the best at killing people from a distance, in some ways he represents a cross between the rogue and assassin, however is completely ranged based.<br />
<br />
===Making a Sharpshooter===<br />
<br />
<br />
'''Abilities:''' The most important abilities are Dex, Cha, Con.<br />
<br />
'''Hit Die:''' d8<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
|-<br />
! Base Bonus attack:<br />
| +4<br />
|-<br />
! Feats:<br />
| Rapid Shot, Dodge<br />
|-<br />
! Skills:<br />
| Hide 4 ranks, Balance 3 ranks.<br />
|-<br />
! Special:<br />
| Evasion ability.<br />
|-<br />
|} <br />
<br />
{| class="{{d20}}"<br />
|+ <div>{{#anc:Table: Scout}}</div><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Skirmisher (1d6), Ranged Feat<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | Uncanny Dodge/Improved Uncanny Dodge,<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Skirmisher (2d6)<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Improved Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Skirmisher (3d6), <br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Ranged Feat<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +2<br />
| class="left" | Skirmisher (4d6), Trackless Step<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | Ranged Feat<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +3<br />
| class="left" | Skirmisher (5d6),<br />
<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +3<br />
| class="left" | Hide in Plain Sight, Head Shot<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills'''<br />
8 + [[Intelligence|Int]] modifier per level times 4 at 1st level.<br />
[[Appraise]]([[Int]]), [[Balance]]([[Dex]]), [[Bluff]]([[Cha]]), [[Climb]]([[Dex]]), [[Diplomacy]]([[Cha]]), [[Disguise]]([[Cha]]), [[Escape Artist]]([[Dex]]), [[Gather Information]]([[Cha]]), [[Hide]]([[Dex]]), [[Jump]]([[Str]]), [[Knowledge]] (any)([[Int]]), [[Listen]]([[Wis]]), [[Move Silently]]([[Dex]]), [[Open Lock]]([[Dex]]), [[Perform]]([[Cha]]), [[Profession]]([[Wis]]), [[Search]]([[Int]]), [[Sense Motive]]([[Wis]]), [[Spot]]([[Wis]]), [[Swim]]([[Str]]), [[Tumble]]([[Dex]]), [[Use Rope]]([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
'''Weapon and Armor Proficiency:''' A Scout is proficient with all ranged weapons and simple weapons and also the following martial weapons: rapier, scimitar, hand axe, long sword and falchion. The Sharpshooter is proficient with light armor.<br />
<br />
====Specials====<br />
<br />
'''Skirmisher''':When you fire a ranged weapon after moving 10ft. you do extra damage. Each two levels you get +1d6 extra damage.<br />
<br />
'''Ranged Feat''':You get to choose a feat only to do with ranged abilities from PHB if you have all the ranged base feats you can pick any other feat in the PHB.<br />
<br />
'''Uncanny Dodge''':Exactly like [[Rouge]]'s ''Uncanny Dodge''.<br />
<br />
<br />
'''Improved Evasion''':If the Sharpshooter makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He takes half damage if he fails. improved Evasion can only be used by a Sharp shooter wearing light or no armor.<br />
<br />
'''Trackless Step'''':A Sharpshooter can not be tracked at lv 7 by any mundane methods.<br />
<br />
'''Hide in Plain Sight''':In any sort of natural terrain, a Sharpshooter can use the Hide skill even while being observed.<br />
<br />
'''Head Shot''':When a Sharpshooter have been studying a target for 3 rounds and then fires with his ranged weapon and hits the victim, the target must make a fortitude save (DC-10+ 1/2 the sharpshooters level +the sharpshooters dexterity modifier, + the sharpshooters intelligence modifier) or the victim will die. If the victim has either no head, or multiple heads (hydra), he/she is not affected by this.<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Philosopher_(3.5e_Class)&diff=587720Philosopher (3.5e Class)2012-09-04T15:58:45Z<p>79.177.105.83: </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=Almost Done<br />
|editing=Please fix chart, Constructive only<br />
|type=Skill Focused, Psionic, Various Roles<br />
|desc=A true thinker that ask important and vital questions about the world around her, a Philosopher can take various roles in a party but tries to stay out of direct combat.<br />
}}<br />
<br />
==Philosopher==<br />
<br />
A Philosopher is a person who has dedicated their life to the pursuit of wisdom and the "good" life. Although one's description of what is "good" may differ from another's. She ask questions about the nature of the Gods, the Weave, and the things from the sky all the way to soil under her feet. All this for the truth of the universe around her.In her quest for wisdom and the "good" life, it is not unlikely to take her to various places. Most Philosophers tend to be social people. They tend to enjoy investigating and listening to as many people as possible in order to understand their logic and improve their understanding of the world. When it comes to thinking, no one can match a Philosopher. They are wise, intelligent, strong willed, and able to complete amazing feats using their unique minds. These mental abilities along with their social skills that make a Philosopher a great addition to an adventuring team.<br />
<br />
==Making a Philosopher==<br />
<br />
Philosophers are not front line attackers due to their low health, lack of weapon and armor proficiencies. Moreover, a Philosopher is not the best ranged attacker either. On the battle field, its best for her to be the second wave, staying behind the tanks but close enough to the fight to be effective with her psionic attacks. Off the battle field Philosophers are great information gathers. Philosophers get along with anyone with an open mind and can tolerate many questions. Due to their religious and rigid believes, many Paladins and Clerics do not enjoy being around a Philosopher who ask so many questions about the gods. Especially a Philosopher who has concluded that their God is either not as powerful as the Cleric or Paladin believed or if the Philosopher concluded the God does not even exist.<br />
<br />
'''Abilities:''' The most important ability to a Philosopher is wisdom. Many Philosophers also value a high charisma and/or intelligence. These scores help her perform her important duties as a team supporter and information gatherer. Some philosophers also value other abilities as well. e.g. A philosopher who has a background in fighting and believes it is wise to always be in the best physical shape as possible may have a high strength or constitution score to have a "good" life.<br />
<br />
'''Races:''' Every race has their free-thinkers who question the standard beliefs. And thus, any race may become a Philosopher. Although it is most common in cultures that support personal beliefs and asking questions of the world around them.<br />
<br />
'''Alignment:''' Most Philosophers are of a Good alignment. However,if some how a Philosopher concludes that in order to pursue the "good" life, she must do things that others consider "evil" then she may have an Evil alignment. But she would not consider herself "evil" for a Philosopher only pursues the "good" life.<br />
<br />
'''Starting Gold:''' 3d6x10 gp (105 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex", "As [[wizard]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Philosopher}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]<br />
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]<br />
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Philosopher's Journal, The "Good" Life, Pursuit of Wisdom(Clairsentience)<br />
|2||—||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | <br />
|5||—||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +1 || +3 || +3<br />
| class="left" | Skilled Learner<br />
|9||—||1st<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +1 || +4 || +4<br />
| class="left" | Pursuit of Wisdom(Telepathy)<br />
|15||—||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +1 || +4 || +4<br />
| class="left" | <br />
|22||—||2nd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +2 || +5 || +5<br />
| class="left" | Bonus Feat<br />
|30||—||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +2 || +5 || +5<br />
| class="left" | <br />
|39||—||3rd<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +2 || +6 || +6<br />
| class="left" | Pursuit of Wisdom(Metacreativity)<br />
|49||—||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +3 || +6 || +6<br />
| class="left" |<br />
|60||—||4th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +3 || +7 || +7<br />
| class="left" | <br />
|72||—||5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +3 || +7 || +7<br />
| class="left" | <br />
|85||—||5th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +4 || +8 || +8<br />
| class="left" | Pursuit of Wisdom(Psychoportation)<br />
|99||—||6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +4 || +8 || +8<br />
| class="left" | <br />
|114||—||6th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +4 || +9 || +9<br />
| class="left" | Bonus Feat<br />
|130||—||7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +5 || +9 || +9<br />
| class="left" | <br />
|147||—||7th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +5 || +10 || +10<br />
| class="left" | Pursuit of Wisdom(Pychometabolism)<br />
|165||—||8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +5 || +10 || +10<br />
| class="left" | <br />
|184||—||8th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +6 || +11 || +11<br />
| class="left" | <br />
|204||—||9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +6 || +11 || +11<br />
| class="left" | <br />
|225||—||9th<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +6 || +12 || +12<br />
| class="left" | Pursuit of Wisdom(Psychokinesis)<br />
|250||—||9th<br />
|-<br />
| colspan="42" class="skill" | <br />
'''Class Skills (6 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Concentrate,Knowledge(Psionics), Knowledge(Any) each taken separately, Listen, Spot,Diplomacy, Gather Information,Use Psionic Device,Sense Motive,Search, Decipher Script.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Philosopher.<br />
<br />
'''Weapon and Armor Proficiency:''' A Philosopher is only proficient with a quarter staff and has no proficiencies with armor or shields. If a Philosopher wears armor that she is not proficient with, she is unable to use her psionic abilities. <br />
<br />
'''{{#anc:Maximum Power Level Known}}:''' This column determines the highest level power he can learn at this level.<br />
<br />
To learn or manifest a power, a Philosopher must have a Wisdom score of at least 10 + the power’s level.<br />
<br />
'''{{#anc:Power Points/Day}}:''' A Philosopher’s ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] he has available. His base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: Philosopher|Table: Philosopher]]. In addition, he receives bonus [[SRD:Power Points|power points]] per day if he has a high Wisdom score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). His race may also provide bonus [[SRD:Power Points|power points]] per day, as may certain feats and items.<br />
<br />
'''{{#anc:Powers Known}}:''' Philosophers choose their powers from the Psionic Discipline(s)(i.e. Clairsentience, Psycometabolism, ect.) they can access to or powers have learned every time the reflect for at least two hours while reading their journal and a good nights sleep. During this time the Philosopher chooses which powers she wishes to use for the day. The total of the power point cost of the powers, with augments, she chooses to use can not exceed her total power points per day or the power points she has left for the day. A philosopher may choose to change the powers she memorized for the day by reflecting for an hour with her journal. However, she does not regain her total power points until she is fully rested or until the next day. <br />
<br />
'''Journal:''' Every Philosopher keeps a Journal that she writes down her arguments, proofs, and all the wisdom she has collected. Journals are important for Philosophers because it allows them to reflect on their experiences more easily. If a Philosopher loses her journal or if it is destroyed, she is still able to memorize powers she wishes to use the during the day. However, with out her journal she needs twice the time to reflect (4 hours) along with a good nights sleep. Moreover, she is unable to change which powers she has memorized for the day like she could if she had her journal because with with out a journal quick reflections are impossible. She must keep her selected powers she chooses until she reflects for 4 hours along with a good nights rest. A philosopher can rewrite her journal from memory at the cost for the supplies of paper and ink. However, this can take long time(1d4 weeks) since she must rewrite and reevaluate all the wisdom she has gained in her life time. During the time she is rewriting her journal she can not learn any psionic abilities from disciplines she does not have access to. Also, a philosopher can not rewrite powers she had learned from psionic disciplines that she does not have access to from memory and thus loses the ability to use those powers when her journal is lost or destroyed. <br />
<br />
'''The "Good" Life:''' Every Philosopher believes that they must discover what is the best and most "good" life possible and how to obtain it. This pursuit of the "good" life allows her to have no limit on the powers she can know or learn at the cost of having a lower number of power points.<br />
<br />
'''Pursuit of Wisdom:''' At certain levels a Philosopher gains access to new Psion Disciplines and learns all the powers from that discipline. A Philosopher starts out with Clairsentience at level 1, Telepathy at level 4, and another discipline every four levels there after in the following order: Metacreativity, Psychoportation, Psychometabolism, Psychokenesis. When a Philosopher gains a new discipline she writes down all the wisdom she gained in her journal and can rewrite her powers from her known disciplines from memory in her journal. <br />
<br />
'''Skilled Learner:''' A philosopher learns quickly. She is able to learn abilities from out side the the disciplines she has access to from writings or being taught personally from another psionic user. The Philosopher can not learn any ability that is beyond her maximum power level known and must have a Wisdom score equal to or higher than 10+ the power's level to learn and use the power. The philosopher writes the power she learned into her journal to reflect on it but can not write it from memory. If her journal is destroyed, She is unable to use the powers she has learned.<br />
<br />
'''Bouns Feat:''' At 6th and 14th a Philosopher receives a bonus feat. He may pick any feat that he meets the requirements for. <br />
<br />
<br />
====Epic Philosopher====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Philosopher}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Weed Out Ignorance<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Bonus Feat:''' Receives a bonus feat. He may pick any feat that he meets the requirements for. <br />
<br />
'''Weed Out Ignorance:'''People around an epic level Philosopher become Wiser. A Philosopher is able to permanently increase the Wisdom score of someone by 1 by talking with them about various topics for 3 hours. This ability only works once per person. <br />
<br />
<br />
====Human Philosopher Starting Package====<br />
<br />
'''Weapons:''' Quarterstaff.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
'''Feat:''' Inquisitor[Psionic].<br />
<br />
'''Bonus Feats:''' Psionic Talent[Psionic].<br />
<br />
'''Gear:''' Bedroll, 12 Candles, Ink (10 oz.), Inkpen, Bullseye Lantern, Oil (6 pint flask), Paper (20 sheets), Belt Pouch, Sealing Wax, Waterskin, Winter Blanket, Journal.<br />
<br />
'''Gold:''' 105 gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Philosopher====<br />
<br />
'''Religion:''' Not all Philosophers practice a religion. The ones that do normally would worship a god or goddess of Truth or Good. <br />
<br />
'''Other Classes:''' Philosophers get along with anyone with an open mind and can tolerate many questions. They tend to bond most with Wizards due to their like trait of dedication to learning. Because of their religious and rigid believes, many Paladins and Clerics do not enjoy being around a Philosopher who ask so many questions about the gods. Especially a Philosopher who has concluded that their God is either not as powerful as the Cleric or Paladin believed or if the Philosopher concluded the God does not even exist.<br />
<br />
'''Combat:''' Philosophers are not front line attackers due to their low health, lack of weapon and armor proficiencies. Moreover, a Philosopher is not the best ranged attacker either. On the battle field, its best for her to be the second wave, staying behind the tanks but close enough to the fight to be effective with her psionic attacks.<br />
<br />
<br />
====Philosophers in the World====<br />
<br />
{{quote|True wisdom comes to each of us when we realize how little we understand about life, ourselves, and the world around us. |orig=Socrates, Human Philosopher}}<br />
<br />
<br />
'''Daily Life:''' Philosophers question the world around them every day. Philosophers can be found in the market place or other places where people gather in attempt to interview any artisan, public official, scholar, or wizard that happen to pass by. When not asking questions to people around her, a Philosopher will more likely than not be found with her eyes fixated on a book. Reading to a Philosopher is a way to learn other peoples views on the world with out speaking to them. After a good discussion or reading, a philosopher tends take some time to reflect on it. During this time, she usually writes in her trusty journal any proofs or questions she has though of and will drawn some conclusions. It isn't uncommon for a Philosopher to try and find a person she had talked to a few hours before just to ask them a few more questions or to tell them what Truth she has come to believe. Philosophers like to seek out public speeches held by reputable politicians, clerics, scholars and other Philosophers. If possible will try to speak with these people to see how wise they are and to help understand the universe around them. <br />
<br />
'''Notables:''' There are well known Philosopher almost everywhere you look. If these Philosophers are either considered famous or infamous by the people around them is up for debate by the person you ask. <br />
<br />
'''Organizations:''' There isn't a organization for Philosophers. However, it isn't uncommon for a group of Philosophers to find each other and discussing a variety of topics over long periods of time. <br />
<br />
'''NPC Reactions:''' The reaction to a Philosopher differs from person to person. The common folk will either really like the Philosopher due to great and intriguing conversations or they will find her to be a pest that ask to many questions. Scholars, Wizards, and Clerics will enjoy a Philosopher's interest in their area of expertise but can mistakenly believe that the Philosopher is trying to make a fool them when they ask hard questions that they may not be able to answer. Artist, Politicians and other officials that try to maintain a certain reputation will tend to dislike a Philosopher because these people usually do not to know how to answer a Philosopher questions without hurting their image. Corrupted politicians in particular will do almost anything in their power to shut a Philosopher up out of fear of their wickedness being exposed by the Philosopher's many questions. <br />
<br />
====Philosopher Lore====<br />
<br />
Characters with ranks in Bardic Knowledge or Knowledge(Psionics) can research Philosophers 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 />
|+ Bardic Knowledge or Knowledge(Psionics)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | Philosophers are wise people who ask many questions in the pursuit of the "good" life.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Philosophers are able to use great mental abilities by reflecting on the wisdom they gained and kept in their journal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Philosophers have no limit to the amount of powers they can learn but only can employ a limited number at a time.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A few Philosophers can make people wiser just by talking to them because, these Philosophers are truly wise and are close to finding the "good" life.<br />
|}<br />
<br />
====Philosophers in the Game====<br />
<br />
'''Sample Encounter:''' This encounter is based off Plato's- Apology. I recommend that the DM change some things, like the names of the gods or even the city to fit into the D&D world a little better, but its Plato so its pretty awesome by itself. The PCs have been called to be jurors by the ruler of a city nearby called Athens. They are bribed to find this mysterious man on trail guilty and sentence him to death by higher officials of the city with gold and magic items. The party may also be confronted by Plato and some other followers of this man called Socrates or maybe even Socrates himself with other offers (anything but money). Also may use breaks in the trail to talk to NPCs of the city or between adventuring party members. But the entire trail must not last more than one day. Change some details of the Apology so that the votes where close enough where your PCs have the deciding votes. If the majority of goes in favor of a guilty verdict and a death sentence, then use the Apology as a close example with RP. If majority goes with guilty verdict but the lesser punishment, then use the Apology all the way up to "Socrates Comments on his Sentence". This will lead to some things that are up to the DM such as possible conflict between Socrates and higher officials that tried to frame him. If the PCs choose to refuse or to take the bribe from the officials and then vote in favor of Socrates' acquittal, then make sure there is a conflict. Maybe even a all out brawl in the court house. If this happens the DM should make some decent powered characters for Socrates' accusers (Meletus should be a bard or sorcerer, and the Corrupt political officials should be a mix between clerics, rouges, sorcerers,and fighters. I suggest one of each. If you have a large party then throw in a few more accusers). The DM should use his imagination as to what happens after the trail pending the actions of the PCs. Here is a link to Plato's- Apology [http://classics.mit.edu/Plato/apology.html]. Strongly suggest the DM read it before attempting this. Also suggest it to anyone, its a very good read. Have fun!:) <br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Ani-Men,_Monkey-Man_(3.5e_Race)&diff=587696Ani-Men, Monkey-Man (3.5e Race)2012-09-04T10:50:04Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=+0<br />
|ecl=1<br />
|type= Humanoid<br />
|ability_adjust=+2 Dex, +2 Cha, -2 Str, -2 Int<br />
|size=Medium<br />
|favored_class=Cleric<br />
|desc= A hybrid of a monkey and a human. Monkey-men are flexible and athletic.<br />
}}<br />
<br />
=The Monkey-Man=<br />
<br />
==Personality==<br />
Of all the ani-men, monkey-men are probably the most good-natured. They enjoy a good party with friends and care little for violence. They enjoy the company of others, and they take particular enjoyment in impersenations and charades. Though not big of body, monkey-men are big of heart.<br />
<br />
==Physical Description==<br />
<br />
Monkey-men average about 3 and a half feet tall and normally weigh around 50 pounds. The women are not so different, though they do have longer hair. Monkey-men have small noses and hand-shaped feet, as well as a prehensible tail that comes in handy for movement.<br />
<br />
Monkey-men live longer than humans. They reach adulthood at age 15, but they rarely live more than 140 years.<br />
<br />
==Relations==<br />
<br />
Monkey-men endear themselves quite well to several races. Outside of [[humans]], monkey-men bond very well with [[halflings]], seeing a race with much in common. They also enjoy the company of [[gnomes]] and [[elves]]. Though they rarely associate with [[dwarves]], they both enjoy each other's company.<br />
<br />
==Alignment==<br />
<br />
Monkey-men do not like violence, but they will spill blood if it means the survival of the innocent, so monkey-men are often good. They look at the law with a sort of indifference, but if they do go one way or the other, chaotic is more likely.<br />
<br />
==Lands==<br />
<br />
Monkey-men have no lands of their own, but they are often found in churches. Many monkey-men feel the call of the priesthood, so those who enter a church will likely find a monkey-man in prayer.<br />
<br />
==Religion==<br />
<br />
Monkey-men are probably as religious as the lion-men, but they do not approach it with their zealotry. Monkey-men hold onto their beliefs strongly, but they are much more flexible and tolerant than the lion-men. Monkey-men most often follow Pelor, the god of the sun, but some of them also worship Heironeous, Kord, or Ehlonna.<br />
<br />
==Language==<br />
<br />
All monkey-men speak Common, but they often do not learn another language. If they do learn another, it is usually the language of a neighboring race.<br />
<br />
==Names==<br />
<br />
Monkey-men take only human names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 [[Dexterity]], +2 [[Charisma]], -2 [[Strength]], -2 [[Intelligence]]: Monkey-men are agile and lovable, but they tend to be weak of both body and mind.<br />
* [[Humanoid]]: Monkey-men look like small, hairy humans with tails.<br />
* [[Small]]: As a Small creature, a monkey-man gains a +1 size bonus to [[Armor Class]], a +1 size bonus on attack rolls, and a +4 size bonus on [[Hide]] checks, but uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a [[Medium]] character. <br />
* The monkey-man’s [[base land speed]] is 20 feet.<br />
* +2 racial bonus to [[Climb]] and [[Tumble]] checks: The monkey-man’s tail is useful for them in performing feats of athleticism and acrobatics.<br />
* Monkey See, Monkey Do ([[Ex]]): The monkey-man gets a +5 racial bonus on [[Disguise]] checks made when impersonating another individual. Monkey-men are idiosyncratic.<br />
* [[Automatic Languages]]: Common.<br />
* [[Bonus Languages]]: Gnome, Halfling, Sylvan, Terran.<br />
* [[Favored Class]]: [[Fighter]].<br />
* [[Level Adjustment]]: +0<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Monkey-Man Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 15 years || +1d4 || +1d6 || +1d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Monkey-Man Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 42 years || 70 years || 95 years || +5d10 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Monkey-Man Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 2' 11" || +2d6 || 48 lbs. || &times; (1) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 2' 9" || +2d6 || 37 lb. || &times; (1) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category: Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Bender,_True_(3.5e_Class)&diff=587517Elemental Bender, True (3.5e Class)2012-09-03T12:38:33Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=4<br />
|raters_wording=4<br />
|rating_formatting=4.16<br />
|raters_formatting=3<br />
|rating_flavor=3.75<br />
|raters_flavor=4<br />
|status=Complete.<br />
|editing=DON'T!<br />
|type=Combat with supplemental powers<br />
|img=Firedancer.jpg<br />
|imgloc=top<br />
|imgsize=300x433<br />
|imgcaption=Kali Blackheart, yea, your gonna die.<br />
|desc=A Bender is a combatant who supplements his combat with element based attacks.<br />
}}<br />
<br />
==Bender==<br />
<br />
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a [[Paladin]], he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke "In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!" <br />
<br />
The girl looked up at the Paladin. "Silly male." Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...<br />
<br />
===Making a Bender===<br />
<br />
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.<br />
<br />
Bending is also a inborn talent, Benders are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. <br />
<br />
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.<br />
<br />
'''Abilities:''' Bender's most power depends on the [[Charisma]]. [[Dexterity]] very helps since benders fight without armor. [[Wisdom]] helps with their AC. Choose one base element amung Air, Fire, Earth. and Water; this will be the basis for your Bender's damage type.<br />
<br />
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.<br />
<br />
'''Alignment:''' any.<br />
<br />
'''Starting Gold:''' 3d4x3 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Bender}}</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 />
! rowspan="2" | [[#Bends|Bends Known]]<br />
! rowspan="2" | [[#AC bonus|AC bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
| 1<sup>st</sup> |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance <br />
|1<br />
|0 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|2<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Bend Element (2d6), Increased Speed<br />
|3<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Improved Disarm, Talented Bend<br />
|4<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Bend Element (3d6)<br />
|5<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Element Burst (4d6)<br />
|6<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Bend Element (4d6)<br />
|7<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Channel Bend<br />
|8<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Bend Element (5d6), Improved Trip<br />
|9<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Create Element<br />
|10<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Greater Bend Element (6d6)<br />
|11<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Element Burst (8d6)<br />
|12<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Greater Bend Element (7d6)<br />
|13<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Improved Channel Bend<br />
|14<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Greater Bend Element (8d6)<br />
|15<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Element Burst (12d6)<br />
|16<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Greater Bend Element (9d6)<br />
|17<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Death Bend<br />
|18<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Greater Bend Element (10d6)<br />
|19<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Primal Elemental shape 1/day<br />
|20<br />
|4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/> The Bender’s class skills (and the key ability for each skill) are [[Balance]]<br />
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]<br />
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.<br />
<br />
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your Bender's [[Charisma]] modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.<br />
<br />
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC.<br />
<br />
'''Bend Element:''' A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his [[Charisma]] modifier + his bends known , choose to make 1 of 4 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The four types of bends are as follows...<br />
<br />
*1) A [[Touch attack]]. on success does damage and pushes the target back 5 feet.<br />
*2) A 10 foot cone. [[Reflex save]] DC=10+half of class level+ charisma modifier,and half damage for a successful save<br />
*3) A 50 foot ray. ranged [[touch attack]].<br />
*4) A 20 foot burst. [[Reflex save]] DC=10+half of class level+ charisma modifier. Half damage for a successful save.<br />
<br />
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage.<br />
Additionally, a successful bend pushes a target back 5 feet as long as they are the same size as the bender. A smaller target gets pushed back 10ft per size category difference. To push back a larger size category target, the bender must spend one additional bend point per size category to push back 5 feet. A larger category target is otherwise unaffected by this additional push of the bend unless the additional point(s) are added.<br />
<br />
Bending does not provoke an attack of opportunity.<br />
<br />
'''Talented Bend:''' A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect. <br />
<br />
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.<br />
<br />
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. <br />
<br />
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.<br />
<br />
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.<br />
<br />
'''Element Burst:''' At 6th level, a Bender has learned to let go of his control for a quick second and unleash a 360 degree burst of energy. The range of this burst is 20ft and increases 10ft at 12th level and 16th level. The DC [[Reflex]] is 18 and increases by 8 at 12th level and 16th level for half damage. The damage increases as well, starting at 4d6 at 6th level, 8d6 at 12th level, and 12d6 at 16th level + his bending ability modifier. This ability can be used 3 times a day and does not count against his bends known.<br />
<br />
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's [[Charisma]] modifier. Damage from the Bend only deals damage if the attack roll is succesful.<br />
<br />
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.<br />
<br />
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.<br />
<br />
'''Create Element:''' At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will. <br />
<br />
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet.<br />
<br />
'''Improved Channel Bend:''' At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used three times a day and uses a bend known per attack.<br />
<br />
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 18+ the Bender's [[Charisma]] modifier, or die. Upon a succesful saving throw, the opponent still takes 10d6 damage.<br />
<br />
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.<br />
<br />
*[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]<br />
<br />
*[[SRD:Primal_Water_Elemental|Primal Water Elemental]]<br />
<br />
*[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]<br />
<br />
*[[SRD:Primal_Air_Elemental|Primal Air Elemental]]<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater Bend Element (11d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Greater Bend Element (12d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Element Burst (16d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Greater Bend Element (13d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Primal Elemental shape 2/day <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Greater Bend Element (14d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Greater Bend Element (15d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Primal Elemental shape 3/day <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
====Human Bender Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d6/1d6, crit ×2, 4 lb., two-handed,<br />
bludgeoning).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier + 1 ([[SRD:Humans (Race)|Human]]).<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: Diplomacy Skill|Diplomacy]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (the planes)]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Perform Skill|Perform (dance)]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Tumble Skill|Tumble]] || 4 || [[Dex]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]] ([[SRD:Humans (Race)|Human]]).<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]]<br />
<br />
'''Gold:''' 4d6 (14) gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.<br />
<br />
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.<br />
<br />
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.<br />
<br />
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.<br />
<br />
====Benders in the World====<br />
<br />
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}<br />
<br />
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.<br />
<br />
'''Notables:''' The most notable Bender is Elith "Blaze" Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.<br />
<br />
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.<br />
<br />
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.<br />
<br />
====Bender Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A Bender is a monk-like guy who seems to be very nature conscious.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Bender is a monk who specializes in the elements.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.<br />
<br />
'''Sample Encounter:''' Kali Blackheart<br />
<br />
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.<br />
<br />
{{Stat Block 2<br />
|name=Kali Blackheart<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+2 |listen=-1 |spot=-1<br />
|ac=19 |touch=19|flat=17<br />
|hp=55 |hd=9d6 + 18<br />
|fort=+5 |ref=+8 |will=+5<br />
|spd=30 feet<br />
|bab=+7/+2 |grp=+7<br />
|slad=CL 9th<br />
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16<br />
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)<br />
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]<br />
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.<br />
|poss=Amulet of Protection +2, 10 cure serious wounds potions.<br />
}}<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:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Bender,_True_(3.5e_Class)&diff=587516Elemental Bender, True (3.5e Class)2012-09-03T12:36:28Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=4<br />
|raters_wording=4<br />
|rating_formatting=4.16<br />
|raters_formatting=3<br />
|rating_flavor=3.75<br />
|raters_flavor=4<br />
|status=Complete.<br />
|editing=DON'T!<br />
|type=Combat with supplemental powers<br />
|img=Firedancer.jpg<br />
|imgloc=top<br />
|imgsize=300x433<br />
|imgcaption=Kali Blackheart, yea, your gonna die.<br />
|desc=A Bender is a combatant who supplements his combat with element based attacks.<br />
}}<br />
<br />
==Bender==<br />
<br />
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a [[Paladin]], he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke "In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!" <br />
<br />
The girl looked up at the Paladin. "Silly male." Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...<br />
<br />
===Making a Bender===<br />
<br />
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.<br />
<br />
Bending is also a inborn talent, Benders are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. <br />
<br />
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.<br />
<br />
'''Abilities:''' Depending on the Bender's most used ability depends on the [[Charisma]]. [[Dexterity]] very helps since benders fight without armor. [[Wisdom]] helps with their AC. Choose one base element amung Air, Fire, Earth. and Water; this will be the basis for your Bender's damage type.<br />
<br />
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.<br />
<br />
'''Alignment:''' any.<br />
<br />
'''Starting Gold:''' 3d4x3 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Bender}}</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 />
! rowspan="2" | [[#Bends|Bends Known]]<br />
! rowspan="2" | [[#AC bonus|AC bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
| 1<sup>st</sup> |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance <br />
|1<br />
|0 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|2<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Bend Element (2d6), Increased Speed<br />
|3<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Improved Disarm, Talented Bend<br />
|4<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Bend Element (3d6)<br />
|5<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Element Burst (4d6)<br />
|6<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Bend Element (4d6)<br />
|7<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Channel Bend<br />
|8<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Bend Element (5d6), Improved Trip<br />
|9<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Create Element<br />
|10<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Greater Bend Element (6d6)<br />
|11<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Element Burst (8d6)<br />
|12<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Greater Bend Element (7d6)<br />
|13<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Improved Channel Bend<br />
|14<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Greater Bend Element (8d6)<br />
|15<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Element Burst (12d6)<br />
|16<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Greater Bend Element (9d6)<br />
|17<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Death Bend<br />
|18<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Greater Bend Element (10d6)<br />
|19<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Primal Elemental shape 1/day<br />
|20<br />
|4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/> The Bender’s class skills (and the key ability for each skill) are [[Balance]]<br />
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]<br />
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.<br />
<br />
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your Bender's [[Charisma]] modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.<br />
<br />
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC.<br />
<br />
'''Bend Element:''' A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his [[Charisma]] modifier + his bends known , choose to make 1 of 4 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The four types of bends are as follows...<br />
<br />
*1) A [[Touch attack]]. on success does damage and pushes the target back 5 feet.<br />
*2) A 10 foot cone. [[Reflex save]] DC=10+half of class level+ charisma modifier,and half damage for a successful save<br />
*3) A 50 foot ray. ranged [[touch attack]].<br />
*4) A 20 foot burst. [[Reflex save]] DC=10+half of class level+ charisma modifier. Half damage for a successful save.<br />
<br />
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage.<br />
Additionally, a successful bend pushes a target back 5 feet as long as they are the same size as the bender. A smaller target gets pushed back 10ft per size category difference. To push back a larger size category target, the bender must spend one additional bend point per size category to push back 5 feet. A larger category target is otherwise unaffected by this additional push of the bend unless the additional point(s) are added.<br />
<br />
Bending does not provoke an attack of opportunity.<br />
<br />
'''Talented Bend:''' A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect. <br />
<br />
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.<br />
<br />
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. <br />
<br />
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.<br />
<br />
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.<br />
<br />
'''Element Burst:''' At 6th level, a Bender has learned to let go of his control for a quick second and unleash a 360 degree burst of energy. The range of this burst is 20ft and increases 10ft at 12th level and 16th level. The DC [[Reflex]] is 18 and increases by 8 at 12th level and 16th level for half damage. The damage increases as well, starting at 4d6 at 6th level, 8d6 at 12th level, and 12d6 at 16th level + his bending ability modifier. This ability can be used 3 times a day and does not count against his bends known.<br />
<br />
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's [[Charisma]] modifier. Damage from the Bend only deals damage if the attack roll is succesful.<br />
<br />
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.<br />
<br />
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.<br />
<br />
'''Create Element:''' At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will. <br />
<br />
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet.<br />
<br />
'''Improved Channel Bend:''' At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used three times a day and uses a bend known per attack.<br />
<br />
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 18+ the Bender's [[Charisma]] modifier, or die. Upon a succesful saving throw, the opponent still takes 10d6 damage.<br />
<br />
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.<br />
<br />
*[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]<br />
<br />
*[[SRD:Primal_Water_Elemental|Primal Water Elemental]]<br />
<br />
*[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]<br />
<br />
*[[SRD:Primal_Air_Elemental|Primal Air Elemental]]<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater Bend Element (11d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Greater Bend Element (12d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Element Burst (16d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Greater Bend Element (13d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Primal Elemental shape 2/day <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Greater Bend Element (14d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Greater Bend Element (15d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Primal Elemental shape 3/day <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
====Human Bender Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d6/1d6, crit ×2, 4 lb., two-handed,<br />
bludgeoning).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier + 1 ([[SRD:Humans (Race)|Human]]).<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: Diplomacy Skill|Diplomacy]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (the planes)]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Perform Skill|Perform (dance)]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Tumble Skill|Tumble]] || 4 || [[Dex]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]] ([[SRD:Humans (Race)|Human]]).<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]]<br />
<br />
'''Gold:''' 4d6 (14) gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.<br />
<br />
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.<br />
<br />
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.<br />
<br />
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.<br />
<br />
====Benders in the World====<br />
<br />
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}<br />
<br />
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.<br />
<br />
'''Notables:''' The most notable Bender is Elith "Blaze" Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.<br />
<br />
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.<br />
<br />
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.<br />
<br />
====Bender Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A Bender is a monk-like guy who seems to be very nature conscious.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Bender is a monk who specializes in the elements.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.<br />
<br />
'''Sample Encounter:''' Kali Blackheart<br />
<br />
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.<br />
<br />
{{Stat Block 2<br />
|name=Kali Blackheart<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+2 |listen=-1 |spot=-1<br />
|ac=19 |touch=19|flat=17<br />
|hp=55 |hd=9d6 + 18<br />
|fort=+5 |ref=+8 |will=+5<br />
|spd=30 feet<br />
|bab=+7/+2 |grp=+7<br />
|slad=CL 9th<br />
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16<br />
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)<br />
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]<br />
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.<br />
|poss=Amulet of Protection +2, 10 cure serious wounds potions.<br />
}}<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:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Bender,_True_(3.5e_Class)&diff=587515Elemental Bender, True (3.5e Class)2012-09-03T12:34:47Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=4<br />
|raters_wording=4<br />
|rating_formatting=4.16<br />
|raters_formatting=3<br />
|rating_flavor=3.75<br />
|raters_flavor=4<br />
|status=In the process of a re-work.<br />
|editing=DON'T!<br />
|type=Combat with supplemental powers<br />
|img=Firedancer.jpg<br />
|imgloc=top<br />
|imgsize=300x433<br />
|imgcaption=Kali Blackheart, yea, your gonna die.<br />
|desc=A Bender is a combatant who supplements his combat with element based attacks.<br />
}}<br />
<br />
==Bender==<br />
<br />
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a [[Paladin]], he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke "In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!" <br />
<br />
The girl looked up at the Paladin. "Silly male." Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...<br />
<br />
===Making a Bender===<br />
<br />
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.<br />
<br />
Bending is also a inborn talent, Benders are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. <br />
<br />
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.<br />
<br />
'''Abilities:''' Depending on the Bender's most used ability depends on the [[Charisma]]. [[Dexterity]] very helps since bender mostly fight without armor. [[Wisdom]] helps with their AC. Choose one base element amung Air, Fire, Earth. and Water; this will be the basis for your Bender's damage type.<br />
<br />
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.<br />
<br />
'''Alignment:''' any.<br />
<br />
'''Starting Gold:''' 3d4x3 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Bender}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Bends|Bends Known]]<br />
! rowspan="2" | [[#AC bonus|AC bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
| 1<sup>st</sup> |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance <br />
|1<br />
|0 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|2<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Bend Element (2d6), Increased Speed<br />
|3<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Improved Disarm, Talented Bend<br />
|4<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Bend Element (3d6)<br />
|5<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Element Burst (4d6)<br />
|6<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Bend Element (4d6)<br />
|7<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Channel Bend<br />
|8<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Bend Element (5d6), Improved Trip<br />
|9<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Create Element<br />
|10<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Greater Bend Element (6d6)<br />
|11<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Element Burst (8d6)<br />
|12<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Greater Bend Element (7d6)<br />
|13<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Improved Channel Bend<br />
|14<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Greater Bend Element (8d6)<br />
|15<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Element Burst (12d6)<br />
|16<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Greater Bend Element (9d6)<br />
|17<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Death Bend<br />
|18<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Greater Bend Element (10d6)<br />
|19<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Primal Elemental shape 1/day<br />
|20<br />
|4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/> The Bender’s class skills (and the key ability for each skill) are [[Balance]]<br />
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]<br />
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.<br />
<br />
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your Bender's [[Charisma]] modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.<br />
<br />
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC.<br />
<br />
'''Bend Element:''' A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his [[Charisma]] modifier + his bends known , choose to make 1 of 4 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The four types of bends are as follows...<br />
<br />
*1) A [[Touch attack]]. on success does damage and pushes the target back 5 feet.<br />
*2) A 10 foot cone. [[Reflex save]] DC=10+half of class level+ charisma modifier,and half damage for a successful save<br />
*3) A 50 foot ray. ranged [[touch attack]].<br />
*4) A 20 foot burst. [[Reflex save]] DC=10+half of class level+ charisma modifier. Half damage for a successful save.<br />
<br />
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage.<br />
Additionally, a successful bend pushes a target back 5 feet as long as they are the same size as the bender. A smaller target gets pushed back 10ft per size category difference. To push back a larger size category target, the bender must spend one additional bend point per size category to push back 5 feet. A larger category target is otherwise unaffected by this additional push of the bend unless the additional point(s) are added.<br />
<br />
Bending does not provoke an attack of opportunity.<br />
<br />
'''Talented Bend:''' A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect. <br />
<br />
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.<br />
<br />
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. <br />
<br />
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.<br />
<br />
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.<br />
<br />
'''Element Burst:''' At 6th level, a Bender has learned to let go of his control for a quick second and unleash a 360 degree burst of energy. The range of this burst is 20ft and increases 10ft at 12th level and 16th level. The DC [[Reflex]] is 18 and increases by 8 at 12th level and 16th level for half damage. The damage increases as well, starting at 4d6 at 6th level, 8d6 at 12th level, and 12d6 at 16th level + his bending ability modifier. This ability can be used 3 times a day and does not count against his bends known.<br />
<br />
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's [[Charisma]] modifier. Damage from the Bend only deals damage if the attack roll is succesful.<br />
<br />
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.<br />
<br />
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.<br />
<br />
'''Create Element:''' At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will. <br />
<br />
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet.<br />
<br />
'''Improved Channel Bend:''' At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used three times a day and uses a bend known per attack.<br />
<br />
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 18+ the Bender's [[Charisma]] modifier, or die. Upon a succesful saving throw, the opponent still takes 10d6 damage.<br />
<br />
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.<br />
<br />
*[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]<br />
<br />
*[[SRD:Primal_Water_Elemental|Primal Water Elemental]]<br />
<br />
*[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]<br />
<br />
*[[SRD:Primal_Air_Elemental|Primal Air Elemental]]<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater Bend Element (11d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Greater Bend Element (12d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Element Burst (16d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Greater Bend Element (13d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Primal Elemental shape 2/day <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Greater Bend Element (14d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Greater Bend Element (15d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Primal Elemental shape 3/day <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
====Human Bender Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d6/1d6, crit ×2, 4 lb., two-handed,<br />
bludgeoning).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier + 1 ([[SRD:Humans (Race)|Human]]).<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: Diplomacy Skill|Diplomacy]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (the planes)]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Perform Skill|Perform (dance)]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Tumble Skill|Tumble]] || 4 || [[Dex]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]] ([[SRD:Humans (Race)|Human]]).<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]]<br />
<br />
'''Gold:''' 4d6 (14) gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.<br />
<br />
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.<br />
<br />
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.<br />
<br />
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.<br />
<br />
====Benders in the World====<br />
<br />
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}<br />
<br />
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.<br />
<br />
'''Notables:''' The most notable Bender is Elith "Blaze" Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.<br />
<br />
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.<br />
<br />
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.<br />
<br />
====Bender Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A Bender is a monk-like guy who seems to be very nature conscious.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Bender is a monk who specializes in the elements.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.<br />
<br />
'''Sample Encounter:''' Kali Blackheart<br />
<br />
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.<br />
<br />
{{Stat Block 2<br />
|name=Kali Blackheart<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+2 |listen=-1 |spot=-1<br />
|ac=19 |touch=19|flat=17<br />
|hp=55 |hd=9d6 + 18<br />
|fort=+5 |ref=+8 |will=+5<br />
|spd=30 feet<br />
|bab=+7/+2 |grp=+7<br />
|slad=CL 9th<br />
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16<br />
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)<br />
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]<br />
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.<br />
|poss=Amulet of Protection +2, 10 cure serious wounds potions.<br />
}}<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:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Bender,_True_(3.5e_Class)&diff=587514Elemental Bender, True (3.5e Class)2012-09-03T12:30:31Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=4<br />
|raters_wording=4<br />
|rating_formatting=4.16<br />
|raters_formatting=3<br />
|rating_flavor=3.75<br />
|raters_flavor=4<br />
|status=In the process of a re-work.<br />
|editing=DON'T!<br />
|type=Combat with supplemental powers<br />
|img=Firedancer.jpg<br />
|imgloc=top<br />
|imgsize=300x433<br />
|imgcaption=Kali Blackheart, yea, your gonna die.<br />
|desc=A Bender is a combatant who supplements his combat with element based attacks.<br />
}}<br />
<br />
==Bender==<br />
<br />
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a [[Paladin]], he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke "In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!" <br />
<br />
The girl looked up at the Paladin. "Silly male." Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...<br />
<br />
===Making a Bender===<br />
<br />
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.<br />
<br />
Bending is also a inborn talent, Benders are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. <br />
<br />
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.<br />
<br />
'''Abilities:''' Depending on the Bender's most used ability depends on the [[Charisma]]. [[Dexterity]] very helps since bender mostly fight without armor. [[Wisdom]] helps with their AC. Choose one base element amung Air, Fire, Earth. and Water; this will be the basis for your Bender's damage type.<br />
<br />
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.<br />
<br />
'''Alignment:''' any.<br />
<br />
'''Starting Gold:''' 3d4x3 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Bender}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | [[#Bends|Bends Known]]<br />
! rowspan="2" | [[#AC bonus|AC bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
| 1<sup>st</sup> |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance <br />
|1<br />
|0 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | Evasion<br />
|2<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Bend Element (2d6), Increased Speed<br />
|3<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Improved Disarm, Talented Bend<br />
|4<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Bend Element (3d6)<br />
|5<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Element Burst (4d6)<br />
|6<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Bend Element (4d6)<br />
|7<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +6<br />
| class="left" | Channel Bend<br />
|8<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +6<br />
| class="left" | Bend Element (5d6), Improved Trip<br />
|9<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +7 || +7<br />
| class="left" | Improved Evasion, Create Element<br />
|10<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +7<br />
| class="left" | Greater Bend Element (6d6)<br />
|11<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Element Burst (8d6)<br />
|12<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +8<br />
| class="left" | Greater Bend Element (7d6)<br />
|13<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +9<br />
| class="left" | Improved Channel Bend<br />
|14<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +9<br />
| class="left" | Greater Bend Element (8d6)<br />
|15<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Element Burst (12d6)<br />
|16<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +10<br />
| class="left" | Greater Bend Element (9d6)<br />
|17<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +6 || +11 || +11<br />
| class="left" | Death Bend<br />
|18<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +11<br />
| class="left" | Greater Bend Element (10d6)<br />
|19<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +12<br />
| class="left" | Primal Elemental shape 1/day<br />
|20<br />
|4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/> The Bender’s class skills (and the key ability for each skill) are [[Balance]]<br />
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]<br />
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.<br />
<br />
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your Bender's [[Charisma]] modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.<br />
<br />
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC.<br />
<br />
'''Bend Element:''' A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his bending ability modifier + his bends known , choose to make 1 of 4 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The four types of bends are as follows...<br />
<br />
*1) A [[Touch attack]]. on success does damage and pushes the target back 5 feet.<br />
*2) A 10 foot cone. [[Reflex save]] DC=10+half of class level+ charisma modifier,and half damage for a successful save<br />
*3) A 50 foot ray. ranged [[touch attack]].<br />
*4) A 20 foot burst. [[Reflex save]] DC=10+half of class level+ charisma modifier. Half damage for a successful save.<br />
<br />
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage.<br />
Additionally, a successful bend pushes a target back 5 feet as long as they are the same size as the bender. A smaller target gets pushed back 10ft per size category difference. To push back a larger size category target, the bender must spend one additional bend point per size category to push back 5 feet. A larger category target is otherwise unaffected by this additional push of the bend unless the additional point(s) are added.<br />
<br />
Bending does not provoke an attack of opportunity.<br />
<br />
'''Talented Bend:''' A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect. <br />
<br />
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.<br />
<br />
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. <br />
<br />
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.<br />
<br />
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.<br />
<br />
'''Element Burst:''' At 6th level, a Bender has learned to let go of his control for a quick second and unleash a 360 degree burst of energy. The range of this burst is 20ft and increases 10ft at 12th level and 16th level. The DC [[Reflex]] is 18 and increases by 8 at 12th level and 16th level for half damage. The damage increases as well, starting at 4d6 at 6th level, 8d6 at 12th level, and 12d6 at 16th level + his bending ability modifier. This ability can be used 3 times a day and does not count against his bends known.<br />
<br />
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's [[Charisma]] modifier. Damage from the Bend only deals damage if the attack roll is succesful.<br />
<br />
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.<br />
<br />
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.<br />
<br />
'''Create Element:''' At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will. <br />
<br />
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet.<br />
<br />
'''Improved Channel Bend:''' At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used three times a day and uses a bend known per attack.<br />
<br />
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 18+ the Bender's bending ability modifier, or die. Upon a succesful saving throw, the opponent still takes 10d6 damage.<br />
<br />
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.<br />
<br />
*[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]<br />
<br />
*[[SRD:Primal_Water_Elemental|Primal Water Elemental]]<br />
<br />
*[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]<br />
<br />
*[[SRD:Primal_Air_Elemental|Primal Air Elemental]]<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater Bend Element (11d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Greater Bend Element (12d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Element Burst (16d6)<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Greater Bend Element (13d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Primal Elemental shape 2/day <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Greater Bend Element (14d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Greater Bend Element (15d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Primal Elemental shape 3/day <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
====Human Bender Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d6/1d6, crit ×2, 4 lb., two-handed,<br />
bludgeoning).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier + 1 ([[SRD:Humans (Race)|Human]]).<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: Diplomacy Skill|Diplomacy]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (the planes)]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Perform Skill|Perform (dance)]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Tumble Skill|Tumble]] || 4 || [[Dex]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]] ([[SRD:Humans (Race)|Human]]).<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]]<br />
<br />
'''Gold:''' 4d6 (14) gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.<br />
<br />
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.<br />
<br />
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.<br />
<br />
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.<br />
<br />
====Benders in the World====<br />
<br />
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}<br />
<br />
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.<br />
<br />
'''Notables:''' The most notable Bender is Elith "Blaze" Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.<br />
<br />
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.<br />
<br />
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.<br />
<br />
====Bender Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A Bender is a monk-like guy who seems to be very nature conscious.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Bender is a monk who specializes in the elements.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.<br />
<br />
'''Sample Encounter:''' Kali Blackheart<br />
<br />
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.<br />
<br />
{{Stat Block 2<br />
|name=Kali Blackheart<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+2 |listen=-1 |spot=-1<br />
|ac=19 |touch=19|flat=17<br />
|hp=55 |hd=9d6 + 18<br />
|fort=+5 |ref=+8 |will=+5<br />
|spd=30 feet<br />
|bab=+7/+2 |grp=+7<br />
|slad=CL 9th<br />
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16<br />
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)<br />
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]<br />
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.<br />
|poss=Amulet of Protection +2, 10 cure serious wounds potions.<br />
}}<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:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Feral_Hunter_(3.5e_Class)&diff=587430Feral Hunter (3.5e Class)2012-09-02T10:57:07Z<p>79.177.105.83: </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= History of the Feral Hunter, coming soon<br />
|editing= Please do not edit, comments, and Inspiering ideas is welcome and much Appreciated<br />
|type= Combat focused and Skillfull<br />
|desc= A magical beast hybrid class, focusing on natural weapons, natural accessories, and beast traits<br />
}}<br />
<br />
== Feral Hunter ==<br />
<br />
The Feral Hunter is as the name describes a hunter or rather a predator, that lets nature alter their bodies to get the abilities to survive and hunt, taking the advantages that animals possesses and adds their trades to their own bodies.<br />
<br />
=== Making a Feral Hunter ===<br />
<br />
<-Strong points and weak points, and effectiveness with party members.->.<br />
<br />
'''Abilities:''' Dexterity and Strength is the most important for the Feral hunter fighting abilities, and lack of armor in the first levels. A high wisdom score is important for a Feral hunter to use his special abilities. Constitution is important for extra hit points.<br />
<br />
'''Races:''' almost any humanoid race becomes Feral Hunters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 1d4&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[rogue]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Feral Hunter}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Natural accessory, natural weapon, natural armor +3, beast mind, beast trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Hunters Instinct, nature adaption<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Beast Trait, [[Wild empathy]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Natural weapon, two weapon fighting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Natural accessory, quadruped running <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Natural armor +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Beast Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Natural weapon, carnivore<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Magic fangs<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Natural accessory, multi attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Natural weapon, natural armor +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Beast Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Natural armor +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Natural weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Natural accessory<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Improved Magic fangs, natural armor +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Beast Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | Natural weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | Natural armor +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Natural accessory, natural weapon, the perfect predator<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance (Dex), Climb (str), Escape artist (Dex), Handle animal (cha), Hide (Dex) intimidate (Cha), Jump (str), Knowledge (Nature) (Int), Knowledge (Geography), Listen (Wis), Move silently (Dex), Search (Int) Sense motive (Wis), spot (Wis), survival (Wis), Swim (Str), Tumble (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Feral Hunter.<br />
<br />
'''Weapon and Armor Proficiency:''' The Feral Hunter is proficient with his Natural weapons only, and is not proficient with any armor or shields.<br />
<br />
'''{{#anc:Natural Accessories}}:''' The Feral hunter not only gains the weapons of the animal, but also other body parts such as different limp parts, tail and even wings. Every level which he gains a natural accessory he can pick an accessory from the list below, if he meet the qualifications. The Feral Hunter gains a new Natural accessory at 1st, 5th, 10th, 15th and 20th level.<br />
<br />
''{{#anc:Whip tail:}} "(Su)":'' Grow a long thin tail that can support a natural weapon of a specific selection and grands +4 to balance checks, +1 to climb checks, +2 to trip attempts. This Natual Accessory exclutes the later selection of the Power Tail.<br />
<br />
''{{#anc:Power tail}} "(Su)":'' Grow a thick powerful tail that can support a natural weapon of a specific selection and grands +4 to balance checks, +2 to intimidation. This Natual Accessory exclutes the later selection of the Whip Tail.<br />
<br />
''{{#anc:Geckoes hands}} "(Su)":'' Gain +4 to your climb checks. This Natual Accessory exclutes the later selection of the Powerful Hands.<br />
<br />
''{{#anc:Powerful hands}} "(Su)":'' Gain +4 to your grapple checks. This Natual Accessory exclutes the later selection of the Powerful Hands.<br />
<br />
''{{#anc:Fins and gels}} "(Su)":'' Gain a +4 to all your swim checks and the water breathing ability.<br />
<br />
''{{#anc:Sun sail}} "(Su)":'' Gain a +10 to your land speed and heal 1d4 points of damage taken every hour while in sunny weather.<br />
<br />
''{{#anc:Hooves}} "(Su)":'' Reqires level 5. Gain +10 feet to movement speed, +2 to bull rush attempts. This Natual Accessory exclutes the later selection of the Lizard feet and the Talons.<br />
<br />
''{{#anc:Lizard feet}} "(Su)":'' Reqires level 5. Gain +2 to all climb checks and +2 to all hide checks. This Natual Accessory exclutes the later selection of the Hooves and the Talons.<br />
<br />
''{{#anc:Talons}} "(Su)":'' Reqires level 5. Gain +4 to all move silently checks. This Natual Accessory exclutes the later selection of the Hooves and the Lizard feet.<br />
<br />
''{{#anc:Tail fin}} "(Su)":'' Reqires level 5. and either the Power Tail or the Whip tail. Gain a swim speed of 30 ft. and +10 to your swim checks and can always take 10 on swim checks.<br />
<br />
''{{#anc:Increased tail length}} "(Su)":'' Reqires level 5. Gain 10 foot reach with your tail weapon.<br />
<br />
''{{#anc:Small wings}} "(Su)":'' Reqires level 5. Gain Slow fall while falling longer than 10 ft.<br />
<br />
''{{#anc:Spikes}} "(Su)":'' Reqires level 5. Counts as normal armor spikes.<br />
<br />
''{{#anc:Extra eyes}} "(Su)":'' Reqires level 5. Gain +4 to all spot checks, in addition you now can only be flanked form an opponent standing directly behind you.<br />
<br />
''{{#anc:Large wings}} "(Su)":'' Reqires level 10. Gain a 40 ft fly speed with good maneuverability. This Natual Accessory exclutes the later selection of the Swift wings.<br />
<br />
''{{#anc:Swift wings}} "(Su)":'' Reqires level 10. Gain a 60 ft fly speed with average maneuverability. This Natual Accessory exclutes the later selection of the Large wings.<br />
<br />
''{{#anc:Extra tough hide}} "(Su)":'' Reqires level 10. Gain +2 to your natural armor, but a -1 armor check penalty<br />
<br />
''{{#anc:Camouflage fur }} "(Su)":'' Reqires level 15. Gain hide in plain sight, and +4 to your hide checks.<br />
<br />
'''{{#anc:Natural Weapons}}:''' The Feral Hunter gains a series of natural weapons instead of normal weapons, these are placed all around the Feral Hunters body which gives him ways to attack, not available to other classes. The Feral Hunter starts out with one light or medium natural weapon and one Unarmed natural weapon. Some of the Feral Hunters Natural weapons are retractable and can be hidden inside of his body when not used, but can be drawn as a free action. At level 4 the Feral Hunter can upgrade his small or medium natural weapon to a Large natural weapon, or grow a new small or medium natural weapon on his off hand, if doing so he takes normal penalty for welding two weapons with a medium natural weapon counting as a one handed melee weapon, he can also choose to take a ranged natural weapon in this level. A retractable Large weapon cannot be fully hidden, and as long as it is retracted, it counts as the light edition of the weapon. At level 8 the feral hunter gains another natural weapon, he can choose a weapon small weapon to assist your large weapon, but you will suffer a -10 penalty to your attack rolls with that weapon, and -8 penalty with your main weapon regardless of you having the two weapon fighting feat or not. You can also choose to weald a tail weapon in this level, this weapon counts as a medium off hand weapon, but is not affected by any of the two weapon fighting feats. Any damage your natural weapon has taken heals the same number of HP as your body heals regardless of its magic healing or not, feats like weapon focus are taken individually to any natural weapon.<br />
<br />
'''{{#anc:Natural armor}}:''' As the Feral Hunter evolves more and more into a part man part beast, he grows the natural armor of a beast in form of pelt, scales, skin, a feather coat or what ever your character prefers, it will not make a difference in the number of extra AC you gain.<br />
<br />
'''{{#anc:Beast traits}}:''' The Feral Hunter gains a series of supernatural abilities as he is evolving into to a regular man and beast fighting machine. Every level The Feral Hunter gains a beast trait, he can choose an ability from the Beast Traits list.<br />
<br />
''{{#anc:Scent}} "(Su)":'' Gain the scent ability, and a +4 bonus on survival checks while tracking.<br />
<br />
''{{#anc:Frightening roar}} "(Su)":'' Gain a +4 bonus to your intimidation checks, and make intimidation checks as a move action<br />
<br />
''{{#anc:Light sleeper}} "(Su)":'' Half your required sleep or trance time.<br />
<br />
''{{#anc:Keen eyes}} "(Su)":'' Gain low-light vision, if you already have low-light you gain darkvision 60 ft.<br />
<br />
''{{#anc:Uncanny dodge}} "(Su)":'' Reqires level 3. Gain the uncanny dodge ability.<br />
<br />
''{{#anc:Colorful eyes}} "(Su)":'' Reqires level 3. 1/day you can attempt to fascinate an other creature that is looking into your eyes. When activating this ability the you and the opponent you are attempting to fascinate must make a will save (DC 15 + wis modifier) or become fascinated until next round where you make another check until your opponent either brakes free or you stop your ability, doing the effect you not must break eye contact or the effect is negated.<br />
<br />
''{{#anc:Improved Agility}} "(Su)":'' Reqires level 3. Gain +2 to your tumble and jump checks<br />
<br />
''{{#anc:Forrest Hunter}} "(Su)":'' Reqires level 3. Gain the flawless stride ability<br />
<br />
''{{#anc:Improved beast mind}} "(Su)":'' Reqires level 7. Substitute your Wis for your Int bonus on any Int based skill checks.<br />
<br />
''{{#anc:Ears like a bat}} "(Su)":'' Reqires level 7. Gain blindsight with a 40 ft radius.<br />
<br />
''{{#anc:Improved hunters instinct}} "(Su)":'' Reqires level 7. Increase your reflex save and AC by +1 for the duration of the fight, whenever you gain benefit of hunters instinct.<br />
<br />
''{{#anc:Feral mind}} "(Su)":'' Reqires level 7. You become immune to any attempt to detect your thoughts or manipulate your mind, also anyone attempting to do so must make will save (DC 10+ ½ your level + your Wis modifier) or be stunned for 1 round and take 1d6 points of damage.<br />
<br />
''{{#anc:Licking the wounds}} "(Su)":'' Reqires level 12. Heal yourself twice your level every day, this abillity can be spended over several uses.<br />
<br />
''{{#anc:Acid spit}} "(Su)":'' Reqires level 12. 3/day you can make a ranged touch attack against a creature that deals 5d6 points of acid damage, with a 30 ft range.<br />
<br />
''{{#anc:Disengage}} "(Su)":'' Reqires level 12. 2/day you can, as a move action disengage from melee combat by making a 30 ft backwards leap and take a ready action against charging, you can choose not to take ready action and instead use another move action to run away. This does not provoke attack of opportunity form anyone.<br />
<br />
''{{#anc:Magic deflecting fur}} "(Su)":'' Reqires level 12. Gain magic resistance equal to your level + Wis modifier.<br />
<br />
''{{#anc:Fast healing}} "(Su)":'' Reqires level 17. Gain fast healing 5 while in combat.<br />
<br />
''{{#anc:Venom}} "(Su)":'' Reqires level 17. Gain a venomous attack that deals 1d4+1 Con damage, fortitude (DC = 10 + ½ your level + Wis modifier) negates. Using this ability is a standard action, and requires a bite, claw or horn attack.<br />
<br />
''{{#anc:Superior magic fangs}} "(Su)":'' Reqires level 17. Your fangs are treated as +3 magic weapons.<br />
<br />
''{{#anc:Epic Roar}} "(Su)":'' Reqires level 17. 1/day make a 40 ft. Cone from your mouth creatures effected, must take a fortitude save (DC = 10 + ½ your level + Cha modifier) or take 3d6 sonic damage (fortitude halves) and becomes feared for 1d4 rounds. Feared creatures are shaken, and cannot attack you unless you are the only one to attack.<br />
<br />
''{{#anc:<-subclass feature->}} "(Su)":'' <-subclass feature game rule information-> ---------<br />
<br />
'''{{#anc:Beast mind}}:''' As being more beast than humanoid, you rely more on your instincts rather than your knowledge, therefore you substitute your Intelligence modifier with your Wisdom modifier to determine how many extra skill points you get every level.<br />
<br />
'''{{#anc:Hunters instinct}}:''' Starting at level 2 your hunters instincts are sharpened to a point that you will never let your pray get a foot to the ground or escape, Whenever you gain the benefit of a surprise round you automatically gain a +5 bonus to your initiative roll and you gain a +10 ft. bonus to your movement speed for the duration of the fight.<br />
<br />
'''{{#anc:Nature adaption:}}:''' At level 2 the Feral Hunter can exist comfortably in cold weather and sleep on the ground in every type of weather without a bedroll or tent, without becoming fatigued or take any other penalties.<br />
<br />
'''{{#anc:Two weapon fighting}}:''' Starting at level 4 the feral hunter gain the two weapon fighting feat as a bonus feat and can make two natural attacks at reduced penalty.<br />
<br />
'''{{#anc:Quadruped running}}:''' Starting at level 5 your bone structure in your hips change, allowing you to walk comfortable on all four as well as on two legs. Changeing your stance as a move action and increases your land speed with 20 ft. You now also gain a +4 instead on your +2 to your charge attacks, though you cannot attack with any natural weapons mounted on your hands unless you make a charge attack, and changing your stance after a charge attack is a free action. You can also serve as a mound for a creature the same size or smaller then you are. You also avoid becoming fatigued doing a forced march even when carrying a passenger.<br />
<br />
'''{{#anc:Carnivore}}:''' Starting at level 8 the Feral Hunter, can eat raw meat and treat it as a meal without risking any kinds of desieses or infections, in addition you only have to eat half as often as normal.<br />
<br />
'''{{#anc:Magic fangs}}:''' At level 9 your natural weapon is treated as +1 magic weapons. Starting at level 16 your natural weapon is treated as +2 magic weapons.<br />
<br />
'''{{#anc:Multi attack}}:''' At level 10 the Feral Hunter gains Multi attack as a bonus feat, making him take no penalty on his main weapon and reducing all his additional attack penalties to -2.<br />
<br />
'''{{#anc:The perfect predator}}:''' You are now the perfect combination of man and beast, you are now treated as a magical beast rather then a humanoid, you now gain a +4 to your will saves, damage reduction 10/magic, a permanent +2 bonus to your initiative, 10 extra spell resistance and you can choose an extra beast trait, natural weapon or natural accessory. And gain permanent endure elements.<br />
<br />
<br />
<br />
'''Feral Hunters natual weapon selection'''<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Natural Weapon || Minimum Feral Hunter level || Damage (Small) || Damage (Medium) || Critical || Range Incensement || Type || Requirements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |''Unarmed natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Claws || 1 || 1d3 || 1d4 || x2 || - || Slashing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Fangs/Beak || 1 || 1d3 || 1d4 || x2 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Horns, small ||1 || 1d3 || 1d4 ||x2 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Horns, large || 4 || 1d4 || 1d6 || x2 || - ||Piercing || Small horns<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Light natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Boulder hand || 1 || 1d4 || 1d6 || x2 || - || Bludgeoning || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Scythe Blade, small* || 1 || 1d4 || 1d6 || 19-20/x2 || - || Slashing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hand Horn, small* || 1 || 1d3 || 1d4 || x3 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Medium natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Scythe Blade, medium* || 1 || 1d6 || 1d8 || 19-20/x2 || - || Slashing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hand Horn, medium* || 1 || 1d4 || 1d6 || x3 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Boulder hand, spiked || 4 || 1d6 || 1d8 || x3 || - || Piercing and Bludgeoning || Boulder hand<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail horn* || 4 || 1d4 || 1d6 || x3 || - || Piercing || Whip tail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail blade* || 4 || 1d6 || 1d8 || 19-20/x2 || - || Slashing || Whip tail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail boulder || 4 || 1d6 || 1d8 || x3 || - || Bludgeoning || Power tail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Large natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Scythe blade, large** || 4 || 1d10 || 2d6 || 19-20/x2 || - || Slashing || Medium Scythe blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hand horn, large** || 4 || 1d8 || 1d10 || x3 || - || Piercing || Medium Hand horn<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail boulder, spiked || 8 || 1d8 || 1d10 || x4 || - || Piercing and Bludgeoning || Tail Boulder<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Ranged natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Shuriken Claw, small (4) || 4 || 1d2 || 1d3 || x2|| 30 ft || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |Shuriken Claw, large (2) || 4 || 1d3 || 1d4 || x2 || 40 ft || Piercing || -<br />
|}<br />
<br />
* the small and medium hand horn, scythe blade and the tail horn and tail blade can be retracted and hidden inside the Feral Hunters body. <br />
<br />
** The large hand horn and scythe blade can bes retractet as well, but can't be totally hidden and therefore can still be used as their small countapart.<br />
<br />
'''Claws:''' Gain claws on both of your hands that allows a claw attack<br />
<br />
'''Fangs/beak:''' Grow fangs or a beak to allow a bite attack.<br />
<br />
'''Horns:''' grow horns to allow a gore attack.<br />
<br />
'''Boulder hand:''' the boulder hand enlarges the hand and covers it with a thick shell that functions as a bludgeoning weapon, when fighting <br />
defectively, this hand can function as a shield and increases your AC with 1, as long as you do not attack with it.<br />
<br />
'''Hand horn:''' the hand horn is a pointy horn mounted on the over or underside of the underarm, it exists in thee different sizes and is retractable, which means that the hand horn can be hidden inside the arm when not used, though when retracting the large hand horn, it is not completely hidden and is considered a small hand horn when not in use, drawing a retracted hand horn is a free action<br />
<br />
'''Scythe blade:''' the scythe blade is form of blade attached to the over side of the hand, is the hand horn also exists in thee different sizes and is retractable, but the large scythe blade is considered a small scythe blade when retracted, drawing a retracted scythe blade is a free action<br />
<br />
'''Tail horn:''' the tail horn is a like the medium hand horn but mounted on the tail, the tail horn requires a tail horn requires a whip tail, with a tail weapon you can attack a person flaking you without penalty.<br />
<br />
'''Tail blade:''' is like the medium scythe blade mounted on the tail, the tail must be a whip tail, the tail horn is retractable.<br />
<br />
'''Tail boulder:''' the tail bounder is a large clump of hard bonelike substance that functions like a club, this natural weapon gives you a +2 bonus on sunder attempts the tail boulder requires a power tail and is not retractable.<br />
<br />
'''Spiked tail boulder:''' the spiked tail boulder is like the normal tail boulder but is equipped with long spikes for extra damage, to evolve a spiked tail boulder you must already be equipped with the normal tail boulder this gives you the same bonus to sunder attempts as the tail boulder. The spikes are not retractable.<br />
<br />
'''Shuriken Claw:''' the shuriken Claw is claws that can be thrown at your opponent, and is the only ranged weapon the Feral hunter can get. There is two types of shuriken claws, the small and the large. The small shuriken claws does not deal as much damage, but allow two on each hand, the large one only allow one on each hand but deals more damage, when taking the shuriken claws you get the full amount on both hands but you can still have other weapon in both hands, you cannot retrieve thrown shuriken claws, but they grow back after a full nights rest.<br />
<br />
'''Hardness of natural weapons:''' all slashing and pricing natural weapon has 5 hp and hardness 15 all <br />
Bludgeoning natural weapons has 10 hp and harness 20. Whenever a feral hunters natural weapons has been damaged they heal in the same tempo as his body. Example: Raf's tail blade has been sundered by an opponent and Raf himself has taken 15 damage. But then one of Raf's companions, a druid, casts "cure light wounds" on Raf and heals him 5 hp. Raf's body heals 5 hp and Raf's tail blade also heals 5 hp restoring it to to full health even though Raf still needs 10 hp in his body.<br />
<br />
==== Epic Feral Hunter ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Feral Hunter}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Natural accessory<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Wisdom bonus +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Natural accessory<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Wisdom|Wis]] modifier skill points per level.<br />
|}<br />
<br />
'''Natural accessory:''' At level 22 you can choose an additional natural accessory every 6th level from there.<br />
<br />
'''Wisdom bonus:''' At level 24 you get permanent +2 bonus to your Wisdom score.<br />
<br />
'''Bonus feat:''' At level 21, 27, 30, and every 3rd level there after will optain a bonus feat.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Feral Hunter gains several bonus feats (selected from the list of epic Feral Hunter bonus feats) as described above.<br />
<br />
''Epic Feral Hunter Bonus Feat List:'' Any.<br />
<br />
==== Sample Half-elf Feral Hunter Starting Package ====<br />
<br />
'''Weapons:''' Fangs 1d4/x2, Hand horn 1d8/x3.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Wis]] 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 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (nature) || 4 || Int || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (geography) || 4 ||Int || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move silently || 4 || Dex || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || -<br />
|}<br />
<br />
'''Feat:''' if Dex 13 or higher: Dodge, else Combat Reflexes.<br />
<br />
'''Gear:''' Backpack, bedroll, 10 torches, and 10 trail rations<br />
<br />
'''Gold:''' 1d4x10 gold.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Feral Hunter ====<br />
<br />
'''Religion:''' Depending on how humanoid-like the Feral Hunter is he is either not religious at all or a devoted follower of his religion unshakable in his faith. Feral hunters usually follows a deity of nature and hunting, such as Obad-Hi and usually praises their deity by leaving parts of their hunt where the Deity can find it to get good hunting fortune, rather than praying and kneeling.<br />
<br />
'''Other Classes:''' Feral Hunters gets along well with other classes that works well with nature, they have a tendency to rather quickly make up their mind about a person, do they like them or not. Religious Ferial Hunters almost instantly becomes friendly with druids and clerics of nature, they have a tendency of either respect Rangers and Barbarians or see them as rivals. Wizard, sorcerers, rouges, bards and other classes from the towns and cities, is not understanded by the Feral hunter and therefore they have a hard time being trusted either.<br />
<br />
'''Combat:''' Feral Hunters can have either the raw power of a Barbarian, or the finesse and grace of a Ranger.<br />
<br />
'''Advancement:''' The Feral Hunter can easily multiclass to barbarian if he wants more fighting power, he will also have a high enoth wisdom score to multiclass to druid if he what to get access to some spellcasting.<br />
<br />
==== Feral Hunters in the World ====<br />
<br />
{{quote|''I am nothing if not adaptable and I will never run out of options, anything I choose to hunt, will die.''<br />
|orig=Raf, Half-elf Feral Hunter}}<br />
<br />
A feral hunter can live almost every where. Deep inside any kind of forest with thick fog, in dry deserts with no water for miles, on arctic tundra's with nothing but ice, and even under water in empty oceans, the only place they does not seam to thrive, is in large cities or even small towns. A Feral Hunter is a humanoid that for some reason has chosen to live as a beast in the wild, not necessarily alone but away form societies, and in order to do so has physically adapted to live in such places without the needs of even the simplest of tools.<br />
<br />
'''Daily Life:''' The Feral Hunter will usually start the day with doing what he is made for, to hunt. If he is successful he will spend a while cutting out the pray, consume some, and save the rest for later. A traveling feral hunter will then resume his travel on foot, a staying will usually relax and save his energy, or visit friends, if it be other feral hunters or normal people.<br />
<br />
'''Notables:''' A NPC Feral hunter is to be found in the wild, if even to be found. Most feral hunters is both polite and helpful and can function as guides, if you just ask nicely not requiring any payment what so ever. Evil Feral hunters can be extremely dangerous since they might be spending their time hunting you.<br />
<br />
'''Organizations:''' <A Feral Hunter is usually not a loner. They often meet to share experiences and a meal. Many has friends among ordinary people and other classes, mostly Druids, Barbarians and Rangers that regularly travels the natural lands. Many Feral Hunter, hunts in pairs or small groups and almost all Feral Hunters takes apprentices among the thinking races, mostly among their own children. For Feral Hunters to meet in large groups and is rare but when its time to do so they discuss matters of hunting and otherwise interesting events. Feral Hunters have an almost magical instinct to know when its time to meet.<br />
<br />
'''NPC Reactions:''' When Feral hunters seen by NPC's, they usually either gets scared of them or thinks they are some kind of pet to their companions and sometimes it can be a good idea to let them stay in that illusion.<br />
<br />
==== Feral Hunters Lore ====<br />
<br />
Characters with ranks in Knowledge (nature) can research Feral 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}}"<br />
|+ Knowledge (Nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | This is one of natures supreme hunters, they are usually helpful and seeing one in very rare opportunity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The Feral Hunters possesses supernatural abilities and have inside knowledge of almost everything that are going on in their territory and can speak normally.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The Feral Hunters are just as intelligent as an ordinary human being.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Feral Hunter is something you become not something you are born as.<br />
|}<br />
<br />
==== Feral Hunters 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:''' <br />
<br />
"Blood Mangle"<br />
<br />
Feral hunter 5<br />
<br />
Medium Humanoid (elf)<br />
<br />
Hit Dice: 5d10+10 (35 HP)<br />
<br />
Initiative: +2<br />
<br />
Speed: 30/50 ft.<br />
<br />
Armor Class: 16 (+2 Dex +3 natural +1 amulet), touch 13, flat-footed 14<br />
<br />
Base Attack/Grapple: +5/+8<br />
<br />
Attack: Bite +8 melee (1d4/x2) Hand horn +8 melee (1d6+3/x3), Tail boulder +8 melee (1d8/x3)<br />
<br />
Full Attack: Hand horn +6, tail boulder +6, and bite +3.<br />
<br />
Space/Reach: 5 ft/5 ft<br />
<br />
Special Attacks: -<br />
<br />
Special Qualities: Power tail, Extra eyes, Frightening roar, Forest hunter, wild empathy, hunters instinct, <br />
quadruped running.<br />
<br />
Saves: Fort 6, Ref 6, Will 4 <br />
<br />
Abilities: Str 16, Dex 14, Con 14, Int 8, Wis 16, Cha 10<br />
<br />
Skills: Survival +5, spot +6, listen +6, climb +8, move silently +4, hide +4, intimidation +10<br />
<br />
Feats: Two weapon fighting, dodge, mobility<br />
<br />
Environment: Any nonurban<br />
<br />
Organization: Solitary<br />
<br />
Challenge Rating: 5<br />
<br />
Treasure: Amulet of protection (+1 AC)<br />
<br />
Alignment: Neutral Evil.<br />
<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Feral_Hunter_(3.5e_Class)&diff=587429Feral Hunter (3.5e Class)2012-09-02T10:56:23Z<p>79.177.105.83: </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= History of the Feral Hunter, coming soon<br />
|editing= Please do not edit, comments, and Inspiering ideas is welcome and much Appreciated<br />
|type= Combat focused and Skillfull<br />
|desc= A magical beast hybrid class, focusing on natural weapons, natural accessories, and beast traits<br />
}}<br />
<br />
== Feral Hunter ==<br />
<br />
The Feral Hunter is as the name describes a hunter or rather a predator, that lets nature alter their bodies to get the abilities to survive and hunt, taking the advantages that animals possesses and adds their trades to their own bodies.<br />
<br />
=== Making a Feral Hunter ===<br />
<br />
<-Strong points and weak points, and effectiveness with party members.->.<br />
<br />
'''Abilities:''' Dexterity and Strength is the most important for the Feral hunter fighting abilities, and lack of armor in the first levels. A high wisdom score is important for a Feral hunter to use his special abilities, also the feral hunter gains additional skill points based on his wisdom, not his intelligence. Constitution is important for extra hit points.<br />
<br />
'''Races:''' almost any humanoid race becomes Feral Hunters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 1d4&times;10 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[rogue]]".<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Feral Hunter}}</div><br />
Hit Die: d10<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +1 || +2 || +2 || +0<br />
| class="left" | Natural accessory, natural weapon, natural armor +3, beast mind, beast trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +2 || +3 || +3 || +0<br />
| class="left" | Hunters Instinct, nature adaption<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +3 || +3 || +3 || +1<br />
| class="left" | Beast Trait, [[Wild empathy]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +4 || +4 || +4 || +1<br />
| class="left" | Natural weapon, two weapon fighting<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +5 || +4 || +4 || +1<br />
| class="left" | Natural accessory, quadruped running <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +6/+1 || +5 || +5 || +2<br />
| class="left" | Natural armor +4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +7/+2 || +5 || +5 || +2<br />
| class="left" | Beast Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +8/+3 || +6 || +6 || +2<br />
| class="left" | Natural weapon, carnivore<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +9/+4 || +6 || +6 || +3<br />
| class="left" | Magic fangs<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +10/+5 || +7 || +7 || +3<br />
| class="left" | Natural accessory, multi attack<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3<br />
| class="left" | Natural weapon, natural armor +5<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4<br />
| class="left" | Beast Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4<br />
| class="left" | Natural armor +6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4<br />
| class="left" | Natural weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5<br />
| class="left" | Natural accessory<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5<br />
| class="left" | Improved Magic fangs, natural armor +7<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Beast Trait<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6<br />
| class="left" | Natural weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6<br />
| class="left" | Natural armor +8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Natural accessory, natural weapon, the perfect predator<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Balance (Dex), Climb (str), Escape artist (Dex), Handle animal (cha), Hide (Dex) intimidate (Cha), Jump (str), Knowledge (Nature) (Int), Knowledge (Geography), Listen (Wis), Move silently (Dex), Search (Int) Sense motive (Wis), spot (Wis), survival (Wis), Swim (Str), Tumble (Dex).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Feral Hunter.<br />
<br />
'''Weapon and Armor Proficiency:''' The Feral Hunter is proficient with his Natural weapons only, and is not proficient with any armor or shields.<br />
<br />
'''{{#anc:Natural Accessories}}:''' The Feral hunter not only gains the weapons of the animal, but also other body parts such as different limp parts, tail and even wings. Every level which he gains a natural accessory he can pick an accessory from the list below, if he meet the qualifications. The Feral Hunter gains a new Natural accessory at 1st, 5th, 10th, 15th and 20th level.<br />
<br />
''{{#anc:Whip tail:}} "(Su)":'' Grow a long thin tail that can support a natural weapon of a specific selection and grands +4 to balance checks, +1 to climb checks, +2 to trip attempts. This Natual Accessory exclutes the later selection of the Power Tail.<br />
<br />
''{{#anc:Power tail}} "(Su)":'' Grow a thick powerful tail that can support a natural weapon of a specific selection and grands +4 to balance checks, +2 to intimidation. This Natual Accessory exclutes the later selection of the Whip Tail.<br />
<br />
''{{#anc:Geckoes hands}} "(Su)":'' Gain +4 to your climb checks. This Natual Accessory exclutes the later selection of the Powerful Hands.<br />
<br />
''{{#anc:Powerful hands}} "(Su)":'' Gain +4 to your grapple checks. This Natual Accessory exclutes the later selection of the Powerful Hands.<br />
<br />
''{{#anc:Fins and gels}} "(Su)":'' Gain a +4 to all your swim checks and the water breathing ability.<br />
<br />
''{{#anc:Sun sail}} "(Su)":'' Gain a +10 to your land speed and heal 1d4 points of damage taken every hour while in sunny weather.<br />
<br />
''{{#anc:Hooves}} "(Su)":'' Reqires level 5. Gain +10 feet to movement speed, +2 to bull rush attempts. This Natual Accessory exclutes the later selection of the Lizard feet and the Talons.<br />
<br />
''{{#anc:Lizard feet}} "(Su)":'' Reqires level 5. Gain +2 to all climb checks and +2 to all hide checks. This Natual Accessory exclutes the later selection of the Hooves and the Talons.<br />
<br />
''{{#anc:Talons}} "(Su)":'' Reqires level 5. Gain +4 to all move silently checks. This Natual Accessory exclutes the later selection of the Hooves and the Lizard feet.<br />
<br />
''{{#anc:Tail fin}} "(Su)":'' Reqires level 5. and either the Power Tail or the Whip tail. Gain a swim speed of 30 ft. and +10 to your swim checks and can always take 10 on swim checks.<br />
<br />
''{{#anc:Increased tail length}} "(Su)":'' Reqires level 5. Gain 10 foot reach with your tail weapon.<br />
<br />
''{{#anc:Small wings}} "(Su)":'' Reqires level 5. Gain Slow fall while falling longer than 10 ft.<br />
<br />
''{{#anc:Spikes}} "(Su)":'' Reqires level 5. Counts as normal armor spikes.<br />
<br />
''{{#anc:Extra eyes}} "(Su)":'' Reqires level 5. Gain +4 to all spot checks, in addition you now can only be flanked form an opponent standing directly behind you.<br />
<br />
''{{#anc:Large wings}} "(Su)":'' Reqires level 10. Gain a 40 ft fly speed with good maneuverability. This Natual Accessory exclutes the later selection of the Swift wings.<br />
<br />
''{{#anc:Swift wings}} "(Su)":'' Reqires level 10. Gain a 60 ft fly speed with average maneuverability. This Natual Accessory exclutes the later selection of the Large wings.<br />
<br />
''{{#anc:Extra tough hide}} "(Su)":'' Reqires level 10. Gain +2 to your natural armor, but a -1 armor check penalty<br />
<br />
''{{#anc:Camouflage fur }} "(Su)":'' Reqires level 15. Gain hide in plain sight, and +4 to your hide checks.<br />
<br />
'''{{#anc:Natural Weapons}}:''' The Feral Hunter gains a series of natural weapons instead of normal weapons, these are placed all around the Feral Hunters body which gives him ways to attack, not available to other classes. The Feral Hunter starts out with one light or medium natural weapon and one Unarmed natural weapon. Some of the Feral Hunters Natural weapons are retractable and can be hidden inside of his body when not used, but can be drawn as a free action. At level 4 the Feral Hunter can upgrade his small or medium natural weapon to a Large natural weapon, or grow a new small or medium natural weapon on his off hand, if doing so he takes normal penalty for welding two weapons with a medium natural weapon counting as a one handed melee weapon, he can also choose to take a ranged natural weapon in this level. A retractable Large weapon cannot be fully hidden, and as long as it is retracted, it counts as the light edition of the weapon. At level 8 the feral hunter gains another natural weapon, he can choose a weapon small weapon to assist your large weapon, but you will suffer a -10 penalty to your attack rolls with that weapon, and -8 penalty with your main weapon regardless of you having the two weapon fighting feat or not. You can also choose to weald a tail weapon in this level, this weapon counts as a medium off hand weapon, but is not affected by any of the two weapon fighting feats. Any damage your natural weapon has taken heals the same number of HP as your body heals regardless of its magic healing or not, feats like weapon focus are taken individually to any natural weapon.<br />
<br />
'''{{#anc:Natural armor}}:''' As the Feral Hunter evolves more and more into a part man part beast, he grows the natural armor of a beast in form of pelt, scales, skin, a feather coat or what ever your character prefers, it will not make a difference in the number of extra AC you gain.<br />
<br />
'''{{#anc:Beast traits}}:''' The Feral Hunter gains a series of supernatural abilities as he is evolving into to a regular man and beast fighting machine. Every level The Feral Hunter gains a beast trait, he can choose an ability from the Beast Traits list.<br />
<br />
''{{#anc:Scent}} "(Su)":'' Gain the scent ability, and a +4 bonus on survival checks while tracking.<br />
<br />
''{{#anc:Frightening roar}} "(Su)":'' Gain a +4 bonus to your intimidation checks, and make intimidation checks as a move action<br />
<br />
''{{#anc:Light sleeper}} "(Su)":'' Half your required sleep or trance time.<br />
<br />
''{{#anc:Keen eyes}} "(Su)":'' Gain low-light vision, if you already have low-light you gain darkvision 60 ft.<br />
<br />
''{{#anc:Uncanny dodge}} "(Su)":'' Reqires level 3. Gain the uncanny dodge ability.<br />
<br />
''{{#anc:Colorful eyes}} "(Su)":'' Reqires level 3. 1/day you can attempt to fascinate an other creature that is looking into your eyes. When activating this ability the you and the opponent you are attempting to fascinate must make a will save (DC 15 + wis modifier) or become fascinated until next round where you make another check until your opponent either brakes free or you stop your ability, doing the effect you not must break eye contact or the effect is negated.<br />
<br />
''{{#anc:Improved Agility}} "(Su)":'' Reqires level 3. Gain +2 to your tumble and jump checks<br />
<br />
''{{#anc:Forrest Hunter}} "(Su)":'' Reqires level 3. Gain the flawless stride ability<br />
<br />
''{{#anc:Improved beast mind}} "(Su)":'' Reqires level 7. Substitute your Wis for your Int bonus on any Int based skill checks.<br />
<br />
''{{#anc:Ears like a bat}} "(Su)":'' Reqires level 7. Gain blindsight with a 40 ft radius.<br />
<br />
''{{#anc:Improved hunters instinct}} "(Su)":'' Reqires level 7. Increase your reflex save and AC by +1 for the duration of the fight, whenever you gain benefit of hunters instinct.<br />
<br />
''{{#anc:Feral mind}} "(Su)":'' Reqires level 7. You become immune to any attempt to detect your thoughts or manipulate your mind, also anyone attempting to do so must make will save (DC 10+ ½ your level + your Wis modifier) or be stunned for 1 round and take 1d6 points of damage.<br />
<br />
''{{#anc:Licking the wounds}} "(Su)":'' Reqires level 12. Heal yourself twice your level every day, this abillity can be spended over several uses.<br />
<br />
''{{#anc:Acid spit}} "(Su)":'' Reqires level 12. 3/day you can make a ranged touch attack against a creature that deals 5d6 points of acid damage, with a 30 ft range.<br />
<br />
''{{#anc:Disengage}} "(Su)":'' Reqires level 12. 2/day you can, as a move action disengage from melee combat by making a 30 ft backwards leap and take a ready action against charging, you can choose not to take ready action and instead use another move action to run away. This does not provoke attack of opportunity form anyone.<br />
<br />
''{{#anc:Magic deflecting fur}} "(Su)":'' Reqires level 12. Gain magic resistance equal to your level + Wis modifier.<br />
<br />
''{{#anc:Fast healing}} "(Su)":'' Reqires level 17. Gain fast healing 5 while in combat.<br />
<br />
''{{#anc:Venom}} "(Su)":'' Reqires level 17. Gain a venomous attack that deals 1d4+1 Con damage, fortitude (DC = 10 + ½ your level + Wis modifier) negates. Using this ability is a standard action, and requires a bite, claw or horn attack.<br />
<br />
''{{#anc:Superior magic fangs}} "(Su)":'' Reqires level 17. Your fangs are treated as +3 magic weapons.<br />
<br />
''{{#anc:Epic Roar}} "(Su)":'' Reqires level 17. 1/day make a 40 ft. Cone from your mouth creatures effected, must take a fortitude save (DC = 10 + ½ your level + Cha modifier) or take 3d6 sonic damage (fortitude halves) and becomes feared for 1d4 rounds. Feared creatures are shaken, and cannot attack you unless you are the only one to attack.<br />
<br />
''{{#anc:<-subclass feature->}} "(Su)":'' <-subclass feature game rule information-> ---------<br />
<br />
'''{{#anc:Beast mind}}:''' As being more beast than humanoid, you rely more on your instincts rather than your knowledge, therefore you substitute your Intelligence modifier with your Wisdom modifier to determine how many extra skill points you get every level.<br />
<br />
'''{{#anc:Hunters instinct}}:''' Starting at level 2 your hunters instincts are sharpened to a point that you will never let your pray get a foot to the ground or escape, Whenever you gain the benefit of a surprise round you automatically gain a +5 bonus to your initiative roll and you gain a +10 ft. bonus to your movement speed for the duration of the fight.<br />
<br />
'''{{#anc:Nature adaption:}}:''' At level 2 the Feral Hunter can exist comfortably in cold weather and sleep on the ground in every type of weather without a bedroll or tent, without becoming fatigued or take any other penalties.<br />
<br />
'''{{#anc:Two weapon fighting}}:''' Starting at level 4 the feral hunter gain the two weapon fighting feat as a bonus feat and can make two natural attacks at reduced penalty.<br />
<br />
'''{{#anc:Quadruped running}}:''' Starting at level 5 your bone structure in your hips change, allowing you to walk comfortable on all four as well as on two legs. Changeing your stance as a move action and increases your land speed with 20 ft. You now also gain a +4 instead on your +2 to your charge attacks, though you cannot attack with any natural weapons mounted on your hands unless you make a charge attack, and changing your stance after a charge attack is a free action. You can also serve as a mound for a creature the same size or smaller then you are. You also avoid becoming fatigued doing a forced march even when carrying a passenger.<br />
<br />
'''{{#anc:Carnivore}}:''' Starting at level 8 the Feral Hunter, can eat raw meat and treat it as a meal without risking any kinds of desieses or infections, in addition you only have to eat half as often as normal.<br />
<br />
'''{{#anc:Magic fangs}}:''' At level 9 your natural weapon is treated as +1 magic weapons. Starting at level 16 your natural weapon is treated as +2 magic weapons.<br />
<br />
'''{{#anc:Multi attack}}:''' At level 10 the Feral Hunter gains Multi attack as a bonus feat, making him take no penalty on his main weapon and reducing all his additional attack penalties to -2.<br />
<br />
'''{{#anc:The perfect predator}}:''' You are now the perfect combination of man and beast, you are now treated as a magical beast rather then a humanoid, you now gain a +4 to your will saves, damage reduction 10/magic, a permanent +2 bonus to your initiative, 10 extra spell resistance and you can choose an extra beast trait, natural weapon or natural accessory. And gain permanent endure elements.<br />
<br />
<br />
<br />
'''Feral Hunters natual weapon selection'''<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Natural Weapon || Minimum Feral Hunter level || Damage (Small) || Damage (Medium) || Critical || Range Incensement || Type || Requirements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |''Unarmed natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Claws || 1 || 1d3 || 1d4 || x2 || - || Slashing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Fangs/Beak || 1 || 1d3 || 1d4 || x2 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Horns, small ||1 || 1d3 || 1d4 ||x2 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Horns, large || 4 || 1d4 || 1d6 || x2 || - ||Piercing || Small horns<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Light natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Boulder hand || 1 || 1d4 || 1d6 || x2 || - || Bludgeoning || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Scythe Blade, small* || 1 || 1d4 || 1d6 || 19-20/x2 || - || Slashing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hand Horn, small* || 1 || 1d3 || 1d4 || x3 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Medium natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Scythe Blade, medium* || 1 || 1d6 || 1d8 || 19-20/x2 || - || Slashing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hand Horn, medium* || 1 || 1d4 || 1d6 || x3 || - || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Boulder hand, spiked || 4 || 1d6 || 1d8 || x3 || - || Piercing and Bludgeoning || Boulder hand<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail horn* || 4 || 1d4 || 1d6 || x3 || - || Piercing || Whip tail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail blade* || 4 || 1d6 || 1d8 || 19-20/x2 || - || Slashing || Whip tail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail boulder || 4 || 1d6 || 1d8 || x3 || - || Bludgeoning || Power tail<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Large natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Scythe blade, large** || 4 || 1d10 || 2d6 || 19-20/x2 || - || Slashing || Medium Scythe blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hand horn, large** || 4 || 1d8 || 1d10 || x3 || - || Piercing || Medium Hand horn<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tail boulder, spiked || 8 || 1d8 || 1d10 || x4 || - || Piercing and Bludgeoning || Tail Boulder<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | ''Ranged natural weapons'' || || || || || || || <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Shuriken Claw, small (4) || 4 || 1d2 || 1d3 || x2|| 30 ft || Piercing || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" |Shuriken Claw, large (2) || 4 || 1d3 || 1d4 || x2 || 40 ft || Piercing || -<br />
|}<br />
<br />
* the small and medium hand horn, scythe blade and the tail horn and tail blade can be retracted and hidden inside the Feral Hunters body. <br />
<br />
** The large hand horn and scythe blade can bes retractet as well, but can't be totally hidden and therefore can still be used as their small countapart.<br />
<br />
'''Claws:''' Gain claws on both of your hands that allows a claw attack<br />
<br />
'''Fangs/beak:''' Grow fangs or a beak to allow a bite attack.<br />
<br />
'''Horns:''' grow horns to allow a gore attack.<br />
<br />
'''Boulder hand:''' the boulder hand enlarges the hand and covers it with a thick shell that functions as a bludgeoning weapon, when fighting <br />
defectively, this hand can function as a shield and increases your AC with 1, as long as you do not attack with it.<br />
<br />
'''Hand horn:''' the hand horn is a pointy horn mounted on the over or underside of the underarm, it exists in thee different sizes and is retractable, which means that the hand horn can be hidden inside the arm when not used, though when retracting the large hand horn, it is not completely hidden and is considered a small hand horn when not in use, drawing a retracted hand horn is a free action<br />
<br />
'''Scythe blade:''' the scythe blade is form of blade attached to the over side of the hand, is the hand horn also exists in thee different sizes and is retractable, but the large scythe blade is considered a small scythe blade when retracted, drawing a retracted scythe blade is a free action<br />
<br />
'''Tail horn:''' the tail horn is a like the medium hand horn but mounted on the tail, the tail horn requires a tail horn requires a whip tail, with a tail weapon you can attack a person flaking you without penalty.<br />
<br />
'''Tail blade:''' is like the medium scythe blade mounted on the tail, the tail must be a whip tail, the tail horn is retractable.<br />
<br />
'''Tail boulder:''' the tail bounder is a large clump of hard bonelike substance that functions like a club, this natural weapon gives you a +2 bonus on sunder attempts the tail boulder requires a power tail and is not retractable.<br />
<br />
'''Spiked tail boulder:''' the spiked tail boulder is like the normal tail boulder but is equipped with long spikes for extra damage, to evolve a spiked tail boulder you must already be equipped with the normal tail boulder this gives you the same bonus to sunder attempts as the tail boulder. The spikes are not retractable.<br />
<br />
'''Shuriken Claw:''' the shuriken Claw is claws that can be thrown at your opponent, and is the only ranged weapon the Feral hunter can get. There is two types of shuriken claws, the small and the large. The small shuriken claws does not deal as much damage, but allow two on each hand, the large one only allow one on each hand but deals more damage, when taking the shuriken claws you get the full amount on both hands but you can still have other weapon in both hands, you cannot retrieve thrown shuriken claws, but they grow back after a full nights rest.<br />
<br />
'''Hardness of natural weapons:''' all slashing and pricing natural weapon has 5 hp and hardness 15 all <br />
Bludgeoning natural weapons has 10 hp and harness 20. Whenever a feral hunters natural weapons has been damaged they heal in the same tempo as his body. Example: Raf's tail blade has been sundered by an opponent and Raf himself has taken 15 damage. But then one of Raf's companions, a druid, casts "cure light wounds" on Raf and heals him 5 hp. Raf's body heals 5 hp and Raf's tail blade also heals 5 hp restoring it to to full health even though Raf still needs 10 hp in his body.<br />
<br />
==== Epic Feral Hunter ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Feral Hunter}}</div><br />
Hit Die: d10<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Natural accessory<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | Wisdom bonus +2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Bonus feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Natural accessory<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Bonus feat<br />
|-<br />
| colspan="42" class="skill" |<br />
6 + [[SRD:Wisdom|Wis]] modifier skill points per level.<br />
|}<br />
<br />
'''Natural accessory:''' At level 22 you can choose an additional natural accessory every 6th level from there.<br />
<br />
'''Wisdom bonus:''' At level 24 you get permanent +2 bonus to your Wisdom score.<br />
<br />
'''Bonus feat:''' At level 21, 27, 30, and every 3rd level there after will optain a bonus feat.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic Feral Hunter gains several bonus feats (selected from the list of epic Feral Hunter bonus feats) as described above.<br />
<br />
''Epic Feral Hunter Bonus Feat List:'' Any.<br />
<br />
==== Sample Half-elf Feral Hunter Starting Package ====<br />
<br />
'''Weapons:''' Fangs 1d4/x2, Hand horn 1d8/x3.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 6 + [[Wis]] 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 || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Climb || 4 || Str || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Hide || 4 || Dex || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 4 || Cha || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || Str || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (nature) || 4 || Int || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (geography) || 4 ||Int || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move silently || 4 || Dex || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || Wis || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || Dex || -<br />
|}<br />
<br />
'''Feat:''' if Dex 13 or higher: Dodge, else Combat Reflexes.<br />
<br />
'''Gear:''' Backpack, bedroll, 10 torches, and 10 trail rations<br />
<br />
'''Gold:''' 1d4x10 gold.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Feral Hunter ====<br />
<br />
'''Religion:''' Depending on how humanoid-like the Feral Hunter is he is either not religious at all or a devoted follower of his religion unshakable in his faith. Feral hunters usually follows a deity of nature and hunting, such as Obad-Hi and usually praises their deity by leaving parts of their hunt where the Deity can find it to get good hunting fortune, rather than praying and kneeling.<br />
<br />
'''Other Classes:''' Feral Hunters gets along well with other classes that works well with nature, they have a tendency to rather quickly make up their mind about a person, do they like them or not. Religious Ferial Hunters almost instantly becomes friendly with druids and clerics of nature, they have a tendency of either respect Rangers and Barbarians or see them as rivals. Wizard, sorcerers, rouges, bards and other classes from the towns and cities, is not understanded by the Feral hunter and therefore they have a hard time being trusted either.<br />
<br />
'''Combat:''' Feral Hunters can have either the raw power of a Barbarian, or the finesse and grace of a Ranger.<br />
<br />
'''Advancement:''' The Feral Hunter can easily multiclass to barbarian if he wants more fighting power, he will also have a high enoth wisdom score to multiclass to druid if he what to get access to some spellcasting.<br />
<br />
==== Feral Hunters in the World ====<br />
<br />
{{quote|''I am nothing if not adaptable and I will never run out of options, anything I choose to hunt, will die.''<br />
|orig=Raf, Half-elf Feral Hunter}}<br />
<br />
A feral hunter can live almost every where. Deep inside any kind of forest with thick fog, in dry deserts with no water for miles, on arctic tundra's with nothing but ice, and even under water in empty oceans, the only place they does not seam to thrive, is in large cities or even small towns. A Feral Hunter is a humanoid that for some reason has chosen to live as a beast in the wild, not necessarily alone but away form societies, and in order to do so has physically adapted to live in such places without the needs of even the simplest of tools.<br />
<br />
'''Daily Life:''' The Feral Hunter will usually start the day with doing what he is made for, to hunt. If he is successful he will spend a while cutting out the pray, consume some, and save the rest for later. A traveling feral hunter will then resume his travel on foot, a staying will usually relax and save his energy, or visit friends, if it be other feral hunters or normal people.<br />
<br />
'''Notables:''' A NPC Feral hunter is to be found in the wild, if even to be found. Most feral hunters is both polite and helpful and can function as guides, if you just ask nicely not requiring any payment what so ever. Evil Feral hunters can be extremely dangerous since they might be spending their time hunting you.<br />
<br />
'''Organizations:''' <A Feral Hunter is usually not a loner. They often meet to share experiences and a meal. Many has friends among ordinary people and other classes, mostly Druids, Barbarians and Rangers that regularly travels the natural lands. Many Feral Hunter, hunts in pairs or small groups and almost all Feral Hunters takes apprentices among the thinking races, mostly among their own children. For Feral Hunters to meet in large groups and is rare but when its time to do so they discuss matters of hunting and otherwise interesting events. Feral Hunters have an almost magical instinct to know when its time to meet.<br />
<br />
'''NPC Reactions:''' When Feral hunters seen by NPC's, they usually either gets scared of them or thinks they are some kind of pet to their companions and sometimes it can be a good idea to let them stay in that illusion.<br />
<br />
==== Feral Hunters Lore ====<br />
<br />
Characters with ranks in Knowledge (nature) can research Feral 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}}"<br />
|+ Knowledge (Nature)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | This is one of natures supreme hunters, they are usually helpful and seeing one in very rare opportunity.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The Feral Hunters possesses supernatural abilities and have inside knowledge of almost everything that are going on in their territory and can speak normally.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | The Feral Hunters are just as intelligent as an ordinary human being.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Feral Hunter is something you become not something you are born as.<br />
|}<br />
<br />
==== Feral Hunters 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:''' <br />
<br />
"Blood Mangle"<br />
<br />
Feral hunter 5<br />
<br />
Medium Humanoid (elf)<br />
<br />
Hit Dice: 5d10+10 (35 HP)<br />
<br />
Initiative: +2<br />
<br />
Speed: 30/50 ft.<br />
<br />
Armor Class: 16 (+2 Dex +3 natural +1 amulet), touch 13, flat-footed 14<br />
<br />
Base Attack/Grapple: +5/+8<br />
<br />
Attack: Bite +8 melee (1d4/x2) Hand horn +8 melee (1d6+3/x3), Tail boulder +8 melee (1d8/x3)<br />
<br />
Full Attack: Hand horn +6, tail boulder +6, and bite +3.<br />
<br />
Space/Reach: 5 ft/5 ft<br />
<br />
Special Attacks: -<br />
<br />
Special Qualities: Power tail, Extra eyes, Frightening roar, Forest hunter, wild empathy, hunters instinct, <br />
quadruped running.<br />
<br />
Saves: Fort 6, Ref 6, Will 4 <br />
<br />
Abilities: Str 16, Dex 14, Con 14, Int 8, Wis 16, Cha 10<br />
<br />
Skills: Survival +5, spot +6, listen +6, climb +8, move silently +4, hide +4, intimidation +10<br />
<br />
Feats: Two weapon fighting, dodge, mobility<br />
<br />
Environment: Any nonurban<br />
<br />
Organization: Solitary<br />
<br />
Challenge Rating: 5<br />
<br />
Treasure: Amulet of protection (+1 AC)<br />
<br />
Alignment: Neutral Evil.<br />
<br />
<br />
''EL <!-- EL Number -->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
<!-- additional categories. Possible categories include:<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=587428Elemental Caster (3.5e Class)2012-09-02T10:52:06Z<p>79.177.105.83: </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= Ready For balance check<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Spontaneous Cast,Minor Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Elemental Companion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Absorb Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Redirect spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2|| +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost, cure minor wounds <br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame, cure light wounds <br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape, cure moderate wounds <br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball, cure sirious wounds <br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice, cure critical wounds <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment.<br />
<br />
Note: The number that Elemental Caster know is exactly like sorecer. The Spells per Day Number is exactly like (sorcerer)-2<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Shinigami_Stealth_Squad_(3.5e_Class)&diff=587424Shinigami Stealth Squad (3.5e Class)2012-09-02T10:03:41Z<p>79.177.105.83: </p>
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<div>{{DnD Base Class Infobox<br />
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<br />
==Shinigami==<br />
<br />
"Death Gods", they channel restless spirits back to where they belong. They are exorcists who do battle with the ghosts and shadows in their world.<br />
<br />
===Making a Shinigami===<br />
<br />
Shinigami are warriors who are strongest when not in their native plane. They work best in planar campaigns, but make excellent ghost and undead slayers even without plane hopping. While some shinigami are armed with the sword while others are potent with kido, a special kind of shinigami lurk in the shadows and finish their work and disappears before the body drops to the ground.<br />
<br />
'''Abilities:''' Dexterity and Wisdom are vital for a member of the special squad, though Strength also plays a large roll, such as their attack and damage rolls. Charisma is good for their special class skills, and Constitution helps as they have mid ranging health. Shinigami who want to use their skills may want Intelligence to shore up their low skill points per level.<br />
<br />
'''Races:''' Any race is capable of becoming a Shinigami. Strong races focus on the melee attacks while dexterous and wise races take a defensive roll. Charismatic races focus on the more magical aspects of the class.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 4d4&times;10 gp (80 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.<br />
<br />
{| class="d20"<br />
|+<br />
<div>{{#anc:Table: The Shinigami}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! rowspan="2" | AC Bonus<br />
! rowspan="2" | Unarmored<br/>Speed Bonus<br />
! colspan="7" | [[#Spells|Spells per Day]]<br />
|- {{#vardefine:odd|0}}<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +0<br />
| class="left" | Zanpaktou, Spiritual Form, Aura, Sneak Attack +1d6<br />
|0||+0 ft.||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +0<br />
| class="left" | Planar Senses, Evasion<br />
|0||+0 ft.||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +1<br />
| class="left" | Ghost Hunter, Sneak Attack +2d6<br />
|0||+10 ft.||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | +1 Weapon<br />
|0||+10 ft.||1||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +1<br />
| class="left" | Shikai, Flash Step, Ghost Strike, Soul Burial, Sneak Attack +3d6<br />
|1||+10 ft.||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +2<br />
| class="left" | Spiritual Armor, Suppress Spiritual Pressure, Shikai Special Ability<br />
|1||+20 ft.||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5/+1 || +2 || +5 || +2<br />
| class="left" |Sneak Attack +4d6, Ghost Hunter Increase<br />
|1||+20 ft.||2||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +6 || +2<br />
| class="left" | +2 Weapon<br />
|1||+20 ft.||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +6 || +3<br />
| class="left" | Sense Spirit, Sneak Attack +5d6, Improved Evasion<br />
|2||+30 ft.||3||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" |+7/+2 || +3 || +7 || +3<br />
| class="left" | Shikai Special Ability, Ghost Hunter Increase<br />
|2||+30 ft.||3||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +3 || +7 || +3<br />
| class="left" | Locate Spirit, Sneak Attack +6d6<br />
|2||+30 ft.||4||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | +3 Weapon, Ghost Hunter Increase<br />
|2||+40 ft.||4||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +4 || +8 || +4<br />
| class="left" | Detect aura, Sneak Attack +7d6<br />
|2||+40 ft.||4||2||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +4 || +9 || +4<br />
| class="left" |Crippling Strike<br />
|2||+40 ft.||5||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5<br />
| class="left" | Bankai, Sneak Attack +8d6<br />
|3||+50 ft.||5||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | +4 Weapon<br />
|3||+50 ft.||5||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5<br />
| class="left" | Timeless Body, Sneak Attack +9d6<br />
|3||+50 ft.||6||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+2 || +6 || +11 || +6<br />
| class="left" | Ghostly Presence<br />
|3||+60 ft.||6||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6<br />
| class="left" | True Sight, Sneak Attack +10d6<br />
|3||+60 ft.||5||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6<br />
| class="left" | +5 Weapon, Death God Apotheosis<br />
|4||+60 ft.||6||3||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The shinigami’s class skills (and the key ability for each skill) are [[Balance]] ([[Dex]]), [[Climb]] ([[Str]]), [[Concentration]] ([[Con]]), [[Craft]] ([[Int]]), [[Escape Artist]] ([[Dex]]), [[Gather Information]] ([[Cha]]), [[Hide]] ([[Dex]]), [[Intimidate]] ([[Cha]]), [[Jump]] ([[Str]]), [[Knowledge]] (the planes) ([[Int]]), [[Listen]] ([[Wis]]), [[Move Silently]] ([[Dex]]), [[Search]] ([[Int]]), [[Sense Motive]] ([[Wis]]), [[Spot]] ([[Wis]]), [[Swim]] ([[Str]]) and [[Tumble]] ([[Dex]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Shinigami.<br />
<br />
'''Weapon and Armor Proficiency:''' A shinigami is proficient with all simple and martial weapons, the bastard sword (katana), and with light armor and no shields.<br />
<br />
'''{{#anc:Spells}}:''' A shinigami casts divine spells which are drawn from the shinigami spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br />
<br />
To learn or cast a spell, a shinigami must have a Wisdom score equal to at least 10 + the spell level. However, the Difficulty Class for a saving throw against a shinigami’s spell is 10 + the spell level + the shinigami’s Charisma modifier.<br />
<br />
Like other spellcasters, a shinigami can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Shinigami. In addition, he receives bonus spells per day if he has a high Wisdom score.<br />
<br />
A shinigami’s selection of spells is extremely limited. A shinigami learns one 0th level spell and one 1th level spell at 4th level. At each new shinigami level, he gains one or more new spells, as indicated on Table: Shinigami Spells Known. (Unlike spells per day, the number of spells a shinigami knows is not affected by his Wisdom score; the numbers on Table: Shinigami Spells Known are fixed.) These new spells can be common spells chosen from the shinigami spell list, or they can be unusual spells that the shinigami has gained some understanding of by study. The shinigami can’t use this method of spell acquisition to learn spells at a faster rate, however.<br />
<br />
Upon reaching 6th level, and at every even-numbered shinigami level after that (6th, 8th, and so on), a shinigami can choose to learn a new spell in place of one he already knows. In effect, the shinigami "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shinigami spell the shinigami can cast. A shinigami may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.<br />
<br />
Unlike a wizard or a cleric, a shinigami need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. <br />
<br />
Shinigami choose their spells from the following list:<br />
<br />
0&mdash;[[SRD:Cure Minor Wounds|Cure Minor Wounds]], [[SRD:Detect Magic|Detect Magic]], [[SRD:Guidance|Guidance]], [[SRD:Read Magic|Read Magic]], [[SRD:Resistance|Resistance]], [[SRD:Daze|Daze]], [[SRD:Dancing Lights|Dancing Lights]], [[SRD:Flare|Flare]], [[SRD:Disrupt Undead|Disrupt Undead]], [[SRD:Touch of Fatigue|Touch of Fatigue]], [[SRD:Message|Message]], [[Detect Power Level (DnD Spell)|Detect Power Level]]<br />
<br />
1st&mdash;[[Cure Light Wounds]], [[SRD:Cause Fear|Cause Fear]], [[SRD:Deathwatch|Deathwatch]], [[SRD:Protection from Evil|Protection from Evil]], [[SRD:Shield of Faith|Shield of Faith]], [[SRD:Align Weapon|Align Weapon]], [[SRD:Gentle Repose|Gentle Repose]], [[SRD:Hold Person|Hold Person]], [[SRD:Status|Status]], [[SRD:Undetectable Alignment|Undetectable Alignment]], [[SRD:Longstrider|Longstrider]], [[SRD:Magic Aura|Magic Aura]], [[SRD:Jump|Jump]], [[SRD:Feather Fall|Feather Fall]], Slide (Spell Compendium)<br />
<br />
2nd&mdash;[[Cure Moderate Wounds]], [[SRD:Searing Light|Searing Light]], [[SRD:Magic Vestment|Magic Vestment]], [[SRD:Remove Curse|Remove Curse]], [[SRD:Speak with Dead|Speak with Dead]], [[SRD:Gust of Wind|Gust of Wind]], [[SRD:Whispering Wind|Whispering Wind]], [[SRD:Lightning Bolt|Lightning Bolt]], [[SRD:Fireball|Fireball]], [[SRD:Halt Undead|Halt Undead]], Greater Slide (Spell Compendium)<br />
<br />
{| class="d20"<br />
|+ {{#anc:Table: Shinigami Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="7" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 1 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 2 || 1 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 3 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 4 || 2 || 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 4 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 4 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 5 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 5 || 3 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 5 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 7 || 5 || 4<br />
|}<br />
<br />
'''{{#anc:Zanpaktou}}:''' At 1st level a Stealth Shinigami receives a masterwork weapon to bond with, typically a Dagger. This weapon will become the physical base for all Shinigami powers beyond spellcasting. Each Zanpaktou has a special name, and as the Shinigami levels, he will eventually become aware of it and bring it to a sort of sentience.<br />
<br />
In addition, if a zanpaktou is ever broken, the weapon loses its power and zanpaktou related powers cannot be used, and you may not level in the class. In addition you must make a Fortitude save DC 15 or lose 200 XP per class level (a successful save halves this amount). You must repair the weapon yourself, effectively crafting a masterwork weapon from your weapon's remains. You may receive help and use magic and items to help you achieve this. After 24 hours to attune yourself to the newly forged zanpaktou your powers come back in full.<br />
<br />
'''Sneak Attack:''' If a Stealth Squad member can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two Stealth Squad levels thereafter. Should the Shinigani score a critical hit with a sneak attack, this extra damage is not multiplied. <br />
<br />
'''AC Bonus (Ex):''' When unarmored and unencumbered, the shinigami adds his Wisdom bonus (if any) to his AC. In addition, a shinigami gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five shinigami levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). <br />
<br />
'''Evasion (Ex):''' At 2nd level or higher if a shinigami makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a shinigami is wearing light armor or no armor. A helpless shinigami does not gain the benefit of evasion. <br />
<br />
'''Crippling Strike (Ex):''' A Shinigami with this ability can sneak attack opponents with such precision that his blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. <br />
<br />
'''{{#anc:Spiritual Form}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When facing incorporeal opponents, the shinigami may willingly leave their body and enter the ethereal or shadow planes to combat them. While this levels the playing field against incorporeal opponents it comes with a major disadvantage: your physical body remains in the material plane [[helpless]]. Therefore it is a good idea to hide your body to have friends who can watch over it. You may exist away from your body for 50 ft. every shinigami level. You may stay out of body as long as you like, but your body continues to age, get hungry, and require maintenance while you are out.<br />
<br />
A shinigami is vaguely aware of the condition of their body, as if by a [[SRD:Status|Status]] spell. When their body is in danger, a shinigami typically rushes back to join with their corporeal form. Leaving or returning the body is a move action which does not provoke attacks of opportunity. If the body dies before the shinigami can return to it, the shinigami also dies.<br />
<br />
'''{{#anc:Aura}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A shinigami of a chaotic, good, or lawful alignment has a particularly powerful aura corresponding to the shinigami’s alignment (see the detect evil spell for details).<br />
<br />
'''{{#anc:Planar Senses}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Able to sense the world beyond, the shinigami may now use Spot, Listen, and other sensory skills on ethereal and incorporeal creatures, as if they were on his plane, with a +10 DC modifier. Spotting an incorporeal creature does not mean you see them, but rather have pinpointed what square they are in. You still incur normal miss chance.<br />
<br />
'''{{#anc:Ghost Hunter}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The focus on defeating incorporeal dangers has given the shinigami an edge in fighting. They receive a +1 competence bonus to attack and damage against incorporeal creatures. You are now able to critically strike and sneak attack undead by 25%. As you progress, your competence bonus increases by another +1 and your percent to critically hit and sneak attack undead increases by another 25%.<br />
<br />
'''Improved Evasion (Ex):''' At 9th level, a shinigami’s evasion ability improves. he still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless shinigami does not gain the benefit of improved evasion. <br />
<br />
'''{{#anc:Weapon Enchantment Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level the zanpaktou of he shinigami becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the shinigami need not spend experience points or gold pieces to accomplish this task. However, an shinigami’s magic bonus only function for him. For every four levels the character advances past 4th level, the zanpaktou gains +1 greater potency (+1 at 4th level, +2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).<br />
<br />
The weapon may be enchanted as normal, though the shinigami must first spend the 2000 gold needed for a +1 weapon before applying any additional enchantments, regardless of the class-granted enchantment bonus.<br />
<br />
'''{{#anc:Shikai}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level, after a ritual which takes 24 hours of meditation, the name of the zanpaktou becomes known to the shinigami, and he can unlock its true form. With a move action the weapon transforms, sometimes into an entirely different weapon. It retains any still valid enchantments placed upon the original, as well as any feats such as Weapon Focus still operating, even if the weapon type changed. A zanpaktou can stay in Shikai form for 1 minute per class level and can be activated as many times per day as 1 + [[Wis]] modifier (minimum 1).<br />
<br />
In shikai form the weapon deals damage as if one size category higher.<br />
<br />
There is a feat which allows your shikai to be out permanently.<br />
<br />
'''{{#anc:Flash Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 5th level the Shinigami gains the ability to move at blinding fast speeds. At 5th level the Shinigami gains the ability to Dimension Door Twice per day as a swift action. Every three levels after the Shinigami can Flash step Twice more per day. (four times at level 8, six times at 11, eight times at 14, ten times at 17, twelve times at 20)<br />
<br />
'''{{#anc:Ghost Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When using the zanpaktou, the miss chance granted by incorporeal creatures is negated, much like Ghost Touch. Unlike Ghost Touch, you cannot be ethereal and attack the physical realm with your weapon, it can only strike ethereal creatures.<br />
<br />
'''{{#anc:Soul Burial}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A shinigami's job is to pacify and defeat ghosts. At 5th level, within 1 minute of defeating a ghost you may perform a full round action on the spirit's energies to purge it of its evil essence and guide it to the afterlife. The DC check for a ghost attempting Rejuvenation becomes equal to (10 + 1/2 the shinigami's class level + [[Cha]] modifier). Performing this act in a Consecrated or Hallow area adds +4 to the DC. A shinigami may also attempt this on objects which contain souls, such as a Trap the Soul crystal (using the Will save of the caster of the Trap the Soul spell) or a phylactery, if the lich has been defeated but has yet to respawn (using the lich's Will save).<br />
<br />
'''{{#anc:Spiritual Armor}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When on the Material, Astral, Ethereal, or Shadow planes the shinigami has a deflective aura of energy protecting them. They may use their [[Cha]] modifier as a deflection bonus to AC (minimum +1).<br />
<br />
'''{{#anc:Suppress Spiritual Pressure}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' A shinigami in the stealth squad is very potent at hiding his presence, with this ability they may suppress their spiritual pressure. a stealth squad member can not be detected with abilities such as locate spirit or Sense Spirit unless they wish to be detected. They gain the feats, skill focus for hide and move silently.<br />
<br />
'''{{#anc:Sense Spirit}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level the shinigami can attune themselves to 1 person per point of [[Wis]] bonus. A shinigami with a Wisdom of 17, for example, can be attuned to 3 people. Attuning takes 24 hours and either requires a personal item of the creature or their presence, but once attuned the shinigami can recognize when they are within 100 ft of them. This ability does not tell them where the creature is located, simply that they are within 100 ft. It only operates if the person is on the same plane.<br />
<br />
'''''{{#anc:Shikai Special Ability}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 6th level and every four levels after, a battle shinigami develops a new ability as he unlocks his weapon's true power. When first chosing a special power you specify which type of zanpaktou you have. This choice will alter which special abilities are available and the nature of his bankai later on. The types of zanpaktou are Booster, Protection, Warding, Toxic, Elemental, Environmental, Healing, Kido, Swift, Summon and Brutal types. These powers are only in effect while in shikai or bankai. <br />
<br />
*Booster (Su): At 6th level, the battle shinigami recieves a +2 competence bonus to one ability score chosen when taking this ability. At 10th level, the battle shinigami may apply a second +2, stacking either with the same ability score or a new one. At 14th level, the battle shinigami may apply another +2 to one of his scores. At 18th level, he may apply one last +2 bonus to one of his ability scores. <br />
<br />
*Toxic (Su): At 6th level, choose an ability score (Dex, Con, Str, Int, Cha, Wis). Your weapon now deals 1d4 damage to that ability on contact. At 10th level, your poison's DC is increased +2. At 14th level, the bonus raises to 1d8. At 18th level, your poison's DC is increased +2 again. Fort DC(10 + Shinigami's levels).<br />
<br />
*Protection (Su): At 6th level, you gain a +1 sacred bonus to AC. At 10th level, you gain a +1 sacred bonus to AC. At 14th level, you gain another +1 sacred bonus to AC. At 18th level, gain another +1 sacred bonus to AC. <br />
<br />
*Warding (Su): At 6th level, you gane a +1 sacred bonus to saves, At 10th level, you gain another +1 sacred bonus to saves. At 14th level, you gain another +1 sacred bonus to saves. At 18th level, gain another +1 sacred bonus to saves.<br />
<br />
*Elemental (Su): At 6th level, choose an element (fire, cold, elec, or acid). Your weapon now deals 1d6 extra damage of that element. At 10th level, the bonus raises to 2d6. At 14th level, the bonus raises to 3d6. At 18th level, the bonus raises to 4d6. The damage stacks with the various elemental enchantments for weapons. <br />
<br />
*Environmental (Su): At 6th level, the shinigami is under the effect of a pass without trace spell. At 10th level, the weapon alters the environment via illusion or some manner, granting 20% concealment. At 14th level, the shinigami is under the effects of a nondetection spell. At 18th level, environmental alteration increases the concealment to 50%. True Seeing bypasses the concealment, but methods that rely on munane means such as blindsight do not pierce the concealment. The concealment does not stack with that of Blur, Displacement, or similar spells. <br />
<br />
*Healing (Su): At 6th level, all your Cure spells heal 150% damage as if Empowered. At 10th level, you gain fast healing 1. At 14th level, your Cure spells heal 200% instead of 150% damage. At 18th level, you gain fast healing 3. <br />
<br />
*Kido (Su): At 6th level, your caster level rises by 1. At 10th level, your spell DCs rise by 1. At 14th level, your caster level rises by 1 again. At 18th level, your spell DCs rise by 1 again. All of these benefits stack with similar feats, such as Spell Focus. The bonuses apply to all shinigami spells. <br />
<br />
*Swift (Su): At 6th level, you gain +2 to confirming critical hits. At 10th level, you gain a +1 to your critical threat range. At 14th level, you gain an additional +2 to confirming critical hits. At 18th level, you gain a +1 to your critical multiplier. All of these benefit stack with the Power Critical/Improved Critical type of feats.<br />
<br />
*Summon (Sp): At 6th level, your blade gains spell-like abilities it can use on command. You may select any spell off the cleric or sorcerer/wizard lists up to 2nd level, able to be cast 2/day in shikai form. At 10th level, you select a spell-like ability up to 4th level able to be cast 2/day. At 14th level, you select a spell-like ability up to 6th level, able to be cast 1/day. At 18th level, you select a spell-like ability up to 8th level, able to be cast 1/day. If any spell involves any costly material components you may pay 5 times the gold amount in XP. <br />
<br />
*Brutal (Su): At 6th level, you gain +2 to your attack rolls. At 10th level, you gain +2 to your weapon damage. At 14th level, you gain +2 to your attack rolls again. At 18th level, you gain +2 to your weapon damage again. All of these benefit stack with the Weapon Focus/Weapon Specialization type of feats.<br />
<br />
'''{{#anc:Locate Spirit}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, if you detect a presence with your Sense Spirit ability, you may now locate which direction they are in. This does not tell how far away they are or reveal them if they are invisible. It is useful for keeping track of allies, or if you managed to obtain the personal belongings of someone you are stalking, allows you to find them easier.<br />
<br />
'''{{#anc:Detect Silver Cord}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level you are aware of the things which bind spirits to their bodies, you may now detect the presence of Silver Cords and those under the Astral Projection spell. This grants the user the ability to detect and pinpoint living beings, undead, and get the Darkvision ability out to 40ft magically. You cannot detect constructs or golems unless they have living parts within them. Living beings and undead have auras that correspond with their alignment/class/race/creater. (Ex): If the undead was created by a Lawful Evil Necromancer, the aura might be black, with a faint blue border, with a bit of green. The black represents evil, grey neutral and white for good, while the blue stands for law, red for chaos and no border for neutral, and the green for the magical hold the Wizard has on the undead). This aura can be seen through walls but only the aura is seen; beings and undead cannot be identified, nor can items be identified through walls with this effect. This does not allow you to strike the Silver Cord.<br />
<br />
'''{{#anc:Bankai}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The final transformation of the zanpaktou is a strenuous process. After a week long ritual of meditation and fasting, you must face the manifestation of your weapon's spirit in mental combat, making a DC 22 Will save. Failure means you take 5d6 points of nonlethal damage and you are exhausted. Success means you have unlocked Bankai.<br />
<br />
You may unleash your Bankai as a full-round action. It lasts for 1 round/class level and can only be performed 1/day, at 20th level it can be performed 2/day. Bankai's vary greatly. (See below for details on Zanpaktou and Bankai).<br />
<br />
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a shinigami no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the shinigami still dies of old age when her time is up.<br />
<br />
'''{{#anc:Ghostly Presence}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When slain, the shinigami retains a thin link to the material world. When others, such as his team members, are concentrating they may receive messages from the shinigami as if he still walked among them. In truth he does, as if constantly scrying on one of his party members. Concentrating on the shinigami's ghostly presence is a full round action.<br />
<br />
'''{{#anc:True Sight}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Attuned to seeing things clearly in spite of magic and planar effects, the shinigami becomes under the effects of a permanent True Sight spell.<br />
<br />
'''{{#anc:Death God Apotheosis}}:''' At 20th level, a shinigami becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the shinigami’s creature type was) for the purpose of spells and magical effects. Additionally, the shinigami gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the shinigami can still be brought back from the dead as if she were a member of her previous creature type.<br />
<br />
====The Zanpaktou and Bankai====<br />
<br />
''{{#anc:Bankai Powers}} :'' As a Zanpaktou levels its bankai grows stronger and stronger. At 15th and every three levels after, it obtains the corresponding power from the type of zanpaktou power you chose previously and additional powers taken from the list below. In many respects, it's identical to an intelligent weapon, including gaining an Ego score. Instead of the usual intelligent weapon benefits, they gain a series of spiritual abilities as detailed below. The weapon may also be enchanted with one of the normal intelligent item benefits in place of one or more of its spiritual abilities, but you must pay the appropriate cost. A Lesser Power is worth one spirit power, and a Greater Power or Special Purpose is worth two spiritual abilities.<br />
<br />
Each spiritual ability may be taken up to three times, with increasing benefits.<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: Magic Type}}</div><br />
|- {{#vardefine:odd|0}}<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || class="left" | Weapon type Spiritual Ability, +1 Additional Spiritual Ability, 60ft Darkvision and Hearing, Two Ability Scores at 16, One at 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || class="left" | +2 Additional Spiritual Ability, 90ft Darkvision and Hearing, Two Ability Scores at 18, One at 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | +2 Additional Spiritual Ability<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | +2 Additional Spiritual Ability, 120ft Darkvision and Hearing, Two Ability Scores at 20, One at 10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th and beyond || class="left" | +2 Additional Spiritual Ability<br />
|}<br />
<br />
====Spiritual Abilities====<br />
<br />
'''{{#anc:Brutal}}:''' You weapon is a monster in combat, its spirit believing that brute strength wins the day. Your weapon deals damage one size larger than it actually is. <br />
<br />
Taken a second and third time increases the effective damage size up again. For a medium creature swinging a medium weapon, after all three they deal the damage of a Gargantuan weapon (does not include the effective size increase from the Shikai). This does stack with feats that increase the effectiveness of your chosen weapon.<br />
<br />
'''{{#anc:Elemental}}:''' Your weapon's spirit is mixed in with the natural forces in this world. Fire, lightning, acid, and cold, these are its manifestations. Unlike other spiritual abilities this can be taken beyond three times, but only with a new element. Choose an element from fire, electric, cold, and acid. Your weapon deals 2d6 additional elemental damage.<br />
<br />
Taken a second and third time increases the elemental damage, up to 6d6 damage at its third level. You may take the path again for a different element.<br />
<br />
'''{{#anc:Environmental}}:''' A field of energy surrounds you, changing the environment. Everybody within 60 ft of you falls under a deep magical suppression of light, sound, and smell, granting you total concealment up to the 60 ft. and negating most blindsense, blindsight, and scent. No save. As long as you hold your weapon, you may ignore the supression effects. This is a mind affecting effect.<br />
<br />
Taken a second time, anybody (other than the wielder) within the 60ft is always under the effects of Shaken. Taken a third time and anybody (other than the wielder) within the 60ft is feared for 1d4 rounds and the surrounding 60ft is now a reversed Antilife Shell. It allows living creatures in but not out, even the wielder. This is no longer a mind affecting effect.<br />
<br />
'''{{#anc:Toxic}}:''' Your weapon's spirit is hazardous to life around it. On contact it deals its deadly poison which damages the body. Taken once, your weapon now deals a single point of ability damage to an ability score you specify on choosing this power. It is similar to Wounding, and stacks with Wounding if you happen to pick [[Con]] damage.<br />
<br />
Taken a second time allows you to increases the effect of your poisons to 2 points of ability damage. Taken a third time, you may pick a second ability score to effect and your poisons will also effect those normally immune to poisons.<br />
<br />
'''{{#anc:Kido}}:''' Your weapon is magical and assists in your spellcraft. Your energy flows out through your blade naturally. The weapon becomes a [[Spell Storing]] weapon. In addition the caster level of any spells you cast rise by 1.<br />
<br />
Taken a second time allows you to store two spells in your weapon. You still may only discharge one spell a round, however. You caster level for your spells rises by 1 again. Taken a third time allows you to store up to three spells at a time, with the same limitations, and your caster level rises by 1 again. As this is not a true enchantment, this ability can stack with the actual [[Spell Storing]] enchantment, but the same caveat of one spell per round applies.<br />
<br />
'''{{#anc:Summon}}:''' The spiritual form of your weapon is monstrous, proud, and strong. It manifests directly to fight the enemy. You gain no benefits to your weapon itself, but you are able to summon a monster that represents your sword's spirit. With DM's permission, choose a creature whose HD your character level -2. You may summon this creature and it exists for 1 round/level. As you level up, it too levels up, gaining additional HD appropriate for its species and additional feats, but it is always -2 your HD. If the summon dies in battle, you may not re-summon it until 24 hours have past.<br />
<br />
Taken a second time and the penalty is reduced to -1 HD. Taken a third time, and the summon matches your HD exactly. As this is the same creature summoned every time, one should keep their creature's information on hand as if it were a cohort. In addition the creature, like the sword itself, has its own free will. If the sword is disobeying its master, its summon likewise will be no more willing.<br />
<br />
'''{{#anc:Skillful}}:''' Clever and intelligent, the skillful Bankai assists its user in feats of daring and genius. Take one skill which the Shinigami possesses at least 1 rank in. This skill receives a +10 bonus while in Bankai, and the Shinigami receives Skill Mastery in this skill, allowing the Shinigami to take 10 in combat. Once chosen, your selection is fixed.<br />
<br />
Taken a second time, and the Shinigami may select another skill. They receive a +10 bonus, and his previous skill rise to +20. Taken a third time, and you may select one more skill, which receives a +10 bonus. The previous skill rises to +20, and the original skill becomes +30. In all cases, each skill with a bonus receives Skill Mastery.<br />
<br />
'''{{#anc:Booster}}:''' Without its user, the weapon is nothing. Therefore it goes out of its way to increase the users abilities to its fullest, boosting the Shinigami with a surge of confidence. The Shinigami receives a +4 sacred bonus to two of their abilities scores of their choosing. Once the choice is made, the decision is fixed.<br />
<br />
Taken a second time, and the bonuses rise to +6. Taken a third time, and the bonuses rise to +8. This effect lasts as long as the Shinigami wields his weapon.<br />
<br />
'''{{#anc:Swift}}:''' Mobility is king. Riding the winds, the Shinigami becomes fast as a thunderbolt. He receives a +10 foot sacred bonus to his land speed, and a +1 dodge bonus to AC when moving at least 5 feet.<br />
<br />
Taken a second time increases the speed of his travel to a +20 bonus. He may also employ his Flash Step as an immediate action. Taken a third time, and the speed increases to +30 feet. His Flash Step now grants the benefits of a blur and haste spell when used for a number of rounds equal to the Shinigami's class level.<br />
<br />
'''{{#anc:Protection}}:''' The weapon's spirit protects its user from harm. Calling on its Bankai, the Shinigami receives a +3 sacred bonus to his armor class.<br />
<br />
Taken a second time, and the bonus rises by +3. Taken a third time and the bonus rises by +3 again and the Shinigami gains 50% less damage from all attacks and spells directed towards him.<br />
<br />
'''{{#anc:Warding}}:''' You soul is bound tightly to the soul, and you can endure the worse spells. You gain a +2 sacred bonus to all saving throws.<br />
<br />
Taken a second and third time net you an additional +2 to saving throws and grants immunity to mind-affecting spells.<br />
<br />
'''{{#anc:Healing}}:''' Your weapon's soul is a kind, gentle one. The Shinigami gains a pool of healing identical to the paladin's [[Lay On Hands]], equal to 2x his Shinigami class level. While it can quickly be spent, the Shinigami can re-charge his pool of healing by dealing damage with his weapon in Bankai. This positive energy can harm undead as well.<br />
<br />
Taken a second time, and the amount of the Shinigami's healing pool increases to x3 his class level. Taken a third time, and the weapons healing pool increases to x4 his class level and his pool is full when he taps into Bankai power. In addition the healing pool may be used offensively, releasing a surge of negative energy in a single melee touch attack against an enemy as a standard action. Threat this ability as a smite attack, which is wasted if the attack misses.<br />
<br />
====Ex-Shinigami====<br />
<br />
Like a member of any other class, a shinigami may be a multiclass character, but multiclass shinigamis face a special restriction. A shinigami who gains a level in any class other than shinigami may never again raise her shinigami level, though she retains all her shinigami abilities.<br />
<br />
====Epic Shinigami====<br />
<br />
{| class="d20"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Shinigami}}</div><br />
Hit Die: d8<br />
|- {{#vardefine:odd|0}}<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | +6 Weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | +7 Weapon<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''{{#anc:Weapon Enchantment Bonus}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The zanpaktou continues to accumulate enhancement bonuses. For every four levels past 20th the zanpaktou gains +1 greater potency.<br />
<br />
'''{{#anc: Bonus Feats }}:''' The epic shinigami gains a bonus feat (selected from the list of epic shinigami bonus feats) every 3 levels after 20th.<br />
<br />
''Epic Shinigami Bonus Feat List:'' [[Armor Skin]], [[Blinding Speed]], [[Damage Reduction]], [[Devastating Critical]], [[Dire Charge]], [[Energy Resistance]], [[Epic Fortitude]], [[Epic Prowess]], [[Epic Reflexes]], [[Epic Speed]], [[Epic Toughness]], [[Epic Will]], [[Fast Healing]], [[Great Charisma]], [[Great Constitution]], [[Great Dexterity]], [[Great Strength]], [[Great Wisdom]], [[Improved Combat Casting]], [[Improved Combat Reflexes]], [[Improved Whirlwind Attack]], [[Legendary Leaper]], [[Overwhelming Critical]], [[Penetrate Damage Reduction]], [[Perfect Health]], [[Spell Knowledge]], [[Spellcasting Harrier]], and [[Superior Initiative]].<br />
<br />
====Human Shinigami Starting Package====<br />
<br />
'''Weapons:''' Masterwork Katana (Bastard Sword).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 2 + [[Int]] modifier.<br />
<br />
{| class="d20"<br />
|- {{#vardefine:odd|0}}<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Jump || 4 || [[Str]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spot || 4 || [[Wis]] || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Tumble || 4 || [[Dex]] || -2<br />
|}<br />
<br />
'''Feat:''' Improved Initiative.<br />
<br />
'''Bonus Feats:''' Weapon Focus Bastard Sword.<br />
<br />
'''Gear:''' Chain Shirt, Backpack.<br />
<br />
'''Gold:''' 23g.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Shinigami====<br />
<br />
'''Religion:''' Shinigami typically worship neutral deities of death.<br />
<br />
'''Other Classes:''' Shinigami typically get along with paladins and samurai, feeling a sense of justice in their dedication to law. Knights are less inclined to ally with shinigami, feeling their lack of armor a weakness. Ninja's, Rogues and evil Clerics are often under close suspicion when traveling with a shinigami.<br />
<br />
'''Combat:''' Shinigami are to paladins as what barbarians are to fighters. For the barbarian, they excel when raging. For the shinigami, they excel in shikai or bankai. Knowing when and wear to activate their bankai is key to victory. Shinigamis are highly focused on their weapons and benefit the most from weapon based feats, for a shinigami will never willingly change weapons.<br />
<br />
'''Advancement:''' Shinigamis who multiclass lose out on the bankai and other advance abilities. However, the shinigami's flavor goes well with any divine melee class, making paladin prestige classes a good opportunity to explore their more religious side.<br />
<br />
====Shinigamis in the World====<br />
<br />
{{quote|This sword is one with me. That is why you cannot beat me|orig=Zukoe, Human Shinigamis/Fighter}}<br />
<br />
Shinigamis are a secrative lot, working across the planes and keeping the material plane free from harm. Most normal people have never heard, or seen a shinigami. But without them extraplanar horrors would surely reach out and consume them all.<br />
<br />
'''Daily Life:''' The shinigami can never rest, always on the look out for demons who threaten the world from beyond this dimension. Like a vigilant police officer, they are never really off duty, and must always be on call.<br />
<br />
'''Notables:''' Ichigo is a strange shinigami, who is completely freelance. He is said to have a sinister side which seems unbefitting of the otherwise good-minded hero.<br />
<br />
'''Organizations:''' On the neutral and good outer planes, and specifically within the Outlands and the city of Sigil, the shinigami are organized travelers who look out for dangerous demonic invasion attempts and terrible hauntings of souls who refuse to pass on. Here the counsel of Seireitei is ruled over by 13 captains in control of 13 squads, each specialized by their bankais and fighting styles.<br />
<br />
'''NPC Reactions:''' A common NPC would have no idea to the purpose of a shinigami. To them, they are just another man with a sword, some sort of fighter perhaps. Often shinigami go out of their way to look inconspicuous as well, and it may result in absolutely no reaction at all. Those NPCs who see a shinigami leave his body however may think the poor soul has dropped dead.<br />
<br />
====Shinigami Lore====<br />
<br />
Characters with ranks in Knowledge (The Planes) or Knowledge (Religion) can research Shinigami to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
'''DC 10:''' A shinigami hunts ghosts and other incorporeal and extraplanar beings with their powerful weapon.<br />
<br />
'''DC 15:''' A shinigami may leave their body at will and drift as a ghost. They possess both spell and sword to handle their meneces.<br />
<br />
'''DC 20:''' A shinigami's magical weapon is an expression of their soul, and through it they can achieve "bankai" and unlock massive power for a short time.<br />
<br />
'''DC 30:''' Those who reach this level of success can find information on a specific shinigami, their powers and abilities, legends surrounding them, and their common whereabouts.<br />
<br />
====Shinigamis in the Game====<br />
<br />
Shinigamis are protectors, and thus are not evil. Those which fall until evil lose their powers or worse, become as demons themselves. They are best in campaigns against incoporeal enemies, but do just fine in the material plane.<br />
<br />
'''Adaptation:''' By reducing the BAB to Poor, giving a Poor Reflex save, reducing the HD to d6, and granting the cleric's spell list and progression the shinigami becomes much more caster focused while still maintaining the iconic shikai and bankai abilities.<br />
<br />
'''Sample Encounter:''' The party encounters a comatose man in a field. Attempts to revive him fail, but shortly after the discovery, a gate opens in the nearby town from the shadow plane and monsters roll out. The gate remains open, where the wounded shinigami is found inside beset by more monsters. Assist him and close the gate.<br />
<br />
<br />
----<br />
{{Copyright Disclaimer}}<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]<br />
[[Category:Bleach]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Half-Elves,_Teoryran_(3.5e_Race)&diff=587273Half-Elves, Teoryran (3.5e Race)2012-09-01T09:50:10Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=!&minus;2 con<br />
|size=medium<br />
|favored_class=any<br />
|desc=The most human of the teoryran elfs.<br />
}}<br />
<br />
=Teoryran Half Elf=<br />
<br />
== Personality ==<br />
<br />
Half elves act more human than Elves.They are sensitive<br />
and fragile, impulsive yet marginally orderly.<br />
<br />
== Physical Description ==<br />
<br />
Taller and thinner than humans.<br />
<br />
== Relations ==<br />
<br />
Half elves acts as proxies for the pure breed Elves who doesn't want to directly<br />
communicate with humans.<br />
<br />
== Alignment ==<br />
<br />
Any but their convictions are always frail.<br />
<br />
== Lands ==<br />
<br />
The elves once had an racial Empire of their own on Aeoryran but they where defeated and swore allegiance to the human King Kored when he founded his kingdom many centuries ago.<br />
Elves are as diverse as humans but not as skilled and prone to learn new things.<br />
Elves live as talented merchants and talented smiths<br />
but not as skilled as humans are.<br />
They prefere pleasant forests or cities.<br />
<br />
== Religion ==<br />
Any.<br />
<br />
== Language ==<br />
<br />
Common and Elf.<br />
<br />
== Names ==<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
</noinclude>* <br />
* ''[[SRD:Humanoid Type|Humanoid]] ([[SRD:Elf Subtype|Elf]])''.<br />
* ''[[SRD:Medium|Medium]]:'' As [[SRD:Medium|Medium]] creatures, high elves have no special bonuses or penalties due to their size.<br />
* High elf [[SRD:Base Land Speed|base land speed]] is 30 feet.<br />
* 1 Extra Feat.<br />
* +2 diplomacy bonus.<br />
* ''Dark Vision''<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' A high elf can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Weapon Proficiency:'' High elves receive the [[SRD:Martial Weapon Proficiency|Martial Weapon Proficiency]] [[SRD:Feats|feats]] for the [[SRD:Longsword|longsword]], [[SRD:Rapier|rapier]], [[SRD:Longbow|longbow]] (including [[SRD:Composite Longbow|composite longbow]]), and [[SRD:Shortbow|shortbow]] (including [[SRD:Composite Shortbow|composite shortbow]]) as bonus [[SRD:Feats|feats]].<br />
* +2 racial bonus on [[SRD:Listen Skill|Listen]], [[SRD:Search Skill|Search]], and [[SRD:Spot Skill|Spot]] checks. A high elf who merely passes within 5 feet of a [[SRD:Secret Door|secret]] or [[SRD:Concealed Door|concealed door]] is entitled to a [[SRD:Search Skill|Search]] check to notice it as if she were actively looking for it.<br />
* ''[[SRD:Automatic Language|Automatic Languages]]:'' Common and Elven. ''[[SRD:Bonus Language|Bonus Languages]]:'' Any.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' Any.<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +0.<noinclude><br />
<br />
{{Random Starting Ages<br />
|race=High Elf<br />
|base=110<br />
|simp=4d6<br />
|moder=6d6<br />
|comp=10d6<br />
}}<br />
<br />
{{Aging Effects<br />
|race=High Elf<br />
|mid=175<br />
|old=263<br />
|vene=350<br />
|max=4d%<br />
}}<br />
<br />
{{Random Heights and Weights<br />
|race=High Elf<br />
|mbaseft=4<br />
|mbasein=5<br />
|mmodin=2d6<br />
|mbaselb=85<br />
|mmodlb=1d6<br />
|fbaseft=4<br />
|fbasein=5<br />
|fmodin=2d6<br />
|fbaselb=80<br />
|fmodlb=1d6<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Elf Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Untainted_(5e_Class)&diff=587271Untainted (5e Class)2012-09-01T09:36:44Z<p>79.177.105.83: </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=Untested<br />
|editing=<br />
|type=Skilled, Strong Spellcasting<br />
|desc=Unknown to them are the wonders and dangers of the magic of the world<br />
}}<br />
<br />
=='''Untainted'''==<br />
<br />
No uses of magic and later on destructions of magic.<br />
<br />
===Making a Untainted===<br />
<br />
{{Section Description Needed}}<br />
<br />
An Untainted is often used as a substitute as a rouge, as their ability to see through magical traps and disguises is invaluable to a party who is missing such an asset. Untainted with high Strength and or Dexterity scores can be valuable combatants as well but do not receive the bonuses of that of a fighter or ranger.<br />
<br />
'''Abilities:''' Untainted's primary skill is Constitutions as it is the basis for most of thier abilities. They also can favor Strength and Dexterity to be effective combatants. Or they will favor Inteligence and Charisma to boost their skill sets.<br />
<br />
'''Races:''' Untainted can appear in any race. Less common are those who are racially infused with magic such as gnomes and elves, however they still do happen. When they do happen in these societies they are often shunned and cast out from society. Half orcs and Halflings have the most common appearances of Untainted. And Humans and Dwarfs often find Untainted in their commoners. Of those who wish to become Untainted Half elves are usually the prime race that chooses this path as they are often shunned by both parents’ societies and cast out as loners. They often have the easiest time as they can use this shame to feed their goal towards becoming Untainted. <br />
<br />
'''Alignment:''' Untainted are most often true neutral, they do not favor good nor evil, and tend to stay out of the extremes of law and chaos. If they follow laws it is because they choose to do so not because someone enforces them, but if they choose to break laws it was also because it was something that was what he wanted. More often will an Untainted be good and lawful, only for the reason that they would not mettle and disturb the flow of life.<br />
<br />
'''Starting Gold:''' 80gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "As [[rogue]]"<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Untainted}}</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 || +0<br />
| class="left" | Untainted Resistance, Trapfinding<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +1 || +1<br />
| class="left" | Battle Fortitude<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +1 || +1<br />
| class="left" | Untainted touch, Untainted Constitution<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +1 || +1<br />
| class="left" | Fast Healing 1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +2 || +2<br />
| class="left" | Armor Optimization<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +2 || +2<br />
| class="left" | Trained Constitution<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +6 || +2 || +2<br />
| class="left" | True Sight, Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +6 || +3 || +3<br />
| class="left" | Magical Breakdown<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +7 || +3 || +3<br />
| class="left" | Fast Healing 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +7 || +3 || +3<br />
| class="left" | Greater Armor Optimization<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +8 || +4 || +4<br />
| class="left" | Anti magic channel<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +9 || +4 || +4<br />
| class="left" | Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +9 || +5 || +5<br />
| class="left" | Trained Constitution, Fast Healing 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +10 || +5 || +5<br />
| class="left" | Armor Specialization<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +11 || +6 || +6<br />
| class="left" | Improved Evasion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +11 || +6 || +6<br />
| class="left" | Fast Healing 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +12 || +6 || +6<br />
| class="left" | Magical Destruction, Bonus Feat<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
'''Class Skills:''' Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Ride, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim, Tumble, Use Rope.<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Untainted.<br />
<br />
'''Weapon and Armor Proficiency:''' Proficient with all simple weapons and all light and medium armor but not shields.<br />
<br />
'''Untainted Resistance:''' At level 1 An Untainted is resistant to all magic both positive and negative. An Untainted is treated as having spell resistance of 20 + Untainted level. The Untainted has no control over this ability and hence cannot drop his spell resistance at will. In addition an Untainted automatically attempts to resist all friendly spells.<br />
<br />
'''Trapfinding:''' As the rogue ability.<br />
<br />
'''Battle Fortitude:''' At level 2 An Untainted becomes familiar with battle and adapts to the stress from it. An Untainted receives a competence bonus of + 2 to Fortitude Saves and + 2 to Initiative rolls. An Untainted loses this if he is wearing heavy armor or using a shield.<br />
<br />
'''Untainted Touch:''' At 3rd level, Magic Items an Untainted come in contact with are treated as though they have entered an anti magic field, to include potions, scrolls, wands, and rods.<br />
<br />
'''Untainted Constitution:''' At 3rd level, an Untainted can use his Constitution modifier in place of a skill's ability modifier, Untainted can do this number of times per day equal to Class level <br />
<br />
'''Bonus Feat:''' At 4th level, and every four levels there-after(8,12,16,20), an Untainted receives a bonus feat. This feat can be any feat that affects a skill check (i.e. Skill Focus), even if they don't meet the prerequisite for the feat.<br />
<br />
'''Fast Healing:''' Due to an Untainted pure constitution they are able to heal faster than the normal person. At 5th level an Untainted can activate fast healing +1, 2 times per 1/2 class level per day for 1 hour. This bonus increases to +2 at level 10, +3 at level 15, and +4 at level 19<br />
<br />
'''Armor Optimization:''' At 6th Level, choose either light or medium armor. From now on, when wearing armor of the chosen type increase the AC by 1 and reduce the Armor Check penalty by 1.<br />
<br />
'''Trained Constitution:''' Because an Untainted is constantly using their constitution they gain an additional point in constitution permanently at 7th and 15th level. An Untainted gets this point even if it takes them above their racial max.<br />
<br />
'''True Sight:''' At 8th level an Untainted gains True sight as per the spell. An Untainted is able to see everything as the world truly is regardless of what the magics of the world attempt to make the world would like to make you believe. <br />
<br />
'''Magical Breakdown:''' An Untainted hones his ability to repel magic onto others. At 9th level an Untainted can make a touch attack that does not provoke attacks of opportunity, if the Untainted succeeds the person touched is treated as though they were in an anti magic field for 1D4 rounds. If Magical Breakdown is used on a magical beast or anything with the sub-race “magical” this works as a finger of death spell where the dc is 10 + Untainted Constitution modifier +1/2 class level<br />
<br />
'''Greater Armor Optimization:''' When wearing the armor type chosen for Armor Optimization, increase the AC by 1 and reduce the Armor Check penalty by 2. (These benefits stack with those of Armor Optimization, for a total increase in AC of 2 and a total reduction of Armor Check penalty of 3.)<br />
<br />
'''Anti Magic Channeling:''' Anything an Untainted uses becomes a tool to spread his Magical Breakdown. At 13th level 3 times per day, as an immediate action, an Untainted can imbue a weapon or his armor with Magical Breakdown, anyone who successfully attacks or is successfully struck by an Untainted must make a Will Save vs. 10 + Untainted’s Constitution modifier + Untainted’s level or be under the affect of Magical Breakdown.<br />
<br />
'''Evasion:''' Realizing that he is still vulnerable to some magic an Untainted learns to get out of the way of things that would potentially hurt him. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Untainted is wearing light or medium armor. A helpless Untainted (such as one who is unconscious or paralyzed) does not gain the benefit of evasion<br />
<br />
'''Armor Specialization:''' At 17th Level, When wearing the armor type chosen for Armor Optimization, you gain Damage Reduction 4 / —. Does not apply when you loose your Dexterity bonus to AC.<br />
<br />
'''Improved Evasion:''' At level 18 an Untainted Improves on his Evasion. He still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth he takes only half damage on a failed save. A helpless Untainted (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion<br />
<br />
'''Magic Destruction:''' At level 20 Three times per day an Untainted can use his Magical Breakdown to permanently destroy a magical item of his choice visually worn or carried by the target of the Magical Breakdown (does not apply to items in the opponents bags).<br />
<br />
====Ex-Untainted's====<br />
<br />
Any Untainted who attempts to cross class into a magic using magic loses all abilities gained.<br />
<br />
====Playing a Untainted====<br />
<br />
{{Section Description Needed}}<br />
<br />
'''Religion:''' Untainted do not worship gods. Those that are unaware of magic do not know their influence and those who wish to become Untainted must swear off all allegiances with any god. They do accept the existence of gods. Some may choose to agree with or even view some gods as role models, but they do not accept their help in any way..<br />
<br />
'''Other Classes:''' Untainted often get along well with monks, barbarians, and Fighters as their use of magic tends towards their items. They can get along with base class rouges as they use their cunning to get around in the world, but a rouges love for the mysterious often turns an Untainted off to them. Untainted dislike Clerics and Druids, but can understand their need and use of the divine, but view it as a weakness of character rather than strength. Finally Untainted completely refuse to associate with wizards and sorcerers as their indulgence in the arcane make them weeks in an Untainted's eyes.<br />
<br />
'''Combat:''' An Untainted is often used as a substitute as a rouge, as their ability to see through magical traps and disguises is invaluable to a party who is missing such an asset. Untainted with high Strength and or Dexterity scores can be valuable combatants as well but do not receive the bonuses of that of a fighter or ranger.<br />
<br />
'''Advancement:''' Untaited may pick up a class in fighter, monk, or barbarian for some more combat effectivness. The sometimes cross class into rouges for sneak attack.<br />
<br />
====Untainted's in the World====<br />
<br />
{{Section Description Needed}}<br />
<br />
{{quote|"Real Magic is believing in yourself" |orig=<-NPC name->, <-race-> <-class->}}<br />
<br />
An Untainted views the world as it would be if magic never existed. They usually don't accomplish much in the greater scheame of the world but they enjoy what they do, and make the most of each day.<br />
<br />
'''Daily Life:''' The life of an Untainted is a simple one. They accomplish what they decide, they train in what they choose, and live life to its full extent. They are often in high spirits as they will walk away from something they don't enjoy.<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Bender,_True_(3.5e_Class)&diff=587268Elemental Bender, True (3.5e Class)2012-09-01T09:32:20Z<p>79.177.105.83: </p>
<hr />
<div>{{stub|Missing epic information.}}<br />
{{DnD Base Class Infobox<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=4<br />
|raters_wording=4<br />
|rating_formatting=4.16<br />
|raters_formatting=3<br />
|rating_flavor=3.75<br />
|raters_flavor=4<br />
|status=In the process of a re-work.<br />
|editing=DON'T!<br />
|type=Combat with supplemental powers<br />
|img=Firedancer.jpg<br />
|imgloc=top<br />
|imgsize=300x433<br />
|imgcaption=Kali Blackheart, yea, your gonna die.<br />
|desc=A Bender is a combatant who supplements his combat with element based attacks.<br />
}}<br />
<br />
==Bender==<br />
<br />
A lone figure stood at the end of the hallway with a wicked smile on her face. Titus was unafraid though, after all, he was a [[Paladin]], he had faced down much more vile things then some half-crazed adolescent girl. Titus drew his sword and spoke "In the name of Justice, give up, and I will arrest you unharmed. But if you resist, I shall not hesitate to give you an early execution!" <br />
<br />
The girl looked up at the Paladin. "Silly male." Then in a blink of an eye, a huge fireball roared from her fist. Titus spun to the left and realized this was not going to be easy, as the girl let out a evil laugh and charged...<br />
<br />
===Making a Bender===<br />
<br />
A Bender brings a new approach to combat for the party. An Earthbender can turn the very ground into a weapon, while an Airbender can draw the very air from your lungs. A party with a Bender is a formidable one, but a Bender is not without weakness, and should look to the sturdier members of the party for support.<br />
<br />
Bending is also a inborn talent, Benders are born, not made. Because of this, Benders of all types tend to be proud and assertive. They also dress the part. Airbenders tend to wear lose, light colored clothing, with few (visible) magical, or mundane, trinkets. Firebenders also wear lose, comfortable clothing, but tend to be prouder, and even arrogant, they show their wealth and dress in reds and oranges. Waterbenders wear dark colors, and more regal clothing. Though not as haughty as a firebender, Waterbenders are not afraid to show the world what they are. Earthebenders, dress in greens and browns, and tend to wear things that show the muscles the best. <br />
<br />
When making a bender, especially at levels higher than first, remember that while proficeint with certain weapons, a Bender is a martial artist. So items and equipment that improves their unarmed combat is a good idea.<br />
<br />
'''Abilities:''' Depending on the Bender's most used ability depends on the elemental ability for a bender, because it determines how often and how powerful a Bender is. Each element has an ability score tied to it that the Bender capitalizes on for his abilities. Air Benders use their [[Charisma]], Earth Benders use [[Constitution]], Water Benders utilize [[Dexterity]], while Fire Benders concentrate on their [[Intelligence]]. [[Wisdom]] helps with their AC. Choose one base element amung Air, Fire, Earth. and Water; this will be the basis for your Bender's damage type.<br />
<br />
'''Races:''' A Bender can be from any race, but they tend to make sense amongst the people. For instance, not many [[Elves]] become Firebenders, and not may [[Dwarves]] become Airbenders. But anything can happen.<br />
<br />
'''Alignment:''' Alignments for Benders are a special case, because they vary from Bender to Bender. Airbenders can only be NG, N, or NE. Earthbenders can only be LN, N, or CN. Firebenders must be chaotic, and Waterbenders must be Lawful.<br />
<br />
'''Starting Gold:''' 3d4x3 gp.<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Racial Standard.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Bender}}</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 />
! rowspan="2" | [[#Bends|Bends Known]]<br />
! rowspan="2" | [[#AC bonus|AC bonus]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
| 1<sup>st</sup> |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +2<br />
| class="left" | Bend element (Bend Damage 1d6), Unarmed strike, Elemental Resistance <br />
|1<br />
|0 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +3<br />
| class="left" | Evasion<br />
|2<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +3<br />
| class="left" | Bend Element (2d6), Increased Speed<br />
|3<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Improved Disarm, Talented Bend<br />
|4<br />
|0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +4<br />
| class="left" | Bend Element (3d6)<br />
|5<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +5<br />
| class="left" | Element Burst (4d6)<br />
|6<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +5<br />
| class="left" | Bend Element (4d6)<br />
|7<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Channel Bend<br />
|8<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +6<br />
| class="left" | Bend Element (5d6), Improved Trip<br />
|9<br />
|1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +7<br />
| class="left" | Improved Evasion, Create Element<br />
|10<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +7<br />
| class="left" | Greater Bend Element (6d6)<br />
|11<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Element Burst (8d6)<br />
|12<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +8<br />
| class="left" | Greater Bend Element (7d6)<br />
|13<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +9<br />
| class="left" | Improved Channel Bend<br />
|14<br />
|2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9<br />
| class="left" | Greater Bend Element (8d6)<br />
|15<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Element Burst (12d6)<br />
|16<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10<br />
| class="left" | Greater Bend Element (9d6)<br />
|17<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11<br />
| class="left" | Death Bend<br />
|18<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11<br />
| class="left" | Greater Bend Element (10d6)<br />
|19<br />
|3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12<br />
| class="left" | Primal Elemental shape 1/day<br />
|20<br />
|4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/> The Bender’s class skills (and the key ability for each skill) are [[Balance]]<br />
(Dex), [[Climb]] (Str), [[Concentration]] (Con), [[Craft]] (Int), [[Diplomacy]]<br />
(Cha), [[Escape Artist]] (Dex), [[Hide]] (Dex), [[Jump]] (Str), [[Knowledge]] (the planes) (Int), [[Listen]] (Wis), [[Move Silently]] (Dex), [[Perform]] (Cha), [[Profession]] (Wis), [[Sense Motive]] (Wis),[[Spot]] (Wis), [[Swim]] (Str), and [[Tumble]] (Dex).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Bender.<br />
<br />
'''Weapon and Armor Proficiency:''' Benders are proficient all simple weapons. Benders are also not proficient with any armors or shields. A Bender wearing any armor or shields, or carrying a heavy load, loses all class abilities.<br />
<br />
'''Increase Speed:''' A Bender can move at greater speeds when they are in their elements. An Airbender can expend a bend to gain momentary flight, an Earthbender can gain tunneling, a Waterbender can walk on water, and a Firebender can move at a supernatural speed. For this ability the speeds are 20 ft, and for the Firebender it is 10ft. All of these expend a bend for that day, and last a number of rounds equal to your Bender's bending ability score modifier. The speed of this ability is determined by the table above. For Firebenders, add the speed bonus to your base land speed during this ability.<br />
<br />
'''Unarmored AC Bonus:''' A Bender has the innate ability to sense incoming blows due to their link with the elements around him. Thus giving him a bonus to his AC equal to his [[wisdom]] modifier. They also every five levels gain a +1 bonus to their AC.<br />
<br />
'''Bend Element:''' A Bender can turn the very elements against an opponent, yet only if the element is available; meaning the element of the Benders type must be within 30ft. A Bender can manipulate his element a certain number of times per day equal to his bending ability modifier + his bends known , choose to make 1 of 4 different kinds of attack with his bending. Bending takes a standard action, and requires a free hand. The four types of bends are as follows...<br />
<br />
*1) A [[Touch attack]]. on success does damage and pushes the target back 5 feet.<br />
*2) A 10 foot cone. [[Reflex save]] DC=10+half of class level+ charisma modifier,and half damage for a successful save<br />
*3) A 50 foot ray. ranged [[touch attack]].<br />
*4) A 20 foot burst. [[Reflex save]] DC=10+half of class level+ charisma modifier. Half damage for a successful save.<br />
<br />
The damage done by a bender's elemental bend overcomes energy resistance equal to the Bender's class levels (in Bender) plus his [[charisma]] modifier, and a Bend is considered magical for overcoming Damage Reduction. In the case that a creature is immune to a Bender's specific energy or damage type, a bend still does damage, but only half. Benders add their bending ability modifier to their bending damage.<br />
Additionally, a successful bend pushes a target back 5 feet as long as they are the same size as the bender. A smaller target gets pushed back 10ft per size category difference. To push back a larger size category target, the bender must spend one additional bend point per size category to push back 5 feet. A larger category target is otherwise unaffected by this additional push of the bend unless the additional point(s) are added.<br />
<br />
Bending does not provoke an attack of opportunity.<br />
<br />
'''Talented Bend:''' A Bender can use his bending abilities without the use of his hands. Without free hands, Air Benders and Water Benders can't normally bend. Fire benders and Earth Benders learn to traverse their energy downward towards their feet. making them an all around elemental fighter with impressive effect. <br />
<br />
'''Unarmed Strike:''' A Bender gains ''Improved Unarmed Strike'' as a bonus feat. Also a Bender's unarmed strikes deal 1d6, not 1d3, damage. This damage increases as a [[monk]]'s would.<br />
<br />
'''Elemental Resistance:''' A Bender gains Damage Reduction/Energy Resistance 6 to his damage type. Air=bludgeoning, Fire=[[fire]], Water=[[cold]], Earth=bludgeoning. This bonus increases by 1 every two levels. The damage reduction/energy resistance applies to the Bender's second type once he reaches 11th level, and the Bender's original energy type no longer does damage to the Bender. <br />
<br />
'''[[Evasion]]:''' Starting at 2nd level a Bender takes no damage on a successful reflex saving throw.<br />
<br />
'''[[Improved Disarm]]:''' At 3rd level a Bender gains ''Improved Disarm'' as a bonus feat.<br />
<br />
'''Element Burst:''' At 6th level, a Bender has learned to let go of his control for a quick second and unleash a 360 degree burst of energy. The range of this burst is 20ft and increases 10ft at 12th level and 16th level. The DC [[Reflex]] is 18 and increases by 8 at 12th level and 16th level for half damage. The damage increases as well, starting at 4d6 at 6th level, 8d6 at 12th level, and 12d6 at 16th level + his bending ability modifier. This ability can be used 3 times a day and does not count against his bends known.<br />
<br />
'''Channel Bend:''' Starting at 8th level a Bender can channel one of his bends into one of his unarmed attacks; either the first or the last attack when the Bender makes a full round attack. This can only be done a number of times per day equal to the Bender's bending ability modifier. Damage from the Bend only deals damage if the attack roll is succesful.<br />
<br />
'''[[Improved Trip]]:''' At 9th level a Bender gains ''Improved Trip'' as a bonus feat.<br />
<br />
'''[[Improved Evasion]]:''' Starting at 10th level a Bender takes no damage upon failing a reflex save.<br />
<br />
'''Create Element:''' At 10th level a Bender has trained how to draw his element out of the natural material space around him. It forms and concentrates around the Bender's fists. The Bender has the ability to create his element at will. <br />
<br />
'''Greater Bend Element:'''A Bender has now crossed a threshold. No longer is basic elements under his command, but greater things. A Bender gains a second option on determing what kind of damage he does. An Airbender can now deal either Bludgeoning or [[Sonic]] damage. A Waterbender can deal [[cold]] or slashing damage. An Earthbender can deal bludgeoning or Acid damage. And a Firebender can deal [[fire]] or [[electricity]] damage. Also the Bender's cone of energy increase to 20 feet, and his ray increase to 100 feet, and his burst increases to 40 feet.<br />
<br />
'''Improved Channel Bend:''' At 14th level, a Bender can unleash a destructive wave of elemental attacks. He can now channel a bend into all of his attacks during a full attack. This ability can only be used three times a day and uses a bend known per attack.<br />
<br />
'''Death Bend:''' At 18th level a Bender can now cause death with some very cunning bending. An Airbender can cause suffocation, an Earthbender can rip the minerals out of your blood, a Firebender can cause your blood to boil, and a Waterbender can tear the blood right out of your body. When a Bender chooses to use his Death Bend, usable once a day, the opponent must make a Fortitude save equal to 18+ the Bender's bending ability modifier, or die. Upon a succesful saving throw, the opponent still takes 10d6 damage.<br />
<br />
'''Primal Elemental Shape:''' At 20th level a Bender can now become the most powerful representation of his element. Once per day, as a free action, a Bender can become a primal elemental of his type. He keeps all of his mental ability scores (intelligence, wisdom, and charisma). This ability is free for 1 round. But at the beginning of the second round, the Bender must make a DC 20 will save. The DC for the save increases by 5 for every round the bender keeps it. If the Bender ever fails the Will Save, he loses the form and is exhausted. The Bender can chose to end the form at any time as a free action.<br />
<br />
*[[SRD:Primal_Fire_Elemental|Primal Fire Elemental]]<br />
<br />
*[[SRD:Primal_Water_Elemental|Primal Water Elemental]]<br />
<br />
*[[SRD:Primal_Earth_Elemental|Primal Earth Elemental]]<br />
<br />
*[[SRD:Primal_Air_Elemental|Primal Air Elemental]]<br />
<br />
====Ex-Bender====<br />
<br />
A Bender who violates his alignment finds that his bending no longer works. He retains all martial abilities, but all special powers just fade. Until he regains his previous alignment all special abilities fail.<br />
<br />
==== Epic <-class name-> ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic <-class name->}}</div><br />
Hit Die: d<-Die size for Hit Die-><br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Greater Bend Element (11d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | Greater Bend Element (12d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Greater Bend Element (13d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | Greater Bend Element (14d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | Greater Bend Element (15d6) <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <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 />
====Human Bender Starting Package====<br />
<br />
'''Weapons:''' [[SRD:Quarterstaff|Quarterstaff]] (1d6/1d6, crit ×2, 4 lb., two-handed,<br />
bludgeoning).<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier + 1 ([[SRD:Humans (Race)|Human]]).<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: Diplomacy Skill|Diplomacy]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Knowledge Skill|Knowledge (the planes)]] || 4 || [[Int]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Perform Skill|Perform (dance)]] || 4 || [[Cha]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[Spot]] || 4 || [[Wis]] || -<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | [[SRD: Tumble Skill|Tumble]] || 4 || [[Dex]] || -<br />
|}<br />
<br />
'''Feat:''' [[SRD:Toughness|Toughness]].<br />
<br />
'''Bonus Feats:''' [[SRD:Dodge|Dodge]] ([[SRD:Humans (Race)|Human]]).<br />
<br />
'''Gear:''' [[Adventurer's Kit, Standard (3.5e Equipment)| Standard Adventurer's Kit]]<br />
<br />
'''Gold:''' 4d6 (14) gp.<br />
<br />
===Campaign Information===<br />
<br />
====Playing a Bender====<br />
<br />
'''Religion:''' Religion varies amongst Benders. The life of a Bender does not need the justification of a god, but some Benders still follow racial deities. Some Benders chose to follow nature deities.<br />
<br />
'''Other Classes:''' Benders dislike or like other classes depending on what type of bender they are. A Firebender tends not to get along with the lawful and disciplined classes, while an Earthbender would get along great. All Benders get along great with rogues, monks, and rangers, because, like themselves, are largely self taught.<br />
<br />
'''Combat:''' A Bender is a supplemental caster. Whether they are slinging fireball along with the wizard, or taking place of the wizard. The Bender's attack bonus allows him to survive in combat, but he should not be without support.<br />
<br />
'''Advancement:''' A Bender tends to stay a Bender, but Benders taking levels in fighter or ranger to enhance the combat abilities in not un-heard of, also a Bender/cleric is a fearsome opponent.<br />
<br />
====Benders in the World====<br />
<br />
{{quote|Fire is my weapon, but it is also my friend. When all others have forsaken me, it will still be there to warm me and light my path.|orig=Kali Blackheart, Human Firebender}}<br />
<br />
'''Daily Life:''' The life of a Bender is a busy one. Constant training is needed to master elemental control (especially in the case of Firebenders). Some Benders are performers, using their bending to create a spectacle, while other use it as a mean to better themselves.<br />
<br />
'''Notables:''' The most notable Bender is Elith "Blaze" Kain, a Firebender who once took out an entire orc raiding force by causing the very ground they stood on to melt.<br />
<br />
'''Organizations:''' All four types of Benders have schools where that specific type of Bending is taught. These tend to be small though, as Benders are not a plentiful people.<br />
<br />
'''NPC Reactions:''' Benders are treated just like a wizard would be, respected, but also a little feared.<br />
<br />
====Bender Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Benders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ <br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | A Bender is a monk-like guy who seems to be very nature conscious.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | A Bender is a monk who specializes in the elements.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | A Bender is a well trained combatant who specializes in using the elements in combat against his foes.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | A Bender can shoot fire, ice, rocks, or even lightning out of their hands.<br />
|}<br />
<br />
====Benders in the Game====<br />
<br />
A Bender can be a good or a bad guy. While most just want to get by and practice their art, some have more exciting ends in mind. A Bender can be a help in the case of a Waterbender, aiding a fishing village for instance, or a hindrance in the case of a Firebender burning down a Druid enclave. Just play with it, and be creative.<br />
<br />
'''Sample Encounter:''' Kali Blackheart<br />
<br />
''EL 9:'' Kali is a Firebender who has deciding to start a war with the peaceful Druid enclave outside of town. The Druid's have asks the PC's to stop her.<br />
<br />
{{Stat Block 2<br />
|name=Kali Blackheart<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+2 |listen=-1 |spot=-1<br />
|ac=19 |touch=19|flat=17<br />
|hp=55 |hd=9d6 + 18<br />
|fort=+5 |ref=+8 |will=+5<br />
|spd=30 feet<br />
|bab=+7/+2 |grp=+7<br />
|slad=CL 9th<br />
|str=10 |dex=14 |con=14 |int=12 |wis=8 |cha=16<br />
|sq=[[Energy Resistance]] 10 to fire, Bending (9d6+3 fire damage, 8/day), channel bend (3/day)<br />
|feats=[[Improved Unarmed Strike]], [[Improved Grapple]], [[Improved Disarm]], [[Improved Trip]], [[Weapon Finesse]], [[Weapon Focus]], [[Toughness]]<br />
|skills=[[Concentration]] 12, [[Craft]] (Weaponsmithing) 12, [[Bluff]] 12, [[Jump]] 12.<br />
|poss=Amulet of Protection +2, 10 cure serious wounds potions.<br />
}}<br />
<br />
<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
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--></div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Hollow_(3.5e_Template)&diff=587248Hollow (3.5e Template)2012-09-01T06:18:42Z<p>79.177.105.83: </p>
<hr />
<div><br />
== Hollow ==<br />
<br />
{{ImageNeeded|align=left}}<br />
<br />
[[3e Summary::Hollows are corrupted souls that dwell inside their own heavily guarded and secluded plane, however they must venture beyond this in order to feed on the souls of the mortal realm.]] A hollow can be formed in two differing ways: either the spirit link connecting both their spirit and physical body has been severed (which is a tangible chain linking to the sternum of both the body and soul) in which case the chain will begin to consume itself, causing the spirit to writhe in pain when it does so. If the chain has consumed itself to the point of the souls sternum, then it will become a hollow, leaving a visible hole through the victims chest where the chain once resided. The second path to becoming a hollow is to have your soul consumed by another hollow, corrupting it indefinitely.<br />
<br />
If a soul should become a hollow, it will gain a ghost white mask of varying design which hides the spirits former identity. The spirits body will begin to grow and take on an inky black color. Its hands becoming long and razor sharp as well as gaining a wider gait of jaw which will now hold teeth not unlike knives. When the transformation is completed, the hollow will have no recollection of their former self but instead gain the insatiable hunger for mortal souls.<br />
<br />
=== Creating a Hollow ===<br />
<br />
The hollow is an acquired template which can be gained by either separation from one's physical body by the breaking of the soul chain or from being consumed by another hollow. The type changed to [[Undead Type|Undead]]. <br />
==== Size and Type ====<br />
<br />
A hollow by default is always at least large though a hollow may be small or medium size (however a higher [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] leads to a larger size still). If the creatures size was large or bigger, it maintains its previous size unless its [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] is high enough to increase its size as per [[#Table: Hollow Size|Table: Hollow Size]]. A hollow's type changes to [[Undead]] (Incorporeal, Extraplanar) and the creature maintains none of it's previous types. Hollows don't have [[Constitution]] ability<br />
and [[Strength]] ability<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20" style="text-align: left;"<br />
|+ {{#anc:Table: Hollow Size}}<br />
! [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] of creature || Hollow Size<br />
|-<br />
| 10-15 || Large<br />
|- class="even"<br />
| 15-25 || Huge<br />
|-<br />
| 26-49 || Gargantuan<br />
|- class="even"<br />
| 50+ || Colossal<br />
|-<br />
|}<br />
<br />
==== Hit Dice ====<br />
<br />
Change all the base creature's [[SRD:Hit Dice (Creature Statistic)|Hit Die]] to d12, this includes all class and racial [[SRD:Hit Dice (Creature Statistic)|Hit Die]].<br />
If the Hollow is medium sized or smaller, then it keeps its previous hp value and gains d12 + Cha mod hp when advancing.<br />
<br />
==== Speed ====<br />
<br />
The creature [[base land speed]] is 30ft. However if the base creature's [[base land speed]] is higher than 30ft, then use this value in place of the hollow [[base land speed]]. If the base creature had the ability to fly as a mode of movement, then this is kept as well.<br />
<br />
==== Armor Class ====<br />
<br />
Because of it's mask, a hollow gains a [[SRD:Armor_Qualities#Armor/Shield_Bonus|shield bonus]] equal to one-fourth of it's [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]]. The hollow also gains a [[SRD:Armor Class|deflection bonus]] equal to one-half their [[SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Charisma modifier]] with a minimum of +1 (even if the base creatures [[SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Charisma modifier]] is negative).<br />
<br />
==== Attack ====<br />
<br />
A hollow loses the ability to use any manufactured weapon but retains all natural attacks. In addition, a hollow also gains two claw attacks as well as a bite attack (refer to table: Natural Weapon Damage for size-related damages).<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20" style="text-align: center;"<br />
|+ {{#anc:Table: Natural Weapon Damage}}<br />
! Hollow Size || Claw damage || Bite damage<br />
|-<br />
| Large || 1d8 || 1d10<br />
|- class="even"<br />
| Huge || 2d6 || 3d6<br />
|-<br />
| Gargantuan || 4d6 || 5d8<br />
|- class="even"<br />
| Colossal || 7d6 || 10d8<br />
|-<br />
|}<br />
<br />
==== Full Attack ====<br />
<br />
The hollow will use both claw attacks along with it's bite attack in a full attack at its full [[base attack bonus]].<br />
<br />
==== Special Attacks ====<br />
A hollow retains all the special attacks of the base creature and gains those described below. Saves have a [[SRD:DC|DC]] of 10 + 1/2 hollow’s [[SRD:Hit Dice|HD]] + hollow’s [[SRD:Charisma|Cha]] modifier unless noted otherwise.<br />
<br />
'''''{{#anc:[[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain (Su)|Energy Drain]]}} ([[SRD:Su|Su]]):''''' Living creatures hit by a hollow’s slam attack (or any other [[SRD:Natural Weapon|natural weapon]] the hollow might possess) gain one [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]]s. For each [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Negative Levels|negative level]] bestowed, the hollow gains 5 [[SRD:Temporary Hit Points|temporary hit points]]. A hollow can use its [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Energy Drain (Su)|energy drain]] ability once per [[SRD:Round|round]].<br />
<br />
==== Special Qualities ====<br />
<br />
A hollow has a 20% to take no damage from sneak attacks. However, unless the hollow has wings or some mode of movement that allows flight, it must stay on solid ground but may move through 5ft of solid objects as willed.<br />
<br />
==== Abilities ====<br />
<br />
+2 [[Wisdom]], +2 [[Dexterity]], +4 [[Charisma]].<br />
<br />
==== Skills ====<br />
<br />
the base creature will gain a negative modifier to its [[Hide]] skill due to the change in size when the template is applied.<br />
<br />
==== Feats ====<br />
<br />
Hollows automatically gain the feat [[SRD:Improved Initiative|Improved Initiative]] at 3HD<br />
<br />
==== Environment ====<br />
<br />
Once the corruption is complete, the transformed creature can now enter the home plane of hollows as well as passage to the material plane in order to feed.<br />
At 12HD a Hollow may Plane Shift to there home plane 1per day<br />
<br />
==== Organization ====<br />
<br />
Hollows congregate in masses inside their home plane. However do not usually venture accompanied into the material world, not willing to share their prey with their fellows.<br />
<br />
==== Challenge Rating ====<br />
<br />
Base [[ELC]]+2<br />
<br />
==== Treasure ====<br />
<br />
Hollows do not carry any treasure upon their person at any point, their bodies disintegrate after 'purification' with a shinigami's sword.<br />
<br />
==== Alignment ====<br />
<br />
The alignment of a hollow is always any [[SRD: Evil| Evil]]<br />
<br />
==== Advancement ====<br />
<br />
By the hollow's [[SRD:Hit Dice (Creature Statistic)|Hit Dice]].<br />
<br />
==== Level Adjustment ====<br />
There is no level adjustment for this template.<br />
<br />
----<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:Template]]<br />
[[Category:Extraplanar Subtype]]<br />
[[Category:Incorporeal Subtype]]<br />
[[Category:LA0]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Hollow_(3.5e_Template)&diff=587247Hollow (3.5e Template)2012-09-01T06:13:59Z<p>79.177.105.83: </p>
<hr />
<div><br />
== Hollow ==<br />
<br />
{{ImageNeeded|align=left}}<br />
<br />
[[3e Summary::Hollows are corrupted souls that dwell inside their own heavily guarded and secluded plane, however they must venture beyond this in order to feed on the souls of the mortal realm.]] A hollow can be formed in two differing ways: either the spirit link connecting both their spirit and physical body has been severed (which is a tangible chain linking to the sternum of both the body and soul) in which case the chain will begin to consume itself, causing the spirit to writhe in pain when it does so. If the chain has consumed itself to the point of the souls sternum, then it will become a hollow, leaving a visible hole through the victims chest where the chain once resided. The second path to becoming a hollow is to have your soul consumed by another hollow, corrupting it indefinitely.<br />
<br />
If a soul should become a hollow, it will gain a ghost white mask of varying design which hides the spirits former identity. The spirits body will begin to grow and take on an inky black color. Its hands becoming long and razor sharp as well as gaining a wider gait of jaw which will now hold teeth not unlike knives. When the transformation is completed, the hollow will have no recollection of their former self but instead gain the insatiable hunger for mortal souls.<br />
<br />
=== Creating a Hollow ===<br />
<br />
The hollow is an acquired template which can be gained by either separation from one's physical body by the breaking of the soul chain or from being consumed by another hollow. The type changed to [[Undead Type|Undead]]. <br />
==== Size and Type ====<br />
<br />
A hollow by default is always at least large though a hollow may be small or medium size (however a higher [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] leads to a larger size still). If the creatures size was large or bigger, it maintains its previous size unless its [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] is high enough to increase its size as per [[#Table: Hollow Size|Table: Hollow Size]]. A hollow's type changes to [[Undead]] (Incorporeal, Extraplanar) and the creature maintains none of it's previous types. Hollows don't have [[Constitution]] ability<br />
and [[Strenth]] ability<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20" style="text-align: left;"<br />
|+ {{#anc:Table: Hollow Size}}<br />
! [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] of creature || Hollow Size<br />
|-<br />
| 10-15 || Large<br />
|- class="even"<br />
| 15-25 || Huge<br />
|-<br />
| 26-49 || Gargantuan<br />
|- class="even"<br />
| 50+ || Colossal<br />
|-<br />
|}<br />
<br />
==== Hit Dice ====<br />
<br />
Change all the base creature's [[SRD:Hit Dice (Creature Statistic)|Hit Die]] to d12, this includes all class and racial [[SRD:Hit Dice (Creature Statistic)|Hit Die]].<br />
If the Hollow is medium sized or smaller, then it keeps its previous hp value and gains d12 + Cha mod hp when advancing.<br />
<br />
==== Speed ====<br />
<br />
The creature [[base land speed]] is 30ft. However if the base creature's [[base land speed]] is higher than 30ft, then use this value in place of the hollow [[base land speed]]. If the base creature had the ability to fly as a mode of movement, then this is kept as well.<br />
<br />
==== Armor Class ====<br />
<br />
Because of it's mask, a hollow gains a [[SRD:Armor_Qualities#Armor/Shield_Bonus|shield bonus]] equal to one-fourth of it's [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]]. The hollow also gains a [[SRD:Armor Class|deflection bonus]] equal to one-half their [[SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Charisma modifier]] with a minimum of +1 (even if the base creatures [[SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Charisma modifier]] is negative).<br />
<br />
==== Attack ====<br />
<br />
A hollow loses the ability to use any manufactured weapon but retains all natural attacks. In addition, a hollow also gains two claw attacks as well as a bite attack (refer to table: Natural Weapon Damage for size-related damages).<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20" style="text-align: center;"<br />
|+ {{#anc:Table: Natural Weapon Damage}}<br />
! Hollow Size || Claw damage || Bite damage<br />
|-<br />
| Large || 1d8 || 1d10<br />
|- class="even"<br />
| Huge || 2d6 || 3d6<br />
|-<br />
| Gargantuan || 4d6 || 5d8<br />
|- class="even"<br />
| Colossal || 7d6 || 10d8<br />
|-<br />
|}<br />
<br />
==== Full Attack ====<br />
<br />
The hollow will use both claw attacks along with it's bite attack in a full attack at its full [[base attack bonus]].<br />
<br />
==== Special Attacks ====<br />
A hollow retains all the special attacks of the base creature and gains those described below. Saves have a [[SRD:DC|DC]] of 10 + 1/2 hollow’s [[SRD:Hit Dice|HD]] + hollow’s [[SRD:Charisma|Cha]] modifier unless noted otherwise.<br />
<br />
'''''{{#anc:[[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain (Su)|Energy Drain]]}} ([[SRD:Su|Su]]):''''' Living creatures hit by a hollow’s slam attack (or any other [[SRD:Natural Weapon|natural weapon]] the hollow might possess) gain one [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]]s. For each [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Negative Levels|negative level]] bestowed, the hollow gains 5 [[SRD:Temporary Hit Points|temporary hit points]]. A hollow can use its [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Energy Drain (Su)|energy drain]] ability once per [[SRD:Round|round]].<br />
<br />
==== Special Qualities ====<br />
<br />
A hollow has a 20% to take no damage from sneak attacks. However, unless the hollow has wings or some mode of movement that allows flight, it must stay on solid ground but may move through 5ft of solid objects as willed.<br />
<br />
==== Abilities ====<br />
<br />
If the hollow has [[Intelligence]] 10 and up:<br />
+2 [[Wisdom]], +2 [[Dexterity]], +4 [[Charisma]].<br />
Or else:<br />
+2 [[Dexterity]], +2 [[Charisma]], the hollow lose his ability to talk<br />
<br />
==== Skills ====<br />
<br />
the base creature will gain a negative modifier to its [[Hide]] skill due to the change in size when the template is applied.<br />
<br />
==== Feats ====<br />
<br />
Hollows automatically gain the feat [[SRD:Improved Initiative|Improved Initiative]] at 3HD<br />
<br />
==== Environment ====<br />
<br />
Once the corruption is complete, the transformed creature can now enter the home plane of hollows as well as passage to the material plane in order to feed.<br />
At 12HD a Hollow may Plane Shift to there home plane 1per day<br />
<br />
==== Organization ====<br />
<br />
Hollows congregate in masses inside their home plane. However do not usually venture accompanied into the material world, not willing to share their prey with their fellows.<br />
<br />
==== Challenge Rating ====<br />
<br />
Base [[ELC]]+2<br />
<br />
==== Treasure ====<br />
<br />
Hollows do not carry any treasure upon their person at any point, their bodies disintegrate after 'purification' with a shinigami's sword.<br />
<br />
==== Alignment ====<br />
<br />
The alignment of a hollow is always any [[SRD: Evil| Evil]]<br />
<br />
==== Advancement ====<br />
<br />
By the hollow's [[SRD:Hit Dice (Creature Statistic)|Hit Dice]].<br />
<br />
==== Level Adjustment ====<br />
There is no level adjustment for this template.<br />
<br />
----<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:Template]]<br />
[[Category:Extraplanar Subtype]]<br />
[[Category:Incorporeal Subtype]]<br />
[[Category:LA0]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Hollow_(3.5e_Template)&diff=587243Hollow (3.5e Template)2012-09-01T05:58:26Z<p>79.177.105.83: </p>
<hr />
<div><br />
== Hollow ==<br />
<br />
{{ImageNeeded|align=left}}<br />
<br />
[[3e Summary::Hollows are corrupted souls that dwell inside their own heavily guarded and secluded plane, however they must venture beyond this in order to feed on the souls of the mortal realm.]] A hollow can be formed in two differing ways: either the spirit link connecting both their spirit and physical body has been severed (which is a tangible chain linking to the sternum of both the body and soul) in which case the chain will begin to consume itself, causing the spirit to writhe in pain when it does so. If the chain has consumed itself to the point of the souls sternum, then it will become a hollow, leaving a visible hole through the victims chest where the chain once resided. The second path to becoming a hollow is to have your soul consumed by another hollow, corrupting it indefinitely.<br />
<br />
If a soul should become a hollow, it will gain a ghost white mask of varying design which hides the spirits former identity. The spirits body will begin to grow and take on an inky black color. Its hands becoming long and razor sharp as well as gaining a wider gait of jaw which will now hold teeth not unlike knives. When the transformation is completed, the hollow will have no recollection of their former self but instead gain the insatiable hunger for mortal souls.<br />
<br />
=== Creating a Hollow ===<br />
<br />
The hollow is an acquired template which can be gained by either separation from one's physical body by the breaking of the soul chain or from being consumed by another hollow. The type changed to [[Undead Type|Undead]]. Hollows don't have [[Constitution]] ability<br />
<br />
==== Size and Type ====<br />
<br />
A hollow by default is always at least large though a hollow may be small or medium size (however a higher [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] leads to a larger size still). If the creatures size was large or bigger, it maintains its previous size unless its [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] is high enough to increase its size as per [[#Table: Hollow Size|Table: Hollow Size]]. A hollow's type changes to Outsider (Evil, Extraplanar) and the creature maintains none of it's previous types.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20" style="text-align: left;"<br />
|+ {{#anc:Table: Hollow Size}}<br />
! [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]] of creature || Hollow Size<br />
|-<br />
| 10-15 || Large<br />
|- class="even"<br />
| 15-25 || Huge<br />
|-<br />
| 26-49 || Gargantuan<br />
|- class="even"<br />
| 50+ || Colossal<br />
|-<br />
|}<br />
<br />
==== Hit Dice ====<br />
<br />
Change all the base creature's [[SRD:Hit Dice (Creature Statistic)|Hit Die]] to d12, this includes all class and racial [[SRD:Hit Dice (Creature Statistic)|Hit Die]].<br />
If the Hollow is medium sized or smaller, then it keeps its previous hp value and gains d12 + Cha mod hp when advancing.<br />
<br />
==== Speed ====<br />
<br />
The creature [[base land speed]] is 30ft. However if the base creature's [[base land speed]] is higher than 30ft, then use this value in place of the hollow [[base land speed]]. If the base creature had the ability to fly as a mode of movement, then this is kept as well.<br />
<br />
==== Armor Class ====<br />
<br />
Because of it's mask, a hollow gains a [[SRD:Armor_Qualities#Armor/Shield_Bonus|shield bonus]] equal to one-fourth of it's [[SRD:Hit Dice (Creature Statistic)|Total Hit Die]]. The hollow also gains a [[SRD:Armor Class|deflection bonus]] equal to one-half their [[SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Charisma modifier]] with a minimum of +1 (even if the base creatures [[SRD:Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Charisma modifier]] is negative).<br />
<br />
==== Attack ====<br />
<br />
A hollow loses the ability to use any manufactured weapon but retains all natural attacks. In addition, a hollow also gains two claw attacks as well as a bite attack (refer to table: Natural Weapon Damage for size-related damages).<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20" style="text-align: center;"<br />
|+ {{#anc:Table: Natural Weapon Damage}}<br />
! Hollow Size || Claw damage || Bite damage<br />
|-<br />
| Large || 1d8 || 1d10<br />
|- class="even"<br />
| Huge || 2d6 || 3d6<br />
|-<br />
| Gargantuan || 4d6 || 5d8<br />
|- class="even"<br />
| Colossal || 7d6 || 10d8<br />
|-<br />
|}<br />
<br />
==== Full Attack ====<br />
<br />
The hollow will use both claw attacks along with it's bite attack in a full attack at its full [[base attack bonus]].<br />
<br />
==== Special Attacks ====<br />
A hollow retains all the special attacks of the base creature and gains those described below. Saves have a [[SRD:DC|DC]] of 10 + 1/2 vampire’s [[SRD:Hit Dice|HD]] + vampire’s [[SRD:Charisma|Cha]] modifier unless noted otherwise.<br />
<br />
'''''{{#anc:[[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain (Su)|Energy Drain]]}} ([[SRD:Su|Su]]):''''' Living creatures hit by a hollow’s slam attack (or any other [[SRD:Natural Weapon|natural weapon]] the vampire might possess) gain one [[SRD:Energy Drain, Negative Levels, and Level Loss#Negative Levels|negative level]]s. For each [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Negative Levels|negative level]] bestowed, the vampire gains 5 [[SRD:Temporary Hit Points|temporary hit points]]. A hollow can use its [[Energy Drain, Negative Levels, and Level Loss (SRD Special Ability)#Energy Drain (Su)|energy drain]] ability once per [[SRD:Round|round]].<br />
<br />
==== Special Qualities ====<br />
<br />
A hollow has a 20% to take no damage from sneak attacks. However, unless the hollow has wings or some mode of movement that allows flight, it must stay on solid ground but may move through 5ft of solid objects as willed.<br />
<br />
==== Abilities ====<br />
<br />
+2 [[Strength]], +2 [[Dexterity]], -4 [[Charisma]]<br />
or<br />
+2 [[Charisma]], +2 [[Strength]], -2 [[Wisdom]], -2 [[Dexterity]]<br />
<br />
==== Skills ====<br />
<br />
the base creature will gain a negative modifier to its [[Hide]] skill due to the change in size when the template is applied.<br />
<br />
==== Feats ====<br />
<br />
Hollows automatically gain the feat [[SRD:Improved Initiative|Improved Initiative]] at 3HD<br />
<br />
==== Environment ====<br />
<br />
Once the corruption is complete, the transformed creature can now enter the home plane of hollows as well as passage to the material plane in order to feed.<br />
At 12HD a Hollow may Plane Shift to there home plane 1per day<br />
<br />
==== Organization ====<br />
<br />
Hollows congregate in masses inside their home plane. However do not usually venture accompanied into the material world, not willing to share their prey with their fellows.<br />
<br />
==== Challenge Rating ====<br />
<br />
<!-- changes to the base creature's challenge rating. --><br />
<br />
==== Treasure ====<br />
<br />
Hollows do not carry any treasure upon their person at any point, their bodies disintegrate after 'purification' with a shinigami's sword.<br />
<br />
==== Alignment ====<br />
<br />
The alignment of a hollow is always [[SRD: Evil| Evil]]<br />
<br />
==== Advancement ====<br />
<br />
By the hollow's [[SRD:Hit Dice (Creature Statistic)|Hit Dice]].<br />
<br />
==== Level Adjustment ====<br />
There is no level adjustment for this template.<br />
<br />
----<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Creature]]<br />
[[Category:Template]]<br />
[[Category:Outsider Type]]<br />
[[Category:Extraplanar Subtype]]<br />
[[Category:Incorporeal Subtype]]<br />
[[Category:Chaotic Subtype]]<br />
[[Category:Evil Alignment]]<br />
[[Category:LA0]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Suthian_Souls_(3.5e_Race)&diff=587012Suthian Souls (3.5e Race)2012-08-30T13:54:52Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=2<br />
|type=<Aberration type><br />
|ability_adjust=+2 to Intelligence, +2 to Wisdom, &minus;2 to Charisma; see also "Physical Description"<br />
|size=Tiny, or the size of their host<br />
|favored_class=Any psionic<br />
|desc= Suthian Souls are psionic parasites that live inside the bodies of humanoids, controlling them like puppets. Ironically, they are also kind and gentle creatures, who hate to cause anyone harm.<br />
}}<br />
<br />
=Suthian Souls=<br />
<br />
Suthian Souls are psionic parasites that live inside the bodies of humanoids, controlling them like puppets. Ironically, they are also kind and gentle creatures, who hate to cause anyone harm.<br />
<br />
==Personality==<br />
<br />
Souls are kind, gentle creatures, who hate causing harm and are easily frightened. They are easily horrified by wrongs and are almost terminally unselfish- giving to others instead of taking from them, and always thinking about what others need. They are also very, very bad liars, and are incapable of deceit.<br />
<br />
==Physical Description==<br />
<br />
A soul without a host looks like a long ribbon of silvery light, with tiny tendrils coming off of the sides. But souls cannot survive for very long without a host body, and so they usually appear as humans, elves, or so on. The only way you can tell the difference between a soul's host and a normal humanoid is by their eyes- the eyes of a host are silvery, and reflect the light like a mirror. <br />
<br />
==Relations==<br />
<br />
Naturally, NO ONE likes the souls very much, because a race of creatures that can control people like puppets is very much hated. Souls also tend to crush all opposition to their rule.<br />
<br />
==Alignment==<br />
Souls are usually lawful neutral. A soul is almost never chaotic. If they are, they're usually insane. <br />
<br />
==Lands==<br />
Souls live in the lands that their host used to live in. Thus, they can live almost anywhere, and do almost anything. <br />
<br />
==Religion==<br />
<br />
Souls don't have any sort of religion. They think that life after death and gods and so on are a fairy tale.<br />
<br />
==Language==<br />
<br />
Souls speak Common and their own language, called Suthian.<br />
<br />
==Names==<br />
<br />
Souls choose their own names. Sometimes, a soul's name is a descriptive title like "Fire Walker" or "Wanderer", sometimes they take the name of their host, like "Mialee" or "Regdar". Some souls create their own, unique names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 to Intelligence, +2 to Wisdom, -1 Strength, -1 Dexterity.; souls also use the physical ability modifiers of their hosts. Souls learn a lot of things from living in many creature's minds, but most creatures fear and distrust them. <br />
* Aberration.<br />
* Souls use the size of their host body as their size.<br />
* A soul's [[base land speed]] is 5 feet, or the [[base land speed]] of their host.<br />
* Inhabit Host (Ex): If an ally of the soul makes a small incision at the back of the creature's neck, the soul can go into the creature's brain and take control of the creature's body. The host is not dead, but has no will and is treated as the soul's body. If the host body dies, the soul must be removed within 1d6 rounds and placed in a special container, or the soul will die. <br />
* [[Automatic Languages]]: Common, Suthian, Hume. [[Bonus Languages]]: Any except for secret languages (like Druidic).<br />
* [[Favored Class]]: Any. A soul's highest level class is their favored class.<br />
* [[Level Adjustment]]: +1<br />
<br />
==Vital Statistics==<br />
<br />
Use the vital statistics for the soul's host. Unlike most creatures, a soul can live forever if it has enough host bodies available. <br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Aberration Type]]<br />
[[Category:Tiny Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Suthian_Souls_(3.5e_Race)&diff=587011Suthian Souls (3.5e Race)2012-08-30T13:53:36Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=+1<br />
|ecl=2<br />
|type=<Aberration type><br />
|ability_adjust=+2 to Intelligence, +2 to Wisdom, &minus;2 to Charisma; see also "Physical Description"<br />
|size=Tiny, or the size of their host<br />
|favored_class=Any psionic<br />
|desc= Suthian Souls are psionic parasites that live inside the bodies of humanoids, controlling them like puppets. Ironically, they are also kind and gentle creatures, who hate to cause anyone harm.<br />
}}<br />
<br />
=Suthian Souls=<br />
<br />
Suthian Souls are psionic parasites that live inside the bodies of humanoids, controlling them like puppets. Ironically, they are also kind and gentle creatures, who hate to cause anyone harm.<br />
<br />
==Personality==<br />
<br />
Souls are kind, gentle creatures, who hate causing harm and are easily frightened. They are easily horrified by wrongs and are almost terminally unselfish- giving to others instead of taking from them, and always thinking about what others need. They are also very, very bad liars, and are incapable of deceit.<br />
<br />
==Physical Description==<br />
<br />
A soul without a host looks like a long ribbon of silvery light, with tiny tendrils coming off of the sides. But souls cannot survive for very long without a host body, and so they usually appear as humans, elves, or so on. The only way you can tell the difference between a soul's host and a normal humanoid is by their eyes- the eyes of a host are silvery, and reflect the light like a mirror. <br />
<br />
==Relations==<br />
<br />
Naturally, NO ONE likes the souls very much, because a race of creatures that can control people like puppets is very much hated. Souls also tend to crush all opposition to their rule.<br />
<br />
==Alignment==<br />
Souls are usually lawful neutral or lawful good. A soul is almost never chaotic. If they are, they're usually insane. <br />
<br />
==Lands==<br />
Souls live in the lands that their host used to live in. Thus, they can live almost anywhere, and do almost anything. <br />
<br />
==Religion==<br />
<br />
Souls don't have any sort of religion. They think that life after death and gods and so on are a fairy tale.<br />
<br />
==Language==<br />
<br />
Souls speak Common and their own language, called Suthian.<br />
<br />
==Names==<br />
<br />
Souls choose their own names. Sometimes, a soul's name is a descriptive title like "Fire Walker" or "Wanderer", sometimes they take the name of their host, like "Mialee" or "Regdar". Some souls create their own, unique names.<br />
<br />
==Racial Traits==<br />
<br />
* +2 to Intelligence, +2 to Wisdom, -1 Strength, -1 Dexterity.; souls also use the physical ability modifiers of their hosts. Souls learn a lot of things from living in many creature's minds, but most creatures fear and distrust them. <br />
* Aberration.<br />
* Souls use the size of their host body as their size.<br />
* A soul's [[base land speed]] is 5 feet, or the [[base land speed]] of their host.<br />
* Inhabit Host (Ex): If an ally of the soul makes a small incision at the back of the creature's neck, the soul can go into the creature's brain and take control of the creature's body. The host is not dead, but has no will and is treated as the soul's body. If the host body dies, the soul must be removed within 1d6 rounds and placed in a special container, or the soul will die. <br />
* [[Automatic Languages]]: Common, Suthian, Hume. [[Bonus Languages]]: Any except for secret languages (like Druidic).<br />
* [[Favored Class]]: Any. A soul's highest level class is their favored class.<br />
* [[Level Adjustment]]: +1<br />
<br />
==Vital Statistics==<br />
<br />
Use the vital statistics for the soul's host. Unlike most creatures, a soul can live forever if it has enough host bodies available. <br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Aberration Type]]<br />
[[Category:Tiny Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586969Elemental Caster (3.5e Class)2012-08-30T09:19:34Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Spontaneous Cast,Minor Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Elemental Companion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Absorb Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Redirect spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2|| +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost, cure minor wounds <br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame, cure light wounds <br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape, cure moderate wounds <br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball, cure sirious wounds <br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice, cure critical wounds <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment.<br />
<br />
Note: The number that Elemental Caster know is exactly like sorecer. The Spells per Day Number is exactly like (sorcerer)-2<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586968Elemental Caster (3.5e Class)2012-08-30T09:17:13Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Spontaneous Cast,Minor Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Elemental Companion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Absorb Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Redirect spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2|| +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost, cure minor wounds <br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame, cure light wounds <br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape, cure moderate wounds <br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball, cure sirious wounds <br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice, cure critical wounds <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment.<br />
<br />
Note: The number that Elemental Caster know is exactly like sorecer. The Spells per Day Number is exactly like (sorcerer)-2<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Gnome,_Keran_(3.5e_Race)&diff=586967Gnome, Keran (3.5e Race)2012-08-30T09:16:17Z<p>79.177.105.83: </p>
<hr />
<div><noinclude>{{Homebrew Top}}<br />
</noinclude>{{x0<br />
|la= +0<br />
|ecl= 1<br />
|type= [[SRD: Humanoid Type|Humanoid]] (Gnome)<br />
|ability_adjust= &minus;2 [[SRD:Strength|Str]], +2 [[SRD:Intellegence|Int]], <br />
|size= [[Small]]<br />
|favored_class= [[Any]]<br />
|desc= Quirky Gadgetmakers. <br />
}}<br />
<br />
=Gnomes=<br />
<br />
==Personality==<br />
<br />
They are quirky and some find this quite annoying. They are always trying to build something, something that start's small in planning, but ends up alot bigger. They fill their lives with inventions which are strange and dangerous. Because of the fact that a new invention can change the whole gnome culture in a day, gnomes are normally chaotic.<br />
<br />
==Physical Description==<br />
<br />
They are small their sizes ranging between 3 and 4 feet tall, with females being slightly shorter than males. They have dark skin taned skin all over their bodies. Thier faces have whiskers growing from thier cheeks, which are heat sensitive. After many explosions caused by inventions, Gnomes have evolved a resistance to fire.<br />
<br />
They have a small amount of a talent with magic which helps them craft new devices.<br />
<br />
==Relations==<br />
<br />
Basically all races tolerate gnomes. Except for Kobolds. Kobolds are in a war that has being going on for thousands of year's. The cause of the War was an attrocity commited by the Gnomes.<br />
<br />
==Alignment==<br />
<br />
They tend towards Chaotic Neutral, adding new things to thier inventions each day that are completly unessisary. <br />
<br />
==Lands==<br />
<br />
Thier only lands are the Turvarn Mountains. They used to live on a large mechanical island, powered by powerful gears, and steam. It was destroyed in the Second Era by the Kobolds, which has furthered the hatered between the two races.<br />
<br />
==Religion==<br />
<br />
They rarely worship themselves as they aren't sure if the Deities really exist. We can't see them, we can't interact with them. And those that use Divine Magic are probably just tapping into Arcana magic via thier faith.<br />
<br />
==Language==<br />
<br />
They all speak speak Trade Tongue and Mechan.<br />
<br />
==Names==<br />
<br />
Thier names are short and effiecent words in the language of Mechan.<br />
<br />
==Racial Traits==<br />
<br />
</noinclude>* +2 [[SRD:Constitution|Consititution]], –2 [[SRD:Strength|Strength]].<br />
* '''[[SRD:Humanoid Type|Humanoid]] ([[SRD:Gnome Subtype|Gnome]])'''.<br />
* '''[[SRD:Small|Small]] Size''' <br />
* Gnomes [[SRD:Base Land Speed|base land speed]] is 20 feet.<br />
*'''Fire Resistance:''' Fire Resistance 1. As their race is used to explosions, they have developed a resistance to fire.<br />
*'''Low-Light Vision:''' Gnomes can see twice the distance of Karmainians in Moon-light or otherwise shadowy illumination.<br />
*'''Mechanist:''' +4 racial bonus on craft checks.<br />
*'''Spell-Like Abilities:''' 1/day—Heat Metal. A gnome with a intelligence score of at least 10 also has the following spell-like abilities: 1/day—Mage Hand, Mending, Prestidigitation. Caster level 1st; save DC 10 + gnome’s Int modifier + spell level. <br />
* '''Whiskers''': Gnome whiskers are heat-sensitive. This allows them to sense fire coming at them before others normally would. This grants them a +2 racial bonus on saves against fire.<br />
* '''[[SRD:Favored Class|Favored Class]]''': [[Bard]].<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gnome Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 40 years || +4d6 || +6d6 || +9d6<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Gnome Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 100 years || 150 years || 200 years || +3d% years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;2 to Dex; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Gnome Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 3' 0" || +2d4 || 40 lb. || &times; (1) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 2' 10" || +2d4 || 35 lb. || &times; (1) lb.<br />
|}<br />
<br />
----<br />
{{Blades Of Keran Footer}}<br />
{{3.5e Races Breadcrumb}} &rarr; [[LA 0 Races|LA 0]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]<br />
[[Category:Blades Of Keran]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Satyrs,_Variant_(3.5e_Race)&diff=586966Satyrs, Variant (3.5e Race)2012-08-30T09:00:44Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=0<br />
|ecl=1<br />
|type=Monstrous Humanoid<br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Medium<br />
|favored_class=bard<br />
|desc=<br />
}}<br />
<br />
== Personality ==<br />
<br />
Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer may stumble on a woodland celebration, which will contain an equal number of dryads and fauns plus other woodland creatures and even centaurs. Strangers are welcomed only if they contribute some good food and drink, especially superior wines. Such wine can also be used to lure or bribe satyrs. If a group includes elves, they have a better chance of being welcomed.<br />
<br />
These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus a few valuables, and not a woodland creature (nor their tracks) to be found.<br />
<br />
== Physical Description ==<br />
<br />
Satyrs have the legs and horns of a goat, but otherwise look human<br />
<br />
== Relations ==<br />
<br />
They get along with rangers, druids, bards, elevs, gnomes and centaurs<br />
<br />
== Alignment ==<br />
<br />
Usually [[SRD:Chaotic Neutral|chaotic neutral]]<br />
<br />
== Lands ==<br />
<br />
They live mostly in large forests<br />
<br />
== Religen ==<br />
<br />
Most of them revere the god Damh of the Seelie Court.<br />
<br />
== Language ==<br />
<br />
Satyrs speak Sylvan and Common<br />
<br />
== Names ==<br />
<br />
Satyrs use Elf Names<br />
<br />
== Racial Traits ==<br />
<br />
</noinclude>* +2 [[SRD:Dexterity|Dexterity]], +2 [[SRD:Charisma|Charisma]].<br />
* ''[[SRD:Monstrous Humanoid Type|Monstrous Humanoid]]''<br />
* [[SRD:Medium|Medium]] size.<br />
* A satyr’s [[SRD:Base Land Speed|base land speed]] is 40 feet.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]''<br />
Satyrs have a +4 racial bonus on [[SRD:Hide Skill|Hide]], [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Perform Skill|Perform]], and [[SRD:Spot Skill|Spot]] checks.<br />
[[SRD:Feats|feats]]. A satyr receives [[SRD:Alertness|Alertness]] as a bonus [[SRD:Feats|feat]]. <br />
* +4 [[SRD:Natural Armor|natural armor]] bonus.<br />
* ''[[SRD:Natural Weapons|Natural Weapon]]:'' Head butt (1d8). A satyr’s head butt is its primary weapon even when employing [[SRD:Manufactured and Natural Weapon Fighting|manufactured and natural weapon fighting]]. Any manufactured weapons are considered secondary weapons.<br />
* ''Weapon and Armor Proficiency:'' A satyr is automatically proficient with the [[SRD:Shortbow|shortbow]] and all [[SRD:Weapons|simple weapons]].<br />
* ''[[SRD:Damage Reduction|Damage reduction]] ([[SRD:Su|Su]]):'' 5/[[SRD:Cold Iron|cold iron]].<br />
* ''Pipes ([[SRD:Su|Su]]):'' Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a [[SRD:Will Save|Will]] save or be affected by ''[[SRD:Charm Person|charm person]]'', ''[[SRD:Sleep|sleep]]'', or ''[[SRD:Fear (Spell)|fear]]'' ([[SRD:Caster Level|caster level]] 10th; the satyr chooses the tune and its effect).<p>In the hands of other beings, these pipes have no special [[SRD:Powers|powers]]. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.</p><br />
* ''[[SRD:Automatic Language|Automatic Language]]:'' Common, Sylvan. ''[[SRD:Bonus Language|Bonus Languages]]:'' Elven, Gnome, Undercommon,.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' [[SRD:Bard|Bard]].<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +0.<noinclude><br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Homebrow]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Satyrs,_Variant_(3.5e_Race)&diff=586965Satyrs, Variant (3.5e Race)2012-08-30T09:00:14Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=0<br />
|ecl=1<br />
|type=Monstrous Humanoid<br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Medium<br />
|favored_class=bard<br />
|desc=<br />
}}<br />
<br />
== Personality ==<br />
<br />
Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer may stumble on a woodland celebration, which will contain an equal number of dryads and fauns plus other woodland creatures and even centaurs. Strangers are welcomed only if they contribute some good food and drink, especially superior wines. Such wine can also be used to lure or bribe satyrs. If a group includes elves, they have a better chance of being welcomed.<br />
<br />
These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus a few valuables, and not a woodland creature (nor their tracks) to be found.<br />
<br />
== Physical Description ==<br />
<br />
Satyrs have the legs and horns of a goat, but otherwise look human<br />
<br />
== Relations ==<br />
<br />
They get along with rangers, druids, bards, elevs, gnomes and centaurs<br />
<br />
== Alignment ==<br />
<br />
Usually [[SRD:Chaotic Neutral|chaotic neutral]]<br />
<br />
== Lands ==<br />
<br />
They live mostly in large forests<br />
<br />
== Religen ==<br />
<br />
Most of them revere the god Damh of the Seelie Court.<br />
<br />
== Language ==<br />
<br />
Satyrs speak Sylvan and Common<br />
<br />
== Names ==<br />
<br />
Satyrs use Elf Names<br />
<br />
== Racial Traits ==<br />
<br />
</noinclude>* +2 [[SRD:Dexterity|Dexterity]], +2 [[SRD:Charisma|Charisma]].<br />
* ''[[SRD:Monstrous Humanoid Type|Monstrous Humanoid]]''<br />
* [[SRD:Medium|Medium]] size.<br />
* A satyr’s [[SRD:Base Land Speed|base land speed]] is 40 feet.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]''<br />
Satyrs have a +4 racial bonus on [[SRD:Hide Skill|Hide]], [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Perform Skill|Perform]], and [[SRD:Spot Skill|Spot]] checks.<br />
[[SRD:Feats|feats]]. A satyr receives [[SRD:Alertness|Alertness]] as a bonus [[SRD:Feats|feat]]. <br />
* +4 [[SRD:Natural Armor|natural armor]] bonus.<br />
* ''[[SRD:Natural Weapons|Natural Weapon]]:'' Head butt (1d8). A satyr’s head butt is its primary weapon even when employing [[SRD:Manufactured and Natural Weapon Fighting|manufactured and natural weapon fighting]]. Any manufactured weapons are considered secondary weapons.<br />
* ''Weapon and Armor Proficiency:'' A satyr is automatically proficient with the [[SRD:Shortbow|shortbow]] and all [[SRD:Weapons|simple weapons]].<br />
* ''[[SRD:Damage Reduction|Damage reduction]] ([[SRD:Su|Su]]):'' 5/[[SRD:Cold Iron|cold iron]].<br />
* ''Pipes ([[SRD:Su|Su]]):'' Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a [[SRD:Will Save|Will]] save or be affected by ''[[SRD:Charm Person|charm person]]'', ''[[SRD:Sleep|sleep]]'', or ''[[SRD:Fear (Spell)|fear]]'' ([[SRD:Caster Level|caster level]] 10th; the satyr chooses the tune and its effect).<p>In the hands of other beings, these pipes have no special [[SRD:Powers|powers]]. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.</p><br />
* ''[[SRD:Automatic Language|Automatic Language]]:'' Common, Sylvan. ''[[SRD:Bonus Language|Bonus Languages]]:'' Elven, Gnome, Undercommon,.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' [[SRD:Bard|Bard]].<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +2.<noinclude><br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Homebrow]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586959Elemental Caster (3.5e Class)2012-08-30T07:21:55Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Spontaneous Cast,Minor Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Elemental Companion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Absorb Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Redirect spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2|| +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost<br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame<br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape<br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball<br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment.<br />
<br />
Note: The number that Elemental Caster know is exactly like sorecer.<br />
The Spells per Day Number is exactly like (sorecer)-2<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586957Elemental Caster (3.5e Class)2012-08-30T07:21:24Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Spontaneous Cast,Minor Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Elemental Companion<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Absorb Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Redirect spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2|| +10 || +10 || +5<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost<br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame<br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape<br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball<br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment.<br />
<br />
Note: The number that Elemental Caster know is exactly like sorecer.<br />
The Spells per Day Number is exactly like (sorecer)-2<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586954Elemental Caster (3.5e Class)2012-08-30T07:17:25Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Spontaneous Cast,Minor Manipulate Elements<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Elemental Companion<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +3 || +3 || +1<br />
| class="left" | <br />
|7||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | <br />
|7||5||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +4 || +4 || +1<br />
| class="left" | Absorb Spells<br />
|7||5||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +5 || +5 || +2<br />
| class="left" | <br />
|7||5||3||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +5 || +5 || +2<br />
| class="left" | <br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +6 || +6 || +2<br />
| class="left" | <br />
|7||6||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +6 || +6 || +3<br />
| class="left" |<br />
|7||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +7 || +7 || +3<br />
| class="left" | Redirect spells<br />
|7||6||6||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8/+3 || +7 || +7 || +3<br />
| class="left" | <br />
|7||6||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" |<br />
|7||6||6||6||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9/+4 || +8 || +8 || +4<br />
| class="left" | <br />
|7||7||6||6||6||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10/+5 || +9 || +9 || +4<br />
| class="left" | <br />
|7||7||6||6||6||5||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11/+6/+1 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements<br />
|7||7||7||6||6||6||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12/+7/+2 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|7||7||7||6||6||6||5||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12/+7/+2|| +10 || +10 || +5<br />
| class="left" | <br />
|7||7||7||7||6||6||6||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13/+8/+3 || +11 || +11 || +6<br />
| class="left" | <br />
|7||7||7||7||6||6||6||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14/+9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|7||7||7||7||6||6||6||6||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15/+10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|7||7||7||7||6||6||6||6||5||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost<br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame<br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape<br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball<br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment.<br />
<br />
Note: The number that Elemental Caster know is exactly like sorecer.<br />
The Spells per Day Number is exactly like (sorecer)-2<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 10th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586953Elemental Caster (3.5e Class)2012-08-30T06:59:26Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Charisma is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +2 || +2 || +0<br />
| class="left" | Minor Manipulate Elements<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +3 || +3 || +0<br />
| class="left" | Spontaneous Cast, Elemental Companion<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +3 || +3 || +1<br />
| class="left" | <br />
|7||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +2 || +4 || +4 || +1<br />
| class="left" | <br />
|7||5||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +2 || +4 || +4 || +1<br />
| class="left" | Bonus Feat, Absorb Spells<br />
|7||5||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +3 || +5 || +5 || +2<br />
| class="left" | <br />
|7||5||3||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +3 || +5 || +5 || +2<br />
| class="left" | Redirect spells<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +4 || +6 || +6 || +2<br />
| class="left" | <br />
|7||6||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +6 || +6 || +3<br />
| class="left" |<br />
|7||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +7 || +7 || +3<br />
| class="left" | Bonus Feat<br />
|7||6||6||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +5 || +7 || +7 || +3<br />
| class="left" | <br />
|7||6||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +8 || +8 || +4<br />
| class="left" |<br />
|7||6||6||6||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +6/+1 || +8 || +8 || +4<br />
| class="left" | <br />
|7||7||6||6||6||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +9 || +9 || +4<br />
| class="left" | <br />
|7||7||6||6||6||5||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +7/+2 || +9 || +9 || +5<br />
| class="left" | Major Manipulate Elements, Bonus Feat<br />
|7||7||7||6||6||6||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +10 || +10 || +5<br />
| class="left" | Elemental Form<br />
|7||7||7||6||6||6||5||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +8/+3 || +10 || +10 || +5<br />
| class="left" | <br />
|7||7||7||7||6||6||6||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|7||7||7||7||6||6||6||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +11 || +11 || +6<br />
| class="left" | <br />
|7||7||7||7||6||6||6||6||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +12 || +12 || +6<br />
| class="left" | Elemental Mastery<br />
|7||7||7||7||6||6||6||6||5||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Nature(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a charisma equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their charisma modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost<br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame<br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape<br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball<br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment<br />
<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 2nd level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 7th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
'''{{#anc:Bonus Feats}}:''' Every 5th level (level 5, 10, 15), except level 20, the Elemental Caster may take a bonus feat from the metamagic list of feats.<br />
<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Elemental_Caster_(3.5e_Class)&diff=586951Elemental Caster (3.5e Class)2012-08-30T06:52:05Z<p>79.177.105.83: </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= First Draft<br />
|editing=<br />
|type= Decent caster who also help shape the battlefield<br />
|desc= A decent caster who helps shape the battlefield to the advantage of him and his group.<br />
}}<br />
<br />
== Elemental Caster ==<br />
<br />
Bending the elements to his whim, the elemental caster fits well into almost any group. Many elemental casters find themselves easily identifying with sorcerers or druids, sharing the love for power or nature with them. The difference, though, is that unlike the others, an elemental caster finds them both to be one and the same. Drawing from the elements, the elemental caster can, and often does, shape the course of the battle, and for that matter, the battlefield.<br />
<br />
Most of their lives are spent in the wilderness, making them slightly more tougher then the average spell caster. From a young age, an Elemental Caster seeks power, and the call of elements pulls them the strongest. This leads them to leave home and seek an area where all the elements are present. Many choose mountain lakes where they build permanent pyres so they can have a source of fire. Others spend most, if not all of their lives seeking out the most powerful elementals, learning from the smaller ones along the way.<br />
<br />
Martial studies are usually forgotten, except for the most basic self defense, as living in the wilderness can be dangerous. Most elemental casters end up as part of some adventuring party which is where they find the most joy.<br />
<br />
=== Making a Elemental Caster ===<br />
<br />
Though they have the ability to literally shape the area they fight in and can cast spells, they are very weak in actual combat.<br />
<br />
'''Abilities:''' Wisdom is important so the elemental caster can cast more spells per day, in the form of bonus spells. Constitution is also important, keeping him alive longer.<br />
<br />
'''Races:''' Although any race feels the call of the elements, those races closer to nature, like dwarfs or elves, are more likely to become elemental casters.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Starting Gold:''' 3d4x10 gp (75 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' As [[sorcerer]].<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +1 || +0 || +2<br />
| class="left" | Minor Manipulate Elements<br />
|5||3||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +0 || +1 || +0 || +2<br />
| class="left" | Spontaneous Cast, Elemental Companion<br />
|6||4||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +1 || +2 || +0 || +3<br />
| class="left" | <br />
|7||5||—||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +1 || +2 || +1 || +3<br />
| class="left" | <br />
|7||5||1||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +1 || +2 || +1 || +3<br />
| class="left" | Bonus Feat, Absorb Spells<br />
|7||5||2||—||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +1 || +3 || +1 || +3<br />
| class="left" | <br />
|7||5||3||1||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +2 || +3 || +2 || +4<br />
| class="left" | Redirect spells<br />
|7||5||4||2||—||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +3 || +3 || +2 || +4<br />
| class="left" | <br />
|7||6||5||3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +4 || +4 || +2 || +4<br />
| class="left" |<br />
|7||6||5||4||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +5 || +4 || +3 || +5<br />
| class="left" | Bonus Feat<br />
|7||6||6||5||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +6 || +5 || +3 || +5<br />
| class="left" | <br />
|7||6||6||5||4||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +6/+1 || +6 || +4 || +6<br />
| class="left" |<br />
|7||6||6||6||5||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +7/+1 || +6 || +5 || +6<br />
| class="left" | <br />
|7||7||6||6||6||4||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +7/+2 || +7 || +5 || +6<br />
| class="left" | <br />
|7||7||6||6||6||5||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +8/+2 || +7 || +5 || +7<br />
| class="left" | Major Manipulate Elements, Bonus Feat<br />
|7||7||7||6||6||6||4||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +8/+3 || +7 || +6 || +7<br />
| class="left" | Elemental Form<br />
|7||7||7||6||6||6||5||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +9/+3 || +8 || +6 || +7<br />
| class="left" | <br />
|7||7||7||7||6||6||6||4||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +9/+3 || +8 || +6 || +8<br />
| class="left" | <br />
|7||7||7||7||6||6||6||5||3||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +9/+4 || +8 || +7 || +8<br />
| class="left" | <br />
|7||7||7||7||6||6||6||6||4||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +10/+5 || +9 || +8 || +9<br />
| class="left" | Elemental Mastery<br />
|7||7||7||7||6||6||6||6||5||3<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (3 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
Climb(str), Concentration(con), Craft: Staves(Int), Heal(wis), Knowledge: Elements(Int), Knowledge: The Planes(Int), Ride(dex), Spellcraft(Int), Survival(wis).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Elemental Caster.<br />
<br />
'''Weapon and Armor Proficiency:''' Elemental casters are proficient with light armor only, due to living a harsh life in the wilderness, though they still must take any spell failure. They are also proficient with the dagger, quarterstaff, short and long swords, and sling.<br />
<br />
'''{{#anc:Spells}}:''' Elemental Casters can choose any spell from the following spell to cast from a level they have access to at anytime, i.e. they know all spells in that level. To gain access to spells from a level the Elemental caster must have a wisdom equal to 10+ the spell level. The dc for resisting a spell cast by the Elemental casters is 10+ the spell level+ half their wisdom modifier. Elemental Casters choose their spells from the following list:<br />
<br />
0&mdash; Dancing lights, flare, light, nature's hand(as mage hand), create water, ray of frost<br />
<br />
1st&mdash; Magic stone, burning hands, entangle, endure elements, obscuring mist, faerie fire, good berry, produce flame<br />
<br />
2nd&mdash; Darkness, pyrotechnics, whisper wind, wind wall, soften earth & stone, barkskin, fog cloud, fire trap, flaming sphere, gust of wind, tree shape, wood shape<br />
<br />
3rd&mdash; Daylight, continual flame, searing light, stone shape, water breathing, water walk, plant growth, meld into stone, command plants, diminish plants, fireball<br />
<br />
4th&mdash; Speak with plants, control water, air walk, spike stones, wall of fire, fire shield, flame strike, ice storm, commune with nature, tree stride, stone skin, solid fog, wall of ice <br />
<br />
5th&mdash; Control winds, wall of stone, wall of thorns, cone of cold, transmute mud to rock, transmute rock to mud<br />
<br />
6th&mdash; Animate plants, wind walk, chain lightning, fire seeds, repel wood, spell staff, live oak, otilukes freezing sphere, stone to flesh, move earth<br />
<br />
7th&mdash; Control weather, earth quake, fire storm, sun beam, transmute metal to wood, delayed blast fireball<br />
<br />
8th&mdash; Whirlwind, incendiary cloud, control plants, sunburst, repel metal or stone, polar ray<br />
<br />
9th&mdash; Storm of vengeance, elemental swarm (any element), shambler, inprisonment<br />
<br />
<br />
<br />
'''''{{#anc:Minor Manipulate Elements}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At first level the Elemental Caster gains the ability to manipulate an element once per day per level, up to 5 times a day. The Elemental Caster, using this ability, can make small hills or valleys, make a fire grow to one and a half it's size or shrink to half it's size, make water rise or fall up to 10ft, still a small wind or cause a small gust of wind or grow or kill 5 square feet of crops or d6 hd of plant creatures.<br />
<br />
'''{{#anc:Elemental companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Elemental Caster at 2nd level gains an Small Elemental companion of the element of their choosing. Use the standard template from the monster manual for the stats on the elemental. Also, the Elemental Caster gains a 10% bonus to all spells and elemental manipulation of the same element as the chosen elemental. This bonus increases by 5% as the elemental grows, i.e. 15% for medium, 20% for large. The elemental grows one size up to large at levels 5 and 10.<br />
<br />
'''''{{#anc:Spontaneous Cast}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 2nd level the Elemental caster gains the ability to spontaneous cast one spell per day per level, up to 4 times a day, spontaneously. To do this, the Elemental caster must pick one spell and "prepare it" as a wizard would their spells. The "prepared" spell must be used that day or else it will be lost. <br />
<br />
'''''{{#anc:Absorb Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 5th level the elemental caster gains the ability to absorb one spell per day per level, starting at 5th, up to 3, cast upon them. This does not apply to Area of effect spells. The Elemental Caster takes half damage, rounded up, from the spell and recharges one spell per day of the level equal to the absorbed spell. The recharge cannot happen more then once per day.<br />
<br />
'''''{{#anc:Redirect Spell}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 7th level the Elemental Caster gains the ability to redirect a spell cast upon them once per day per level, starting at 7th level, up to 3, at a different target. This has no affect on area of effect spells or cone spells. The Elemental Caster still takes half damage from the spell.<br />
<br />
'''''{{#anc:Major Manipulate Element}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 15th level, the ability to manipulate elements becomes stronger. Following the same rules as Minor Manipulate Elements, the Elemental Caster gains the ability to make large hills or valleys, grow or kill 20 square feet of crops or affect d10 hd of plant creatures, raise or lower water up to 40ft, stop a strong wind or cause a strong gust of wind or cause a fire to grow up to 3 times it's size or snuff it completely.<br />
<br />
'''''{{#anc:Elemental Form}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level the Elemental Caster has spent enough time manipulating elements that they can alter their body to an element type. Once per day the elemental caster can take on the traits of one element, either earth, fire, air, water. The change lasts 2 minutes per level. While in an elemental form the Elemental caster can only cast spells of that element. The traits of each element follows... Earth: the elemental caster gains a 25% damage reduction and can no longer be knocked prone but is reduced to one quarter speed. Fire: All attacks made by the Elemental Caster deal an additional 2d4 points of damage but cannot use any equipment. Air: The Elemental Caster gains +10 to their AC, though they can deal no damage while in this form. Water: The Elemental caster gains water breathing, and a +5 bonus to ac but deal half damage in this form.<br />
<br />
'''''{{#anc:Elemental Mastery}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level the Elemental Caster becomes a master of one element. All spells of that element are capable of dealing double damage OR being cast as a quickened spell with out counting the spell as one level higher. This can only be done twice per day per level, with a maximum of 10 times per day.<br />
<br />
'''{{#anc:Bonus Feats}}:''' Every 5th level (level 5, 10, 15), except level 20, the Elemental Caster may take a bonus feat from the metamagic list of feats.<br />
<br />
<br />
==== Epic Elemental Caster ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Elemental Caster}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Bonus Feat<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | Elemental Ascension, Bonus Feat <br />
|-<br />
| colspan="42" class="skill" |<br />
3 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Elemental Ascension:''' The Elemental Caster gains ultimate control over a single element, manipulating it at will and allowing their body to permanently taking on that element's traits. The traits will be the same as Elemental Form, just permanent. Upon choosing an element to ascend to, the caster can no longer cast spells from other elements. Spells of the element they choose are treated as having the maximize spell, enlarge spell, and widen spell feats, with out the requirements for casting the spell at a higher level. <br />
<br />
==== Sample Half-Elf Elemental Caster Starting Package ====<br />
<br />
'''Weapons:''' Short Sword, Sling, Bullets, sling (30)<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" | Climb || 4 || Str || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge: Elements || 4 || Int || "&mdash;"<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Survival || 4 || Wis || "&mdash;"<br />
|}<br />
<br />
'''Feat:''' Combat Casting.<br />
<br />
'''Gear:''' Padded Armor, Backpack (empty), Bedroll, 3 days firewood, fishing net, flint and steel, 3 days trail rations, 50ft hempen rope, water skin, whet stone.<br />
<br />
'''Gold:''' 30 gp<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Elemental Caster ====<br />
<br />
'''Religion:''' Though they don't place much stock in religion, many of the Elemental Casters tend to worship Obad-hai due to his close ties to the elements..<br />
<br />
'''Other Classes:''' Elemental Casters find friends in druids and rangers due to their tie to nature. Sorcerers and wizards provide rivals, friendly or otherwise, due to their pursuit of power. Rogues, Clerics, Bards, and Fighters mean little to the Elemental caster though they have their uses. Barbarians are the only class they view with hatred, for they tend to be too destructive for their own good.<br />
<br />
'''Combat:''' Elemental Casters benefit from being in the back of combat until later levels.<br />
<br />
'''Advancement:''' An Elemental Caster may wish to take extra feats that may improve weapon skills or their spell casting ability. If wanting to multi-class taking a combat class may be prudent, allowing the Elemental Caster to get closer to combat to fight.<br />
<br />
==== Elemental Caster's in the World ====<br />
<br />
{{quote|Fire, Water, Earth, Air. They all have their uses but in the end... all must yield to man.|orig=Lucius, Human Elemental Caster}}<br />
<br />
Though on the outskirts of society, Elemental Casters are valuable to all and most of the time are recruited by many cities and states to help build their cities quicker. They are also used to shape the face of a battlefield. <br />
<br />
'''Daily Life:''' Many Elemental Casters prefer to spend most of their time in the wilderness honing their skills with elements. When on adventures with others, they tend to be the ones who seek out knowledge from books.<br />
<br />
'''Notables:''' Lucius, the first human elemental caster to ascend.<br />
<br />
'''Organizations:''' Though they have no formal guild or order, Elemental Casters do have a circle of elders that pass down rules or regulations for other Elemental casters to follow. There are 4 elders, each ascended to one of the 4 elements.<br />
<br />
'''NPC Reactions:''' Many NPCs will react to the elemental caster as they would a ranger or druid.<br />
<br />
==== Elemental Caster Lore ====<br />
<br />
Characters with ranks in Knowledge: Nature or Knowledge: Elements can research Elemental Casters 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: Nature or Elements<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | There are rumors of gods in elemental form walking the earth.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | The rumors of gods are false. There are men capable of altering some elements as they see fit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | There are a few, very powerful Elemental Casters who can become the elements themselves.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | There are four elders that the elemental casters follow, who are so powerful that they are permanently in tune with their element.<br />
|}<br />
<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Combat-Focused]]<br />
[[Category:Skilled]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Strong Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Divine Spellcasting]]<br />
[[Category:Prepared Spellcasting]]<br />
[[Category:Spontaneous Spellcasting]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Satyrs,_Variant_(3.5e_Race)&diff=586868Satyrs, Variant (3.5e Race)2012-08-29T19:00:47Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=2<br />
|ecl=3<br />
|type=Monstrous Humanoid<br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Medium<br />
|favored_class=bard<br />
|desc=<br />
}}<br />
<br />
== Personality ==<br />
<br />
Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer may stumble on a woodland celebration, which will contain an equal number of dryads and fauns plus other woodland creatures and even centaurs. Strangers are welcomed only if they contribute some good food and drink, especially superior wines. Such wine can also be used to lure or bribe satyrs. If a group includes elves, they have a better chance of being welcomed.<br />
<br />
These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus a few valuables, and not a woodland creature (nor their tracks) to be found.<br />
<br />
== Physical Description ==<br />
<br />
Satyrs have the legs and horns of a goat, but otherwise look human<br />
<br />
== Relations ==<br />
<br />
They get along with rangers, druids, bards, elevs, gnomes and centaurs<br />
<br />
== Alignment ==<br />
<br />
Usually [[SRD:Chaotic Neutral|chaotic neutral]]<br />
<br />
== Lands ==<br />
<br />
They live mostly in large forests<br />
<br />
== Religen ==<br />
<br />
Most of them revere the god Damh of the Seelie Court.<br />
<br />
== Language ==<br />
<br />
Satyrs speak Sylvan and Common<br />
<br />
== Names ==<br />
<br />
Satyrs use Elf Names<br />
<br />
== Racial Traits ==<br />
<br />
</noinclude>* +2 [[SRD:Dexterity|Dexterity]], +2 [[SRD:Charisma|Charisma]].<br />
* ''[[SRD:Monstrous Humanoid Type|Monstrous Humanoid]]''<br />
* [[SRD:Medium|Medium]] size.<br />
* A satyr’s [[SRD:Base Land Speed|base land speed]] is 40 feet.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]''<br />
Satyrs have a +4 racial bonus on [[SRD:Hide Skill|Hide]], [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Perform Skill|Perform]], and [[SRD:Spot Skill|Spot]] checks.<br />
[[SRD:Feats|feats]]. A satyr receives [[SRD:Alertness|Alertness]] as a bonus [[SRD:Feats|feat]]. <br />
* +4 [[SRD:Natural Armor|natural armor]] bonus.<br />
* ''[[SRD:Natural Weapons|Natural Weapon]]:'' Head butt (1d8). A satyr’s head butt is its primary weapon even when employing [[SRD:Manufactured and Natural Weapon Fighting|manufactured and natural weapon fighting]]. Any manufactured weapons are considered secondary weapons.<br />
* ''Weapon and Armor Proficiency:'' A satyr is automatically proficient with the [[SRD:Shortbow|shortbow]] and all [[SRD:Weapons|simple weapons]].<br />
* ''[[SRD:Damage Reduction|Damage reduction]] ([[SRD:Su|Su]]):'' 5/[[SRD:Cold Iron|cold iron]].<br />
* ''Pipes ([[SRD:Su|Su]]):'' Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a [[SRD:Will Save|Will]] save or be affected by ''[[SRD:Charm Person|charm person]]'', ''[[SRD:Sleep|sleep]]'', or ''[[SRD:Fear (Spell)|fear]]'' ([[SRD:Caster Level|caster level]] 10th; the satyr chooses the tune and its effect).<p>In the hands of other beings, these pipes have no special [[SRD:Powers|powers]]. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.</p><br />
* ''[[SRD:Automatic Language|Automatic Language]]:'' Common, Sylvan. ''[[SRD:Bonus Language|Bonus Languages]]:'' Elven, Gnome, Undercommon,.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' [[SRD:Bard|Bard]].<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +2.<noinclude><br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Homebrow]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Satyrs,_Variant_(3.5e_Race)&diff=586867Satyrs, Variant (3.5e Race)2012-08-29T18:59:40Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Pick (Small, Medium, Large, Huge, etc)-><br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
= <!-- The name of your race. Make sure it's in plural form --> =<br />
<br />
== Personality ==<br />
<br />
Satyrs are interested only in sport: frolicking, piping, chasing wood nymphs, and other pleasures. They resent intrusions and drive away any creature that offends them. A lucky wanderer may stumble on a woodland celebration, which will contain an equal number of dryads and fauns plus other woodland creatures and even centaurs. Strangers are welcomed only if they contribute some good food and drink, especially superior wines. Such wine can also be used to lure or bribe satyrs. If a group includes elves, they have a better chance of being welcomed.<br />
<br />
These celebrations last all night in warm months, with newcomers waking up the next morning with massive headaches, minus a few valuables, and not a woodland creature (nor their tracks) to be found.<br />
<br />
== Physical Description ==<br />
<br />
Satyrs have the legs and horns of a goat, but otherwise look human<br />
<br />
== Relations ==<br />
<br />
They get along with rangers, druids, bards, elevs, gnomes and centaurs<br />
<br />
== Alignment ==<br />
<br />
Usually [[SRD:Chaotic Neutral|chaotic neutral]]<br />
<br />
== Lands ==<br />
<br />
They live mostly in large forests<br />
<br />
== Religen ==<br />
<br />
Most of them revere the god Damh of the Seelie Court.<br />
<br />
== Language ==<br />
<br />
Satyrs speak Sylvan and Common<br />
<br />
== Names ==<br />
<br />
Satyrs use Elf Names<br />
<br />
== Racial Traits ==<br />
<br />
</noinclude>* +2 [[SRD:Dexterity|Dexterity]], +2 [[SRD:Charisma|Charisma]].<br />
* ''[[SRD:Monstrous Humanoid Type|Monstrous Humanoid]]''<br />
* [[SRD:Medium|Medium]] size.<br />
* A satyr’s [[SRD:Base Land Speed|base land speed]] is 40 feet.<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]''<br />
Satyrs have a +4 racial bonus on [[SRD:Hide Skill|Hide]], [[SRD:Listen Skill|Listen]], [[SRD:Move Silently Skill|Move Silently]], [[SRD:Perform Skill|Perform]], and [[SRD:Spot Skill|Spot]] checks.<br />
[[SRD:Feats|feats]]. A satyr receives [[SRD:Alertness|Alertness]] as a bonus [[SRD:Feats|feat]]. <br />
* +4 [[SRD:Natural Armor|natural armor]] bonus.<br />
* ''[[SRD:Natural Weapons|Natural Weapon]]:'' Head butt (1d8). A satyr’s head butt is its primary weapon even when employing [[SRD:Manufactured and Natural Weapon Fighting|manufactured and natural weapon fighting]]. Any manufactured weapons are considered secondary weapons.<br />
* ''Weapon and Armor Proficiency:'' A satyr is automatically proficient with the [[SRD:Shortbow|shortbow]] and all [[SRD:Weapons|simple weapons]].<br />
* ''[[SRD:Damage Reduction|Damage reduction]] ([[SRD:Su|Su]]):'' 5/[[SRD:Cold Iron|cold iron]].<br />
* ''Pipes ([[SRD:Su|Su]]):'' Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a [[SRD:Will Save|Will]] save or be affected by ''[[SRD:Charm Person|charm person]]'', ''[[SRD:Sleep|sleep]]'', or ''[[SRD:Fear (Spell)|fear]]'' ([[SRD:Caster Level|caster level]] 10th; the satyr chooses the tune and its effect).<p>In the hands of other beings, these pipes have no special [[SRD:Powers|powers]]. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.</p><br />
* ''[[SRD:Automatic Language|Automatic Language]]:'' Common, Sylvan. ''[[SRD:Bonus Language|Bonus Languages]]:'' Elven, Gnome, Undercommon,.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' [[SRD:Bard|Bard]].<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +2.<noinclude><br />
<br />
== Vital Statistics ==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| <!-- base starting age --> years || +<!-- age modifier for simple classes (i.e. Barbarian, Rogue, and Sorcerer) --> || +<!-- age modifier for moderate classes (i.e. Bard, Fighter, Paladin, and Ranger) --> || +<!-- age modifier for complex classes (i.e. Cleric, Druid, Monk, and Wizard) --><br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| <!-- starting age for middle age --> years || <!-- starting age for old age --> years || <!-- starting age for venerable age --> years || +<!-- max age --> years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || <!-- male base feet height -->' <!-- inches -->" || +<!-- male height modifier --> || <!-- male base weight --> lb. || &times; (<!-- male weight modifier -->) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || <!-- female base feet height -->' <!-- inches -->" || +<!-- female height modifier --> || <!-- female base weight --> lb. || &times; (<!-- female weight modifier -->) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Homebrow]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA2]]<br />
[[Category:ECL3]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Rravenfolks_(3.5e_Race)&diff=586806Rravenfolks (3.5e Race)2012-08-29T09:00:31Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=1<br />
|ecl=2<br />
|type=Humanoid<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=As Human.<br />
}}<br />
<br />
= Arrowfolks =<br />
<br />
== Personality ==<br />
<br />
The Arrowfolks are peaceful race and try to avoid fighting. Fighters, Rangers are rare<br />
<br />
== Alignment==<br />
<br />
Often [[SRD:Neutral|True Neutral]]. <br />
<br />
== Physical Description ==<br />
<br />
Most young boys to be trained as monks have shaven heads, while monk elders grow beards and mustaches; they had the longest and most prominent facial hair of any nation. Female monks do not fully shave their heads, just their foreheads so their arrow is visible. It has been shown that when not shaven, Most of the arrowfolks have black or brown hair and blue or brown eyes.<br />
<br />
Arrowfolks who have attained a level of mastery in the art are marked with arrow tattoos.<br />
<br />
A primary arrow tattoo is placed on their shaven head that extends down their back, along with four others, one on each limb that terminates in an arrowhead at the hands and feet. <br />
<br />
== Racial Traits ==<br />
<br />
* +2 Dex, -2 Con, +2 wis<br />
* Arrowfolks base land speed is 40Ft<br />
* Stonecunning: This ability grants Arrowfolks a +2 racial bonus on Search checks to notice unusual stonework. An arrowfolk who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. An arrowfolk can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. <br />
* [[SRD:Spell-Like Ability|Spell-Like Abilities]]: 1/day—''[[SRD:Speak with Animals|speak with animals]]'' (burrowing mammal only, duration 1 minute). An arrowfolk with a [[SRD:Charisma|Charisma]] score of at least 10 also has the following [[SRD:Spell-Like Ability|spell-like abilities]]: 1/day—''[[SRD:Dancing Lights|dancing lights]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Prestidigitation|prestidigitation]].'' [[SRD:Caster Level|Caster level]] 1st; save [[SRD:DC|DC]] 10 + arrowfolk’s [[SRD:Charisma|Cha]] modifier + [[SRD:Spell Level|spell level]].<br />
* +2 racial bonus on [[SRD:Saving Throw|saving throws]] against illusions.<br />
* Add +1 to the [[SRD:DC|Difficulty Class]] for all [[SRD:Saving Throw|saving throws]] against [[SRD:Illusion School|illusion spells]]. This adjustment stacks with those from similar effects, such as the [[SRD:Spell Focus|Spell Focus]] [[SRD:Feats|feat]].<br />
* +2 racial bonus on [[SRD:Listen Skill|Listen]] checks.<br />
* +2 racial bonus on [[SRD:Craft Skill|Craft]] (alchemy) checks.<br />
* Pass without Trace (Su): A arrowfolk has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the arrowfolk’s class levels. <br />
* [[Automatic Languages]]: Common [[Bonus Languages]]: Any. <br />
* [[Favored Class]]: [[Psion]]<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Ghoul,_Keran_(3.5e_Template)&diff=586800Ghoul, Keran (3.5e Template)2012-08-29T08:43:04Z<p>79.177.105.83: </p>
<hr />
<div>{| align="right"<br />
| __TOC__<br />
|}<br />
== Ghoul ==<br />
<br />
[[3e Summary::A humanoid which feasted upon the flesh of a ghoul or been afflicted with Ghoul Fever.]]<br />
<br />
Upon turning into a Ghoul a creatures flesh goes pale, it loses all its hair, its eyes turn blood shot, and all its senses are empowered. Its hands become claws and there teeth can tear a chunk out of even the most armored warriors.<br />
<br />
=== Sample Ghoul ===<br />
<br />
Here is a sample Ghoul using a level two Threat Karmainian as the base creature.<br />
<br />
{{3.5e Creature<br />
| creature=<br />
| style=<br />
| size=Medium | type=[[SRD:Undead Type|Undead]] (Unliving)<br />
| hd=2d12 | hp=13<br />
| init=+0<br />
| speed=30 ft. (6 squares)<br />
| ac=14 (+1 [[SRD:Dexterity|Dex]], +3 natural) | touch=11 | flat=13<br />
| bab=+2 | grapple=+3<br />
| at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]])<br />
| full_at=Bite +3 melee (1d6+1 plus [[SRD:Paralysis|paralysis]]) and 2 claws +1 melee (1d3 plus [[SRD:Paralysis|paralysis]])<br />
| space=5 ft. | reach=5 ft.<br />
| sa=Ghoul Fever, Mighty Blow 4/Day, Paralysis<br />
| sq=[[SRD:Darkvision|Darkvision]] 60 ft., Fearless, Numb +1, scent, +2 [[SRD:Turn Resistance|turn resistance]]<br />
| fort=+4 | ref=+4 | will=-1<br />
| str=13| dex=13| con=-| int=10| wis=9 | cha=8<br />
| skills=[[SRD:Climb Skill|Climb]] +5, [[SRD:Hide Skill|Hide]] +5, [[SRD:Jump Skill|Jump]] +5, [[SRD:Listen Skill|Listen]] +2,[[SRD:Move Silently Skill|Move Silently]] +5, [[SRD:Search Skill|Search]] +2, [[SRD:Sense Motive Skill|Sense Motive]] +2, [[SRD:Spot Skill|Spot]] +5<br />
| feats=[[SRD:Multiattack|Multiattack]]<br />
| env=Any<br />
| org=Solitary, gang (2–4), or pack (7–12)<br />
| cr=1<br />
| treas=None<br />
| align=Usually [[SRD:Chaotic Evil|chaotic evil]]<br />
| adv=3 [[SRD:Hit Dice|HD]] (Medium)<br />
| la=—<br />
}}<br />
<br />
'''Fearless ([[Ex|Ex]]):''' This ghoul doesn't flinch and is never scared, no matter what they are faced with. This Ghoul is immune to all fear effects. <br />
<br />
'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.<br />
<br />
An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. <br />
<br />
'''Mighty Blow ([[Ex|Ex]]):''' Four times per day, this ghoul may declare any single melee attack he makes to be a 'mighty blow'. A mighty blow is treated as a normal attack in all respects, except for the fact that it deals untyped bonus damage equal to the ghouls Strength modifier, this bonus damage stacks with the normal damage that would be derived from the threats Strength score. This ghoul may declare multiple attacks in a single round as mighty blows, but he cannot gain the benifit of a mighty blow more than once on a single attack. <br />
<br />
'''Numb ([[Ex|Ex]]):''' As this Ghoul grows more accustomed to battle, he begins to grow unfeeling, and numb to the things that seek to kill him. This Ghoul gains a +1 resistance bonus to his Fortitude save and a +1 enhancement bonus to his natural armor. These bonuses are already added to the statistic block. <br />
<br />
'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.<br />
<br />
=== Creating a Ghoul ===<br />
<br />
"Ghoul" is an acquired template that can be added to any Humanoid, or Monstrous Humanoid creature (refered to hereafter as the base creature).<br />
<br />
A Ghoul has all the base creature's statistics and special abilities except as noted here.<br />
<br />
==== Size and Type ====<br />
<br />
The creature’s type changes to undead and gains the Unliving subtype. Do not recalculate base attack bonus, saves, or skill points gained by class levels. Size is unchanged. <br />
<br />
==== Hit Dice ====<br />
<br />
Increase racial Hit Dice are changed to d12s.<br />
<br />
==== Armor Class ====<br />
<br />
A ghoul has a +2 natural armor bonus to Armor Class, or the base creature’s natural armor bonus, whichever is better. <br />
<br />
==== Attack ====<br />
<br />
A ghoul gains a primary bite attack and two secondary claw attacks, unless the base creature already has a Bite attack or Claw attacks. <br />
<br />
==== Full Attack ====<br />
<br />
A Ghoul fighting without weapons uses its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite as a natural secondary attack.<br />
<br />
==== Damage ====<br />
<br />
The Bite Attack gained by a Ghoul deals either 1d6 damage (if medium sized) or 1d4 (if small sized). The Claw attack gained by a Ghoul deals either 1d3 damage (if medium sized) or 1d2 (if small sized). <br />
<br />
==== Special Attacks ====<br />
<br />
A ghoul retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 ghoul’s HD + ghoul’s Cha modifier unless otherwise noted. <br />
<br />
'''Ghoul Fever ([[SRD:Su|Su]]):''' Disease—bite or ingestion, [[SRD:Saving Throw|Fortitude]] [[SRD:DC|DC]] 12, incubation period 1 day, damage 1d3 [[SRD:Constitution|Con]] and 1d3 [[SRD:Dexterity|Dex]]. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.<br />
<br />
An afflicted [[SRD:Humanoid Type|humanoid]] who dies of ghoul fever rises as a ghoul at the next midnight. A [[SRD:Humanoid Type|humanoid]] who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. <br />
<br />
'''[[SRD:Paralysis|Paralysis]] ([[SRD:Ex|Ex]]):''' Those hit by a ghoul’s bite or claw attack must succeed on a [[SRD:DC|DC]] 12 [[SRD:Saving Throw|Fortitude save]] or be [[SRD:Paralyzed|paralyzed]] for 1d4+1 rounds. The save [[SRD:DC|DC]] is [[SRD:Charisma|Charisma]]-based.<br />
<br />
==== Special Qualities ====<br />
<br />
A lich retains all the base creature’s special qualities and gains those described below. <br />
<br />
'''Darkvision(Ex):''' A Ghoul gains Darkvision out to 60ft. <br />
<br />
'''Hunter of the Night (Su):''' A ghoul with 5 or more HD gains fast healing 2 as long as he is in shadowy illumination or darkness.<br />
<br />
'''Scent (Ex):''' A Ghoul gains the scent ability.<br />
<br />
'''Turn Resistance (Ex):''' A Ghoul has +2 turn resistance.<br />
<br />
==== Abilities ====<br />
<br />
Ability scores remain the same.<br />
<br />
==== Skills ====<br />
<br />
Ghouls have a +2 racial bonus on Listen, Search, Sense Motive, and Spot checks per 5 HD, if a Ghoul has less than 5 HD the bonuses are still +2. Otherwise same as the base creature. <br />
<br />
==== Challenge Rating ====<br />
<br />
Same as the base creature + 1. <br />
<br />
==== Treasure ====<br />
<br />
Standard Goods.<br />
<br />
==== Advancement ====<br />
<br />
By character class. <br />
<br />
==== Level Adjustment ====<br />
<br />
Same as the base creature +1.<br />
<br />
----<br />
{{Blades Of Keran Footer}}<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:Blades Of Keran]]<br />
[[Category:User]]<br />
[[Category:Template]]<br />
[[Category:Undead Type]]<br />
[[Category:Unliving Subtype]]<br />
[[Category:LA1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Classes_(Keran_Supplement)&diff=586788Classes (Keran Supplement)2012-08-29T08:18:50Z<p>79.177.105.83: </p>
<hr />
<div>{{:Blades Of Keran (DnD Campaign Setting)/Menu}}<br />
<div style="width: 87%"><br />
==Class Selection==<br />
<br />
Only the classes listed here are found within the world of Keran. <br />
<br />
==={{#anc:Classes}}===<br />
<br />
{| class="sortable d20" style="text-align: left;"<br />
!Class<br />
!Description<br />
!PC Class or NPC Class<br />
!Homebrew or SRD<br />
|-<br />
| [[SRD:Adept|Adept]] || A Mage who merely dabbles in magic || NPC || SRD<br />
|-<br />
| [[SRD:Aristocrat|Aristocrat]] || A Noble of society || NPC || SRD<br />
|-<br />
| [[Barbarian, Keran (3.5e Class)|Barbarian]] || A wild warrior who has a spiritual bond with an animal|| PC || Homebrew<br />
|-<br />
| [[Bard, Keran (3.5e Class)|Bard]] || A performer who can weave magic through thier art|| PC || Homebrew<br />
|-<br />
| [[Binder (Keran)|Binder]] || A mage who can warp souls to his will || PC || Homebrew<br />
|-<br />
| [[Cleric, Keran (3.5e Class)|Cleric]] || A priest who channels divine power || PC || -<br />
|-<br />
| [[SRD:Commoner|Commoner]] || A peasant || NPC || SRD<br />
|-<br />
| [[Daring Outlaw (3.5e Class)|Daring Outlaw]] || A lucky and stealthy trickster || PC || -<br />
|-<br />
| [[Druid, Keran (3.5e Class)|Druid]] || A priest who channels primal energy || PC || -<br />
|-<br />
| [[SRD:Expert|Expert]] || A skilled person || NPC || SRD<br />
|-<br />
| [[SRD:Fighter, Keran (3.5e Class)|Fighter]] || A Warrior || PC || -<br />
|-<br />
| [[Paladin (Keran)|Paladin]] || A Divine warrior || PC || Homebrew<br />
|-<br />
| [[Necromaster (3.5e Class)|Necromaster]] || A necromancer who commands the dead || PC || -<br />
|-<br />
| [[Ranger, Keran (3.5e Class)|Ranger]] || A swift warrior of the wilds || PC || Homebrew<br />
|-<br />
| [[SRD:Rogue|Rogue]] || A stealthy thief || PC || SRD<br />
|-<br />
| [[Sorcerer, Keran (3.5e Class)|Sorcerer]] || A mage who gains power from their blood || PC || -<br />
|-<br />
| [[Warlock (Keran)|Warlock]] || A mage who gained power through a pact with Outsiders || PC || Homebrew<br />
|-<br />
| [[Wizard, Keran (3.5e Class)|Wizard]] || An intelligent mage who understands magic || PC || -<br />
|}<br />
<br />
==Prestige Selection==<br />
<br />
All the Prestige classes listed here are found within the world of Keran and represent part of Organizations. <br />
<br />
==={{#anc:Classes}}===<br />
<br />
{| class="sortable d20" style="text-align: left;"<br />
!Class<br />
!Description<br />
|-<br />
| [[Animancer of Matic (3.5e Prestige Class)|Animancer of Matic]] || A group of Necromancer's which try to master Positive Energy under Matic's Teachings<br />
|- <br />
| [[Assassin, Keran (3.5e Prestige Class)|Assassin, Keran]] || A cold killer of the night who uses stealth to assassinate his quarry<br />
|-<br />
| [[Blackguard, Keran (3.5e Prestie Class)|Blackguard, Keran]] || A divine warrior of the gods of Evil.<br />
|-<br />
| [[Boneclaw Vindicator (3.5e Prestige Class)|Boneclaw Vindicator]] || Bone Manipulating Guardians Of Boneclaw<br />
|-<br />
| [[Crown Arcanist (3.5e Prestige Class)|Crown Arcanist]] || Mages which have conjurgated in search of knowledge<br />
|-<br />
| [[Disciple of the Royal Blood (3.5e Prestige Class)|Disciple of the Royal Blood]] || People which tap into their Blood to manifest as a powerful being<br />
|-<br />
| [[SRD:Dwarven Defender|Dwarven Defender]] || Dwarves which are masters at holding the line<br />
|-<br />
| [[Eldritch Knight, Keran (3.5e Prestige Class)|Eldritch Knight]] || A warrior with magical skill you combines his powers to great effect<br />
|-<br />
| [[Estikarn Seeker (3.5e Prestige Class)|Estikarn Seeker]] || Elven Rider's of Monstrous Spiders which search for rogue [[Elves, True (3.5e Race)|Newesti]]<br />
|-<br />
| [[Golem Forger of the Duzites (3.5e Prestige Class)|Golem Forger of the Durzites]] || An Order dedicated to the Binding of Souls into Constructs<br />
|-<br />
| [[Hands Of Nihlus (3.5e Prestige Class)|Hands of Nihlus]] || A Order of Assassin's that do the binding of the Divines of Death<br />
|-<br />
| [[Karmainian Knight (3.5e Prestige Class)|Karmainian Knight]] ||A Noble Knight of North Karma<br />
|-<br />
| [[Master Of The Old Ways (3.5e Prestige Class)|Master Of The Old Ways]] ||A mage the learns and casts ancient Kylanth Magic<br />
|-<br />
| [[Mechanist Of the Lost City (3.5e Prestige Class)|Mechanist Of the Lost City]] ||An organisation dedicated to the making of inventions<br />
|-<br />
| [[Sumran Dune Mage(3.5e Prestige Class)|Sumran Shaper]] || A warrior mage from Sumra which is a master of Sand Magic<br />
|-<br />
| [[Walker's of the Pale (3.5e Prestige Class)|Walker's Of the Pale]] || A group of Necromancer's which try to master Negative Energy<br />
|}<br />
<br />
</div><br />
----<br />
{{Blades Of Keran Footer}}</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Hydrafolk_(3.5e_Race)&diff=586616Hydrafolk (3.5e Race)2012-08-28T16:35:04Z<p>79.177.105.83: </p>
<hr />
<div>{{Adopted Article<br />
|adopter_name=Axaj<br />
|date_adopted=5/10/09<br />
|status=In Dev<br />
}}<br />
{{x0<br />
|la=+3<br />
|ecl=4<br />
|type=Monstrous Humanoid<br />
|ability_adjust=+2 Str, Con, &minus;2 Int, Cha<br />
|size=Large<br />
|favored_class=Fighter<br />
|desc=An abomination that was supposedly created by an insane wizard.<br />
}}<br />
<br />
=Hydrafolks=<br />
<br />
==Personality==<br />
<br />
Often aloof and very private about their personal lives and are solemn and solitary. However, when under the influence of alcohol they become very rowdy.<br />
<br />
==Physical Description==<br />
<br />
Often about as tall as an ogre. Otherwise, they appear much like a humanoid 1-headed hydra.<br />
<br />
==Relations==<br />
<br />
They are often shunned by members of other races, so they try to remain solitary.<br />
<br />
==Alignment==<br />
<br />
Often Neutral.<br />
<br />
==Lands==<br />
<br />
Solitary, moderate temperature places.<br />
<br />
==Religion==<br />
<br />
Hydrafolks rarely devote themselves to one particular deity, but those that do don't seem to have a specific pattern for choosing.<br />
<br />
==Language==<br />
<br />
Common and Abyssal.<br />
<br />
==Names==<br />
<br />
Same as whatever community they are raised in.<br />
<br />
==Racial Traits==<br />
<br />
* +4 Strength, +4 Constitution, &minus;4 Intelligence, &minus;2 Charisma: hydrafolk are strong and resilient, but are not very intelligent.<br />
* Monstrous Humanoid: A hydrafolk must get custom armor because of its unusual shape<br />
* Large: –1 penalty to [[SRD:Armor Class|Armor Class]], –1 penalty on [[SRD:Attack Roll|attack roll]]s, –4 penalty on [[SRD:Hide Skill|Hide]] checks, +4 bonus on [[SRD:Grapple|grapple]] checks, lifting and carrying limits double those of [[SRD:Medium|Medium]] characters.<br />
* Hydrafolk [[base land speed]] is 30 feet, 30 feet swim.<br />
* Low-light vision.<br />
* Skills: Hydrafolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.<br />
* Unusual shape: A hydrafolk has to get custom armor.<br />
* Combat Reflexes: A hydrafolk gets the combat reflexes feat, this allows it to use all its heads for attacks of opportunity.<br />
* [[Automatic Languages]]: Common, Abyssal. [[Bonus Languages]]: Any.<br />
* [[Favored Class]]: Fighter.<br />
* [[Level Adjustment]]: +3<br />
<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Hydrafolk Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 22 years || +1d6 || +1d12 || +1d12+4<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: <!-- insert race name --> Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 70 years || 102 years || 130 years || +4d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: <!-- insert race name --> Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 9' || +2d6 || 780 lb. || &times; (1/2d%) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 8' 11" || +1d12 || 625 lb. || &times; (1/2d%) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Monstrous Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA3]]<br />
[[Category:ECL4]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Rravenfolks_(3.5e_Race)&diff=586615Rravenfolks (3.5e Race)2012-08-28T16:24:45Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=1<br />
|ecl=2<br />
|type=Humanoid<br />
|ability_adjust=<br />
|size=Medium<br />
|favored_class=Any<br />
|desc=As Human.<br />
}}<br />
<br />
= Arrowfolks =<br />
<br />
== Personality ==<br />
<br />
The Arrowfolks are peaceful race and try to avoid fighting. Fighters, Rangers are rare<br />
<br />
== Alignment==<br />
<br />
Often [[SRD:Neutral|True Neutral]]. <br />
<br />
== Physical Description ==<br />
<br />
Most young boys to be trained as monks have shaven heads, while monk elders grow beards and mustaches; they had the longest and most prominent facial hair of any nation. Female monks do not fully shave their heads, just their foreheads so their arrow is visible. It has been shown that when not shaven, Most of the arrowfolks have black or brown hair and blue or brown eyes.<br />
<br />
Arrowfolks who have attained a level of mastery in the art are marked with arrow tattoos.<br />
<br />
A primary arrow tattoo is placed on their shaven head that extends down their back, along with four others, one on each limb that terminates in an arrowhead at the hands and feet. <br />
<br />
== Racial Traits ==<br />
<br />
* +2 Dex, -2 Con, +2 wis<br />
* Arrowfolks base land speed is 40Ft<br />
* Stonecunning: This ability grants Arrowfolks a +2 racial bonus on Search checks to notice unusual stonework. An arrowfolk who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. <br />
* [[SRD:Spell-Like Ability|Spell-Like Abilities]]: 1/day—''[[SRD:Speak with Animals|speak with animals]]'' (burrowing mammal only, duration 1 minute). An arrowfolk with a [[SRD:Charisma|Charisma]] score of at least 10 also has the following [[SRD:Spell-Like Ability|spell-like abilities]]: 1/day—''[[SRD:Dancing Lights|dancing lights]], [[SRD:Ghost Sound|ghost sound]], [[SRD:Prestidigitation|prestidigitation]].'' [[SRD:Caster Level|Caster level]] 1st; save [[SRD:DC|DC]] 10 + arrowfolk’s [[SRD:Charisma|Cha]] modifier + [[SRD:Spell Level|spell level]].<br />
* +2 racial bonus on [[SRD:Saving Throw|saving throws]] against illusions.<br />
* Add +1 to the [[SRD:DC|Difficulty Class]] for all [[SRD:Saving Throw|saving throws]] against [[SRD:Illusion School|illusion spells]]. This adjustment stacks with those from similar effects, such as the [[SRD:Spell Focus|Spell Focus]] [[SRD:Feats|feat]].<br />
* +2 racial bonus on [[SRD:Listen Skill|Listen]] checks.<br />
* +2 racial bonus on [[SRD:Craft Skill|Craft]] (alchemy) checks.<br />
* Pass without Trace (Su): A arrowfolk has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the arrowfolk’s class levels. <br />
* [[Automatic Languages]]: Common [[Bonus Languages]]: Any. <br />
* [[Favored Class]]: [[Psion]]<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL2]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Firelord_(3.5e_Prestige_Class)&diff=586553Firelord (3.5e Prestige Class)2012-08-28T08:28:57Z<p>79.177.105.83: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Complete<br />
|editing=Don't<br />
|type=Combat-Focused<br />
|desc=Masters of destruction and rebirth, the Firelords call flame to their side to burn their enemies to ash.<br />
}}<br />
<br />
==Firelord==<br />
<br />
Masters of destruction and rebirth, the Firelords call flame to their side to burn their enemies to ash. Descendants of a Powerful race of fire manipulating super sentient elementals, you don't choose this class - it chooses you.<br />
<br />
===Making a Firelord===<br />
<br />
Firelords have only one strategy in combat, and that is to burn. Things with immunity to fire such as fire elementals never oppose a firelord, and magic items that protect from fire can be overcome by a powerful Firelord.<br />
<br />
'''Abilities:''' Charisma is most important for Firelords because all powers draw on the Players sense of self. Strength or Dexterity can be useful for a firelord who uses a weapon to complement his abilities. Constitution is useless.<br />
<br />
==Entry Requirements==<br />
<br />
Base Bonus Attack: +8<br />
Skills: Intimidate 5 ranks, Knowledge (the planes) 3 ranks, Concentration 2 ranks.<br />
Feats: Cleave, Iron Will, Toughness, Alertness <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Firelord}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Fireball<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Warmer blooded<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Brothers in flame<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Produce Flame<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Flamekin<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Flame Arrow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Flame pillar<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Overload<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Soul burn <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" |Big Fireball<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:concentration Skill|concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[SRD:Intelligence|Int]]),, [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Firelord.<br />
<br />
'''Weapon and Armor Proficiency:''' Firelords choose one simple or martial weapon to be proficient with. Firelords are not proficient with any armor.<br />
<br />
'''{{#anc:Fireball}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Firelords gain the the ability to throw powerful orbs of fire at opponents as a standard action. This is not the same as a wizard's fireball attack in that a Firelord's fireball Requires a ranged touch attack, doesn't explode and has no save (resistance and immunities still applies). Fireball deals 1d6 damage for every two levels of the Firelord class.<br />
<br />
'''{{#anc:Warmer blooded}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Firelord's body becomes attuned to heat as if he were an actual fire; he no longer succumbs to the dangers of hot areas such as deserts, he will however succumb to cold environments twice as fast.<br />
<br />
'''{{#anc:Brothers in Flame}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level a Firelord is greatly respected by fire elementals. Fire elementals will follow him wherever he goes (even in water, or arctic environments). The fire elemental companions HD can be no higher than the Firelord's Class level plus his Charisma modifier.<br />
<br />
'''{{#anc:Produce Flame}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a Firelord can use the [[SRD:Produce Flame|Produce Flame]] spell at will. A small flame as bright as a torch appears in the Firelord's hand and harms neither the Firelord or his equipment. <br />
<br />
'''{{#anc:Flamekin}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at 5th level, Firelord has become attuned enough to flame that the fires of the world will bend to protect him. Any fire attack that comes at him curves around his body, dealing less damage. In short, the Firelord gains resistance 5 to fire attacks. However, any fire attacks that curve around him continue in their path as normal and count as an attack against other creatures within the attack’s distance.<br />
<br />
'''{{#anc:Flame Arrow}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Firelord can use the [[SRD:Flame Arrow|Flame Arrow]] spell at will. Any ammunition the Firelord fires, such as arrows, bolts, shuriken, and stones, become fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. The Firelord requires no material components for this and may suppress this ability at will as a free action before firing. <br />
<br />
'''{{#anc:Flame Pillar}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, a Firelord can summon a pillar of fire on any 5 foot square, incinerating all within it and dealing 1d6/Firelord level fire damage. Creatures inside the pillar can make a reflex save of 10 + 1/2 the Firelords class level + his charisma modifier for half damage. The Firelord can use this ability a number of times equal to 1/3 his Firelord level (rounded down) per day.<br />
<br />
'''{{#anc:Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, a Firelord can render magical items that grant resistance to fire damage unusable. The Firelord must have physical contact with the object in order to Overload it. Any object possessed by a person that he attempts to Overload must make a will save (DC 10 + 1/2 the Firelord's level + his CHA modifier) or else it becomes completely ineffective for 24 hours.<br />
<br />
'''{{#anc:Interplanar Burn}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level, a Firelord's fire can burn souls and spirits. A Firelord attacking an incorporeal creature with fireball or flame pillar will make contact as if he is attacking a corporeal creature. <br />
<br />
'''{{#anc:Big Fireball}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, a Firelord has gained such power with his Fireballs that they can now explode on impact. When he does this, his fireball takes on similar traits of an arcane Fireball, but with a few differences. For one, his fireball only deals half of its original damage. However, upon a successful attack, the fireball explodes in a 5 ft. radius, damaging everything around it. A Firelord can use this ability a number of times per day equal to 8 + his CHA modifier.<br />
<br />
<br />
==== Epic Firelord ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Firelord}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11st || class="left" | Heat Aura<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || class="left" | Ranged Overload<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || class="left" | Body of Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Fireball:''' A firelords fireball continues to improve at the same rate even into epic levels.<br />
<br />
'''Flame Pillar:''' A firelords Flame Pillar continues to improve at the same rate even into epic levels.<br />
<br />
'''{{#anc:}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a Firelord has so much fire raging within his body that he now generates an aura of heat in a 5 ft radius around him. Any creatures that come into this aura must make a DC 20 Fortitude save or else take 1d12 fire damage for every round they are within the aura. The Firelord can suppress this aura as a full round action, however.<br />
<br />
'''{{#anc:Ranged Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level, a Firelord can now channel his inner fire to send it out to a single target. He can now Overload objects within a distance of 5 * his CHA modifier.<br />
<br />
'''{{#anc:Body of Fire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, a Firelord becomes a living fire. He can change his form to that of a fire elemental of similar build to himself, his type changes to Elemental, and he gains the fire subtype. He gains DR10/- and elemental traits (as if a native of the Elemental Plane of Fire). Even though he loses his constitution, he keeps these traits regardless of which form he is in. He can choose to walk around as an elemental or to stay looking like a human. He can change his appearance at any time as a full round action, but when he is stabbed or cut in human form, his wounds will bellow fire instead of blood. While in elemental form anything he touches will catch fire including any flammables he had on him (clothes, paper, etc...).<br />
<br />
==== <Human Firelord Starting Package ====<br />
<br />
'''Weapons:''' Warhammer.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (the planes) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Int || &mdash;<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot.<br />
<br />
'''Gear:''' Bedroll, Belt Pouch, Small Steel Mirror, Waterskin, Winter Blanket.<br />
<br />
'''Gold:''' 21 gold.<br />
<br />
=== Campaign Information ===<br />
<br />
====Playing a Firelord====<br />
<br />
'''Religion:''' Firelords arent inclined towards any deity, but many will worship their Firelord ancestors, the phoenix, or even Fire itself<br />
<br />
'''Other Classes:''' Firelords rarely seek aid, but the few who did find great love in other passionate and chaotic individuals. Rogues, Bards, Barbarians, Sorcerers, and some Fighters may find great companionship with a Firelord. Paladins, Clerics, and other lawful individuals may have a harder time.<br />
<br />
'''Combat:''' Firelords use every ability in their arsenal to keep enemies far away and relatively burned. They are powerful ranged combatants, with some small melee options just in case they get into trouble. In the heat of the battle a firelord is best kept in the rear with any melee users holding the frontline with his assistance.<br />
<br />
====Firelord in the World====<br />
<br />
{{quote|I play with fire, you get burned.|orig=Duncan Essex, Human Firelord}}<br />
<br />
'''NPC Reactions:''' Firelords seem human, but once they make their powers known they seem like a sorceror. This, coupled with their chaotic nature, leads to them being treated as oddities and ultimately cast out from society.<br />
<br />
====Firelord Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Firelords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (the planes)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | This individual is a firelord. These creatures are said to be capable of handling fire far beyond the means of a normal man.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Firelords are immune to the damage from the elemental flames they love.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Elder firelords are able to mimick the abilities of outsiders from the elemental plane of fire.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some firelords are capable of transforming into the very living flame in which they follow. These firelords are dangerous beings if enemies.<br />
|}<br />
<br />
====Firelords in the Game====<br />
<br />
Firelords are unpredictable, some seek to spread awareness of the great firelords, and smite those who doubt their powers. Some don't even know of their heritage and choose to merely grow as a firelord and find the limit of their power, and others still become completely overtaken by their abilities and travel the world burning all in their path.<br />
<br />
'''Adaptation:''' Firelords make good replacements for a blasting spellcaster, they lack the spell per day limit, but also lack the versatility of other magic classes.<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Firelord_(3.5e_Prestige_Class)&diff=586552Firelord (3.5e Prestige Class)2012-08-28T08:27:32Z<p>79.177.105.83: </p>
<hr />
<div>{{stub|Missing epic information and a starting package.}}<br />
{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Adopted by [[User:Kejik the Firelord|Kejik the Firelord]]<br />
|editing=Complete<br />
|type=Combat-Focused<br />
|desc=Masters of destruction and rebirth, the Firelords call flame to their side to burn their enemies to ash.<br />
}}<br />
<br />
==Firelord==<br />
<br />
Masters of destruction and rebirth, the Firelords call flame to their side to burn their enemies to ash. Descendants of a Powerful race of fire manipulating super sentient elementals, you don't choose this class - it chooses you.<br />
<br />
===Making a Firelord===<br />
<br />
Firelords have only one strategy in combat, and that is to burn. Things with immunity to fire such as fire elementals never oppose a firelord, and magic items that protect from fire can be overcome by a powerful Firelord.<br />
<br />
'''Abilities:''' Charisma is most important for Firelords because all powers draw on the Players sense of self. Strength or Dexterity can be useful for a firelord who uses a weapon to complement his abilities. Constitution is useless.<br />
<br />
==Entry Requirements==<br />
<br />
Base Bonus Attack: +8<br />
Skills: Intimidate 5 ranks, Knowledge (the planes) 3 ranks, Concentration 2 ranks.<br />
Feats: Cleave, Iron Will, Toughness, Alertness <br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Firelord}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +0 || +2<br />
| class="left" | Fireball<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +0 || +3<br />
| class="left" | Warmer blooded<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +1 || +3<br />
| class="left" | Brothers in flame<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Produce Flame<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +1 || +4<br />
| class="left" | Flamekin<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +2 || +5<br />
| class="left" | Flame Arrow<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +2 || +5<br />
| class="left" | Flame pillar<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6/+1 || +2 || +2 || +6<br />
| class="left" | Overload<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6/+1 || +3 || +3 || +6<br />
| class="left" | Soul burn <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7/+2 || +3 || +3 || +7<br />
| class="left" |Big Fireball<br />
|-<br />
| colspan="42" class="skill" |<br />
'''[[SRD:Class|Class]] Skills (2 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:concentration Skill|concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Knowledge Skill|Knowledge]] (the planes) ([[SRD:Intelligence|Int]]),, [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]).<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the Firelord.<br />
<br />
'''Weapon and Armor Proficiency:''' Firelords choose one simple or martial weapon to be proficient with. Firelords are not proficient with any armor.<br />
<br />
'''{{#anc:Fireball}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Firelords gain the the ability to throw powerful orbs of fire at opponents as a standard action. This is not the same as a wizard's fireball attack in that a Firelord's fireball Requires a ranged touch attack, doesn't explode and has no save (resistance and immunities still applies). Fireball deals 1d6 damage for every two levels of the Firelord class.<br />
<br />
'''{{#anc:Warmer blooded}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Firelord's body becomes attuned to heat as if he were an actual fire; he no longer succumbs to the dangers of hot areas such as deserts, he will however succumb to cold environments twice as fast.<br />
<br />
'''{{#anc:Brothers in Flame}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level a Firelord is greatly respected by fire elementals. Fire elementals will follow him wherever he goes (even in water, or arctic environments). The fire elemental companions HD can be no higher than the Firelord's Class level plus his Charisma modifier.<br />
<br />
'''{{#anc:Produce Flame}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a Firelord can use the [[SRD:Produce Flame|Produce Flame]] spell at will. A small flame as bright as a torch appears in the Firelord's hand and harms neither the Firelord or his equipment. <br />
<br />
'''{{#anc:Flamekin}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' at 5th level, Firelord has become attuned enough to flame that the fires of the world will bend to protect him. Any fire attack that comes at him curves around his body, dealing less damage. In short, the Firelord gains resistance 5 to fire attacks. However, any fire attacks that curve around him continue in their path as normal and count as an attack against other creatures within the attack’s distance.<br />
<br />
'''{{#anc:Flame Arrow}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 6th level, a Firelord can use the [[SRD:Flame Arrow|Flame Arrow]] spell at will. Any ammunition the Firelord fires, such as arrows, bolts, shuriken, and stones, become fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes. The Firelord requires no material components for this and may suppress this ability at will as a free action before firing. <br />
<br />
'''{{#anc:Flame Pillar}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level, a Firelord can summon a pillar of fire on any 5 foot square, incinerating all within it and dealing 1d6/Firelord level fire damage. Creatures inside the pillar can make a reflex save of 10 + 1/2 the Firelords class level + his charisma modifier for half damage. The Firelord can use this ability a number of times equal to 1/3 his Firelord level (rounded down) per day.<br />
<br />
'''{{#anc:Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 8th level, a Firelord can render magical items that grant resistance to fire damage unusable. The Firelord must have physical contact with the object in order to Overload it. Any object possessed by a person that he attempts to Overload must make a will save (DC 10 + 1/2 the Firelord's level + his CHA modifier) or else it becomes completely ineffective for 24 hours.<br />
<br />
'''{{#anc:Interplanar Burn}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 9th level, a Firelord's fire can burn souls and spirits. A Firelord attacking an incorporeal creature with fireball or flame pillar will make contact as if he is attacking a corporeal creature. <br />
<br />
'''{{#anc:Big Fireball}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, a Firelord has gained such power with his Fireballs that they can now explode on impact. When he does this, his fireball takes on similar traits of an arcane Fireball, but with a few differences. For one, his fireball only deals half of its original damage. However, upon a successful attack, the fireball explodes in a 5 ft. radius, damaging everything around it. A Firelord can use this ability a number of times per day equal to 8 + his CHA modifier.<br />
<br />
<br />
==== Epic Firelord ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Firelord}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11st || class="left" | Heat Aura<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12nd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13rd || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || class="left" | Ranged Overload<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || class="left" | Body of Fire<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
2 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
'''Fireball:''' A firelords fireball continues to improve at the same rate even into epic levels.<br />
<br />
'''Flame Pillar:''' A firelords Flame Pillar continues to improve at the same rate even into epic levels.<br />
<br />
'''{{#anc:}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a Firelord has so much fire raging within his body that he now generates an aura of heat in a 5 ft radius around him. Any creatures that come into this aura must make a DC 20 Fortitude save or else take 1d12 fire damage for every round they are within the aura. The Firelord can suppress this aura as a full round action, however.<br />
<br />
'''{{#anc:Ranged Overload}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level, a Firelord can now channel his inner fire to send it out to a single target. He can now Overload objects within a distance of 5 * his CHA modifier.<br />
<br />
'''{{#anc:Body of Fire}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, a Firelord becomes a living fire. He can change his form to that of a fire elemental of similar build to himself, his type changes to Elemental, and he gains the fire subtype. He gains DR10/- and elemental traits (as if a native of the Elemental Plane of Fire). Even though he loses his constitution, he keeps these traits regardless of which form he is in. He can choose to walk around as an elemental or to stay looking like a human. He can change his appearance at any time as a full round action, but when he is stabbed or cut in human form, his wounds will bellow fire instead of blood. While in elemental form anything he touches will catch fire including any flammables he had on him (clothes, paper, etc...).<br />
<br />
==== <Human Firelord Starting Package ====<br />
<br />
'''Weapons:''' Warhammer.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 3 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (the planes) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Use Magic Device || 4 || Int || &mdash;<br />
|}<br />
<br />
'''Feat:''' Point blank shot.<br />
<br />
'''Bonus Feats:''' Precise shot.<br />
<br />
'''Gear:''' Bedroll, Belt Pouch, Small Steel Mirror, Waterskin, Winter Blanket.<br />
<br />
'''Gold:''' 21 gold.<br />
<br />
=== Campaign Information ===<br />
<br />
====Playing a Firelord====<br />
<br />
'''Religion:''' Firelords arent inclined towards any deity, but many will worship their Firelord ancestors, the phoenix, or even Fire itself<br />
<br />
'''Other Classes:''' Firelords rarely seek aid, but the few who did find great love in other passionate and chaotic individuals. Rogues, Bards, Barbarians, Sorcerers, and some Fighters may find great companionship with a Firelord. Paladins, Clerics, and other lawful individuals may have a harder time.<br />
<br />
'''Combat:''' Firelords use every ability in their arsenal to keep enemies far away and relatively burned. They are powerful ranged combatants, with some small melee options just in case they get into trouble. In the heat of the battle a firelord is best kept in the rear with any melee users holding the frontline with his assistance.<br />
<br />
====Firelord in the World====<br />
<br />
{{quote|I play with fire, you get burned.|orig=Duncan Essex, Human Firelord}}<br />
<br />
'''NPC Reactions:''' Firelords seem human, but once they make their powers known they seem like a sorceror. This, coupled with their chaotic nature, leads to them being treated as oddities and ultimately cast out from society.<br />
<br />
====Firelord Lore====<br />
<br />
Characters with ranks in Knowledge (the planes) can research Firelords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (the planes)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | This individual is a firelord. These creatures are said to be capable of handling fire far beyond the means of a normal man.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Firelords are immune to the damage from the elemental flames they love.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Elder firelords are able to mimick the abilities of outsiders from the elemental plane of fire.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Some firelords are capable of transforming into the very living flame in which they follow. These firelords are dangerous beings if enemies.<br />
|}<br />
<br />
====Firelords in the Game====<br />
<br />
<br />
Firelords are unpredictable, some seek to spread awareness of the great firelords, and smite those who doubt their powers. Some don't even know of their heritage and choose to merely grow as a firelord and find the limit of their power, and others still become completely overtaken by their abilities and travel the world burning all in their path.<br />
<br />
'''Adaptation:''' Firelords make good replacements for a blasting spellcaster, they lack the spell per day limit, but also lack the versatility of other magic classes.<br />
<br />
<br />
----<br />
<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Combat-Focused]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Lizardfolk,_Variant_(3.5e_Race)&diff=586330Lizardfolk, Variant (3.5e Race)2012-08-26T16:01:49Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la= +0<br />
|ecl= 1<br />
|type= [[SRD:Humanoid Type|Humanoid]] ([[SRD:Aquatic Subtype|Aquatic]], [[SRD:Reptilian Subtype|Reptilian]])<br />
|ability_adjust= +2 to any stat, &minus;2 to any another stat<br />
|size= [[Medium]]<br />
|favored_class= [[Fighter]] and [[Cleric]]<br />
|desc=An actually playable [[SRD:Lizardfolk]].<br />
}}<br />
<br />
=Lizardfolk=<br />
[[Image:Original lizardman by unknown - resized.png|thumb|right|300px|A lizardfolk. It seems there was a disagreement.]]<br />
The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play. It's a fantasy game, if you want to play a lizard you should be able to play a damn lizard.<br />
<br />
==Personality==<br />
<br />
The lizardfolk are as varied in their personality as humans. Why do you want to stereotype them? Are you racist or something?<br />
<br />
==Physical Description==<br />
<br />
Lizardfolk exhibit a wide range of height, weight, and physical power, depending on the circumstances of their birth and their desired station in life. They tend between four and seven feet tall, and are generally between 150 and 250 pounds. Their most common scale colors are green, brown, and blue. <br />
<br />
==Relations==<br />
<br />
The lizardfolk and the [[SRD:Sahuagin|sahuagin]], when they meet, tend to not get along. The [[SRD:Sahuagin|sahuagin]] rule the seas, and the lizardfolk prefer to stick to marshy swamps near the coastlines. However, lizardfolk are capable of living underwater and some do; when they do they come into constant strife with the territorial [[SRD:Sahuagin|sahuagin]] empires.<br />
<br />
Their relations with other races depend on the specific tribes and your campaign, as lizardfolk don't tend to any alignment.<br />
<br />
==Alignment==<br />
<br />
lizardfolk are usually of neutral good alignment.<br />
<br />
==Lands==<br />
<br />
Lizardfolk stick to marshy swampland, usually found near coastlines. However, they often migrate more inland as long as there are marshes and swamps for them to inhabit, and also outwards towards the ocean as they are capable of surviving underwater. They hunt best on land, however. More intellectual lizardfolk can be found in various cities throughout the world.<br />
<br />
==Religion==<br />
<br />
Lizardfolk religion are as varied as the lizardfolk tribes. This one depends on your campaign and what gods and tribes you have.<br />
<br />
==Language==<br />
<br />
Lizardfolk speak Draconic. They also tend to speak the common trade language of the world, Common.<br />
<br />
==Names==<br />
<br />
Lizardfolk names always have a lot of Ls, Ns, Rs, As, and Ys. Their first name tends to be one distinct word, but their last names tend to be multiple words, separated with apostrophes. Examples include "Lar Narya" and "Lyna Lyr'Yan'Nya".<br />
<br />
==Racial Traits==<br />
<br />
* Stat Adjustments: Lizardfolk are an incredibly varied group of individuals, and have more than one possible stat adjustment. +2 to one stat, and &minus;2 to another. Most Lizardfolk have +2 Constitution, -2 Intelligence.<br />
* [[SRD:Humanoid Type|Humanoid]] ([[SRD:Reptilian Subtype|Reptilian]], [[SRD:Aquatic Subtype|Aquatic]]): Lizardfolk are capable of breathing water and are fierce swimmers.<br />
* [[SRD:Medium|Medium]]-sized.<br />
* Lizardfolk [[base land speed]] is 30 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Swim|swim speed]] is 40 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Climb|climb speed]] is 10 feet.<br />
* [[SRD:Natural Weapons|Natural Weapons]]: Lizardfolk have two claws and one bite. The claws deal 1d6 damage each, and the bite 1d8. The claws are its primary [[SRD:Natural Weapons|natural weapons]].<br />
* Amphibious ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Despite being aquatic, lizardfolk are able to survive indefinitely on land.<br />
*Lizardfolk also has low light vision. this is due excessive survival in the dark waters of the swamp and the depths of the sea.<br />
* Monstrous ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Lizardfolk are one part monstrous in addition to being humanoid, and can qualify for [[DnD Monstrous Feats|Monstrous]] and [[DnD Fiend Feats|Fiend]] feats.<br />
* [[SRD:Scent|Scent]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]).<br />
* [[Automatic Languages]]: Common, Draconic. [[Bonus Languages]]: Any.<br />
* [[Favored Class]]: [[SRD:Fighter|Fighter]].<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 10 years || +1d3|| +1d6 || +1d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 30 years || 50 years || 65 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
Note: Some Lizardfolk survive much longer than their maximum age. This is usually due to some sort of magic or class feature.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Lizardfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' || +3d10 || 150 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 2" || +2d10 || 130 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Tome]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Aquatic Subtype]]<br />
[[Category:Reptilian Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Lizardfolk,_Variant_(3.5e_Race)&diff=586329Lizardfolk, Variant (3.5e Race)2012-08-26T16:01:13Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la= +0<br />
|ecl= 1<br />
|type= [[SRD:Humanoid Type|Humanoid]] ([[SRD:Aquatic Subtype|Aquatic]], [[SRD:Reptilian Subtype|Reptilian]])<br />
|ability_adjust= +2 to any stat, &minus;2 to any another stat<br />
|size= [[Medium]]<br />
|favored_class= [[Fighter]] and [[Cleric]]<br />
|desc=An actually playable [[SRD:Lizardfolk]].<br />
}}<br />
<br />
=Lizardfolk=<br />
[[Image:Original lizardman by unknown - resized.png|thumb|right|300px|A lizardfolk. It seems there was a disagreement.]]<br />
The lizardfolk presented in the Monster Manual is intensely unsatisfying. This is a lizardfolk variant that makes lizardfolk [anything] a viable character to play. It's a fantasy game, if you want to play a lizard you should be able to play a damn lizard.<br />
<br />
==Personality==<br />
<br />
The lizardfolk are as varied in their personality as humans. Why do you want to stereotype them? Are you racist or something?<br />
<br />
==Physical Description==<br />
<br />
Lizardfolk exhibit a wide range of height, weight, and physical power, depending on the circumstances of their birth and their desired station in life. They tend between four and seven feet tall, and are generally between 150 and 250 pounds. Their most common scale colors are green, brown, and blue. <br />
<br />
==Relations==<br />
<br />
The lizardfolk and the [[SRD:Sahuagin|sahuagin]], when they meet, tend to not get along. The [[SRD:Sahuagin|sahuagin]] rule the seas, and the lizardfolk prefer to stick to marshy swamps near the coastlines. However, lizardfolk are capable of living underwater and some do; when they do they come into constant strife with the territorial [[SRD:Sahuagin|sahuagin]] empires.<br />
<br />
Their relations with other races depend on the specific tribes and your campaign, as lizardfolk don't tend to any alignment.<br />
<br />
==Alignment==<br />
<br />
lizardfolk are usually of neutral good alignment.<br />
<br />
==Lands==<br />
<br />
Lizardfolk stick to marshy swampland, usually found near coastlines. However, they often migrate more inland as long as there are marshes and swamps for them to inhabit, and also outwards towards the ocean as they are capable of surviving underwater. They hunt best on land, however. More intellectual lizardfolk can be found in various cities throughout the world.<br />
<br />
==Religion==<br />
<br />
Lizardfolk religion are as varied as the lizardfolk tribes. This one depends on your campaign and what gods and tribes you have.<br />
<br />
==Language==<br />
<br />
Lizardfolk speak their own language, known as Lizardfolk. They also tend to speak the common trade language of the world, Common.<br />
<br />
==Names==<br />
<br />
Lizardfolk names always have a lot of Ls, Ns, Rs, As, and Ys. Their first name tends to be one distinct word, but their last names tend to be multiple words, separated with apostrophes. Examples include "Lar Narya" and "Lyna Lyr'Yan'Nya".<br />
<br />
==Racial Traits==<br />
<br />
* Stat Adjustments: Lizardfolk are an incredibly varied group of individuals, and have more than one possible stat adjustment. +2 to one stat, and &minus;2 to another. Most Lizardfolk have +2 Constitution, -2 Intelligence.<br />
* [[SRD:Humanoid Type|Humanoid]] ([[SRD:Reptilian Subtype|Reptilian]], [[SRD:Aquatic Subtype|Aquatic]]): Lizardfolk are capable of breathing water and are fierce swimmers.<br />
* [[SRD:Medium|Medium]]-sized.<br />
* Lizardfolk [[base land speed]] is 30 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Swim|swim speed]] is 40 feet.<br />
* Lizardfolk [[SRD:Movement, Position, and Distance#Climb|climb speed]] is 10 feet.<br />
* [[SRD:Natural Weapons|Natural Weapons]]: Lizardfolk have two claws and one bite. The claws deal 1d6 damage each, and the bite 1d8. The claws are its primary [[SRD:Natural Weapons|natural weapons]].<br />
* Amphibious ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Despite being aquatic, lizardfolk are able to survive indefinitely on land.<br />
*Lizardfolk also has low light vision. this is due excessive survival in the dark waters of the swamp and the depths of the sea.<br />
* Monstrous ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Lizardfolk are one part monstrous in addition to being humanoid, and can qualify for [[DnD Monstrous Feats|Monstrous]] and [[DnD Fiend Feats|Fiend]] feats.<br />
* [[SRD:Scent|Scent]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]).<br />
* [[Automatic Languages]]: Common, Draconic. [[Bonus Languages]]: Any.<br />
* [[Favored Class]]: [[SRD:Fighter|Fighter]].<br />
<br />
==Vital Statistics==<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 10 years || +1d3|| +1d6 || +1d10<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Lizardfolk Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 30 years || 50 years || 65 years || +2d20 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
Note: Some Lizardfolk survive much longer than their maximum age. This is usually due to some sort of magic or class feature.<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Lizardfolk Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 4' || +3d10 || 150 lb. || &times; (2d6) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 2" || +2d10 || 130 lb. || &times; (2d6) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Tome]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Aquatic Subtype]]<br />
[[Category:Reptilian Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83https://www.dandwiki.com/w/index.php?title=Half-Elves,_Teoryran_(3.5e_Race)&diff=586328Half-Elves, Teoryran (3.5e Race)2012-08-26T15:58:13Z<p>79.177.105.83: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=!&minus;2 con<br />
|size=medium<br />
|favored_class=any<br />
|desc=The most human of the teoryran elfs.<br />
}}<br />
<br />
=Teoryran Half Elf=<br />
<br />
== Personality ==<br />
<br />
Half elves act more human than Elves.They are sensitive<br />
and fragile, impulsive yet marginally orderly.<br />
<br />
== Physical Description ==<br />
<br />
Taller and thinner than humans.<br />
<br />
== Relations ==<br />
<br />
Half elves acts as proxies for the pure breed Elves who doesn't want to directly<br />
communicate with humans.<br />
<br />
== Alignment ==<br />
<br />
Any but their convictions are always frail.<br />
<br />
== Lands ==<br />
<br />
The elves once had an racial Empire of their own on Aeoryran but they where defeated and swore allegiance to the human King Kored when he founded his kingdom many centuries ago.<br />
Elves are as diverse as humans but not as skilled and prone to learn new things.<br />
Elves live as talented merchants and talented smiths<br />
but not as skilled as humans are.<br />
They prefere pleasant forests or cities.<br />
<br />
== Religion ==<br />
Any.<br />
<br />
== Language ==<br />
<br />
Human and Elf.<br />
<br />
== Names ==<br />
<br />
<!-- Insert the way you race acquires names. --><br />
<br />
== Racial Traits ==<br />
</noinclude>* –2 [[SRD:Constitution|Constitution]].<br />
* ''[[SRD:Humanoid Type|Humanoid]] ([[SRD:Elf Subtype|Elf]])''.<br />
* ''[[SRD:Medium|Medium]]:'' As [[SRD:Medium|Medium]] creatures, high elves have no special bonuses or penalties due to their size.<br />
* High elf [[SRD:Base Land Speed|base land speed]] is 30 feet.<br />
* 1 Extra Feat.<br />
* +2 diplomacy bonus.<br />
* ''Dark Vision''<br />
* ''[[SRD:Low-Light Vision|Low-Light Vision]]:'' A high elf can see twice as far as a [[SRD:Humans (Race)|human]] in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.<br />
* ''Weapon Proficiency:'' High elves receive the [[SRD:Martial Weapon Proficiency|Martial Weapon Proficiency]] [[SRD:Feats|feats]] for the [[SRD:Longsword|longsword]], [[SRD:Rapier|rapier]], [[SRD:Longbow|longbow]] (including [[SRD:Composite Longbow|composite longbow]]), and [[SRD:Shortbow|shortbow]] (including [[SRD:Composite Shortbow|composite shortbow]]) as bonus [[SRD:Feats|feats]].<br />
* +2 racial bonus on [[SRD:Listen Skill|Listen]], [[SRD:Search Skill|Search]], and [[SRD:Spot Skill|Spot]] checks. A high elf who merely passes within 5 feet of a [[SRD:Secret Door|secret]] or [[SRD:Concealed Door|concealed door]] is entitled to a [[SRD:Search Skill|Search]] check to notice it as if she were actively looking for it.<br />
* ''[[SRD:Automatic Language|Automatic Languages]]:'' Common and Elven. ''[[SRD:Bonus Language|Bonus Languages]]:'' Any.<br />
* ''[[SRD:Favored Class|Favored Class]]:'' Any.<br />
* ''[[SRD:Level Adjustment|Level Adjustment]]:'' +0.<noinclude><br />
<br />
{{Random Starting Ages<br />
|race=High Elf<br />
|base=110<br />
|simp=4d6<br />
|moder=6d6<br />
|comp=10d6<br />
}}<br />
<br />
{{Aging Effects<br />
|race=High Elf<br />
|mid=175<br />
|old=263<br />
|vene=350<br />
|max=4d%<br />
}}<br />
<br />
{{Random Heights and Weights<br />
|race=High Elf<br />
|mbaseft=4<br />
|mbasein=5<br />
|mmodin=2d6<br />
|mbaselb=85<br />
|mmodlb=1d6<br />
|fbaseft=4<br />
|fbasein=5<br />
|fmodin=2d6<br />
|fbaselb=80<br />
|fmodlb=1d6<br />
}}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Elf Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA0]]<br />
[[Category:ECL1]]</div>79.177.105.83